Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. KimRYoung
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 4
    • Posts 157
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by KimRYoung

    • RE: Report from BJCard's Table

      BJ,

      Your game was very similar the the one we played with the exception you used the Revolution. This is a drawback for the CP (despite not getting the capital) as they cannot capture Moscow and the remaining Russian territories. Without the revolution, the CP can defeat Russia, capture ALL her territories, and have enough IPCs to fund the war in the west.

      Not building tanks for Austria may also have been a mistake as in our game she built up a large force of them to overrun the Italians, backed up by artillery and 5 fighters! Again though, she captured Moscow and several other Russian territories and could fund the fight. And yes, we had the Americans land units in Italy also, but they had to be diverted to France when Austria was moving to link up with the Germans.

      The other thing that the CP did was being patient. They didn’t go all out until the IPC total had tipped enough in their favor and they had built up large enough forces to make a sustained fight. Also, guns and planes matterd more thatn infantry. If you know you can get air supremecy, don’t bother with too much infantry for soak off as the guns will pay for the losses in massive kills. Stacks of 20 some guns backed up by fighters with only around a half-dozen infantry and 4 or 5 tanks were killer.

      One thing I like is even with a good stategy, there is still no guarantee of either side being overwhelming. Again, don’t play with the Revolution rules!

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Russian Revolution Redux

      @Flashman:

      Don’t understand this line, please rephrase:

      @KimRYoung:

      If any Allied units end up in an uncontested, hostile territory will take control.

      Finland should be added to the ceded tts.

      In reality the Allies did not evacuate Karelia, but used it as a base for interventions in the Civil War.

      I also think Revolution should occur on the German turn, but with the above changes this may not be needed.

      Flash, it should just read “hostile” territory. It can’t be contested if its hostile. The idea is that it is still friendly to the CP even if the allies move in first. They could evacuate and then after both sides have done so, it is now contested. Sorry I was not clear.

      As for Finland, historically though Russia withdrew any claims to it, it was not occupied by Germany.

      Since my rule doesn’t provide for fighting the civil war there is no point leaving allied units in Karelia. Would matter for your version.

      Kim

      posted in House Rules
      KimRYoungK
      KimRYoung
    • RE: Need input on how cp can win, or is it just sheer luck if they do?

      Austria just needs enough units to try to kill 4 or 5 Italians every turn so that they have a net gain of zero with their IPCs. Got to get Russia out quick, then Austria can overpower Italy and free the Turks to go into the middle east.

      Yes Germany can hold off. they will give up some territory, but will be strong enough to hold them from getting to the gates of Berlin. If germany builds at least on naval unit a turn, Britain will have to match it. Once Russia is out, you just need to patient enough for the troops to return to the west, building strength and your navy before going on the attack. By then you can have planes and tanks to make it successful.

      Won’t work every time (or it wouldn’t be any game) Put if you have a little luck on your side, and the Allies make any mistakes (trust me, they will) you should be able to win your fair share.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Need input on how cp can win, or is it just sheer luck if they do?

      Based upon our experiance, I would say take out the British fleet as soon as you can, even if its a risk.

      Put enough resources into knocking out Russia as soon as possible, even if you have to fight a defensive war in the west till you do.

      Once you have knocked out Russia, you will have sufficient IPCs to now go after the other allies.

      Send the Turks after the UK in the middle east to force her to spend there.

      Have Austria concentrate on killing the Italians.

      The Germans should be able to stabilize the front now and not lose ground, even if they cant make progress.

      As soon as Austria captures Rome, they can also drive into France and with the Germans and lots of IPCs they should prevail.

      Don’t be in a hurry to try to win if you are slowly gaining in the IPC race and making modest progress. You can wear the Allies down and build up naval superiority.

      Oh, and a little luck doest hurt.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • Russian Revolution Redux

      After our game this weekend not using the revolution rules, we wanted to come up with some ideas that might still make the Russian Revolution work that is fair, cannot be exploited, and removes problems with movement, and also has a historical precedent, so here is our Redux idea.

      The events that trigger the revolution remain the same as in the rules.

      The Russian Revolution has the following effect:

      Russia will no longer have a turn, it out of the game.

      Serbia and Romania will be treated as minor neutral powers for the remainder of the game.

      All Russian units are immediately removed from the board. Russia removes all control markers from the board. If units belonging to other Allied powers are in these territories, control will be established using the rules for moving all units on one side out of a contested territory (see “Land Units”, page 15), otherwise these territories will be uncontrolled until another power moves into them and will not mobilize units when entered.

