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    Posts made by ItIsILeClerc

    • RE: Real value of units

      :-D You are right sir!

      You have a counter for a counter. Now what would be the counter for that counter-counter ;-)?

      With 2 players playing the war in the pacific really on the edge of a knife, I guess this is what you will get; one building a counter for what the other one built, the other one responding next turn with a counter to that and so on.

      Of course, Japan is more limited in this as time is ticking, working against it. It also has builds to consider with which it can actually capture VCs before it is too late.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      Agreed.

      Don’t let that intimidate you into thinking they are unbeatable.
      I remember defeating a Japanese fleet US10 consisting of 11CV, 2BB, 2CA, 10DD, 2sub. I don’t remember the exact US fleetcomposition but it involved a lot of submarines. I believe I built an extra 3 submarines for every carrier I saw the Japanese construct.

      Subs are an excellent counter to large CV-fleets as they only hit ships. Soon all enemy ships are no more and you can retreat if the carrierplanes have nowhere to land or continue fighting if you please (or must). Whatever suits your needs.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: What do you think about it?

      I wouldnt do it either.

      It is close but I think you lack one hair on the heads of your wehrmacht to be successfull. Lucky dicerolls aside.
      On the other hand, bad dicerolls will ruin everything for you because this situation is so… ‘on the edge of a knife’ if you know what I mean. You have no room to translate bad dice into cheap losses. Normal dicing from the UK will hurt you very much already, let alone a few losses more!

      Consider to send 1 or 2 of your FTR into the channel as well if you DO go for the invasion, to be absolutely safe if the UK decides to scramble. If you don’t you may loose just a lot of aircraft and not even get 1 land unit into London.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Optimal German path to Moscow

      If you want to pressure Moscow to the absolute maximum, I agree with everything ErwinRommel and Variance posted. Except for a small accent on points 2) and 3) that I’d like to emphasize stronger:

      1. Rommel pointed it out already (point 4) but it should be stated here as well: do not loose more of the luftwaffe than necessary. So, if playing 2nd edition, be careful about British/French Scramblers! You can remove their naval forces in the channel and at Scapa Flow by attacking them with a mighty overkill so they won’t dare to scramble. This leaves the transport fleet outside Canada a gamble with even odds. Sending even 2 of your submarines to Canada leaves you with 1 sub and a battleship to prevent German aircraft losses in the Channel. If the UK feels lucky or is just a bit of a gambler, he might scramble, causing 3 Me-109’s to go down with his 3 Hurricanes/Spitfires. 1 on 1 trades like this are always favoring the Allies.

      2. Same accent as in point 2): use your luftwaffe but be careful with it! Every plane lost diminishes your chances of Russia even to start sweating.

      Again, Rommel already pointed out to be careful with your Luftwaffe but I like to emphasize this very strongly. The reason is that Russia has teeth as well. Once the Russian “siberians” returned to Moscow, you need every unit, including your aircraft, to not only threaten Moscow but also to defend the deathball it is in. I once calculated that the Russians were in a good position to attack my deathball and destroy it Ru6 and again Ru7. That means if playing with Low Luck system. He didn’t attack because we were playing with dice and he didn’t have the guts ;-). I stuck/focussed to everything Rommel and Variance have pointed out and had not lost a single aircraft. But now imagine you are 2, 3, or even more aircraft of your luftwaffe short…

      And I would like to add one thing to Rommel’s final statement (about Moscow not being guaranteed):

      There is even no guarantee of even an Axis win by pursuing this strategy!

      If the allies know what they’re doing, exploiting your weak spots. For example: poor defenses of all of Italy, West Germany and even Berlin. So be prepared ;-).

      I think this is the best available strategy for the Axis and the hardest one to counter for the Allies, but by no means impossible.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      Yes, that a lot of people think the Axis have the advantage is clear to me ;-).

