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    Posts made by Starlight Sniper

    • RE: Infantry vs. Artillery vs. Tank Builds

      When playing as the US, I usually have 2-3 transports waiting in New York Harbor for over-seas duty. I mix in 1 tank with the rest of the shipment because I find my US army gets involved in smaller battles of about 10 units (Africa, Mid-East, Eastern France etc). As I can only ship a limited number of units per turn, the tanks absorb hits every round and survives to be bolstered by the freshly arriving 2+ infantry.
      For everyone else I think tanks are money poorly spent.

      Anecdotal Evidence

      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Options for the UK Australian transport?

      For crazykirk  - I’ve used your ‘strafe’ maneuver many times in the past. It’s awesome and it almost feels like you’re cheating a little bit, lol. My favorite place to use it is in Norway to either get my German men ‘to or from’ there through Russian troops in Leningrad. I’m always trying to find a new way to surprise my buddies and the strafe / retreat tactic is one of my favorites that they rarely seem to use themselves or see coming. Oh well. Onward to Victory !!

      For mrchoad  - I’d take either option 3 or 4, or maybe this course of action: Sail east out of danger for one turn. Boring I know, but still an option.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1942 2nd Edition
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      All this time and I never asked the F.A.Q.s. Thanks for the link. I’m going to do some reading/printing. If it proves fruitfull, we’ll all be playing a better game.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      Where would one be able to find a complete list of Errata ?? Here on the A&A.org site ??  You’re right about the rule book being vague sometimes, it’s lead to many, many 1:30am arguments. I just wish that one time, just once, they’d be able to make a game, complete, no errors, finalized manual, enough pieces etc.

      That’s what I am basing most of my comments and strategies on, the rule book that comes with the game.

      Re: Kill Turkey First
      The rule about ground units moving two spaces (tourney rule I think). Have any of you used it before and how does it impact the KT(urkey)F strategy??

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      My pals and I simply play with the rule books provided in the boxes. Next Satuday night I’ll read the book again and see what the final word is on loading US transports before turn 4. I am aware of the erratas, bidding, house rules, tournament rules etc etc etc . . . etc . .  .    etc. .
      It seems like in addition to a separate forum for each version of the game, there needs to be an additional option for what rules are being used. LOL, Imagine monopoly with this many rule problems, LOL.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Creative openings/plays in revised

      For fyllefanten  - Wicked cool idea about using Soviet Troops to take Japanese Islands. In most versions however, the straight is closed and would require it to be open for that to work. If it were open, I think Germany would crush any Russian navy purchased purchased in Sevastopol. .  . .  .  All that being said, if you could get the right version of the A&A or “house rule” the straight open, I see no problem with the Ruskies taking Borneo, E.Indies, Phlipines etc.  .  (mega $ $) and using your land troops near Vladivostok, Japanese land territories could be the next SSR.
      Please also keep in mind this would require some extremely convenient scenarios to occur at the same time.
      The thing I like about this tactic is that is requires only a few transports of investment from Russia to make a lot of cash.
      It’ll be another surprise move I’ll add to my repertoire,

      Cheers,
      Starlight Sniper

      posted in Axis & Allies Revised Edition
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      For ColonelKurtz  - I am aware of India’s purchasing ability. How “historically accurate” is this ability ??? `
        -  If attacked, Persia places 3Inf + 1Art.
        -  I like your idea of attacking Trans Jordan on UK1. If you could combine  - 
      -  A) Removing Trans Jordan from Turkey
      -  B) Activating Arabia 
      -    C) Major India Purchase
      -    D) Russia into Mesopotamia
      -      E) France/Italy into Smyrna/Trans Jordan / Ankara / Mesopotamia
      -      F) US on the way for T4 Assault on Istanbul
        you would have a serious threat for Istanbul. If you can combine this with my earlier “Can Opener” move, Turkey may go the way of the Dinosaur.  I predict that if this strategy were employed by the Allies, A/H would maneuver major troops to Istanbul (4 spaces away) as a Garrison force. But it may be too little too late. If Britain purchased any navy/transports on T1 our of Wales they could make it to the fight on T4. I’m surprised to hear that (in your games) with all the allied help the Entente were not able to subdue the weak sister of the group (CP).  Re: Germany navy purchases . .  In my humble opinion, if you place all your units in India, no matter what Germany does they won’t have a force strong enough to take London by at least T4. I tend to ignore any German navy purchases when I’m going KT(urkey)F . It seems the German player realizes he’s wasting money and stops. Good luck in the Dardanelles.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      For Oddbjoern  - No worries, my skin is thick like the Tiger Tank. I’m glad we’re able to get some good ideas generated out of these discussions. I like your idea of forcing your opponent to spend money in the “wrong area”.
      I don’t think I’ve ever met and A&A player who thinks attacking Neutrals is a good idea, lol.

