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    Topics created by newpaintbrush

    • newpaintbrushN

      Bunnies P Wrath's Running Strategy Post

      Axis & Allies Revised Edition
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      Crazy IvanC

      :-D
      This game is all about trying something different, may not always work, but it keeps it interresting :wink:
        It is my experience that no matter how great a strategy may be, the dice will still make you lose  :cry:
      Or win  :lol:
      So try anything, and just have fun  :-D

    • newpaintbrushN

      Are you a hobo?

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      Guerrilla GuyG

      Down here they work as greeters in Walmart… :wink:

      But I would if he had an unlimited supply of coffee beans in the magical land of tootyourownhorn and a coffee maker from Ozville, but since I lack access to those locations, and feel under appreciated, I choose to give him coffee…

      GG

    • newpaintbrushN

      NO LUCK

      Axis & Allies Revised Edition
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      JenniferJ

      AA Guns are like normal defenders.

      Total Fighters / 6 if the remainder is 1, 2 or 3 you miss the remainder, otherwise you get another hit for 4, 5 and 6

      Do the same for bombers, though, if you are being attacked by more then 6 bombers, it’s pretty safe to assume you’re already screwed.

      Only difference would be SBR since it is gun on bomber, you just roll that normally.

    • newpaintbrushN

      My smite/applawlz is disabled!!1!

      Website/Forum Discussion
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      ajgundam5A

      @ncscswitch:

      And Yes, the chicken is Made in China….

      Has she been checked for lead poisoning recently?

    • newpaintbrushN

      Axis and Allies Revised: Standard Tactics: Planning, Risk Assessment, and Calc

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      D

      I read it.  It’s good.  I did get a chuckle out of the fact that doing all that “assessing” of various maneuvers takes less time then reading the article about it.  :-D

    • newpaintbrushN

      Axis and Allies Revised: A Beginner’s Guide to Tech:

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      newpaintbrushN

      Axis and Allies Revised:  A Beginner’s Guide to Tech:

      The utility of tech varies wildly depending on whether out-of-the-box rules are used, the FAQ available on the Wizards website, or Larry Harris Tournament rules (1.3 is the current version as of this writing).  Particular National Advantages also change the utility of tech.

      1.  Rockets.  This is the most unbalanced tech in Out of the Box rules.  All a player needs to do is get the Rocket tech, and after that, all of that player’s AA guns will be able to effectively take away one dice of IPCs from an opposing player within range.  Germany in particular can use this tech effectively, producing mass AA guns and shutting down both Russia and UK’s production while playing defensively; in a few rounds, Germany can turn the tables and start attacking.  This tech is frankly pretty ridiculous in the Out of the Box version.

      To be more specific, the Germany player can, say, invest 20 IPC in Rocket tech, having a 51.8% probability of succeeding.  If succeeding, Germany can buy 4 AA guns.  On Germany’s first turn, if the tech research succeeded, Germany can immediately take 3 dice worth of IPCs from the United Kingdom.  On the second turn, if the tech research succeeded on the first turn, Germany can take 7 dice worth of IPCs from the United Kingdom and buy more AA guns.  If the tech research failed on the first turn, Germany can roll for tech again and buy more AA guns.  By the third turn, depending on the tech research results, Germany may be doing as much as 15 dice of economic damage to the United Kingdom and/or Russia.  In practical terms, Germany can’t really do that much economic damage to Russia until Germany moves its AA guns into range of Russia, but it is clear that Germany can quickly neutralize both countries’ income. There is really nothing that either UK or Russia can do about it either; Germany can attack UK with AA guns in Germany, and Russia with AA guns in Eastern Europe, and both territories are extremely difficult for the Allies to capture.

      The rules for Rockets changed in FAQ and LHTR.  There, any particular industrial complex can only be attacked by one AA gun per turn.  Germany can still use Rockets effectively, but due to the firing limitations, the tech is no longer as exploitable as it once was.

      2.  Long Range Aircraft.  This is a good tech for two reasons.  In OOB (out of the box) and FAQ rules, Long Range Aircraft can be used to immediately add range to fighters, adding a possibly unanticipated amount of force to an attack; this can make otherwise unfeasible attacks can become feasible.  In LHTR, tech advances don’t take effect until the end of the turn, but Long Range Aircraft can still be useful; if Germany gets it, Germany can use the extra range to use fighters landed in Western Europe to threaten most of the Atlantic, while still having the range to hit Russian territories and land back in Western Europe.  If Japan gets it, Japan can use its fighters to attack Asia while defending the Pacific against US naval attack.  If the US gets it, the US can use its fighters to extend its effective range against Japan, taking island bases and building mass fighters to destroy the Japanese navy.

