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    Posts made by hobo

    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Dicing is easy… pick up dice… drop them on table…

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Combat results for fra remain the same then.

      Noncombat Move:
      1inf: rom to bul
      3inf: nor to fin
      2bom: z111 to wgr
      2fig,1tac: z110 to hol
      3aa: wgr to hol
      2inf: den to wgr
      11inf,3art,3aa: ger to wgr
      1fig,1tac: z110 to z112
      1fig,1tac: fra to wgr
      1cru,1tra: z114 to z112
      1tac: z110 to wgr
      3inf: pol to ger

      Unit Placement: 1car,2tra in z112

      Germany collects 41 + 19 plunder = 60 ipc

      g40-2-ger1.AAM

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      So lucky lucky you are…

      Combat results:

      z111: ger loses 2sub,1fig,1tac, UK loses 1bat,1cru,1des

      Combat:

      fra round 3: 3mec,2art,6arm,1fig,1tac vs 1fig
      att
      DiceRolls: 1@1 4@2 7@3 1@4; Total Hits: 81@1: (1)4@2: (4, 3, 2, 4)7@3: (1, 2, 3, 3, 6, 1, 5)1@4: (1)
      def
      DiceRolls: 1@4; Total Hits: 01@4: (6)

      posted in Play Boardgames
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      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Fine, finishing fra then with our 1d2 in round 2
      DiceRolls: 1@2; Total Hits: 01@2: (3)

      z111 round 2: 1fig,1tac,2bom vs 1cru,1bat
      att
      DiceRolls: 1@3 3@4; Total Hits: 21@3: (5)3@4: (2, 1, 5)
      def
      DiceRolls: 1@3 1@4; Total Hits: 21@3: (2)1@4: (1)

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      It would not have made a difference anyways even if you exclude that 4 as a hit, there’s 4 hits on sz110.  You would go low to high anyways to prevent re-rolls, so 3fig first, then 3tac,1bat for sz110.  For sz111 it also didn’t matter since I rolled 5 and 6s with a single 1.  Of course I can re-roll if you wish.

      So, OOL for sz111 still, I assume 1bat takes a hit, and either the 1des or 1cru.  I have 2subs there.

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Combat results:

      fra: ger loses 4inf,1mec, uk loses 1art,1arm, fra loses 6inf,1art,1arm,1fig

      Waiting OOL z111 now

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Combat results:

      z106: ger loses 1sub, uk loses 1des,1tra

      Combat:

      fra: 2art,4mec,6arm,1tac,1fig vs 2art,2arm,1fig
      att
      DiceRolls: 2@1 4@2 6@3 2@4; Total Hits: 52@1: (3, 3)4@2: (4, 1, 1, 5)6@3: (5, 6, 5, 6, 2, 3)2@4: (5, 2)
      def:
      DiceRolls: 2@2 2@3 1@4; Total Hits: 12@2: (2, 4)2@3: (4, 4)1@4: (6)

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Combat results:

      z91: ger no losses, uk loses 1cru

      yugo: ger loses 2inf, yugo loses 5inf

      z110: ger no losses, 1bat hit, fra loses 1cru, uk loses 1bat,1cru

      wfr: ger no losses, fra loses 1inf,1art

      Combat:

      z106: 2sub vs 1des,1tra
      att
      DiceRolls: 2@2; Total Hits: 12@2: (1, 3)
      def
      DiceRolls: 1@2; Total Hits: 11@2: (1)

      fra: 4inf,2art,4mec,6arm,1tac,1fig vs 6inf,2art,2arm,1fig
      att
      DiceRolls: 6@1 4@2 6@3 2@4; Total Hits: 66@1: (5, 6, 4, 5, 4, 4)4@2: (4, 2, 4, 3)6@3: (6, 5, 3, 3, 1, 3)2@4: (5, 2)
      def
      DiceRolls: 8@2 2@3 1@4; Total Hits: 48@2: (4, 2, 3, 4, 5, 5, 4, 1)2@3: (6, 2)1@4: (1)

      Need OOL for z111

      posted in Play Boardgames
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Right, only 2art going into fra, one from wgr and one from hol.