      For ColonelKurtz  -  Leaving Persia as a final defensive line for India is interesting. If you think you can get enough manpower shipped across on the small navy you have then more power to you. But think of this . .  if Turkey starts making the moves towards India, how are you going to suddenly get all your troops across the Persia line ?? Wouldn’t you have to go through the line ??

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      There seems to be a bit of hostility for a bunch of people trying to share ideas about a board game.
      My idea was to get France/UK to do most of the “Can-Opening” for Spain and Greece (since the US can’t land on contested/CP territories till T4) and the US would just get a free landing there on their way to Constantinople. I never intended for the Americans to get bogged down fighting for a few dollars, but to open up those zones for quick deployment into the Med. Now. . .  a good point was made that Spanish Morocco can be used to the same effect as Spain, which is true. In future games I will consider Spanish Morocco as a viable alternative. Spain, however, is on the European Continent and gets your US troops in Europe on T2 (giving Paris or Rome a viable back up and the CP a new European Threat).

      My buddies and I have racked up well over 300 games together (various editions, several years) and we like to try to spice up the games by trying new stategies, tactics, techniques and ideas. They don’t always work of course and at the end of the night, win or lose, we have a blast. These A&A games and others like it have made our lives more enjoyable and brought us closer together as friends. I hope it’s done the same for all of you out there.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      For Oddbjoern  -  I don’t have the 1914 rule book in front of me as it’s my friends game and not mine. I thought the rule for US being stuck in their “coastal patrol zone” was for another version of the game (perhaps the global edition ; Pacific / Europe).
      My understanding was that they couldn’t land in an enemy/contested territory but were free to move out of America.

      Spain  - Freeing up this important zone allows UK / US troops to land there with one set of transports and then get picked up by another set of Med. transports. To me this seems like the ideal staging ground for the Allies to have a easy sea route to Europe or anywhere in the Med. I understand the cost/worth equation but think of it this way . . . .    to the Axis Powers, there is yet another enemy to deal with who can mobilize his force in a number of good locations (Egypt, Greece, Rome, Albania, Piedmont or . . . .  5 of the 6 starting Turkish Zones). So killing the Ottomans first may require  the Allies to take a few pieces of prime real-estate first.

      Greece  -  The appeal of this zone to me is that it’s rarely attacked by the Turks (in our games) and has that sneaky little cleft that touches Constantinople. The other reason is that’s it’s quickly re-enforceable (via SZ 17) for Italy, France and even UK/US forces (see Spain Can-Opener). Once you’re there… it’s difficult for an entrenched Turkish force to leave the capital with so many transports lurking in the Med.

      They are far flung stategies for a victory, and sometimesproduce disastrous results.

      Why Attack Neutrals -   For the US, money is so hard to come by in this game. The closest zone is Kiel or somewhere in the Eastern Med. I’ve worked out a way to get the US a lot of cash on T4 (providing they can move out of their “coastal patrol zone”). By T6 they are making over 33 $ per turn (if all goes well). This is, of course, a different start. than a KT(urkey)F method. I’m looking at a way to make them (US) more of a force rather than just a transport here and there. They could be pumping some huge numbers of units into Europe Via the 1 move transport to Spain.

