Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. robbie358
    3. Posts
    0%
    • Profile
    • Following 0
    • Followers 0
    • Topics 54
    • Posts 291
    • Best 2
    • Controversial 0
    • Groups 0

    Posts made by robbie358

    • RE: Misprint for United Kingdom in A&A Pacific 1940

      Ceylon = 0 (16)
      Gilbert = 0 (16)
      Fiji = 0 (16)
      Samoa = 0 (16)

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Confused as *****

      OH YEAH!
      I did leave out something.  Besides all of the computer incarnations of the board game (“third edition”, Iron Blitz, and TripleA) there is also a RTS called Axis & Allies that never quite worked right on my PC for some reason.  You can get it for like $10 on amazon or ebay.  I’ll have to check it out again and let you know.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Accurate Miniature Equivalents for Custom Painting your 1940 E&P

      Hey allwork (mind if I call you allwork?)!

      Would/Have you ever paint anything other than A&A units, like for other games?
      Talking about Descent, Napoleonic Wars, or any other game?  If you have please post! :)

      Thanks,

      posted in Customizations
      robbie358R
      robbie358
    • RE: Confused as *****

      So just to be clear on this…

      “1st edition” was a cardboard cutout game, really small and cheap.
      “2nd edition” was the Milton Bradley version that we all know and love/hate/love2hate.
      Axis & Allies Europe introduced artillery/destroyers/custom pieces for each nation.
      Axis & Allies Pacific was interesting but WAY slanted towards Japan. (these two are not combinable in any sense)
      Axis & Allies D-Day was a valiant first attempt at a tactical A&A.
      Axis & Allies Battle of the Bulge was a much better attempt, but was really a hex game.
      Axis & Allies “Revised” was a major update to the 2nd edition - really fun.  Introduced Victory Cities.
      Axis & Allies Guadalcanal was really simply Bulge with sea units.
      Axis & Allies Miniatures was a customizable minis game that cost alot of cash to get into. (I would know)
      Axis & Allies War at Sea was sea unit minis.
      Axis & Allies 50th Anniversary Edition introduced Italy and a ton of new rules (basically 2nd edition on crack).
      Axis & Allies 1942 was simply “Revised” with “50th” rules.
      Axis & Allies Pacific 1940 is the new one - alot of fun.  Introduced Tactical Bombers, Major/Minor Factories, and 2-hit Carriers.
      Axis & Allies Europe 1940 is the one we’re all eagerly awaiting.  (will be combinable with Pacific 1940 to make what I call the Ultimate Edition).

      Did I leave any out?

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Mongolia

      Stupid Mongolians ain’t gonna take down my chitty wall!

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: India - The biggest mistake in the game.

      You could just up the canadian IPC value to 7 to solve the problem.  Very unlikey that would ever fall to Japan, and is just as historically accurate.  Comon, all of British Columbia is just worth 1 IPC?

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Miracle or Good Strategy?

      Yeah it’s usually just bad play by the Japan player that allows the Allies to hang around.  I played a game last Friday where the Japanese player had his tranports so spread out that we managed to kill all but one of them and I (as USA) moved my whole fleet off Queensland to Java on turn 3.  Game went back and forth from there despite some awful UK play.  Also I think if China had contested the Burma Road we could’ve won that game.
      It’s about 50% luck too, I would’ve done better if George hadn’t rolled 4 hits outta 6 on his kamikaze, or 7 hits outta 9 with his tanks at the UK battle.

      In short, the Allies have to do everything right and get some dice rolls going their way to win, IMO.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Kamikaze!!!

      The thing about carriers is 1) if they take a hit they can’t land planes and therefore the planes will crash if they had to land on the carrier and 2) you’re moving into an  enemy sea zone so you won’t have a naval base, therefore a counterattack by Japan’s navy will be alot easier with 2 less planes to worry about

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: How to balance a round 1 Japanese Declaration of War

      Simple, just make it a rule that Japan can only declare war from turn 2 on.

      I just never do a J1 attack when I play Japan.  I play to have fun not to win.  A J1 attack makes sure the allies have no possibility to respond, let alone get UK the much-needed IPC boost from taking Sumatra and Java.  Also, Australia can be attacked from the Carolines on turn 1 to make sure they can’t interfere either.  USA doesn’t even get to place any of it’s wartime units until the end of turn 2 so it’s just not any fun to be the Allies. It’s still easy as hell to win with Japan on a J2 attack, but it takes awhile longer and there are more pieces on the board.

      I’ve said my peace.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • Kamikaze!!!

      Alrighty then…

      I’ve been playing this game since January and I had NEVER seen a kamikaze attack happen until last night.
      Usually the US just bypasses all 4 of the islands required to be taken and goes straight for Japan or Korea, so it became like a recurring joke among our core group of gamers.

      I was Japan and my friend George was all 4 allies.  I attacked J2 and over-extended myself by trying to hit New Britain, the Philippines, Celebes, Borneo, and the entire UK navy in one shot.  I left my fighters and tac bombers in Carolines to defend against a US force there but eventually moved them to the Philippines (because it’s the best place on the board for aircraft to be).
      George hit the Marianas with an infantry and artillery then I killed his transport with a strategic bomber from Japan.  Next turn, right before UK went down I moved my Indies fleet to the Philippines to goad him into attacking it, which he did.
      I targeted his cruisers, but only killed one of them (which sucked) but I succeeded in killing the rest of his forces as EVERYTHING ELSE GOT A HIT.  I don’t think he even knew that Marianas was an activator for kamikaze, so this begs my questions…

      1. What’s with the 4-islands thing?  In the old Pacific you could do it whenever the allies got within about 2 spaces to Japan.
      2. I think hitting anything other than cruisers or aircraft carriers with kamikaze is a total waste, destroyers aren’t worth that much and battleships take a REALLY lucky dice roll to go down.  Am I wrong?  Are you a total idiot if you bring a carrier within range of kamikaze?  I think so.
      3. Why are the convoys and kamikaze symbols on the damn board so hard to read?  I play with a bunch of old people that can’t see well. (<— thats a joke guys)  You know who you are.
      4. So you do it on ANY combat move phase?  Even your own?  It just happens when you say so?
      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Scrambling - Too strong?

