Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Ozone27
    3. Posts
    0% for April
    O
    • Profile
    • Following 0
    • Followers 0
    • Topics 12
    • Posts 412
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by Ozone27

    • RE: 3 submarines = 1 battleship ?%%????

      NO. WWI storm troopers were light troops developed in late 1917 by Germany in an attempt to circumvent the “in-depth” defensive line that had been adopted by the Allies by that time. Basically the “Sturmtruppen” were armed with “trench-brooms” (light machine guns), flamethrowers and light mortars, and very lightly-encumbered with minimal equipment. They were well-trained and well-fed and were tasked with pushing past the enemy’s main defensive points, bypassing local resistance, and advancing deep into enemy-held territory while the regular infantry brought up the rear. These were the crack troops that achieved the 1918 “Kaiserschlacht” breakthroughs and were an entirely new concept in warfare. In the absence of signifigant armored cavalry, these units were the next best thing and had a profound influence on subsequent military theory.

      As with many famous WWI German military successes, the Nazis tried to tie the image of the “storm troops” with their own in the public mind. While the storm-troop strategy remained an important military idea, the Nazis really had nothing to do with its conception.

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Whats up w/ images?

      @TG:

      Well, nothing inappropriate, but Horten did have this funny cartoon for chairman Arafat. The only problem was that it was so big, it took up half a page!

      Yeah, allowing people to post images I’m sure adds dramatically to the amount of server space the site requires. But most people still only put text, and if you disallowed it in the sig and kept a close eye on them, it wouldn’t be too bad.

      Ozone27

      posted in Website/Forum Discussion
      O
      Ozone27
    • RE: 3 submarines = 1 battleship ?%%????

      @EmuGod:

      I see your point Ozone. But the problem with Cavalry is that there areno pieces that could be used for them. I thought about adding them in, but there were no pieces. As for zeppelins, I might just make them a German only technology that will be like rockets though I’ll have to discuss it with Moses too. I think giving them as a German only technology will be good because every other power will also have a speical technology that does different things when used.

      Use RISK pieces for the cavalry. Except that none of the colors are the same I guess, so that wouldn’t work…

      Another must-have for Germany is the “Storm Troopers” technology. These guys would attack way above normal infantry (though less than Armor), but defend as normal. Maybe they’d be like Artillery that were cheaper, I dunno…

      Using BMRs as Zeppelin pieces is pretty unsatisfying. Maybe you could whittle 'em out of something :) . You can also cut them out of cardboard and fasten them to a little plastic base…

      OK, maybe I’m getting a little too “ghetto” w/ that last idea :lol: , but still that’d free up the BMRs pieces for actual bombers…

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Whats up w/ images?

      @Yanny:

      As far as I know, you can’t do that for Avatars. You can however do it in your sig.

      I can’t make it work for anything (including sig).

      I’d just like to add a pic to the occasional post to better express myself. Why can’t I?

      Ozone27

      OK so I read the Announcements Forum and I gather that images are disabled. May I inquire as to why? Were people posting inappropriate matter on the boards? Were the images taking up too much space? Once again, wot gives?

      posted in Website/Forum Discussion
      O
      Ozone27
    • RE: Test

      @TG:

      Yeah, there’s a difference between military strategy and personal ethics (Good example being the damnYankee, William T. Sherman).

      TG:

      But don’t you think military commanders ought to be held to the highest moral standards? After all, these guys don’t just “go away” after a war, they stay on as powerful figures–as both W.T. Sherman and N.B. Forest show. W.T. Sherman devastated the South, and the North had little or no ability or desire to invest in “reconstruction” (political expedients aside). He also hated Native Americans with a passion (even though he was named after one) and commented on his visit to the 1870 front in the Franco-Prussian War as attache to the Prussian General Staff that he wanted to see “more refugees, more burning villages”. Morals were of no consequence to this guy–the object was to WIN no matter what the cost or who (on the other side) it hurts.The war might indeed be shorter, but it certainly will be bloodier and more painful for all involved…

      bangalore:

