I believe this is a standard rule in LHTR 1.3 (which is the ruleset that is most common on this board). Is it only an optional rule in OOB?
Posts made by rjclayton
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RE: German strategy for building ACposted in Axis & Allies Revised Edition
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RE: German Buildsposted in Axis & Allies Revised Edition
I normally try not to stagger offensive/defensive buys (sorry :wink:)
If you stagger your buys, then your opponent can see from your reinforcements what you have coming the following turn to support your current front line troops. I prefer to have a steady stream of inf coming (approx. the same number purchased each turn) supplemented by a bit of offense (if I can afford it) or more inf for defense (if I’m behind in the race to build up my front lines).
As my position improves, I may reduce my inf stream by 1 or 2 to free up some cash to increase my offensive buys. As my position worsens I may increase my inf stream by 1 or 2 to focus more on defense, thus leaving less money to spend on offense. But you will always see a steady stream of inf coming from my supply lines.
I don’t think you’ll ever see me buy all tanks one turn, for example, even if I bought all inf the turn before. Especially if I bought all inf the turn before, actually….
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RE: No income islandsposted in Axis & Allies Revised Edition
Typically the US will build up a fleet in sz55 (with the WUS complex). Â When that fleet gets strong enough for the US player to decide to venture out, they typically want to move their fleet out but keep it within 1 seazone of sz55. Â Why? Â So that the fleet is only 1 turn away from reinforcements. Â So the fleet can move to Wake Island sea zone and still get reinforced the following turn because it is only two seazones (1 turn of movement) away from sz55.
Okinawa is 3 sea zones away from sz55, so it takes 2 turns for reinforcements to get there.
That is one reason why you might want Wake not Okinawa. Â Soloman Islands is an excellent strategic point, where if you move there in enough force you may force Japan to move their fleet from sz60 to sz61 to avoid being attacked. Â Whereas a move to Wake with the same US fleet might have been in range of additional Jap fighters from Japan that would have instigated an attack. Â Once Japan has conceded sz60 the US can waltz into EI, Car, Bor, or New and still be out of range of the Japan navy.
Those are 2 examples of good reasons why you might want the 0 IPC islands.
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RE: New National Advantage idea….posted in Axis & Allies Revised Edition
Remember that one infantry unit in A&A doesnt represent a single soldier, but rather a huge battalion of soldiers.
Infantry can shoot at tanks in A&A - because the huge battalion of soldiers comes equipped with anti-tank weapons
Infantry can shoot at planes in A&A - because the huge battalion of soldiers comes equipped with anti-air weaponsIf the US army was that mobile, don’t you think your battalion of soldiers would come supported with half tracks? Thus represented by the US National Advantage of mechanized infantry?
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RE: Engalnd: 2 bomber buy?posted in Axis & Allies Revised Edition
Remember that India and Manchuria you can only bomb for a total of 3IPC.
Your net gain from bombing a normal industrial complex is calculated as follows:
5/6 of the time you average 3.5 IPC
1/6 of the time you average -15 IPC
Multiply them out and you get an expected average net gain of .4 IPC per turnFor a MAN or IND complex without AA gun, the average net gain would be 2.5 IPC
For a MAN or IND complex with AA gun, the average net gain would be:
5/6 of the time you average 2.5 IPC
1/6 of the time you average -15 IPC
Multiply them out and you get an expected average net loss of -.4 IPC per turnIf there are no AA guns at IND or MAN then they are worth hitting, but if they have guns I wouldn’t risk it.
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RE: German strategy for building ACposted in Axis & Allies Revised Edition
Your tripleA should have revised in it too. Just start a new game and select the revised board before starting the game.
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RE: German Buildsposted in Axis & Allies Revised Edition
1 art for every 2 inf is a pretty good ratio for your front line force. But not for your reinforcements if you have any plans of attacking anywhere in mass before your reinforcements arrive. If you are planning on attacking somewhere, you better make sure your reinforcements are mostly inf to replace the inf you will lose when you attack (or are counterattacked).
