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    Topics created by Starlight Sniper

    • Starlight SniperS

      Stalingrad done in D-Day Style

      Other Axis & Allies Variants
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      The11HP20T

      @Kreuzfeld:

      first question you have to ask yourself is if you are going to play “fall blau” (german attack accross the donbass to stalingrad), The city itself (german offensive, where they have to take everything to win), or “Operation Uranus” (soviet encirceling counterattack)

      The question is moot. You make both versions. This ain’t no Highlander. There can be more than one.😝

    • Starlight SniperS

      Recent Action

      Axis & Allies Pacific 1940
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      Starlight SniperS

      Japan :  G.“Tiberius” T.
      US/China :  Starlight Sniper
      UK/ANZAC : Rust"The Juice"Justin

      Turn 1 was interesting. China and the UK bolstered the Burma Road (bringing UK/Aus into the war T1). While China survived until about T7 (where it was annihilated in Yunan) the UK/Aus/US made it to the ultimate Japanese Surrender. After the allies cock-blocked the IJN from hitting India, there was only 1-2 land units available for Japan at any given time. ‘Tiberius’ seemed to halt and falter around the Mayla Peninsula and then couldn’t get the ground units needed to hit India.

      When the Japanese forces started to hesistate (still had all planes) the US launched a surprise strike on IJN units stationed outside of Tokyo. The “All Sub Squad” decimated the Home Fleet. Ausstralia hadn’t been touched, India was “Safe” and the US was king of the Easters Pacific. Japan was losing Factories and Naval/Air bases across Asia.

      Several factors contributed to the surrender of Japanese Forces. ‘Tiberius’ had to work in the morning, but more importantly, Japan was feeling the tide of battle swing against them.  Rust “The Juice” Justin was a superb Ally, providing Calcutta based Chinese support as well as holding Australia Proper. Moving the UK AAA was key to quagmiring the Japanese air units.Japan wasn’t out in the cold though, they had a huge, consolidated force in Central China, 90% beginning Naval Units, 90% beginning Air Units. The threats at the time of Game End (2:30 am) were minimal for Japan (2 trasnports and minimal Allied Navy) but so were the prospects for a Victory in the Pacific.

      Cheers,
      Starlight Sniper

    • Starlight SniperS

      My Proposed German Battle Plan

      Axis & Allies Europe
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      Starlight SniperS

      T4 - T9

      Germany - Continued to dominate Mediterranean, Pushing a stack of 12Inf, 2Art, Tank and Fighter to within 1 zone on Stalingrad.
      Leningrad was held and used a launching point into Russia. Carrier assisted German navy continued to transport 6men/turn up to the icebound Leningrad. Bombing of Russia continued right up until the end, often bombing the undefended give/take factory of Volgagrad (Stalingrad). Even though Vichy, E. France and Paris were in allied hands and Russia was playing a back and forth game with territories, Germany was still collecting 50$/Turn. Things were looking bleak though, with allied armies contiuing to mass in Normandy and Italy under danger of a sneak attack from US forces. Time was running out! Stacking units 30+ deep in Berlin and 15+ in Italy, most of Eastern Europe was empty and vulnerable to Russian and MidEast British Armies.

      Russia - Backing into Moscow and letting Germany stay in Leningrad was a gamble, but it paid off. The attacker had an impossible time leaving the city, because when he did I would be able to produce 8 guys there, and have all my allies land their fighters there. He had to keep the front line in my backyard. I prevented him from moving to the central zone by keeping it so he couldn’t land his Luftwaffe there. Without the fighter protection, I had enough firepower to knock him out !! Time was my ally.

      United Kingdom - Germany seemed content to keep it’s navy docked outside Leningrad so I was able to use a US T1 Carrier and my fighters to set up shipping lanes into the Bay of Biscay. Landing first in Paris, Vichy and E. France I was able to get about 6$, and by T8 was poised to fight for E. Europe with my Mid-East Forces. I only landed 1 fighter in Russia and that was on T1, other than that Russia received no air support because there was nowhere to land. Scandinavia, Vyborg, Leningrad, Poland and the Baltic States were all under Axis control and most had some 88 Flack Guns. I finally flew 3 fighter from Vichy, over Flack in Italy, and on to Rumania.

      United States - The U.S. footed every dollar of the Mid-East oil bill for the entire game. The T1 Carrier and a extra destroyer was enough to (With UK Navy help) stave off any attacks by the German Navy. Landings in France and Vichy meshed well with landings and movements of British Troops. Several mass Fighter purchases helped ensure British Troops in Europe were protected after moving. US and UK bombed the Schnitzel out of Germany, turn after turn until T7 when, heh heh, in one turn German Flack Towers shot down ALL allied bombers. Decimating Morale and giving the German economy a boost. At one point 1 US Inf. and Art. owed all of German North Africa. Germany was stalled.

      END GAME -

      Germany was well defended but not in a position (Now or in the Future) to advance any further. Allied income was almost 2:1 and Russia was twice as strong as the force in Leningrad. The German Navy was next on the chopping block, cutting off all help to Leningrad (which can only produce 1 German unit per turn). US/UK were putting 70$ / turn into France and nothing was going to stop it. Germany Surrenders T9

      Cheers,
      Starlight Sniper

    • Starlight SniperS

      Allied focus on St. Lo … . . . ...

