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    Posts made by Keredrex

    • RE: Alternate Country Combos

      another game breaking change.  these types of changes are so disruptive to the rest of the game mechanics that ou might as well play a different game… or even better make your own game

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: What's your favorite country and why?

      UK…

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Best route through asia

      the china route keeps the US off the continent… so you can argue it is the better way.  if you leave china alone US can build a factory and get units into the war faster

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Should i play with or without factories ?

      agreed… also This game is supposed to be a simulation of what you can do with what was available.  also the value and production limits are there to simulate the Time and resources involved in the war effort.  To make a drastic change of unlimited deployment are game breaking changes that will affect further game play.   besides, Ive played many games on the board… and every country has had there share of victory… one game Russia dominated germany, another game japan dominated the US, another Game UK Wiped out Japan, and once the US hammered both Axis into the ground.  Fantastic games…

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Reverse pipeline

      not worth it… you can only build 3 units there… if you build 2 transports for the same price you can move 4 to norway from Germany

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Should i play with or without factories ?

      the funny thing is most games i play USA & Japan Buy complexes, sometimes britain.  Usually, UK, USA, and japan can do alot with just the original complexes and transports

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Best route through asia

      it all depends on Allied movement.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Should i play with or without factories ?

      @nutbar:

      IC’s cost 15 IPC’s. That is a totally unacceptable price. Realistically, a good price would be 5-10 ipcs. …. and the hypothetical theory that in a place you can only build the number of units the territory’s ipc is worth.

      this seems strange… unless your only trying to build infantry with all your IPC’s.  Since Infantry are cheap enough, it prevents you to build all your IPC’s into infantry.  but if you were to mix in Tanks , planes, etc. and build with the intent of moving the units to where you need them, there is plenty of room to build in any area that already has a complex.  Basically you need to build with the possible future moves in mind.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: House rules spring 1942

      @Imperious:

      Paratroopers should be standard rules ( all start with them)

      I have this fix in my own house rule section ( check under IL’s this or that)

      yeah paratroopers should be for everyone, but would it still work the same as the tech rule? 
      Para drop is an attack move, 1 Infantry, Bomber must stop in 1st Hostile Territory,  bomber can attack, If AA Gun hits it kills both units,

      Sorry but with the massive amounts of posts here im not sure where your own house rules are… can you post the link.

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Fortress Europe Axis Strategy

      @Hobbes:

      If you buy 1 IC on US2 that leaves you 27 IPCs for a fleet. That’s 1 carrier and 2 subs to add to the BB and sub (assuming the DD has crossed the Panama channel on its way to SZ10). On US2 you’ll need to buy 2 armor for the IC (10 IPC) plus a 2nd AC (14 IPCs) + 1 fighter (10)  to finally be able to move that fleet to the Solomons on US4 (and you’ll also need keep back on the US a 4th fighter for the 2nd carrier since you won’t have enough money to produce it).

      Looking at Germany’s moves on turn 1, Id buy the complex On US1… I wouldnt go to the solomons… Id Build my fleet, adding boats every turn and on a later turn move a larger fleet to hawaii… or break it up and send boats everywhere… It all depends on Japanese position… if they are all the way over by africa… great ill go strraight to the islands and start gobbling them.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Fortress Europe Axis Strategy

      @Concealer:

      If I see the allies going for a KGF this is what I will do.

      but according to this strategy you dont know if the allies are doing a KGF.  this strategy is based on turn 1 for germany.  I Do like the Turn 1 moves with a change or 2.  I just dont thinks its reliable to predict 5 turns into the game. Im sure its possible to win with this if its followed but even rolls can change the outcome

      “…meaning that meanwhile the US is has committed its production to Europe for 2 turns and now has to start a fleet from scratch on the Pacific while…”

      the us has the money to build for a complex in sinkiang and build a fleet that japan would have to worry about, and still send fighters over to aid UK and Russia, In turn 2

      I think whats happening here is that if i saw your germany turn 1 moves… Im more than likely gonna go KJF, which is one of the requirements that disrupts your strategy.  I usually go KJF if UK loses there fleet in the 1st round.

      Still an interesting strategy.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: House rules spring 1942

      @Imperious:

      Because it never existed as a technology that could even effect infantry in that manner. Artillery do aid infantry, but not DOUBLE THEIR OFFENSIVE EFFECTIVENESS.

