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    Topics created by newpaintbrush

    • newpaintbrushN

      XPAD-01 Bunnies P Wrath + Vold (Axis) vs JeffM + RGP44 (Allies)

      Tournaments
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      JeffMJ

      Vold,

      Awesome game bud!  You where a solo team and played REALLY well.

      Thanks again, it was a fun match up!

      Jeff

    • newpaintbrushN

      Where can I find a copy of Europe 1940 rules?

      Axis & Allies Europe 1940
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      coorranC

      If you haven’t found it yet, go to HistoricalBoardGaming.com (sponsor of AAA.org!).

      They have copies.

    • newpaintbrushN

      The Case for Violence

      General Discussion
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      G

      @dij671:

      is this post to long or am I just lazy :wink:

      too long.  I didn’t read half of it the first time

    • newpaintbrushN

      Gargantua's $200 tournament. DO YOU HAVE WHAT IT TAKES?

      Player Locator
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      newpaintbrushN

      Crazy like a fox comes across in a good way.

      But I ain’t never heard of no crazy cow that did no one no good.  Maw, she said, “Cletus, Imma tell yuh. steer clear of them thar cows, hangin out on teh wrohng side of teh tracks, they udders just hangin out all shameless-like.”  And maw, she warn’t no one’s fool.

      –

      Anyways, mad bunnies and mad cows just ain’t in the same league.  Me, I’m like a movie star and stuff

      http://www.youtube.com/watch?v=XcxKIJTb3Hg

      You, well, you show up on the ten o clock news, and not in a good way.

      http://www.youtube.com/watch?v=0YmGGz4vccM

    • newpaintbrushN

      Japan tactics

      Axis & Allies Spring 1942 Edition
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      HobbesH

      @Bunnies:

      @MrMerguez:

      (I could post my own topic, but i fits in quite nicely in this discussion).

      Say UK1 retakes Anglo-Egypt with 3 infantry (1 from trans-jordan, 1 from persia, 1 from india) + fighter+ bomber + cruiser. Only 2 infantry remain in India. He takes lone transport with CV (and builds atlantic fleet, say). (Under what further conditions, if any) would you consider taking india on J1 with 2 infantry from fr.-indochina + air?

      Should UK always leave 3 infantry on india then?

      Do you ever take out cruiser+transport in sz. 34 on J1 (e.g. with Battleship from sz. 37?).

      Next time post your own topic.  It’s better for you and better for the thread, rather than going off topic.

      The answer to your question hardly has anything to do with Japan anyways.  It is really a question about the Allies, and I don’t mean that just because you’re asking a question about UK.

      The underlying question is, should Japan attack India at J1 if there’s only 2 inf and 1 AA Gun.

      Leaving infantry on India at end of UK1 is almost always wrong. The more you leave on there, the worse it usually is.

      The mistake that the Allies need to avoid is to allow Japan to destroy those inf on J1 and capture the AA Gun, without any kind of retribution.
      Usually the best idea is to place 2 Russian armor in Caucasus - if the Japanese risk going after India (and the AA Gun can ruin any attack) then the Russians can retake it and meanwhile the Japanese have been delayed on the Indian corridor.
      Another possibility is to evacuate India to Persia and then retake it. It is perfectly valid but at the same time, if the UK keeps India then Japan will have more targets to hit - the more attacks it makes, the bigger the possibility that one of them will fail. Also, if the UK is placing itself to sink the German Med fleet on SZ15 on UK2 then most likely you won’t have a plane available to help those inf on Persia retake India.

    • newpaintbrushN

      Scripted General Plans - What and Why

      Axis & Allies Spring 1942 Edition
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      newpaintbrushN

      Scripted General Plans - What and Why

      There are a few things to keep in mind for a workable KJF, or for that matter, KGF (Kill Germany First) plan, and for their counters.

      –

      1.  Scripted General Plan.  A scripted plan for the first four or five turns should be used, which means a pre-planned set of combat and noncombat moves, and unit purchases.  The turns after that are not closely scripted, but the general tone of the game has been set by that time.

      A scripted general plan is not worth using if it does not branch to account for possible opponent moves and unusual dice outcomes.

