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    Posts made by mateooo

    • RE: Germany instantly killed Britain

      My opponent doesnt suck by my estimation, but you were right, he had some unlucky rolls in Ukraine and WRU and decided to pull back to conserve his armour, statistically I believe he made some tough but probably correct decisions, and now has a very offensive Russian army.

      Second, the 7th fighter was purchased turn one, and placed on the new AC.

      My thought on the UK invasion is several fold.

      If US reinforces with land troops, then Germany has a VERY good chance to destroyed the US reinforcing fleet (1 BB 1 SS 1 TRN plus several planes versus 2 TRN 1 DD.
      In addition, GER can then simultaneously destroy the entire british navy (2 SS 1 DD 1 AC 1 TRN, up to 5 FTR and 1 BOM vs 1 AC 1 BB 1 TRN 1 DD 2 FTR) and 1 UK BOM in Africa in the same turn. He chose to sacrifice the BOM in the take back of EGY, and landed the India FTR on the AC off EGY, to save it against JAP… not what my choice would have been, but I see what his intention was.  I had a 2 INF bid to LIB and if he had landed the FTR with the BOM to protect it, his 1 AC and 1 TRN would have been easily killed by JAP Turn 1, as his DD was killed killing the Jap TRN. Additionally, he left IND protected with 1 AA and 2 INF, keeping it for one more turn at least.

      So he CAN prevent the UK invasion, but only by sacrificing the US and UK fleet, or by throwing 1 TRN to z 12.
      if instead he chooses to reinforce UK with only US planes, GER has about a 90% chance of taking UK, but can’t take out the UK fleet.

      If Russia decides to consolidate the entire army in WRU, Germany would also have another option to ignore the heavy strike against the british fleet, and instead destroy the WRU army, with about 7 ARM and planes surviving.

      I know I still have to wait for RUS and US, but its fun exploring the possibiilities. When he finishes his turns, I will post it.

      How would you defend as US? sacrifice the US fleet and reinforce UK? Regardless of what Russia does, I should be able to retake any important russian gains without the use of the German airforce, and Russian planes cant reinforce UK.

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Germany instantly killed Britain

      Situation is, Japan has completed turn, destroying Pearl Harbor fleet losing only a SUB, with AC 2 FTR DD and BB remaining, so US doesnt have a play on hitting PH. Russia had some fairly bad rolls in UKR and WRU, retreating to conserve ARM. GER took EGY, which was taken back by UK.
      US Turn is still pending (my opponent is being pokey). After that, Russia will go then my turn, as Germany Turn 2

      [attachment deleted by admin]

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Destroyer on G1

      i have often wondered if a first turn BB would be a good move.
      If you can lure Russian/UK forces into Norway, and Karelia, you get a helpful BB shot each turn (awesome killing an INF or ARM with no retaliation), and you also increased the threat on the UK mainland while having a durable navy.

      If you move your med fleet to Gibralter 1st turn, now you have a pretty scary threat on UK, turn 2, with 2 BB shots, and 2 TRN, and all the FTRs/BOM you can plant in WEU (potential 2 BB shots, 6 FTR 2 ARM 2 INF 1 BOM against England… likely killing 6-7 units first round, up to 2 of which dont retaliate… ouch, even if you dont feel like invading UK, you can amphib 1 ARM at UK, and potentially kill 3 units, though a Russian sub sacrifice might be able to prevent the BB shots.

      Turn 2 you should be able to destroy any fleet that UK could muster to prevent a fleet unification, so UK and US will have to fortify the UK mainland, protecting Africa and Norway for Germany. UK and US cant go for Africa turn one, cuz you will destroy their combined fleet. And once you merge the 2 fleets…, you can threaten UK, US, keep the Baltic Sea safe forever, or go back to the Med and punish Russia via 2 BB hits against Cau a turn. And with 2 BB, you get a REALLY fun fleet strafing fleet… first 2 hits dont count, combined with the massive GER airforce…

      Still, very expensive. I might try it if I get a big bid and lots of extra cash for GER (only 8 more dollars than an AC, which is a standard opening for a lot of players. Bids at DAAK often go for 12-14.

      Mateooo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Ice-skating in Calcutta

      I think as well it is meant to represent Germany’s ill preparation for the coming winter, as well as the Russian’s hardiness in the face of the Russian Winter (and vodkas remarkable ability to stave off frostbite), as they are specifically more prepared than the Germans, or anyone else for that matter. So the Germans would not get this winter advantage, nor would any other allies.

