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    2. JbuckBuddy
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    J
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    • Posts 81
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    Posts made by JbuckBuddy

    • Definition of "India" for Gurkha placement

      So if Nepal is not occupied, Gurkhas may be placed in India. My question is what territories by definition are India?
      My opponent seems to think this includes Bengal and Burma but I wanted to be sure as I always thought of Burma as a separate country from India, however at the time it was a province of IndIa I believe. Any help or input would be appreciated. Thanks.

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Turkey at War Exp

      @chris_henry yes it does seem that the expansion tends to lean towards turkey being an independent power, which makes me think they would be unable to attack 2gether like ccp or kmt. But I wI’ll admit there does need 2 be some clarification.

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Turkey at War Exp

      @noneshallpass concise but all encompassing, many thanks sir.

      posted in Global War 1936
      J
      JbuckBuddy
    • Turkey at War Exp

      For the turkey at war expansion i find that controlled and aligned dont seem to cover the relationship of a successfully influnced tuekey by a controlling power. When turkey is successfully influenced by say the Axis, do they “align” as in replace their units with Italian ones and put Italian roundels on land zones. If not, I’m assuming they remain an independent power controlled by Italy. Does this mean Italy and turkey could or could not attack together?

      Also the turkey reference sheet mentions nothing about home country, I would assume the 3 Turkish tts are their home country but would this technically mean they are unable to move militia or say begin construction of a major shipyard?

      Also it mentions that turkey can remain neutral if Italy declares war, but is the same true for turkey? Are they allowed to attack other nations while Italy sits out. Example, if Italy hasn’t attacked a nation in the game yet leaving the allies with no way to attack them, can a controlled turkey begin middle eastern taking middle eastern land zones without affecting Italy?

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Border Forts getting flanked

      @Noneshallpass @Trig Thanks fellas. Well it would seem that a diversionary frontal assault may possibly hurt a flanking force, as a pose to providing some extra bodies. Basically if one intends to perform a flanking maneuver against a zone w/ a border fort, they should be sure to being enough to get the job done themselves. Yes the maneuverability of aircraft should make this easier in most cases.

      posted in Global War 1936
      J
      JbuckBuddy
    • Border Forts getting flanked

      If a land zone with a fort on a border is attacked across that border and another one without a fort, how would this play out?

      Example: alsace getting attacked from Picardy and Bavaria at the same time

      I would assume that if attacked only from picardy that no bonuses would apply but wasn’t sure what protocol should be if attacked from both.

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Alternative to AA gun fire being modified

      @insanehoshi all attacking land units get minus 1 in terrain (not marsh/jungle), so if AA guns were attacking wouldn’t they be affected?

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Alternative to AA gun fire being modified

      @GEN-MANSTEIN Thanks, yeah that does sound interesting actually. So 1 AA gun defending would get a shot at every plane prior to combat at 2 and then every round after the 1st they roll 1 die at 4 ?

      Do u guys ever modify their hit values in certain cases such as being in a zone with a fort or a surrounded city?

      posted in Global War 1936
      J
      JbuckBuddy
    • Alternative to AA gun fire being modified

      It seems(imo) that the modifiers affecting all land units such as in terrain or forts were not quite intended for AA guns. Especially in cases where it’s only modified on the 1st round. Since AA guns only fire on the 1st round with multiple shots, they are more heavily affected. I’ve always considered a units die hit value to be like their accuracy and it’s never sat well with me that terrain or a fortification would increase or decrease how well the AA guns can shoot down aircraft. For all other units in a fort it makes sense that they are more likely to hit attackers in the first round but are then back to their normal value in subsequent rounds. AA guns having all their shots of the battle in the 1st round seem to gain the most from this buff. I would much rather they either have more or less shots at 3 in such cases. Plus they can be devastating to possible attacking planes, essentially making a fort with a few AA guns a no fly zone, esp the maginot, (6 or less if I am correct). Terrain is not as bad since u would have to attack with the AA guns to be affected and makes more sense that they may be less effective. I still would rather get 2 shots at 3 in this case than 3 at a reduced value of 2.

      Not sure if anyone else feels the same way about this, I wanted to try and come up with a possible house alternative that would apply specifically to AA guns, probably including them only ever hitting on a 3, but getting 2 or 4 possible shots in certain cases where units are affected. Any other ideas?

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: Can Italy use nationalist Spain's naval facilities?

      Thx, yes I seem to find the answer to most of my questions just by asking them…

      posted in Global War 1936
      J
      JbuckBuddy
    • Can Italy use nationalist Spain's naval facilities?

