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    Topics created by Maxiheimer

    • MaxiheimerM

      Bjergmose vs raimo round 2/1

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      • • • Maxiheimer
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      MaxiheimerM

      ja det er super ærgerligt men det er ikke til at komme sig over…
      Har allerede startet 2 nye spil.

      tænker at terningsguderne er med mig denne gang:)

    • MaxiheimerM

      Jeppe vs Raimo final show down 2

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      MaxiheimerM

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 12

      Purchase Units - UK_Pacific
                  UK_Pacific buy 2 bombers and 1 transport; Remaining resources: 2 PUs;

      Combat Move - British
                  5 mech_infantrys moved from Iraq to Trans-Jordan
                  1 bomber moved from Persia to Trans-Jordan
                  1 bomber moved from India to Trans-Jordan
                  1 submarine moved from 56 Sea Zone to 62 Sea Zone
                        UK_Pacific take 62 Sea Zone from Japanese
                  1 submarine moved from 42 Sea Zone to 54 Sea Zone
                        UK_Pacific take 54 Sea Zone from Japanese
                  1 armour moved from Manchuria to Buryatia
                        Russians take Buryatia from Japanese
                  1 mech_infantry moved from Suiyuyan to Olgiy
                  1 mech_infantry moved from Suiyuyan to Olgiy
                  2 infantry moved from Anhwe to Kiangsi
                  1 armour moved from Kiangsu to Jehol
                  1 armour and 1 infantry moved from India to 39 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 56 Sea Zone
                  1 armour and 1 infantry moved from 56 Sea Zone to Western Australia

      Combat - British
                  Battle in Western Australia
                  Battle in Trans-Jordan
                      British attack with 2 bombers and 5 mech_infantrys
                      Italians defend with 3 artilleries and 1 infantry
                          British roll dice for 2 bombers and 5 mech_infantrys in Trans-Jordan, round 2 :  1/7 hits
                          Italians roll dice for 3 artilleries and 1 infantry in Trans-Jordan, round 2 :  1/4 hits
                          1 mech_infantry owned by the British and 1 infantry owned by the Italians lost in Trans-Jordan
                          British roll dice for 2 bombers and 4 mech_infantrys in Trans-Jordan, round 3 :  3/6 hits
                          Italians roll dice for 3 artilleries in Trans-Jordan, round 3 :  0/3 hits
                          3 artilleries owned by the Italians lost in Trans-Jordan
                      British win, taking Western Australia from Japanese, taking Trans-Jordan from Italians with 2 bombers and 4 mech_infantrys remaining. Battle score for attacker is 11
                      Casualties for British: 1 mech_infantry
                      Casualties for Italians: 3 artilleries and 1 infantry

      Non Combat Move - British
                  3 fighters moved from India to Iraq
                  1 tactical_bomber moved from India to Iraq
                  2 bombers moved from Trans-Jordan to Iraq
                  2 mech_infantrys moved from India to Eastern Persia
                  1 artillery and 1 infantry moved from Ethiopia to Anglo Egyptian Sudan
                  1 aaGun moved from Anhwe to Jehol
                  1 aaGun moved from Kiangsu to Shantung
                  1 infantry moved from Kiangsi to Kwangtung
                  2 artilleries and 3 infantry moved from Kiangsu to Kiangsi

      Turn Complete - British
                  Total Cost from Convoy Blockades: 1
                      Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,3,5,5
                  British collect 28 PUs (1 lost to blockades); end with 28 PUs

      Place Units - UK_Pacific
                  1 transport placed in 39 Sea Zone
                  2 bombers placed in India

      Turn Complete - UK_Pacific
                  UK_Pacific collect 29 PUs; end with 31 PUs
                  Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 36 PUs
                  Units Change Ownership
                      Some Units in India change ownership: 2 bombers
                      Some Units in 39 Sea Zone change ownership: 1 transport

      triplea_41742_UK_12.tsvg

    • MaxiheimerM

      Jeppe vs Raimo final show down

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      • • • Maxiheimer
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      T

      Ligemeget kan ikke undgå at tabe, da du har V-Cities.

