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    Topics created by richylionheart

    • R

      Any balance change?

      Axis & Allies Europe
      • • • richylionheart
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      Imperious LeaderI

      :roll:@nuno

    • R

      An Axis Problem

      Axis & Allies Revised Edition
      • • • richylionheart
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      triheroT

      Trihero:  Odds, slim.  How many times have I seen it happen?  More times then not.

      There’s no need to act like I haven’t seen it a lot, either. I just try to evaluate moves based on higher principles on bad dice that I personally happen to see.

    • R

      Japanese first attacks

      Axis & Allies Revised Edition
      • • • richylionheart
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      newpaintbrushN

      Yeah, I would add the capture of India, reinforcing German-held Caucasus, and recapture of Africa from the Allies, also capturing Australia, New Guinea, New Zealand, other things like that. Those are pretty standard goals for KGF.

      There’s three things I usually do with the American fleet at Pearl.

      1.  Attack with sub, destroyer, fighters, bomber.  Sub and destroyer are fodder.  Fighters land on Jap carriers at the Solomons.  Bomber goes back to Japan.

      2.  Ignore it, if I can destroy the entire UK navy in the Indian Ocean and ALSO kill off 6 Russian infantry at Burytia.

      3.  Send everything.  I really don’t like this, because using the transport off Japan slows Japanese progress in Asia.

      UK assets at India can be used for a few different purposes.  One is to recapture Anglo-Egypt.  Another is to reinforce the Pearl Harbor fleet while weakening the Jap fleet (UK sub and fighter vs Jap Solomon sub; UK fighter lands on US carrier).  Yet another is to poke at the Jap fleet and threaten more (UK fleet attacks Jap Kwangtung transport, UK fighter lands on Burytia with the 6 Russian infantry, UK bomber flies west, threatening UK attack on Jap navy next turn.

    • R

      Transports help needed

      Axis & Allies Revised Edition
      • • • richylionheart
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      ?

      Craig’s clarification is one that is often overlooked, even in games on this site.

      The important things that I want to emphasize about TRN’s…

      1.  They can carry UP TO 1 INF and any 1 other land unit.  But they can carry only 1 unit of any land type (this comes up often from new folks thinking they HAVE to have an INF and something else in order to use a TRN).
      2.  Once a TRN offloads it is DONE for the turn.
      3.  Forget the term “bridge”.  It is just a regular load and offload, with a movement of zero spaces for the TRN.

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