Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Larrie
    3. Posts
    0% for April
    L
    • Profile
    • Following 0
    • Followers 0
    • Topics 52
    • Posts 161
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by Larrie

    • RE: Victory clarification

      @Cow:

      I believe if japan takes the last VC, once france ends / germany is about to begin… that counts as a full round… you don’t have to go again so to speak.

      It has to be a full round from the time the last VC is taken. So in this example, it would have to come back around to Japan in order for the Axis to achieve victory.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: The Japan Playbook

      @soulfein:

      @questioneer:

      Analyze this…

      18inf, 2AA–>Bury (R1)- Russia has the option to go east or west, waits for Japan- delay move.
                     -->Amur (R2)- If Japan goes south, Russia now steps up.
                     -->Korea (R3)- Gains 3IPCs and remains as a landing base for US fighters

      then US ftr shuck, 18 planes to Moscow by round 7.

      If Japan kills the stack at ANY time, they are grossly out of position, lose a handful of units, and India will stay alive- period.

      This works for anything J1, J2, J3, J4- doesn’t matter what kind of crappy gambit they throw. � Don’t fall back, pimp slap Japan back to Tokyo!!!

      If 6inf are left in Amur and Japan attacks round 1- that is also silly. � Why is it silly??? � No one should leave anything on Amur round 1 to begin with as Russia.

      I’m interested in your so-called Russian playbook. � Russia can last at least til round 8 in any Euro attack I’ve seen. � I counterattack with Russia building tanks right from the get go to delay the “svinehund” a round or 2 til I get serious Allied ground and aircraft help.

      99% the games I played I was happy to see a russian korea instead of an american one.

      if usa grabs korea and ussr can back it up with inf stack (combined with the option of china backing it up via infs from manch), a fac in korea might be troublesome for japs.
      but if it s russia who gets korea, it only means a landing spot for usa. so I let them have it, not even bothering to retake it and conti with whatev I m doing with japs. I can always go back and deal with them later, since that stack is not presenting an immediate threath.

      u mentioned 18 planes to moscow by round 7. I never did that, but saw being done against me a couple of times.  was really disasterous for allies. since usa spent that much effort for sending ftrs to save moscow, japs had almost no resistance down in dei and after getting india, was able to both provide air supprt to europe n threaten pac win.
      not to mention once bryansk stack was secured, ger was able to outmaneuver allies and help ita get med/africa.

      so based on my xp I really think 20 russians in korea in r3 is not the best option for ussr, and usa ftrs to moscow via korea might be one of the worst strategies for usa.

      slightly off the topic: u mention here building tanks with ussr right from the start, if I remember correctly u also mentioned before, that u buy 3 tanks per round with ussr. just wanted to warn, ger can have a decent shot at moscow g6, and probably can take it in g7 if russia overcommits to tanks.

      You mention China backing up in Korea. I assume you mean reinforce. China can’t do that, they can’t leave china unless it is to go to Burma or Kwangtung

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: The Japan Playbook

      @questioneer:

      tanks gives you the ability to counterattack…there a big difference between rolling a 3 (tank) vs. a 2 (artillery).

      As far as US taking Korea- yes you’re right if Japan is going to attack on J3 and J4- J2 also maybe.  On a J1 attack, you have to get something to Moscow fast- planes and bombers are the only logical choice especially if combined with a hard Barbarossa.  In that case you need the landing spot fast to get there.

      I’m also toying with the Gibaltar air shuck in combo with this.

      Don’t forget- taking Korea can be costly- 6 kamikazee, but yeah, once you get it and hold it for Russia to slip in and protect it with 18inf, 2AA then yeah build a major and rest is history.  Still gotta make sure the Europe side doesn’t get sacked though so SOMETHING has gotta go there.

      This is my main issue with Cow and others- that the Allies NEED a bid b/c Axis has the advantage.  I don’t buy it.  Through all the games I’m playing right now, I’m trying and honing different counters.  I see a couple of good Allied strategies coming together but it may take some more time.  Allies are harder to play so I think the learning curve is going to take longer.  This is similar to what happened to Revised and AA50 execept that it was with Axis.Â

      I think this time next year we will with all honesty say who has the advantage in this game and what side needs a bid if any.  Final Alpha has only been out 3-4 months, players on both sides are making a lot of mistakes and learning.  I’m sure Cow’s “playbooks” will be revised a few times by next year because of this.  When you open up your playbook to the community along with some play online or PBF you open yourself up to scutiny.  People will test your claims and a lot of times find good counters to them.  That’s just the evolution of gameplay.

      Most noobs here won’t challenge the claim that Axis have the advantage. Instead they just take the easy route and take a bid.  Honestly we should all be working on how to counter Axis strategies since most have trouble with it.  Bids shouldn’t even be talked about for a few months yet.  Especially since this version has only been out a short time.  I think we may find out that Allies have the advantage or the game is actually even.