      It is not 100% proof against dice results, nor is it meant to be.  Attempting to make something 100% safe is like dressing up in full hockey protective gear and carrying a submachine gun and rocket propelled grenade launcher when you go out your front door to check your mail.  Sure you might be protected against zombies or alien attack for the moment, but continuing that sort of behavior will get you locked up in a lunatic asylum, just see if it doesn’t.

      A good plan is superior to improvisation.  With a plan, there is a direct and specific line of play being followed, with each unit being used at maximum efficiency.  Improvised play tends to just be one player shoving units at another.  Failure to plan is a plan for failure &c.

      A bad plan is crap.  If you think you’ve got a good plan, and you’re continuously surprised by an opponent’s moves in a bad way, or if things just seem to be falling apart over time, surprise!  You don’t have a good plan - you have a bad one, or maybe you don’t even have a plan.

      –

      2.  Which Scripted General Plan To Use.  A player must use the scripted general plan that is appropriate for the situation.  Suppose at the end of Russia’s first turn, the Allies planned to go Kill Germany First with UK’s portion of the plan being building 2 destroyers 1 carrier on UK’s first turn and taking Norway or Western Europe, segueing into repeated trades of territory between UK and Germany to take pressure off Russia.  Now suppose on Germany’s turn, Germany builds two bombers, destroys UK’s battleship, cruiser, and destroyer in the Atlantic/Mediterranean, parks 3 fighters each on Western Europe and Norway, has a bomber on Norway, and has three subs in the sea zones around London.  That means wherever UK builds navy, it can be hit by 3 subs 3 fighters 3 bombers.  (UK can cut the number of subs Germany can attack with by using a destroyer block, but that will also cut the number of defenders UK can put down.)

      The biggest fleet the Allies can put down in a UK sea zone is 2 destroyers 1 carrier 2 fighters 1 cruiser (US) 1 sub (Russian), which can be destroyed by Germany very cheaply.  So in that case, UK knows the plan is out the window.  UK could insist on carrying through with the plan, but it has changed from a projected low to medium risk plan to a high risk plan.

      If UK wants to maintain low to medium risk, it would do better to do switch to a different scripted general plan.  What is appropriate depends on the board position.

      –

      3.  Scripted General Plans Can (And SHOULD!) Transpose.

      Even if you start with one scripted general plan, you can and often should switch to a different scripted general plan as the game develops along unlikely paths.  For example, suppose Russia starts with a very lucky West Russia/Ukraine attack open.  Suppose Germany takes a big chance and counters both heavily, and further suppose Germany gets very lucky on both counterattacks.

      At the end of Russia’s first turn, the Allies’ scripted general plan would have been for a Europe game in which Russia was unusually strong relative to Germany.  But at the end of Germany’s first turn, clearly the situation is reversed - Germany is now extremely strong relative to Russia.

      Since the game situation has changed so much, the Allies had best switch to a different scripted general plan.

      –

      4.  Know when to switch scripted general plans.

      Some players get an idea that they want to use a particular scripted general plan, and stick to it in spite of unfavorable conditions.

      A lot of players quickly learn to watch for unfavorable naval conditions.  For example, if UK is dropping to Europe with transports and escort fleet, UK typically watches Germany and Japan’s air.  If Germany or Japan have enough airpower, they can blow up UK’s entire navy, and UK has to restart from nothing.

      But players often do not watch for more subtle, but equally important conditions.  For example, if Russia starts with a West Russia/Ukraine attack, a difference of three or four survivors at West Russia (often easily the case) means the difference between Germany being able to pursue an extremely aggressive strategy (hitting West Russia and pressuring Russia hard and fast) and Germany having to stand off for a gradual build of pressure.
      Similarly, units that are not anywhere near combat make a big difference. If Russia consolidated 6 infantry to Buryatia and 4 infantry to Sinkiang at the end of Russia’s first turn, that will leave the door far more open for Germany to press hard and fast, than if those units had moved west towards Moscow / Caucasus.  In fact, Germany almost has to pressure Europe harder in that case, to compensate to some degree for the anticipated slowdown Japan will experience in Asia.

      Players of some experience will keep an eye on things like the above listed conditions; it’s all there to see when a player starts his or her turn.

      But players with more experience will keep an eye on things as they develop, and will perform actions in a specific order so more information is available for later steps.

      For example, in a Russian West Russia/Ukraine open, Russia should always do the West Russia combat first.  West Russia’s results can greatly affect whether Russia should decide to press in Ukraine or not.