      What do you think of this for Adv. Artillery Tech…
      Artillery attack value 3 in the 1st cycle of combat only 
      or 
      Artillery Fire In the Opening Fire step of combat on the 1st Cycle

      Also Considering the Tech Cart from AA50… 
      What would you replace for War Bonds and Paratroopers?

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Fortress Europe Axis Strategy

      Interesting… your making a lot of assumptions here…
      I like your Turn 1 strategy.  but your need for Japanese fighters in Western Europe is Weird.

      * The UK/US will keep spending money on fleets instead of ground units.

      Your assumption of what the allied player(s) will continue to spend their money on  in later turns is a bit short sided. 
      starting in R1 UK could choose to rebuild the Navy or become an Airforce.  what would you do if UK decided to send fighters every round to defend Russian territories… Allowing Russians to more actively engage other areas with their fighters cause britain Fighters take over for defense.  Dont forget American fighter can also do the same… and america has the money to also build a fleet.

      Also, why would  the allies not at some point change their strategy?  with UK losing its fleet entirely in round 1 america may choose to build a complex in sinkiang.

      I simply cant see everything you described panning out unless your playing an inexperienced player.  You can’t assume a veteran player wont see what your trying to do early on and force you to change your strategy.
      for example if i see japanese planes flying to germany… then im going after japan as hard and fast as possible.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Tanks blitzing

      Dont forget that ANY unit even the AA gun and complex, will stop the blitz.  and as always you have to fight and win the 2nd territ if units are there.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Midway - Useless?

      true… although, if a country can grab a territ even its 1 IPC early and hold it it can be valuable.  especially if it diverts the strategies of your opponent.  basically, sometimes you want your opponent to spend cash to go after the little thorns in there side that you put there. it either slows them down or its a gain of 1 IPC that you never had before.

      Like if britain takes the transport to New Guinea in round 1,  attacks it 2 Inf. vs. 1 inf.,  if they take the territory they hold it for at least 2 rounds… If Japan ignors it … great UK makes more money… if they go after it sure they can take everything in the pacific… but now they are sending IPC’s to go after the islands and not going after america or other UK territs in Africa.  and less IPC’s going after Russia.  Its a chess game

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: House rules spring 1942

      @Imperious:

      Just interested in your opinion … Why do you think Adv. Artillery is a “crock”?

      Because it never existed as a technology that could even effect infantry in that manner. Artillery do aid infantry, but not DOUBLE THEIR OFFENSIVE EFFECTIVENESS. ……

      that makes sense

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Midway - Useless?

      midway is an equal position with hawaii that the US may not care about and can be exploited.  for example… if you conquered it and the US was not in position to take it back… then you control it on your turn and can then land planes and build up the position. 
      it may be possible to for example have a strong defensive force that can take Midway but not be able to fight a strong defensive US force around hawaii.  and have in position 2 forces, 1 by japan, 1 by midway, with various airpower that can converge on hawaii or alaska, and threaten California and the US may only have position to protect 1

      Basically midway offers you the ability to make the US fight multiple battles.  instead of 1 Giant force. this can have a serious affect on plane movement.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: AA diceless varient, well playtested

      @Emperor_Taiki:

      I have played some games using a d12. I found it was just confusing, i have been thinking about converting the stats into d8 or having different dice based on what unit is rolling.

      Yeah i made an attempt at working with d8’s then i heard A&A P / E 1940 were adding a Tac Bomber Unit.  Figured id up the dice to d10 to give a greater range between unit strenth and also allow percentage rolling if need be.  Which can make for interesting Tech rules or situations.  for example ive seen house rules that have Sub detection rules, which i think the percentage dice option would make it easier.

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: AA diceless varient, well playtested

      Ever thought of switching to a D10 die system?  i know there are posts that list the unit values… I think it would help alot… you could make infantry Att on 2’s making it a 1/5 chance instead of 1/6

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: AA diceless varient, well playtested

      Just a thought… how do you handle Bombing raids and AA fire in a diceless game???

      As the game is if a player is having a bad day concerning dice… he can make up for that with planning and strategy.  at the same time… a player who is suffering from a poor move can have a great dice roll and recover from poor strategy.  removing the dice simply takes those options out the game.  not necessarily a bad thing… but i dont see the point when the game was designed around Dice & Strategy.  ill just play chess … like 3d chess or hexagonal chess… if i dont want the probablility. but for Axis… give me the field marshal dice so i can see the flags on all the 1’s i roll

      by the way this is a great discussion, thanks

      posted in House Rules
      KeredrexK
      Keredrex
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