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    R
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    Posts made by Rhineland

    • RE: Confronting Monster Japan

      I think if you do these things then you will not find the axis so hard in your games.

      1. Build agressively with Russia if they do not have the ability to punish the axis for advancing then this will really hurt you. Plus by doing this it will keep your IPC up giving you the ability to fund your war against germany specifically in the first 3 rounds.
      2. Never totaly give the pacific to the japs without a fight for the americans. Even if you are doing an all out KGF. 
      3. Never run every inf from the east to the front lines they are needed more as a gap stop for russia.
      4. Never forget about africa the 10 IPC is huge benefit to either side because it is really a 2 IPC swing per IPC.
      5. Biggest of all I think for the allies is to make very strong attacks that will limit the dice factor. Unless you really need to do an attack always wait for better numbers later on.
      6. Always keep an eye on the economic war and try to keep it over 10. Joined with 5 this will probably make the game longer but will make the allies win 60% of the time.

      Hope that helps. If you want some pointers I will play you in a thread game here.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Confronting Monster Japan

      How many players are you playing with? Are you using a bid for the axis?

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      I like having 3 ftrs in france and 2 ftrs and 1 bmber in libya this makes sz 12 landing impossible. So I think having the bmber R1 is not needed for this but it does threaten allied shipping better however late game 9 german ftrs are hard to get threw in germany.

      After this discussion I think 1 bmber and inf or 1 bm 1 ftr and inf is a better build for more situations but 3 ftrs is always fun to play.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      You probably are right about the builds and this does not give russia the ability to get up to 30 IPC’s. Its not as flashy though.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      I will think you priorities are right but I think that this build allows the axis to get africa as well as slow the allies down by spending strongly on navy. Plus it gives the germans more flexility which is really nice. Then go for an economic grind out win.

      I will say this is much harder to win compared to standard opens like ten 10 and 2 armor but it is also much less conventional in its turns.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      I dislike the heavy early purcahses of armor for Germany I think it makes the allies want to swamp them becuase they have low fodder.

      I like the J1 IC in this game because you can start to keep the pressure on russia very early. Still trying to figure this thing out though. I will keep people posted.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      I agree that this build will make the eastern front inf starved but Russia wil not be able to exploit this if Japan is very agressive. Plus with 9 ftrs and 1 bmber to threaten the shipping lands or desimate the russians if they make an advance. I think this is opening can be used like the other standard opens for G1 like 10 inf 1 ftr or 10 inf 2 arm.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: German 1 purchase

      In house games mainly but it was working well in this game but the jap got massively dice grilled in a bad place. Everyone will lose in a big battle if their oppounent gets within the top 5 percentile.

      Back to the strategy and my rebuttel to your suggestions. Russia is significantly at a disadvantage in equipment in the first few rounds and since this is a G1 purchase I don’t think this will really effect the game to much because they can only deadzone the front and not hold the gains without risking a hirrible battle. G2 will be most inf to reinforce the front lines while the americans and the british willh have to spend more money on navy and will be unable to enter into africa.

      Japan will be left to do whatever they wish in the pacific and this will force the russias to devert attention from Germany. Espically if I figure out how to use the IC turn 1 correctly. I think it is still a stong buy if the dice turn out alright on R1.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • German 1 purchase

      I have had success with this when the russian dice have been average to bad. With a russian standard open belo and wru or ukr and wru. What would you do with this open?

      This is my tournement combat and non-combat.

      Purchase 1
      3 ftrs 2 inf and 1 art

      Combat
      sz 13 (1 bb)
      1 ss sz 8
      1 ftr weu
      1 ftr nwy
      1 ftr grm
      1 ftr eeu

      SZ 15 ( 1 dst)
      1 trn 1 inf and 1 art form seu from sz 14
      1 bb sz 14
      1 ftr ukr to sz 15

      Egypt
      1 inf and 1 art from trn in sz 15
      1 ftr form blks
      1 bmb grm
      1 tank and 1 inf libya

      len ( nothing)
      3 inf nwy to len

      NCM
      1 inf 1 art algeria to libya
      1 ftr and 1 bmb to libya from egypt
      1 ftr sz15 to libya
      4 ftrsw sz 13 to weu
      3 inf grm to weu
      1 inf blks to seu
      2 tanks grm to eeu
      2 tanks weu to eeu
      1 tanks seu to eeu
      1 inf and 1 tnk to eeu
      1 inf belo to eeu
      1 inf 1 art 1 tnk to eeu

      Map can be found here.

      http://www.axisandallies.org/forums/index.php?topic=13001.0

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: AA50 League and/or Tournaments

      Perhaps this completly of topic but why not use the box techs as they are but but make up some buying rule. Then play test it and determine how much is fair for each tech to cost or have some other mechanic to buy tech.

      posted in Axis & Allies Anniversary Edition
      R
      Rhineland
    • RE: Why bid?