      It depends on what that means, of course, ‘having the advantage’. If that means the allies will loose the game most of the time unless they play with a 12-ish bid, I simply have to disagree from personal experience.
      Maybe I need to point out that we mainly use that LL-system because we were sick and tired of those turn 1 battles screwed by the dice so badly that the game was already lost or won right there.
      None of us wants to continue a day long game (or even longer) that is already lost to the dice in turn1. The only reason we play with all the dice sometimes is to please some of the players who seem to play on luck and have no clue as to what it means to Axis victory if Germany looses a third (or more) of its luftwaffe in turn1 battles over the atlantic… :-o

      I agree 100% with your point on Japan’s need to build ships.

      About USA going all in Europe we can probably debate for hours without end  8-). I know it can work and I also know that Japan can exploit it to win in the Pac but its response is rather narrow and heavily prone to mistakes.

      Edit: By the way, maybe we should move our discussion towards another thread, that “Axis advantage is bigger than you think” one, seems more fitting.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: The Axis Advantage is Bigger Than You Think.

      @ghr2:

      @Gamerman01:

      The impact of bids (between 6-12 IPCs) are over-rated.  It’s a big game and there are a lot of dice thrown.

      It still seems to be enough to make a diff in a few key turn 1 battles.

      Yeah I hate those turn 1 battles too…

      But those battles can destroy the hopes of winning the game for both sides alike. In my experience at least.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      Aaah, I see!
      An allied Japan First grand strategy. Sorry I didnt figure that out by myself but some threads are so long I usually only read the last posts.

      Playing a game sounds always fun (tho I have no experience with online A&A). But I cannot promise that I will not buy naval units with Japan as I usually do build ships for Japan and I don’t like wrestling with the promise I won’t use my right arm ;-).

      I must admit I normally do not buy ships for Japan for as long as possible. I know the strength of the combined IJA + IJN, which is 39 units@100 Attack factors, or 27 units@63 defense factors followed by 12 units@43 attack factors. In both cases there are also 5 to 7 ‘free hits’ to consider (when a BB or CV is able to soak up a hit, or a sub defending at ‘1’ is taken as a loss).

      Since the USA starts at not even a third of this might, Japan can focus its first turns on ‘Mainland Asia’ and/or the money Islands if the USA invests very heavily in the Pac. And I’d say Japan has no choice in the matter at all because it must bring its paltry income of 26 IPCs up to at least 60, in order to at least hold out. I once tried to contest the USA from the beginning but then India gets too strong. Together with China they 'll become a real danger to the Axis cause if unchecked. They must be isolated and castrated at least and, as I keep saying to myself, Japan can strike anywhere but not everywhere at the same time.

      I must say, in my group, after our initial successes with the Axis we always loose if playing Axis and always win if playing Allies. Assuming player strength is equally divided and no bad dicing ofc… So I currently have little to no hope for the axis powers.
      If you say a US near 100% focus on the pacific will work I think it will indeed. There are many roads leading to Rome (and to Berlin and Tokyo now we’re at it).

      And yet I must remain sceptical about any all-in on 1 map strategies for the USA, because I believe that there must be weak spots for all of them. I truly hope the game is better designed than that. I already feel the Axis cause is doomed but if this can be achieved very easily because of the USA goes all in on 1 map then I feel playing the game as Axis is pointless.

      The obvious counter versus USA all in on Europe is taking Sydney + Honolulu for the Axis win. And I am trying to find other methods as well but it is hard.
      A Pac all in is something I personally have little to no experience with. I once thwarted one as Japan because the USA only bought submarines, which I was able to exploit. So that one doesnt really count. Even more so because Moscow fell too easily (too much Germans left after the battle). No doubt a real fleet build up + a better defense of Moscow is too much for the Axis to overcome, but I must believe Germany and Italy should be able to abuse this somehow.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      @MrRoboto:

      @ItIsILeClerc:

      @MrRoboto:

      I just want to say that Japan is doomed, of Japan doesnt Build strong Navy because of all the convoy. With only China and India and some Russin territories, Japan will only earn something like 20-30, as much as anzac. That’ll lose pacific for you

      Mr. Roboto are you talking about AAG40?
      Because with only China and India and some Russian territories, Japan will earn at least 60 IPCs.
      FYI I assumed if Japan controls Calcutta and China it has also taken without a doubt: Burma, Shan State, Malaya, French Indo, Hong Kong. Especially with China and India gone. And I bet Philipines can be taken as well for another 2 IPCs but since you didnt mention it I left it out.

