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    Posts made by saburo sakai

    • RE: Which is worse for Japan…

      I tend to agree.  An IC in India or Sinkiang only slows Japan down.  By J3 or J4, Japanese forces will overwhelm either IC.  However, if building an IC in India and Sinkiang is part of an Allied KJF, then it may be that Japan is overwhelmed before it can get established.  Then, the only hope for the Axis is a strong Germany.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: 3 player game for noob…

      If I did this right, here is an example of a Mapview map.

      Jermofoot,

      I wrote an article on the Art of Bidding.  That will describe the inverse bid.

      Basically, both sides bid a number of IPCs.  The “winner” is the team that bids higher.  That team plays Japan.  The other team gets the amount of the bid in IPCs to be distributed among the three Allied nations.  The VP target is 24.

      In our game, we will get 12 extra IPCs to distribute among India, Aus and US.  This is in addition to the convoy money.  Fletcher will play Japan and have a VP target of 24.

      I hope that helps.

      SS

      [attachment deleted by admin]

      posted in Axis & Allies Pacific
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    • RE: 3 player game for noob…

      I believe that it will.  The game won’t be set up as a DOI game, which means that we will have to insert email addresses every time we use the roller, but all we need to do is separate the addresses with a colon and the emails will get mailed to each player.

      SS

      posted in Axis & Allies Pacific
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    • RE: 3 player game for noob…

      Jermofoot, send me a pm or email if you have any questions.

      SS

      posted in Axis & Allies Pacific
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    • RE: 3 player game for noob…

      Why don’t I play UK and you can play the US.  There’s a little more to do with the US, so it’s often more fun to play but you can get into a lot more trouble playing the UK so with me playing them, maybe we can avoid an India crush.

      You can get Mapview here:  http://www.rjware.net/DOI/club-tools.htm

      Play around with it a bit.  The beauty of Mapview is that you don’t have to write out your turns because you will have a visual representation of all your moves.  If you like, I can send you a sample map once you download the utility.

      We will also have to decide on a bid system.  Both Fletcher and I have used the inverse IPC and are familiar with it.  Since we have already decided that Fletcher will play Japan, maybe we can agree that the bid IPCs will be 12 and the VP target is 24.  Is that OK, Fletch?

      SS

      posted in Axis & Allies Pacific
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    • RE: 3 player game for noob…

      I’m always willing to play a game of Pacific.  I’ll play either as one of the Allies or Japan.

      SS

      posted in Axis & Allies Pacific
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    • RE: Can Germany win without a Baltic carrier?

      I missed the flame.  It got edited before I read it.  Can I at least know what it said  :-D

      posted in Axis & Allies Revised Edition
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    • RE: Can Germany win without a Baltic carrier?

      If I could trade the 76 IPC value of the German navy, I would do it in a second.  I would take 2 Inf and 1 Arm in Libya and 13 Arm in Ukraine (or even in Germany if you think it is unfair to put them in Ukraine).  Germany is a land power.  It’s objective is to take out Russia and in the absence of being able to do that it’s objective is to stay alive long enough for Japan to take out Russia.  It doesn’t need a navy to do that.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: Bobby

      he made that born on the forth of july movie.

      Oliver Stone.

      posted in General Discussion
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    • RE: Best movies ever?

      I forgot one in my list of best comedy movies - Blazing Saddles.

      SS

      posted in General Discussion
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    • RE: Best movies ever?

      “I bet she gives great helmet”

      posted in General Discussion
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    • RE: Best movies ever?

      Best Action:  Top Gun, Return of the King, Armageddon (if you can get past the ridiculous premise - sound track is awesome)
      Best Drama:  The American President (The West Wing in movie form)
      Best Cartoon:  The Incredibles
      Best Horror:  The Shining - the music makes the picture
      Best Western:  Butch Cassidy and the Sundance Kid
      Best Comedy:  Spaceballs, Top Secret
      Best Musical:  The Little Shop of Horrors (Steve Martin as the sadistic dentist and Bill Murray as the masochistic patient is amazing - I don’t know about you but all dentists are sadistic in my mind)
      Best Cult Movie:  Rocky Horror Picture Show
      Best Star Trek Movies:  The Journey Home, First Contact

      Best Star Trek Episodes Ever:

      TOS:  City on the Edge of Forever, Balance of Terror, A Piece of the Action, Spectre of the Gun
      TNG:  The Naked Now, Inner Light, The Best of Both Worlds, Yesterday’s Enterprise, Deja Q
      DS9:  Q-Less, Rules of Acquistion, Crossover, Past Tense, The Magnificent Ferenghi, The Siege of AR-558
      STV:  The Q and the Grey, Scorpion, The Killing Game, Unimatrix Zero
      STE:  Shuttlepod One, The Catwalk, Stratagem, Storm Front

      SS

      posted in General Discussion
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    • RE: Can Germany win without a Baltic carrier?