      A player needs to adjust not just after each combat, but actually at each possible decision making step in combat.  For example, suppose Russia hits Ukraine, loses 2 infantry, and kills all of Germany’s ground forces.  At that point, Russia may choose to retreat to set up a stronger attack against a possible German strongpoint in Karelia; with so many German attackers lost and so many Russians surviving, Germany will have an expensive time pressing an attack on Caucasus.  On the other hand, if Russia hits Ukraine, kills 3 German infantry, and loses 3 Russian infantry, Russia may choose to continue the attack.

      –

      For example, think of this -

      Suppose Japan’s turn starts.  UK’s London fighters landed in West Russia, UK’s sub is at East Indies, UK’s bomber is on Novosibirsk, UK’s cruiser is at Kwangtung sea zone, and UK’s India fighter is on Persia.  Russia has left 1 infantry on Buryatia.  UK has built 2 destroyers and a carrier and has landed in an empty Norway.  UK has sent its Australia sub to New Guinea, and UK’s Australia transport has picked up infantry and is heading east towards Africa.  UK has left India empty, used its India transport and a couple infantry to retake Anglo-Egypt.

      Let’s suppose Japan plans the following attacks - Japan transport takes infantry from Okinawa and artillery from Japan, drops to Buryatia, along with battleship support shot.  Sub/cruiser/fighter/bomber to hit Hawaiian Islands fleet (fighter can land on Wake).  1 infantry from French Indochina into India.  The remainder of Jap’s forces hit China.  The East Indies battleship/carrier may attack UK cruiser at Kwangtung or hit the transport off Anglo-Egypt.

      With a battleship, carrier, and fighter at the sea zone east of Japan, Japan should probably be safe from attack unless the Hawaiian Islands sea zone attack fails.

      So Japan builds 1 destroyer 3 transports.  The plan is on Japan’s second turn, it can take the infantry from Wake, 5 ground from Japan, and 2 from Phillipines to offload 8 ground into Buryatia and French Indochina.  The destroyer provides additional safety from attack and chases Allied subs away, freeing Japan’s transports and escorts to move with more freedom.  Japan should keep an eye on Germany’s development; if Germany purchased 5+ tanks, for example, it may be able to push into Ukraine on Germany’s next turn.  If Japan lands fighters on French Indochina, those can fortify Germany’s position.  Five fighters make a HUGE difference; what would typically be completely idiotic for Germany’s second move (retaking Ukraine from Russia heavily) could become a strong pressuring move with Japan’s help.

      How is Japan set for subsequent turns?

      Japan’s moves and purchases on the second turn set up Japan’s third turn.  If Japan unloads to French Indochina at all on Japan’s second turn, it can pick up and drop off two infantry from East Indies on Japan’s third turn.  That means Japan need only build six ground units on Japan’s second turn to fill the remaining three transports for Japan’s third turn movement.  Alternatively, Japan could build four or even two ground units, using its transports at French Indochina to hit Africa on Japan’s third turn, or perhaps building early subs or fighters, or an industrial complex on French Indochina.

      What Japan does on its second turn must lead into its third turn, but what it does will depend heavily on US’s purchase and placement (Pacific or Atlantic?) and Germany’s second turn (push or stay?)  If US stays out of Pacific, Japan can either push infantry into Asia and build more transports to harass Alaska/Hawaii/Australia/New Zealand/Africa if Germany is keeping back in Europe, or it can go for a faster tank push to pressure Russia if Germany is pressuring Russia. If US goes Pacific, Japan can push infantry into Asia while keeping navy/air near the coast to keep US off.

      One example of how to look ahead properly - suppose US drops an Atlantic fleet, and suppose Japan purchases 2 subs on J2.  The Japan subs on J2 threaten the US2 move to Solomons.  But even so, there is a decent chance that US can move to Solomons without Japan being able to press.  In that case, Japan can move its J2 built subs to French Indochina on J3 to hit the sea zones around Borneo and East Indies on J4.  It is not “proper” to look at the immediate situation that results from a unit build.  It is normal to look at LEAST two turns ahead, and often MORE, thinking not only of one particular opponent’s moves, but also possible moves by allies that will need support or that can lend support, or other opponent moves besides one’s main adversary that could bolster their lines.