      And I bet that with India and China out of the equasion and the Russians fighting for their lives against Germany, Japan could have gotten those other 9 IPCs as well (West-India + 7 more Russian territories): 69 IPCs.
        And while we’re at it, with India gone, those 20 IPCs from the DEI + Borneo should be Japanese as well. I estimate the IJN at start of the game strong enough to achieve than ;-) : 89 IPCs.

      But let’s keep it at 60 IPCs for only the mentioned territories.
      I estimate the maximum convoy damage that can be done to Japan at 11 around and that’s only as long as the IJA and IJN are busy elsewhere, or 20 around very late in the game (like J12+) when the USA is so strong that the war is lost to Japan anyway.

      I count 12 in China, 1 in Burma, 2 in West India, 1 in Iwo Jima, 5 from having India. Thats 21. With a couple of Russian territories and maybe a little luck with convoy, you get to 25-30.

      If Japan doesn’t build navy, as was suggested earlier in this thread by someone, that’s what’s gonna happen from J6 or J7 on.

      Arent you forgetting the 26 Japan starts with?
      Maybe I am missing an important clue about what you mean but if you say ‘Japan earns’ I assume you mean as grand total  :?.

      So, as grand total Japan will earn the 25-30 you mentioned, plus its initial 26 makes 51 to 56.
      And I still wonder what happened in your calculation to  Shan State, Malaya (no Island), French Indo China and Hong Kong. All very easy to get for the Japanese -especially if they don’t build any navy early on. That’s another 9 IPCs for a total of 60 to 65. At least  8-).

      Furthermore if the USA has such a big fleet J6/J7 already, I would argue the war in Europe looks pretty rosy for the Axis.
      In my experience, if the USA wants to do something meaningful in Europe, it can come to roughly even naval forces with Japan J7 in the Pacific. By no means doomsday for Japan but from then on I agree that Japan has to start looking after its navy again otherwise the USA will go over that critical mass, spelling unavoidable doom for the Japanese: then they will be stuck in Asia forever!

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: The Axis Advantage is Bigger Than You Think.

      @Gamerman01:

      The impact of bids (between 6-12 IPCs) are over-rated.  It’s a big game and there are a lot of dice thrown.

      I heard the magic word: dice!
      Agree with Gamerman. If you can win the game as the allies with a bid of 6-12 you can also win it without that bid. Bad dicing is going to screw you anyway ;-).

      I still find that if playing with LL and the correct allied play, the axis cannot win anyway. The dice however can save the day for the Axis.
      And I think there are two other things: coordination between the Axis and fake maneuvers can push the allies into making a mistake.

      Coop example: If Germany and Japan both attack Russia, reducing it to just 3-4 russian controlled areas J6/J7, an allied mistake is easily made. Maybe only India can save Russia (producing extra RAF-units for airpower in Moscow) but not all allies know this.
        Maneuver example: if the USA positioned ALL its ships at Panama with a Naval Base, faking an India-crush with Japan can win the Axis the game because the USA can easily be triggered to go all in in Europe (a big mistake if Japan can  still reach Australia J3). Likewise, this Panama-position from the USA can be a trap as well, tho most USA players who position themselves at Panama are very eager to go all in against Germany…

      While I am at it, another coop-example is Sea Lion. Possibly always a bad idea, unless the UK makes a big mistake and Russia doesnt look prepared either.
      Virtually any J2 DOW is a bad idea if Germany is trying to do a Sea Lion, but it is especially painful when the USA already has a big investment ready for war at the east coast.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      @MrRoboto:

      I just want to say that Japan is doomed, of Japan doesnt Build strong Navy because of all the convoy. With only China and India and some Russin territories, Japan will only earn something like 20-30, as much as anzac. That’ll lose pacific for you

      Mr. Roboto are you talking about AAG40?
      Because with only China and India and some Russian territories, Japan will earn at least 60 IPCs.
      FYI I assumed if Japan controls Calcutta and China it has also taken without a doubt: Burma, Shan State, Malaya, French Indo, Hong Kong. Especially with China and India gone. And I bet Philipines can be taken as well for another 2 IPCs but since you didnt mention it I left it out.