      Particular OOB/FAQ uses of Long Range Aircraft include the first-turn German invasion of London (called G1 Sea Lion, for “Germany 1 Sea Lion”), unexpected US air attack on Japanese transports in the Pacific, and unexpected Japanese attack on Western U.S.  or isolated US transports (the former usually after taking Hawaii or Western Canada from Japan; on the next turn, Japan adds 6 fighters and a bomber that the US player didn’t count on).

      G1 Sea Lion is not a clear win for the Axis.  First, Germany has to get the tech; if Germany invests a lot of IPCs in the tech but fails to get it, that’s a significant handicap and a probable loss.  Second, Germany will probably lose a lot of air on the attack; if lots of air is lost to an AA gun, it can be disastrous, losing Germany the attack on London as well as the immediately losing air.  Even if the UK AA gun doesn’t hit anything, German air will very likely be depleted against UK’s defenders.  Third, even if Germany does take London, it will probably only be with very minimal forces, allowing UK to retake with a battleship support shot and tank from Eastern Canada (collecting income at the end of its turn), after which the U.S. can move in reinforcements on the first US turn.  At that point, Germany will have a lot of IPCs, but almost no air; the Allies will be able to set up an Atlantic transport fleet with little fear of the weakened German air, and UK has IPCs to defend London.

      For that reason, if Germany does decide to go for a G1 Sea Lion, it is very highly recommended either that Germany should start the game with an extra Baltic transport (allowing better odds for the London attack, and allowing more German air units to survive the attack against the London defenders), and/or Germany should buy transports as well as the requisite Long Range Aircraft tech dice on the first turn (if Germany has three transports available for the start of G2, Germany can probably recapture London from the UK/US forces).

      3.  Heavy Bombers.  This is generally not a good tech.  That is particularly true for LHTR, which weakens the effect of Heavy Bombers and strategic bombing.  Under OOB or FAQ rules, though, a US player can use this well in conjunction with the Heavy Bombers National Advantage.  (LHTR rules change the effect of the Heavy Bombers National Advantage).

      That is, the US player can build two bombers on US1 and fly its existing bomber to London; on US2, the US player can build three bombers and fly the two bombers built last turn to London, and bomb Germany for 1 dice; on US3, the US player can invest in Heavy Bomber tech, fly the three bombers built last turn to London, and probably bomb Germany for 6 dice (3 dice if the eight or so dice the US can sink on tech all fail); on US4, the US player can go for Heavy Bomber tech if it failed the first round (getting another eight dice for tech), and almost certainly hit Germany for 12 dice worth of IPC damage.  After that, Germany is pretty much out of the game, and the Allies can go on and do whatever they want.

      4.  Jet Power.  This is not a particularly good tech using FAQ/OOB rules, but it is slightly better under LHTR, as LHTR adds the ability to avoid AA fire.

      Instead of sinking IPCs into tech to get a more efficient fighter defense, it is typically better to just buy more fighters, getting another unit that can be taken as a casualty, as well as more attacking power.  LHTR adds the ability to avoid AA fire, which means that fighters can be used far more reliably in exchanging territory that may have AA guns moved in.  Although the LHTR change to the tech is a very nice bonus, this tech is generally not worth pursuing (although there may be exceptions, for example if a player has lots of fighters, and an opponent has lots of AA guns)

      5.  Combined Bombardment.  This tech is, I think, not useful until the very end of the game, at which point the game should already be effectively decided.  This is for three reasons; first, no power starts with a lot of destroyers (so no power is ready to exploit this tech), and second, destroyers are of very limited use, and expensive, so attempting to buy destroyers and research tech at the same time allows an opponent to gain territory, which means that even less IPCs will be coming in to buy destroyers and research tech, and third, no power is poised to immediately take advantage of a tech research (particularly so with LHTR)

      I think it may be feasible to attempt to exploit the Combined Bombardment tech with the UK or US under certain circumstances, or possibly with other powers under really unusual circumstances.  However, I think it extremely risky at best.

