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    Topics created by lnxduk

    • L

      Question with neutrals

      Axis & Allies Classic
      • • • lnxduk
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      TG Moses VIT

      Germany taking England!??? :o Care to explain?

      As for using Spain to take Gibralter, I much rather use the transport instead. Remember, all units must stop after taking an Neutral. There’s no blitzing.

    • L

      Rules question

      Axis & Allies Classic
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      dezrtfishD

      @morten200:

      Jefe: How is this different from the rules you play with? No one is arguing against the defender choosing his own losses and the attacker choosing his own losses.

      Sometimes I think he reads every other line of the post he is questioning. :wink:

    • L

      German artillary

      Axis & Allies Europe
      • • • lnxduk
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      cystic cryptC

      i tried something yesterday,
      w/ 12 ipcs - 1 sub, bank 4
      w/ 44 ipcs - i purchased 8 art, 4 inf.
      It’s a nice little stack and the arty turns my inf into supermen. This is a sweet buffer (which hurts to lose).
      Anyway, the next turn i purchased armor.
      The next turn i had a nasty little force sitting in Poland looking across E. Poland at Russia, smacking its lips :)

    • L

      How do you use your carriers?

      Axis & Allies Classic
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      KobuK

      That’s better. :)

    • L

      Rules question

      Axis & Allies Classic
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      KobuK

      In 2nd it must be in the same seazone.

    • L

      Please post strategy for a&a europe "sealion"

      Website/Forum Discussion
      • • • lnxduk
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      L

      Sealion is more of a threat than anything else, but it can be pulled off, otherwise, it will put the allies (uk and usa) on the defence early.

      First of all, you save your money the first turn. It’s ok to place your bid (If you save this, they can use the allied bid as anti-sealion which may be good if you don’t go for sealion) normally the allied bid is 24-30 ipc’s so you will want as much of it as possible in russia. If there is not a bid (allies get 12) then it’s ok to save. I recommend 2 artillary save 4 (as if you want a 14 inf buy turn 1) you need a lot of artillary these to do sealion. I would put them in poland/hungary so you don’t look suspicious. This is true especially if you go with the second sealion plan. There are 2 basic type of sealion I will describe. Luckily if you decide not to do the first one, you can always fall back on the second, if that doesn’t work you can still go for the stack. The first one is planning to take the uk on germany turn 3. The second is on turn 4. If you feel you can’t do either, you will have a 7 turn stack (take Moscow on turn 7)

      Turn 1:
      You save all your money, clear the atlantic, there is another naval strategy which describes this in better detail. You can leave the davis strait fleet and us fleet. Also take 1-3 convoys closest to spain. Move your Italian fleet to the straits of gibraltar! If you do not take gibraltar (an important consideration), you might kill 1-2 uk fighters when they sink your fleet which are essential in the defence of the uk. But you can’t use the african artillary on england. Be sure to move the artillary in libya to algeria. so you can land on uk the next round. You may not cash out at 40 the whole time, which will mean 1 less transport on the uk. So do whatever you can to get those extra dollars, if you stack a tank and a man to get the +2 ipcs in ukraine it might be worth it. Make sure to move your artillary toward germany, from any territories that are more than one space from germany.

      Now it is turn 2. you will have ±80 ipc’s to spend there are 2 options. Build a big fleet, or save again. Is it sealion 1 or sealion 2?

      sealion 1:
      If you build the big fleet, it will depend on the number of planes the allies have that can attack it. a combination of destroyers and transports is what you want.
      Turn 2:
      It is important to take as many uk convoys as possible! Again, move any artillary you can to Germany to use in the attack on the uk. Make sure your fighters are in range as well, and use the remaining subs to block reinforcements from the americas if possible.
      Turn 3:
      You can build more transports, don’t assume you can take the uk for sure. If your odds are bad, consider sending in all tanks this round, and next round really hit it, but you already should have calculated from the beginning of turn 2 that you have decent odds here.

