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    Topics created by madscientist

    • M

      [House Rules] Axis get too much money

      Axis & Allies Global 1940
      • • • madscientist
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      Caesar-SerionaC

      I think if anything, it actually gives you reason to be aggressive because you want to stop what they are going to make and you know that your damage will not effect the other player until the 2nd turn from when you captured.

    • M

      Mechanized infantry rules question

      Axis & Allies Global 1940
      • • • madscientist
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      T

      Blitz is just a name for a first move “into a hostile, unoccupied territory”.  Page 27 of the pac rulebook.  Since your first move isn’t into a hostile territory, its not a blitz, Mr. Pain is correct, I believe.

    • M

      Two-stage Sealion (advance notice please)

      Axis & Allies Global 1940
      • • • madscientist
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      K

      I think you just made your plan worse.

      I pointed out that the attack on G3 isn’t strong enough to take London. You have just made your G3 attack weaker, which means that london definlity isn’t falling.

    • M

      USA going north

      Axis & Allies Global 1940
      • • • madscientist
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      GeneralHandGrenadeG

      My comments aren’t aimed at anyone, just pointing what should be obvious to everyone. The best player in the world might be an 8 year old girl living in the Congo for all we know. Not likely, but you get my point.

      It’s a game, plain and simple, so let’s just roll the dice and have some fun. :-D

    • M

      Rules question about subs and transports

      Axis & Allies Global 1940
      • • • madscientist
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      M

      Also, assuming the cruiser initiates combat and the defending subs remain, don’t forget that the defending subs get to shoot first even though they are defending. That means the cruiser might not even get to shoot at all…

      Marsh

    • M

      Best things for USA to do

      Axis & Allies Global 1940
      • • • madscientist
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      Charles de GaulleC

      @SubmersedElk:

      To clarify, I was discussing the merits of buying a stack of 4 bombers and sending them to the Pacific.

      Sure one bomber might get some targets to snipe at - but a full round buy doesn’t add much to what you already got with the starting bomber. Anything can be effective against an opponent making serious mistakes like leaving a transport stack naked and open to attack, and in a case like that, one bomber is as effective as four.

      The issue is with the mechanics of movement over the oceans. A Japanese transport at a harbor can be in range to attack a bomber while the bomber is not in range to attack the transport, despite the vast difference in base movement - an airfield for the bomber makes no difference. Land units can effectively move 5 spaces to attack when using a transport at a harbor (one load, three move, one drop). The bomber would need 8 move total to attack that transport and return to base, and of course it only gets 7 with the airport and 6 without.

      It’s totally counterintuitive when you look at base move 2 for ships and base move 6 for bombers, but in practice, that transport can attack from one space further away than the bomber can.

      In order for this to work you obviously cannot takeoff and land at the same territory. The Pacific allows for many landing areas so this is not necessarily a problem. Some good bomber moves in the north are to bring bombers from Hawaii to attack SZ 6 and land in Midway, and to take bombers in Midway and attack Japan and land in Amur. That extra move is what really makes the difference.

    • M

      Do you take Southern France as Germany or Italy?

      Axis & Allies Global 1940
      • • • madscientist
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      D

      I say Germany always because Germany is your powerhouse as far as income, and the more income you can bring in for Germany the better chance you have of taking Russia since you can spend more, while I do like to bring an Italian Force into Russia this force is there to support the German force, take the first hits in counter attacks and keep my German units around much longer, Southern France also allows the Germans to build their own fleet to transport units to africa which can give you a big boost and can usually bring an Axis victory in the Med.

    • M

      How can Japan help if Germany does Sealion

      Axis & Allies Global 1940
      • • • madscientist
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      N

      I have to think that much focus on Russia would leave Japan too exposed in the water and on the coast.

    • M

      Rules question

      Axis & Allies Global 1940
      • • • madscientist
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      M

      thx

    • M

      First few builds for USA

      Axis & Allies Global 1940
      • • • madscientist
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      knp7765K

      I agree with Zhukov44. A lot depends on what the Axis does.
      If the US decides to go JF, I will go with 2 carriers, 1 battleship all placed in SZ 10. What’s more, I have the US fighter in Philippines fly it’s way back to land on the carriers when they are moved to SZ 26. By round 3, the US should have 3 full carriers, 2 battleships and a number of smaller warships along with 3 loaded transports all staged either by Hawaii or Queensland.

      If the US decides to go GF, my US buys tend to alternate between bombers and ships.

    • M

      How to do a G3 sealion with good chances of winning

      Axis & Allies Global 1940
      • • • madscientist
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      cyanightC

      Very good points ItIsILeClerc, although I don’t think its wise to ever do a Sealion and a J1-DOW.  The plan above which I stated is very situational would be very risky with a J1-DOW.

    • M

      Blocking the American fleet with destroyers

      Axis & Allies Global 1940
      • • • madscientist
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      gtg21G

      @ItIsILeClerc:

      I usually do this to protect a big fleet in the SZ directly behind the blocker. Or as a (usually) 1-turn preventive measure against invasions.