      Destroyers are rarely cost effective.  A carrier and two fighters offer a superior defense at the same price as three destroyers, but has the ability to hit ground targets as well (with the fighters); three subs offers similar attack and defense power, but added durability, when compared to two destroyers (the subs can afford to take more casualties).  Destroyers can hit enemy air, and have an antisub effect, so destroyers can be useful.  However, any particular fleet will usually find it most effective to take along only one destroyer, and build either mass subs, mass carriers, or preferably a combination of the two.  Even Japan with the “Tokyo Express” national advantage, will probably not want a lot of destroyers.

      Near the end of the game, when one of the powers is sitting on a stack of infantry on its capital, that stack of enemy infantry can be reduced by Combined Bombardment tech.  To do so, a power needs to have lots of destroyers, and enough IPC to successfully research Combined Bombardment; once the research is successful, a single infantry can be amphibiously landed, and however many destroyers are present can use their support shot.  By doing so, a power can spend 3 IPC (the cost of one infantry) and destroy up to 10 or more units.  Of course, to destroy 10 or more units, about 20 destroyers would have to be present, which is massively expensive (20 destroyers cost as much as 48 tanks).

      However, the destroyers have two advantages.  The first advantage is, naval units can be produced anywhere.  Over time, the US can easily put 20 destroyers in the water and sail towards Japan or Germany.  Getting 48 US tanks into Europe is a different matter, with a limited number of transports and no US industrial complexes in Europe.  The second advantage is that destroyers protect the water; an enemy power that has an infantry stack on its capital may also be massing air to destroy any navy around it (in doing so, destroying the transports that are ferrying units in to contain the enemy power).

      6.  Super Subs.  Pretty self-explanatory, they’re super subs.  If you are going to use a lot of subs, this can be worth researching.  If you’re just going to use a few subs, this is not a great tech to go for.

      In a regular game, if one player invests heavily in navy, a player may counter with a gigantic sub fleet and Super Sub tech research.  Of course, if Germany or Japan invest heavily in subs, pressure on Russia is lessened, if UK invests heavily in subs, ground unit reinforcements to Europe and/or Africa is lessened, if US invests heavily in subs, ground unit support to Africa, Europe, and/or the Pacific is lessened (although the Pacific ground pressure is probably not a problem, as naval dominance over Japan must be established first).

      If playing with LHTR and National Advantages, though, Super Subs can become far more formidable combined with the Kamikaze or Kaiten NAs.  With that NA, Japan can target enemy destroyers, allowing their subs to always get the first strike advantage.  If the US opted to go transports, carriers, a destroyer and battleship, a Japanese super sub attack can be very strong.  However, the US can potentially counter with its own sub fleet (since defending subs will get to fire during the opening fire step, essentially eliminating Japan’s first strike advantage), so even Kamikaze/Kaiten and Super Subs does not guarantee dominance of the Pacific for Japan.

    • newpaintbrushN

      Any particular desired article?

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      ?

      Yes, thank you.  Very well done.

      I especially like the fact that you work to include ALL 3 rule sets in your articles (OOB, FAQ, and LHTR)

    • newpaintbrushN

      Axis and Allies Revised: The Bid

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      ?

      I had intended the Allies to choose the source of the bid cash/territories.

      Interesting question…
      Would the USA want to give up Mexico, Cuba, Panama or Brazil from the start?

      Sure, they could take it back, but it would be a detour for US forces from their main goals…

    • newpaintbrushN

      Axis and Allies Revised: Eight Victory City Goals versus Nine Victory City Plus

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      Z

      I like 8 VC games as a fun challenge as Allies.  I agree KJF is the best strat since the game revolves around India in the 1st turns, and Japan is easier to take down.

      That said you still need either Karelia or a German VC to win the game, unless you take Tokoyo itself, which is tough.

    • newpaintbrushN

      German bid: Two infantry in West Russia. Yay or nay?

      Axis & Allies Revised Edition
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      J

      @U-505:

      The goal isn’t to discourage an attack on Ukraine, but to encourage one for the aggressive Russian players.

      The person who played the bid, switch, said this:

      It spooks the Russians, so they only attack ONE territory, West Russia.  Germany saves not only the FIG in Ukraine, but the 3 INF, the ART, and the ARM as well.

      Sure sounds to me like one of his goals was to discourage an attack on the Ukraine.  Which it does, but only by encouraging a WR/Belo attack which is basically just as good for Russia as a no-bid WR/Ukraine attack would be.

      @U-505:

      With 2 inf in WR the Ukraine/WR attack gets pretty risky especially in WR.

