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    Posts made by Idi Amin

    • RE: Japanese/USSR Aggression paid out of Aggressors' pocket

      @eudemonist:

      Pretty sure it comes from the bank, but I could be wrong.

      Read the post again dude.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • Japanese/USSR Aggression paid out of Aggressors' pocket

      Question: When the following attack happens should the aggressor be made responsible to pay the 12 IPCs to the bank instead of the bank paying it to the defender?

      USSR
      When the Soviet Union becomes at War with Japan
      Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union.
      Theme: Recognized national emergency.

      Japan
      When Japan becomes at War with the Soviet Union
      Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan.
      Theme: Recognized national emergency.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: ANZAC Autonomy! Anzac declares war on Japan separately from the UK

      With your theory does Japan take the money Islands as well?

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: ANZAC Autonomy! Anzac declares war on Japan separately from the UK

      @Meethos:

      In my opinion, I don’t think there is much benefit to ANZAC declaring war seperatly as it would just give Japan free reign to capture ANZACs territory and destroy their fleet without having to worry about bringing the USA into the war.

      Let them come by the time they get to Austrailia and if Anzac saves A1 cash they can build with 34 IPC’s and protect their navy by scambling 3 fighters into Sz 54

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • ANZAC Autonomy! Anzac declares war on Japan separately from the UK

      Question: Can/should Anzac declare war on Japan separately from the UK. I know Larry says No but I say YES is the answer!!! This should be a standard when the Beta rules are released…… Give Anzac autonomy and let them declare war on Japan separately from the UK on round 1 with no penalty to the UK. This way it gives Anzac more leverage so they can get their 10 IPC bonus on round 1 with help form UKE taking DNG, plus 4 more points with Anzac taking Java. As well, giving Japan 2 targets instead of just China thus drawing pressure off of China. If Anzac saves 10 IPC’s on A1 then on A2 they can build with 34 IPC’s and protect their navy by scambling 3 fighters into Sz 54. I say let Japan come by the time they get to Australia they will put up a good fight.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Italy takes France with Germany's help

      @cressman8064:

      beware of UK moving in men from Normandy and fighters to strengthen up France’s defense before Italy’s attack.

      Any planes leaving London only helps Operation Sealion

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • Italy takes France with Germany's help

      Question: G1 should Germany soften up France in order to let Italy take it on I1? Italy will probably need to rebuild her navy so with the extra 19 IPC’s and 4 point increase would go along way.

      Feedback sought>

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Airbase in Northern Italy saves Italian fleet in Sz 97

      @Gargantua:

      Your a vetern IDI, map it out yourself, why should I have to do the work for you? and show my next G1 moves for the game we play on the 29th? That’s Bullsht! :P

      What I’ll do, is just the basic, to show you what “can” attack, and then land in Rome.

      I didn’t know that you were claiming Germany on the 29th, I was under the impression the selection was going to be random lottery.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • Error

      Error

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Airbase in Northern Italy saves Italian fleet in Sz 97

      @Gargantua:

      Germany starts with 5 Fighters, 5 Tactical Bombers, and 1 Bomber.

      I’m not going to pick and choose which fighters for you, because it’s dependant on how you wish to attack the british fleet, but you should consider mapping it out.

      How would a veteran player as yourself Gargantua attack the Royal Navy and support the Italian Navy? Please do map it out for all us rookies>

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Airbase in Northern Italy saves Italian fleet in Sz 97

      @Gargantua:

      Well here’s the thing Idi, if germany builds transports G1, and lands fgt support in southern italy G1.  The U.K. has a barely 50% chance of sinking anything.

      And the U.K. also has to skimp out in london, making sealion completely viable.

      The sooner the U.K. navy sinks itself, the sooner italy can make gains in the middle east and africa.

      The axis is fine without the AB, infact it’s TOO powerful if they have it.  Best exactly the way it is.

      Exactly which German fighter planes are you talking about?

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Airbase in Northern Italy saves Italian fleet in Sz 97

      @Frank:

      I don’t believe so.  The axis have been given enough advantages in Alpha 2 vs OBB that they can afford to have one of their starting fleet sunk.

      Were not talking Axis in this post, were talking Italy. You can’t build much of a replacement fleet with Italy’s income.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: My Axis & Allies Global table

      @Gargantua:

      And the Octagon?

      I’ve always wanted to do the battle in the Octagon, I KNOW I’ll roll better in that thing.

      I think the Aldergrove venue has a rolling box. If you think it improve your luck I can ask for you.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • Airbase in Northern Italy saves Italian fleet in Sz 97

      Question: To aid in the Italian fleet survival in Sz 97 should Northern Italy start with an airbase?

      Feedback wanted>

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • Edmonton, Alberta, Canada

      Looking for Global 1940 players

      posted in Player Locator
      Idi AminI
      Idi Amin
    • Can Italy survive the game turn order change?

