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    L
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    Posts made by limitedwhole

    • RE: A no-bid Axis Win?

      “1) yes I do want to pick up inf from the islands… takes 2 turns to get most of them to the Asia mainland…”

      Okay so you are going to spend 16 more I.P. than me and spend two extra turns than me to pick up a few infantry.  Why not say…buy infantry and bridge them immediately.

      "2) As I stated you have 2 inf sitting on nearby islands which can get shipped over to Manch in 1 turn (using 2 trannies, pick one up there and one from Jap and you can drop them both in Manchuria) So that means you will have 8 inf and a tank waiting to get shipped. While if you buy 2 tran and 3 inf (usually I buy this and an extra trannie on T2) on J2 you will have 4 inf and a tank at Jap and 2 on nearby islands. => 4 transports to fill => Optimal use… "

      Lets run through this again.  I buy 1 TP and 5 infantry on turn one.  I move 2 Infantry from Philapeans and 2 from Japan on turn one.  I then move 6 infantry on turn two.  On turn three I move 6 Infantry and an arms.  No two turn delay and more units faster.  i.e. optimal

      “3) You use your Russian fighters for offense (you start with 2) not your precious arms… Only if you are certain to hold the conquered territory you can use your arms…”

      Two Russian fighters at 3 and a stack of INF at 1 versus a stack of German INF defending at 2.  This favors Germany.

      “4) Germany uses his fighters,bomber and inf to exchange territories. No tanks either… Wasting tanks on exchanging territories is just plain stupid.”

      You won’t be able to take my territories with just two figs.  Not sure who you’ve been playing.  Even if you did, I can send up to 4 figs in response.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: Fortress Europe

      Spending two turns to take an INF off an isoland is laughable in my opinion.  You obvisouly have never played against good axis players.  1 Transport for Japan is optimal on first turn.  The fact that you think using your entire income on TP on the first turn with Japan  so that you can go two turns out of your way to not waste a infantry or two lets me know why the “Axis only win 30% of games.”

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: To Pearl or not to Pearl, that is the question . . .

      “The Japanese player can pretty much throw everything at Russia anyway… If you buy ships with the US against the Japanese you are wasting money and time. While the main objective is Germany for the US. You can directly drop inf in WE or Norway(to support Rus)  or when optimal played in Karelia (moving from east-Can to Karelia) While the Japanese island is at least 2 turns away… Even if the Japanese player is dumb enough to go after the US you will gain time for Russia… And because Japan is 2 turns away from the US you will see them comming and you can buy significant inf to defend WUS. But most of the time the Japanese player can’t even come in US waters because the US has 2 figs, 1 bomb, 1 bb and 1 tran. They can take out most of the Japanese fleet with that… The US has also a larger income base than the Japanese to replace losses… So buying ships in the pacific is just a waste of money and time for the US.”

      I’m sorry, I don’t see how the Axis don’t win every game you play.  Russia stands no chance against Japan unless Japan is forced to buy ships.  That simple.  Japan can send 4 infantry on the first turn, 6 infantry on the second turn, 6 infantry and one tank on the third turn.  Dropping INF into Norway.  Is this a joke?  Did I say that the Japanese should invade the U.S. No.  The U.S. has a larger income base for  the first three turns.  After tha no.  Also the U.S. is not very well placed to help in the Asian war against Russia is it?  IF the U.S. doesn’t restore it’s fleet after pearl, Japan sinks its remaining ships.  If the U.S. trades it’s airforce for Japans fleet off it’s coats great.  Now they have to replace their air force.  The game isn’t just about I.P.'s its about tempo.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: Fortress Europe

      @Bashir:

      Lol like you state it the Axis will win almost everygame… You surely never played a decent allies player… And again Rusland losing arms to germans inf is ridicilous… If you change territories you use inf and fig => No ARMS!!!

      The Axis win about 45% of games.  I have played against excellent Allies players.  Not ridiculous.  Russia buying anything but tanks and infantry is ridiculous.  Russia is always under 20 I.P. by thrid turn.  12 for a fig instead of 4 infantry. Laughable.  If a Russian player buys figs, Germany can just roll over him.  Heck I might even buy an A.A. gun just for the fun of it and laugh when he loses four infantry every time one of his fighters gets shot down.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: A no-bid Axis Win?

      “Ugh as much as you want, but 2 trannies are mandatory on J1. There a loads of infantry on the Japanese islands which I would like to pick up instead of letting them go to waste there… You are gonna need at least 4-5 trannies to fully deploy the Japanese…”

      You want to move a transport two turns out of the way to pick up a few infantry?  Yes you will need 4-5 transports with the Japanese.  Buy 1 a turn on the first three turns. Five.