      sealion 2:
      This variation of sealion involves saving turn 1 and turn 2, and getting the itallian fleet to the danish sea (if possible) the turn that you build 15 transports (hopefully) that way you have 0-1 bb 1-4 des 10-16 transports in the danish sea otherwise you will have to get destroyers+transports. But their airforce will be weaker from killing your fleet. You will have 10-14 artillary (2 from bid, 1 from africa +10 europe and 1 more if you can build it), fighters, bomber, and 6-22 infantry ready to attack england.
      Note: it might be wise to save 4ipc’s of the bid to aid in the build. sometimes you can earn the money on russia, but unlikely.
      Turn 2:
      Move your artillary so its at least 1 space from germany. You should also load the algerian artillary (moved there turn 1) onto the transport and unload it in france. Italian fleet is in the bay of biscay. All german artillary can be in Germany at the end of turn 3. Keep taking as many convoys of the uk as you can. Don’t worry about the russian one.
      Turn 3:
      Here is the choice again, if sealion 1 isn’t looking good, you went to sealion 2. If sealion 2 is looking bad (opponent has the uk well fortified) then sealion just isn’t going to work. Build a stack instead (I would go with 36 men 3 artillary, i like heavy infantry) If it looks good, then build the fleet (probably all transports) and get the artillary in Germany. and block shipments to uk with remaining subs, get air in range etc. You can put the fleet in danish sea or baltic. Remember if it’s in the baltic then the fighters may not be able to attack it and get back to defend. If you still have your italian fleet then it’s going to danish sea.
      Turn 4:
      You have your fleet, you can probably build more transports/destroyers in the danish sea. That way if say the uk holds with 2 fighters or something, you can send in whatever you have left next round. on your 20 transports or whatever you have.

      Turn 4 on england makes more sence because you can get all the artillary germany owns ready to ship in at the end of turn 3. Of course this only works if england isn’t well fortified, it’s mainly the threat of sealion that helps more than actually doing it. Regardless, england needs 18 infantry or so, forcing them to build/ship in 14, and fly in usa/russian air. This isn’t 100% tested, but the idea is with all this paranoia with england building men, not ships, germany will get an advantage. remember, usa liberating uk convoys doesn’t help uk until the next turn (assuming germany doesn’t take it back!!) uk without ships, is poor, so we have a poor uk with a bunch of men, and nothing to attack germany with. Assuming Germany cannot attack uk and win more than 70% of the time, then you build a huge stack, and crush moscow with little threat of invasion….yeah that’s the idea, uk is set back a turn. Plus if you do build the stack, it’s a 7 turn stack which in my oppinion is very powerful. With the uk set back not pressuring Germany, you might even be able to get some more tanks in you stack.

      arguments against this strategy:
      " Personally I know tend to think that saving money at all as Germany is a bad move against a decent Allied player. If the Allies just save their money with England to possibly buy infantry to defend against the German threat of invasion (I don’t even think England needs the intitial $12. Besides, they don’t seem to be able to do anything with their E1 money anyway), the Sea Lion option seems hopeless anyway, so all that comes out of it seems to be the Germans slowing themselves down eastwards."

      my answer:
      "well, i’m no expert, but if you take all of uk’s convoys by G2, it isn’t effective to save money as uk anymore unless usa can take them back fast. In my experience, uk needs ships turn 1 to fight in the battle of the atlantic, and without them, you will quickly see uk cashing out at 9-16 which buys time no matter which way Germany finally goes.

      also, I don’t see how saving for 1-2 turns slows down on attacking russia. Russia isn’t going to be able to take germany with all the units germany has. Germany has a lot of units, but not quite enough to take out moscow (without some builds). So the game starts in a stalemate between russia and germany. Germany overcomes this with superior production. In any case, those extra 13 infantry wouldn’t do much good a turn earlier because you need a minimum of 2 turns of infantry/artillary to take moscow, so it doesn’t make a difference since they will just be sitting in poland (or east poland).

      Well that’s it, enjoy. I didn’t explain everything in great detail, just the general idea, so you will have to use your own tactics to make it work. If you pull it off go the the europe forum, and post what you did, or if you know just how to beat it, post that too. Also if you go to
      http://dice.aaeuropemc.com/aaeurope/rolllog.html and enter 1588 in the box, you can see a sealion game I played.

    • L

      2 rules questions

      Axis & Allies Classic
      • • • lnxduk
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      M

      In 2nd edition rules – a surviving fighter in this scenario can only land if an island (completely surrounded by water) exists in that SZ.

      In 3rd edition rules – when an aircraft carrier is sunk. The surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.

