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    Posts made by Infantry Rocks

    • RE: New player needs strategy help

      Never takes Africa? Even Egypt on round 1? In that case you can unite the Britsh fleets against either Germany or Japan.
      US in Africa, forcing D of Southern Europe, is definitely a good strategy but make sure the Med fleet is dead, your ships can be defended and that a Norway landing isn’t better.

      Norway is the only option if Germany leaves giant stacks of infantry in western, southern and berlin or if you need allies forces defending Moscow. Otherwise it’s easier to storm the beaches.

      No. You can try one in India or two in India/Sink but a lone US IC will fall quickly. Keep in mind the IC strategy will let some pressure off Germany. All air? Does this mean Pearl Harbor was not done? Also do you make sure to sink the Kwang tran and do the sub batlle on UK1.

      If your playing LHTR, and you should be because the out of the box rules do not work, there is a cap on bomber damage equal to the IC’s land value and heavy bomber are limited to best of 2 dice +1 rather than 2 dice, so they are not worth it except if you expect a long game . If your using out of the box rules heavy bombers are extremely powerful and will reduce the axis to rubbble, that is, is Germany weren’t capable of sacking London on G1.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: The British Fleet

      Take Borneo AND build an IC in India?  Forget Borneo, I’m taking India on J1.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: New player needs strategy help

      What is Germany doing? Where are the Siberian troops. Is India intact? Is Africa intact? Have you sunk the German navy? Where is the American fleet. All these nuances play a difference.

      It’s a bit late to do much in the Pacific if you’ve abandoned since once Japan has a decent foot hold in Asia they can usually fend of an American pacific attack without too much disruption.

      If Germany is not covering its beaches properly you can storm western or southern in order to trade American troops for German at a favorable rate. If Fortress Europe has been established the your best bet is to drop troops in Norway and March them against Berlin. If Japan sprung for 3 IC early on then you should have some breathing room as Russia because he can’t have that many units. Also, if you’re not doing anything else with them the US and UK bomber should be taking 6 IPC’s per turn from Japan. Marching US troops across Siberia seem really slow. If you’re going to do this it’s almost strictly better for Russia to move a few units east while UK/US and the rest of Russisa’s troops move west.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: The British Fleet

      How do you use the Japaneese fighters? If they land on an AC off Hawaii they are out of range of everything except Hawaii and the American mainland. Hawaii isn’t exactly a spectacular target and America would love for Japan to involve itself in a hopeless assault on LA. They can’t even land in Asia so the only defensive possibiliy is SZ60. I suppose you mean you don’t use them on Pearl Harbor.

      Attacking Japaneese islands is a different idea than merging the fleets since you obviously can’t do both. I’m not sure how good this is. Now Japan CAN spilt its forces and favorably sink the American fleet and much of the British fleet. Yes Germany can divert resources to retaking Africa but by that same logic Japan can easily retake Borneo, especially if the Kwangtung tran lives. If you take New Guinea you weaken Australia. What good is gaining Borneo and Kwangtung for a turn or round if in exchange you then permanently lose Australia and NZ. (Often times these to are too far out of the way for Japan to bother with) India is weakened as well but of course that happens in Egypt counter as well so it’s a push.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: The British Fleet

      Not a good move? I think it’s very stong. Forgoing it and Egypt counter are my mine hesitations with this strategy.

      Ncswitch your right. Pearl expects multiples survivors. Still, Japan usually has unhindered access to Asia and Pacific naval supremacy anyway. Now your just down some fighters. I still think saying thank you for the tranport and Egypt and waiting a round to destroy the fleet is better. It’s not like those Japaneese Pearl fighters do anything on J2 anyway.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: The British Fleet

      I think your being to optimistic for Japan with that move order ncscswitch.
      The Indian attack force will take 4 or 5 hits which means you’ll lose multiple fighters.
      Also if you don’t send in an AC to Pearl, you’ll have a lone BB as your expected survivor. America can sink it without loss and have a BB and tran off Hawaii. Now sending the Japaneese air force will cost you even more fighters.

      Instead of overextending why not just let the UK fleet live and be happy that Egypt counter didn’t happen and the Kwangtung transport is actually alive. If the British go after one of your money island the Pearl fighters are actually in range and productive R2. You can recapture the island easily enough with your bonus transport and Australia will then be weakened and in range during J3.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: POLL: Most important Builds in Turn 1 (AAR

      I don’t know about buying 7 bombers. Due to loss caps the ally with 4 bombers will be losing money on the runs.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: POLL: Most important Builds in Turn 1 (AAR

      I’ll agree with Jennifer. Having your bomber just sitting around is a waste so you might as well bomb. Even is bombing doesn’t get you much IPC on average, Russia is very happy that Germany is trading 1 for 1 with US or UK.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: POLL: Most important Builds in Turn 1 (AAR

      I’m not sure you can use it in the first two rounds but regardless in what order and who builds transports, ACs, land units and fighters, the allies can’t really threaten much in the first two rounds without exposing their fleet. Just aim for a big round 3.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: British Builds

      I guess it depends on how man fighters are in range. I think it wasn’t so good in our game because I was able to attack with all German planes and though I had bad luck and lost a fighter the expectation was something like AC and all planes survive. Against 5 ftr it would be losing all navy and 0 or 1 fighters.
      I think Germany is happy to lose a fighter in this battle because it sets Allies shipping back so far and allows the Baltic fleet far more use than it has any right to.