      The overall strategy is simple- kill Russia fast and Axis wins.  So the Allied strategy is simply to delay or even stop that take over b/c they naturally become stronger over time- especially after round 10.  Sealion is a playable strategy, but that has been proven to more or less lead to an Allied win over time.

      Concerning Korea, you can’t place a major IC there unless you are playing as Japan

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Its NOT a joke

      @Uncrustable:

      @techroll42:

      The PDF works! However, it could’ve been done in <10 mins. in Microsoft Word (uses one of the “boxes” and some of the “release notes”). The links do provide a wealth of information…about non-Axis and Allies products.

      Still haven’t seen any reason to believe this hoax extends beyond us to WOTC…

      Go to Funagaingames.com you will see it available for pre-order.

      nuhuh techroll you are very wrong its very true……

      ;)

      posted in Axis & Allies 1941
      L
      Larrie
    • RE: The Details

      @Lozmoid:

      At 4 each of Inf., tank, fighter, bomber, battleship, sub, carrier, and transport that is all you get.

      Crikey, I hope we get more than 4 Infantry per power!

      I’m sure there will be more than 4 Inf. per, but I was just using the breakdown of 4 per sculpt to show that there will not be much in this version to begin with. The announcement said 160 pieces. With that said, 32 per power x 5 powers = 160 pieces total. Sure you may get more Inf. and less, say battleships and carriers, but the point is it willbe bare bones. I think that Gargantua stated earlier it will be for beginners, a kids version if you will.

      posted in Axis & Allies 1941
      L
      Larrie
    • RE: The Details

      @Lozmoid:

      Hmm… I’m curious about the ‘shortened game length’. What could this mean, exactly? I expect we could be looking at fewer spaces on the map, less units than usual/expected for the set up, no technology or national objectives, and possibly a turn limit? What else?

      Also, being an ‘introductory level’ game to get new players involved, I think it’s quite obvious there will be a fewer rules than what we are used to. However, I very much doubt that these ‘new sculpts’ will have their own special abilities; more like they will just be for show/decoration.

      I also expect some units will be intentionally left out - possibly Mech. Infantry and Tac. Bombers. Perhaps even Cruisers!

      Thoughts?

      I would imagine also artillery and destroyers. The info that I have seen so far states that there are 32 plastic pieces per power. At 4 each of Inf., tank, fighter, bomber, battleship, sub, carrier, and transport that is all you get.

      posted in Axis & Allies 1941
      L
      Larrie
    • RE: China question.

      @Cow:

      Siam and French indo china… may the chinese attack it? I do not see a national symbol there or an exception to the rule there. So I kind of just assumed china can’t hit it.

      If you check the Pacific rulebook it states that the only two tt’s that China can attack, outside of China of course, are Burma and Kwangtung.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Fav country in g40 now that its out

      @Vance:

      ANZAC because you can sit down there and wait while the other powers wipe each other out, while you steadily build 4 units per turn and then when you are ready to come out you can take over all of Asia.  ANZAC is a fortress.

      How does ANZAC build 4 units per turn with a Minor IC???

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Historical pearl harbor

      @Flying:

      Japan attacked PH with the hopes of sinking as many aircraft carriers as possible. This was a brilliant strategy. It did not work out because none were at port. In the game it is not worth it like you say. The setup seems to have all the historical ships on the west coast.

      Of course they start on the West Coast, it is 1940 not 1941 after all.

      posted in House Rules
      L
      Larrie
    • RE: Japan

      @urmomsmom7:

      Well I like to make up for not fighting China with an invasion of the Soviet Union. This makes up for the IPCS I lost in China and then some. The 18 infantry fall rather easy (I still play alpha 2) where as in China I always have trouble. Perhaps I’m not good at taking over China but I always waste resources going in to China. I can never take over them. They are always to strong and divert to much attention away from America, who in all games in which I’ve decided to fight China in, have crushed my navy with their navy and air force that has received no attention because I’ve been feeding minor IC’s in China. India coming in to fight alongside China make things hard. Closing the Burma takes forever and almost never works. I take the Soviet Union that gives me more IPCS and strategic value to Germany who now fights a split Soviet Union. While feeding my navy and air force, it makes me very strong when fighting the Americans. Taking the DEI is easier because of the increase boat power. I usually make a minor IC in the Phillipines in which I build subs to keep India in check just in case they begin to build boats. I can make a hit on Australia if their is an absence of major build ups by America. Giving me bonuses for Sydney and the rest of the IPCS for the home island and NZ. I let China build all it wants. It can’t touch any of my plans. India is VERY easily kept out and by later times in the game I have Italy creeping up the back door of India and is giving India a land fight. (Please note that Italy is earning 60 to 70 IPCS as they own all of Africa because the British factory was shut down to the German invasion of UK.) One time as Japan I took over Honolulu San Francisco and Sydney and Italy held Calcutta letting me win via the Pacific side. I didn’t need the invasion of China.  :-D

      You can’t build an IC in the Phillipines, in alpha rules you can’t build IC’s on islands.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: UK Convoy raiding

      @KillOFzee:

      As Germany, the new convoy disruption rules really kinda suck. Your subs which always did a reliable 3 damage now can now risk doing less damage. Even if one sub can do up to 6, Germany usually has a wolf pack in UKs convoy zones, so really its just a downside.