      I agree, and I would not do a Ukraine/WR opening if Germnay placed 2 bid Inf in WR.  I would do a WR/Belo opening though, and be only down 1-2 Inf, on avg, from what I would be if those 2 Inf from the bid had not been placed.  Killing one or two Inf in WR is not a very good return on investment for your 6 IPC bid.

      @U-505:

      2 inf in Ukraine doesn’t present any dilemma for the Russians. Belo/WR can go on just as if those inf were placed in Libya.

      Yep, they can attack Belo/WR.  But the difference, as compared to placing 2 Inf in Libya, is that Germany has 2 extra Inf on the front lines in Europe to play with on G1.  I’m not saying 2 Inf in Ukraine is a great bid either, but it is a heck of a lot better than 2 Inf in WR.  Actually, 2 Inf in Belo might be the best bid if you are going to place your bid on the front lines in Europe.  If Russia attacks WR/Belo, it has to commit a tank which will be killed in the attack or the G1 counter, plus all that nifty hardware in the Ukraine gets to live.  If Russia goes WR/Ukraine, Gemany has plenty of fodder in Belo to punish Russia with if the WR attack goes bad.  And I’ve seen the WR attack go bad (as in all but 3-4 of the Russian Inf are killed) a few times on WR/Ukraine openings.

      @U-505:

      The problem is that WR has to be attacked on R1 no matter what. By adding the bid to the territory that ALWAYS gets attacked you put the pressure on the secondary territory. Either you make the secondary attack with the minimum amount of units or run the risk of taking a beating in WR. The risk may be high enough to a conservative player that both Belo and Ukraine aren’t attacked which provides immediate value.

      2 Inf in WR would not change what I attack Belo with at all (3 Inf, 2 Fighters) and it does not make it very likely I will take a beating in WR.  I agree that if it does convince a player to only attack WR, it is worth it.  But I think such a player is making a poor choice, and I don’t like to base my strategies on hoping my oppenent will make a poor choice.  If Russia responds wisely to that bid by attacking WR/Belo, then the bid basically bought Germany nothing.

      @U-505:

      Attacking WR/Belo is probably the best move …. [but] it becomes entirely likely that a good defense in Belo coupled with the extra unit or units Russia lost in WR gives the German player an opportunity to counterattack WR with a good deal of firepower. Even if it costs you a lost fighter to AA, smashing the Russian vanguard might be the right play to make. And if you don’t counterattack WR, at the very least it will give you Caucasus for a turn.

      3 inf/2 Fig vs. 3 Inf in Belo results in Russia taking the land 70+% of the time and at least clearing it with both fighters living another 20% of the time.  Not much room for a great defense there.  And if the WR attack does go poorly, which is not likely either, Russia can always fortify WR with Inf from the Caucus.  Sure, that may leave the Caucus a little weak, but getting Germany to overextend by taking it on G1 is not really a bad thing for the Russians.  (as long as they make damn sure to retake on R2)

    • newpaintbrushN

      Axis and Allies first turns - United Kingdom

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      ajgundam5A

      @Jennifer:

      Leaving the second BB alone is bad for two reasons:

      You gave England a capital warship that can bombard you at will.  That means two bombardments for the price of 1 infantry.  (6 IPC for 3?  That’s a good trade!) England is not out 16 IPC for a carrier to defender herself.

      Don’t forget that the Allies don’t have to worry about keeping 1-2 Figs on the carrier giving them even more versatility

    • newpaintbrushN

      Axis and Allies first turns - Germany

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      D

      @newpaintbrush:

      @DarthMaximus:

      @newpaintbrush:

      @DarthMaximus:

      I think a well rounded strat will allow you to do both relatively seemlessly while if you venture too much into a “reactive” strat it may not allow you to take adv of mistakes as quickly.

      Don’t you mean “OVERreactive” strat?

      If you make unsound purchases based on what you think your opponent’s going to do, that is overreacting.

      If your opponent sees your mistake, and acts in the best possible manner to exploit your weakness, that is reacting.

      Yes.

      But also:
      Did that persons previous moves put you in a position to make a mistake, or did you just flat out miss something and make a mistake on your own?
      Maybe I’m nitpicking. :-)

      You can think proactively (2-3 turns down the road) and force your opponent into difficult decisions or mistakes.

      I’m of the school that assumes that their opponents will be worthy, hence that mistakes will not be made; hence that losses will be from bad luck or the aggregate result of suboptimal plays, rather than from a blatantly wrong move.

      To clarify, you can NEVER “maneuver” your opponent into making a mistake.  Either your opponent blunders, and makes a mistake on his/her own, or you force your opponent to make a difficult decision.