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Germany instantly killed Britain

      Quick question, probably obvious. The turn a country takes back their capital, they start collecting income again… right?
      Also, I am playing a game at DAAK, and am in a very interesting situation with LOTS of cool possibilities, regarding a situation similar to the one we are discussing (not with LRA, but with a similar chance of taking out UK) , I was wondering if there is a way I can post an ABattlemap here for people to see and offer opinions.
      Mateooo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Germany instantly killed Britain

      even better, if the german sub is used to attack the TRN outside of Eastern Canada and wins (a pretty good chance) , then UK CAN NOT even try to retake UK on turn 1. The sub prevents any british attempt to grab the canadian armour. Germany can then afford to lose, or just ignore the Gibralter battle, and hold UK until US turn.
      Mateoo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Germany instantly killed Britain

      @ncscswitch:

      There IS a trade off for the quick UK kill.  It is the Russian Front and Africa.

      OK, London falls G1.  Germany gets uber money for G2.  Say +2 for Karelia, + 8 for UK, -2 for West Russia, +30 for UK bankroll.  Net +38, so $78. )Germany can;t afford Egypt in this case because of the Gibraltar BB)

      Now I am going to assume that Germany was out the Ukraine FIG, since it is a pretty common R1 open to take Ukraine.

      The AVERAGE is that UK falls with Germany having 2 FIGs, 1 ARM left.  They lose 1 INF, 3 FIG, 1 BOM in the battle ($48 IPC of units).  So already they come out BEHIND with $10 fewer IPC’s than they need just to replace losses from the attack.

      But what else?
      Only 2 FIGs to use in Central Europe on G2.
      Royal Navy INTACT.  If Germany sends EVERYTHING after the BB off Gibraltar, they can kill it, but that means giving up Egypt and THAT means threat to Germany from Ukraine to Western and total loss of Africa for the game.  If they don;t sink that BB, UK is liberated by the US, and UK has an uber-navy to which Germany has NO counter force since the Luftwaffe is GONE.
      US Liberates, and takes out somemore Kreigsmarine units.
      On T2, Germany is back down to being EVEN at the start of Russia’s turn, then they lose some combination of Ukraine, Belo, Karelia to Russia, Libya to UK, Norway to USA.

      But here is the other kicker…
      UK CAN LIBERATE ITSELF ON UK1
      1 ARM from ECan, possible TWIN BB shots.  94% chance to liberate.
      That means UK BUILDS on UK 2.
      And that means 2 TRNs and land units.

      So on UK3, UK is hitting Europe jsut as hard as they would have if London had not fallen (except for the AF units).
      But their fleet is untouchable, and Rusia was able to picket and trade against the massive G2 build, and now it is a battle for Europe, same as it ever was, except that the Luftwaffe is already dead.

      these calculations need to take into account other factors.

      1. The destroyed UK units (2 FTR, 1 BOM, 2 INF, 1 RTL 1 ARM = 50 IPC) during the invasion
      2. Uk can not build units until at least UK turn 2, possibly turn 3, giving Germany a huge break on Western defenses, freeing up units to hold back the russians.
      3. Germany now has Long Range Aircraft for the rest of the game
      4. The US probably doesnt land in Africa turn 1, having to take back UK, more money for GER.
      5. The US or UK may lose additional units retaking UK
      6. Germany has an intact fleet in the North Sea (most Russian players dont send their sub there, choosing instead to link up with the British Fleet for added protection from German planes. And the UK airforce is no more.
      7. If the UK is not able to take back England, it will collect NO MONEY turn 1!, so delayed gains in Africa for Germany are more than offset by UK loss of at least 22 potential IPC.
      8. Germany can send a sub to take out one UK TRN, decreasing chance of UK recapture, but risking gibralter battle.
      9. Germany can still maintain a presence in Africa. If they dont take Egy turn one, killing the BB instead, they can consolidate a nice force in LIB and take EGY turn 2, perhaps with BB and TRN assistance, unless UK fortifies hard, depleting India for JAP. The TRN can even consider dropping a ARM in ALG to help out, following the battle in Gibralter.
      10. Germany often can retake Russia first turn gains using just a few tanks and RTL, replacing lost FTR and ARM with the surplus purchased during the turn 2 build, though Germany may be forced to pull back turn 2 while they wait for the hugeTurn 2 build to reach the front lines (78 dollars… 2 ARm, 2 FTR, 16!!! infantry)
      11. if Germany takes out the Gibralter BB, and manages to keep the TRN (should, with 1 SS 1 BB 1 TRN vs BB, or even if not), and UK does not take back England during their turn, you might even have a German recapture of UK (1-2 TRN full of troops, amphib shot from BB, maybe a few planes versus the US troops that survive the retake, at most 1 ARM 2 INF 1 RTL (no aircraft, of course, cuz they can’t land), though Russia can choose to land some fighters in UK, severely limiting their turn 2 flexibility- They cant land in UK unless they landed first turn in Moscow. And if they do, they can only fight a battle in ARC if they want to reach UK. This also helps Germany’s 2nd turn.
      12. you had Germany pick a BOM as a casualty before a FTR… I wouldnt do that, and that might
        affect your calculations, 3 Attack vs 4 attack.
      13. If Germany is even considering this move, they can put their bid in UKR, possibly detering or resisting a Russian invasion, saving their FTR and thus, improving their odds of a UK capture and possibly having 2 land units for defense against recapture (1 ARM 1 INF should beat or tie 1 ARM and 1 BB shot, may be worth sacrificing the FTR to spare the INF, if the rolls go right). Or if the bid is large enough, they can get 1 INF 1 RTL LIB, and still take out EGY. Also, with one more IPC bid, of 8, why not go TRN z5 and go hog wild on UK.

