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    2. insaneHoshi
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    Posts made by insaneHoshi

    • RE: Another dimension - Defender Retreats

      @trig I think “immediately” causes some considerations:

      • you would have to consider a stack of units retreating to another territory and fighting there?
      • Would they then be able to retreat again?

      It would add some complexity.

      posted in Global War 1936
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      insaneHoshi
    • RE: Another dimension - Defender Retreats

      I think if you did wish to have such a rule, the simplest way to have it work is at the beginning of any follow up combat round, any defending unit may forgo any attacks and elect to retreat; they will still suffer attacks and casualties for that final round. During non-combat they then move to an adjacent friendly territory, if there are none, they are eliminated.

      This makes it so that retreating isn’t free; there has to be some downside to it.

      posted in Global War 1936
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      insaneHoshi
    • A dumb technology question

      Do you need 3 successes to complete a tech or 4? My group and I have been playing with 3 successes and it somewhat seems that some of the nations end up with practically all the tech. Are we doing it wrong?

      posted in Global War 1936
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      insaneHoshi
    • RE: Subs, Destroyers, MAP and other ships

      @hbg-gw-enthusiast You are correct. They eretta’d the target selection on subs.

      posted in Global War 1936
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      insaneHoshi
    • RE: What happens when the Allies declare war on Vichy?

      I feel like the RAI (Rules as Intended) in this case is that if Vichy is taken, they surrender before alignment happens.

      posted in Global War 1936
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      insaneHoshi
    • RE: Are Heavy Carriers not very good?

      @jbuckbuddy Mathematically, its always almost better to take out any other ship than it is to move a Heavy BB from @10 to @8.

      posted in Global War 1936
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      insaneHoshi
    • RE: In Defense of Defending France.

      @trig Oh here is a spicy idea regarding the Med. Bomber. You fly it to St Pierre Island off Canada. If it goes FF, that’s great, you fly it back to somewhere useful. If it goes Vichy, its stuck there for the rest of the game!

      posted in Global War 1936
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      insaneHoshi
    • RE: Railing Militia

      @noneshallpass That makes sense. A concrete example, me as USSR having denmark which can only build 1 milita a turn, and using an air transport to send them one more since USSR had a veritable but-tonne from building 25 militia when they went to war. Or a less convoluted one: Getting the free militia from Tannu Tuva.

      posted in Global War 1936
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      insaneHoshi
    • RE: Railing Militia

      While we are on the topic:

      • Can militia be air transported outside of home country as they are not the ones doing the moving?
      • Can controlled minor’s militia be moved?
      posted in Global War 1936
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      insaneHoshi
    • RE: Are Heavy Carriers not very good?

      @sjelso I find Heavy battleships incredibly useful. You slap 3 of these down for the pacific front and Japan knows his naval days are numbered.

      @gen-manstein Each stage in production becomes 1IPP cheaper. So 5/5/5 becomes 4/4/4. Alternatively you can produce two stages in one turn at normal cost so 5/5/5 becomes 4/10

      posted in Global War 1936
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      insaneHoshi
    • Are Heavy Carriers not very good?

      Allow me to assume that any nation that is going into Heavy Carriers, is going to be getting advanced construction first.

      Is it just me, or are Heavy Carriers not very good? Not only are they harder to unlock than something like a Heavy Battleship, they seem to not bring much more strategically.

      Let us assume that we want to get 3 planes from point A to B. Our options are (assume improved construction):

      • 1 Heavy Carrier for 15 IPP; Def: 1@2; Hits: 2
      • 1 Fleet Carrier and 1 Light Carrier for 18 IPP; Def 1@2, 1@1; Hits 3
      • 3 Light Carriers for 18 IPP; Def 3@1; Hits 3

      It seems to me Heavy Carriers don’t bring anything to the table, with the added risk of taking a single hit and having 3 planes crash into the ocean. They can adsorb less hits overall, they roll less dice, and don’t have the tactical flexibility of hitting multiple locations.

      It seems to me that I would never research and build such a Heavy Carrier over a Heavy Battleship or over other carriers (and save myself a research slot).

      This is somewhat disappointing as historically carriers were the pinnacle of ww2 naval combat and a heavy version of this should be the top tier naval unit in the game.

      I think this unit could use an improvement in the form of another hit or allowing planes (or perhaps just 2 planes) to land on a damaged heavy carrier.

      posted in Global War 1936
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      insaneHoshi
    • RE: Amerika- full experience?

      @pyrix137 I thought Amerika was a stand alone board game?

      posted in Other Games
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      insaneHoshi
    • RE: In Defense of Defending France.

      @manincellv

      Abyssinia will always go FF (if it isn’t conquered by the Italians).

      On topic, I don’t think that sending Abyssinia a single infantry is that much of an investment that detracts from the defense of France. If they are able to hold off an additional round, at that point it becomes more of a mutually exclusive choice one has to assess.

      posted in Global War 1936
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      insaneHoshi
    • Motorized Infantry and Artillery

      I have just come to a realization of that Mot. Inf. can not be supported by an artillery since they are a vehicle class units.

      What does everyone think about this? I thought for the longest time that Mot. Inf. can get a +1 on attack. Should they get this +1, or is a mot inf giving art. more move and still getting a bonus, too good?

      posted in Global War 1936
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      insaneHoshi
    • RE: Can you blitz through an enemy territory, into a friendly territory?

      @captainnapalm If you able to take out $20-$100+ worth of enemy units for no risk of counterattack is bad game design.

      posted in Global War 1936
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      insaneHoshi
    • RE: Can you blitz through an enemy territory, into a friendly territory?

      @captainnapalm Going on the offensive and successfully taking territory, then purposefully falling back to regroup kind of defeats the purpose of going on the offensive in the first place.

      posted in Global War 1936
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      insaneHoshi
    • RE: Militia Purchases?

      Also ensure that you have a lot of militia available for the USSR. They have an once a game ability that lets them build militia for 1 IPP, which can let you drop a veritable butt-tonne of them in one turn.

      I use yellow learning/counting chips i got from amazon to make my militia affordable too.

      posted in Global War 1936
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      insaneHoshi
    • RE: Can you blitz through an enemy territory, into a friendly territory?

      The rules seem clear enough to me, you cant attack a friendly territory and thus you cant blitz out and attack a friendly territory.

      posted in Global War 1936
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      insaneHoshi
    • RE: Advanced Anti-Submarine Warfare

      @captainnapalm The line gets a +1. Basically all your defence rolls are now doing D6 + 1 (plus any other modifiers).

      posted in Global War 1936
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      insaneHoshi
    • RE: Tech Priority Preference by Nation

      Sure tank destroyers are good at destroying tanks, but every IPP being spent on them isnt being spent on Medium Armour or Artillery. Plus on the eastern front, they can’t be everywhere.

      posted in Global War 1936
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      insaneHoshi
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