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    Posts made by HolKann

    • RE: German "factory crush" strategy with little help from Mini-Me ( Italy)

      How about making Len a dead zone, grabbing Northern Europe, giving up Ind, overpowering the Italian Navy, and stacking inf in Cau?

      For instance:
      R1: purchases: 5 inf 3 arm, combat: 5 inf 1 rtl Len -> Swe (+maybe sub exchange) non-combat: 1 inf Bel -> Arc, 3 inf 1 rtl Mos -> Arc, 2 inf Kaz -> Cau, 2 inf Nov -> Mos, rest inf -> west. reinforcements: 3 arm -> Mos, 1 inf -> Len, 4 inf -> Cau.

      UK1: purchases: 1 AC, 2 DD, 1 trn, 2 inf combat: invade France with 1 arm 1 inf (gain 6IPC+10 NO), kill with air rest of German fleet non-combat: air lands in Swe, 1 ftr from Egy -> CHA (where the AC+DD’s+trn will be build. The Eus ftr will join too), Middle East pulls back to Per (to help defend Cau in round 2)

      Result:
      Short term: 16 Russians ready to take back what 10 Germans can take in Len at G2, back-up of 4 British land + 4 British air on UK2 in Len to defend vs G3, 10 inf in Cau defending the first wave of German attackers, 7 British land units to defend vs the wave of Italian at Cau, a very strong Brit which will make 40+ IPC’s the next 2/3 turns (without NO’s calculated in)

      Long term: Nwy and Swe will be allied forever (no German fleet), the British fleet is building up to kill the Italian navy, while also keeping control of Northern Europe (cheap DD’s to defend against ftrs, plus a few subs for hits and punch, et voila, arrivederci Mussolini, add some trns + inf and Len is Allied forever). Loss of Africa trying to counter by killing Italian fleet, from that moment, Cau is much safer and Africa ready to reclaim :)

      Of course, Ind is lost, Chi will have a very hard time, and Jpn will grow like hell (though it will take longer than in Revised)… But that’s for the Americans to clean up 8)

      I’m just trying to say: If USSR and UK really want, they can defend both Len and Cau against G2+I2, and probably later too, because after the 5 arm purchase, Ger will lack enough infantry on mid-term, giving some breathing room for Moskva till the Siberian forces arrive.

      What do you think, IL?

      Edit: an alternative to the 2 DD’s are 1 AC, but that leaves Swe a bit more vulnerable, whilst having to keep more ftrs dedicated to fleet service instead of defending Len. The good part is the fleet is completely safe from German Luftwaffe, whilst with 2 DD’s it’s “quite safe”.

      posted in 1941 Scenario
      HolKannH
      HolKann
    • RE: MY review

      @jeffdestroyer:

      +5 is a lot not to attack.   It would take Japan many turns to get 5 (1ipc) territories from the Russians without ignoring other areas. 
      I suggest a neg one time penalty of -5 on the start of hostilities with Russia instead.

      Naah, loosing 5 income for conquering Russia is not a lot: after 3 territories you’re back on the plus side (-5 +3 for Japan, -3 for Russia == +1 for the Axis (or -1 for the Allies)). It’s not making Japan never going to attack Russia, it’s making Russia a bit less attractive for Japan to conquer. I think this would be best: Russia NO: “+5 IPC if at least one original Russian territory is controlled by Japan”.

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: MY review

      Hmm, how about a little NO for Japan which states: “+5 IPC if no originally Russian territory is owned by Japan” This would make it a bit less favourable to attack Bry or Far, as Japan would loose IPC’s that way 8)

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: Battlemap for aa50?

      Allright, changes are made: Germany and Japan are getting the right amount of IPC’s now, Saigon is no longer a VC, Shanghai is, and added RD’s map as the default (there was no difference with the version I had on my pc, but strange things have happened with these maps, so I did add yours just to be sure ;) ) The updated map can be found here: http://www.axisandallies.org/forums/index.php?topic=12873.msg357193#msg357193

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • Modules for ABattlemap

      ABattleMap Modules

      Intro:
      Since I’ve got a first post in a stickied thread here, I’m gonna hijack it :evil: to present to you guys the brand new ABattleMap Installer! The goal is to simply have a player install one .exe file, and be ready to play any A&A flavour (s)he likes. No more messing around with map versions or e-mailing modules, all ABattleMap needs should be in one convenient package.