      Then you’ve got everybody’s “best friend” Nathan Bedford Forest. So this guy was a tenacious soldier and a military visionary (he was). But a peace involved with this fellow would be (and in fact was) an absolute nightmare! I don’t care whether he could stomach the “violence” of the KKK agenda–he helped to START it; in fact his name recognition was a powerful inducement for early members to join! He HATED AFRICAN-AMERICANs and worked to secure their “second-class” status in the South that continued through the early 1960’s (and continues to this day throughout the U.S.). Yeah, this guy was a cavalry genius, but the fact that a man of his dubious moral calibre could achieve high command in the Army of the Confederacy is a testament to that institution’s moral degeneracy. Yeah, the Confederates were fighting for the cause of self-determination (surely a worthy cause), but that cause was a SHAM, because their intention was to shut out from that so-called-“self-determination” half their population!!! :evil: :evil: :evil:

      Now I’m not some anti-South nut that has no affinity for the rebel mystique (I am, after all, an American) but lets be real here–the cause was an EVIL one, and commanders must be held responsible for the causes for which they choose to fight. After all, THEY are the guys w/ the guns!

      Ozone27

      posted in General Discussion
      O
      Ozone27
    • RE: 3 submarines = 1 battleship ?%%????

      @TG:

      Maybe the zeppelins should really start out weak, but Germany must pay to make them stronger. But I not to keen on units starting out powerful, and gradually losing their effectiveness—sorry that doesn’t quite fit in with the overall flavor of the game (esp. if zeppelins are to be a unlockable tech)

      …Yeah, good point. Peter Strasser (the architect of Germany’s WWI Zeppelin strategy) had to bust his a$$ getting funding for new and mightier Zeppelin designs. The first Zeppelins of WWI had a ceiling of about 3000 feet. By the end of the war, the “height-climbers” had an altitude rating of 17,000-20,000 feet!!! This was above the level that then-current technology could sustain life; breathing, de-icing and other apparati had to be developed. This is a signifigant IMPROVEMENT of technology, not a decrease.

      I just meant that the job of the Zepp should get more dangerous over the course of the game…

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Whats up w/ images?

      @TG:

      I’m a still waiting for my Civil War pics. :wink:

      :x Well wot gives :x …!!!

      Ozone27

      posted in Website/Forum Discussion
      O
      Ozone27
    • RE: The 3rd canal; Skagerrak–a rules change proposal...

      @TG:

      “Yeh…it’s just not very elegant–like, WHY can the Germans do something the Allies can’t? I dunno…”

      Elegant!? Let me tell ya, war isn’t about being “elegant.” So why can the Germans do something while the Allies can’t? Why is Russia Restricted? Why is their Axis Advantage? Why is there bidding involved? It’s all because we need away for the Germans and Japanese to have some sort of chance of winning this war. I know it’s not the most balanced thing, but at least we can do our best to help our Germans out. Hey, if you build it, someone will explain it. :roll:

      Good point!

      I also hate Russia Restricted/Axis Advantage for this exact same reason. But you are very much correct–they are essentially necessary evils…

      1. …like 2-hit BBs… 8)

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: 3 submarines = 1 battleship ?%%????

      I’ve been trying like hell to get a downloadable scan of the A & A Europe board (I don’t own the game as yet), so I could give you a few ideas about ranges. If I could LOOK at the board it’d probably not be too hard to give you a decent range figure for Zepps/ “Super-Zepps”.

      If I may be so bold, might I suggest a separate “scout” and “bomber” category for airplanes. As w/ A & A, the “bombers” (representing 2-or-more-seat planes) would have a longer range, but would be less able to fight other aircraft and have a poorer defense value. “Bombers” should increase in range w/ new technology.