      The treaty of Brest-Litovsk is now implemented.

      Remove all Central Power control markers from Russian territories. Russia cedes the following territories to the Central Powers:

      Poland, Livonia, and Belarus to Germany
      Ukraine to Austria-Hungary
      Sevastopol to the Ottoman Empire

      These territories are considered as “originally owed” territories of these powers for the rest of the game.

      Any Allied or Central Powers units must now evacuate out of the remaining Russian territories. Units are evacuated as follows:

      The Allied units must move first out of the remaining Russian territories (Moscow, Finland, Karelia, Tatarstan, and Kazakhstan) by moving from any territory they currently occupy to any other adjacent territory that, in priority order, is

      1. friendly 2) contested or 3) hostile. All units from a territory must move entirely to a single territory, you may not split up. If for any reason they cannot make such a move, then those units are removed from the game.

      After the Allies evacuate, the Central powers will now do so in the exact same manner. Once both sides have done so there will be no units whatsoever remaining in the un-ceded Russian territories and these will be considered as out of play for the remainder of the game.

      If any Allied units end up in an uncontested, hostile territory will take control. The Central Powers will be considered to have captured Moscow for victory purposes.

      Some Comments:

      First we wanted to use the actual terms of the Brest-Litovisk treaty to not only have a historical result, but to provide a  “clean” territorial division and a way to get the combatants out of Russian territory all at the end of Russia’s turn. From here on, the game can continue as normal.

      Giving the Central Powers credit for capturing Moscow is a must so as to not allow the allies to falsely trigger a revolution to deny them the victory capital.

      The trade off is that they can only deny them the IPCs from losing Moscow. If the Central Powers think they can seize Moscow, then they can control not starting a revolution by attacking on a narrow front. If not then, they can meet the terms in the rulebook.

      Let us now what you think, we will give this option a try next game. If you see any abuse or imbalance we missed let me know.

      Thanks guys

      Kim

      posted in House Rules
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      @rjpeters70:

      Dude, no offense was meant whatsoever.  I was not knocking you or Koreans at all (I’ve even been to the ROK, and loved it).  It’s just the first thing that jumps in my head these days, given that we have a crazy dictator actively threatening nuclear war named Kim.

      I’m not offended at all RJ, just letting everyone know who I am. It was also bad in the late 60’s when the name Kim became a common girls name (short for Kimberly), then if they didn’t know, they thought I was a girl. In H.S. I got put in an all girls health education class, which I thought was great! I still get mail to Ms. Kim Young  :lol:

      Kim (white, non-Korean male  8-)

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • Russian Revolution Redux

      After our game this weekend not using the revolution rules, we wanted to come up with some ideas that might still make the Russian Revolution work that is fair, cannot be exploited, and removes problems with movement, and also has a historical precedent, so here is our Redux idea.

      The events that trigger the Russian Revolution remain the same as in the rules.

      The Russian Revolution has the following effect:

      Russia will no longer have a turn, it out of the game.

      Serbia and Romania will be treated as minor neutral powers for the remainder of the game.

      All Russian units are immediately removed from the board. Russia removes all control markers from the board. If units belonging to other Allied powers are in these territories, control will be established using the rules for moving all units on one side out of a contested territory (see “Land Units”, page 15), otherwise these territories will be uncontrolled until another power moves into them and will not mobilize units when entered.

      The treaty of Brest-Litovsk is now implemented.

      Remove all Central Power control markers from Russian territories. Russia cedes the following territories to the Central Powers:

      Poland, Livonia, and Belarus to Germany
      Ukraine to Austria-Hungary
      Sevastopol to the Ottoman Empire

      These territories are considered as “originally owed” territories of these powers for the rest of the game.

      Any Allied or Central Powers units must now evacuate out of the remaining Russian territories. Units are evacuated as follows:

      The Allied units must move first out of the remaining Russian territories (Moscow, Finland, Karelia, Tatarstan, and Kazakhstan) by moving from any territory they currently occupy to any other adjacent territory that, in priority order, is

      1. friendly 2) contested or 3) hostile. All units from a territory must move entirely to a single territory, you may not split up. If for any reason they cannot make such a move, then those units are removed from the game.

      After the Allies evacuate, the Central powers will now do so in the exact same manner. Once both sides have done so there will be no units whatsoever remaining in the un-ceded Russian territories and these will be considered as out of play for the remainder of the game.

      If any Allied units end up in an uncontested, hostile territory they will take control. The Central Powers will be considered to have captured Moscow for victory purposes.