      But now, the Bunnies’ twist!  (like the dance step, but with bunny ears)

      A player may think that I’ve been thinking about Japan’s development all this time.  What does JAPAN build?  What is JAPAN’s plan?  What is the speed of JAPAN’s development?  Where does JAPAN move its fighters?  What is JAPAN’s move on the second turn, third turn, fourth turn?

      But NO!  What I’ve REALLY been thinking about this ENTIRE time has been - Germany’s development in Europe!  (surprise!)  I mean yeah, you look back, and there’s just the one weeee reference to Jap fighters going to Ukraine on J2.  But really, Japan’s ENTIRE PLAN should NOT be based just on the Asian coast and Pacific, and say “oh, here is what I am going to do here, here is where I can be countered, blah blah blah”.  That is how you FAIL TO PLAN!  DONKEY!  (been watching Hell’s Kitchen . . .  :wink:)  You must think about the ENTIRE picture!

      For example -

      PICTURE 1:

      Suppose Russia has completely awful luck on some sort of triple attack, and tries to reinforce Caucasus, placing a build of 1 artillery 3 tanks there, plus its fighters, and its fourth tank at Moscow.  Also suppose Russia moved 6 infantry to Buryatia and both Novosibirsk and Kazakh infantry to Sinkiang.  (I mean, really bad play by Moscow, trying a risky triple attack and making bad noncombat move decisions.  But say that’s the case.)  Now suppose Germany built 8 tanks, took West Russia and Caucasus, and that UK didn’t destroy Japan’s East Indies fleet or recapture Caucasus.  What you are looking at is no longer a “normal” game.  Germany has broken Russia’s back.  All that remains is for Germany to seal the deal.

      If Japan hems and haws and doesn’t push hard and fast, that gives Russia time to recover.  What Japan SHOULD do is build 2 industrial complexes to push tanks towards Moscow at super speed, break Buryatia and China, and push, push, push!  If Japan says “Oh, Germany is doing “well”, so I can screw around and attack Hawaii and Alaska and Australia and Africa”, Japan is completely missing the f*ing point!  Ram tanks down Russia’s throat and finish the game!

      PICTURE 2:

      Or suppose Germany has built nothing but infantry and artillery, and has consolidated at Eastern Europe.  Now Germany’s playing a very passive game in Europe, which will NOT pressure Russia.  If Japan builds 2 ICs and pushes tanks like mad now, it’s just flinging expensive tanks away to trade for cheap infantry!  In this case, Japan would do far better to go 3 transports/destroyer to start pushing infantry in on Europe, and should go additional transports if Allies do not go KJF, to hit Australia/Hawaii/Alaska/Africa for income, while Germany develops its slow push in Europe!

      Japan’s development depends NOT only on the situation in Asia, but ALSO the position in Europe!  How big is the Allied fleet?  Where is Germany threatened?  How fast is Germany developing?  Where will Germany need to pull back?  What will the pace of the game be, and how should Japan best play?

      PICTURE 3:

      This is in particular one of my favorite Axis plans, even though it is very risky.  It’s the “G2 Ukraine hardpoint / G3-4 Caucasus capture plan”, which I think is fairly descriptive and to the point.  I could call it something pretentious like “Bunniepanzerzero”, or “Padawan-cuts-grass-with-purple-lightsaber” but eh.

      Germany plans to push to Ukraine on Germany’s second turn, anticipates that Russia can reinforce Caucasus, so plans to push into West Russia on Germany’s third turn, backed by Japanese fighters.  This forces Russia to retreat to Moscow, allowing Germany to capture Caucasus on Germany’s fourth turn.  At that point, though, Germany has to anticipate a huge possible Russian counterattack to Caucasus.  On the other hand, a J2 move of three transports to French Indochina could be followed by a J3 move to Persia, allowing Japan to heavily reinforce a German-held Caucasus on J4, preventing the R5 recapture.

      In the meantime, though, US could be pressing Japan in the Pacific.  If Japan has used its fighters to help Germany in Europe, US can press that much harder and faster, particularly threatening Borneo/East Indies/Japan quite seriously on US4.  Also, UK can be reinforcing Europe via Karelia/Archangel, plus the Allies will be outproducing the Axis.  If America has pushed KGF, then Germany may be facing serious serious pressure in the west.