      Axis & Allies: D-Day
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      Starlight SniperS

      It’s often that St. Lo gets left till the end, and I find the “works” are indeed heavily gummed up by that point. That’s why I proposed the KSF (Kill St. Lo First) Strategy.

      I’m also surprised that you send a “small” force to Cherbourg.  I’ve done the same and ended up not having the force needed to take it (with the 1 round of combat deal).  With a full zone (Eight Units) plus a few extra units, it’s a tough crawl. I like to gamble on my landings at least once and land upwards of Utah Beach. I’ve posted previously posted about avoiding Omaha by gambling on the “Allies Land” card.

      To Cherbourg:  I like to engage my bombers for at least 3 rounds, and make sure the “Onshore Bombardment” hits when the time is right in the Peninsula. It’s easy enough to take (IMHO) if you eliminate 65% of the defenders before you get there.  Keep Axis Re-Enforcements in mind as Germany can send tonnes of units Upwards to Cherbourg up until Turn 5 before they become redundant. When attacking that “Must Have” city of Cherbourg, employ my “Great Wall of Planes”  (see D-Day Post) to stem the tide of Axis Forces.

      . . .    .  .  .   . . .

      Cheers,
      Starlight Sniper

    • Starlight SniperS

      Crafty German Air Defense

      Axis & Allies 1942 2nd Edition
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      T

      @guni-kid:

      Mostly I bring what is stationed in the US heartland from the beginning over to North Africa in turn 3-4 (depending on German naval actions and purchases) and after that several turns to Scandinavia, bit by bit supported by UK to take back Karelia or at least keep the Germans occupied there in favor for the Russians… and finally directly to Europe: France and Northwest-Europe from turn 8-10 on (again: depending on German purchases and moves). If it didn’t work that way or the Russian died too early I lost my games  :cry: Quite often it comes to eventually giving up India (in round 7-9) to support Russia with 10+ UK Fighters and to take the Caucasus into UK hands for the time being, but keeping the Russian alive with it: He can turn east then and defend against the Japanese as long as UK and US are dealing with Germany.

      You seem to be getting the gist of it. This is exactly the right way to play the allies.

    • Starlight SniperS

      Recent Action

      Axis & Allies: D-Day
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      John BrownJ

      @Starlight:

      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

      I bought this game a couple a months ago, but haven’t got to play it yet. I really enjoyed your battle report. I will have to give it a try sometime, but have been extremely busy this year. :-)

      Thanks again,

      John

    • Starlight SniperS

      ?? Best way to take France ??

      Axis & Allies 1914
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      CowC

      USA is never a powerhouse. Maybe round 10.

      UK is better off investing in India.

      Taking out Russia is generally the way to go. If you do go for France. Get AH going to paris with its two closest starting stacks, go through the Italy units. Buy all fighters with Germany. G5 Paris. AH can take a territory for you to allow you to stack up next to paris with all your planes. Then you attack round 5 paris. Send AH in first to suicide. Germany follows it up. The end.

      Yeah Russia is a pain in the butt for awhile, but you have to take out a country before round 6 or you lose.
      ~
      USA is not even in this game, lalalalalala dont know what you guys are talking about. The piece of crap country does nothing for the first 6 rounds.

    • Starlight SniperS

      US - BUY ONLY WARSHIPS (here's why)

      Axis & Allies 1914
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      FlashmanF

      That would be wherever they’re most needed; though it could be argued that if the Central Powers haven’t achieved their objectives before the Americans start arriving in Europe in significant numbers then they’re unlikely ever to do so. US entry is the ticking clock the CPs have to beat, though as I’ve suggested its start could be linked to Russian collapse rather than a mandatory turn 4.

      Therefore plugging the gaps in Allied lines, notably stopping western capitals falling, is the most usual use for US imports.

    • Starlight SniperS

      The Great Wall Of Planes (and the Cherbourg lure)

      Axis & Allies: D-Day
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      Starlight SniperS

      I’ve got two great strats. that I discovered while playing a game of D-Day late one Saturday night.

      The Great Wall Of Planes -
      This uses three zones to block off axis reinforcements to Cherbourg. Starting with the zone containing Catz/Carentan, moves left to St Jores/LaPuits and ends in Portbail. You can stack two planes per zone (or variations) and slow any help to the top city. It gives you a buffer of 2 zones at least to help out with the north.
      And now for . . . …

      The Cherbourg lure  - 
      If the germans pull out of the city and group in Valognes for defense/attack positioning, they’ve made the fatal error. Quickly fly in a few planes to the city and another wave to wherever you want to move your (probably) US troops.  Now the Germans can’t deke back to the city and attacking your position would be tough too. You can now destroy those Cherbourg blockhouses before they’re ever defended or put to use. The Germans are now scrambling for options up top. Good luck !:  Those planes’ll getcha in the end.

      PS - Gambling on the “Allies Land” card would allow US troops to land in Montebourg, only two spots away from Cherbourg.
          - Gambling on the “Allies Land” card would allow US troops to avoid Omaha Beach (1 defender or 9 defenders)
          - Consider landing planes in Montebourg and gambling your “Allies Land” card. You’d have a great defensive spot.
          - Gambling results may vary.

    • Starlight SniperS

      Saturday Game Night - Review of Strategies and Battle Tactics

      Axis & Allies 1914
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      FlashmanF

      Yellow reserved for cavalry

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