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    Topics created by mrsoccerchessman

    • mrsoccerchessmanM

      Don't you hate it when…

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      mrsoccerchessmanM

      I’ll try this out… sounds like fun

    • mrsoccerchessmanM

      Developments

      Axis & Allies Revised Edition
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      axis_rollA

      @mrsoccerchessman:

      Do you try for developments?  If so, which ones?  Please give your reason for “yes” or “no”.

      I usually try for developments at times.  I usually try for LRA for USA because it’s much easier to take Japan’s sea vessels from a far away distance.  I usually don’t try for any other development.  But developments are the last thing I think about when I’m contemplating what to spend my money on.

      There is a big difference in the rules set you use, as LHTR removes ‘instant’ tech.  They are deferred to the end of your turn, so no rolling for Long Range for Germany on round1 and try for the UK capital.

      Even in LHTR, rockets are still very powerful for both Germany and the allies (UK and US).  It’s hard (over time) to beat bombers that can not be shot down.

    • mrsoccerchessmanM

      Strategic Bombing?

      Axis & Allies Revised Edition
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      Petrucci08P

      And where would the Germans get enough forces to break Russia in 2-3 turns? 1 AC on G1 and that’s only 26 IPCs left for ground purchases.
      Meanwhile UK and US build each 1 AC and by UK3 Brits are landing on France/Norway/Algeria, or even before, depending on how G leaves her planes.

      it would take more than 3 turns to build up a force capable of withstanding the German air/naval hit + enough men to start trading on the front.

      And I didn’t mean Russia would be fully destroyed, merely well on the way.

      Make an interesting test scenario. R1 standard Wrus/Ukr attacks. G1 standards + sz 2. then really starting on B1.

    • mrsoccerchessmanM

      New ideas…

      Axis & Allies Revised Edition
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      jsp4563J

      Try playing a game with the AA Revised Enhanced Rules.  With Combined Arms your BB get AA hits, and the German 88’s NA give your artillery a great punch.

    • mrsoccerchessmanM

      Fun Game… (KJF)

      Axis & Allies Revised Edition
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      dezrtfishD

      I will just say that there can be no Bombers or Aircraft Carriers with out advanced flight.

      And I prefer to use “boat anchor” place of “cat”

    • mrsoccerchessmanM

      UK Fighters?

      Axis & Allies Revised Edition
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      KrieghundK

      They’re all like that.  This is just a typo that was corrected in the FAQ.

    • mrsoccerchessmanM

      UK Fighter to attack Japan's Trn (59)

      Axis & Allies Revised Edition
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      JenniferJ

      Honestly, I like unification of the British Fleet in SZ 30 with 1 Infantry from India.  This makes it financially worse for Japan to attack than for England to be wiped out, strategically worse for Japan to attack (since they’ll lose their air force and have to leave Pearl unattacked maybe even not take China’s fighter out) than for England to be wiped out (all those ships are generally dead by UK 2 anyway, so what have you lost?)  BUT

      it really tempts Japan to try!  Furthermore, form here, you can hit E. Indies with 4 Infantry, Fighter if Japan leaves you alone, or you can hit Egypt or you can just dump the infantry in S. Africa to bolster the defenses there.

      Furthermore, if you build an IC in S. Africa (which negates the risk of losing Africa and thus your paycheck and allows you to stay in the upper twenties, lower 30s) you can be a relatively annoying pain in the butt. (Once Africa is secure, you can always dump a submarine or two in S. Africa making SZ 34 a threatened zone if you want too.  Or at least pose the risk of doing so if you don’t want too.)

      That said:

      if I had to attack the japanese iwth England, I’d go Destroyer/Carrier to SZ 59; Fighter, Submarine to SZ 45 and land the fighter in SZ 52.  I’ve seen quite a number of Japanese attacks on SZ 52 go south because of that extra fighter.

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