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    Stoob

    @Stoob

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    Latest posts made by Stoob

    • AA:Pacific with AA:50/AA:42 Ruleset

      Anyone given any thought to playing AA:Pacific and integrating the AA:50 ruleset?  By this I mean:

      1. 1942/AA:50 unit costs and stats
      2. 1942/AA:50 sub and transport rules

      However the specific Pacific rules could stay in force:

      1. USA Marines
      2. Air Bases / Sea Ports
      3. Japanese destroyers can transport 1 infantry
      4. Unlimited builds in Hawaii and Japan

      There is little conflict except in regards to SBR, where it would have to be decided which ruleset would be used for SBR, and if SBR would still affect the Japanese VP.

      Any thoughts from you geniuses on how this would affect the Pacific game?  Better yet has anyone actually TRIED it?

      posted in House Rules
      StoobS
      Stoob
    • RE: After Action Reports

      With 40 pieces why not just wheel backwards into France?

      Well at the time the Allies landed in NW Europe that was the only place the fleets could meet and join up.  UK had been up near Archangel and USA had been in SZ12.  The reason the Allies didn’t stay in NW Europe or move to France is that Italy had 25+ pieces they moved to France and Germany had 40+ pieces in Germany.  Completely outnumbered, the Allies would have been destroyed in France.

      How many VCs did you declare necessary for victory?

      12

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title:  Allies Snatch VCSs
      Date:  5/15/09
      Special Rules:  1941 with Tech, Without Nos, Dardanelles Closed, With Interceptor/Escort SBR
      Victor:  Allied Victory > Axis Concession
      Game Length:  5 rounds
      Bias: About equal

      Allies won in turn five by attacking 4 underdefended Victory Cities (Paris, Warsaw, Manilla, Calcutta) and holding them we were playing a reduced VC game.

      As you can see here the economics were than Allies were up by 22 in the first round, and then in later rounds up by 3-6 IPC until the last round when taking France and Poland helped boost the money

      We were playing with Tech and UK was the only country to get something, Increased Factory Production, which never helped the UK once.

      
      G	R	J	UK	I 	US
      38	27	30	35	10	38
      36	29	42	27	10	38
      35	26	44	28	12	38
      33	28	43	27	14	38
      32	26	44	35	14	46
      
      
      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title:  Epic
      Date:  5/10/09
      Special Rules:  1942 with Tech + $4/8 NOs + Dardanelles Closed + Escort/Interceptor rules
      Victor:  Allied Victory > Axis Concession
      Game Length:  13 rounds
      Bias: About equal

      First off what $4/8 NOs means is that instead of being $5 National Objectives we played with all NOs for all countries being worth $4.  The single Russian one was worth $8.  The objectives themselves were unchanged.  Why?  Cause Popeye and Santa told us to do it that way.   :-)

      The game got started in an unusual fashion when instead of buying a carrier or more fleet the UK instead bought 2 bombers on their first turn and moved all fighters within striking range of the Italian fleet.  This meant dropping off 2 infantry in Gibraltar and landing 2 fighters Gibraltar in turn 1.  On turn 2, the Italian fleet was attacked off the coast of Egypt by 4 fighters and 3 bombers, who all then landed in Egypt.   Although the UK got higher than average losses, the Italian fleet was sunk after having used it only once - to invade Transjordan.  Throughout the whole game Italy only got more than $9 income when Japan took Egypt and Transjordan for a round or two.  This was in exchange for UK getting a somewhat late start building a fleet.

      Prior to turn 7
      Allies had adopted an “all in” European strategy to attack France or Italy.  If you’ve played AA50 more than a couple times you know the drill, the UK builds a fleet and does some little landings in Norway or France maybe.  The US builds a big fleet and ships it over around turn 3 or 4.  The difference in our game is that the US was in SZ12 on Turn 2, since there was no Italian fleet to worry about anymore.

      Turn 7
      Ok so we pick up around turn 7 when things start to get interesting.  UK and USA do a joint landing and combine fleets in SZ6 and land in NW Europe of all places with about 40 units total.  This is enough to prevent being immediately counter attacked by the Germans and destroyed, but by the turn after it was impossible to hold this position without being wiped out.  At this point Japan was starting to threaten Africa and had secured all of the pacific.