      I always assumed they could but under the Spanish civil war rules it only says Germany may use their naval facilities for repair and movement.

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

      @jbuckbuddy or would Paris be a “French” land zone at that point and not a “Free French” land zone, leaving Vichy unable to attack any french forces at that point since they are no longer the free french? Only poss solution I could think of, but wanted to be sure.

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

      @trig hey I am curious, have been unable to get a definitive answer on this. If Vichy has not surrendured when Paris is liberated by allies, couldn’t Vichy forces attack the french in Paris and force the retreat of any UK or US troops as per Internal French Conflict on the Vichy reference sheet?

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

      @insanehoshi Ha, not bad at all. But yes it would seem the only sure thing France can do is inflict maximum casualties on germans. Anything else is a coin toss at best.

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

      1st priority should be inflicting losses on the germans. However my last game I did raise units in colonies and even flew the ftr and medium bomber to different colonies in the hope of them going FF.

      The results?
      Well about 50 50, the ftr went Vichy along with an infantry and militia who were all in algeria/tunisia.
      I was able to keep all other colonies along with the French foreign legion in morocco, the medium bomber In west Africa and another man in syria.
      I had high hopes but unfortunately there’s no way to properly predict what might happen, even scattering everything might still result in them just becomin Vichy making them harder to destroy.

      On the other hand, the french air force seems destined to be destroyed by the blitz with a small chance of even taking down a German plane. The medium bomber in particular seems like it can do little in the defense of France except a possible air superiority casualty to be taken before the fighter, and in my game I was able to make great use of the medium bomber with the FF. And any help FF can get once France falls is good, especially planes which are expensive to LL. And worse case scenario u are looking at a slightly stronger Vichy, which can only atrack FF. In hindsight I wouldn’t have raised land troops, probably just sent the planes to different spots. (or just the medium bomber if going for a luftwaffe casualty in paris)

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

      @trig Of course. I was just referring to their insane roll of a 10 that would most likely be reduced as it would probably be the most likely target to be picked 1st. Even a possible 2nd target select hit would most likely go to the heavy as well as thend it would probably still be the most dangerous vessel still hitting on an 8.

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

      Heavy BBs are intimidating with their 3 hits to sink and the best attack/defense roll in the game of 10, but u will quickly find they are the 1st “target selected” with lucky sub rolls of 1 and especially Tacs on 1-3. Very rare that in a big naval battle u will be able to roll on that 10 for more than the 1st round.

      Of course the best counter for Tacs are a superiorty of Ftrs or Jets, which can be conviently hauled around the sea with a Heavy Carrier.

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

      @hbg-gw-enthusiast ah right u are, how could i blank on the tiger.

      posted in Global War 1936
      J
      JbuckBuddy
    • Tech Priority Preference by Nation

      Was curious of everyone’s preference for tech priority according to each nation. I understand it may change according to circumstances but there should be a certain few that are mando for some nations at the outset. These are the 1st breakthroughs you would want playing as a particular nation. For the most part, i believe it is best (oddswise) to go for the 7+ tech rolls before moving on to the 8+ ones and then the two 9+ rolls. However there are some exceptions(e.g. i think its worth it as germany to go for adv subs(8+) right away before the other easier (oddswise) 7+ techs/ or for USSR & US, I will go for Heavy Bombers and Rockets at a certain point with the goal of getting their respective tech VPs, even though they are the hardest to breakthrough)

      These are my preferences at the outset:

      1936 Scenario:

      Germany(4 to start):

      Wartime Economy(1st u get tha money, then u get tha power)
      Advanced Mech (early access to mech and armor for german make this mando & the SS unit is arguably one of the best land units for 4 IPP)
      Long Range Air(immediate upgrade/effects, greater threat projection)
      Advanced Subs(great unit for germany)

      After those, these would follow in priority:

      Improved Factories, Improved Construction, Radar (I honestly want these in the opening 4 for Germany as I think tech that takes effect right away & infrastructure tech will pay more dividends and make a bigger difference the earlier you have them, but in Germany’s case the top 4 I listed are just too good/important imo. Radar should be the last priority of these 3)

      After that, these would be next:

      Jets, Advanced Art, Heavy Armor, Heavy BBs, Heavy Bombers (no particular order, depends on the needs of the reich but usually want jets or armor 1st, also not usally inclined to try and breakthrough with bombers as i hate the 9+ roll)

      These 4 should always be last imo barring some unusual necessity for Germany:

      Advanced ASW, Heavy Carrier, Attack Transports(if going for a heavy Leningrad landing or Sea Lion, this should obviously be done sooner), Rockets(wish these were better but as is at 9+, nah dag)

      USSR (3 to start):

      • If molotov is signed I try and keep the free tech roll as long as possible but will typically upgrade the medium in stalkingrad to a major once molotov appears to be coming to an end, I like to have 4 tech rolls going, esp if Germany upgrades east German factory and they’re getting 5 tech rolls per turn

      Advanced Art (katayushkas are sweet, and just a solid unit for soviets to have)
      Improved Factories (allows USSR to get as many units as possible to the desired front, and the ability to rail their own factories makes this a mando for me)
      Wartime Econ. (can’t go wrong w/money)

      After those 3, these are next:

      Advanced Mech (tech that allows better/cheaper land units is even more important for the USSR)
      Heavy Armor (can’t hurt to have as a build option and need it for tech VP)
      Long Range Air (same as h.armor)
      Jets (i typically won’t invest in a soviet air force, esp cuz AAA is a much cheaper alternative, that all changes if I get the jets breakthrough, can be crucial, esp if axis do not have them yet)
      Radar (better scramble options and better interception are solid for defending the motherland)
      Improved Construction (the ability to drop forts in one turn, or any facility in the event of some scorched earth can be crucial, if running with a naval strat, this should be done earlier)

      After these I make a point to go for the two 9+ rolls needed for their tech VP:

      Heavy Bombers
      Rockets

      The rest of these don’t seem as important for USSR and as such I would do last unless necessity requires one to do so:

      Attack Transports, Heavy BB, Advanced Subs, Heavy Carrier, Advanced ASW

      Japan (1? to start):

      -Japan has an uphill battle just to try and keep pace with everyone else when it comes to tech. But I am a firm believer in trying to maximize one’s chance at tech breakthroughs so I like having 3 tech rolls with Japan(2 min, but 3 seems ideal to me) so on 1st turn i upgrade the kyushu medium factory always, and typically even start another major in Honshu. Even with that finished, Japan is still probably behind pretty much everyone else except France, Italy, and Kmt /Ccp.

      Improved Construction(ur buck will go much farther, the earlier you get this, I believe it should be priority #1 for Japan)
      Long Range Air (Crucial for Japan)
      Improved Factories(huge help if trying to hold onto those juicy coastal China tts)
      Wartime Economy(just make sure you are at war with a major power to receive it(that means US, USSR, or Brits)
      Radar (scramble options and better escort roll mody are crucial)

      • All 7+

      These can all come next depending on what is needed:

      Jets, Heavy BBs, Attack Transports, Advanced Subs, Heavy Carrier(I tend to go for BBs 1st as they are 7+ but usually jets or transports are more useful to have earlier as japan)

      I will go for these 4 next:
      Advanced Art, Advanced Mech, Heavy Armor, Advanced ASW(these seem less important to Japan imo, mite be different if you could pump out the land units on the mainland but tech units have to be built at home)

      I always go for the two 9+ tech rolls(heavy bombers and rockets) last with Japan as I believe u must maximize ur tech rolls and go with the ones that are easiest to get at first, and these 2 aren’t particularly good for Japan.

      Italy (1):

      With Italy I will usually resign to having just 1 tech roll.

      Wartime Economy(this seems like the most important imo as an cash is always needed as italy and with a decent roll, they can double their income)

      Improved Construction(this seems ideal for Italy as they will need plenty of ships and save a decent chunk the earlier they are able to breakthrough with this)

      After this it depends on Italian situation

      If needing to be defensive:

      Radar(cover fleets with max ftr scramble)

      If looking to expand the empire:

      Attack Transports(but it is 8+)   or
      Long Range Air

      If looking to assist u-boats in the atlantic:

      Advanced Subs (can move through a British Strait of Gib, and can be very useful for italy, but it is an 8+)

      With 1 tech roll there’s no way you will get past 3 or 4 tech.

      Well that seemed to take longer than I thought it would. I suppose I will do Allies later, but I am curious to see if anyone has any different thoughts on which tech should have priority for playing particular nations, this is just my opinion based off the games I have played. Let me know, thanks.

      posted in Global War 1936
      J
      JbuckBuddy
    • RE: "International Brigade" in Moscow even after Republican Spain Aligns?

      @Noneshallpass indeed, preciate the context.

      posted in Global War 1936
      J
      JbuckBuddy
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