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    Posts made by marechallannes

    • RE: Quick Tip 1941 Setup

      @Imperious:

      Yes get rid of that factory idea, but give Egypt a few more men. The Russian thing seems correct: add a fighter, 1 tank, and a few Inf.

      Thanks Imperios Leader.

      A factory for free is maybe too much with the 41 UK starting IPCs.

      Think 2 Inf in Egypt an 2 Inf for the Russians (+Figther +Tank) will be ok.

      posted in Axis & Allies Anniversary Edition
      marechallannesM
      marechallannes
    • Quick Tip 1941 Setup

      Hi.

      We will play a game with the 1941 setup + NOs.

      I want to reduce the allied disadvantage with a Factory for free for the UK-Player* and a few additional russian untis**

      _*to be placed from the beginning at the game for free at Eastern Canada, Egypt, India or Australia

      **worth 10 IPCs - units of choice an to be placed in the terretory of choice_

      I wonder, if this bonus ist too much for the Allies?

      posted in Axis & Allies Anniversary Edition
      marechallannesM
      marechallannes
    • RE: Brand New Alpha+.2

      Rule Changes that Now are Observed.
      1. AA Guns are no longer captured; they are removed from play after the territory is captured.

      2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. Major industrial complexes are reduced minor when captured. The original owner of the territory may upgrade it if the territory is recaptured.

      3. If the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

      4. Scramble rules have been changed. They now read:
      Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can be scrambled to help friendly naval units in adjoining sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjoining sea zones, whether or not the territory being assaulted is the territory containing the airbase. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

      Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

      In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers.

      To sum it up: If there is a sea battle or an amphibious assault, all neighboring aircraft that meet the scramble requirements (air base etc) can participate in the sea battle.

      All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.

      5. Victory Conditions
      The game ends after one side or the other achieves one of its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win.
      A. Victory for the Allies if: All Axis capitals are under allied control.
      B. Victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
      C. Victory for the axis if they control 8 of the 11 victory cities on the Europe board.

      6. IPC income from West India (2) now goes to Calcutta.
      IPC income from British Columbia now goes to London.
      Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom Europe now makes 28 IPCs

      7. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time before that for 20 IPCs each.

      8. Strategic Bombing Raids procedure:
      • Escorts fire @1, and interceptor casualties are immediately removed.
      • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
      • Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
      • The target fires its AA defenses at the attacking aircraft - @1
      • Surviving bombers attack their target, looking for the highest number possible.

      When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

      Tactical bombers
      Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.

      Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
      It cost 1 IPC to remove each damage marker.

      Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

      Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

      Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

      Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

      9. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

      10. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.

      11. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.

      12. The United States Navy, while being neutral, has the following movement restrictions. It can only move to sea zones that are adjacent to US territories in the Atlantic (more specifically Sea zones 101, 89 and 64). US warships (not transports) may also conduct long range patrols into sea zone 102. In the Pacific it can only end naval movements in sea zones that are not adjacent to Japanese-controlled territories and islands.

      13. Kamikaze Strike: The capture of certain islands (Iwo Jima, etc.) is no longer required to activate kamikaze - they can be used at any time. If an Allied power attacks Japanese units in or conducts an amphibious assault from a sea zone containing the Kamikaze symbol, the Japanese player can announce at the beginning of the Conduct Combat phase, of that round, that he or she intends to launch a kamikaze strike. (Note: Kamikaze strikes are now triggered by combat, not combat movement.) See page 14 (Pacific 1940) for specific details as to how Kamikaze strikes are conducted.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Brand New Alpha+.2

      National Objectives (Global Only)
      Germany
      When Germany is not at War with the Soviet Union
      1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Theme: Wheat & Oil trade with Russia

      When Germany is at War with the Soviet Union
      2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis. Theme: High strategic and propaganda value.
      3. Collect 5 IPCs per turn if Germany controls Caucasus. Theme: Access and control of vital Russian Oil production.

