Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. lnxduk
    3. Posts
    L
    • Profile
    • Following 0
    • Followers 0
    • Topics 16
    • Posts 219
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by lnxduk

    • RE: Aa risk

      i don’t care 2nd or 3rd, 3rd encourages navy (2 hit bb, sub submerge) more so…
      these rules are the exact same way i played except capitals are 8… so we will see, it sure was a lot of fun, after this game, it should be easier to decide on changes i guess
      I’m thinking make the neutral territories either 2 or 3 in value, and have 2 infantry guarding them. With just one, it allows players to gain ground really fast… but whatever works

      mot’s mapview is awsome, check it out, but i can conform to winmap or no map

      yes, we need 1-2 more players. Since i haven’t played by forum yet, you will have to tell me which dicey we are using, and i don’t think i should go first

      this will prove to be interesting
      once we get 4 people, we can decide on the turn order with dicey? or by request… hmm

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • What is the best way to stop germany?

      how do you stop germany?

      posted in Axis & Allies Europe
      L
      lnxduk
    • RE: The perfect country for the newbe

      the reason germany is harder is because it’s a balancing game. This means you need just the right amount in eastern europe to make sure it will hold
      if you get it just right to the infantry, then you may have enough to hold we as well
      if you can’t figure this out, then you will either lose, or trade we
      that’s why germany is so hard, especially for the newbie, it takes time to figure it out

      japan basically has to get transports and men and use the infantry push mechanic with dead zones
      this is the basic idea, of course there is much more involved for a well played japan

      most allied wins that come from axis blunders are german blunders, not jap blunders. can we agree on this? If germany doesn’t put the exact amount of infantry on it’s territories, it becomes inefficiant, and good allies will punish for this. Japan just isn’t on the same type of pressure level

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Aa risk

      i agree with you about trial and error

      we don’t have to have special staring prices, i just though it would be interesting to have units other than infantry and armor. In regular aa, the units you start with like air are very valuble since they are not easily replaced.

      Anyway, the main thing is, are the territories worth the same, or the printed value. I can agree to starting with 5-6 territores each, but if the territores are worth the printed value… might need some adjustment

      otherwise, they can all be worth 2 or 3, and have 2 neutral infantry guarding

      let’s just decide if we want equal value or printed value, and go from there

      i think 10 ipc’s is good for a capital
      if the unit prices are the same as normal, then i think that only 30 inital ipc’s should be given if prices are the same, and printed values are used, otherwise 60

      also another issue, how are we going to use dicey? will we just pick a country? can’t have more than 5 players. Or when you roll, just have everyone use russia, and the next turn or something. we could also use mapview, might be nice.

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • RE: Aa risk

      yes, i was already including the aa and industry, sorry i didn’t need them in the intro prices i guess…

      that would work having a small empire, but what if you choose the uk as your capital?

      we could decide on this one as a group once we get 4-6 players

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • RE: Defending subs doubt

      i have read the online pdf book. It says clearly on page 10 “defender fires back and/or submerges”

      then on page 10: “note: Submarines are the only defending units in the game that may withdraw from battle”

      it does say retreat and withdraw on page 26 but this is not refering to the same thing

      look at the example:

      A if the sub was hit, it may still take a “parting shot” at the allied ships present.

      B. if the sub was not hit, it may either submerge again, or fire back.

      subs cannot retreat from battle as defenders like they can in world.

      perhaps by your rules destroyers still bombard at 3 not 2?

      posted in Axis & Allies Europe
      L
      lnxduk
    • RE: New Special Weapons

      you definatly need an assasination tek
      for germany this would be hitler, boosting the ipc value of any german held territories by 1

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Aa risk

      cool, i didn’t actually think we would try and play this online

      i also have one last idea, then we can all decide on the rules, i don’t want to be a dictator and set the rules, a lot of your ideas are good. Ok, with the inital $60 (or whatever amount), the price of units are:
      inf - 4
      aa - 5
      arm - 6
      sub - 6
      trn - 8
      ftr - 8
      carrier - 10
      bomber - 10
      battleship - 12
      industry - 15

      once it starts, the normal prices are used. That way you are less likely to build a ton of infantry when you can get them later for less, maybe get some air while it’s cheap!!
      this in my mind would stop people from putting a capital on sinkiang, and having men and tanks only, not that this works anyway, but…

      just a suggestion…

      when we actually play the game, we need to choose if all territories are worth the same and have the same number of neutral armies, or different for islands, whatever, or if they are the printed value, and have that many neutral armies, or 2x the value in neutral armies

      we could vote on this, also i like the idea of a set turn order before the capital is picked, that way the first player get’s the best spot, but the last can isolate himself etc, so it’s not a great advantage to be first, i wouldn’t care what place i took.

      any suggestions? also i’m new to playing on the messageboard, i have used dicey before.

      Let’s try and get 4-6 players, this will be interesting, no set strategy etc.

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • RE: Defending subs doubt

      subs can only return fire or submerge
      they cannot retreat in anyway other units can’t

      posted in Axis & Allies Europe
      L
      lnxduk
    • RE: The perfect country for the newbe

      russia for sure, all you have to worry about is tanks and men, so it’s simpler
      as long as they know the basics about russia stratey, they wouldn’t screw their opponents nearly as much as with any other country

      a lot of people said the usa.
      i might even argue that the usa is the hardest country to play?! This is partly because of that german bomber in western europe, and mostly because you have to balance everything exactly to get the most men across the sea 1-2 infantry can make the difference here.

      in order of easiest to hardest (of course this is just what i think is easiest to screw up if you are new)

      germany - screw this one up, and it’s really over, germany is tough
      usa
      uk
      japan - japan isn’t all that hard to play really…
      russia

      of course this is all relative, and i’m not talking about someone who has never played before, just someone who has only played 20-30 games or something.
      what do you think?