      And I bet that with India and China out of the equasion and the Russians fighting for their lives against Germany, Japan could have gotten those other 9 IPCs as well (West-India + 7 more Russian territories): 69 IPCs.
        And while we’re at it, with India gone, those 20 IPCs from the DEI + Borneo should be Japanese as well. I estimate the IJN at start of the game strong enough to achieve than ;-) : 89 IPCs.

      But let’s keep it at 60 IPCs for only the mentioned territories.
      I estimate the maximum convoy damage that can be done to Japan at 11 around and that’s only as long as the IJA and IJN are busy elsewhere, or 20 around very late in the game (like J12+) when the USA is so strong that the war is lost to Japan anyway.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: The Axis Advantage is Bigger Than You Think.

      Agreed that the allies are harder to play.
      However, I feel the tides turn against the Axis once the allied players have learned how to defend the mentioned key points past round 7-ish. Poor dicing or an allied mistake aside, ofc…

      I would even go as far as saying that the only thing the allies need to do is defending Moscow and either India OR Honolulu (depending on what Japan is doing -it cannot take both at the same time). Not talking about Sydney here because if Japan can take both Honolulu and Sydney while India is still alive then the Allies are making major mistakes >.<

      I have seen the Axis take Moscow G6 and not being able to win the game because it was a pyrrhus victory and, again bad dicing aside, the allies can always guarantee this, at least.
      I even suspect it is mathematically impossible to take Moscow from the correct allied defense and that this is one of the reasons we still have to roll dice in a combat system where they can screw a player big time.

      As for Japan: taking its 5th VC is ‘easy’ (assuming the Philipines and Hong Kong as ‘given’). The allies can make this an expensive battle but that aside. Taking its 6th VC AND defending all the others is something that I also suspect to be - mathematically- impossible.
      Too often I saw Japan take its 6th VC only too loose 1 or more VC the same turn (Calcutta to a strong UK comeback, or Philipines and Hong Kong to a superior USA fleet). Usually the battle for its 6th VC cripples Japan beyond repair so the Allies must be ready to abuse that knowledge.

      Again… bad dicing aside ;-)

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: The Axis Advantage is Bigger Than You Think.

      @ghr2:

      Maybe not everyone knows how to play the axis well then.

      Please enlighten us :-)

      I for one, am looking for an axis strategy that has a better chance of winning than anything I ever tried before because once our group gained in experience I only seen the Axis win if the allies made a mistake.

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      I dunno,

      Wouldnt much cheaper ships make Germany’s job much harder? Usually every German ship bought means better chance for Moskou to survive and run amok.

      The allies, ofc, do not suffer from this handicap.

      On the other hand, if Germany would go for a Sea Lion I think it could perform much better than nowadays, maybe even too good…

      And last but not least: Ships usually take MUCH more TIME to build both during WW2 and at present time. Carriers easily taking two years to construct.
      I think the higher price for ships represent that fact, because if ships are so cheap, Nations would produce carriers and battleships at a rate that is totally out of historical context.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Ten little questions concerning both rules and strategies

      @Shaniana:

      @ItIsILeClerc:

      2. Like Wheatbeer said, very unlikely. I always prefer to combine the ANZAC ships with the USA-fleet and as long as there is no dirdect threat to Sydney, use the growing amount of Australian FTR to protect the US fleet even more (scramble, land on empty CV they send in, etc.).

      Even if I go for a Europe First and there is no US fleet (or just a small one which Japan outnumbers)?

      Nah. Not much experience as an ally here but I’d think this is the biggest threat ANZAC can ever face. I think whatever you do with your ships in this scenario must be avoiding anihilation. Either join the UK fleet (if Japan ever allows it), use it as speed bump to buy a crucial turn if Japan comes for Sydney or keep it safely away from Japanese striking range at all times, threatening to kill small fleets/un- or inadequately protected TRS. I think buying ships in this scenario isnt going to help because the IJN + IJA outmatches it so enormously. Better fortify Sydney with all possible IPCs.

