yes while the inf/rtl combination is cheaper, the inf/arm allows better hits in later rounds (after the infantry are dead) As it turns out, to be efficiant on moscow, germany only needs 1-2 more artillary than it has at the beginning, so buying large numbers of these is not efficiant!!
Posts made by lnxduk
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RE: Best units to attackposted in Axis & Allies Europe
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RE: Best units to attackposted in Axis & Allies Europe
you seem to know more than most “newbies” anyway, i think i’ll have to do that, run the battles. here’s what i got for a 6 turn stack (build a force for 2 turns then move into moscow by turn 6)
assuming there are 88 infantry on moscow and 4 fighters…
in reality there are all different units, but it’s just a “defence force”
also assumes 1 fighter dies before it can attack moscow, and 1 get’s shot down to aa gun
also assumes you have your original 12 armor plus 16 more since you can more in 8 each turn for two turns after the men step out of berlin (however with only 8 more the conclusion is the same)buy all artillary:
11% without air
36% with airbuy half and half
20% without air
50% with airbuy all infanty:
27% (air not attacking)
59% with air !!!hmm looks like inf only are better… let me see though!
buy inf to rtl on a 3:1 ration (cash-wise, not numerically)
26% no air
57% with airok so it looks like under these conditions only build rtl to fill the cash
ex: you have 40 ipc’s build 12 inf 1 rtl
of course save the dollar turn 1, only do this on turn 2.
but there are more variables than i have included, perhaps it needs to be carefully figured out each game.
this is for a 6 turn stack, maybe a 7 turn stack is different. what do you think?I have heard about heavy artillary stacks, but now i don’t believe in them!
remember this is just a general rule, to really be on the edge, you would have to have a calculator ready every game and calculate 5 or more turns in advance. This knowledge should improve my wins by 5% or more since i was building 10 artillary turn 1 with germany sometimes…
don’t forget to bid 4 infantry!!!
thanks for reading -
RE: Best units to attackposted in Axis & Allies Europe
first of all i would like to point out that 1/9+2/3+4/9=11/9 so there is an error
secondly, i am looking to get the cheapest attack for you money!
infantry + arm attacks the same as inf + rtl for the first round
after that, the int+arm attacks better since the infantry killed only attack at 1 not two, but since inf+rtl = 7 and inf+arm = 8, then there is a theoretical ratio to get the best attack on moscow. That way if you find it, you can find the optimized turn to attack moscow on, and therefore, you will fine tune the game!! you will have 20-28 arm reguardless since they have mobility and you can move them in, the question is, how many infantry/artillary are needed to make 24 arm the most efficiant, what’s the ratio, and how many of each? This is basically dealing with super fine tunning the strategies used in the game! -
RE: Best units to attackposted in Axis & Allies Europe
i was just wondering mainly because i find the attack better for your money to buy a combination of infantry, artillary and armor. In regular aa, the best attack (for your money) ratio is 2:1 infantry to armor.
Basically i know you need more infantry as germany, and i know you will build more tanks (after your infantry start moving out) but the real questions is, how many artillary do you need? exactly since any artillary you build takes away from your infantry. rather than build a bunch of each, or mostly infantry or whatever, what is the ratio for a 6 turn stack, a 7 turn stack… it’s complicated to get it completely perfect! I believe this will make the difference in the game for expert play!I believe that tanks are better for russia (mobility), but i’m mainly concerned with the correct german purchace.
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RE: German strategy for first 2 TURNS?posted in Axis & Allies Europe
i realize that i have made occasional mistakes with the interface, by doing an illegal move, whatever, but i thought i have corrected the error after my opponent told me. If there are still errors with the games please tell me what they are so i wouldn’t do it again!!
also, we send a map through email to show where our moves go.
What makes you think that “rolling the dice” will change it? The programs used use the exact rules of the board game, the only change is the bid, and i’m not sure, but i think the sub stalling issues in the book are unclear, so the club explains their rules. Many of the games may be bad from forfiets whatever, but a lot are good! look at 1604 or 1598!I am convinced that the game is not at all balanced! This is largly due to the stack. This is a strategy where all the units are in one territory, and very few or no units are in the other regions. Germany does few attacks on russia the first rounds (attack and retreat), and builds infantry artillary for 2-3 rounds. Then the stack moves to poland, east poland, bellorussia, and moscow. On turn 6 or 7 when it arrives, it is unstopable.
The convoy strategy can be varied a little i guess, i just tend to think the best move isn’t to try to grab them all on the first turn that’s the main thing.
there are other strategies as well but they are mostly just for a change. Some people argue that the game is “broken” but i think it’s fun, as long as some method is used to balance it. The same is true for world and pacific, world has an allied advantage and pacific axis. Why would europe be any different?