      Turn 8
      Despite having a low income, Italy had basically been buying infantry all game long, and so now if you do the math they had like 25+ infantry sitting around.  Germany and Italy both had to play somewhat defensively because of big fleets off the coast but Germany was still putting the heat on Russia, and by now Japan had motored up into the Caucus and taken it along with some Germany forces.   Russia decided to take a chance and try to take back Caucus from the combined Japanese and Germany force there.  Russia rolled incredibly well, and although they statistically should have won this battle, they won it by a landslide, and even retained some infantry.  This very will might have been the turning point for the game.  UK and USA, being unable to hold their position, decide to split their fleet, the UK going north to Archangel and beginning to funnel troops from UK to Archangel, 8 at a time each turn.  USA went to SZ12 and kept the threat on Italy and France but not before leaving some troops (about 16) in the Karelia for help to Russia.

      Turn 9
      About this time USA got the wacky idea to build a transport and a sub in the pacific and start to threaten Japanese holdings in the south pacific with some bombers too.  Japan had just moved all its navy near Egypt, ready to take it and move into the Med.  However, Japan turned some of its fleet around to deal with this new American threat.  USA was maintaining fleet in SZ12 and also dropping troops off in Africa, both to hold it from the Japanese and threaten Italy.  Russia was slugging it out with Germany and had the bright idea to advance into Persia, which held up the Japanese advance in this area, although still Japan was advancing through China and across Siberia.

      Turn 10
      One thing that was interesting about this game was she sheer amount of USA and particularly UK troops in Russia at this point.  Numbering between them over 40 units, it really stalled what would have been a Russian defeat at the hands of the Germans and also Japanese.  Japanese still building up and doing a good job mobilizing forces and getting ready to take on Russia, but it’s not possible yet.  There are just too many UK troops around.  On this turn Japan gets Paratroopers and USA gets Heavy Bombers.

      Turn 11
      By this time USA had 15 fully loaded transports sitting in SZ12.  Still, Italy and Germany would have been able to at the very least counter attack and destroy any landing force in France or Italy.  The German air force was like 9 fighters and 3 bombers by this time, stalemated against a USA fleet of 3car,6fighters, 1battleship, 1cruiser and a few destroyers.  So if the USA lost any of those fighters attacking Italy, it was a dead fleet.  The Italian/German player is very thorough and careful, and it is extremely difficult to find a weak spot in his defenses to make a meaningful attack.   So the Allies make the decision to head east.  The Japanese kind of over-committed a portion of their fleet to deal with a very small American presence in the Pacific.  The Americans head to the Med (SZ14) but don’t actually attack Italy, just take the Balkans for an NO cash-in.  The american pacific bombers withdraw and start the trek east to join in a battle two turns from now….(forshadowing!)

      Turn 12
      USA fleet heads to SZ34, within striking distance of Japan’s IC in India, Burma, and East Indies.  The fleet is an even match for the Japanese fleet in the area, but the USA has 30+ ground forces and the Japanese have more like 20.  Russia adds 15 tanks to the mix and it’s advantage allies.  USA Heavy Bombers mean a strike on the Japanese fleet is a good idea.  Germany and Italy figure out what is going on and start heading east with massive amounts of troops they were saving in the west to fight a USA landing in France, but it will take 4+ turns to get to Moscow.

      Turn 13
      Japan, knowing it cannot hold India this turn, withdraws from India.  Russia advances into India.   UK immediately builds 3 ground forces there.  USA moves 20+ more troops to India — then also to East Indies and there is a big sea battle.  4 carriers on each side, a battleship and a cruiser.  But the USA brings 4 heavy bombers to the party and it’s lights out for the Japanese.  Japan lose their fleet and their IC in East Indies.  A smaller 2nd battle in the carolines goes badly for the Japanese and at this end of this round Japan has 4 transports and one destroyer left.  USA has 3 carriers full of planes and about 15 transports in the vicinity of very underdefended pacific holdings.  Japan has now lost 2 ICs in two rounds and a 3rd in Burma is in jeopardy.

      Axis concede.

      $$$$$$$$$$$$$$
      Economically speaking the stats aren’t much to look at.  The Allies were down consistently about $10 a turn compared to the Axis.  Germany hovered in the 40s most of the game, Japan in the 60s, peaking at 71.  USA was consistent at 42-48.  UK was generally in the 30s.  Russia was in the 20s, higher earlier on, lower 20s later on.