      @Shaniana:

      @ItIsILeClerc:

      The USA can raid their convoys safely (11 IPCs per turn to be taken in the sea of Japan)…

      How is that done? If I send in Subs, he can destroy them with few planes and one anti-sub-ship. If I send in everything, I might loose some ships to his kamikazee?

      First of all, you sail in during the NCM, so kamikazes will not be available to Japan. If they just leave a screen to force combat, attack with planes + 1 or 2 subs, so no kamikazes are allowed either. AFTER emptying the seazone like this you sail into it with the big guns during the NCM. If they leave too strong a naval force, their assault on Calcutta is probably protected by too few  naval forces.
      Raiding their convoys can be done if Japan cannot attack your raiders or is outnumbered when attacking. If your subs are raiding and he has no destroyers near, Japan can build a destroyer, loose the IPCs and then place the destroyer. In the USA turn you can then decide to withdraw the subs or attack the destroyer(s).

      Anyways, as long as your Naval forces are inferior to the IJN + IJA, you can hit the Japanese where they aint but avoid a direct confrontation so withdraw when they approach. Usually the IJN alone is not strong enough to attack the US fleet without support from the IJA, especially if you can shelter in a sea-zone where you can also scamble (Carolines with Aussie-FTR!).

      From my experience, Patience is key in the pacific if you are going for Germany first. Hit and run while building up (at least a CV or 2dd or 2ss or a fully loaded trs per turn).

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      @Baron:

      (…)
      (Have you watched the documentary? http://www.youtube.com/watch?v=hxhzWUhBJgE)

      Just did, nice one!

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Ten little questions concerning both rules and strategies

      @Shaniana:

      Thank you very much for your answers so far. Some are easy to understand, to some I still have further questions. And, after playing another game, I came up with some new ones.

      1. I am still not sure what to do with ANZAC. The suicide missions with transporters and marines have given me some of the islands � I liked it, but it did not play any role in not losing the game in the and. Owning the Islands made no difference. Then, I conquered sometimes even Asian mainlands, Korea, I think. Japan easily got it back. I lost a marine and the transport ship, and I got three credits for the land, makes minus 7. He lost an anti-aircraft cannon, which he did not need, and I forced him to use some of his troops, but still, this did seem unuseful somehow.

      2. Is it possible to use the ANZAC �fleet� and the ANZAC money to buy more ships, combine them with the British Indian ships and make a fleet strong enough so that Japan cannot crush it easily? Thus, the US could throw in everything into Europe and I would still not lose in Asia too soon?

      3. Has experience told you it is better to go into the pacific or Europe with the US? Or is it impossible to say? In the 1942 version, it seems that most of the time, a �Europe first� is crucial for winning.

      4. Is it theoretically possible to prevent Japan from taking India in round three if Japan undertakes every effort to get it? I cannot block them because we have peace, so he stands with his troops next to India in the end of round two. He then attacks with so many aircrafts� even if I just buy marines or anti-air, the battle calculator calculates that I lose all the time. I cannot bring troops or planes from ANZAC� I cannot send Russian planes because of neutrality, can I? And I don�t know it anyway in Russia�s first turn. I could bring some troops and planes from Egypt, but that makes it very easy for Italy and does not guarantee me success in India� any ideas on that? Or is it just something I have to accept and use the advantage that gives me with the US? Can I then still do �Europe first� with the US?

      5. Attacking the Italian fleet proved to be a good idea. But then he rebuilt a transport ship in his first round. I attacked again, thus slowing him down further. But I had not left much of a royal airforce, either, due to scrambling German planes. In his second round, he got a new transport ship, which I could not attack any more. Thus, I slowed him down a bit, but eventually he came, and because I had to rebuild some fighters in the UK, Italy simply one Northern Africa. So � stop after the first attack? Buy no new fighters in the UK?