      A & A Europe’s Strategic Bombing model makes a lot more sense than A & A’s, but keep in mind that NO “scout-type” biplane in WWI had the capability to fly such long distances as to provide close escort to a Belgium-London bomb run. Ever. Defensively the system would work. Incidentally, one of the “Zeppelin strategy’s” major victories was the large amount of military forces (planes, guns & men) that UK had to keep in Britain to defend against them, rather than send them to the front…

      Maybe (just a thought) you could have as land units Infantry, Cavalry and Artillery. The Cavalry get less useful as the game progresses but are useable in the opening rounds as a “shock-type” weapon. I know you don’t like units that decrease in effectiveness–but I’m thinking like standard A & A Battleships; something you wouldn’t BUY, but would be useful for certain purposes (like invading lightly-defended territories. Of course, armor will eventually make its appearance.

      I think NOT including AA is a good idea. AA guns in WWI were quite primitive.

      How are you gonna handle gas? I’m impressed you guys are even willing to tackle that one (its a moral can of worms).

      Can’t Russian Empire start the game with Artillery? They had it–and it was often of good quality–there was just; a.)not nearly enough of it; b.) not enough ammo for its effective use (a common problem for belligerents in 1914-15, and; c.) it (being indifferently trained) had a tendency to flee the battlefield at inopportune moments, abandoning the infantry to its fate. Maybe Russia could just start the game with very few guns, and be too poor to afford to buy many more.

      :D BTW blimps and Zeppelins are NOT the same thing! :D A blimp is a gasbag with no internal structure. A “Zeppelin” is a rigid airship with an internal “skeleton” and one or more “gas cells” inside. Zeppelins are more sturdy and are less likely to buckle in heavy winds or under excess weight. This is one reason Zepps can be made vastly larger than any conventional blimp.

      You don’t need to know this–there will be no test. This information is only important to airship nerds like me :wink:!

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      @Xi:

      @Ozone27:

      If they brought in an INF or 2 (or obviously if they added an IC), they probably are not intending to mount a “Germany 1st” strategy. In that case, this opener would be a bad move, because the Allies are obviously planning a strong defense in Asia and if you leave an opening (i.e. in F I/C Burma), they will then try to go on the offensive, possibly wreaking havoc.
      Ozone27

      This is still a GF strategy! It’s just a GFwGBDJ variation. That’s Germany First with Great Britain Delaying Japan. TRY AGAIN.

      Yeh…OK, but the Allies must still stick to the rules. If they don’t ship stuff in by sea, they will have to put an IC down. And until they do that they are stuck with what they’ve got on the board in India. Point is; if the Allies WANT you to blunt your teeth on India, why bother doing it? Why not do what they DON’T WANT you to do–kill USSR!

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: The 3rd canal; Skagerrak–a rules change proposal...

      WOOOHOO!!! YYEAAAHHH I’m into it!!!

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Test

      :evil:

      Yeh…Nathan Bedford Forest was an AWESOME guy. He kicked ass against the Union and after the war he went home, dusted himself off, had a cup of coffee, and put on a nice, shiny white Ku Klux Klan robe and hunted the ni**ers!!!

      Lets not get too carried away here, guys; Nathan Bedford Forest was a MONSTER…

      :x

      Ozone27

      posted in General Discussion
      O
      Ozone27
    • Whats up w/ images?

      I can’t seem to upload an image to save my life! Is this option unavailable in the Forums?

      Ozone27

      posted in Website/Forum Discussion
      O
      Ozone27
    • RE: The 3rd canal; Skagerrak–a rules change proposal...

      @TG:

      Well maybe you can help the German out with a change to your canal rule. What if German forces from WE can move in and out of Norway/Finland, but the Allies can’t? This might work just as well and force the Allies to rethink how to deploy their forces along the Eastern Front. Just a suggestion… :wink:

      Yeh…it’s just not very elegant–like, WHY can the Germans do something the Allies can’t? I dunno…

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: 3 submarines = 1 battleship ?%%????

      @TG:

      Ozone, I like your idea on using zeppelines (though you do know in real life, those zeppelines were a failure, right? :roll:), so talk with Emu as he is the chief mod builder - I’m just a helper.