      Var også mega uheldig ikke at få din mand, forinden.

    • MaxiheimerM

      How to handle china supported by russia

      Axis & Allies Global 1940
      • • • Maxiheimer
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      GargantuaG

      @variance:

      This is not a comprehensive list, but as far as I know the following list probably accounts for ~90% of games and is pretty much the RUSSIA PLAYBOOK as I understand it:

      build all infantry (optional: bid soviet infantry), march everything to Moscow, fly in Allied fighters, die slow. Hope the allies can save the day elsewhere.

      same as #1 but send some units to Iraq or (not ‘and’) Finland to try and increase income.

      build inf and mech R1 (optional: bid soviet infantry), buy time at Belarus, march far east troops home, fly in Allied fighters, check your battle calculator and buy artillery when its time, counterattack

      build tanks R1 (optional: bid artillery on Eastern front), threaten counterattack to delay Barbarossa, take no sh!t from Italy, march far east troops home, counterattack opportunistically

      build 3 mechs R1 and send planes to Yunnan (optional: bid fighters in moscow and stalingrad, and/or inf in yunnan and artillery in suiyuyan, shensi, szechwan, kweichow); far east troops go to Buryatia then Amur then Manchuria (optional: bid artillery out east), die, but watch Allies kill Germany

      Gargantua, Cow, and others have discussed these in the past

      This is actually a really good post; with a pretty complete breakdown of viable options.  Those are the primary concepts.

    • MaxiheimerM

      Bidding

      Axis & Allies Global 1940
      • • • Maxiheimer
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      T

      Flip coin or roll dice for each team
      Winning team can choose to call “Axis” or “Allies” or “Pass”
      Once a side has been called, the other side will be getting resources if any
      Choosing team calls “Axis” (meaning Allies bid of 0 or 2)
      Other team responds by accepting Allies as Out of Box setup or offering some amount of IPCs to the other team to PLAY the Allies (thus taking the Axis)

      “We will play Axis, and Give the allies 17”  (binary choice;  either choose the Allies, or raise the bid to the allies in return for playing the axis)

      No cash can be kept
      No change will be given
      No bases or factories can be built
      Like units only with like units (navy units added where you have like navy, land and air forces where you have at least 1 ground unit in a territory at game start)
      Only 1 unit to place per territory* (this is a tournament rule; you could also permit stacking but it makes the bid quite different)

      therefore, bids such as 2 (and 11, and 17) do not divide optimally into 1 or 2 specific units some money will be lost

      Everyone seems to differ on whether the bid is needed, but not necessarily on where.  I have seen some players give it to the US or China, but the prevailing wisdom is that the best use of the bid is to buy a sub, destroyer and some ground units for UK in north Africa.  A UK destroyer can protect the Canadian destroyer, or the Cruiser in SZ 91, so that stuff is more likely to survive and become the nucleus of your new fleet for later in the game.

      Even better, if you can get some ground units or Taranto add-ins (Tirano Suggests-  1 armor, 2 artillery in Alex, Egypt, Sudan, 1 DD with Cruiser or a sub etc for 15-17 bid G40), then the Italians never really have the odds to become a raging threat in the Med, and they are less likely to get income over 20 at some point.  With the extra bid pieces, the war for the middle east is more of an easy win, so you can establish your bases in Egypt or your navy down there without many Italians surviving the first turn.

      other popular places to put the bid units are to add Russian infantry or artillery, Chinese infantry, etc to add some staying power.  Infantry are too weak and slow (and for USSR and China) support units might be better because they have so few.  You still can only place infantry as china, note.    The problem with this approach is making a difference with what you do place without it getting pretty quickly killed, but this could help you protect directly against Germany during Barbarossa somehow.    There are tons of ideas about this but no consensus.

      the bid helps handicap the teams and give the Allies a better chance at cracking one of the Axis.  However, the bid doesn’t do a good job of addressing the dogpile and running program aspects of the game (attack Russia with everything is the critical path to victory)

      G40 typical bids run over 15+, usually as UK units
      G42 bid needs to be at least 8, to save the UK BB on G1.

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