It’s an Axis & Allies software program you can download for free. here’s the link:
Posts made by jsp4563
-
RE: Is there solitaire rules for revisedposted in Axis & Allies Revised Edition
-
RE: What nation do you like the leastposted in Axis & Allies Revised Edition
After the results of my J1 turn in the tournment, I’m gonna say Japan. :evil:
-
RE: Is there solitaire rules for revisedposted in Axis & Allies Revised Edition
tripleA has a built in AI, it’s rather weak & sometimes does kooky things. That’s the only one I know of.
-
RE: Japan landing in western US –--- how can i do this?posted in Axis & Allies Revised Edition
I tried a double landing in my first game against TC. He had 6inf, 2fgt in E. US & 4inf, 1art in W. US. Germany landed 2inf, 1art, 1tnk in E. Canada & Japan landed 3inf, 3tnk in W. Canada landing 3 planes in E. Canada to cover the German forces. All was going well, I figured I had a good chance to capture 1 of his IC’s. Then came the attack his 6inf & 2fgt from E. US against the 2inf, 1art, 1tnk & 3fgt in E. Canada, he wiped out my entire force losing only 4inf. Game over. The diversion of all those forces to North America left me nothing in Asia & the allies had Germany surrounded.
-
RE: Greatest Find in WW2 History!posted in General Discussion
this article has a photo gallery w/14 pics.
http://service.spiegel.de/cache/international/0,1518,428857,00.html
-
RE: Can the US have naval superiority?posted in Axis & Allies Revised Edition
…Remember, your fighters can defend nicely, but they cannot be hit by subs…so if you have 4 carriers and I get 4 hits with subs, those 8 fighters do nothing but land on an island…
Wouldn’t the fighters get at least one return fire shot at the subs before they landed?
-
RE: Amphibious Assault Questionposted in Axis & Allies Revised Edition
What about a combined assault where you have ground forces attacking from an adjacent land territory & units landing, can the ground units that did not come from the transport retreat?
-
RE: We've got a technical . . .posted in General Discussion
Unless you really need the portability of a laptop, spend your money on a desktop more bang for the buck. Â Definetly go for the Dual Core, AMD usually paves the way on processor breakthroughs but Intel isn’t far behind. Â Either one is good I’ve used both for years and haven’t come to a conclusion about which one is better. Â
-
RE: Is a bid system necessary for the revised edition?posted in Axis & Allies Revised Edition
There’s been a lot of discussion on what the standard bid should be. My view is, if you’re just starting out playing against new/inexperienced players you should skip the bid. The axis starts out in a very strong position and the allies must coordinate thier actions to win. For new players this can be a bit ovewhelming & offsets any need for a bid on the axis side. When you become more experinced and have mastered the whold “coordination thing” then you should start thinking about a bid.
Also you should print out a copy of the latest Larry Harris Tournament Rules (LHTR v1.3) these revisons are from the game designer and clear up a lot of inconsitincies in the box rules, and have some other changes that make for more balanced play.
-
Building Naval Units in Enemy Occupied SZposted in Axis & Allies Revised Edition
Can you build an AC in an enemy occupied seazone & still be able to place fighters on it?
-
RE: Is 6 ipc's enough?posted in Axis & Allies Revised Edition
I’m thinking 5 is a fine bid for full placement. With 1 inf to Germany and 2 IPC’s to Japan for a 4 TP build I think it’s possible to hang with most players.
You could probably get away with a 4 bid and only 1 IPC to Japan, for 2 TP, 1 IC, but with all this recent talk about US naval superiority and what to do with the UK Pac fleet, I’m expecting that someone might take a shot at KJF in the tourney so I’m leery about it. If the US goes KJF, then 4 TP’s on J1 really helps evacuate most of the islands quickly enough to get the infantry to the mainland and the TP’s back into an attack position before the US gets rolling.
But, judging from jsp’s post, our team might have a small disagreement on what bid is too low.
Our 3 bid game went 25 rounds before I threw in the towel. Would 2-3 more IPC’s at start changed the outcome, probably not. However I won’t be making any more 3 ipc bids :-D
-
RE: Worth it?posted in Axis & Allies Revised Edition
@ncscswitch:
An IC in UOSA draws 15 IPC’s on UK1 from UK, then another X IPC a turn for 1 TRN plus land forces. That excludes any higher costs for capital ships. And UK can;t even build and fill a TRN with a build rate of TWO.
And while UK is pouring more than half of their income into Africa… Germany trashes UK’s main fleet, perhaps adding a TRN or 2 to scare the crap out of London, while using those TRNs to shuttle forces to Karelia to accelerate a northern strike on Moscow. This would also deny UK Norway revenue, further reducing UK’s income.
Germany at even just a base $40 (losing Africa but having Karelia) against Russia is a really bad idea for Russia.
As for slowing down Japan… forget the Southern route. Go via China/Sinkiang/Novo and you are immune from any potential threat from UOSA and scan create that back-pressure on Moscow needed to crack Moscow.