      Also (and I’m sorry if it burst your bubble), but A&A: WWI be using the A&A: Europe map so no Pacific or African fighting (though there is some).

      That’s a real shame about the no African/Pacific fighting, but I can understand–the colonial battles were pretty much a wash for Germany (with their overly-lethargic and aimless Naval strategy) with only a couple of victories, and only one colony holding out till the Armistice (or rather a tiny guerrilla group in one of their colonies).

      As far as the Zeppelins I think it’d be a SUPER-LETDOWN if they were not featured. American “precision” bombing, as well as Germany’s submarine blockade of UK in WW2 were also failures, but like the “Zeppelin strategy” they were pretty good ideas at the time, and were included in (at least some incarnations) in A & A. Zepps could definitely be made to work in the context of the game, but I can’t seem to come up w/ any specific details of how they should work. Here’s some general ideas I came up with:

      1.) They should be either units (i.e. that you can buy), or possibly something special like a technology that allows some kind of strategic raid each turn–a little like A & A “Rockets”. I prefer the “they’re units” option, but the “technology” option might be easier.

      2.)They should pretty much be a Germany-only thing. Germany pretty much dominated the rigid-airship technology before and during WWI. If other countries can build Zepps, there should be a reason why they wouldn’t, like maybe they don’t start with any on the board and they don’t work well in small #s, where Germany starts w/ 1 or more. Or maybe its a “free tech” that Germany starts w/ but others have to research (although a tech that allows the building of a whole different unit might be unfeasable).

      3.)They should start the game at their peak, and lose effectiveness over time. Zepps should be relatively vulnerable to winged aircraft–maybe as the game progresses there are just more aircraft on the board on all sides, or maybe they become more effective over time (like thru tech). At the start of the War, no aeroplane could fly higher, or climb even CLOSE to as fast, as a Zeppelin–not to mention their prodigious bomb capacity–therefore the “Zeppelin strategy” was actually a solid plan at that time.

      4.) If there are AA guns in this game, Zepps should be virtually immune. Zeppelins (especially the later “height-climbers”) were virtually immune to WW1-grade AA guns–they could just simply fly higher (and climb faster) than the guns could reach.

      5.) In line w/ 3 & 4 above, if a Zeppelin raid is similar to an A & A bomber raid, then AA (if there are any in the game) should be ineffective, where planes provide some sort of defense–like say, 1 shot at a roll of 1 against 1 Zepp for each plane. Later in the game, the Zepps raids get more risky because of the planes (maybe there are more of them or maybe they are just more effective).

      6.) Zeppelin raids (if they are similar to A & A raids) should be more of a gamble. They usually score little-to-moderate damage, but a lucky round should have the potential to be a game-winner if it comes at the right time: as long as the payoff, though rare, could be worth the investment so that people have a reason to build them. It should definitely be a choice of whether to invest in, say Zepps, and/or SUBs and/or more armies/navy as a strategy to win the war, but failure to win w/ Zepps or SUBs or whatever shouldn’t destroy a prudent player–the failure of the Zeppelin strategy and the submarine strategy did not, in themselves, cost Germany the war, it was a combination of things…

      7.) If Zeppelins are a unit, I think they should have these capabilities: Attack:1 (Zepps were used against infantry early in the war but were largely ineffective, and the raids were at low altitude and therefore overly dangerous). Defense:0 (one guy w/ a cigarette lighter and a Zeppelin is toast on the ground). But Zeppelins would have 2 special abilities: strategic bombing raids–representing material damage, but also falling production due to a terrorized workforce; and a special “transport” ability. Zeppelins were used extensively in WWI for supply and troop transport by Germany and they had a range unmatched by winged aircraft.In a “transport” run, the Zeppelin would have to forego its combat move, but on NonCombat, it could transport 1 INF up to its flight range–just like “Paratroopers” except without the attack ability–this would be useable only to get troops around (a good place to use it would be Africa, but of course its not included). So the strength of the Zeppelin would only really be in it’s strategic bombing ability, but the Zepps a Germany player has he could still use even if he opts out of a strong “Zeppelin strategy”.