      When Germany is at War with the European Allies
      4. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt. Theme: Gateway to the Middle-East Oil fields (high propaganda value).
      5. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is not pro-Allies or Allied-controlled. Theme: Access to Iron Ore and other strategic resources.
      6. Collect 5 IPCs per turn that Germany controls the United Kingdom. Theme: High national prestige.
      7. Collect 2 IPCs per turn for each of the following three territories that Germany controls: Iraq, Persia and Northwest Persia. Theme: Access to strategic oil reserves.

      Soviet Union
      When the Soviet Union is at War in Europe
      1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls. Theme: Propaganda value.
      2. Collect 5 IPCs if the convoy in sea zone 125 is free of Axis Warships. Archangel is controlled by the Soviet Union, and there are no units belonging to any other Allied powers present in any territories originally controlled by the Soviet Union. Theme: National prestige and access to Allied lend lease material.
      3. Collect 10 IPCs, once, for Soviet capture of Berlin (Germany). Theme: National prestige.

      When the Soviet Union becomes at War with Japan
      4. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union. Theme: Recognized national emergency.

      Japan
      When Japan is NOT at War with the United States
      1. Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

      When Japan becomes at War with the Soviet Union
      2. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan. Theme: Recognized national emergency.

      When Japan is at War with the Western Allies
      3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Carolines, Solomon Islands and Guam. Theme: Strategic outer defense perimeter.
      4. Collect 5 IPCs per turn for each of the following major power centers controlled by an Axis power – Honolulu, Sydney, Calcutta, and/or the Western United States. Theme: Strategic national objectives.
      5. Collect 5 IPCs per turn for Axis control of all of the following territories: Sumatra, Java, Borneo and Celebes. Theme: Strategic resource centers.

      United Kingdom (The following NOs are only awarded to London)
      When the United Kingdom is at War with German/Italy
      1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea. Theme: Being an island nation the UK gains a strategic advantage with low German submarine activities directed against its merchant fleet.
      2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe. Theme: Maintenance of the empire considered vital national objective.

      When the United Kingdom is at War with Japan
      (The following NO is awarded only to Calcutta)
      3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map) and excludes the two Canadian territories (Yukon territory & British Columbia) located on the Pacific map, Which are owned and controlled by London not Calcutta. Theme: Maintenance of the empire considered vital national objective.

      ANZAC
      When ANZAC is at War with Japan
      1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands. Theme: Strategic outer defense perimeter
      2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.

      Italy
      When Italy is at War
      1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, Southern France, Greece, Gibraltar. Theme: Stated national objectives – Greater Roman empire.
      2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
      3. Collect 5 IPCs if Axis powers control all of the following North African territories:
      Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria. Theme: Stated North African military objectives.
      4. Collect 5 IPCs per turn if Italy controls Caucasus. Theme: Access and control of vital Russian Oil production.
      5. Collect 2 IPCs per turn for each of the following three territories Italy controls: Iraq, Persia and Northwest Persia. Theme: Access to strategic oil reserves.

      United States
      When at War
      1. Collect 10 IPCs per turn for complete control of the continental US (WUS, CUS, EUS). Theme: Basic national sovereignty.
      2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases.
      3. Collect 5 IPCs per turn for controlling the Philippines. Theme: Center of American influence in Asia.
      4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island. Theme National sovereignty issues.
      5. Collect 5 IPCs per turn for controlling, Mexico, Southern Mexico, Central America (Panama) and the West indies. Theme: Defense treaty & trade obligations.

      China
      Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open. Theme: Chinese military supply line corridor

      France
      When France is at War
      Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France. Theme: National liberation & national prestige.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • Brand New Alpha+.2

      eat this:

      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4167

      New Turn Order:
      1st. German
      2nd. Soviet Union
      3rd. Japan
      4th. United States
      5th. China
      6th. UK (London – Calcutta)
      7th. ANZAC
      8th. Italy
      9th. France

      National Setup by Country

      Germany
      Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
      Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
      Greater Southern Germany: 6 Infantry, 2 Artillery, 2 tanks
      Germany: 11 Infantry, 3 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
      Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
      Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
      Romania: 2 Infantry, 1 Tank
      Norway: 2 Infantry, 1 Fighter
      Denmark: 2 Infantry
      Sea Zone 103: 1 Sub
      Sea Zone 108: 1 Sub
      Sea Zone 113: 1 Cruiser, 1 Battleship, Transport
      Sea Zone 117: 1 Sub
      Sea Zone 118: 1 Sub
      Sea Zone 124: 1 Sub

