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    Posts made by NotEvenJail

    • In defense of total annihilation victory rules to balance OOB setup

      My buddy and I have recently been playing G40 OOB rules but with the condition that both the Axis and the Allies have to achieve total annihilation for victory.

      This is our second game with these new rules and the observations are intersting. Despite huge gains by the Axis in the first 10 rounds, the Allies looked poised for victory. (Paused in round 13).

      Japan has been a monster in this game. They executed a flawless J1 and used it to springboard into Asia. I believe they took Calcutta J5, Moscow J9, Sydney J11 and Honolulu J13. Using OOB victory conditions the Axis have had this game won for awhile now.

      But, uh oh. Here come the Allies.

      Knowing that Japan couldn’t simply VC win in the Pacific, the Allies decided to take on the side of the board where they could put boots on the ground. For 4 turns the US patiently built a defended 4 transport shuck to Gibralter and ultimately Normandy. Starting US5 they were dropping 8 units there every turn and being reinforced by UK men from London. The Axis just couldn’t counter this landing, lest the Russians hit back. The US kept the Pacific starting fleet at Hawaii and supplemented it when it could.

      Despite the all out Normandy push by the Allies, Western Germany was incredibly difficult to take. Only then could the US step back to liberate Paris. They needed that forward factory to eventually take Berlin.

      Once Berlin fell it was US/UK/FRA vs Japan. At this point Japan has all of the Pacific islands that matter, including their strategic defence perimeter NO. They have all of China and many non-mongolian bordering Russian territories. They have all of Australia. They are producing in Moscow, they have a factory producing in Caucuses. They have factories in Iraq and Persia with an airbase and naval base there with a fleet in SZ80. Next turn they will have enough to wipe out the US fleet off of San Francisco. They are threatening landings in Africa.

      Despite this, in looking at the board it appears the Allies are soon going to overwhelm Japan in the West, which is the only place they can make new gains. It appears the Allies will absolutely win this game.

      I’ll post pictures later of the game on pause if I can.

      Also, once France was back in the game they started a back and forth transport shuck from SZ93 to SZ98. First turn they picked up leftover dudes in algeria and sent them to Egypt. They kept building 2 land units and maybe a boat a turn in Southern france. Now they have 6 dudes and 3 tanks in Trans-Jordan and a fleet sitting in 98 consisting of 3 destroyers a sub and wait for it….

      A loaded (Tac & ftr) carrier. Maybe they’ll buy a battleship lololol.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: [House Rules] Axis get too much money

      House rules is house rules lol

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: [House Rules] Axis get too much money

      The best way I’ve found to balance the G40 setup is to eliminate the Victory City conditions and play until either total annihilation or surrender. In my current game Japan has held all of the standard VCs as well as Calcutta, Moscow, Sydney and now Honolulu for many turns. The Allies are still looking good to win tho. US/UK/FRA have just wiped out Germany and are heavily threatening Japan’s front in and around Moscow. We are on round 13 and the allies are just now pushing back and look poised to win, when OOB rules would have called this for the Axis many turns ago.

      And yes, this also means we pulled of a Gasp KGF.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • Looking for players in Columbus Ohio for table top Global 1940

      I’ve been playing G40 for awhile now but a few of buddies that play have moved. Looking for anyone who is down for live table games in Columbus. I have a modest game room that can host sessions for games that need to be left on hold if need be.

      posted in Player Locator
      NotEvenJailN
      NotEvenJail
    • RE: Is there currently an average bid(or even a bid) in G40 2nd edition

      @Caesar:

      @NotEvenJail:

      @Karl7:

      one bid that has always intrigued me was 100 inf for US at start.

      No need for the US to but ground units allowing almost all air/sea buys.

      :-o

      That would actually be so hilarious tho. Build a 10 transport shuck into Europe and go into critical battles with an insane amount of rolls at 1.

      Transports roll a zero in G40.

      I meant transport the infantry. Drop 20 guys off a turn.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Is there currently an average bid(or even a bid) in G40 2nd edition

      @Karl7:

      one bid that has always intrigued me was 100 inf for US at start.

      No need for the US to but ground units allowing almost all air/sea buys.

      :-o

      That would actually be so hilarious tho. Build a 10 transport shuck into Europe and go into critical battles with an insane amount of rolls at 1.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Some tips against a aggressive axis player

      Current game I took gargantua’s suggestion of buying 6 tanks R1 in the face of a Barbarossa buy. Needless to say Russia and Germany traded Eastern Poland multiple times. Obviously, once his air and the Italians showed up I had to start retreating but that play bought Russia a few extra turns for the US/UK to build a landing force.