      "My question to you is: what am I going to do with 5 inf on J2 while I can’t even ship them all to the mainland? If you buy 5 inf on J1 you will have 6 inf and a tank on the Japanese Main island and 2 inf on the nearby islands which can be shipped to Man directly. So you will have 8 inf and a tank wich are waiting for transportation to the mainland and only 3 transporters so you will have 2 inf and a tank doing nothing or 4 inf doing nothing. So why would you buy them on J1? Just a waste of time and rescources… "

      Move both your transports back to Japan taking 2 infantry from Philipines and 2 from Japan to the mainland.  You just bought one transport.  1 Japanese infantry plus 5 Japanese infantry equals six the amount you can transport with three transports.  Thats not a waste of time and resources.  Thats the maximum amount of transport possible in two turns.

      “Furthermore you underestimate the UK power. They have are an important part in the game. The Uk’s role in the game is mainly to delay the Axis. Building an India IC or retain Africa asap. So the UK need the IPC’s as much as any power! And since when does Rusland lose arms while attacking??? The only attack made in the first few rounds by the Russians that includes arms is the attack on Norway, because Norway can’t be retaken… This depends on the Sweden Lurch tho. If the Germans moved 2 inf and 1 tank to sweden you can’t even take Norway with your arms… So I don’t see how Rusland loses their arms to german inf…”

      Russia uses tanks to assault primarily.  GErmany uses a mixture of tanks and can keep its armour safe better.  Russia loses armour on counterassault.  GErmany doesn’t.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • Fun House Rules: Code Contact

      No table talk is allowed except fun things like “Wow you just got nerfed.”
      Each side is allowed a ten-20 minute strategy session at before the game begins after the board has been set up.
      At the beginning of a players turn that player may send one line of text (standard notebook sized) to one of his allies.  Each of the opposing players rolls a d6.  If they roll a 1 they get to look at the message.
      When Russia is sending a message, the Axis get to look at that message on a 1 or 2.

      posted in House Rules
      L
      limitedwhole
    • RE: To Pearl or not to Pearl, that is the question . . .

      “I would not say that you the US has to buy an AC and 2 subs… Why? The Jap fleet is not directly threatning the US. So just build some trannies at the atlantic coast and you are good. If the Japanese want to go after the US they will just throw the game away, because everything they throw at the US means they cannot throw at the Russians… Rusland is the main target for the Axis not the UK or the US period. So anything wasted on those two will weaken the Russian front.”

      If the U.S. don’t engage the Japanese in teh Pacific they will doiminate Russia.  If the U.S. doesn’t restore it’s fleet the Japanese will move an A.C. plus to the west coast and the U.S. can no longer place ships.  Auto loss.  Seriously, if you don’t engage the Japanese in teh Pacific they don’t have to build but like 2-3 trannies over 2-3 turns and just ferry their way to a 20 point IP swing.  This result in an auto loss for the Allies.  How is this coming out of left field here.  If the Japanese put 6-10 infantry per turn into the mainland they will have like a ridiculous income.  If you don’t force the Japanese to buy ships, the Allies autolose.  What is a carrier, a sub, and a battleship going to do against the Russian mainland?  My point is this.  If the U.S. doesn’t force the Japanese to build more ships than they start with (barring a few transports) theyu will throw everything they have at the mainland and the Russia and will win.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: German attack on Karelia

      The only time I would attack KArelia is if the Russian player is careless and leaves it lightly defended or the Japanese player has already cleaned up six or so Russian AP.  Not sure what a bid is.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: A no-bid Axis Win?

      Oh and Britains I.P. are worth less than everyone else because they are in a suck position and cannot use them to full effect.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: A no-bid Axis Win?