      The balance here is that Germany must be careful to look at the relative balance of power between Germany and Russia at the beginning of Germany’s turn.  A couple infantry one way or another means the difference between this plan either working decently or failing utterly.

      –

      In particular, the last picture (Bunniespanzerzero)  :roll: illustrates the importance of a coordinated plan that combines forces of different powers, and how such a plan can and (in this case MUST) often extend five or more turns from the point that it’s started at, with the purchases and movement for each of the following five turns largely set ahead of time.

    • newpaintbrushN

      Amphibious assault - rules question

      Axis & Allies Spring 1942 Edition
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      KrieghundK

      That’s correct.

    • newpaintbrushN

      Spring 1942 - Bunnies' Guide to the Quick Caucasus Grab

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      MrMalachiCrunchM

      I like that scenario and try to set myself up for just that, perhaps a round of delay.  But after being able to sit in Caucus for awhile I found it a task to keep Caucus reinforced enough to stave off a combined attack from the allies.  Rushing tanks in helped but I often become a bit tank heavy.  I suspect it was because I was moving my navy against Australia and Africa too quickly as Japan.

      Early co-ordination with Japan is key, wait too long and British tanks/airpower can pin the combined axis force in as the Jap air-force is a sitting duck without the Germans.

      I also agree many axis players fail to realize the flexibility of having the Japanese airforce fly in for around of defense and to fly in reinforcements in the case of a combined Brit/US attack against the Germans.  Being able to factor in 4+ Jap fighters to one of several German defensive points against a 1-2 Brit/US attack really lets Germany lean forward.

    • newpaintbrushN

      G1 Baltic carrier

      Axis & Allies Spring 1942 Edition
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      A

      I’ve played against two in the last month or so.

      Game 1 -

      R1 went badly - I had to retreat from Ukraine with the German fig still alive, and I took higher than usual casualties in WR.  G1 took out of the British BB in SZ2, and pretty much otherwise threw everything else (including the Med fleet) against the Russians, with slightly better than average dice.

      On UK1 I built 3 figs, figuring that would be enough to (A) check against any Sealion and (B) take out the German Baltic fleet on UK2.  I took out the German Med Fleet with the UK med destroyer, the fig from Egypt, and the UK Bomber.  I decided to gamble on FIC with the Indian garrison, and got very good dice.  J1 was subpar, he took China, but with heavy casualties, and though he went somewhat heavy into pearl, he took several casualties, and was left with a bb, cv, and 1 fig there.

      It was at this point that my brain literally fell out of my ass, and I said, “Let’s go KJF!”  (But only with the US!)  Long story/short, the US only KJF was doing okay, but slower than it needed to be.  Germany continued to spend most of its income on reinforcing the med fleet (bbs, more cvs, more destroyers, etc…), while the UK continued to build build build an airforce in the UK.  It took longer than anticipated to get a strong enough airforce with the UK to take down the German fleet.  When I finally got 80% odds, I went, and got horrible dice, and had to retreat after the first round.  Meanwhile, thanks to the R1/G1 results, Germany is pressing Russia.  Germany is sending all of its starting troops, plus a few scattered ground buys East.  Even though Europe is largely ungarrisoned, the allies can’t do anything about it, because the US is ignoring the European theater, and the UK can’t put a fleet down, allowing Germany to maintain a very healthy income.  Japan is slowly getting locked out of the islands by the US, but has overcome mainland Asian resistance, and started pressuring Russia.  Eventually Russia falls.  I feel like this is one of my worst losses in 1942.

      Game 2 - R1 goes normal (took UK with a tank left, 3 fatalities taking WR).  G1 builds heavy into the Baltic, otherwise typical G1 moves (UK BB killed, takes AE with 2 tanks.)  As soon as I see the Baltic build, I slap myself and say, “Ignore Japan completely, KGF all the way.” UK1 buys 1 fig and nothing else, counters AE, and sit.  US retreats from the pacific, and makes a big naval buy on US1. ( R2 buys 4 tanks (+3 inf), and moves aggressively West.  UK2 drops huge fleet, reinforced by US2.  G3 tried to reinforce the Baltic fleet, but it was too little too late.  The UK reinforced on UK4 (while dropping troops into Norway), and was strong enough to take out the G fleet on UK5.  Pretty soon Germany is surrounded.  Japan advances quickly through Asia, but by the time it can secure Novo, Berlin has fallen to the British and the Russians are headed back home.

