ok so thats fine, we have it pinpointed that if germany controls egypt g1 it is a bad move. In the game I will play, I know they won’t control egypt g1 though, so what do you think about it now. I think creating an IC there on a b1 controlled egypt offers fresh options and allows them to keep hold of that area almost indef. Any german or japan retaliation would require many resources and would take pressure off of russia while keeping 5-9 ipcs for britain per turn. Plus this keeps germanys southern europe in check (usually it is left undefended) not to mention that with the addition of the british fleet you now have a sizeable force that can sit there. If germany doesn’t take egypt g1 I just think this opens up a lot of avenues for britain to assist russia from a different angle.
Posts made by liquidvet
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RE: Making UK more excitingposted in Axis & Allies Revised Edition
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RE: Making UK more excitingposted in Axis & Allies Revised Edition
I have never played a game where germany takes egypt turn 1, but yes if they did take egypt turn one then this would not be a good strategy.
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RE: Making UK more excitingposted in Axis & Allies Revised Edition
actually i think the s. africa one would be pointless. that would pretty much be a gift to japan, far more easily than germany, if you retreat from india, then move those forces into egypt. you can also move to two troops from australia into egypt as well. by b2 it seems like it would be in a great position to be defended. so maybe an IC could be built on b2 instead of b1 if you are that worried about germany overtaking it.
also after looking at the board you could use one tranny from india first turn to bring 2 infantry (or one infantry one aa gun) and then move the transjordan infantry into egypt. That is an extra 3 units in egypt first turn. This will still allow the brit fleets to meet up to defend the other tranny/sub in case of a japanese assault. I might try this next time, I don’t see what the harm could be, might actually be a viable option and could make britain a little more interesting. I just think it is a good option because by turn 3/4 britain usually loses africa and that is the beginning of at least a 5-7 ipc loss within 2 turns that never generally never goes away until late in the game.
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RE: Making UK more excitingposted in Axis & Allies Revised Edition
how do you think? you can get rid of the tranny so I don’t see how they will be a force to reckon with. also what about s. africa, or is that too far away?
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Making UK more excitingposted in Axis & Allies Revised Edition
Okay I really want to figure out a way to make UK not blow so much so what about a B1 placement of an IC in Africa in either of the 2 ipc spots (anglo/s africa). If you could pour in 2 units per turn you could effectively deny german advancement into southafrica saving 5-9 ipcs of britains money per turn (because it will get taken over if left to only the 3/4 guys positioned in it). Britain is so boring that I was thinking this might be a viable option. Suggestions.
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RE: Number of victory cities?posted in Axis & Allies Revised Edition
9 vcs is a good idea, me and my friends usually just play until either japan has taken moscow, or germany has fallen to the allies. Usually after one of these goes down the other side has clear victory. It may not be as cut and dry if one falls a turn before the other, but generally one can look at the board and know who is dominating. Sometimes it is tempting to play to the end of the game, but you can generally see when it is going to be 3/4 more hours of beating down an opponent monetarily before he collapses.
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RE: Starting Germany off…posted in Axis & Allies Revised Edition
Germanys first round buy is really easy, generally first best round buy is 1 AC/8 infantry. Round 2 should also be more infantry with maybe a few tanks thrown in. The AC is very helpful in keeping the british navy at bay for awhile. If you choose not to do the ac that is up to you, sometimes I just go heavy ground troops or buy an extra fighter for the one you will usually lose in ukraine. YOu need to go infantry heavy the first few rounds though because its takes time for them to reach the frontlines, tanks can come 2-3 (since they get 2 movement points).