      Example: Japan wants to delay the USA from reaching a critical zone during a ‘KJF’. For the sake of simplicity, lets assume the USA wants to reach SZ6 with a much bigger fleet than the IJN.

      Put a blocker in SZ16, now the USA can only reach SZ6 with air -not enough to be of any problem for the IJN. IF a Japanese counterstrike from the IJN + IJAF is a concern for the USN, this blocking tactic may work for a couple of turns in a row, even indefinately…

      This is precisely what I do as Japan, particularly mid-game if the USN is holed up in Hawaii (which they usually are) and the IJN is split into several task forces operating in different SZs.  It lets Japan use SZ 6 as a safe placement to mobilize new naval units.  The DD block is critical in keeping the USN threat to a minimum while preserving Japan’s ability to split its fleet to deal with multiple threats (or to consolidate disparate naval builds) - not to mention keeping the US honest and unable to send in a few subs to cause havoc around the Japanese home islands (a common “tactic” or sometimes “strategy”  I’ve encountered from US players looking to stay engaged while they focus elsewhere (usually Europe)).

    • M

      USA aircraft carrier on round 1?

      Axis & Allies Classic
      • • • madscientist
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      B

      US carrier on A1 is bad imo. I am a huge fan of the all inf build or 1 transport and rest inf on A1. This is because you can place your inf on the west coast and move them to wcan and on t3 you ship them all to europe and keep your shuck shuck optimal

    • M

      Sub retreat question

      Axis & Allies Classic
      • • • madscientist
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      M

      Yeah, thx for the reply. I won that game. I took out the allied fleet and they weren’t able to help Russia for a round so Germany took over Russia with Japan’s help from the other end.

    • M

      What to do with a Power Africa bid

      Axis & Allies Classic
      • • • madscientist
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      B

      First of all you are already behind with a 18 bid, I believe the bids for classic were around 24 for a PA bid. (2 inf man, 2 inf EEU and 4 inf Lib) Means you will take Egypt with around 4 inf and an arm. The Allies can bring 3 inf (2 ind, 1 syr) 1 bmb and 1 fig. This will end in mutual destruction in the worst case scenario (in LL) for the allies. => Allies can counter a PA bid very easy kicking back the germans to the continent really fast and destroy the Axis bid in almost one turn completely. Only thing is that the Allies leave gaps in Asia and then the race begins (which capital falls faster, Mos or Berlin).

      You can take some more risks as the Axis to have a better shot at the Allies, bet 1 inf in Manch (1 inf extra to lib) and take Syr on G1 as well, so it will be almost impossible to retake AES on UK1. Risky moves wich can cost you the game if they don’t succeed.

    • M

      Amphibious Assault rules question

      Axis & Allies Classic
      • • • madscientist
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      ?

      Fair enough.

      But that “settlement” does violate black-letter game rules over an ambiguity that does not really exist.

    • M

      Space Travel

      General Discussion
      • • • madscientist
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      Imperious LeaderI

      Yea those pesky Cylons will not be fun fellas….

    • M

      SBR question

      Player Help
      • • • madscientist
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      M

      thx

    • M

      Limits on Infantry

      House Rules
      • • • madscientist
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      T

      @DasReich:

      This game is an alteration of history. Imagine if Germany really conquered egypt on R1… How many people would have decided to join the axis instead of the allies, imagine the ressources involved. More oil, more money, more manpower. This has to be taken into account.

      Well for that we play with the Neutrals.
      Depending on different situations the Neutrals give income to axis or allies or neither.

    • M

      Royal Air Force

      Axis & Allies Classic
      • • • madscientist
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      ?

      Try using tanks first to exploit this weakness of the IPM as the Allies then move on to planes b/c doing it with planes takes a great deal of skill and game knowledge and there is not a great deal of margin of error in terms of purchasing.  If you buy too many planes too quickly you can get in trouble and if you buy a few over a very long period this unique ploy might be made irrelevent.  With tanks you have more options and its easier for a lower skilled player to enact it adequately.  If you are worried about losing Africa dont.  If the Brits slide their tanks into Cauc they can shield SEuro from the Japanese and delay a full takeover by them.  Also when the Japs move a large fleet into FICSz to threaten Africa you can take Turkey with the armor in order to threaten a retake.  In essence you defend Africa with but a few guys, I go as small as 2-3 or even 1.  Japan is too weak to afford a press on Russia and a lurch for Africa and if Britain can reatake it immediately then it does no good.  Of course British steel in Cauc and still hit EEuro and Novo, but if the Japs have gone “all in” to FICSz then you know they have to “crap or get off the pot” meaning they either have to go back to Japan on the next turn or go to Africa.  If they go to Africa you make sure you have enough tanks to overwhelm(Japan shouldn’t be able to go with much more than 16inf so 3inf 20arm some air should be able to take with ~17arm, enough to withstand most counterattacks.  That is unless Japan backs off troops f/Sink to India for just this, but in that situation Japan is costing them not 1 but 2 turns of reinforcements to Siberia so Russia should be able to push Japan back quite a ways there and the British steel can help.

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