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    Posts made by Keredrex

    • RE: Hardcore Axis Player, I have a lot of questions

      @Incapacitate:

      1. How Do I Deal With A Super Defensive Russia:

      Germany Makes more money… If russia doesnt Attack in the 1st round… you could Pull your men back (Leaving 1 man in West Russia and build a German Wall in Karelia (After Taking it Over), Belorussia, Ukraine… and Build Tanks and men in the 1st round… You will need to weaken britain… by taking Egypt and the 2 boats in the Mediterranean.
      And of course use Japan to go after Russia in the East…

      @Incapacitate:

      2)Africa

      Ive played games where Germany doesnt Attack africa at all (not even Egypt)… they focused everything on holding Russia off and Demolishing Britain.  This forced the US to go to Europe Leaving Japan uncontested in the Pacific, which allowed them to hammer russia… Amazing Game… Ive seen Many strategies, and many differently played games

      @Incapacitate:

      1. Western Europe

      You dont need the complex in Western Europe… Britain can always build in the same water if they wish… Simply moving your navy when needed works. 
      Again, Ive played games where germany sinks Britains fleet in SZ2 with a bomber, fighter and sub (planes land in Norway) Offloads an AA GUN and  Inf. into Noway, builds a Massive fleet in SZ5, This Threatens Britain Very Early… Forcing them to defend the homeland and not focus on a factory in India.  AS long as you hold off Russia Germany is Dangerous

      @Incapacitate:

      1. Siankang (spelling?)

      Try Building 2 Factories in the 1st round with Japan (1 on Manchuria, 1 on Kwangtung)  you Triple production Quantity in Asia over the US but your other moves must leave you with a decent defense

      @Incapacitate:

      1. How Vulnerable is the US to attack by Japan?

      Ive Conquered Hawaii and Effectively threatened Western USA (nearly taking it over)… the game over all went differently and allowed this… Great dice rolls for japan… And Germany Beat down Russia and Britain… Axis win

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: How do you collect income for axis and allies?!?!

      The IPC’s that each country start with represents the territory Value they control… Russia starts with 24… If you count all the Territories that Russia Starts with it equals 24.  Same for every country.  but As the game progresses… If On the 1st turn russia conquers West russia (worth 2 IPC’s) then you add 2 to the total of all your territory.  but if later on you lose a territory somewhere else like Karelia (worth 2 IPC’s) You dont get those IPC’s.

      for example… If russia conquers Ukraine and West Russia… On Germany’s turn… he has 40 IPC’s to play his moves…

      at the end of his turn when he collects income
      If…
      … he Does NOT reconquer West Russia and Ukraine, then he will collect 35 IPC’s for his next turn.
      … He Re conquers Ukraine (Only) then he will collect 38 IPC’s
      … He conquers both then he gets 40. 
      … He conquers any other territories, just Add all the territories he controls (NOT the territories he lost) those are the IPC’s for next turn.

      Remember… If a country (ie RUSSA) conquers a territory from another (ie Germany), they DO NOT also take any IPC’s already collected.  thats why Germany will always Start with 40 even if russia Conquers Ukraine

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      Here it is

      AA1942_Battle_Recorder.pdf

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      @Imperious:

      I borrowed your IPC chart concept for my Global 1939 game. I like your style, it looks really good!

      Cool, glad you liked it.  I also have one that has Lines for Advantages / Objectives and Weapon (Tech) Developments
      I also have one made With Italy

      @skinny1:

      Yes, that is the way I would record it. I am looking forward to seeing it.