      I do think it is a bit overpowered, but it doesn’t break the game or anything.

      I was playing as the US two weeks ago and my opponent decided on a J3 attack that went into Hawaii hard.
      After a few turns of me making sure my coast was protected he took most of his navy down to Australia leaving 2 inf and about 6 fighters in Hawaii.

      I had built a few bombers and in order to retake Hawaii I had to put my whole navy there and invaded with 3 inf 2 art & 1tank, but because of his scramble ability I had to split my bombers between attacking the land and sea zones.  I put one too many bombers into the land and not enough in the sea, he scrambled his fighters and killed my whole navy except the transports which I retreated.

      now just the threat of scramble alone made my split my forces, and though we eventually won that game, it sucked to lose my whole damn navy because of it.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Accurate Miniature Equivalents for Custom Painting your 1940 E&P

      You are insane man!  I can’t wait to see the carriers!  
      How are you going to identify the Battleships, Cruisers, and Destroyers as Japanese?  In other words where will you put the rising sun flags?

      I was thinking (because I have no artistic skill with a brush) about subbing A&A minis in for the pieces in the game, but that would 1) cost a ton and 2) overfill the board and 3) i’d have no way to easily identify what country the belong to.  I mean, it wouldnt be too hard to replace the infantry, but the tanks, half-tracks, ships (from War At Sea), and planes would almost never fit on an A&A board.  Besides I wouldnt have any way to mark them with the chips to denote say 4 battleships, and it’d be a huge mess.  Any thoughts?

      posted in Customizations
      robbie358R
      robbie358
    • National Objective

      So ANZAC’s National Objective is to take a territory originally controlled by the Japanese.  Next to it it says “one time”.
      Whats that mean exactly?  Does ANZAC only get the 5 IPCs once or every time that it takes a Japanese place?  Do Chinese territories on the coast that Japan starts with count?  Why is it unlike every other NO ever in that it’s just once and not every turn?!?!

      Help!

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Saving the UK if Japan goes all out to capture Calcutta

      I think that Japan going all out for India is suicide… I tried it the first time I played (remembering the old Pacific) and got blasted.
      India falls, no doubt, but by then it’s impossible to stop USA and invade Australia.
      If US captures the Carolines (something they never did historically) then the Japanese fleet has nowhere to run to avoid them.  US can then land in korea, build a major IC and bomb the hell outta Japan until it’s dead.

      No, the only way for Japan to win this game is to keep US on the defensive in the Pacific, I’m talking bombers (3 or 4) and fighters (11-15) in Carolines threatening the US fleet constantly.
      Meanwhile its land forces and aircraft do thier best to take India after securing the entire Dutch East Indies and Phillipines.
      If Japan is making as much as US and ANZAC combined then the Allies will concede easy.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Fighter Interceptors

      I think that you shouldn’t have to separate out your defending fighters from the SBR.  The entire escort rule is there to make it harder to SBR someone.
      The only reason that I could see to NOT send your fighters up to intercept would be that you don’t want them getting shot down… but realistically they’d get shot down on the airfields anyways.
      My point is that in order to SBR somebody you should really need to be in a perfect position to do so (i.e. have fighter cover) but having to select which fighters intercept the bombers and which defend the zone i think detracts from that alot.  Just because you can bring some ground forces with you to attack shouldnt mean that you can SBR at will.

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • Fighter Interceptors

      I didn’t see this question asked in the SBR thread so here goes.

      Before any other combat the attacking player has to announce which fighters and bombers are participating in a Strategic Bombing Raid.  Those units would not be involved with an attack on the other forces within the zone.  It says nothing about defenders.  Can intercepting fighters actually defend against the SBR and then defend the zone in the same combat?  Or does the defender have to state which fighters are defending the forces there and which are intercepting the bombers?

      Thanks

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • China goes all out?

      Alrighty then, lets say the US player lands in Korea and then moves its forces up to liberate Manchuria for the Chinese.  Does China get to keep the antiaircraft gun?  What if Japan built naval and air bases?  Can allied players then use those?

      I understand that an industrial complex would be discarded, but does the same rule apply to the other cardboard counters or can china actually have an AA gun?

      posted in Axis & Allies Pacific 1940
      robbie358R
      robbie358
    • RE: Do you want canada as a power

      Fighters are gonna be SO valuable for UK in this game.  The ability to sortie out of Britain to protect your new naval builds is gonna put alot of pressure on the German aircraft.  Or if theres a complex in Canada, UK can just build its navy there I guess and bring it over when it has enough planes.

      So UK is gonna have to worry about protecting its Atlantic Navy with fighters while securing it’s convoys, building units in India to protect against Japan, and sending forces to Africa to fend of Italy.

      I think they’re gonna be the most fun country to play in this game.

      posted in Axis & Allies Europe 1940
      robbie358R
      robbie358
    • RE: Tibetan Plateau?

      Good call, I never even realized there was anything on the back of the board.
      I haven’t felt the need to rip up my gameboard for the extra half-inch of space under the black cover, but if someone does, let us know! lol

      posted in Axis & Allies Europe 1940
      robbie358R
      robbie358
    • RE: Turn Order?

      Hi all!  So when does Holland go in your game?  Or will they not have pieces at all?

      posted in Axis & Allies Europe 1940
      robbie358R
      robbie358
    • 1 / 1