      Question: Will Italy be able to compete going 8th? Now that USA goes 4th Rome is that much more at risk. Germany has to take Southern France and fill the Med with Naval units to have any hope of stopping Rome from falling.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Lessons Learned Global 1940

      @Gargantua:

      • DIRTY TIP! when playing face to face.  Don’t chip your units up, leave them in a messy pile on the board.  Move the clump of units around, and no one will know quite whats in there…  I’ve seen this work many a time.

      Dude, I’m just a messy player……that’s all…Not dirty!

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Lessons Learned Global 1940

      [[color=red]quote author=Gargantua link=topic=21840.msg734182#msg734182 date=1294787532]
      You could call this a Tips and Tricks thread, or a Strategy Thread, but I figured the best thing to call it, was:

      The “Lessons Learned” Thread[/u

      So I’ll start this off, and I want everyone to contribute, {[color=red]{Idi Amin will}  in point form, about basic game facts, mini theories, and Aha! moments.  Please add as you see/feel necessary.

      1. Britain even if left relatively alone,{I felt so alone with an Island full of inf and no Navy} can be kept out of the game easily enough with limited German air and sub superiority.  The
      brits don’t make enough $ to build ships AND men.{Tell me about it I had like 12 IPCS to rebuild the Royal Navy}  And they don’t want to put their units in range of getting obliterated.
      2. Navies without transports and men, are of very limited threat to the overall game (Unless convoy blocking or killing your transports) Make sure when you build a navy, you have men and transports to take territories with it.{Agreed}

      3. Russia is BIG,  Yes, it takes the Axis a long time to get there… but, it takes the Allies, EVEN LONGER to get there and help.  even landing in Europe only has a limited effect on Axis efforts on the eastern front. If you are the Axis, make sure you build the Maximum amount of units you can on the eastern front to keep the pressure on as best as possible,{That means 10 inf every turn out of your Romainia IC} to make sure you meet your goals.  If the Russian Capital falls, unless Berlin AND Rome fall at the same time, you can forget EVER liberating Russia back.

      3. Norway is CRUCIAL to the Axis war effort.  3+5+3 = 11 IPC swing if the Allies take it.  Every Turn the germans keep it, the allies are getting slammed with the economics.  Make sure you keep a transport or better (With scramble coverage or better) inside the Baltic, you NEED to control the north if you are the Axis,{As I recall last F2F game your efforts fell short in Scandinavia due to stubborn Russian resistance} and if you are the allies, you need to Kill that navy, and take Norway away as soon as possible.

      4. PAY ATTENTION TO YOUR CAPITALS. With all the bonus movement, extended ranges, new units, rules, and loads of can-opener effects. WATCH YOUR CAPITALS like a hawk.  When in doubt, DOUBLE up against your opponents chance of taking it.

      5. PARIS is a show.  Only take it, if you can hold it, AND only if you can supply it with more than +6 ground units and air a turn.  Otherwise you’ll lose it to the Axis and they’ll collect + 20 or whatever, and you’ll have lost any french holdings you have world wide as the allies.

      6. Germany needs to built a plane or two EVERY turn that it can (Maybe not G1).  Air Supremacy in Europe is everything.  It gives your units strength on the ground, it makes your navies defendable, and gives you options.  If you lose Air Supremacy in Europe, you are losing the game, or will soon.

      7. America needs to use EVERY piece on the board to maximum effectiveness.  Make sure you use every piece and that there is not a single american piece on the board, that is without purpose, or course action.I agree here as well but sometimes saving all your IPC’s for the first round can benificial so you can see which way the Axis are headed.}[/colo
      8. China is a problem, and the best way to spread that problem, is with other allied support. Russia and U.K… Involvment, a Hold In Yunann has been seen as quite effective.[color=red]Always try to kill the “Flying Tigers” at any cost}

      9. China wins more on the ATTACK than the DEFENSE. {Don’t forget your commital roll}
        This is because when China Defends, the Japanese bring in unlimited air support to paste any chinese units that resist  Stacks of chinaman only ever get to roll once on defence, but sometimes 3 or 4 times on attack.  When the Chinese attack, they can win, because they face ONLY Japanese ground units.  Killing Japanese Ground units, as often as possible, is how to make China Survive THAT much longer.

      10. Mobility, keep your units in territories that give you the most options.  Don’t box yourself into corners, or fly your bombers to Greenland.{Or lose the whole UK fleet}

      11.  Taking a French African territory nets the axis +1.  Taking a British African Territory nets the Axis +1 but the Allies -1. so net +2.

      12.  Don’t forget your NO’s, fighting for these, and keeping the economic game in your favour, or going toward your favour is how to win world wide.  If you win the economic game, you’ll win the game.  The Capitals will fall eventually.

      13. Only attack with your navy, against an equally sized navy, when you are ALREADY IN CONTROL of the Islands around you that you want.  There is no sense, blowing up there navy, and losing yours,Unless you are the USA, they can afford to lose their navy, Japan can’t!} if they already have all the islands and you can’t take any now that you are navyless.