      Edit: I only recommend this against a G2 German stack in Eastern Poland if he is using his air G2 to bomb london thus bringing a few crucial planes out of his counter attack.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Is there currently an average bid(or even a bid) in G40 2nd edition

      @Gargantua:

      I would give you 160 bid - on the condition that it’s all in battleships. and follows standard bid rules.

      There is a precedent for this! From an XDAP  pit fight:)

      So could that be a US battleship in sz 9, 10, 11, 12, 26, 27, 28, 29? lol

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Aircraft being able to fly over hostile navy question

      I’m just curious at what point in the game this was? Did Japan also have the mainland Capitols (Shanghai, Hong Kong, Calcutta)? If he did and held Manilla and Tokyo, then Honolulu would be the 6th VC and if he was able to land his Strat bomber there it would imply that he held Hawaii for an entire turn. Meaning the game would be over. Just curious. Cheers guys!

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Game Report 166: The Limitations of JDOW J1

      I go J1 most of the time and it is important to set up your crucial second turn right away. I consider it a successful J1 when I complete the following.

      1. Take Yunnan.
      2. Take Philippines with force.
      3. Wipe UK battleship with both Strats a fighter and cruiser. Take casualties in a manner that leaves your cruiser to block for the lone transport you took to Borneo with 1 inf. (Block the south with Carolines destroyer) Take Hong kong and FiC.
      4. Position enough transports and ships to take and hold all money islands turn 2

      I have to accomplish these 4 things no matter what. This is all pretty basic ���� and Japan has enough units to accomplish all 4. (If Russia wants to mess around up north, let him. Those 18 inf can be dealt with if they decide to invade. I leave just enough inf in manchuria)

      Anyone who does a J1 would agree that 2 thru 4 are musts, even if you don’t protect the Borneo transport in the same manner, but I’m not sure everyone thinks smashing Yunnan is vital to a successful J1. If you don’t take those 4 dudes out and the Chinese player moves them back to Szechwan and builds artillery, Japan isn’t cutting off the Burma road for another couple of turns and by then it’s too late. Entice him to bring all of his units back to Yunnan in reach of your air.

      There’s even enough left for Pearl Harbor when the top 4 requirements are met.

      Lately I have been buying 3 TTs turn 1 and setting up an eventual shuck from Tokyo to FIC where I purchase a minor factory and a naval base. Those men on Japan get right into the fight and I can use my extra transports to take and hold the money islands turn 2 and Mayala and Dutch New Guinea Turn 3. Even with just 1 factory on the mainland I can use the shucked men to threaten Calcutta as early as J5. Especially if I had 3 loaded carriers sitting at Wake left over from pearl harbor attack turn 1, and if lucky, a leftover destroyer blocking at Hawaii. Another advantage of this positioning is I can focus heavily on buying ships to stave off the US and still push hard against UKPac and China. Again, none of this matters as much as taking Yunnan turn 1.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: I Can't Repair My Battleships!

      Imagine the chaos of your Capitol under enemy control. Especially for the bases near the Capitol city. You surely wouldn’t have your men casually wrenching and welding away on broken boats like business as usual. However, this is why I think Canada deserves to be it’s own Nation in Global 1940 and people should probably make house rules as such.

      (We’ve been toying around with having Canada having a small income that it flakes off of UKE and UKP and just having them move with the UK. If London falls then Canada can still build to help. The first between UK Pac and Canada to fly any air unit or sail any sea unit to South Africa or any other factories the UK might have built sets up new Command and leadership and may build there. Canada and UK pac would never have a ton of money to branch out after London falls but it at least gives them a shot to move a few of those pieces around in the Europe side, maybe even in conjunction with a damaged Capitol ship that can’t repair ;)

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Line Island, Sea Zone 29 Naval Base

      If your navy is way down there, what is your contingency plan for me landing Japanese units in Alaska?

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Worst Country to play

      Surprised no one has said China. There is something fun about attacking with small stacks of infantry against even thinner stacks of Japanese units. It’s alway a “come on 1s, baby” type vibe, and those dicey battles matter.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Can you save the Bismarck

      @simon33:

      Way off topic but I don’t think I’ve ever done that buy J1. I don’t really understand why the SZ19 TT wouldn’t put a tank and inf on Kiangsu, so that the tank can reach Kwangtung or Kweichow J2.

      I’m very interested to hear more about your J1 buy because I feel like I’m in a minority that can take Calcutta early and threaten Sydney or Honolulu late (especially if the allies buy in the atlantic), with only 2 factories on the mainland in Asia…when I constantly see players with 3 and even 4 factories purchased for Japan throughout the game.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Can you save the Bismarck

      @ShadowHAwk:

      @simon33:

      I strongly dislike the second sub into sz111. Isn’t it much better used in sz106?