      Features:

      • Easy-to-use self-install format

      • Up-to-date 0.80+ ABattleMap.exe file

      • Some extra files created by the community to enhance your ABattleMap experience

      • All current A&A-related modules including:

      • Both of Funcionetta’s Free China modules

      • A version of AAR with corrected sea zone names

      • The finished version of AA42

      • The former ABattlePack

      • TMTM’s Guadalcanal, Battle of the Bulge and D-Day

      • Half a dozen other A&A variants I found on the net: AAR: Enhanced, AAR: Historical Edition, Pact Of Steel, AAE: Italy, Advanced World At War, Global War.

      • Stoney’s superb Pacific 1940 module v3.2

      How to install:
      Simply download the ABattleMap Installer, follow the instructions on-screen, and double click the created shortcuts. Easy as pie, have fun!

      On the extra files:
      There is a folder in the installation directory called “Extra Files”. This folder contains extra toolpieces.bmp, bigpieces.bmp and map.bmp files to costumize some modules. Also, it contains a .pdf with Stoney’s guide on how to create your own ABattleMap modules. It’s very complete, and certainly worth a peek.

      Notes:
      Required disk space: 207 MiB. This is mostly due to the use of .bmp files for the many needed image files.

      For non-Windows users, here’s a .7z file of the whole lot.

      Compatibility of maps should not be an issue, I’ve only included maps which are compatibility-wise finished. Anyone sending me a new version of an already existing module, should make sure they’re compatible with the older versions. New modules are always welcome and will be added to the ABattleMap installer.
      Current version of the files: juli 24nd 2010.

      Any comments, suggestions or flames on the ABattleMap installer or modules can be directed to this thread. Comments, suggestions or flames regarding Pacific 1940, Europe 1940 and Global 1940 can be directed to Stoney’s thread (which should be stickied imo).

      People who can’t download files from Mediafire are welcome to pm me with their e-mailaddress so I can simply mail the files to them.

      Many tnx go to TMTM, Funcionetta, TimTheEnchanter, CmdrJennifer, a44bigdog, Emperor Molari, jeffdestroyer, Stoney229, Atarihuana, d142, P@nther and Vreely for supplying ideas, reporting bugs and sending through files or modules. Ofcourse, credit also has to be given to Atilla, the creator of ABattlemap.


      A quick tutorial on using ABattleMap:

      • Navigating is done by holding down the right mouse button and moving the mouse.
      • Placing new units in a territory is done by left clicking on the desired unit in the ToolBar window, and then left clicking in the desired territory. To place 5 units at a time, hold SHIFT. To place 10 units at a time, hold CTRL.
      • Deleting units is done by clicking the middle mouse button on the desired unit, or by changing the mouse function to delete by clicking “DEL” in the upper right corner of the ABattleMap window. To delete 5 units at a time, hold SHIFT. To delete 10 units at a time, hold CTRL. To get back to the default mouse function, click “ESC” in the upper right corner of the ABattleMap window.
      • Moving units from from a territory to another is done by dragging them with the left mouse button. To drag 5 units at a time, hold SHIFT. To drag 10 units at a time, hold CTRL. To drag a whole stack of units, hold CTRL+SHIFT.
      • Undoing a recent action is done by clicking “UNDO” in the upper right corner of the ABattleMap window.
      • Zooming in is done by pressing “+” on the numpad. Zooming out is done by pressing “-” on the numpad.
      • Recovering the InfoView and ToolBar window after they mysteriously disappeared is done by removing the “ABattleMap.ini” file from your ABattleMap folder (default: C:\Program Files\ABattleMap).