      Ugh…two trannies is bad let alone three on the first turn.  On the first turn with Japan I buy 1 Transport and 5 Infantry.  What are three tarniies going to do but sit around.  You already have two.  That’s sixteen wasted I.P.  No wonder the Axis never win.  What you going to move with those trannies air?  Umm like the I.P.‘s swing.  And U.S. has an I.P. delay.  Russia’s I.P.’ are deceiving as they lose more than GErmany in battles because they lose armour to German infantry.  Umm, like the game is slightly in favor of the Allies not overwhelmingly.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: Fortress Europe

      The best way for the Axis to win is for Germany to just trade border territories back and forth with the Russians forcing the Russians to lose tanks to german losses of infantry.  The Germans should go into Africa hard, initial one transport per turn starting turn 2 and then two transports a  turn.  The Germans should remove the entire British navy on turn one.  The Japanese should Pearl HArbor and build transports rather than mainland factory.  Germany has no problem making large gains in Africa.  Japan has no problem making large gains in Asia.  Germany uses the I.P. gained from Africa to invade Russia after Japan has weakened Russia.  It’s easy for each of the Axis powers to pick up 10-11 I.P.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: Strategic bombing raids…

      If Britain purchases nothing but bombers, the Germans will gain more I.P. swing than the bombers can inflict.  If BRitain purchases tech, they are simply hoping on a wing and a prayer.  All the tech suck for Britain but heavy bombers and maybe longrange aircraft.  If someone purchases a whole bunch of bombers just run over them with land units.  Build an A.C. in the south to fill out your fleet once you have ramped up I.P. with Germany and then move it up north and land on them.  If BRitain does nothing but build bombers they become inconsequential.  Sure they take out more money that it cost them to build but they also have far less money than your mighty German empire.  If they invest allot of money in tech and get lucky they get lucky.  Full on bomber is a crap strategy.  The Axis is really hard to play.  Try to be more efficient on the eastern fornt and don’t lose tanks.  Lose infantry.  Very often you see people say that the everyone gang up on GErmany strategy works.  It doesn’t, a frugile and efficient Germany can hold out and do severe damage while an unchecked Japan will soar up to insane revenue.  Frugile, efficient, and conservative GErman play and strong Japanese play are required.  Don’t pay attention to the advice on sites to build a factory with Japan.  Build trnasports.  Always attack Pearl Harbor.  If the U.S. doesn’t engage the Japanese in the Pacific, Japan should crush Russia easily and the game will turn towards the axis as Russia is left staring at their 8 I.P. per turn without bombing runs.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: "Alternate" Japan Naval Strats

      Any strategy with begins with consolodate is inferior as it wastes an entire turn.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: A no-bid Axis Win?

      Axis win all the time if the German player doesn’t lose all his armour to Russian infantry like a doof.  Also, extra skillful Japanese play is required.  Not so good with the Japanese myself, but my bro Troy is wicked good with them.  Hint: Don’t waste money on a Factory.  Build transports.  By recalling both transports and building one on teh first turn, you can transfer six infantry twice the amount you can produce with afactory.  They also can serve as losses in teh pacific war and their is no threat from teh air to sink them.  15 IPC’s is a transport and two infantry.  Those are the two key infantry that can turn the tide early in the Asia wars.  The transports give you more flexibility than a factory allowing you to transport to all three Japanese territories as well as harass Russian territories.  All around better.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: R1 Fighter movement to Egypt a good/ bad idea?

      Only if U.K. is planing of building Factory their which is suicidal so no.  Russia cannot afford ot replace lost fighters.  Keep them on the defensive behind a stack of infantry.  Best bet.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: Neutral Violations

      Germany can move infantry into spain to keep the allies from landing their.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: 8 bid, RR, Axis victory

      I don’t understand why you guys say that the Axis has no chance and that Russia can cream Germany.  You guys do play with th economic victory right?  If Russia attacks Germany, a skilled Germany player will whip them by trading his infantry for Russian armour.  Russia cannot afford a large fighter corp and must constantly lose armour by moving them to the fornt lines to be taken by fighters.  I really don’t see how you guys think that Russia creams Germany.  They lose armour while Germany loses infantry when them attack Germany.  Russia cannot afford to replace those losses.  Germany can.  Bad Germany players throw their armour into the front to get killed by Russian armour, hence and even trade.  Skilled German players use their fighter corp to take out Russian armour and keep their armour safe.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • RE: To Pearl or not to Pearl, that is the question . . .