      I don’t think the strategy is a long term winner.  It worked against me in the first game because I played very poorly, and even then had very bad dice in the key battles.  I was intimidated into some early ground buys with England early, which made the race against the German fleet tough for England to do alone.  Even so, had I just spent a turn buying fleet with the US, the allies could have easily secured the Atlantic.  Silly me.  :?

    • newpaintbrushN

      KJF (Kill Japan First) doesn't work against against good Axis players

      Axis & Allies Spring 1942 Edition
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      J

      ok but with the UK battleship left unharmed I would definately not go KJF. Then it is all about getting some boots towards Russia ASAP.

    • newpaintbrushN

      Just What Was Bunnies Thinking? Russian Roulette (Triple) Game Ccmmentary

      Axis & Allies Spring 1942 Edition
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      HobbesH

      I’ll save my next game, as soon as the server is back online. :)

      I can host a game if anyone is interested

    • newpaintbrushN

      US1 transport to Algeria?

      Axis & Allies Spring 1942 Edition
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      R

      @Col.:

      It’s also about all there is for the US to do turn 1.

      i think this right here is a bigger part of it than anything.  you feel lame doing nothing so you take the one territory that is available to you.

    • newpaintbrushN

      I build (fill in blank) the least - now WITHOUT AA guns as a choice!

      Axis & Allies Spring 1942 Edition
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      KeredrexK

      @GCar:

      Anyone voting DD as not understood something in naval fights.
      Anyone voting bombers as not understood the value of strategic bombing on his killing target (Russia or Germany usually).
      For ground units, Art is the call (if no AA guns), but the winner should be in the ships area.
      I will have to say Crusers, very close to Battleships, and maybe of subs depending which side you play the most often.

      i disagree… Strategic bombing is Valuable considering the OOB rules,  it applies to damage only which reduces deployment capabilities.  however, depending on the game situation, it may be far more beneficial to add 4 Inf. to your forces on either attacking or defending.  especially when you risk your bombers to AA Fire.

      Russia Barely has the Money for bombers, Germany is better off with 2 more tanks or 4 Inf., Britain usually needs that money for the navy or complex/units elsewhere, Japan usually needs more naval units or another complex, USA is the only when with the non threatened expendable wealth early on for bombers…   again this does depend on the current game situation, what round, how certain battles go, etc…

      but to vote Bombers doesnt mean the player doesnt understand the value… it means he purchases these units less for whatever reason…
       the only other unit i purchase in the quantity i purchase bombers is Battleships, but they are more appealing for obvious reasons and every country (except Russia) has a need for a battleship at some point.

    • newpaintbrushN

      It's all about Japan! SUGOI!

      Axis & Allies Spring 1942 Edition
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      R

      @Bunnies:

      Which would you rather have?  The Nemesis Weapon of Mixed Destruction?  Or . . . The Nemesis Weapon of Mixed Destruction With Puppy package?

      in my experience, the puppy IS the Nemesis Weapon of Mixed Destruction.

    • newpaintbrushN

      A Game Against Myself

      Axis & Allies Spring 1942 Edition
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      HobbesH

      @Bunnies:

      J1

      J1 strategy:  14 IPC of transports moves up to 4 units from islands to Asia (as opposed to a 15 IPC industrial complex that can only produce 3 units). 
      Transports let Japan hit any number of targets on the Asian, and later African coast, making it very hard to defend against Japan’s attacks.  As a final dealbreaker, Japan’s infantry on its islands are pretty useless, and it has 10 of them - that’s 30 IPC worth of unused material, that Japanese transports can bring into the game.  For all these reasons, transports are Japan’s answer to pretty much anything and everything.

      There’s a little more to that math. 2 transports are more cost effective than 1 IC for Japan, if they are used to offload units to Buryatia/SFE/Kwantung/Manchuria (transports move nothing or 1 SZ to pick up units and land them). In the case of FIC you really need to have 4 transports to be able to land 4 units on FIC each turn (using a shuck shuck with 2 transports each on FIC’s SZ and SZ60).