      What I want to know is, what is the best way to raid the UK convoys. Should Germany still implement wolf packs, or should they augment their surface fleet to be parked right next to England?

      It seems like a loaded carrier, battleship, and cruiser would do nicely, but is pretty susceptible to air attacks. But tell me what you guys think is the best way to hurt UK (Rhymes lolz).

      I don’t believe that subs can do 6, in any of the alpha incarnations.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: ALLIES HELP!!

      @KillOFzee:

      Well to start off, as USA

      1: Focus on one theater at time, but still make sure to spend in both. For the first couple of turns, create a sizable navy in the pacific. Try to attack in tandem with the smaller factions, like ANZAC, to cause maximum damage to Japanese Aircraft carriers and transports.
      2: After you think your navy has grown strong enough, begin building transports and ground units in the European theater. Do not wait until Japan’s navy is completely wiped out, otherwise Germany will have pushed too far in Russia. You need to open up an allied European front before Germany can get too close to Moscow. It is usually best to land in Normandy/Bordeaux, and reinforce with the British. But if you can sack Rome, do it. 
      3: As a china, if you can buy artillery, buy it. The Burma road is never open long enough to have access to heavy equipment again. In general, avoid piling your units together in one territory. Fall back, force the Japanese to send their ground forces deeper into China. If they don’t attack, reverse the pressure and hit their valuable ground units.
      4: In general, if you need to lose units, it best to lose them in China. China has no victory cities, so if you have to lose 3 infantry to kill 1 Japanese infantry, it is worth it. China is a bullet shield. Play them like it.

      Good luck, and good hunting, General…

      Better check your board again, unless they moved Shanghai, it is in China.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Alpha 3 setup changes

      Gibralter also has the airbase removed.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • Alpha 3 question for Krieghund

      Under IC’s Larry states that a major can only be built on originally owned tt, this includes upgrading minors. Now a couple of the guys in our group are saying that this means Russia can upgrade the three minors that they start with. The rest of us say that tt value still applies to upgrading to a major, correct? Thank you.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Soviet Union Strategy

      @Xandax:

      Planing my next global game coming up next month - where I’m properly going to play Allied (my turn).
      I’ve got some ideas that I want to send some Russian tanks south, take Persia - use those inf with the tanks to take Iraq and then depending on situation, push into Africa and hopefully surprise Italy in Egypt.
      That means by turn 3, I expect to attack Iraq with about 3 tanks, the 2 persian inf and possible a mech or two.
      Those 2 2 IPC countries would then help make up for the IPC loss from invading Germans and Japan.

      Depending on whether Germany does Sealion or Barbarossa, England will then also place some tanks/mech in South Africa and try and link up with the Russians. If my dice holds - they should be linking up in Egypt in turn 5, while having secured the majority of Africa from Italy leaving only the North contested.

      It’ll be a bit of a gamble with dedicating Russian resources to something as offensive as this, but if playing an offensive defense (trying to ping pong the zones in front of moscow, buying time for asian troops to walk home), it could hold out. Especially if Germany goes Sealion which I have a suspicion they will.

      How can you attack Iraq on turn 3 when Russia is neutral until turn 4?

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: Most common T1 Axis buys

      I agree with Gargantua on the German build. J1 I like 1 tr, 1 art, and a naval base for Hainan Island. This keeps your tranny shuttles moving back and forth between the home island and SE Asia effectively.

      posted in Axis & Allies Global 1940
      L
      Larrie
    • Sub question

      Sorry if this has been addressed before, I looked but couldn’t find anything on it.
      A German sub is convoy raiding sz 119, it is attacked by a British sub. The Brit misses, the German submerges. Is the German sub still considered to be convoy raiding or is that negated by the fact that he submerged?

      posted in Axis & Allies Global 1940
      L
      Larrie
    • U.S. in the Pacific Pre war

      Can the U.S., while still neutral, move to coastal areas of friendlys in the Pacific?

      posted in Axis & Allies Global 1940
      L
      Larrie
    • Fghter/Carrier Question

      A single fighter is on a carrier, no other allied ships present. Carrier is attacked by a sub, cruiser and fighter. Sub gets first shot as no destroyer is present, sub hits. Is the fighter on the CV trapped because the carrier is now damaged or did the fighter leave the deck of the CV in response to the Cruiser and fighter?

      posted in Axis & Allies Global 1940
      L
      Larrie
    • RE: OOB USA

      This poll is invalid. No country can build a major IC on foreign soil !!

      posted in Axis & Allies Global 1940
      L
      Larrie
    • 1 / 1