    • L

      Proposal to balance game

      Axis & Allies Europe
      • • • lnxduk
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      L

      macs are cool, I mainly use linux, but i have windows on computer #3… anyway is this a picture file, or the microsoft word document? I do do both on linux (openoffice), so that will be cool! and yeah, i get +12 for germany, it’s +12 for all countries. Is this ok? hmm thinking what i should get, maybe a fighter for france…

    • L

      What is the best way to stop germany?

      Axis & Allies Europe
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      N

      The most effective way I have found to defeat Germany is to build only bombers every turn with the USA and bomb them arround the clock. Also land US infantry in morocco on turn 1. Make artillery with Russia instead of infantry because you already have plenty of those and having massive numbers of 2’s is better than 1’s in a counter attack.

    • L

      Aa risk

      Other Axis & Allies Variants
      • • • lnxduk
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      dezrtfishD

      I had another Idea. Maybe we could PM someone with our initial unit placements and when that person recieved them all he could post them on this thread or the game thread. That way we could make our placements at the same time.

      I figured one of the mods Yanny or CC could do it for us. Or any one else that felt the need to do a kind deed for some fellow gamers. :roll:

    • L

      Really risky uk opening

      Axis & Allies Classic
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      B

      I’m not to fond of rely in tech rolls for a strategy myself. I might do tech rolls as Japan if Germany is about to fall.

      What’s the point of spending all your money, losing territory and income so that by the time your empire is just about doomed you get some techs. Pity you don’t have any money to leverage the tech.

      However if Japan is in a strong income position and gets Ind Tech or Hvy bmbrs they might survive if Germany falls. Any other tech is kinda useless towards late stages of the game IMHO.

      BB

    • L

      Cool german opening

      Axis & Allies Classic
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      S

      What’s to stop Russia from:

      Take finland (kill 2 FIT, really, don’t care about finland) and Caucusus from Kariella? If they’re willing to leave 1 INF in Karielia, I don’t see how you can stop this from happening… They’ve got 4 ARM, 2 FIT, and 17 INF at their disposal… Sure, it would be VERY expensive for Russia, and they’d lose Kariella on G2, but Moscow is safe (as safe as it ever gets), and the USUK have an outside shot of re-taking Kariella on their T2…

      I’d do:

      8 Inf, 3 ARM, 1 FIT to Finland
      9 Inf, 1 ARM, 1 FIT to Caucusus

      I should take FIN with 3 ARM, 1 FIT left (ARM safe from counterattack, if UK kills TRN).
      I should take caucusus with 1 ARM, 1 FIT… The ARM is toast on G2, but so what?

      Land the FIT and build in Kariella. You’ve committed most of your forces to the Rusiian front, and you’re vulnerable for a USUK turn 2 landing in WEu…

    • L

      Best russian opening with rr

      Axis & Allies Classic
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      X

      I second D_B_'s “Well said!”, for D_M_ !!!

      Keep trying new strategies, In_k!
      It keeps your opponent guessing.

    • L

      Best units to attack

      Axis & Allies Europe
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      B

      I never bother to calculate odds during a game, I like to keep my game smooth and the rounds fairly quick. I’m not sure about the statistics, but it seems to me that when I buy about even stacks of infantry and artillery (any extra cash going towards infantry) about every other round, creating hard hitting forces that outnumber the russians defenders. On the even round I like to build 5 or 6 tanks with infantry to catch up to the infantry and artillery from the previous turn. This provides me with a very tough offensive force with plenty of defensive power for holding territories. I don’t know if this stands up to more advanced strats, but it seems to work well for me, if I make the right opening moves; but then again, everything depends on the opening moves.

    • L

      An crazy strategy

      Axis & Allies Classic
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      cystic cryptC

      wild and inxduk - why don’t you meet in the “games” section for a round. I’d be interested in watching too. Good luck!

    • L

      AAE pointless

      Axis & Allies Europe
      • • • lnxduk
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      ?

      AS TO THE ORIGINAL QUESTION, YES YOU MISSED A RULE. GERMANY CANNOT BUT 56 IPC’S WORTH OF ANYTHING IN THE FIRST ROUND (YOUR 4 TRANSPORTS & 2 DETSTROYERS.

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