      All in all, I’d rather be on the Axis side of that confrontation.
      Mateo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Fighters and Aircraft Carriers: legal move?

      My understanding is no.
      Every Fighter must have a legitimate possibility of landing before the results of combat, even if this is an aircraft carrier that can move into range. This can get complex in situations where an AC must first fight its way through an enemy fleet in order to position itself for the FTR landing. Or if a enemy fleet has to be cleared before a new AC can be placed for the FTR to land on. But as I understand, the AC only has to have the “possibility” of being in position, and not actually there.

      And would you, as a fighter pilot, ever enter a battle knowing there was a possibility you would have no place to land? Unless, of course, you were a Japanese fighter pilot.
      Mateo… correct me if I am wrong.

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Germany instantly killed Britain

      @TheRealJerry:

      I played an interesting game the other day.  I was Germany and conquered Britain on the first turn, and wanted to make sure this is indeed possible and I did not violate some rule.

      I began my turn by spending 10 on two dice for Long-Range Aircraft.  I got it.  I then put a tank and an infantry on my transport and moved my fleet a space over and engaged Russia’s sub which had moved into that space.  I flew every single plane I had into Britain (they all could at least land in Western Europe with Long Range).  When I defeated the sub, I unloaded the transport into Britain and did that battle.  AA shot down one fighter.  The rest of my units decimated Britain without really much of a fight.  I think I lost my infantry and another fighter in the battle.  I took over Britain and took all of its IPC’s, before Britain ever even got a move.

      Did I do something wrong?  It seems to me that if Germany gets long-range aircraft on the first turn, then there is nothing save some pretty bad fortune that would prevent Germany from taking Britain.  In fact, in light of this, it almost makes sense to spend everything you have on long-range aircraft on the first turn, to make it almost certain that you get it.  Then you take Britain and have a ridiculous amount of IPC’s to use the next turn.

      The problem with this is that this is not an “interesting game”. Takes you more time to set up the board than to basically roll a dice, and maybe 70% of the time Germany takes over UK and the Axis wins, and 30% of the time (or whatever) destroys the German invasion and the Allies win, or Germany fails the tech roll and wastes one whole round of income, and Russia rolls into Germany.  Thats not too fun.
      Mateooo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: NA Panzerblitz LHTR

      @newpaintbrush:

      @Jennifer:

      Well paint, there’s the problem.  You’re reading OOB and we’re discussing LHTR.

      In LHTR to shoot down a superfortress with an AA Gun you have to roll a 3 or less on two dice.  You can get that with a 1 and a 1, a 1 and a 2 or a 2 and a 1.  That’s 3 possible successes against 12 total outcomes, or a 1 in 4 chance to shoot down a super fortress.  That is SO unrealistic considering you only have a 1 in 6 chance of shooting down a standard bomber!

      And yes, Lend-Lease was broken in OOB, but no one playes OOB rules except you and a few hold outs, and I doubt you play with NAs. :)  In LHTR that’s been changed to 1 unit converted from england and 1 from America per turn and they have to be land units.  That’s pittance.  Actually, other then Colonial Garrison, all the allied NAs have been completely nerfed and all the Axis ones buffed - except Colonial Garrison and Radar and there’s almost no way to nerf those except maybe saying the Colonial Garrison has to go in French West Africa or some other completely insane thing.

      I represent the masses that don’t go online and read LHTR! ( Even though I go online and read LHTR).  I figure the masses of people will NOT go online and find the LHTR rules.

      If you roll a 3 or less on two dice, that’s 3/36, not 3/12.  That’s 1/12 chance of losing an aircraft.  That is better than 1/6 for the attacker.

      You can get 1 and 1, 1 and 2, or 2 and 1.  Three possibilities of losing an aircraft.  But there are thirty-six distinct dice outcomes, not twelve.  When there are two distinct outcomes, you multiply, not add.