      Mike due to the nature of the bid system it will soon find the balance in the game considering people want to win more so than play a side. This is probably a good assumption for the league here and in that the bid is usually 7-8 IPC. As far as I understand it the feeling is that the germans need to have Africa to have a game and this can only happen with a bid. Otherwise you are just hoping for good dice.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Victory Cities

      Does anyone have any new opinions to share?

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Axis SBR Campaign

      You could land the german bmbers on jap land as well. I think this is a great strat and I’m goign to do it in my next face to face game.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: People getting worse, or am I actually getting better?

      I will have to play a game of classic as well. Interesting to see my skills since I havent played that in like 10 years.

      posted in Axis & Allies Classic
      R
      Rhineland
    • RE: Victory Cities

      This does not take any new units, new maps, no tactics, or anything to accomplish.  The only thing it would do is stop the snipers from stealing undeserved wins due to luck and return the game to it’s strategy core.

      \

      Again well said. The point is to make the game end when it does and ahve everyone happy with that. Instead of taking a place with retard atack knowing it losses the game for your straticalyl but you because of a X rule. Why play a long long game for such a shitty ending.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Victory Cities

      Well put Jen. The system has a hole and people are exploiting it when it is played as a hard set rule. If the game takes 8-10 tursn to win whats the h-a-r-m in letting it another round when the turns are very short. I’m all for 9 VC just not as a hard fast rule. The rules should not matter the order of the turns but collect position on the map. Its the principle of the rule that matters not the letter of the law!

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Victory Cities

      If you do not, then it’s a cheap victory and you’re an inferior player to your opponent.

      I think this statement is not interally true but the premise is very valid. It removes making shitty strategic moves for tratical purposes. The ONLY reason I can see this was the game testers were like SHITTa Germany can turttle and stil defend there content and get significant money. This really lengths the game so lets just add in allied win after end of AMerica turn. The thing is it is a horrible rule. Works for most of the world that only plays this game a couple time and then it sits on their shelf the rest of the time.

      Just Hold it for a turn and if you could and have the game then the other side will win. Or for the League have 2 mods review the game or something.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Victory Cities

      Fun look at my game with Morden.

      I did not defend the victory city because I could easy counter attacked anything that he did. Becuase in my house games we play with VC but they are not a hard rule just an I have 9 do you conceed thing? If the person has a chance they do not. Plus why are the allies given the chance of making a stupid attack without any defence where as the axis are not. Its just a glitch in the game. Espically if the axis own the game and you can only win using this then its a cheap out.

      So the axis should make horrible strategic moves becuase they are only to lose one more city? It makes no sense unless the game has no game left. I thinkn at worst the next axis should be given a chance like the allies are becuase of the turn order.  Another bad rule just like the 84 rule in classic whcih I hated as well. Made the allies defend things that shouldn’t be defended as does any hard VC limit.

      P.S. Mr. Morden this is not surpose to be a slap in the face to you. Just a hatred at the stupid rules.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Strategic Bombing Raids in Revised…..completely pointless

      Very good points Jeff.

      Think that if you do not dectate the game to russia then you will surely lose as the axis. If you exploit there mistakes or force them to do things they are not capable to do it is ever better.  That is what I love to push at the russians to get then arone 22 or less as fast as possible. Then make them trade back and for keeping them week. This will insure that most of their money is in inf and then less of a threat. Once they are trading more then they can afford then the allies will have to take the pressure off and go to russia add. At this point the axis should focus on inf build and economic victory.

      I guess this is why I like to never do battles that are questionable victories. Use the dice to your advantage and not a hinderence.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
    • RE: Reasonable Turn 1 German Ship Builds

      With a weal russia 1 build and semi bad dice has anyone tried almost all nay build for Germany?

      I would like to know how it worked out.

      posted in Axis & Allies Revised Edition
      R
      Rhineland
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