      Cool, one thing i did different was in the Letter designations.  All sea units are 2 letters…
      BB = battleship (since thats how they really are coded),
      CV = aircaft carrier (stands Carrier Vessel),
      CL = Cruiser,
      DD = Destroyer
      SS = Sub
      TT = Transport (TT used only to keep the Designations Uniformly to 2 letters)

      AA1942_Battle_Recorder.pdf

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      @skinny1:

      I use 1 map recorder for 1 game. For example, G 2i in a territory would be Germany 2 infantry units. I have recorded 2 games using the sheet that I posted. I just had to write in the cruiser unit for AA42 since the map is made for Revised.

      so caucasus may look like this……  
      R 6i, 2a, 4t, 2f, 1aa, x3 (assuming there are 3 damage chips),
      B 2i, 2t, 2f, 2b
      U 2i, 2t, 2f, 1b  
      Given the possibility of having units on transports, a SZ could be flooded with letters a numbers.

      maybe if printed on an 11x17 there would more space to write it all in, but it seems too small on regular 8.5 x 11. unless you write really, really small.

      I made the recorder anyway, ill post it up monday, had left the file at work.  gonna try it out next time I play.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      @skinny1:

      Do you think that you can design something like this for AA42? This is for the Revised game so some of the territories don’t match and the cruiser is not listed.

      I think the small map can get confusing.  for example how do you log in the allied units if they are all in caucasus? or do you use 1 map page battle recorder per country?

      Using My chart all you need is 1 page per game (Very rarely 2- 1 for axis, 1 for allies)

      @calvinhobbesliker:

      What does MVC stand for?

      Most valuable country… Playing a few games we made this up when at times despite the victory one country was kicking a** all around.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      @trackmagic:

      edit* I just relized that for Pac40 there is more nations so maybe that would be too much of a project. It would be cool if you could do the global game though (add France, Italy, ANZAC and China)

      Is there anything else he would need? Anybody???

      Yeah to do the Eur & Pac 1940 Save Game Chart you would need 2 sheets (1 for the axis, 1 for the allies)
      but the IPC chart can be done.  I already have a version with Italy, adding more would shrink the boxes though

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Designed an A&A Spring 1942 Save Game chart and IPC chart

      @skinny1:

      Do you think that you can design something like this for AA42? This is for the Revised game so some of the territories don’t match and the cruiser is not listed.

      Sure… Already working on it but i found that a small map design to be somewhat Small for a recorder… thats why i went with the chart.  Ill post it soon

      @trackmagic:

      I see the cruiser on there…And this is awesome!!! Could you make one for P1940 that has mechanized infantry and tactical bombers?

      Did you use excel for this?

      no illustrator.  Yeah i can add those other units.  I also have a version of the IPC log that has Weapon tech Developments and Advantages listed

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Setup help

      @skinny1:

      @Keredrex:

      I made a save game chart for the 1942 version.  a Map and a list to record the units and positions. will post it soon

      Can’t wait to see it.

      check the link for the save game chart
      http://www.axisandallies.org/forums/index.php?topic=18681.0

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • Designed an A&A Spring 1942 Save Game chart and IPC chart

      What do ya think?
      AXIS_SAVEGame.pdf
      A&A_G-LOG_vx.pdf

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Industry in South Africa

      No i de@finnman:

      Dude you got destroyed in Egypt. You mean you didn’t attack it G1

      yes germany attacked me in round 1.  I defended with britain… Germany didnt send there bomber.  Even if they did its still Possible germany could miss ALL the rolls… Its rare, but Rolls can go bad. And most players would not continue to Attack with only a (1 fighter and 1 tank) against (1 inf. 1 tank & 1 Fighter).

      another game we played… in Round 1…
      Russia attacked with (9 Inf., 1 Art., 1 Tank) into West russia (germany having 3 Inf., 1 Art., 1 Tank)
      …in the 1st Cycle… Russia Missed every roll and germany hit 4. Leaving russia with only - 5 inf. 1 art 1 tank
      …in the 2nd Cycle… Russia hit only once, Germany Hit 4 again. 
      Russia only has 1 inf., 1 art., 1 tank germany has 2 inf., 1 Art., 1 tank
      Russia Retreats to protect the Tank.    (Russia did take Ukraine easily though)

      Like i said … RARE… but it can happen

      later that same Game Japan attacked caucasus with 2 bombers Complex Raid…  SNAKE EYES were rolled
      the round after Another Japanese Bomber and another was shot down
      3 Japanese bombers that did absoultely nothing
      we were all using Field marshal dice