      If this means, you have to roll less than a three on two separate dice…
      actually, that’s 6 distinct possibilities. 1 and 1, 1 and 2, 1 and 3, 2 and 2, 2 and 3, 3 and 3 (says 3 or less on two dice
      6/36 = 1/6… wait a sec…

      or do you mean, you have to roll a sum total of 3 or less on two dice? In which case, you are absolutely right about 3/36
      1 + 1 = 2, 1+2 = 3. 2 + 1 = 3

      Mateooo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Capital trading

      as far as i know, when i looked this up at some point to solve a dispute about when an AA gets to be moved, when an AA is “liberated”, it is returned to the control of the original nation. I think its actually written somewhere.
      Mateo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: The most important seazone

      dont forget the transport in the caspian sea for the amphib assult!
      of course, you’ll also need an aircraft carrier for some defense.

      oh yeah, and a destroyer to protect against subs, assuming the Russians counter with a KAZ IC and start dropping subs into the caspian sea as well.

      You can’t just willy nilly start placing battleships into the Caspian sea without planning for every contingency. This isn’t Parchesi.
      Mateooo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Allied bid? What would you do…

      is it a blind bid? do you know what the axis will do?
      Beefing up IND or EGY might be nice. Also a couple russian tanks would really give them a lot of options to put the hurt on GER. Can try the BEL, WRU, UKR first turn invasion, with good change of success. Maybe even mess with Nor, saving your tanks from retaliation

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • Worst luck EVER

      Just curious about everyones favorite teeth grinding, god cursing, board kicking, tank throwing, dice rueing bad luck moments.
      I just had a pretty wretched start/end of one game.
      I was axis.
      Russia took Ukraine with 1 INF 1 RTL 3 ARM remaining (already some mildly poor luck)
      I then attacked back with 6 INF 1 RTL 1 FTR 1 ARM. (calculated to win something like 95% of the time with ground troops, I might not have all the troops exactly right.
      Well, after two rounds of combat, the GER FTR retreats, all other forces destroyed, having inflicted 0 casualties, and the future looks bleak for the Fatherland.

      Bad not so much for the magnititude of the loss, but for the complete hope sucking and soul crushing nature. (later looked at the odds for that result… <1%.

      PLease, share your tales of woe.
      Mateo

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • Problem with Battlemap

      Has anyone noticed this problem with Battlemap, where the tool bars (one or both) disappear and you can get them back, even by selecting them on the menu

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • Table Manners

      Heres a situation I often get into.  Lets say, through the malicious will of the dice gods, one side is totally gimped by poor luck. For example, Germany loses the BB trn vs DD battle, loses a bunch of planes vs the UK BB, and Russia gets great rolls during their turn. Or perhaps Jap loses the Pearl harbor battle horribly, and gets repulsed in Chi for loss of all their Asian infantry.  At that point, assuming the allies dont make any stupid mistakes, Germany and Jap are due for a slow but unavoidable death.  Is it bad manners to just resign at that point? While it might be fun for the allied player to go nuts on the now toothless Axis players, it usually isnt fun for the other players. 
      I personally dont mind ending whenever my opponent wants, and starting a new game (first few turns are always the most fun for me), or maybe playing one or two more turns, just for kicks. But I have been on both sides of the arguement, and personally find it kind of annoying when someone insists i keep playing when I see no further hope. (everyone has encountered that sort of luck at one time or another, or perhaps simply overlooked that one bomber or Armor that made the difference in totally destroying your fleet or army. Especially since so many players use odds calculators so people will dont miss the advantageous battles). I know people enjoy conquering capitals, but AandA is such a time consuming game, a drawn out game can easily consume hours of time.

      What are other peoples thoughts on this?

      mateo
      ps how bout them Bears!?

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Kill Japan First (KJF)

      Germany always attacks EGy, and rarely loses.

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: AA Gun Question

      actually, this rule of making Fighters have to “hover” over a sea zone before being placed on a newly built AC keeps people from manipulating the rules and getting fighters to move 5 zones in one turn.
      for example, lets say you have a german fighter in EGY, and you fly him to Germany, to be placed on a newly built AC. He flies through LIB, Southern Europe Sea zone, then Southern Europe to Germ, landing there.  If he was then able to land on a new AC, he gets an extra move, into the sea zone, and then next turn he could attack a zone farther away than if he had to land in Ger (for example, sea zone 2.  While the rule seems unneccesary, you know it came about because someone was manipulating it.

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • RE: Sub question

      personally, it seems to me that they should only be able to submerge… retreating would give them way to much ability to get around… but whats the official rule?

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
    • Sub question

      lets say i attack a sub with a FTR, and miss
      what options does the sub have
      can they retreat? or only submerge?
      if they can retreat, is there any limitation on where they can retreat too?

      posted in Axis & Allies Revised Edition
      mateoooM
      mateooo
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