      I hope you enjoy reading my rebuttal. I look forward to possibly reading your comments. Till next time,

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Allied Strategy of Kill Turkey First

      T1  - France liberates Portugal and prepares to attack Spain.  UK - Navy in Atlantic (with at least two transports) or Troops in India.  US  -  Get some transports ready to go for turn two. Italy - With allied help, you must hold SZ 17.  Russia - Good luck because a kill Turkey first strategy means little help for the Russians.

      T2  - France attacks (Can-Opens) Spain, buys more transports in the Med, gets troops ready to board for the next leg of the trip. UK  -  Follow into Spain with your transports and begin the push with your Indian troops.  US -  Spain is now open for the free landing (ships near Gibraltar) Italy - Maintain control of SZ 17 and get what you can for an amphibious assault.  Russia -  Continue to bleed.

      T3  - France attacks (Can-Opens) Greece. This is why you need a few more transports to help in the initial assault and garrison for Greece. This will be your beach-head into southern Europe, only one zone away from Istanbul. UK - Back up Greece, continue push trough Mesopotamia. US - You may also land in Greece if it’s not contested, and may assault the Turks on T4.  Italy - Maintain a steady force to Grece.  Russia - Thanks for the distraction, hope you still have Moscow.

      T4  - You’ve now got the assault on Istanbul well under way. They make virtually no $ thanks to India. If you’ve kept a steady flow of French / UK / US / Italy troops on the way to Greece you will topple Constantinople in no time. The US (if Spain is Open) can shuck troops from US to Spain with one set of transports and on the next turn from Spain to Istanbul with another set of boats. I like to add a plane or two in the first or second purchase with the US. It can make a difference when Istanbul has to counterattack your allied forces. Good luck . . .

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Crafty German Air Defense

      For guni-kid  - Your US tactics are interesting. I like the piece-at-a-time attack method. One force here for mission A),  One force there for mission B), Another force ready for mission C). If you can co-ordinate a final meeting place or strike zone the US could surprise everyone in about T10+.  The only flaw in your plan I see is the quick capture of Russia and US forces only hearing about it on the Armed Services Radio Network after the fact.
      It’s funny how on one turn losing India can seem like the most insane idea ever dreamed up, but then a few turns later you are more than happy to give up the zone no questions asked, lol.

      Re: Crafty Air Defense  -  I hate how in A&A 1914 you have to have at least one infantry with your troops. It limits how far you can send an “Air Force” to help out an ally. In 1942(2nd Ed.) I’ve seen my friends pump out nothing but planes as the US. On about T5 the Air Armada was on a non-stop flight to the Kremlin and causing all sorts of problems for the Axis Navies. Yeesh!!

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1942 2nd Edition
      Starlight SniperS
      Starlight Sniper
    • RE: Crafty German Air Defense

      For guni-kid  - I’ve used the Zeros as a German re-enforcement tactic successfully in Egypt (to defend again a Russian counter attack force in Trans Jordan). I’ve also lent a fighter or two on occasion from Japan to Germany for the game to use as he needs. I don’t actually lend the plane, but the Luftwaffe has control over their use and Japan never sees them again. 
      It’s a team effort right ?

      As to your second point of Allied Planes flooding into Russia to help defend. It’s an almost impossible strategy to beat. How can you attack Moscow if there’s an allied Fighter Defense 15+ strong.The US zones being worth only 1 IPC is ridiculous. Where do you go as the Americans ??

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1942 2nd Edition
      Starlight SniperS
      Starlight Sniper
    • RE: Crafty German Air Defense

      For guni-kid -  As for the placement of the Japanese fighters, I’d like to see them put to use in the Caucasus. It’s the one place that Germany has a tough time taking and holding against the Russian counter-attack. With a little help Germany can take it and keep it. Like I was planning, you’d have your carriers in the Persian gulf area and the planes ready to fly and attack anywhere from the East Indies to Central Mediterranean.  I agree the Zeroes need to be put to good use, but having them ready to back up Germany for one (maybe two) turn is a good option (IMHO).
      Swinging them (Japan planes) back an forth may be just what the doctor ordered. From Ukrain / W. Russia you can still hit India.
      But I digress . . . . . .