      Some Comments:

      First we wanted to use the actual terms of the Brest-Litovisk treaty to not only have a historical result, but to provide a  “clean” territorial division and a way to get the combatants out of Russian territory all at the end of Russia’s turn. From here on, the game can continue as normal.

      Giving the Central Powers credit for capturing Moscow is a must so as to not allow the allies to falsely trigger a revolution to deny them the victory capital.

      The trade off is that they can only deny them the IPCs from losing Moscow. If the Central Powers think they can seize Moscow, then they can control not starting a revolution by attacking on a narrow front. If not then, they can meet the terms in the rulebook.

      Let us know what you think, we will give this option a try next game. If you see any abuse or imbalance we missed let me know.

      Thanks guys

      Kim

      posted in House Rules
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      Guy’s, I’m just a 60 year old white dude. But for many years for those who have not meet me always think I’m Korean. In fact in Korea, Young Kim is about as comman a name as John Smith.

      My name comes from the Rudyard Kipling book “Kim” which was made into a movie that my mom saw when she was pregnant with me. She just liked the name.

      Kim Jung Un probably would only like this game if he could get tech rolls to try for long range nukes  :lol:

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Why is Italy an allied power?

      Moreover, my initial suggestion was to let the Italian player decide NLT turn 2 or 3 (more likely, 2) which alliance it joins (CP or the Allies) based upon their own assessment of the situation and what is in their own interests

      How would this be done in a two player game?

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      @BJCard:

      Wow that is a lot of CP Battleships!  How did they afford them and still have a large enough army?

      Near the end of the game the total IPC count was 150 for the CP to 60 for the Allies. They had over run Denmark, Sweden, Greece, Persia too.

      They started buying a BB every turn and just built up large fleets to break up the transport shuttle from Uk and US.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      @Krieghund:

      Interesting situation.�  That never came up in playtesting.

      If a loaded transport strikes a mine, any units that were loaded after the transport entered the mined sea zone are returned to the territory or territories they were loaded from.�  As the movement phase is over, they can’t move anywhere else.�  They’re just sitting on the docks waiting for a ship that will never come.

      Would it not be easier to just have the ships roll for mines immediatly upon entering the sea zone?

      That was how we played it as we didn’t really read when you are supposed to roll for the mines. we just kind of consider it like aaa guns in WWII and did it first.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      @BJCard:

      What did the UK do in the Mid east?�  I find that even with minimal investment there the UK can hold off the Ottoman easily.

      UK played poorly it seems. To much focus on the naval situation in the west after losing ships off Canada and seeing the German threat against the Grand Fleet.

      When the Germans ran through the minefields and lost no ships and sank her fleet, she spent most of her money rebuilding.

      The Turks made no attacks to treaten the UK early on, sending most everthing into Russia and Serbia, so I think the UK got lulled asleep. When the Turks turned to move on her, she could not afford the two front war and Russia was out by then.

      Will definitely make sure to but more effort into the middle east next game!

      Thanks BJ

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      Bill,

      In hindsight, you’re probably correct about this. At the time, we just didn’t see it and too much focus on the western front.

      The Austrians DID take out Romania on turn one, Russia did not withdraw. In fact she went on the attack a couple times capturing Galicia. At the time it looked like a good idea, but the Austrians and Germans and Turks pretty much went all out send the bulk of their forces into Russia. This was why the French and British were able to capture 3 German territories and free Belgium in the west.

      I m sure next game the Russians will take a different approach if they are pushed like that again. As far as not using the optional Russian Revolution rules, at this point we believe they are to convoluted as far as the movement goes, and also depriving the CP of victory capital, but more importantly the IPCs from taking Moscow and the remaining territories. Just don’t see it as any advantage for the Central Powers.

      I definitely agree the Allies under played the importance of sending troops into India and that was a lesson learned. Waited to long and the Turks captured Bombay.

      As for the allies losing naval dominance, that occurred when the Central Powers gained a lead in the IPC race, and they all each had at least 4 battleships!

      Looking forward to playing again next weekend and see lots of different strategies for both sides.

      Thanks

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Kim's 1914 Game Report

      @Siris101:

      Why did you attack so much with Italy? they have no chance in attacking the Austrians. Also how did you get Ottoman units into Africa?

      The Austrians did not leave a strong force defending the border as they had sent large forces into Russia. It just happen that when the Italians attacked, with a good chance of success, that the dice went against her with only a couple hits while the Austrians hit about 80% !

      The Turks got into Africa by first capturing Egypt by land from Trans-Jordan, then marching across the continent.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Why is Italy an allied power?