      Fantastic game over all… we called it a draw after 15 rounds

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Industry in South Africa

      It is possible to defend Egypt and on your turn build a complex.  it depends on the german strategy being used and of course the rolls. 
      Last game i played germany (2 inf., 2 tanks, fighter) missed with everything and britain (Inf., Tank, Fighter) defended with everything.  germany had to retreat to save the plane and britain fortified egypt with troops from The area, the AA Gun and navy, and built a complex.  Amazingly Awesome game

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Setup help

      I made a save game chart for the 1942 version.  a Map and a list to record the units and positions. will post it soon

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Industry in South Africa

      If you do you will need the Indian And Australian fleet to back it up.  It has been done before but, Egypt, India, or australia are usually the better options

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Setup help

      Set up definitely gets faster the more you play.  I can probably set up the board from memory now. 
      I find it easier to place ALL the Infantry Chips 1st then do the individual countries. Like i know there are 2 men in both Sinkiang and china, so i place 1 plastic chip in each, Japan has 4 Inf., So 3 Chips, Etc. Etc.

      I also made my own Game Record Sheet to track IPC’s For each country.  Even when we played the old games we found it easier to use Paper and Pencil to keep track.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Attacking defenseless transports prevents offshorebombardment, good or bad?

      @MrMalachiCrunch:

      Rev 1) In a situation where only defenseless transports are present a single attacking piece can be used to destroy them allowing the rest to perfrom offshore bombardment.

      I think this is a question of value… You can chose to ignore transports, allowing Bombardment on the territory, which improves your chances of winning the IPC’s and position from territory.
      …OR choose to sink Transports Each costing 7 IPC’s but lose the bombardment option.
      I think they did this to force the choice, for strategic purposes and game balance

      @MrMalachiCrunch:

      Rev 2) This is much more radical.  In a situation where there is a defending fleet, some of the attacking fleet is held in reserve.  Combat occurs in the sea zone and if the attacker wins, then the the reserve fleet performs offshore bombardment.

      Doesn’t make much sense to me, If an Entire Sea Zone is considered hostile because of any amount of surface warships, any Sea units entering their fire range are vulnerable.  If i were a defending Carrier with planes and i see lots of ships Im gonna try to sink the most valued units, it would help my defense in the land portion. Also, if the attacker could do that then the defender should have some similar balancing option, like maybe the ability to retreat defending planes, to the Land Territ.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: KISS AA50 Technologies Balanced (yet close to OOB)

      @Bardoly:

      I’ve never played (or even seen) the 1942 A&A, but I do know that if you can play AA50, that just about everyone on this forum says that it is much better than the A&A 1942 game.  You can even print out the map and use your 1942 pieces to play it with (although you would have to find some pieces for Italy)

      Anyway, thanks for your critique.

      I think this is debatable… personally, I think A&A 50 is different enough from the previous versions of Axis & Allies that it became a different game.  Which is why they bothered to even make the Spring 1942 board AFTER the AA50 version.  basically, they merged A&A Revised with A&A 50, taking the best of both. 
          Im not saying A&A 50 is a bad game (I haven’t played it), but i would place it as a version in line with the new Europe and Pacific versions that merge together.  And The A&A Spring 1942 is the update to A&A Revised
      either way good chatting with ya on this, got some good ideas going here.

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: KISS AA50 Technologies Balanced (yet close to OOB)

      I like these and im thinking of incorporating them for A&A spring 1942….
      I had a couple of questions here about these, and also put in my ideas.

      @Bardoly:

      Chart 1

      1.   Advanced Artillery – The attack and defense values of your Artillery units are now 3.

      wouldnt this make buying tanks pointless?