      And 4 transports is the bare minimum if you are planning on delaying an IC purchase until you really need it (i.e. Japan’s production is above 40 and you want to spend all money on land units). If you want to hit other targets (Australia, Africa) then you’ll need even more transports if you want to keep those 8 units flowing into Asia.

    • newpaintbrushN

      R1: How many tanks do you send to hit Ukraine? (if any), and how do you do it?

      Axis & Allies Spring 1942 Edition
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      newpaintbrushN

      Here’s the options for R1, as I see them.

      1.  Belorussia/West Russia.  Wipes out forward German infantry, preventing a strong G1 attack against Russian-held West Russia, and keeps Russian tanks at West Russia, where they’re safe.

      2.  Ukraine/West Russia.  Wipes out forward German infantry, preventing a strong G1 attack against Russian-held West Russia.  Destroys a German fighter, tank, and artillery.  The German fighter is VERY valuable.  But Russian tanks need to be committed to Ukraine, and will be destroyed in the German counterattack.

      2A.  Ukr/WR with 2 Russian tanks / 2 Russian fighters.  There’s about a 19% chance that the Russians will lose one or both fighters on the attack.  There’s about a 12% chance that the Russians will keep both fighters, destroy all German units on Ukraine, but fail to capture Ukraine.  That leaves about a 69% chance of claiming Ukraine with at least one Russian tank.

      2B.  Ukr/WR with 3 Russian tanks / 2 Russian fighters.  About a 4% chance the Russians lose both fighters, 2% of losing one fighter, 5% of both fighters surviving but losing everything else. That leaves about a 89% chance of claiming Ukraine with at least one Russian tank.

      3.  Norway/West Russia.  Attacking with 2 fighters preserves the UK battleship, but leaves the German infantry at Belorussia and Ukraine intact, allowing the Germans to hit West Russia very hard on G1, and the Russian fighter is lost.  Not discussed in my earlier poll regarding Norway/West Russia was the German fighter depletion strategy.

      4.  West Russia/Ukraine/Norway.  Russia attacks at three territories.  Making three attacks instead of two means Russia has to split its forces more, meaning increased casualties when attacking, and leaving the dispersed forces vulnerable to counterattack.  Or, Germany could take advantage of Russia’s weak position by immediately trying to establish a secure forward position, from which it cannot easily be dislodged as Russia’s attacking forces are so weak.  This attack CAN kill 2 German fighters, though, but odds are good that at least one survives.

      Let’s elaborate on 4) a bit.

      Russia has 2 fighters that can be assigned anywhere, as needed.  Assigning both to Norway means at least one will die, either on the attack, or to the G1 attack on Karelia, where the second Russian fighter must land.

      Germans defend Norway with 3 infantry 1 fighter; Russia can hit with 3 infantry 1 tank.  At LEAST one Russian fighter should be committed for this attack to have any chance of real success; 1 Russian fighter leaves about a 60% chance the Russian fighter survives and the German fighter dies.  2 Russian fighters leave about a 89% chance of one Russian fighter surviving (again, even if both Russian fighters survive the initial battle, one dies in the German counterattack).

      Germans defend Ukraine with 3 infantry, 1 artillery, 1 tank, 1 fighter; Russia can hit with 3 infantry, 1 artillery, 3 tanks.  Russia has a 62% chance of killing the German fighter even without any Russian fighter.  Adding a Russian fighter brings the odds to about 81% that the Russian fighter survives and the German fighter dies; if the Russian fighter is expendable, it’s about 87% chance the German fighter goes down.  (For this reason, I think when trying to deplete the German air force, it’s better to hit Norway with 1 fighter and Ukraine with 1 fighter, than to send both to Norway).

      Germans defend West Russia with 3 infantry, 1 artillery, 1 tank.  Russia can hit with 6 infantry 1 artillery.  Without going into it, this spends a lot of Russian blood, with a success rate of about 63% - and usually even if winning, just one or two Russian units are left.  That’s why a lot of players opt to use the second fighter not at Ukraine, but at West Russia, bringing the odds of success to about 90% and an average of about 3 Russian units surviving.

      With 60/60/90 attacks, there’s a 64% chance of failure at at least one of the important German-fighter battles.  Germany can rush tanks east and create an early strong position.  However, Germany cannot grab Caucasus early, and with West Russia in Russian hands, Germany doesn’t have the power to smash into Moscow immediately.