      The only rule I would consider would be to have an optional rule to help the Central Powers if you think they need help for play balance.

      In this case, Italy is neutral on turn one, using the same rules for US neutrality. Starting on turn two Italy enters the war on the Allies side.

      I wouldn’t want to put it to a die roll as sure as heck I can see it going 4 or 5 turns without entering the war!

      This is the easiest and most simple way to show Italy sitting on the sidelines for 10 months after the war began.

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Possible Rules Change

      Played using this rule this weekend and it worked fine. I would probably refine it to count friendly allied original territories as counting as having a unit in for movement purposes just so allied troops defending home countries have the same rules for retreats, but its not that big a deal.

      Our group will continue to to play with Kriegs rule proposal and report back. Out first game it worked very well with no problems.

      As for the Russian Revolution, I tend to agree with Krieg that there are still ways to abuse the rule and its optional anyway. We played without using the revolution rules this week end and it was clear that had the rule been used it favors the allies and hurts the Central Powers. Being an optional rule, I would never agree to use it as a Central Power player.

      Less so denying the CP a victory city (which it does) is denying them the Russian IPCs for capturing Moscow and the rest of her territories. There are about 12 IPCs that can be captured without using this rule and there simply is no advantage to the Central Powers.

      The only way it might help is if Russia retreats to Moscow without fighting any major battles and forces a multi turn battle for Moscow, but even then it would only be a couple turns as she would not be able to hold on long.

      My group is working on some Ideas, but for now, we wont be using this optional rule (see my game report).

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • Kim's 1914 Game Report

      Weekend game report that resulted in a major Central Powers victory:

      First, after much discussion we agreed not to use the optional Russian revolution rules. More about that later.
      We did use Kriegs new rule proposal for requiring a unit of your power to be in a territory for you to move to from a contested area.

      The game began with Austria attacking Serbia as required and sending a massive attack on Romania, which she won, also pushed into Russia and set up a defensive front against Italy.  Austria’s boldest move was an attack on the Italian fleet; surviving the mines she sunk the Italian navy without suffering a single hit! This would have a major impact on the rest of the game.

      Russia massed on the eastern front against this. Germany pushed a large force to the East while following the Schlieffen Plan by attacking through Holland and Belgium with success. She also sunk the British cruiser and transport of Canada with her subs without losing any.

      France moved troops to the front and also activated Portugal with troops from Africa prepared to move home.
      Britain bolstered her fleet with another battleship and added transports. Troops in Africa moved to consolidate. Not much was done to pressure the Turks at this point and that would cause problems later.

      Turkey helped out the Austrian effort against Russia and seized Sevastopol.  She cleaned up the conflict in Serbia and activated Bulgaria.

      Italy moved to the front to match Austria, and the US began building transports.

      Turn 2 saw the Central Powers hit Russia hard again. Austria once again with a bold naval attack moved in and sunk the Russian cruisers, again surviving the mines and taking no hits! France and Britain began to build up quick on the western front. Seeing the situation in the Balkans looking grim, France moved with 3 transports and troops from Portugal to land in Albania and activate it for Italy. Turkey moved to counter and consolidate gains in Russia.

      Italy made a disastrous attack on Austria, the US continued to build.

      Turn 3, Austria slowed the attack in Russia to counter the French in Albania, but counter attacked the Italians with good success. Russia made some bold counter attacks regaining some territory, but was being overmatched by German pressure.
      Germany now mad a calculated attack on the Grand Fleet. Taking only a single hit from mines on her battleship, the High Seas fleet destroyed the British navy and sunk 5 transports slowing her troop reinforcements. France now made a major push in the west and drove out the Germans who were concentrating more troops to the east. France withdrew from Albania to help defend the Italian frontier.

      Britain rebuilt her fleet and tied to make a push on the Turks, but suffered several setbacks that Turkey exploited. Italy made one more attack on the Austrians and again another disaster occurred, leaving her weak. The US was prepared to declared war and move to the aid of the Allies.

      Turn 4 and the Austrians and Germans had Russia pushed back to Moscow (note, had the Revolution rules been used it would have occurred this turn). Austria bought the first tank units and had built a large fighter corp. She now began to concentrate more strength against Italy and consolidated with the Germans on the gates of Moscow.  Russia was hanging on by a tread and the Germans begin to surround Moscow while she now started trying to stabilize the western front.