      14. If you know a territory is going to get steamrolled with 50 inf, art, mec and tanks.  Don’t leave 1 guy there defending it - unless it’s to stop a blitz.

      15. Don’t be afraid to challenge.  Sending 1 inf at 1 against 1 inf at 2, can often make the difference.  Especially when you can replace your 1 guy, and your opponent can’t replace yours.

      16. Transports can Draw fire.  Sometimes it’s better to seperate a transport from your navy.  Than to just let it sink with the navy that is going to die anyways.  The example is, your opponent has 2 fgt’s 1 tac.  You have a battleship and a transport.  Now, you are going to lose that fight, but, if you seperate the two, now your opponent has to decide…. sink both?  sink one?  If he get’s greedy, he might take the transport, but lose to the ship… either way, your transport just drew you a hit - instead of dying regardless.

      17.  Don’t be afraid to sacrifice transports to make gains IE, taking a factory territory whilst losing a transport, or an Island that is part of an NO, or worth a considerable sum.  YES, you will LOSE the transport for free, but now your opponent will have to sail there, to take it back, FIGHT your units on the ground, draw in ships for bombards, and air support if he wants to garuntee the win.  Resources that would otherwise be going elsewhere…{Remember when placing newly purchased Transports to put them out of range of enemy planes}

      18. Mobility is worth money,  sacrifing planes, transports, ground units, or whatever, can sometimes be worth it, if it means taking a territory like Gibraltar back, that just bought you another turn - either moving forward, or slowing your opponent down.

      19. Money is made, not when you just collect income, but when you KILL enemy units that are worth more than what you lost.{Not always!}

      20. Trade units when YOU are in control, either when you are making more money than your opponent, have more units in the region, or know that once you make the trade, you can replace your unit, but they can’t replace theirs.

      21. Russian Tanks - If you pay attention to how many tanks the Germans have, and try to make sure that you have about as many tanks as they do, it will always be difficult for the Germans to attack you. Because chances are, you’ll already have as many men as they do already on the ground.  VS building MOSTLY infantry (No counter attack capability) or MOSTLY tanks (no staying power against German assaults){That are far away from their supply lines}

      22. Keep silent- Don’t talk about what you are going to do to your opponent, or you’ll lose.{Or get laughed at}

      23. Consciously Move or consider every piece you own, every turn.{Especially if your France!}

      24. The Aircraft Carrier range boost.  Always remember, you can land in a SEA ZONE that has a factory present, if you are willing to build an ACC there.  This can give you a + 1 range boost if you committ.  This boost, even if the ACC dies on the following turn, can be worth sometimes, especially when there are undefended GROUPS of transports in the water…{As I recall a couple of games ago it was you lost 7 undefended transports or was it 8 in this exact manor.}

      25. Aircraft Carriers soak hits .  Yes they can’t roll to attack, but if they are part of your navy, or you are against them, DON’T underestimate there capabilities.  If you think about it, 16 IPC’s /2 = 8 IPC’s.  That’s 8 bucks a hit, same as a destroyer. CHEAP. Feel free to sink your carriers whilst on the attack or the defense if it’s going to make the difference for you… no one thinks you are going to, but it’s not really that bad of a trade.  I’ve sunk a few American fleets in my time using this technique, even if you go in for a STRAFE.  It’s fair game and good economics. (If you are doing more damage to them)

      I appreciate some of these tips might be simple, and or well used.  But I thought I’d drop em off, and encourage others to do the same.  Let’s see what you’ve got! {See you on Saturday}>

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: "Cone of Silence"

      @Gargantua:

      Just use these rules.

      1. You have to have your purchase ready, by the start of your turn.  (Yes that can mean you organize several purchase options)  If you don’t have one ready, you don’t get to purchase.

      2. You have 5 minutes (Use an hourglass or stop watch) to place all your combat attacks, Monitored by opposing team.

      Roll Dice, then after all dice are rolled…

      3. You have 5 minutes + whatever time you didn’t swallow up from your combat moves to do all your NCM.

      You SHOULD make the time alotments dependant on per country (China doesn’t take 5 minutes to do the whole turn, but Germany or U.K. can take time…)

      Also, allowing players to play simultaneously (Germany+Japan with Russian eastern forces moving,  UK + ANZAC, ETC)  Significantly reduces time in game.

      You could also reduce times to very low, but keep a consecutive clock, IE you save timed last turn, so have it this turn.

      OR  allow the player for 1 IPC to buy 2 minutes of time,

      OR allow each side a certain amount of TIME OUT’s for team meetings.

      OR just play the game with experienced players and tell everyone to move quickly.

      BEST  Pick the teams days BEFORE the game, so they can talk up a good strategy, and know their respective roles.

      Sounds reasonable, perhaps meeting half way could work out.

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
    • RE: Speeding up the game

      Try the Cone of Silence

      posted in Axis & Allies Global 1940
      Idi AminI
      Idi Amin
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