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title:  Allies Take Capitals but Lose Anyway!
      Date:  4/10/09
      Special Rules:  1942 with Tech + NOs
      Victor:  Axis Victory > Allied Concession
      Game Length:  8 rounds
      Bias: About equal

      
      	Japan	Russia	Germany	UK	Italy	USA
      1	41	29	54	39	12	48
      2	46	28	51	33	24	48
      3	54	29	39	39	24	47
      4	56	27	49	40	28	55
      5	60	22	50	37	30	49
      6	72	15	52	83	25	43
      7	77	11	45	20	19	53
      8	68	15	54	24	23	78
      
      
      
      Axis	394	474	185	1053
      
      	G	J	It	
      1	54	41	12	107
      2	51	46	24	121
      3	39	54	24	117
      4	49	56	28	133
      5	50	60	30	140
      6	52	72	25	149
      7	45	77	19	141
      8	54	68	23	145
      
      
      
      Allies	176	315	421	912
      	R	UK	US	
      1	29	39	48	116
      2	28	33	48	109
      3	29	39	47	115
      4	27	40	55	122
      5	22	37	49	108
      6	15	83	43	141
      7	11	20	53	84
      8	15	24	78	117
      
      

      Major Events
      1 Russia has bad opening, gets unluckky, Germany sinks a lot of UK fleet, US takes solomons
      2 UK takes Norway, Germany takes Karelia, Japan begins building factories in Asia
      3 UK takes Finland, Russia liberates Karelia, UK withdraws from Egypt, Italy takes it
      4 UK takes france, Italy takes it back, US lands in Morocco
      5 Japan defeats China, closes on Mosow, Italy own most of Africa, Japan retakes solomons
      6 UK gets very lucky and takes germany amphibiously, Italy liberates
      7 Japan attacks Moscow and fails, but Moscow is weakened heavily
      8 USA attacks and takes Italy
      9      Japan takes moscow, allies conceed.

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title:  1941 With New Players
      Date:  3/28/09
      Special Rules:  1941 with Tech + NOs
      Victor:  Allied Victory > Axis Concession
      Game Length:  4 rounds
      Bias: About equal

      All players at the board were new (1 game experience or 0 games experience) except for Italy who has played about 10 games of AA50.

      The game took some interesting turns.   The players were willing to make attacks that sometimes were not in their % favor, with the exception of UK and Italy who did not make risky attacks.

      Major Events Turn 1:

      1. Germany took Karelia and Russia took it right back.
      2. Germany attacked Egypt but did not get any hits first round and withdrew.  UK counter attacked and took Libya.
      3. Japan played conservatively, taking Philippines along with Borneo and East Indies.  Japan did not advance into China.  Japan attacked and sunk the Battleship in Hawaii with fighters.
      4. UK moved in and took Morocco.

      Turn 2:

      1. Germany and Russia once again traded territories, but Russia rolled well and was left in a defensible position.  Russia income above 30.
      2. USA builds in Western and Eastern, adopting a balanced strategy, and lands in Morocco.
      3. Germany builds a couple bombers and UK builds a fleet to match.

      Turn 3:
      By turn 3 Japan had only secured 1 of its National Objectives.  As a result income was in the low 30s.  Germany had also failed to secure more than 1 of its National Objectives, and Russia income was now greater than Germany income.

      Turn 4:
      UK sinks Italian fleet and secures Africa.  I did not record numbers sorry, but by this turn incomes of the Allies were superior to any of the incomes of the Axis.  Meaning UK, Russia and USA each had an income that was greater than any of the Axis.  Germany was in the 30s and so was Japan.  Russia stunned the table with a 52 income after taking Finland and Bulgaria and Balkans in the same Round.

      Axis conceeds.

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title:  USA in the Pacific
      Date:  3/23/09
      Special Rules:  1941 with Tech + NOs
      Victor:  Axis Victory > Allied Concession
      Game Length:  Almost 5 full rounds
      Bias: About equal

      This game went pretty fast.  USA adopted a strategy of “all in” in the Pacific.  Only USA action in the Atlantic was one landing at Algeria.  USA max build every turn in Western USA.  Culminated in a big naval battle in the Philippines which the USA won, but without enough forces left to threaten Japanese Empire seriously.

      Germany slowly moved in on Russia and by the end of turn 5 Moscow was virtually surrounded and would have fallen on turn 7 for sure - no help was on the way from UK or USA for Moscow.  Game conceeded by Allies.

      UK got Long Range Aircraft, it helped sink a transport here or there was not a major factor.

      
      3/24/2009	1941 with Tech + NOs				General Strategy: USA Max Pacific	
      	Ger	Russia	Japan	UK	Italy	USA
      1	45	31	40	42	15	49
      2	49	31	54	43	10	49
      3	49	25	59	26	10	40
      4	53	31	65	19	14	50
      5	54	28	57	31	Conceded	
      
      

      Axis by Team

      
      	G	J	It	
      1	45	40	15	100
      2	49	54	10	113
      3	49	59	10	118
      4	53	65	14	132
      5	54	57		111
      6				0
      7				0
      8				0
      
      Axis	250	275	49	574
      
      

      Allies by team

      
      	R	UK	US	
      1	31	42	49	122
      2	31	43	49	123
      3	25	26	40	91
      4	31	19	50	100
      5	28	31		59
      6				0
      7				0
      8				0
      