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Germany first turn

      or you can wait a third turn, block us with subs, and have med fleet in danish sea, build 15-16 transports, + the one you had, so you have 16-17 transports to attack uk…
      of course this just forces them to build even more infantry, and if they have enough to hold, then you wouldn’t build a fleet anyway, just use itallians to evacuate norway, and build 30 men and 10 artillary or something like that. Uk isn’t going to pressure germany for awhile since it doesn’t have a fleet, and it doesn’t have much production either.

      oh yeah, take all of uk’s convoys if you are going sealion too…somehow, bid a sub and artillary or something

      and don’t forget to evacuate the artillary and infantry from africa!!

      what do you think to that (the master strategy!!)

      posted in Axis & Allies Europe
      L
      lnxduk
    • RE: Aa risk

      yeah, let’s do that, the trouble with making islands worth more is… well i don’t know.

      don’t know about the extra for holding areas since uk and neutrals is impossible, usa is hard, germany, possibly…

      let’s do a game on the forums, we would need a game master i guess since the starting stuff is blind. 6 players, 8 players whatever works.

      Also i have 2 more ideas!

      instead of having neutral countries, after each capital is picked, the players go in their turn order to select the remaining country and place 1 infantry there. (of course all the stuff would have to be the same value in that case)

      and, the people i played with want to play europe next time with neutral subs on the convoys. I want to try it on the pacific board too… actually this is probably the only way we will be playing on the board from now on

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • RE: Rule Clarification, let the debate rage!

      who here playes by that last rule about only having bombers in 3 places?
      because it changes everything

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: This game is completely unbalanced!!!!

      well, as germany, you can destroy all the uk has, and still have 6 subs left easily. This will delay the allies from landing for a few turns. Also, so what if they take france on turn 4 or so, d-day isn’t much of a threat to germany unless the usa has 9 transports or so. Also, you said that the allies best choice is destroyers, i disagree. I think a few destroyers (1-2), so air can hit, but mainly subs to clear convoys. Subs are cheaper, and better. Then again, i don’t usually try to take germany with massive forces as allies, i’d rather defend moscow.

      posted in Axis & Allies Europe
      L
      lnxduk
    • RE: Madagascar SZ

      i play by the cd rules, so in that case…
      that really sucks though about not being able to load and unload after a move… So i can’t move to west med with the bb and empty transport, and in noncombat (transport lives) move a man from algeria to france?? noooooo

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Another way to even out the game

      that’s an interesting idea, but i think you also need russia restricted for it to be even. All they would help do is kill the usa transport, and maybe help get men from finland norway to france.
      not enough to even the balance after a first turn russia attack

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Madagascar SZ

      yeah it does that’s how you can move the german fleet from the east med and take south africa and madagascar

      posted in Axis & Allies Classic
      L
      lnxduk
    • RE: Order of defending fire

      don’t you just roll everything then decide where the hits go?
      if a sub hit, and a bb against a fighter and a sub. They would both die no matter what.

      posted in Axis & Allies Classic
      L
      lnxduk
    • Aa risk

      if you are really good at aa (compared to your friends) mainly because you have more experience, you should play aa risk. It levels the playing.
      I just played a game. Each person secretly writes down where their capital should be. This country will be worth 8 ipc’s per turn you get a free industrial complex and aa gun here also. All other land regions (neutrals whatever) are worth 2 ipc’s. You then have 60 ipc’s (or whatever you decide on) everyone writes down what they will place or save. This goes on the industrial complex.
      any land regions that are not capitals have 1 neutral army on them

      this worked pretty well. there were 4 players, i took brazil, someone took belgian congo, someone else took sinkiang, and another person took kwangtung (to get island cash i guess)

      sinkiang seemed like a good option, but it actually didn’t work out too well. The powers balanced eachother sort of. I got 2 bombers and 2 transports and men. I was going to invade europe and build an industrial complex there. But i left my capital with 2 bombers and a man. They insist on kamakazies, so the belgian player attacked with a bomber and 2 fighters. Their bomber survived annhilating everything. He insisted that it was a good move even though it messed both of us up.

      the players in asia got only infantry and tanks. But sinkiang sent too much west and got in trouble. I also got invaded from a lucky belgian player and a lone transport. I had just finished taking both north and south america, and had industrial technology. I also had an industrial complex in france.

      I’m considering playing where the values of the regions stay the same, but that’s how many neutral infantry there are. Your capital is 8 though. So if my capital were eastern usa, i would have to kill 10 neutral infantry just to take western!!
      Don’t know if this would work because you could make eastern europe your capital and place 15 men 6 tanks and take germany and only lose 5 or so infantry!

      posted in Other Axis & Allies Variants
      L
      lnxduk
    • RE: This game is completely unbalanced!!!!

      Actually the opposite is true!

      This is why in the clubs, you bid for allies, meaning that the allies get additional money (not just 12)
      Other than that, germany can stack russia. Basically what this means, is that for the first 3-4 turns, germany builds only infantry and artillary. After that, armor. The infantry move toward moscow, and the armor catch up (you can get 2 armor builds) This way you will have 40-50 infantry, 10-20 artillary, and 20-30 armor plus air to hit it. Because of the superior production of germany, russia will be unable to defend without the other allies’ help.

      I’m not all that experienced, this is just a simple example of a 6 turn stack, there are more complex ones like 10 turns and stuff. Also it helps to take out all of the british fleet turn one, and take as many convoys as possible, without destroyers, their air can’t hurt your subs, that way britain will not have full production for at least 4 turns.

      posted in Axis & Allies Europe
      L
      lnxduk
    • 1 / 1