      Always go to pearl.  Are you really going to let them keep an aircraft carrier which is so vulnerable (the best unit in the game)?  Moving to pearl not only rapes their navy, it forces them to build heavily in the Pacific now or risk losing the remainder of their navy and having the western U.S. permanently blackaded by the Japanese navy so that they can no longer build units on the west coast.  Always go to pearl.  The U.S. HAS to by an A.C. plus two subs or lose the game.  You completely determine their first move and prevent them form purchasing transports or a navy in the east to assist in Africa giving Germany the time it needs to get more trrops into Africa.  Take the Submarine from Solomon, the A.C. from Caralina along with the plane on it, send a plane from Phillipines, and the Battleship from the Caroline Islands.  The U.S. has to build a fleet or be up a creek.  When they do retreat out of range.  It’s like taking two turns, your and the U.S. turn.

      posted in Axis & Allies Classic
      L
      limitedwhole
    • Critique this Germany Opening Turn: Bye,Bye Boatie

      This opening turn is based upon a frsh look at the game using standard rules.  It incorporates the way I have used to play with GErmany on the opening turn, but I have tried to be a bit more solid about it.  What is novel is that Germany in no way engages Rusiia on the opening turn.  There is one major reason for this mainly that Germany is left with two options if it goes this path.  It must either use planes for the offensive thrust of tanks.  Using planes allows the British navy to persist which will grow to be lethal.  Using tanks, requires loosing those tanks to the Russian counterassault, loosing you valuable IP’s (tanks for infantry) and thereby forcing you to invest heavily in armour when you already have scads of it.

      Purchase:
      1 Transport (8)
      4 Infantry (12)
      1 Fighter (12)
      Total: 32

      The transport is purchased to replace the possile loss of your southern transport.  The fighter is purchased to replace the possible loss of one of your fighters from the assault on the British navy (you may possibly lose two).  The four infantry will be split between the German capital to reinforce from moving men to the eastern front and to replace those in southern europe in order to land in Africa with the purchased Transport.

      Battle One: Fighter from Finland/Norway engages British transport off Eastern Canada
      This is a fairly clear cut battle.  Although you might get unlucky, a loss here is certainly not too detrimental.  The fighter lands in Western Europe to reinforce the positions which will be thined here.

      Battle Two: Fighters from Eastern Europe, Germany, Ukraine S.S.R, and Western Europe engage British home fleet.
      Here a loss is likely and perhaps two losses.  This should be a sure victory in the end however.  Likely, the russian transport will have docked here to help the British fleet take a casualty as it is largely useless.  Return all to Eastern Europe.

      Battle Three: Bomber from Germany attacks British submarine in mediteranean
      Either a kill or a retreat out of the suez.  A retreat is not entirely detrimetal as you should control one half of the Suez by next turn when you rreturn your southern fleet to harbor so that the submarine is no longer a threat.  Return to Germany

      Battle Four: Battleship and Transport from Southern Europe Attack Battleship at Gibraltar along with submarine stationed outside Gibraltar
      Here the transport will likely be lost, with the possibility of two losses though unlikely.  By any account your Battleship which is crucial should survive.  One loss is certainly preferable as the British may decide to try to trade their Bomber for your Battleship if it left alone.

      Playing Out Africa:
      Now you will notice that the Battleship and Submarine prove to be potent threats to any U.S. incursion.  A movement to Africa on the first turn will not only cost them a transport but the soldiers they drop as well most likely.  This play fends off Africa well.  If the U.S. lands a transport you have the options of sending the sub alone in a trade (Briain will take the sub with a bomber).  This is good as the U.S. cannot afford a transport on the first turn in the east as they must restore their Pacific fleet or end up with a Japanese blockade on California which will disallow them form placing any further sea units in the West.  Typically, Britain will buy a second bomber on the first turn, requiring you to retreat you Battle ship back into the Med.  If they do not you are gravy.

      Battle Five: Send Infantry from Algeria into French West Africa to guard against American invasion.
      No defenders.

      Battle Six: Send Armour from Libya into French Equitorial Africa then bakc to Algeria to guard against less likely U.S. invasion.
      No Defenders.  This also keeps you sole African armour safe from British attack.

      Non-Combat Movement and Placement:
      Move two armour from Western Europe to Germany putting them in range of rich targets.
      Move one infantry from Germany into Western Europe. (Ilike to do this now as infantry can get sparse late and two infantry is too little.
      Move two infantry from Southern Europe into Eastern Europe.
      Move two armour back from Ukraine S.S.R. to Eastern Europe.
      Move two infantry from Eastern Europe to Ukraine S.S.R.
      Move three infantry from Germany into Eastern Europe.

      Place transport, fighter, and two infantry in Southern Europe.  Place two infantry in Germany.

      This is of course only a useful strategy if Russia does not attack you in Eastern Europe on the first turn, but that is a crappy strategy any ways, as it leads to the destruction of all Russia’s armour (at the cost of a few German infantry, and leaves Germany armour used on the counteract in a safe position) and does ont allow maximal use of Russia’s airplanes.

      Critique anyone?

      posted in Axis & Allies Classic
      L
      limitedwhole
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