      All you get from the carrier is the ability to trade Norway one or two turns longer then otherwise.  Whenever I am playing Allies, I am happy when my opponent builds a G1 AC.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: Can Germany win without a Baltic carrier?

      Quite successful.  No problem with homeland defence.  The extra ground units are more than enough to do the job.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: Can Germany win without a Baltic carrier?

      And, in response to your initial query, my answer is yes, Germany can win without a Baltic carrier.  In fact, I prefer that to wasting money on the AC.  Germany is a land power, not a sea power.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: Can Germany win without a Baltic carrier?

      Just a few suggestions.

      Have the UK attack sz7 with all available units.  Build an AC and transport or DD to place in sz7 - land 1 UK fighter on the new AC. Â

      On US1, attack any surviving subs with the US bomber and the US fighter from EUS.  Because of the UK AC, the US fighter can fly the 4 spaces and land on the AC. Â

      Move the Russian sub to sz12 to block the German BB and Trn from reaching sz7.  If the Germans want to attack sz7 with air only (and maybe 1 sub), so be it. Â

      SS

      posted in Axis & Allies Revised Edition
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    • Saburo Sakai's AAPacific Essays - #8 The Key Ground

      A defensive war is apt to betray us into too frequent detachment. Those generals who have had but little experience attempt to protect every point, while those who are better acquainted with their profession, having only the capital object in view, guard against a decisive blow, and acquiesce in small misfortunes to avoid greater.

      Frederick the Great


      The Most Important Territories and Sea Zones for AAPacific Victory

      In any battle, there are only a few key points that must be protected or that must be attacked.  Likewise, in AAPacific, there are certain territories and sea zones that are the keys to victory or defeat.  This essay will discuss some, but not necessarily all, of the key sea zones and territories.

      Key Territories

      French Indo-China/Yunnan

      With the possible exception of the capital territories (whose capture will result in the end of the game), FIC and Yunnan are the most important territories to both Japan and the Allies.  This is where the Allies and Japan will face each other toe to toe in the hopes of dislodging the other.  If Japan is able to take and hold Yunnan, it has effectively split the the Allied forces in two.  Chinese infantry mobilizing in Szechwan cannot hook up with Indian ground units moving forward through Burma while Japan is able to feed reinforcements into Yunnan through FIC or push its ground forces into Burma for an attack on India.  Fighters based in Yunnan will be able to reach India to support any attack.  Therefore, if Japan is able to take and hold Yunnan, the Allied position is greatly weakened.

      Conversely, once the Allies are able to capture FIC, the Japanese position in Asia is often untenable, not to mention that it is likely no longer possible for Japan to collect 40 IPCs and the 4 VPs that go along with it.  US bombers based in FIC can reach sz36 to kill any newly launched Japanese surface vessels and are in position to join an attack on the main Japanese Fleet wherever it is situated in the Pacific.  If the Allies continue to push units forward and are able to bring US bombers to bear, Japan will eventually be dislodged from FIC.  The key for Japanese victory is to hold FIC until at least J4.  By doing so, Japan is well on its way to a VP victory.  If Japan can hold FIC until J5, victory is almost assured, whereas if Japan loses FIC after J3, a VP win will be a challenge.

      Philippines

      The Philippines is undoubtedly the single most important island in AAPacific.  Japan must take it on J1 and must prevent its recapture by the Allies for as long as possible.  If Japan fails to take Philippines on J1, the US is able to build an IC there and the Philippines will then act either as an SBR base for attacking Japan (if it is not retaken by Japan on a subsequent turn) or it will be an SBR target from New Britain once that is captured by the Allies on Allies 3 or 4.  In either case, Japan will not be able to win a VP game if it does not take Philippines on J1.

      Similarly, Philippines is key to success throughout the game.  Due to its central location in the Pacific, the Philippines harbor is not particularly important but its airbase is critical.  Fighters and bombers based in the Philippines can reach every sea zone that matters and can reach the key territories of Yunnan and FIC.  From the Philippines and sz38, Japan is able to hold the territories and sea zones it needs to ensure a steady flow of VPs until late in the game.  If the Allies are able to push Japan out of the Philippines, Japan had better hope that it is only 1 VP away from victory or the game is surely lost.

      The East Pacific Ports

      These are Caroline Islands, New Britain and Papua.  They are important because they are three sea zones from Hawaii and if they are held by the Allies, US naval reinforcements can move forward quickly and can usually be in position to hit the IJN one turn after they are built.  If Japan keep the Allies from using these ports any naval units built in Hawaii will take 2 turns to be in position to attack the IJN in sz38.  This one turn delay is often the key to victory.  The Allies will be best served to have captured at least one of the East Pacific Ports by no later than Allies 3.  Failure to do so will likely mean that US reinforcements will not be able to move forward fast enough to prevent a Japanese VP victory.  Likewise, Japan cannot afford to let those ports stay in Allied hands on A2.  If the Allied fleet is able to move that far forward on A2, Japan is in grave danger.

