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    Posts made by mosuper

    • RE: Rules - Phase 2 Zombies Attack

      Thanks for reply, so it sounds like most of us agree that the rule is written poorly and that there is a logical “AA” way to interpret it, thanks!

      posted in Axis & Allies & Zombies
      M
      mosuper
    • RE: Rules - Phase 2 Zombies Attack

      @Krieghund
      We decided to play it where the zombies rolls take as many pieces as possible, with the soviets choosing which pieces to take (just like combat casualties). I suspect that this is probably the way it should play.

      posted in Axis & Allies & Zombies
      M
      mosuper
    • Rules - Phase 2 Zombies Attack

      My reading of this rule doesn’t seem right. Here’s the situation…
      Britain is shuttling men over to Russia helping out Russia, and these territories are full of zombies. For example, on the Russian turn Caucasus has:
      1 Russian INF
      2 British INF
      15 zombies
      Zombies roll and score 2 hits on Phase 2 Zombies Attack.

      My reading of the rules says that only the Russian troop is killed (converted to a zombie, in this case).
      In fact, if there were only British troops there, then there isn’t even a zombie roll.

      Here’s how the rule reads (my emphasis added):

      "… For each zombie unit in a territory YOU control, roll one of the special zombie dice. On a result of D, you remove one of YOUR combat units from that territory.

      Thoughts?
      Thanks!

      posted in Axis & Allies & Zombies
      M
      mosuper
    • RE: Strategy Guide

      @Carolina:

      Tanks are crucial.  A force with just 3 tanks can survive all the attacks against 6 defenders for the long push to the enemy’s capital.  Otherwise attrition will make you too weak for the final conflict.

      My point was that by the time tanks can make it to the front line, momentum is already set. Sure, buy a few tanks, I think you are probably right, buying 2-3 can make a difference in the push.

      posted in Axis & Allies 1914
      M
      mosuper
    • RE: Strategy Guide

      @Mukremin:

      round 1 destroy British navy you say, does this involve 2 attacks? 2 subs vs the fleet near Canada and the rest the main fleet?

      Its been a while since I played 1914. I think you should just set it up and experiment what is best, but getting rid of that fleet is important. I know we played one game where the axis attacked my fleet, 90% chance of destroying me but I held tight. It really made it difficult for the axis.

      posted in Axis & Allies 1914
      M
      mosuper
    • RE: Captured German Capital and Industrial Production? Need help!

      As I understand it, the answer is no but would love the move official people to weigh in.

      What about when german units are available in a german country and Japanese units move in. Does Japan get to claim it or is it only when no German units are there?

      I suspect that the rule as I understand it is a bit cleaner:

      • If a germany falls falls (say to UK) then all territory belonging to Germany stays German.
      • Suppose, all while Berlin is UK hands, US takes France ––> US gets France. If next, Japan takes France, then Japan gets to claim France. If next, Berlin is liberated, then France immediately goes back to Germany.

      And, for factories, I think the rule is:

      • A country can only use an IC in a territory that they controlled at the beginning of their turn.

      Some please correct me if I’m not getting the rule right.

      posted in Axis & Allies Anniversary Edition
      M
      mosuper
    • RE: Captured German Capital and Industrial Production? Need help!

      Awesome, it was getting late playing last night and that bit on page 20 is exactly what I was looking for. Thank you.

      posted in Axis & Allies Anniversary Edition
      M
      mosuper
    • Captured German Capital and Industrial Production? Need help!

      Here’s the set up.

      1. Germany captures all of Russian cities (and their IC).

      2. Britain captures Berlin.

      3. It is now Japan’s turn. Can Japan build units in the Russian IC that are owned by Germany?

      If the answer is “yes”, then this is goofy since that would allow, for example, Japan to bring in 6 units to Russia and then Italy can also bring in 6 units to Russia.

      If “no”, then the phrases in the rule book don’t make sense (for example under “Industrial Complexes” it says, “you cannot …. unless that power’s capital is in enemy hands.”)

      I suspect the answer is yes, but can someone address this for me? I’ve searched through the forum and can’t find it anywhere.

      Thanks!

      posted in Axis & Allies Anniversary Edition
      M
      mosuper
    • RE: Strategy Guide

      Wow! I missed that. I just looked it up and It seems like every game I play we learn something we were playing wrong. Thanks for that. That makes the planes more valuable for sure. Okay, they are off the luxury list and getting closer to the necessary list for me. Thanks!

      posted in Axis & Allies 1914
      M
      mosuper
    • RE: Strategy Guide

      I’ll have to double think planes. I’m pretty sure that I would use them if my opponent did, but then it turns into some sort of arms race.