      Allies	146	161	188	495
      
      

      Major Events
      1 UK gets Long Range Aircraft, Germany tries and fails to take Egypt, sinks some UK fleet , Japan builds factory in FIC
      2 Rus/Ger trade Karelia, Italy fails to Take Egypt, Japan Takes Egypt, UK sneaks into France
      3 Japan expands into Africa, build mighty sea force to match US plus IC in Manchuria, UK sinks italian fleet, France is retaken
      4 Massive Sea/Air Battle In Pacific, Heavy Losses but US is Victorious, takes back Java
      5 Japanese forces in Persia and eliminate China, Germany tanks in East Ukraine, Allies Conceed

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      For of all, you misread my original post which said there were “Special Rules:  1941 with Tech but not Nos”  – that means NOT N.Os.  Both games did not use National Objectives.

      Secondly, I give up.  You win.   This forum and these people are definitely not my style.  I’m done having conversations like this.  Sorry to do…whatever I did.   I’m not going post anywhere but in this thread anymore and will avoid posting any more commentary on these After Action Reports.  Hopefully this will prevent further conversations like this one which are a waste of time and database.  I like the game and hope that by limiting my posts to commentary-free facts it may somehow contribute in some small way to making the game experience better for everyone.  Please don’t bother replying, just keep this thread for the factual reports, good luck to ya.

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      axis_roll, you really make me laugh.  I didn’t “proclaim” anything… you quote my post in order to then misquote me and twist my statement.  Are you really trying to be this unnecessarily negative and/or argumentative?  I hope not.

      I said in fact, quite the opposite, that it’s “too early to tell in my opinion to make a definitive conclusion” in regards to bias.   Sure Long Range helps the Allies win, but the other table had an Allied win as well, with an Axis advantage in skill and no tech rolls.

      Respectfully and without ill will towards you, I ask kindly to keep it positive and take any negativity elsewhere with someone else, please?  You are welcome for the detailed after action report.

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob
    • RE: After Action Reports

      Title: Whoa, a german fleet!
      Date:  3/13/09
      Special Rules:  1941 with Tech but not Nos
      Victor:  Allies Victory > Axis Concession
      Game Length:  5 full rounds
      Bias: Slight Allied advantage.
      Description:
      Allies: Mostly go after Europe, build some forces in Pacific.  Allies go after Italy hard first, then focus on Germany.
      Axis: Japan tries to squash Russia, then ends up helping Germany/Italy.  Germany builds carrier and later a battleship and destroyer.

      
      3/13/2009	1941 with Tech but not Nos				General Strategy: Attack Europe			
      	Ger	Russia	Japan	UK	Italy	USA		
      
      1	33	29	29	35	10	40		
      2	37	27	34	32	10	40		
      3	35	28	40	29	10	38		
      4	32	34	43	28	9	38		
      5	27	32	45	31	15	Game Conceeded		
      
      

      Major Events
      1 Garmany builds carrier, sinks UK Battleship, Japan does not take Philipes, US gets long range Air
      2 UK holds egypt, sinks Italian fleet with bombers, Germany and Russia trade territories, Japan IC in Manchuria
      3 Germany buys more fleet, Japan takes India, Philipenes, UK/UK combine fleets in atlantic
      4 Germans lose in Libya, Russia takes Norway and Finland, Stalemate in Poland, Japan sends planes to Europe
      5 UK Sinks german fleet, USA invades NE Europe and destroys 6 fighters and bomber there, USA sinks most of Japan fleet
      Economic Breakdown

      
      	G	J	It	
      1	33	29	10	72
      2	37	34	10	81
      3	35	40	10	85
      4	32	43	9	84
      5	27	45	15	87
      Axis	164	191	54	409
      
      	R	UK	US	
      1	29	35	40	104
      2	27	32	40	99
      3	28	29	38	95
      4	34	28	38	100
      5	32	31	38	101
      Allies	150	155	194	499
      
      

      Commentary:
      This game had a slight Allied bias in terms of skill.  However on another table we had a similar setup, but with a slight Axis bias in terms of skill.  Their game the Allies still won, but it took 9 turns.   Too early to tell in my opinion to make a definitive conclusion, but I’d say it’s looking like with NOs 1941 has an Axis bias.  Without NOs a slight Allied bias for 1941.  Can anyone say “variable N.O. value bid system”?

      Sample Allies Bid:  “I play allies and I’ll give you 40% N.Os” (this means All IPCs worth 2 IPCs instead of 5 IPCs, with the 10 IPC Russian One being with 4 IPCs)

      posted in Axis & Allies Anniversary Edition
      StoobS
      Stoob