      Yes i normaly put it in SZ106 but i can go either way, so its a choice.
      But also luring the RAF into combat taking it out does help a lot with italy making taranto 705 battle iso a 90% battle for the UK.

      Exactly. People are saying holding the BB back is a reckless or even unsportsmanlike move. But I see players all the time doing the exact buys and strategies that they see in youtube videos. The only opening buy that I feel is standard is a J1 buy of a MIC and 2 TT. Everyone else is kind of free to do whatever (except China of course). So if in one game I decide to sack 4 subs and 5 planes (lucky rolls, sure) into the 110 and 111 battles (took one sub into 106 and lost), killing all the UK/French planes/boats, what do you think that does for Taranto? What does that imply for an Allied attempt at landing ground units in Europe? When we play so many games why not try something ballsy?

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Can you save the Bismarck

      I think I lost something like 5 planes when I left the BB out and was never able to get to Moscow, hence I would likely never try it again but Japan was able to win on the Pacific side so it didn’t matter. Lucky me  :-D

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Can you save the Bismarck

      @Young:

      So what do you take into 110 while leaving back the Battleship, and what are your odds against a 3 plane scramble?

      I don’t have the map in front of me but I remember killing the boats in sea zones 110 and 111 and trading planes with the UK. The Luftwaffe was banged up but I replaced a few planes next turn and that Navy was all I needed to hold the allies off in the Atlantic because they had an absolute Juggernaut Japan to deal with on the other side of the board. Japan won that game.

      Also, UK did Taranto which made it easy for the Italian and German planes to one two punch back and completely clear the med. Once Italy was threarening Egypt and the Middle East and securring NOs they were in position to help Germany drive on Caucuses since my Navy and Air buys on G1 and G2 set me back on land units to send to Russia. UK could never get a factory down in Egypt or the Middle East so they were no threat to Rome. In fairness the allies were slightly less experienced, but I wouldn’t say they made any crucial mistakes.

      And full disclosure…I’ve only done this once because it seems insane - I always bring the Bismarck in turn 1 - but let’s say you wipe out almost every UK boat and plane off the map in the first 2 turns…is that worth a healthy chunk of the Euro-Axis airforce? I think so. If the Allies just have a few US/Russian planes, and a few scattered boats early on…up against a healthy German navy within reach of every beach…they will never even threaten a landing in Europe…unless they want Japan to just waltz into Calcutta and Sydney…before they can even put a boot on the ground in Europe.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: Can you save the Bismarck

      I’ve held the Bismarck back in a game and built a carrier, sub and destroyer G1, while attacking the British Navy with everything I had. I knew I would lose all my starting subs and some planes but I was feeling ballsy with the dice. Once I coordinated that navy with my starting cruiser I was able to threaten the sea zone off Gibralter with added bombers. The Allies were never able to get anything going in the Atlantic and this actually helped Italy become much stronger than I’ve ever seen them. Even though my drive on Moscow was stalled, Italian can-openers helped when needed. From my experience in this game the Bismarck can be left out of the initial battle completely as long as you replenish any planes lost. We also did a J2 and left the British cruiser in Gibralter alone and left the destroyers/transport groups off of Wales and Nova Scotia alone. I like to use the Luftwaffe early and often all over Europe and Africa. I’m never afraid to lose a couple of planes early if I can fake a Sealion and just buy a few planes G2 and G3 instead.

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: UK Greece - Mid-Game Operation

      You sure did…good call…

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
    • RE: UK Greece - Mid-Game Operation

      I’m currently playing as the Allies in an OOB G40 game and I’m coming up on UK6. Turn one I stacked heavy in London and cleared a lot of the Med. The axis did a J1 attack and it looked like Sealion was off the table so I did a buy that I have never done which was a CV in South Africa UK2. That badboy has been holding down the Med strong, especially when you consider the med was wiped after Taranto. That carrier along witha few allied destroyers and a cruiser is just enough to hold off part of the Luftwaffe in range. So I may just have to land a few loaded transports on Greece my coming turn, considering most of the German ground forces are at the gates of Russia or preventing US landings in the West and Italy is turtled. This is the perfect time to spring a landing in Greece. Mind you I only have 3 transports loaded but the Axis are a full turn away from dealing with it. I’m going for it. If I can land planes next turn and hold it a factory might be in play. Especially with 20 US ground units in Gibralter and a small stack of UK ground and air on my Iraq factory. This is quite juicy.

      Anyone else ever buy a CV in South Africa early with UK?

      posted in Axis & Allies Global 1940
      NotEvenJailN
      NotEvenJail
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