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RE: Axis or allies?posted in Axis & Allies Revised Edition
I didn’t say it was a sure fire way to win everytime, plus you make your idea sound so good on paper but you forget that each of your reactions has a reaction in turn as well. Economically it is going to take a very long time for usa to have a fleet sizeable enough to match japans fleet, seeing as how an axis strategy doesn’t even require it to be taken out of the pacific. So you are going to let UK reinforce russia which is fine (more pressure off of germany). By the time this is even an option japan will already have at least 2 mainlaind ICs and the caucaus so if you want to put pressure on japan island hopping it can readily move forces across the board and retake africa if it has been lost by germany. So I mean we can keep trading IPCs but you forget that if Japan is well established by the time this is even a worry and I will already be making in the mid 40s just from the land I have sucked off of britain/russia. Plus japan has 5 planes to start with, I have never lost a plane playing with japan. It is just almost impossible, no one is in any position with defenders or attacker to hit japans airforce (unless they get lucky AA rolls) so realistically I already have 5 usuable planes that I don’t even need on my boats seeing as how no one goes KJF, only KGF. So that means statistically I really only need 5 more to feel good about germany. On top of that most tech rolls can be hit with 15-20 ipcs. I mean we can talk probabilities all day but to think there is any one plan of attack that doesn’t have any retaliations is foolish. I was just giving an idea of a strategy that has worked for me against a decent player, but 70% of the time a great allied player can beat a great axis player.
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RE: Axis or allies?posted in Axis & Allies Revised Edition
I used to believe it was the allies, but after me and my friends have probably played 20-30 games it is clear that an experienced allied play along with a coordinated attack will ultimately overcome the axis. The reason the allies tend to be disadvantaged is because there is very little room for leeway with them. If the allies are played to a tee though they will eventually overrun the axis. The only way that I have found to successfully win with the axis repeatedly is to use japans large economy to obtain jet fighter defense and then support germanys core with 10-15 fighters. From there japan can slowly wilt russia with tanks and troops through 2-3 ICs and germany can usually outlast the allies while russia falls. From there japan can pump out eight units a turn from moscow and then game over. There is less coordination with the axis so it is usually easier to pull off a victory for less exp players than with the allies.
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RE: Opening w/japan…posted in Axis & Allies Revised Edition
What do you guys think about a purchase of 2 ICs for japan turn one? One in french indo and the other in Manchura or kwang? That means turn two you can immediately put out six tanks, just a thought.
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RE: What do you build in R1? - poll with many options…posted in Axis & Allies Revised Edition
no offense switch but you kind of contradict yourselves in these posts, in the russian tactics post I mention that my r1 purchase is usually 3x3 but you told me in that post it was “sub-optimal” so which is it, the best first russian move? or not?
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RE: Russian strategy, offensive tacticsposted in Axis & Allies Revised Edition
Once again I disagree, that just means you are leaving 6 german units (including an art/tank/fighter) in ukraine only to be further reinforced by german units from 3-5 other german countries, so on R2 you could be looking at a ton of guys in ukraine ready to push into caucaus, a ukraine hit totally negates germany even thinking of pushing into caucus until 2-3 turns later and even then that is questionable based on what everyone else does. Everytime the allies have won the ukraine hit has been included so I am pretty biased in my belief
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RE: Russian strategy, offensive tacticsposted in Axis & Allies Revised Edition
yeah but it keeps germany from mobilizing a huge force and russians first turn purchase can be 3 tanks/3 infantry. with a 3 tank placement in caucaus you now have a huge force to once again push against germany if they decide to try and move back into ukraine. just my thoughts.
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RE: Best National Advantagesposted in Axis & Allies Revised Edition
This is an old topic but I wanted to say that I think land lease is easily the most abused and unfair national advantage. We have been playing where each country gets to role for one national advantage per game and last night I was america/russia and rolled for this one, my partner in gb rolled for joint strike so we were pretty much going to be clear victors. we didn’t realize how amazing land lease is until he remarked that he was just giong to buy planes and move them into russia for me to convert. well anyways he moved viritually all of his troops in russia while usa began building trannies and navy to take out germany. it is pretty much a 40-50 ipc shift for russia first turn of the game. russia became the offensive juggernaut of the board and japan didn’t even really have time to mobilize much major army. land lease is def insane. if you got colonel garrison for britain where would you guys put the IC, india or africa?