      Papua is doubly significant for the Allies because land units there can move forward and take DNG with the likelihood that Japan will not be able to get to 4 VPs on the next Japanese turn.

      The SBR bases

      Often, the only way for the Allies to prevent a Japanese VP victory is to set up an SBR attack by no later then J6 or J7.  Each of Shantung, Manchuria, Korea, Bonin Is, Ryukyo Island, Philippines and Mariana Is are in range of Japan for the purpose of an SBR attack.  Many of these are unlikely to be captured until much later in the game but it is feasible to attempt a capture of Mariana Islands as early as Allies 3.  If the Allies are able to take and hold Marianas as early as that, a VP victory is almost out of the question for Japan unless the AA guns and SBR defenders are especially effective (in other words, you have to get lucky).  Therefore, Japan should do all it can to prevent the Allies from taking and holding Mariana Islands.  This means using available Kamikazes to kill Allied transports and placing units in such a position that Japan will be able to at least attempt to recapture Marianas the turn after it is taken by the Allies.

      Key Sea Zones

      Arguments can be made that there are many key sea zones.  Certainly, sz27, 43 and 47 are important sea zones if you are attempting an India Crush.  Sz36 is critical if the Allies are attempting an invasion of Japan.  And sea zones 32 and 14 can sometimes be the scene of large battles.  In my view, however, there are two sea zones that are more important than the rest, sz28 and sz38.

      Sea Zone 28

      For Japan to win a VP game, it will want to hold sz28 until at least J3 and to J4 if it can.  Sea Zone 28 is the key to preventing the Allies from moving past the IJN and beginning to take away convoy routes and islands thus depriving Japan of the IPCs and VPs it needs for victory.  From sz28, Japan can attack the Allies in sz14, sz27 or sz32.  With an overwhelming presence in sz28, Japan prevents a landing in Papua or DNG and can recapture New Britain if it is taken by the Allies.  This prevents the Allies from making use of two of the three Eastern Pacific Ports that were discussed above.  The Allies usually aren’t in position to take Caroline Islands for at least one more turn, so holding sz28 delays the Allied advance into the Pacific.

      Conversely, if the Allies can force an early retreat by Japan from sz28, Allied reinforcement will be able to move forward faster and Allied subs can retake convoy routes and pressure the Japanese to split up the fleet to deal with the subs.

      Early in the game, sz28 is the most important sea zone.

      Sea Zone 38

      In the second half of the game, sz38 is key.  Japan must hold sz38 likely until J7 if it hopes to win the game.  On the other hand, if the Allies are able to destroy the IJN in sz38 or keep Japan from getting back to sz38 before J7, the game will likely go in favour of the Allies.  As discussed above regarding the Philippines, sz38 is centrally located, allowing the player who controls it to strike in any direction and control or threaten virtually all of the surrounding territories and sea zones.

      These then are the key territories and sea zones you need to dominate if you are to win.  While other battles will be fought, the battles for control of these spots on the map will be the most important.

      Saburo Sakai

      posted in Axis & Allies Pacific
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    • RE: How do you respond to Sea Lion threat as UK?

      With maximum Allied defence (except the Russian fighters), the attack in almost 50-50.

      Germany would attack with 8 inf, 8 arm, 6 ftrs, 1 bmr.  UK would be defended by 9 Inf, 2 Rtl, 6 Arm, 3 Ftr, 2 Bmr, AA.  My odds calculator says it is about a 46% chance of success.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: How do you respond to Sea Lion threat as UK?

      Russian fighters from Caucasus can’t reach UK on R2.  If you have fighters in Russia, they can reach.

      The best way to counter this is as Jen has said - namely build land units.  But you will have to reinforce with US ground units, because if Germany buys 5 Trns on G1, you can expect that all surviving fighters and the bomber will land in WEur and be available to air support on G2.  If you are playing a FIDA bid, then Germany should bid 16 and place another transport in sz5 before R1.  That makes for 7 transports carrying 7 Inf, 7 Arm, with up to 6 fighters and 1 bomber in support.  Actually, with a bid of 16, you can give all the extra IPCs to Germany and have 8 transports after buying 6 on G1.

      Interesting attack.  It’s all or nothing and Germany might take UK but then has left nothing to hold off Russia and the US likely retakes UK on US2.  I’m not sure if I would try it, but some who like high risk attacks, might find this enjoyable.

      SS

      posted in Axis & Allies Revised Edition
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    • RE: Much respect to whoever can find the posts with monty python quotes

      No, now go away or I shall taunt you a second time.

      Listen, strange women lyin’ in ponds distributin’ swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.

      I warned you, but did you listen to me? Oh, no, you knew, didn’t you? Oh, it’s just a harmless little bunny, isn’t it?

      posted in General Discussion
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