      My reading of the rules is that planes do not attack at 2. They only boost all the artillery to 4. But, I think your math is right–having three artillery attacking with a plane gives you a boost of 3. Do this twice and you’ve made up the cost of the plane.

      America… yes, help out wherever they are going to help tip the scales.

      Italy… I’m not sure but the country is so small there aren’t many options. Hold the border to the north as well as you can, kick out any austrians who come over via boat. Does anyone else have a good plan for the italians that isn’t equivalent to “do whatever you have to to stay alive”???

      posted in Axis & Allies 1914
      M
      mosuper
    • RE: Strategy Guide

      I agree! Russia is much easier than France. But I mean Rome+Paris is easier than Russia+Paris.

      Rethinking some of my ideas too, but I found it helpful putting my thoughts down in writing.

      posted in Axis & Allies 1914
      M
      mosuper
    • Strategy Guide

      We’ve been playing this game a bit and I decided to put my strategy thoughts down in words, mostly for me but I thought I would share it. Let me know your thoughts. I have a download link for a nicer pdf but the forum wouldn’t let me post a link.

      Axis and Allies 1914 Strategy Guide
      December 16, 2017

      1 Introduction
      Just some ideas that I consider fundamental to playing and winning Axis and Allies 1914.
      These ideas may all exist elsewhere, but I want to write them up. This is not anything about
      the rules but ideas of how to use those rules.

      A caveat: I am no expert. These are just my thoughts after having played a few times.

      2 Goals
      It is important to keep in mind that the goal of the game is to capture capitals and prevent
      your capitals from capture. It is easy to get distracted and try to take an easy country or
      take an easy piece. If it doesn’t help achieve the goal, then you shouldn’t do it.

      3 The Central Powers
      The Central Powers must capture two capitals one of which must be London or Paris. You
      aren’t going to capture London or America. Moscow is difficult (more on this below). This
      means that the easiest route to victory is to capture Rome and Paris.

      3.1 Germany

      Play offensive.
      Time is limited so you must play to attack. This means don’t buy just infantry but a
      nice mix of infantry and artillery.

      Destroy Britain’s navy in round 1.
      See below, but don’t get carried away with a navy. Just do the best you can with what
      you start with.

      Push into Russia.
      At worst, this will tie up Russia. At best, Germany should take Moscow. Most
      realistically, Germany should force the Russian revolution and then pull all remaining
      troops back to fight France.

      Push into France.
      Depending on how hard you push into Russia, this might mean to just hold that front
      until you can gather strength to really push.

      3.2 Austria

      Push into Italy.
      If you push really hard you should be able to take Italy. France can help Italy so
      Germany will have to keep France busy so France can’t help too much.

      Push into Russia.
      This will, obviously, have to be balanced with the push into Italy. A strong push into
      Russia will weaken the push into Italy and vice versa. Decide your priorities and go
      for that.

      3.3 Ottoman Empire

      Push into Russia.
      How strong the Ottomans push depends on how hard Germany and Austria are pushing
      but the Ottomans will probably push at least some in to Russia.

      Hold Britain in India, push into Egypt.
      This will depend strongly on many resources Britain devotes to India. The more
      resources Britain devotes to India the more the Ottomans will struggle. But this just
      means that Germany will have it slightly easier.

      4 The Allies

      The Allies must capture two capitals, one of which is Berlin. The Ottomans are weak so the
      easiest victory is probably Berlin and Constantinople.

      4.1 Russia

      Hold off the revolution as long as possible.
      Play very defensive (this means buy infantry!). More than likely Russia will either fall
      (not good) or have a revolution (very likely). Just prolong this as long as possible.

      Wear down Germany and Austria.
      Do whatever you can to wear them down. German will likely come at Russia hard, so
      its Russia’s job to wear down Germany as much and for as long as possible.

      4.2 France

      Hold the Western Front and push into Germany.
      Pushing into Germany might be too much to ask, but they need to hold the western
      front as strongly as possible.

      Support Italy.
      Italy is likely to fall without French support. If France is unable to help Italy that
      probably means that Germany and Austria are both pushing hard into France and
      Italy, but neglecting Russia. Thus, Russia should have some freedom.

      4.3 Britain

      Eliminate the German navy.
      This probably needs to be done right away. (But I can imagine an Ottoman-only
      strategy that might work.) This means Britain will probably need to buy some ships
      right away.

      Push the Ottomans from India.
      One goal is to eventually take Persia and start a steady stream of men from India
      pushing west. Don’t take Persia until you are ready and instead use the two transports
      until you have enough of a force to make it worth fighting in Persia.