      @Bardoly:

      2.   Rockets – No changes, play as per OOB and FAQ rules.

      We Play A&A 1942 and ive incorporated Advantages and Tech. Rolls.  In my tech roll chart (I used A&A 50 tech) I moved Rockets to the 2nd chart and Radar to the 1st Chart.  Only 2 Possible techs (1 per chart) per country. this way no one gets Rockets and Heavy bombers, which can wreck havoc on economy

      @Bardoly:

      3.   Paratroopers – Play as per OOB and FAQ rules, but slightly modified.

      dont like the reduced movement rule… can get confusing during game and its easy to make a mistake.
      maybe instead allow 2 inf./bomber. or allow a noncombat option to move an inf unit

      @Bardoly:

      4.   Increased Factory Production – Play as per OOB and FAQ rules, but slightly modified.

      Interesting… but i think it should be any IC on a territ of 4IPC or more get +2 units, and  3IPC or less  gets +1 units

      @Bardoly:

      **5.   War Bonds – At the beginning of your turn, roll 1d6 and collect that many additional IPCs+4.

      Fantastic… Im gonna try this, but im thinking maybe +2 or 3, in case its too powerful

      @Bardoly:

      6.   Mechanized Infantry – No changes, play as per OOB and FAQ rules.

      are you refering to the Mech Inf. rule of Inf. Paired with Tank move 2?

      @Bardoly:

      Chart 2

      1.   Super Submarines – Play as per OOB and FAQ rules, but slightly modified.

      Interesting but im thinking it should be Before battle.  gonna give it a try

      @Bardoly:

      2.   Jet Fighters – No changes, play as per OOB and FAQ rules.

      Is this the Jet fighters - defend at 5?  or attack at 4

      @Bardoly:

      3.   Improved Shipyards – No changes, play as per OOB and FAQ rules.

      yeah this one is cool

      @Bardoly:

      4.   Radar – Play as per OOB and FAQ rules, but slightly modified.

      Too Strong to make all ships anti sub. you wouldnt ever buy a destroyer. 
      Im thinking give boats SONAR also, and it cancels the Sub POP SHOT after 1st cycle.  basically, subs only get that ability in the 1st cycle

      @Bardoly:

      5.   Long Range Aircraft – No changes, play as per OOB and FAQ rules.

      yup

      @Bardoly:

      6.   Heavy Bombers – Play as per OOB (not FAQ) rules, but slightly modified.

      Again I dont like messing with Ranges, Id say give them the 2 dice on attack, and 1 Di on defense…and For SBR Roll 1 Di with a +2

      Like I said im lookin at this from the A&A 1942 game cause thats what have.  What do you think?**

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Naval Units with AA Ability

      @calvinhobbesliker:

      @Keredrex:

      ….Also, in Amp. Assaults
      If A Battleship Bombards… the Unit Does NOT Defend
      If A Cruiser Bombards… The Unit Does Defend

      Both ships’ bombardment allows them to defend

      Yeah I know the OOB rules… these are our House rules. it works well, makes Battleships a bit more menacing

      @Imperious:

      When you factor in groups of destroyers with both, the BB still comes out better
      If you compare the DD alone with BB, the DD win ( for the most part)

      not sure what you mean by this???

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Naval Units with AA Ability

      With these rules do Cruisers still get to Bombard in Amp Assaults?.

      Im trying to see why A Battleship is a better buy than Cruiser (CA) & Destroyer (DD) Combo.
      20 IPC’s gets you either…
      Battleship - 2 Hits, Att 4, Def 4, Bombardment… Or
      Cruiser - Att 3, Def 3, AA 1 (1/1 Ratio), & Bombardment
      & Destroyer - Att 2, Def 2, Anti Sub Abilities

      Buying 2 boats gives you the same 2 Dmg hits, Gives you a 5 on Att & Def (in 2 di rolls), but weaker bombardment

      Personally I love Battleships but im thinking they needed more.
      So in the A&A Spring 1942.  we play with these house rules…
      Capitol ships (BB & CV) are Repaired After A Full Turn (all 5 countries) Dmg is marked with the country flag of the current Attacking country.

      Also, in Amp. Assaults
      If A Battleship Bombards… the Unit Does NOT Defend
      If A Cruiser Bombards… The Unit Does Defend

      What do you think?

      posted in House Rules
      KeredrexK
      Keredrex
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