      Source map files

      For those who wish to create their own version of the AA50 modules, a .pdn file of Map.bmp for the AA50 1941 scenario can be downloaded here, and a .pdn file for the AA42-map can be found here.

      posted in Software
      HolKannH
      HolKann
    • RE: Battlemap for aa50?

      You’re right, I get the error too. Because there’s a 256kb attachment limit, I’ll put a new rar-version here, a zip version for the '41 scenario in a following post, and a zip-version of the '42 scenario in a third post. Same way to use: remove “.txt”-extension, unrar/unzip, add folders to abattlemap folder.

      For the latest version of the map: http://www.axisandallies.org/forums/index.php?topic=12873.msg357193#msg357193

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: Battlemap for aa50?

      This is a fixed version of the Flames of Europe AA50 (as in: the set-up’s of both 1941 and 1942 are correct, and some map flaws have been adressed), with better looking units too. Because .rar isn’t allowed on this forum, I added “.txt” at the end of the file. Just remove the “.txt”, unrar, and add to abattlemap. Have fun :)

      Edit: For some reason, it doesn’t always download right. Use http://www.axisandallies.org/forums/index.php?topic=12873.msg357193#msg357193 instead.

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: AA50-41 PBF game?

      If you’re looking for the correct 1941 and 1942 set-ups, a finetuned map, and a nice looking set of units, here’s an enhanced AA50 module based on Attila’s AA50 module. The set-ups are correct, the sea-zones are correctly named, some map bugs have been fixed, PCH is not longer accessable, and Eus doesn’t border to LAB any more…

      To use it, remove the .txt extension, unrar, and add the 2 folders to your aBattlemap folder.

      Have fun :)

      Update: the file doesn’t always seem to get at one’s computer properly (as in: corrupted file error). Use http://www.axisandallies.org/forums/index.php?topic=12873.msg357193#msg357193 instead…

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: MY review

      What did USA do except invading UK?

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: AA50 Rules Errata and Q+A

      I don’t see then why the subs would have to dive if ftrs are attacking them without a DD. But the situation is clear now: subs are safe from ftrs without DD, trns are never safe. Tnx for the help!

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: AA50 Rules Errata and Q+A

      There are a dozen situations where I would be happy if one of the inf could stay safely in the boat. Conquering empty but dangerous enemy territories for instance. But thanks for answering the question :).

      As for Subotai’s diving subs: how about the example I gave? (2 sub attack 1 AC 2 ftr) Are the ftrs allowed to return fire because the subs don’t dive? Or are air units never able to hit subs unless a DD is present? (subs are complicated!)

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: AA50 Rules Errata and Q+A

      I don’t know about Subotai’s, because if the subs would need to submerge, then 2 subs attacking 1 AC 2 ftr would allow the 2 ftr to defend, because the subs won’t dive whilst trying to destroy the AC. But ftrs aren’t allowed to shoot at subs, so what happens than?

      I have another question though:
      The rules state that, during an amphibious assault, “a transport must either offload all units that were loaded during the Combat Move phase or retreat during sea combat. It may also offload any number of units owned by the transport’s power that already were on the board at the start of the turn.”

      Does this mean that if I load 2 inf in turn N, and I amphibiously assault some territory in turn N+1, that I don’t have to disembark both of my inf, but that 1 inf may stay in the transport? (because they weren’t loaded during the Combat Move phase)

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: How do subs work?

      Hmm, I think the DD one-to-many ratio isn’t that big of a deal. Since subs can only shoot naval units, the DD is likely to be shot first (inexpensive), so the subs can flee immediately afterwards. Even if you manage to kill 2 subs in the first turn, if the DD is down, no big harm has been done, and the rest of the subs are safe!

      Another question: Imagine 3 subs are attacking 1 American DD and 1 British AC wit 2 British ftrs. Are the ftrs allowed to hit the subs in the first round of combat?