      For MarineIguana   -  No higher compliment can befall a board gamer
      @MarineIguana:

      Yeah, it’s a strong move that I usually see with experienced players.

      If you’re willing to risk a T1 German navy purchase in Italy , a move I’ve tried before (with limited success) is taking the Med. German Navy, conquering Egypt and sailing through the canal to take East Africa / Australia / Hawaii / South America.

      On a flip side to this discussion . . . . .   
      Germany can do the same thing to help out Japan. Wherever Japan lands its land forces, try and have a German plane or two to add to the defence. This is particularly good for helping advance towards India.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1942 2nd Edition
      Starlight SniperS
      Starlight Sniper
    • Crafty German Air Defense

      Heres a great way to get you (Germany) pushing closer to Moscow with a great fighter defense in each territory you freshly capture. Over, Under, Around or Through theres always a way.

      Russia goes - advances or retreats, it matters not.
      Germany goes - it can then move up to where it wants to go knowing that it cant land planes there. No worries. Brittain goes -  hopefully they dont mess with your plans
      Japan goes - Having craftily placed their fighters in a good zone, they can now swoop in to the german position, providing huge defensive punch, and hopefully germany brought an AA(A) Gun. Nice front line protection for the advancing forces.
      USA goes - ( see UK )

      I`d like to see the Japanese navy swing down south and help take egypt and pump fighters up for the german advance. This makes it hard for the russians to counter a plane and AA(A) defended german front.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies 1942 2nd Edition
      Starlight SniperS
      Starlight Sniper
    • RE: USW Rethink

      Perhaps this:  Remove the sub as an attack/defense unit and use it strictly for economic damage. You could then do some real damage for either side. This new idea could be tweaked in many ways of course.

      Cheers,

      Starlight Sniper

      posted in Axis & Allies 1914
      Starlight SniperS
      Starlight Sniper
    • RE: Question about reinforcement

      I would say of all the D&D variants we’ve played, the guys and I have almost no arguments or conflicts about rules etc with D-Day.

      Cheers,
      Starlight Sniper

      posted in Axis & Allies: D-Day
      Starlight SniperS
      Starlight Sniper
    • RE: Is it random?

      Another interesting point is the limit of only 8 units (8 axis and 8 ally) per zone.

      I always try to hold those beaches but it’s tough. It’s a few turns before your guys can make it from the reinforcement lines.
      In response to your original inquiry . . .  it might make for an interesting game to shuffle the cards (saving reinforcements for last).

      Cheers,
      Starlight Sniper

      posted in Axis & Allies: D-Day
      Starlight SniperS
      Starlight Sniper
    • RE: "Tall Paul's" ENTIRE SET, detailed & painted A&A units by The "WARMACHINE TEAM"!

      Checked out the selection, very very nice. One thing that I’ve done is on the bottom of my battleships I’ve painted the flags/symbols etc. of the power. It looks cool when they are tipped over. Just a thought.
      The detail is realy good, and I like how you’ve changed the skin tone and faces of each. My fave is the US flags on the backs o f the tanks. I also liked the brick chimeneys you did on the factories.
      I am inspired to take my painting to the next level.
      Thanks,

      Starlight Sniper

      posted in Customizations
      Starlight SniperS
      Starlight Sniper
    • RE: Recent Action

      It really came down to the German re-capture of Caen. The US was in ST. Lo (which I had abandoned) and had Cherbourg.
      I (Germany)was down to the small move/posture force I had near Caen and between St. Lo. I was shocked to be the victim of the UK attack and was lucky enough to have defened well. This allowed me to re-take the city,quagmire the UK relief and post a heavy new force on the beach thus securing a German Victory.
      We have enjoyed the D-Day edition of the game because it ends after 10 turns and can’t go on till all hours of the night. There doesn’t seem to be a lot of strategy at first, but then you figure out the subtle ways to manipulate your cards, when it’s ok to seek fortune and lose.
      June 6th 2014 is a few days away, try and hit up a game this Friday.
      Cheers[/color[color=maroon]],

      Starlight Sniper

      posted in Axis & Allies: D-Day
      Starlight SniperS
      Starlight Sniper
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