      Soviet Union
      Karelia: 2 Infantry
      Archangel: 1 Infantry
      Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Airbase, 1 Major IC
      Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
      Caucasus: 2 Infantry
      Bessarabia: 2 Infantry
      Western Ukraine: 1 Infantry, 1 Artillery
      Eastern Poland: 2 Infantry
      Baltic States: 3 Infantry
      Belarus: 1 Infantry
      Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Vyborg: 3 Infantry
      Ukraine: 3 Infantry, 1 Minor IC
      Amur: 6 Infantry
      Sakha: 6 Infantry, 1 AA gun
      Buryatia: 6 Infantry
      Sea Zone 115: 1 Battleship, 1 submarine
      Sea Zone 127: 1 Sub

      Japan
      Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Major IC
      Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
      Palau Island: 1 Infantry
      Kiangsi: 3 Infantry, 1 Artillery
      Formosa: 1 Fighter
      Shantung: 3 Infantry, 1 Artillery
      Kwangsi: 3 Infantry, 1 Artillery
      Iwo Jima: 1 Infantry
      Jehol: 2 Infantry, 1 Artillery
      Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
      Siam: 2 Infantry
      Okinawa: 1 Infantry, 1 Fighter
      Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber.
      Korea: 4 Infantry, 1 Fighter
      Sea Zone 6: 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 1 Cruiser, 1 Battleship, 1 Transport
      Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
      Sea Zone 33: 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftrs.
      Sea Zone 20: 1 Cruiser, 1 Transport

      United Kingdom (London)Atlantic side of map
      Ontario: 1 Infantry, 1 Artillery
      Quebec: 1 Infantry, 1 Tank, 1 Minor IC
      New Brunswick Nova Scotia: 1 Naval Base
      Iceland: 1 Airbase
      United Kingdom: 2 Infantry, 2 Fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC
      France: 1 Infantry
      Normandy/Bordeaux: 1 Infantry, 1 Fighter
      Gibraltar: 1 fighter, 1 Airbase, 1 Naval Base
      Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
      Alexandria: 2 Infantry, 1 Artillery, 1 Tank
      Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
      Anglo-Egyptian Sudan: 1 Infantry
      Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
      West India: 1 Infantry
      Scotland: 1 Infantry, 1 Fighter, 1 Airbase
      Sea Zone 71: 1 Destroyer
      Sea Zone 91: 1 Cruiser
      Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport
      Sea Zone 106: 1 Destroyer, 1 Transport
      Sea Zone 109: 1 Destroyer, 1 Transport
      Sea Zone 110: 1 Cruiser, 1 Battleship
      Sea Zone 111: 1 Destroyer, 1 Battleship
      Sea Zone 112: 1 Cruise

      United Kingdom (India) Pacific side of the map
      Kwangtung: 2 Infantry, 1 Naval Base
      Burma: 2 Infantry, 1 Fighter
      Malaya: 3 Infantry, 1 Naval Base
      India: 6 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
      Sea Zone 37: 1 Battleship
      Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport

      ANZAC
      New South Wales: 2 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
      New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
      Malaya: 1 Infantry
      Egypt: 2 infantry
      Sea Zone 62: 1 Destroyer, 1 Transport
      Sea Zone 63: 1 Cruiser

      Italy
      Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Major IC
      Southern Italy: 6 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC Albania: 2 Infantry, 1 tank
      Italian Somaliland: 1 Infantry
      Ethiopia : 2 Infantry, 1 Artillery
      Libya: 1 Infantry, 1 Artillery
      Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
      Sea Zone 95: 2 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
      Sea Zone 97: 1 Cruiser, 1 Battleship, 2 Transport