      In 1919, a German-built Zeppelin became the first lighter-than-air craft (or ANY aircraft) to cross the Atlantic. If these “super-Zeppelins” had been ready during the war, the USA could surely have been bombed. This possibility has GOT to be included in the game!

      Anyway, you guys are the experts and I hope that I have not presumed too much in my comments. I have a LOT of other ideas (especially about naval stuff), but I don’t wanna get on your nerves. I am not a game-creator, just an enthusiast, so maybe a practical Zeppelin model is just not feasible. Maybe a thread just on this subject would be in order (if there’s enough interest). Just, please–do the research; if possible, put Zepps in your game!

      Ozone2

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      @TG:

      Your second draft of the “Hawaii Compromise” does look much better than before. But what options are there if the Allies mount still resistance in SE Asia?

      :D Simple: there aren’t any! :D

      If you may indulge me a bit, I will delve into some A & A theory to justify my actions:

      OK, so (rereading my plan) “Hawaii Compromise v3.0” isn’t something one would probably wanna use if the Allies built up India. Basically, the Axis have to look at a couple of things the Allies did T1 to get a clue to their intentions (good intelligence is a must in war, of course 8) ). One is; what did UK do in India? If they brought in an INF or 2 (or obviously if they added an IC), they probably are not intending to mount a “Germany 1st” strategy. In that case, this opener would be a bad move, because the Allies are obviously planning a strong defense in Asia and if you leave an opening (i.e. in F I/C Burma), they will then try to go on the offensive, possibly wreaking havoc.

      However, most of this thread has been focused on what apparently is a “Germany 1st” opener by USSR/UK. USSR turtles w/ the INF in the East, while UK either evacuates or abandons her Indian forces in Asia, concentrating on Africa. This tells a decent Japan player 2 things:

      1.) The pressure on him/her will be light.
      2.) The Western Allies want to invade Western Europe by T3/4.

      In this case this opener would be good because it forces USSR on the defensive in a major way by the end of T2–not to mention crushing the US fleet in the Pacific before it can (presumably) be withdrawn to the Atlantic. The Allies have basically abandoned East Asia to Japan by not heavily defending India, so why take the bait? The Allies’ theory is to crush Germany while you are rolling through Asia–in a perfect “Germany 1st” strategy, Japan is just reaching the outskirts of Soviet territory while Western Europe is being invaded by USA/UK. But as everyone knows, a decent Germany player can hold Western Europe (and fight USSR) for at least 3 turns, so T3 is the magic number.

      Would I use this theoretical opener in a real game? Sure, but only if the circumstances were just right. As TG points out, it is pretty inflexible regarding India/China and is not a money-maker. I dunno…

      I’ll keep working on it… :lol:

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      Ok so maybe when you’re the 2nd most powerful/2nd poorest country on the board, siezing NO territory on T1 isn’t such a great idea. Here’s my latest modification to the developing “Hawaii compromise” :) :

      So T1 you buy 1 ARM, 1 TR, 1 FTR. You move 3 INF 1 FTR from Manchuria to China, plus 1 FTR from F I/C Burma. What you do w/ the WangChung guys depends on what UK did–if India was evac’d, throw both of them into China; or use just 2 INF from Manchuria, both from Kwantung. If India was beefed up, use 1 INF from Kwantung in China and move the other to F I/C Burma on NonCom. Or whatever. You should attack in China w/ 4 INF, 2 FTR.

      In Hawaii, attack w/ 1 SUB, 2 FTRs, 1 BMR. You may lose 1 or 2 FTRs. Regardless land the Philippines FTRand whatever else is left on the CV(which has moved to Central Pacific). If the USA were able to withdraw their SUB, you might wanna add a BB or 2 there for further protection.