      6. Might it be wise not to plant anything in the first US round (if not at war) to prevent the Axis from seeing where you are going? You are then slower, of course, because otherwise your ships in the Pacific could already move…

      My 2 cents for you from my experience of our group’s AA-meetings (<-not as bad as it sounds ;-)):

      1. I personally find that with the ANZAC you must be extremely careful. You should ofc start taking DEI-islands, together with India right away from the start whenever you can (I prefer Java first, followed by DNG). Be patient whenever the Japanese threat is directly pointed towards you. In this case build only units that can defend Sydney (inf, mech, FTR!) but always build 3 defenders a turn. No fancy allied strategy will work for ANZAC once Sydney falls.
      If the Japanese seriously plan for Sydney they will take it but you can make them pay, requiring them to come at you with virtually everything they have, dislocating their biggest asset (IJA) for a number of turns.
        Once Sydney can rely on some 60 defense factors (I prefer to have 24 of them come from Australian FTR), OR Japan is obviously no threat to you (very rarely) you are safe enough to start switching to offensive builds, primarily contesting the Japanese soft under belly, the money islands, each and every turn.
      Small reminder: US FTR and STR can easily fly into Sydney, helping its defense and at the same time project threats for Japanese ships into multiple sea zones around the DEI.

      2. Like Wheatbeer said, very unlikely. I always prefer to combine the ANZAC ships with the USA-fleet and as long as there is no dirdect threat to Sydney, use the growing amount of Australian FTR to protect the US fleet even more (scramble, land on empty CV they send in, etc.).

      3. Some of my friends go Europe first-and-100% (even sending the pacific fleet into europe via a navel base in Panama US1) and I must say it is extremely powerful.
      Others went (almost) 100% Japan first and gained too little (combined IJN and IJA outmatches US invaders a long time), allowing to let Germany run amok.
      I’d say Germany first is a must, whilst never neglecting the pacific at the same time (keep spending 10-20 IPCs in the Pacific theatre every turn, more if Japan threatens you directly). Same as ANZAC: think ahead multiple turns making sure Honolulu and Sydney will remain safe or can be retaken easily (or even traded for another VC prize if necessary). This is easier than attacking deep into  the Japanese perimeter, as the IJA is out of range (you must make that a certainty!). All offensive actions must be taken outside the destructive reaction-range of the combined IJA and IJN. Remember: the IJA-and IJN can strike anywhere, but not everywhere at the same time. Hit them where they aint until you have built up too strong for them. With a Germany first strategy this may take as much as 7-10 turns.

      4. Never bothered to try. What the allies could-do seems to much of an over-stretch to me this early in the game.
      Just make them pay and hit them where they aint at the same time. The USA can raid their convoys safely (11 IPCs per turn to be taken in the sea of Japan), take Carolines, Marianas, the other small islands the IJA can otherwise use later against you (by attacking you and then land on them). UK should seriously consider to declare Calcutta an open city to preserve its army (retreating beyond Japanese aircover), with the aim to retake Calcutta after Japan takes it, or wait retaking it when the IJA backs off. The longer the IJA is busy chasing the UK-forces-that-might-retake-Calcutta, the better for the allied cause (USA has free reign over the rest of the pacific).

      5. Buying FTR in the UK, SA, Canada is always a good idea. they can defend everywhere (even in Moscow if needed) and are very flexible. You can comfort yourself that Moscow is likely to survive if germany has scrambled a few times into the med because these planes are no longer able to attack Moscow, or defend against the invasions of the western allies. I am a big fan of preserving the UK armed forces in Africa, so I declare Cairo an open city whenever need be (handing it over on a plate), planning to take it back the turn after or a little later (remember to build 1 or 2 fast units a turn in SA!). It is ugly but better than loosing both Cairo AND your army. Usually the UK can maintain a strong enough airforce so that any TRS used by Italy go a 1 way trip to Northern Africa only (after which they are killed due to a lack of protection from scramblers). Purchasing TRSs every turn to keep funneling troops into Africa is not good for Italy because they soon face the combined invasion fleets of the USA and the UK at Gibraltar and then Italy wishes to have bought more inf to defend agains them.