      France and Britain now held a strong edge, had fighter superiority and pushed the Germans out of Asace, Munich, the Ruhr and Belgium! (15 IPCs). Britain had all but run the Germans out of Africa, but now had the Turks move in to contest Egypt and close the Suez Canal. Turkey was doing well holding several Russian territories, built tanks and fighters. Italy now could only try to build up her defense. The US moved her fleet and troops to Portugal to stage her entry into the war.

      Turn 5 was the end for Russia as Austria captured Moscow knocking Russia out of the war. Austria hammered Italy hard taking Venice. Germany now went full bore on the western front, getting troops back in the line and starting to drive back the Allies.  France and Britain countered with some fierce battles. France also went after Austria in Italy, Turkey was winning in Egypt and Britain couldn’t get enough troops to stop them from taking it. The US sensing an Austrian breakthrough against the Italians land her 12 units in Piedmont. Germany began capturing northern Russian territories.

      From turn 6 on, there were lots of back and forth battles on the western front, but eventually the Central Powers began to wear down the Allies with their greater IPCs. Turkey now was moving to clear out and capture Africa, Austria was on the gates of Rome, Germany came back with large stacks of artilly and tanks. Britain and the US just kept sending troops into the meat grinder alongside France.

      Austria would soon capture Rome and was making big money! Turkey had knocked out all British troops in Africa and the Middle East by capturing Bombay. The Central powers now had all built massive navies (this was quite the arms race too) with all 3 powers having no less the 4 battleships each! Every neutral country except Norway and Spain was conquered by the Central Powers. The Allied fleets were hunkered down in two sea zones waiting to be hit at any moment by vast enemy armadas.

      With the IPC count at 150 for the Central Powers to 62 for the Allies, Austrian and Turkish transports landing troops in southern France, Germany with a huge advancing army, and the fleets now sitting ducks, the Allies sued for peace and capitulated.

      Observations:

      Not using the Russian revolution rules benefits the Central Powers since if a revolution would have occurred it not only would have denied them a victory capital (didn’t matter with Rome falling), but more importantly it gave them the Russian IPCs and the ability to capture 12 more IPCs of territories. If I’m playing the Central Powers, there is no way I would agree to play with this optional rule ever.

      Krieghunds new rule for moving from contested territories worked great. We will keep using it.

      Tanks are DEFINITELY worthwhile! Especially in territories held by small numbers. The Central Powers captured Greece, Sweden and Denmark using them adding to their IPC total as well as in large battles.

      Cruisers also worth it. Germany bought several more, moved them out into the shipping lanes and with their 3 area range forced the Allies to protect the transports moving troops from the US and Canada.

      The killer combination was artillery and fighters. So much so that large stacks of guns was common even with minimal infantry support. Losses of artillery because of not having enough infantry was not of much concern since if you had air superiority you had large stacks of units that attacked and defended at a 4 for only 4 points each. At that value, you could afford to not worry about infantry.

      Subs also were purchased, mostly to ensure more soak off for fleets in large battles.

      Mines were no big deal at all. In the entire game only a single ship was lost to a mine, and there were multiple attacks on fleets in mined sea zones. Of course the luck could have gone the other way too.

      Strategy matters. The Allied decision to put less effort in the east and put pressure on the Germans worked short term as they came close to breaking them early, but Russia went down quick allowing the Turks to move on Africa and Bombay and gave the Central Powers plenty of IPCs to eventually stop the drive on Berlin. The bold risk move by the Austrian navy paid off big in contesting the Mediterranean.

      There are certainly less scripted moves and purchases in the opening turns of this game then the 1940 games; the key is balancing out your strategy for both the short term and long term.

      Finally, with only a single round of land combat, luck tended to not be such a killer, if things went bad for the defender, as long as you held on you have a chance to reinforce your forces unlike AA WWII where you will be wiped out.
      This could well become my new favorite version from the Axis and Allies franchise of games.

      Thanks Larry and Krieg!

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Are all fighters in a alliance in a single territory used to determine air superiority?

      Is air combat to the death?

      thanks

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • RE: Delete please

      No one’s going to change the rules based upon theoretical purchases of units. Play some games, see what happens and what strategies work and don’t for an extended period before even considering this. Hell, maybe everyone just buys battleships?!

      Kim

      posted in House Rules
      KimRYoungK
      KimRYoung
    • RE: Why is Italy an allied power?

      How about having the US have the same option?

      Let them decide which side to join. There was seniment in the US at the time to support Germany before she started using un-restricted submarine warfare.

      Got any problem with that?

      Kim

      posted in Axis & Allies 1914
      KimRYoungK
      KimRYoung
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 7 / 8