      Support France.
      When possible, send some troops to northern France to support the French and help
      hold the western front.

      4.4 Italy

      Stay Alive!
      Italy is very weak. Just do your best to stay alive.

      4.5 America

      Provide support.
      I think it is good to just bank America’s money until round 3 and then buy what is
      necessary (either fighting ships or transports). Then, deliver the support to whoever
      needs it.

      If nothing else, land in Serbia, Egypt or Greece to threaten the Ottoman capital.

      5 Land Units

      Infantry
      These are your fodder, fighters and defenders. You will need lots of these and this is
      what you should buy with most of your money.

      Artillery
      These are your fighters. As fights go on, you will have more artillery and less infantry.
      So, buy more artillery at the beginning of the game to get them to the front. Shuttle
      more infantry to replace the killed infantry but hopefully you won’t have to replace
      your artillery.

      In addition, artillery are very important at your vulnerable sea landing areas. If your
      opponent is threatening to land and invade, keep a couple infantry and artillery so that
      your artillery gets a free shot at the incoming invaders.

      Planes
      This is a luxury item. Don’t buy any of these at the beginning of the game. I believe
      planes are only useful in two instances.

      • You have gathered a large stack of artillery so it is with the cost of a plane to
        have them attack at 4.
      • Your opponent has gathered a large stack of artillery so it is worth the cost of a
        plane to stop the attack at 4.

      Tanks
      Tanks aren’t available until round 4 and are really only useful on attack. They
      are worthless on defense. Thus, I believe these are a luxury item only useful when you
      are already winning the game and you have money to spend to finish off your opponent
      a bit quicker.

      6 Sea Units

      It is important to remember that sea units do not ever achieve any victory goals. Rather,
      they only serve two purposes:
      1. Deliver troops to fight.
      2. Stop your opponent from delivering troops.

      Thus, if you buy sea units, keep these purposes in mind.

      Transports
      As mentioned above, this is one of the main purposes of having a navy. So, protect
      your transports!

      Battleships
      These are your main fighting tool in the sea. To the extent possible, keep your battle-
      ships near a friendly port so that they can repair if damaged.

      Submarines
      These can be very useful to strike undefended transports, but only if your opponent
      makes some mistakes with his transports. More usually, these are good fodder for a
      sea battle.

      Cruisers
      These have no use. Don’t buy them. If you have some, don’t forget that they can
      travel 3 spaces. Your opponent might forget this and you can score an easy piece or
      two.

      7 Battle

      One skill you will need is to analyze potential battles and determine the expected outcome.
      There are three tools you can use to make these analyses.

      1. Battle Calculator. You can find one of these on line (I’d post a link, but no links allowed. Just google it.)
      There are also a few smart phone apps that work nicely. I loved these at first but find
      less useful once I figured out the other principles below.

      2. Hit Points. Basically add up how many hits you can take and how many hits your
      opponent can take.
      This is really important in a sea battle since that battle can go on until total annihi-
      lation. But, its also important on a land battle because you only want your opponent
      to kill your infantry and not your higher cost units.

      3. Attack Strength and Expected Hits. Just add up the attack strength of each of
      your units to get total attack strength. Thus, 3 infantry and 2 artillery have total
      strength of 14.

      The expected number of hits is the total attack strength divided by 6. Of course,
      fluctuations happen, but you should know what the most likely outcome is.

      7.1 Land Battle

      As noted above, we are basically talking about only infantry and artillery. The keys here
      are pretty obvious:
      1. Use infantry to defend. Stack these up so you get to roll a bunch of 3’s while your
      opponent rolls 2’s.
      2. Use a combination of infantry and artillery to attack. Have a good ratio of
      artillery to infantry and be ready to replace killed infantry.
      The implication of these keys are the following (and “stack” can mean anything from 1 unit
      to infinity):

      • Have a stack of infantry to defend key places.
      • Have a stack of artillery to attack with infantry. Don’t risk your artillery without
        infantry to defend it–withdraw your artillery if they are protected.
      • Attack your opponent anywhere they have a small force of infantry defending artillery.
        This will force your opponent to take artillery as losses making his next attack weaker
        (as well as costing more money to replace).

      7.2 Sea Battle

      While similar to the land battles with different units, it is actually quite different because of
      the following:
      1. Sea Battles are Optional. Unless I read the rules wrong, this means that a sea force
      can enter a region and not fight. And, if the opponent doesn’t want to fight, the force
      can move through on the next turn!
      What this means is that a multi-national sea force can defend together, but only if
      attacked! If the totality of the multi-national force is strong but no one nation is
      strong, then an opposing navy can just go through!