      6. Not sure what you mean but if you mean simply not to buy anything, sure. Just keep in mind once you are at war you are limited at 10 untits per IC so don’t cut you own fingers ;-). On the other side, if you just buy a lot of aircraft, always handy, they are so flexible that they can go wherever you want. Might even place them in New York and then fly them into Hawai by ‘surprise’. After all, you will need more than your starting forces once war breaks out (especially if the Japanese refuse to declare war on you).

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: The Axis Advantage is Bigger Than You Think.

      Hmmmm,

      as long as the USA is allowed it’s ‘gamey’ ignore-Japan-on-the-Pacific-completely-to-crush-Germany-and-Italy,
      I feel 6 VC’s for Japan on the pacific are recquired. Otherwise, who would want to play Axis, knowing you will loose the game no matter what you try.

      As it is now, the VC’s are ‘hard’ enough for Japan because any standard Japanese play has to be thrown out the window if the USA is spotted to focus on Europe near-100%.

      I say ‘hard’ because to counter this strong USA-strategy, Japan has to fall back into sub-optimal play, easily countered by the allies and, if so, not so easily repaired by Japan (tho it does interrupt the flow of troops into europe for a turn or two).

      posted in Axis & Allies Global 1940
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      So if I get it correctly,

      A tier of {2bb + 2ca + 2cv} in your fleet will give you 6 first strikes@1 if aircraft are present in a naval battle (limited to the number of aircraft)? For only the first round or every round?

      Personally I like it. I adds to the value of CA whilst also adding to the value of CV so that their relative value stays the same.
      I only wonder if it would be too strong perhaps, upsetting the balance of the game but that would be a matter of playtesting ;-)

      First anticipation: Germany will have a little more problems hitting the RN hard in G1 (UK BB+CA in 2 areas), same for UK performing “Taranto” (Italian BB+CA), Japanese fleet will be a bit stronger in defense (2BB+2CA+2CV tier) but weaker in offense since the USA also has at least 1 tier for 3@1.

      Wonderful idea at first glance! Sincerely hope this would not upset game balance so could be incorporated into the main rules set!

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      @Cmdr:

      10,000 battles on a simulator that is pretty close to actual dice results.  Something reliable that is not always perfect compared to actual results, but at least comes close 99.99999999999999999999999999999999998% of the time (or so it seems.)

      Keep in mind, it’s 1 round - not a whole battle.Â

      Hehheh, you sure you havent forgotten a nine ^.^
      Ofc I realize it is just 1 round. Kinda sad if, for example, 3dd would only produce 1 hit in a whole battle  :evil:.

      @variance:

      http://en.wikipedia.org/wiki/Probability#Independent_probability

      Thanks Variance, just what I needed :)

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
    • RE: Real value of units

      8-) I see.

      Just curious how this is calculated because if I do the best math I can come up myself with, I end up with 38,6% for 3 defending submarines to get 1 hit in 1 round and, indeed, 44,4% for those now famous 3dd ;-)

      I had to take a look into my old dusty schoolbooks for this, because I am in no way using maths like this on a regularly basis but I used this method (don’t even know how it is called anymore):

      Chance for 3dd to hit 1nce: (3/1)(1/3)1(2/3)2 = 3!/(1!*(3-1)!)*4/27 = 44,4%

      But isnt the right way to compare units if not using LL, calculating the chance to hit at least 1 target?
      My math may be a little faulty and dusty but for 3dd the above method returns the following results:

      Chance 3dd will hit 1 or more targets = 70,4% (51,8% for 4 defending submarines -same IPC value- and 80,2% when they are attacking)

      And also interesting:
      Chance 3dd will NOT hit 0 times or ALL = 66,6% (1 or 2 times for 3 units).

      Anyway, I always realise the math is only a 3rd the story. The other 2 rds are ofc the economic and the strategic comparison.
        For example: using only aircraft to remove key reinforcements (RAF in Moscow removing German reinforcements) may seem too expensive because the RAF might loose 10, 20 or even 30 IPCs (2 to 3 FTR) to remove 6 reinforcing German MECH, but from strategic perspective this might be the way to defeat Germany because it opens the can for the Russians to switch to the offensive -particularly after the Siberians have just returned.

      posted in House Rules
      ItIsILeClercI
      ItIsILeClerc
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