      –

      In other words, say I know you like alcohol, and that you don’t really care too much about money.  So I bring free drinks to our poker game, you get drunk, and I win lots of money.  Did you make a MISTAKE, or a CHOICE?  I think you made a CHOICE.

      Now, if you were holding a straight, in five card draw no wilds, and you folded, you probably made a MISTAKE.  But that was your choice.

      If you were drunk when you folded, I would say that you made a CHOICE to enter into a situation in which you would more readily make MISTAKES.  But still, folding on that straight would be YOUR MISTAKE.  Nobody forced you into folding.

      I think we’re agreeing with each other.

      (your mistake or not) Your betting pattern, poker face, demear at the table all provide the other player with information into the decision about their hand.
      You come out betting strong, with a stone cold dead face, I read that as hell I can’t beat him I fold.  I made the choice, but you willfully provided informaton that helped me make a decision.  All be it a wrong decision but at the time I assed all available info and came to a conclusion, which in this case was wrong and a mistake.

      The whole theory behind deadzoning is manuevering to get your opponent to (help them if you will) make a mistake (or bad choice).  Yes your opponent makes the choice to move in his whole army, but you set up the board.

      I also play assuming your opponent is “worthy” and makes no mistakes, but that doesn’t mean I won’t set “traps” to test them.  B/c as we both know, no one is flawless and I’ve seen plenty of good players overlook the smallest things from time to time (including myself).

      I think we are agreeing with each other here.
      I think these statement are equivalent:

      ME:

      Did that persons previous moves put you in a position to make a mistake, or did you just flat out miss something and make a mistake on your own?

      YOU:

      Either your opponent blunders, and makes a mistake on his/her own, or you force your opponent to make a difficult decision.

      Perharps I shouldn’t have used the word “mistake” in the first sentence, but they basically say the same thing.  Force a person into a “lesser of two evils” decision.

    • newpaintbrushN

      Axis and Allies first turns - Russia

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      Z

      @U-505:

      I would have to say that you should be careful about advancing heavy Russian forces too far into Europe. Drawing Russian ground units away from Russia is a trap I frequently like to set with Germany. It gets really had to resist trading a bunch of advanced territories with Germany because the prospect of Russia making 30+ IPC’s a turn puts dollar signs in the Russian player’s eyes. With the Axis outnumbering Russia by 5 to 1 with air units, trading a lot of territories and ground units with Russia almost always favors the Axis, even if the unit trade is 1 for 1. No matter how much Russia makes, Japan always outproduces them by up to twice as many units and that point will get hammered home when a large number of Russian forces are aimed at Germany and their reinforcements going west dry up instantly because they are desperately trying to hold back the flood of Japanese units coming at them. Japan has a tendence to look benign one turn and the next turn be all over the map, in force, and Russia can quickly get into trouble by being too aggressive toward Germany. Especially if the eastern defensive structure is poorly maintained.

      I completely agree.  I’ve used this “rope-a-dope” tactic a few times.  retreat with germany, attack with japan, and then usually around round 3-4 i counter attack with germany and squeeze russia out and hope that germany conquers russia so i can get the IPC’s.  I say thi cause usually the Allies have taken western Europe with this strategy at some point and I have to retake it.

    • newpaintbrushN

      Who makes the LowLuck rules?

      Axis & Allies Revised Edition
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      JenniferJ

      The only difference is that you’d be forced to hold off one turn.  No biggie.  5 Bombers is 15 IPC you’re down anyway, and since it’s going to take at least a round to get into position, waiting 1 round for units to save up is nothing.

      BTW, the Flames dicey is screwed up on rolling the damage.  They say attacker does 3 all the time, defender does 2 or 3.  I already notified them it needs to be fixed to come into accordance with the actual description of LL SBR.

    • newpaintbrushN

      Teh ULTAMIT GERMAN STRATEGI!!!!1!!?

      Axis & Allies Revised Edition
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      JenniferJ

      Well, ya all know me, the AC in SZ 5 is the biggest waste of Cash this side of, well, this side of anything!  I’d rather have 4 fighters or 2 bombers and a fighter to an Aircraft Carrier in SZ 5….(SZ 14 is a different story.)

      Of course, you all know this means in the Tourney I’ll be building AC’s in SZ 5 cause no one will expect me too. :P

    • newpaintbrushN

      Axis and Allies Revised in Brooklyn, NY?

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      newpaintbrushN

      Yep.

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