      Combat:

      z106: 2sub vs 1des,1tra
      2sub
      DiceRolls: 2@2; Total Hits: 02@2: (5, 6)
      1des
      DiceRolls: 1@2; Total Hits: 01@2: (3)

      z91: 1sub vs 1cru, first hit wins
      1sub
      DiceRolls: 10@2; Total Hits: 610@2: (2, 2, 5, 6, 2, 2, 1, 6, 6, 2)
      1cru
      DiceRolls: 10@3; Total Hits: 710@3: (3, 5, 5, 3, 1, 3, 3, 3, 3, 5)

      z110: 1bat,3fig,3tac vs 1bat,2cru
      1bat,3fig,3tac
      DiceRolls: 7@4; Total Hits: 57@4: (5, 2, 3, 4, 2, 6, 3)
      1bat,2cru
      DiceRolls: 2@3 1@4; Total Hits: 12@3: (5, 5)1@4: (3)

      z111: 2sub,1fig,1tac,2bom vs 1des,1cru,1bat
      att
      DiceRolls: 2@2 4@4; Total Hits: 22@2: (1, 6)4@4: (5, 6, 6, 1)
      def
      DiceRolls: 1@2 1@3 1@4; Total Hits: 21@2: (2)1@3: (1)1@4: (6)

      wfr: 3inf,1art vs 1inf,1art
      att
      DiceRolls: 2@1 2@2; Total Hits: 22@1: (1, 2)2@2: (2, 5)
      def
      DiceRolls: 2@2; Total Hits: 02@2: (6, 5)

      fra: 4inf,2art,4mec,6arm,1tac,1fig vs 6inf,2art,2arm,1fig
      1fig aa,1tac aa
      DiceRolls: 1@1 1@1; Total Hits: 01@1: (5)1@1: (3)

      yugo: 9inf,2art,3arm vs 5inf
      att
      DiceRolls: 7@1 4@2 3@3; Total Hits: 57@1: (1, 2, 5, 6, 6, 1, 2)4@2: (3, 2, 1, 6)3@3: (6, 5, 3)
      def
      DiceRolls: 5@2; Total Hits: 25@2: (1, 5, 2, 6, 5)

      posted in Play Boardgames
      H
      hobo
    • RE: Dice Roller

      been a while, testing…

      DiceRolls: 1@1 2@2 3@3 4@4; Total Hits: 61@1: (1)2@2: (6, 5)3@3: (1, 4, 4)4@4: (2, 4, 3, 4)

      posted in Find Online Players
      H
      hobo
    • RE: Asians(Axis) vs. White Boys(Allies) - Global 1940, No bid, No tech…

      Germany Turn 1:

      Purchases: 1car,2tra for 30 ipc, 0 balance

      Combat Move:
      1sub: z124 to z111
      1sub: z103 to z106
      1sub: z108 to z91
      1sub: z117 to z106
      1sub: z118 to z111
      1bat: z113 to z110
      1fig: nor to z111
      1tac: wgr to z111
      2bom: ger to z111
      2fig,2tac: wgr to z110
      1tac: ger to z110
      1fig: hol to z110
      1tac: pol to fra
      1fig: hun to fra
      3inf,1art,4mec: wgr to fra
      1inf,2art,3arm: hol to fra
      3arm: sgr to fra
      3inf,1art: hol to wfr
      6inf,2art: sgr to yugo
      2inf,1arm: hun to yugo
      1arm: pol to yugo
      1inf,1arm: rom to yugo

      z111: 2sub,1fig,1tac,2bom vs 1bat,1cru,1des

      z110: 3fig,3tac,1bat vs 1bat,2cru

      Any scrambles?

      posted in Play Boardgames
      H
      hobo
    • RE: Recipe for a G4 conquest of Moscow

      Sounds like a great plan against computer AI.  Slim chances vs an experienced human player.

      posted in Axis & Allies Global 1940
      H
      hobo
    • RE: AAG40 FAQ

      Is there still no official ruling on USSR entering “European” allied territory when at war with Japan?