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RE: No income islandsposted in Axis & Allies Revised Edition
Lost Tribe,
The idea of landing your fighters on nearby friendly islands was only after the naval battle. Those fighters would be sitting on the ac, and if the fleet is attacked, and if I select my ac as a casualty, and if my opponent is destroyed or withdraws while I still have fighters left, then my fighters are allowed 1 movement to find a friendly landing spot. That is where the friendly island comed in. If I didn’t capture the island on my previous turn, then in this situation my fighters would splash because there would be no friendly landing spot within 1 move of my defending fighters.
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RE: All tapped out for strategies? Is it Game Over?posted in Axis & Allies Revised Edition
But is there really a significant difference between 32.118795 and 32.11789500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000004?
Yes, there is a significant difference between the two. Practically, the additional accuracy may or may not be important, it is entirely dependent on the application. Which is why this “6 decimals are standard” thing is so absurd; it completely depends on the application. You may just want to leave this one to the engineers Jen. :roll:
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RE: Engalnd: 2 bomber buy?posted in Axis & Allies Revised Edition
If you are conducting a serious SBR campaign against Germany (ie. against both GER and SEU), and are concerned about not being able to hold CAU, why not stage bombers in Northern Africa or GIB? Assuming the GER med fleet has been taken out of course.
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RE: German Buildsposted in Axis & Allies Revised Edition
However, artillery still face the not inconsiderable problem of needing to be mobilized
Which is why I’m advocating buying them early (G1/G2) rather than late so they are mobilized by the time you want to push out on Ukraine. I doubt a real push can be made to Ukraine in the first 3 rounds anyway unless Russia makes serious errors. And even then Russia can push back because Japan hasn’t had enough time to drive through Asia and pressure Russia’s east flank.
In sum - I think artillery are useful enough to build, but the problem of infantry casualties means that artillery should only be produced in very limited numbers.
And Tanks should only produced in very limited numbers. I am not advocating buying 10 art on G1!
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RE: Russian strategy qustions….posted in Axis & Allies Revised Edition
Never assume your opponent is going to make mistakes. Set traps for them, sure, but be prepared to live with the likely result of them not falling for it.
If you fall back as Russia, and Germany does not overextend (the likely result), then Russia ended up on the short end of that stick. Poor tactics says I.
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RE: Suggestions for MapViewposted in TripleA Support
Not to mention the puck drops for the Stanley Cup Playoffs!
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RE: German strategy for building ACposted in Axis & Allies Revised Edition
Oh. maybe we figured you didn’t own revised because you didn’t seem to know the differences between the two of them :?
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RE: In site dice rollingposted in Player Help
I think it typically goes like this:
AA gun:
;aaa 1@1;SBR (If AA gun missed):
;dice 1;It would look like this:
AA gun:
Rolls: 1@1; Total Hits: 01@1: (5)SBR (If AA gun missed):
Rolling 1:
(2) -
RE: Suggestions for MapViewposted in TripleA Support
@froodster:
IMO the only thing lacking from Battlemap
Mapview?
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RE: Fuzzy Mathposted in General Discussion
Good job with the T-account Baghdaddy. Political commentary might be more at home in another forum…
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RE: In site dice rollingposted in Player Help
sure, type the following:
;aaa 5@1 3@2 2@3 1@4;
except make sure you replace both ‘;’ with ‘:’. It should roll like this:
Rolls: 5@1 3@2 2@3 1@4; Total Hits: 25@1: (2, 6, 3, 4, 6)3@2: (6, 5, 4)2@3: (3, 5)1@4: (4) -
RE: All tapped out for strategies? Is it Game Over?posted in Axis & Allies Revised Edition
I see you found your crack pipe again!
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RE: German Buildsposted in Axis & Allies Revised Edition
True dat. But an early Germany already has many arm and fighters for good skew. I’m not saying don’t buy arm, but early on I think art is as useful to GER as arm is.