      2. Sea Battle can go to total annihilation. Sea battles go until the attacker wants
      to withdraw. If the attacker is winning, they aren’t going to stop the battle. If the
      attacker is losing, the other side can resume the battle on the next turn so the attacker
      will probably want to continue the fight and just do as much damage as possible.

      3. Transports can’t fight. They just get destroyed so they need severe protection,
      especially since they are ultimately the point of every sea battle.

      8 What to Buy
      Because the goal of every game is capture capitals on land, the units to buy should be
      prioritized in the following way.

      1. Infantry. These are what will actually capture a capital and should be most of all
      purchases.
      Exception: US and Britain can buy ships when necessary.

      2. Artillery. To attack well, infantry need to be paired with artillery. Buy artillery at
      the beginning and keep them safe. Then you just need a steady stream of infantry to
      replace your killed infantry.

      3. Transports. These are used to deliver infantry if you are unable to deliver infantry
      by land. Transports can also help deliver infantry faster. But, using transports to
      deliver infantry faster is probably not worth the cost of transports and not worth the
      risk (they are quite vulnerable).

      4. Battleships. These are purchased to keep your transports safe or to threaten your
      opponents transports.

      5. Submarines. These are bought to threaten your opponents transports.
      Everything else is a luxury item.

      9 A Navy?

      It is my thesis that sea units are a critical investment for the Allies and worse than a waste
      of money for the Central Powers. Here is my reasoning:

      1. The game starts with Germany able to destroy most of the British fleet and dominate
      the northern seas. A navy is crucial to the allied plan because America and Britain
      both need a navy to do anything in Europe.
      2. For the Central Powers, any money spent on a navy takes away money to spend on
      land units. All objectives needed by the Central Powers are obtained only by land
      units.

      3. The only use of a sea units for the Central Powers is to stop Britain and America
      from landing troops. Both Britain and America are many turns away from landing
      any troops (Italy, France and Russia are already in the middle of the fight so don’t
      need a navy).

      Thus, even if the Central Powers decides to build a navy, they can delay these builds
      until deemed absolutely necessary (for example, after America enters the war).

      4. Time is extremely important for the Central Powers–they have to cut into the Allies
      income (by taking territories in Russia, Italy, France and maybe Africa). Any money
      spent on a navy delays all of this while the Allies build forces.

      10 Mistakes and Annoyances

      Both you and your opponent will make mistakes (if not, then you shouldn’t be reading this!).
      Be ready to capitalize on your opponent’s mistakes and minimize yours!

      In addition, there will likely be many annoying things that you do to your opponent or
      vice versa. For example, as the Central Powers, I find the British transports off Africa very
      annoying. I also find submarines going after my transports very annoying.

      Remember the goals–capture capitals. For example, in order for your opponent to go after
      your transports with submarines, they had to spend money on those submarines instead of
      spending them on land units.

      11 Africa

      I find Africa a bit annoying. The Allies should eventually capture most of Africa and get
      that income. I can’t think of any reasonable strategy for the Central Powers to divert troops
      to try to capture anything of substance in Africa.

      posted in Axis & Allies 1914
      M
      mosuper
    • RE: KGF and Japan

      I think I blew it my opening round and made India too vulnerable in my current game. The British fleet off the Indian coast is gone with nearly the entire Japanese fleet sitting off the Indian coast. I took the American fleet and took Okinawa with the idea of threatening Tokio. But Japan just has to bring her fleet back and I’m a goner.

      I want to bring the American fleet to the Atlantic, but I’m afraid of leaving Hawaii too vulnerable.

      Too many vulnerabilities.

      posted in Axis & Allies 1942 2nd Edition
      M
      mosuper
    • KGF and Japan

      New to the game (and system) but really enjoying it.

      It sounds like the basic Kill Germany First strategy is the following:

      1. Russia holds on for as long as they can with fighters shipped to them from US and Britain
      2. Lenningrad will fall, that is one city for the Axis that will take some time to regain.
      3. US move its navy from Pacific to the Atlantic
      4. US starts shipping land forces to europe, possibly through north africa. This allieviates the pressure on Russia as Germany will have to put some efforts there.

      Now the problem. Japan runs wild in the Pacific.  Japan will eventually pick up India. It can be delayed but in my games, it can’t be delayed for that long. Maybe the US running through north africa can made some headway to India?

      And, if the US moves it fleet to the Atlantic, then Hawaii (and maybe San Francisco) are wide open.

      I must be missing something or playing poorly in some other way.Any suggestions?

      posted in Axis & Allies 1942 2nd Edition
      M
      mosuper
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