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    Posts made by Mobey

    • RE: Kobu vs. Project Ozma G1940 No Tech

      China 1:

      Buy 4 inf, spend 12.

      Chahar - fix bayonets!

      DiceInput ErrorThere was an error in your dice throw: "/>aaa 1@2

      Yunnan

      DiceInput ErrorThere was an error in your dice throw: "/>aaa 3@2

      posted in Play Boardgames
      M
      Mobey
    • RE: Kobu vs. Project Ozma G1940 No Tech

      US 1:

      Buy 2 CV, 2 SS, 1 DD, spend 52.

      Collect 52.

      Kobu_vs_Project_Ozma_01_US_Done.AAM

      posted in Play Boardgames
      M
      Mobey
    • RE: Kobu vs. Project Ozma G1940 No Tech

      Russia 1:

      Buys: 11 inf, 1 art, spend $37.

      No combat. Shuffle some peacekeeping forces around in what are certainly nothing more than harmless training exercises.

      Collect $37.

      Kobu_vs_Project_Ozma_01_Russia_Done.AAM

      posted in Play Boardgames
      M
      Mobey
    • RE: Kobu vs. Project Ozma G1940 No Tech

      z110, lose the ships and Fr ftr. Air battle!

      posted in Play Boardgames
      M
      Mobey
    • RE: Kobu vs. Project Ozma G1940 No Tech

      Scramble Sco 1 ftr to z109. Scramble UK 3 ftr to z110.

      posted in Play Boardgames
      M
      Mobey
    • RE: Japan Strat?

      If you play Japan, you have to use your fleet to control the Pacific. It is a mistake to leave it in Japan when there are 6 IPCs of territory to take with it. Typically, if Japan does not attack Hawaii the 1st turn, a good USA player will take all those surviving ships and go for the Atlantic. This plan rests upon that assumption, and deals with the naval aspects of that scenario. It won’t happen every game, but you can take advantage of the situation when it does.

      J1: (assuming no India factory)

      • Build 2 tran, 1 sub
      • Move Carolines BB and ftr, Philippenes tran w/ 2 inf, to assault Australia. Join w/ ftr, carrier, sub in Australia SZ.
      • Leave other BB in Japan to defend fleet from Hawaii forces.

      J2:

      • Build 6 inf, 1 tran, 1 arm,
      • Move Australia fleet to NZ, take over.
      • Transport units from Japan and surrounding islands to Manchuria

      J3 (assuming American fleet has left for the Atlantic)

      • build troops:transports 2:1
      • Move entire fleet from Japan to Alaska, transport drop 6 inf, 1 arm.
      • Move entire fleet from NZ to Hawaii, transport drop 2 inf

      This sets up a threatened attack on America on J4. America will build a stack of troops to defend, but if you work out the odds, 8 inf + 1 arm + 2 ftr + 2 BB will defeat a bare stack of 10 troops better than 50% of the time. This may seem like a low percentage play, but:

      1. You gain 6 IPCs from the territories you capture, that’s 2 troops/turn (plus 2 troops your opponents are not getting, total of 4!) This is the main advantage of this plan.
      2. It gives the Americans something to worry about, perhaps buying 1 turn for Germany
      3. On the (admittedly slim) chance that America defends with 10 or fewer troops, and leaves none in Eastern US, and you get good rolls, it’s an Axis victory once you begin producing troops in Western US.

      If America defends too well, simply bring your troops back to Asia to go after Russia. You’ve still got the IPC producing territories you need to bolster your Asia offensive. Also, if there is an India factory, or America decides to face Japan in the Pacific, this plan will not work as well.

      posted in Axis & Allies Classic
      M
      Mobey
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