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: Call me crazy…

      Anyone ever heard of Eustace and Boniface?  :lol:

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: Help with ABattlemap

      Hey all, just created a set of small but decent AA50 and AA51 toolpieces, cuz I didn’t like those provided with ABattlemap. They’re based on Tim’s pieces (see his previous posts), but are suited for Anniversary Edition, and had some minor tweaks. I also redrew the flags, by using the “stickers” on WW2-aircrafts as an example.
      To use them, rename to “ToolPieces.bmp”, and put them in the appropriate game folder.
      Hopefully I can make some people happy by posting them here :)

      ToolPieces AA50.bmp.txt
      ToolPieces AA51.bmp.txt

      posted in Software
      HolKannH
      HolKann
    • RE: China as a new sub-player

      I think it’s pretty realistic that China doesn’t stand a chance against a determined Japan. Back in the 40’s, some of those Chinese were still using bow and arrows (exaggerating), whilst the Japanese like things to be as advanced as hell. So no rtl nor ftrs for China, only sheer power of numbers historically.

      In revised however, China is so easily crushed that it’s a no-brainer for Jpn: Attack China, then India, then Sinkiang, then push to Moskva. If your opponent is building an Indian complex, they made a mistake (CSub). If they’re building both complexes in Ind and Sinkiang, then they made a double mistake (if India falls, which it will (Csub), Sinkiang will fall too (2 units every turn vs. 11 if Jpn’s logistics are OK).

      Now in AAAE, Jpn will have to let other things go by whilst it struggles to conquer the vast ranges of Chinese soil. This is the difference between AAR and AAAE: AAR’s Jpn: Ind AND Chi AND Aus AND Yak AND Afr, whilst AAAE’s Jpn: … OR … => Jpn will have to choose what it’s greatest gains with smallest losses are. And that’s something I really really like.

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: China as a new sub-player

      @Imperious:

      WE are not arguing about why they didn’t include Chinese aircraft carriers, but rather give the Chinese SOMETHING to fight back with. They got all these new territories, but don’t have a toilet to pee in and cant do anything to prevent Japan from taking about 3-4 territories the first turn and probably cleaning up in 2-3 turns total.

      I would like something to shoot back with.

      Why, you got something to shoot back with: Brits and USA. And also remember, 3 inf each turn = att power of 1 ftr, + 2 hits. You’ll just have to be creative to try to keep China alive (pressure from pacific, Brits pushing through Fic, Bry stacked with Russian fodder, Allied units defending in Chinese territories…

      Personally, I think China is in much better shape than in AAR: there after 2 turns China was done with, now China can even grow strong if Japan is busy elsewhere.

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: China as a new sub-player

      Huh? You guys want China to attack things? Don’t you see the whole point for China is to create a Chinese Wall?

      Owkay, so LH wanted less Japanese ftrs in Moskva, so he had to close the 3 passages: Ind, China, Yak. In revised, Ind and China were the most important ones, so he created some buffers by splicing Fic, and he created China as a power that will collapse at some late stage of the game. This makes perfect sense! China is not a real power in the game; merely a buffer to the Japanese, so why give them ftrs, tnks etc. if their role is to delay. Imagine China were a real power, with IC and the lot.
      To make Chinese interesting to play with, would overpower them greatly, making Jpn extra strong, and ruining any historical accuracy.

      Besides, historically China didn’t attack a lot, did it?

      +building tnk, ftr, rtl sculpts for China is a complete waste of resources: if Japan really wants, it can kill China by J4, thus eliminating it from the game, thus making it’s sculpts useless.

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: Think K[G/J/I]F is over?

      Hmm, as far as I can tell, this will be how the game will more or less go:
      Ger vs. Rus ofcourse
      Ita vs. Brit in Africa and Med
      Usa vs. Jap in Pacific

      Apart from some India or a few American trannies in the Atlantic, the game seems designed to give every nation a direct opponent. Might get very interesting indeed…

      posted in Axis & Allies Anniversary Edition
      HolKannH
      HolKann
    • RE: On oil prices and food prices

      Just conquering lands with oil would be cheaper… Ow wait, they tried that already…

      posted in General Discussion
      HolKannH
      HolKann
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