      4 ftr or less though and Germany expects to lose multiple fighters and risks a total whipeout if things go south.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: POLL: Most important Builds in Turn 1 (AAR

      My rationale for my votes:

      1.  Russian FIG.  With 3 FIGs, Russia has plenty of offensive punch for territory trading in Europe to keep her income up, without leaving expensive ARM behind to be killed on a German counter attack.  Those FIGs also provide some serious defensive punch, and when combined with stacked INF, create a very nice Russian Meat Grinder for German forces that attack core territories.

      2.  Baltic AC.  Cheapest way to get serious defense out of the Baltic Fleet.  Also creates long-range risk to Allies fleets by German FIGs since, unless contianed, the AC can sail out to recover FIGs that attack as far away as SZ2.  It also maintains a minimal Sea Lion threat that keeps UK “honest”.

      3.  UK AC.  In my opinion, this is the key to establishing control in the Atlantic, and in protecting TRNs that will be used to destroy Germany.  Without solid fleet defense from the start, the German AF and Navy are too great of a threat and will thwart Allied landing attempts until either fleet defense IS built by the Allies, or attrition finally takes out the Luftwaffe and Kreigsmarine, which may well occur too late for the Allies to save Russia.

      4.  Japan IC (either Manch or FIC).  While TRNs are nice, that early IC will have huge production value against Russia.  Also, Japan hits their build limit VERY quickly without a second IC.  A J1 IC purchase prevents the build limit from being an immediate issue and allows Japan to maximize their drive on Moscow.

      5.  US Atlantic TRNs.  The key to victory in KGF.  Get the US into the European war as fast and as hard as possible.

      This seems like the tabia and I play some of these but it’s always good to question the tabia to see if there is a better way.

      Russian Fighter- Useful but do you need it turn 1? A turn 1 land buy turn 2 ftr is definitely an alternative. You won’t really make full use of 3 ftrs until turn 3. With a land buy Russia has an early inf edge on the front which limits Germany’s aggressiveness unless he wants to lose arm/art.

      Baltic AC - I’ve always played it but now I question whether a destroyer would be sufficient. If the full UK fleet is stationed northeast of UK you don’t really want to send 4 ftrs and a bomber after it anyway. Against any merger block the destroyer is actually better. A dedicated attack will kill either fleet, though of course the carrier will extract a higher price.

      Japan IC-Yes but round 1? Without 4 transports your not maxing Japan’s capacity and will likely not have time to go infantry picking in the Pacific. Also you initial push into Asia is stalled a bit. 2 inf might be important against an Allied attack whether it be KJF or just a strike against weakness.

      UK car/US tran- Why not the other way around? US has more money to spent on luxury’s and UK can more efficiently pump troops into Europe.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: Poll on A&A-Revised: What are the most important battles in round 1?

      What do you mean by important? Important to actually do or impotant to not get unlucky.
      West Russia and China are very important but it would take extreme dice for you not to succeed.
      Egypt, Egypt counter, and Ukraine on the other hand are close enough that unlucky dice will turn the tide and put you in a bad way.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: British Builds

      3 reasons why I send it.
      1)The carrier has no other use. At best it can arrive on the German front by going around Africa but by then the Allies should have dominance of the seas anyway.
      2)Sending only the destroyer leaves a 1/7 chance of the transport surviving, which will jumpstart the Japaneese offensive. Preventing this is easily 7 times more valueable than any other use the carrier might have.
      3)The destroyer alone will be killed without a fight. 2 ships stand a good chance of sinking Japaneese capital ships unless Japan diverts some of its fighter.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: Submarine Questions

      Hey! I was wondering why no one else played sub to Pearl Harbor. Grr, There’s a 50/50 chance that jet sub was the one that dented my battleship. Ah well, I should have spotted that.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: British Builds

      Well I suppose we;ll find out soon enough Jen.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: How to use ABattleMap

      Shadowhawk I challenge you to a forum game of revised. I’ll bid 6.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: Mechanized Warfare's A&A Revised memory challenge!!

      Got it except for some of Germany’s western territorries. I think this is similar to how chess masters can remember entire game. You don’t just memorize territories and what’s on them, you use the purpose you’ve had for the units during games as mnemonic devices. Which explains why germany is so hard, since I just blob all of those units together in eastern e.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: How to use ABattleMap

      I realize that but it would be nice to have a way to move units or remove them. As is I literally cannot do anything except add units to the board.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • How to use ABattleMap

      I got it off the DAAK website. It was the first in their list of battlemaps. Unfortuneately, I can’tfigure out how to do anything except place units. Makes for a peaceful game.
      Incidently, anyone up for a game once I figure out how to use DAAK?

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
    • RE: What to do with British fighter off of India?

      1)I got the numbers by multiplying each expected casualty percentage by its value.
      2)But Japan can overwhelm any defense of India (if they feel like it)  in three turns so you never get five extra turns out of it. (One turn of profit is built into the calculation)
      3)Island hopping is a lot easier if Japan does India over pearl on turn one.
      4)If the dice hate you all your endeavours are doomed anyway

      Of course for me it’s a moot point since I agree with ncscswitch and leave India with 2 men in order to recapture Egypt.

      posted in Axis & Allies Revised Edition
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      Infantry Rocks
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