      It’s also possible to hit Ukr/Norway only, instead of draining Russia’s attack power to try to take West Russia, The Germans can grab a lot of territory on G1, but they can’t hold most of it.  The problem with that is lousy position at the start of R2; Russia doesn’t have any territories to trade.

      Comment - Ukraine with 3 tanks/2 fighters has about a 4% “total failure” rate, losing both Russian fighters, with 2% loss of one Russian fighter, and 5% of both Russian fighters surviving, leaving about 89% chance of one German fighter going down.  Compare to Russia committing both fighters to Ukr/Norway (either doing Ukr/Norway alone, or Ukr/Norway/West Russia) with a 8% chance of total failure, not killing any German fighters, 44% chance to bag 1 German fighter, and a 48% chance of whacking both German fighters - but BOTH Russian fighters survive.

      Comment 2 - the loss of Russian tanks hurts a lot.  Russian tanks can threaten a lot of different territories, and can dash back and forth between the German and Japanese fronts as necessary.  It’s not that they DO dash back and forth; it’s just the THREAT they pose that’s so nasty.  But losing German fighters hurts Germany a lot too, so it’s a bit of a toss-up.

    • newpaintbrushN

      Spring 1942 - Principles for Intermediate to Advanced Players (Part 1)

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      MrMalachiCrunchM

      I’m not sure I agree with your numbers under section 1 but the other sections are spot on.  Section 2 is particularily good advice.  If you need to win 3 ‘deadzones’ to block blitz avenues to lighly defended air assests behind ‘the lines’ you better think carefully about HAVING to win ALL 3.

      Perhaps we are looking at things from a different angle for section 1 but I get these odds:

      10 infantry vs 6 infantry; probable outcome is 4 attacking infantry (12 IPCs) surviving.

      50/50 mark of casualties is 6 Inf, like you state, although a 26% chance the attacker loses.  The 50/50 mark means you are equally likely to get better or worse.

      5 infantry and 3 tanks vs 6 infantry, probable outcome is 1 attacking infantry and 3 tanks (18 IPCs) surviving.

      50/50 mark of casualties is 2 Inf not the 4 Inf you state, in fact, there is a 90% chance the the loses are lower than you state and there is not statistical likelihood of attacker losing or even losing more than a single tank.

      5 tanks vs 6 infantry, probable outcome 2-3 tanks (10-15 IPCs) surviving.

      The 50/50 mark is 1 tank surviving.  In fact, you are nearly going to lose that attack 50% of the time and about 60% you have 1 or less surviving tanks.

    • newpaintbrushN

      R1 Norway Attack! HOT or NOT?

      Axis & Allies Spring 1942 Edition
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      T

      Honestly Granada I would have to show you in a game. Not to sound cocky but I am very good and don’t make mistakes. For this strategy to work you have know when you are able to move your infantry stacks out of Germany/southern Germany/Eastern Europe/ and sometime karelia if you are here. You are correct in that germany won’t have much attack power. I almost always build 10 inf 2 tanks R1. Gives Germany some options on R2. Even possibly sending a tank to africa if your fleet was not destroyed. The thing is Germany doesn’t need attack power so much as Stacking power. 6 tanks =30 while as 10 infantry=30 is a huge difference. The more units you can stack in a Certain area the better. I am not a big fan of trying to take an hold western Europe. I Usually give this up very early on in the game and send almost everything at Russia. Germany’s tanks are vital in holding back both russia and US and UK. Try keeping Germany tankss in Eastern Europe. This both protects against a combined stack in western europe from the allies, and also is realy scary to russia and can hit many fronts on your eastern theatre.

    • newpaintbrushN

      Who's for a forum game? No bid, normal luck, Spring 1942, no optional rules?

      Axis & Allies Spring 1942 Edition
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      newpaintbrushN

      I know you want to play, so don’t be a wanna-be-player!

      Be a PLAYER!  :mrgreen:

    • newpaintbrushN

      What's the "current" main Axis and Allies boardgame? Revised, 1942, or 50th ed?

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      Fishmoto37F

      @Gargantua:

      Man the prices on Amazon.com for Axis and Allies are outrageous!  Must be something wrong…

      900 for anniversary
      200 for old europe
      200 for revised
      189 for classic… wtf ?

      I think that would be called greed!

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