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    Posts made by Hobbes

    • RE: Allied Strat Article

      Well, gotta try playing with the Allies a little more, I guess. I’ve tried playing it Solitaire last night and G still won again, although it got lucky on the dice and wiped out all units on the 2 northern hexes on the first turn.

      Thanks for the pointers.

      posted in Axis & Allies: Battle of the Bulge
      HobbesH
      Hobbes
    • RE: Cards

      I would post the .doc file but this board doesn’t seem to allow attachments. Want me to email it to you?

      EDIT - Nevermind, just figured out how to do it.

      [attachment deleted by admin]

      posted in House Rules
      HobbesH
      Hobbes
    • RE: Cards

      I’ve made a deck of cards for Classic some time ago (before I got revised). It uses a simple 52 deck + 2/3 jokers, which is subdivided into 4 subdecks for each suit. Each side would draw 3 cards each turn from any decks it choose and assign them to countries. Clubs was the Political deck, Diamonds Economic, Spades Strategic and Hearts Intelligence&Technology.
      Some cards affected all countries, others were to be played either at the beginning of a round or when attacked. It could really add some randomness or new elements since there where cards for China Neutrality, Coalition Betrayal, Subversion, 5th Column, Inflation, Russian Winter, Unrestricted Submarine Warfare, Elite Units, etc.

      posted in House Rules
      HobbesH
      Hobbes
    • RE: Allied Strat Article

      @frimmel:

      You aren’t trying to hold the hex. The payoff is that the Axis can’t blitz because there isn’t an available hex to blitz into. It is difficult to explain without a map.

      I understood what you are saying: basically to have a continuous (as needed) 2 hex line, the 1st echelon to delay G’s advance while the 2nd to stop tanks from blitzing through the front line (retreating units can provide this but it can get tricky if there’s no retreat, either because they are destroyed in the attack or G doesn’t attack at all to prevent this).
      What I was considering is that you’ll have to anchor that line, usually at Bastogne and Eupen/Verviers to prevent G from gaining enough VPs to win the game. To do so you’ll need plenty of units at those cities so that there will be at least 1 left there after the attacking phases to prevent G from moving there and allowing for you to move back your retreating units/reinforcements. But to man that 2 hex line it will take a lot of units (10+), that won’t be available for the Bastogne/Northern stacks, thus you risk losing those cities, which makes things a lot harder for the allies.

      posted in Axis & Allies: Battle of the Bulge
      HobbesH
      Hobbes
    • RE: Allied Strat Article

      Wouldn’t that increase the risk of the city stacks being too small to hold against an attack? But perhaps the payoff comes on the late turns when you can move those units to reinforce critical sectors as G is forced to abandon some areas due to the lack of supplies.

      posted in Axis & Allies: Battle of the Bulge
      HobbesH
      Hobbes
    • RE: Allied Strat Article

      Hello,

      I bought BoB about a month ago and meanwhile I’ve had 5 games with my gaming buddy, all of them with wins for G. I’ve played G in most of those games, and I’ve noticed a 1 thing on the last game (which was the closest one so far) that I found interesting.

      First, the way tank blitzs can really hinder the allies movement: on G1 I blitzed 1 tank to the hex NE of Malmedy and another to the SW of Vith (blocking reinforcements from reaching Vith, unless they are tanks). But the worst was on game 6: G had taken Werbomont and La Roche and was threatning both Liege and Bastogne. So I blitzed 2 tanks, one to the SW of La Roche, another to the SE of Huy: this had the effect of preventing any forces on the Bastogne/Ortheuville area to reinforcing Liège, while stopping tank reinforcements from reaching the northern area. My main attack on Liège failed to dislodge all Allied forces there on turn 7 but the stack that was threatning Marche resupplied from Werbomont and 2 tanks blitzed to Huy and Ciney, winning the game for G.

      So, the question is, how to deal with those blitzing tanks? I’ve found that losing one tank due to counterattacks/having him immobilized for lack of supplies can be well worth it because of the amount of tanks G has (and by the late game you can’t attack with all of them due to stacking limits/lack of supplies).

      posted in Axis & Allies: Battle of the Bulge
      HobbesH
      Hobbes
    • RE: Favorite Bids

      @Crazy:

      I’ll give 9 to be the Allies any day of the week, but not on Holidays, I’m usually out of town. I think the Axis could use more than 9 to win, but I’m just used to that number, so I’ll stick with it. One hitch though, you can’t put more than one unit per territory, OK.
        Crazy Ivan

      On my games that is the bid Axis usually gets (or lower….if I feel during bidding that the other player REALLY wants the Axis then I have no problems in lowering the bid down to 3), and we use the 1 unit per territory.

      Assuming a 9 bid, this is what I usually try:

      • 1 INF for Ukr, WRus and Bielo
      • 1 TRN for SZ37, 1 additional IPC for J
      • 1 INF for Libya, 1 ARM for Algeria, 1 IPC for J

      It really depends on the rules and type of bidding you use though

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
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