      United States
      Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Hawaiian Islands: 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
      Philippines: 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
      Midway: 1 Airbase
      Wake Island: 1 Airbase
      Guam: 1 Airbase
      Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
      Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
      Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
      Sea Zone 35: 1 Destroyer, 1 Submarine
      Sea Zone 101: 1 Cruiser, 1 Transport

      China
      Szechwan: 5 Infantry and one fighter
      Hunan: 2 Infantry
      Yunnan: 4 Infantry
      Kweichow: 2 Infantry
      Shensi: 1 Infantry
      Suiyuyan: 2 Infantry

      France
      France: 6 Infantry, 2 Artillery, 2 Tanks, 1 Fighter, 1 Airbase, 1 Major IC
      Normandy/Bordeaux: 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
      Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      United Kingdom: 1 infantry, 1 fighter
      Syria: 1 Infantry
      Tunisia: 1 Infantry
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      French West Africa: 1 Infantry
      Sea Zone 72: 1 Destroyer
      Sea Zone 93: 1 Destroyer, 1 Cruiser
      Sea Zone 112: 1 Cruiser

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Global, Europe and Pacific Setup and NO charts on one card.

      Nice, thanks.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Graphic comparison between Global and Original Game Setup

      Nice Map, Thank you!

      Just need one with the original setup… :-)

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: New Convoy Sunk Markers

      Nice Markers, indeed.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Alpha Setups

      Think you will not find a dummy which searches this forum for you… :-P

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Detailed Graphic of new Alpha Plus w/ Dec 15th Changes

      Nice.

      Good planing map.

      Thank you. :lol:

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Japanese IC in Persia

      @Weezer:

      How could the British attack it? most of the time I do not send any infantry from india towards Persia.

      Sinking the japanese ships on their way to the persian Gulf.

      Or do you send the whole japanese fleet in??

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Trnsport casualties

      In every constellation - transports are the last casualty.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Japanese IC in Persia

      This wouldn’t work.

      Think UK attacks before the japanese can establish a base in Persia.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Painted units Japan Fleet

      Nice Painting. 8-)

      Like the light carrier from the midway invasion fleet the most.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Global 1940 favourite country (poll)

      Japan, I like the action in the pacific.

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Operation S'ebis … omg??

      G5 is possible, but not with a G1 attack.

      Japan can occupie russian terretories behind china in G4 and take 4 IPCs from the far east, without leaving too much planes in Japan/Mandschuria.

      Sea Lion is not an option. Russia grows too big.

      You are right! A combined attack on Russia is my favourite solution, too.

      G5 or G6 for capturing Moskau is realistic.

      We call this tactic “Panzerwalze”. :-D

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Operation S'ebis … omg??

      @Dark_Destroyer:

      –G4 should be capturing Moscow.

      :? What are you dreaming on :?

      Ever played a global  game? Who played Russia in this game?

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: G1 Major Fact In Romania

      @MaherC:

      G1.  Take all 3 French Territories in Europe.    Place Major IC in Romania.   Turn 2 should give you ~60 IPCs to build for a southern thrust….

      How to take 3 french terretories in G1?

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: Best timing for German -> Russia attack & Japan -> Russia/Allies attack

      Think the best time for Germany to attack Russia is G2.

      The UK-Europe fleet ist sunk and the ground forces are ready to start a massive attack with air support.
      (I’am no friend fo sealion)

      Best time for a Japanese attack is J2 or J3.

      I prefer J2, Uk-Asia fleet is spread out nd you’ ve got the chance to sink all ANZAC-ships.

      (J1 will do more damage, but you have the risk that US concentrates too early on Europe, J3 maybe is too late and the Pacific minor allies will bei too strong)

      posted in Axis & Allies Global 1940
      marechallannesM
      marechallannes
    • RE: All Japan Strategies

      @warwinner:

      J2. Buy planes.
           Combat, take the 3 trans. from SZ 6 and invade British Columbia with 3 inf and 3 art. This will not drag U.S. into war since UK or ANZAC attacked you first.

      This means war.

      Look into the pacific 1940 rules. The moment Japanese units claim an “american” territory the U.S. are at war.

      posted in Axis & Allies Pacific 1940
      marechallannesM
      marechallannes
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