      Japan and Germany are not allied at the start of the game are they?  USSR declaring war with Japan does not force them to declare war on Germany.

      UK starts off at war with Germany/Italy, but USSR does not and cannot provoke war with the European Axis until turn 4.  UK is not allied with USSR at the start of the game.  Just because USSR declares war with Japan, which is at peace with UK, doesn’t automatically ally USSR with UK.  Why would USSR be able to move ANY units into UK when they are not allied?

      posted in Axis & Allies Global 1940
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      hobo
    • RE: Find Opponents Here!

      Ok I’m up for another g40 game(or two).  Can do regular or alpha start.

      posted in Find Online Players
      H
      hobo
    • RE: Isnt the game just broken if USA builds a major factory in Norway?

      @larrymarx:

      Has anyone considered a primarily naval Germany?

      The idea struck me when I was considering what to do once Germany takes London.

      Uhh If Germany takes London it’s also game over.  Another part of the game I don’t believe has been play tested enough with the initial setup.  It doesn’t take too much luck for Germany to take out UK since it has literally 3 turns to do so.

      posted in Axis & Allies Global 1940
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      hobo
    • RE: Isnt the game just broken if USA builds a major factory in Norway?

      Probably can add

      1. tanks costing 6 now kills germany.  It was bad enough taking moscow in aa50 with only 3 territories between germany and moscow, but look at how many more territories there are now.  Only an idiot would lose ussr in this game.
      posted in Axis & Allies Global 1940
      H
      hobo
    • RE: Isnt the game just broken if USA builds a major factory in Norway?

      I’ve only played one game and it became very apparent that the game is seriously broken.  In aa50, it was still possible to win with either side even if the allies concentrated entirely on one axis.  In aag40 however, some of the rules are seriously broken and need to be adjusted for the “global” game.

      1. ports are fine in the pacific, but in europe, it’s a disaster for the axis.  There is no way the axis can prevent a large US naval stack with 5 or more transports sitting on the atlantic side of gibraltar.  With air on carriers and bombers in uk, the US could strike anywhere in france, norway, or either german or italian capitals with a stack that could be as large as 20 units very early.

      2. japan can’t do enough against north america to prevent the US from going all out kgf by moving all their naval units to europe.  They can be annoying but the US income is too large and the building base too high on continental US to seriously threaten taking w. US.  It would also mean giving up china and the rest of asia to put in a serious enough of an attempt on w. US which means japan’s income is just too small.

      3. as discussed here, once the US takes norway, it’s over.  Germany would have to spend too much just to defend their homeland which doesn’t leave enough to do anything against ussr if that player is half way competent.  10 ground units with a stack of air every turn means germany gets picked apart pretty fast.  With the US strike force starting off at gibraltar, it’s impossible for the axis to defend everything with both their homelands are at risk.  Building a major complex in norway first doesn’t help since germany isn’t exactly rolling in dough.  The only way to even make any attempt of holding norway is by giving up any assault on ussr but people can see what would happen there eventually.

      4. unlike aa50 where japan can eventually get strong enough and advance quickly enough to actually help germany, aag40 board is too large for japan to do anything to help against kgf.  Anyone looking at the unit counts can see it starts to go downhill for the axis very quickly.  There’s too big of a gap in incomes.

      The only thing I can see possibly offsetting these factors are victory cities.  I haven’t lookated at it closely enough, but I guess if victory cities for the axis were set low enough, it might be possible for them to win that way if japan can take out all of asia before germany gets crushed.

      posted in Axis & Allies Global 1940
      H
      hobo
    • RE: Find Opponents Here!

      Looking for a “friendly” aag40 game.  I’m totally new to it and actually haven’t read the g40 specific rules but know the general rules quite well.

      posted in Find Online Players
      H
      hobo
    • RE: Funcioneta's 1940 Global module

      Is there another download site the module can be found?  For some reason I can’t access mediafire.

      posted in Software
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      hobo
    • RE: 2011 Find League Opponents Here

      Looking for another game or two for 41

      posted in League
      H
      hobo
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