Point taken, I wouldn’t consider this strategy without US support. I guess what I’m looking for is a viable KTB (Kill them Both) strategy. Can the US/UK divert 1/2 their incomes to the pacific without sacrificing Russia?
-
RE: Is 6 ipc's enough?posted in Axis & Allies Revised Edition
Moved this over from another thread.
@ncscswitch:
For an experienced player like me, sure I’d take the 6 bid and placement restriction.
Others who have posted seem to feel that 9 unrestricted is “balanced”…. but I think that is too high with an experienced Axis player.
For someone new to online gaming…
I’d go at least 7 IPC, and probably go unresticted bid (allow for 2 German INF, and an IPC for Japan at start)Split the difference and allow an unrestricted bid. Or go 8 IPC and restrict the bid (still only 1 INF or 1 ART to start) That is the least you should offer for your “choice” of sides to play…
And as I play more games since the mid-stage of the Tournament, the more inclined I am to shift the Axis minimum bid up from the Tournament 6 IPC restricted standard bid to at least 7 preferably unrestricted. Allied play on these boards is imply improving too much to maintain the lower 6 bid restricted…
My opinion, your mileage may vary.
I’ve only played 4 games online as the axis, 2 I lost to TC (6 bid 50/50), 1 draw (6 bid 50/50) against bebo (he resigned before the end of round 1) he advocates a 9-15 bid (way too high IMHO), 1 game against U505 still in progress (3 bid) we’re on round 24 with no resolution in sight. I’d say 6 is probably about right, maybe remove the 50/50 restriction but keep the 1 unit per territory placement rule.
-
RE: Worth it?posted in Axis & Allies Revised Edition
Good feedback, & I’m mulling it all over.
Some additional thoughts:
The overall Axis strategy has to be taking out Russia, Germany can’t do that alone they need Japan to pressure Russia from the East. A reconstituted UK fleet with support from a S. Africa IC threatens the Japenese southern attack corridor.
The conventional UK counter-attack in Egypt is only a delaying action in denying Germany control of Africa. An IC in S. Africa will force Germany to devote considerable resources to Africa if they really want to conquer it. Plus Africa constitutes 1/3 of UK’s starting IPC.
-
RE: What are the Correct SZ#'sposted in Axis & Allies Revised Edition
Thanks SuperClifford & Switch…I’m getting out my sharpie & map printout. :-)
-
RE: Worth it?posted in Axis & Allies Revised Edition
I’ve been toying with a strategy I may try sometime. Combine the Indian/Aussie fleets in sz30 plus an IC in S. Africa on UK1. The combined fleet is only within range of the Jap East Indies fleet, simulations give them only 15% chance of destroying the combined fleet, what’s left can limp over to S. Africa for reinforcement. With half the Jap fleet gone & a restored UK fleet/IC in the S. Indian Ocean I think this could create some real problems for Japan & Germany in Africa. Feel free to rip my strategy to shreds! :mrgreen:
-
RE: UK Pacific Fleetsposted in Axis & Allies Revised Edition
@ncscswitch:
Well, I did a UK fleet consolidation in SZ38 in the last game I played where Egypt was not attacked on G1 (all except the DD which went to Kwang, and I replaced the original naval FIG (which also fought off Kwang and landed in China) with the Egypt FIG.
So, I had 2 TRN, 1 SUB, 1 AC, 1 FIG in SZ38.
Japan proceeded to sink me losing 1 unit.
BUT, Japan used many of the forces needed for Pearl to do so, and thus the US fleet was untouched on J1…
If you’re going to consolidate the UK Indian/Aussie fleets, do it in sz30 instead of sz38. This puts the fleet out of range of the Jap Caroline Island fleet. I learned that one the hard way.
-
RE: What are the Correct SZ#'sposted in Axis & Allies Revised Edition
I listed them top to bottom starting at the right edge working left, if that helps.
-
What are the Correct SZ#'sposted in Axis & Allies Revised Edition
Abattlemap is driving me crazy with their sz numbering. I think I have the latest patch, but that doesn’t help if your opponent has a differnt numbering scheme. So……What are the actual board numbers for these sea zones:
West Mexico Seazone
Easter Islands Seazone
South Pacific Seazone
East Pacific Seazone
Fiji Islands Seazone
New Zealand Seazone
Solomon Islands Seazone
N. East Australian Seazone
New Guinea Seazone
Angola Seazone
East South Africa Seazone -
RE: Can the US have naval superiority?posted in Axis & Allies Revised Edition
Here’s an Island hopping strategy I have used in the past. On US1 build 1 ac 1 dd 1 trn 2 inf in W. US, land your W. US & Hawaii fgt on the carrier move the dd from panama to w. us. On US2 load 2 inf from W. US & 2 inf from Hawaii & land in the Solomons. You will want to build some follow up forces in W. US. On US3 land in East Indies or Borneo (both are 4 IPC Islands) On US4 take the other Island this puts a serious cramp in Japans income. Keep building follow up forces in W. US (on turns 3&4) & move them towards your fleet, be sure to stay out of range of the Japanese fleet.
While all this is going on, don’t ignore the atlantic but use your forces to back up landings by the UK in either N. Europe or Africa.