Please just sign up at the site and play some games, it’s a lot of fun, and you can easily play a standard games (just bid 12 for allies!)
thanks for (hopefully) reading my long message
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RE: German strategy for first 2 TURNS?posted in Axis & Allies Europe
if you don’t destroy the fleets turn 1, you will lose your subs
You can take 3-4 convoys and still destroy all but russian american, and east med fleets turn 1
the cost to replace the ships also exceeds the value of the convoys by a great deal (not to mention the immidiate destruction of the subs) Also many convoy zones can be recaptured. If there are no boats, the allied air can’t touch the subs!You also mention that germany can take russia easily
I would argue that under the circumstances, it takes at least 7 turns to destroy russia if allied fighters are send in. Turn 6 attack on moscow is easily defended with uk/us fighters. If many allied fighters (3 us per turn) are sent in it can take as many as 15 turns to conquer moscow happened in a game i have played look at dicey game 1532it’s great to think up new strategies, but i cannot see how they are more effective than the ones already in place!
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RE: What is the best way to stop germany?posted in Axis & Allies Europe
considering that the germans can stack russia, i don’t think they are screwed
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RE: Proposal to balance gameposted in Axis & Allies Europe
from reading your posts you still don’t seem to believe that germany has a strong advantage
goto
www.aaeuropemc.comclick on the dice roller (on the left side)
click on view rolls in a gametype in a 4 diget number <1620 (i’m playing games 1598 and 1604)
also check out 1588 i ran a sealion!look at what germany can do the first turn!
if you’re still not convinced, sign up, and email me at sean@nc.rr.com you can be allies with no bid.
this game is much different from standard aa
in standard aa, money is really important to have. Because the allies have 2.5 times the cash germany has, taking the russian territories worth 1 early on is a waste. It’s not about money, it’s about moscow!! -
RE: German strategy for first 2 TURNS?posted in Axis & Allies Europe
the problem is sending air anywhere but the sea germany turn 1 guarantees you will not have optimal sinking of allied fleet. If you sink all the allied ships, and take some convoys instead you have a much larger gain than attacking russia early on.
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RE: Aa riskposted in Other Axis & Allies Variants
2 at a time it is. Let’s just do 2 for industry but unlimited for capitals
if this doesn’t work out right, we can just change it the next time. so we get 4 extra other territories
after all capitals are selected we will select our 2 extra
of course we can place starting units (from initial 60) on any territories we have not just capitals! -
RE: Help on kicking out germansposted in Axis & Allies Europe
what do you think about russian artillary?
i think of them as fodder personally, i would sack them for germansrussian tanks are better, can attack stuff and get back to moscow in time
what do you think? -
RE: Help on kicking out germansposted in Axis & Allies Europe
hmm that’s tough, just don’t let germany kill russians
and counter attack if he leaves stuff open
but not always, just use basic deadzone logic i guessi seriously don’t know how to win with allies
From now on i will bid 30+ -
RE: Aa riskposted in Other Axis & Allies Variants
we can do this, but less and less is this even axis and allies at all
but go ahead, i don’t care
next game we play aa risk, i want different rules
not because these are bad, but they are just one option
now that we are ready, let’s post our capitals!! -
RE: Aa riskposted in Other Axis & Allies Variants
we should play on the games forum:
http://www.axisandallies.org/forums/viewtopic.php?t=1759just go post your capital then. Whoever posts first goes first!
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RE: Aa riskposted in Other Axis & Allies Variants
yeah i think that’s logical about the industries and aa’s
let’s figure out the order, and start it up i guess.
Which dicey are we using? I’m new to messageboard play…
are we going to post here, or on a different board?I guess the basic rules are 3rd edition
capitals worth 10 all others 2, 2 neutral infantry defending all others
each person picks their capital in order (ind and aa go there for free)
after all capitals are picked, each person says where they want the 60 ipc’s to go (place or save) in order
after this the first person movesanything else?
whoever wants to go first can just post their capital then (that could determine the order…)
just tell me what board we are using to play it
good luck to all -
Proposal to balance gameposted in Axis & Allies Europe
instead of giving allies 12 to split up
each allied power get’s 12
i know that this is the same as a bid of 36, but russia only get’s 12 of it, so giving 12 extra to the usa doesn’t help as much… so it’s more like a 28-30 bidI truly believe that this would make the game very balanced!!
what do you think? Might still favor germany a little
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RE: THE UNBEATABLE STRATEGY!posted in Axis & Allies Europe
true, it’s hard to win with allies
actually, i’m going to start bidding at 30+ from now on, because germany is easier to play, and better!that strategy is ok i guess, but why don’t you go to www.aaeuropemc.com and try it out?
It isn’t the most efficiant strategy i’ve heard of because you are reinforcing finland.
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RE: What is the best way to stop germany?posted in Axis & Allies Europe
i was assuming allied bids here, basically wondering the overall strategy that is more efficiant
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RE: The perfect country for the newbeposted in Axis & Allies Classic
from my experience germany is easier to screw up, and the hardest to understand how to manage. Sure there are different strategies with japan with industries, retaking africa etc, but germany has it tough
it depends on how new the player is though, and how new their opponents are.
if the player is really new, germany may be better than japan
if the player has experience, and knows basic stuff, germany should be left for the better axis player.
these are only my opinions of course, i just think japan is easier to pick up, as i still have a tough time with germany. Germany is usually under a lot of pressure even very early on, so it’s extremely tricky.
if you are only going to play 4-5 turns (typical board played game) then give the better player germany
it’s really an opinion though so we could argue forever… In any case beginners should really play one of the allies with help from other allies.
perhaps we can agree on this!