      On NonCom, have TR in the Philippines p/u 1 INF from Philippines 1 from Okinawa and land them on Manchuria. TR from Japan moves to Wake Island, p/u 1 INF there, move back to Japan, load another INF and land them both on Manchuria. FTRs in China should split between F I/C Burma and Manchuria, depending on the relative strengths of India and USSR. Place all units on Japan.

      Now lets assume UK is quiescent in India, and USSR have 5 INF Yakut, 1 INF SFE. Now T2 you strike the coast of SFE w/ 2 ARM, 2 BBs. You hit Yakut w/ 4-5 INF, 4-5 FTR, 1 BMR–as you can see: overwhelming force! Assuming the Soviet Yakut force hits twice (and the BBs conquered in SFE T1), on T3 you can get 2-3 INF, 2 ARM into Novosibirsk no problem, with a lot more on the way. Each turn spend 17 IPCs on 4 INF, 1 ARM to land on Asia and use the rest for whatever else you want.

      This offer is subject to change without notice. Cancel anytime.

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      Ok how about this :D ; you send 1 SUB, 3 FTRs, 1 BMR to attack Hawaiian Islands SZ and NO PLACE ELSE! You take no territories 1st turn and make no extra money. But you will then probably only lose 1 FTR, land the remaining 2 on the CV which sails to Central Pacific. Land 4 INF on Manchuria, build 1 TR, 3 INF save 8 IPCs (since you don’t need a fourth TR this turn–if you want it, buy it.).

      T2 you hit Yakut w/ 7 INF, 3 FTR and a BMR, hit SFE w/ 2 INF 1 FTR and 2 BBs–or any combination thereof depending on the Russkies 1st move. Now at the end of T2 you are in Yakut w/ ~ 5 INF w/ more on the way–on T3 you are poised to just RAPE Russia.

      Also if India looks threatening you can beef Burma up w/ extra INF T1, rolling them down the Kwangtung Conveyor.

      Basically this odd 1st move looks like you are foregoing a strong opening move in favor of building up a massive strike T2. You could go in a number of different directions T2, but your main object is Russia. This would accomplish the object of hurting USSR severely by T3, but leaves India pretty open to being built up by the Allies as a base.

      This is a pretty wierd opener! I’ll have to keep tweaking it to see if anything cool can happen…

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      You could also attack Hawiian Islands SZ w/ NO big ships using 1 SUB from Solomons, up to 3 FTRs, or any combination of 1-3 FTRs and a BMR, depending on your other plans (the attack starts to get pretty risky below 1 SUB, and 3 planes). The planes have to come from Japan HI, Manchuria and the CV, but 3 FTRs are possible 'cuz the FTR from the CV can land on a nearby island. After the attack, your CV can move to the Solomons, out of reach of USA planes, and may land surviving planes; or if there’s only 1, since your last FTR will be the one w/ 2 moves remaining, fly it back or land it on an island freeing the CV to move wherever you wish.

      Now, this attack will lose most likely lose you at least 1 FTR, quite possibly 2. In its 1 SUB, 3 plane mode, it leaves only 2 planes available in Asia for operations–again basically limiting you to 1 major strike on the mainland (I still recommend China–but if the UK TRs not there, India becomes the better choice). But in this case, you can get WAY more units on Asia T1 for attacks T2 and still destroy the Hawaiian Islands fleet w/ little or no risk to your own fleet from US counterattacks. If you haven’t already, T2 you could hit India w/ an amphibious attack featuring 2 BBs (screeeeeeeeeeeBOOOOOMM!!! :o )! That’s always fun…

      Just an idea for a way to compromise between the “No-Hawaii” and “Pro-Hawaii” camps. Sorry Lilo…

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • RE: Take Hawaii

      @TheJediCharles:

      :-?

      man… tough crowd.

      If only you could get “Elvis w/ a ukalele” on a tech-roll. You’d have the game in the bag…

      “Dam! They got Elvis with a Ukalele!”

      "Screw it, this game’s over…’

      :D

      Ozone27

      posted in Axis & Allies Classic
      O
      Ozone27
    • 1 / 1