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RE: Russian strategy, offensive tacticsposted in Axis & Allies Revised Edition
R1 i feel should most often always be west russia and ukraine.
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RE: Us1 ?posted in Axis & Allies Revised Edition
OK 88, no i like the africa deployment plan, but do you suggest dropping my guys off in algeria or below algeria round 2? also what kind of force will I be looking at. If I hit algeria then that means I can feasibly get 3 inf/1 art/2 tanks into there, and then the round after that I can deploy an airplane or two from my carrier. also what type of navy would you suggest I build t1/t2, I was looking at an initial build of 1 ac, 1 sub, 1 trannie, 1 inf, 1 armor
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RE: Us1 ?posted in Axis & Allies Revised Edition
well in every game I have played germany always takes the UK bb so they would be in place to attack troops in algeria, so if the navy is involved are you saying that I should avoid an algeria move us1? if so I will def do it us2 (i am doing it at some point in time, already made up my mind) and if i do it on us2 i will most likely have an extra destroyer and an ac + 2 fighters to add to 3 trannies and my 2 other destroyers, of course I can always wait til us 3 and then I will have another tranny and a bb. any suggestions 88?
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Us1 ?posted in Axis & Allies Revised Edition
I was wondering if you think fortifying africa first turn with us is appropriate at the potential loss of their ships. First turn you can obviously put 2 inf/1art/1 armor into algeria. If I coordiante with UK, UK can move their battleship into the area next to algeria ( i believe it is 12) from there I will move my two trannies/destroyer so that is the army that will defend. The only place german aircraft can attack that spot is from Western Europe/Libya. In my experience there is usually only one plane left in western europe so I am looking at an attack force of at the most 2 fighters/bomber/sub/battleship/trannie. This is just one scenario, but it is the worst case scenario I believe I would be looking at. Do you think this tradeoff is worthwhile, or should I just plan on putting initial us forces into algeria us2 after I have reinforced with additional navy bought on turn 1 (aircraft carrier and possibly a destroyer although it would most likely just be another aircraft carrier with 2 fighters). I think this is an important move, I never realized until the other day that it is possible to have troops into africa in one turn. In the games I have played Africa is usually a huge staging point/money pit so I would like to get a fair number of troops in there early on. Opinions please.Â
Edit: Well I see that this was discussed in the open Japan thread. I am wondering if I should just wait until US2 to move troops to Algeria. It would save me 28 IPCS worth of ships (if germany did decide to attack which I am sure they would), but then my troop movement and transportation will be a turn behind. I guess it doesn’t matter since initially I don’t have the funds to buy reinforcements to stock my trannies (other than a few infantry). I don’t know how much it will set me back though. I guess I could try doing one full tranny run on us2. At least I would have my fighters and my ac to back up my fleet. not really sure, i will probably have to figure out my options on paper.
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RE: US tacticsposted in Axis & Allies Revised Edition
It sounds like it would be a fun strategy to play if playing someone inexperienced, but the Pacific is so big there is really no threat from Japan for quite some time. I think it makes more sense on a normal basis to use USA to help fortify Africa, and then build up a tranny system (supported by fighters or a bomber or two) to hit hard into germany. It takes so long for Japan to move anywhere that America could effectively tunnel forces through africa to prevent Japan from putting pressure on the caucauses (I think as early as turn 5 you can have forces in transjordan 2 inf/1 art/4 tanks/plus air, plus whatever units britain has decided to move into that direction) if you feel that is a worry. I just think against a skilled player concentrating on Germany is far more worthwhile for the US. It would be fun to try the island IC though :)
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RE: Number of victory cities?posted in Axis & Allies Revised Edition
We have just been playing that the first major capital that falls and stays fallen loses. Once Russia or Germany has been taken over you can pretty much call it a day. You would have to be a pretty bad player to let one of the factions rebound from a nasty country loss like that.