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    Posts made by strategic planner

    • RE: Strategic Planner's Improvement and Critique Thread

      @knp7765:

      A J3 or even J4 is not bad for certain situations.

      what are certain situations? can i preplan those situations or are they situations that are based off of what the allies do?

      Especially if you want to come close to finishing off China before taking on the western Allies or if you also want to advance into Russia.  This gives you 3 - 4 rounds of going after China and Russia without having to deal with the US, although UK/ANZAC could declare war on you if they want.  In most games I’ve seen, they won’t because they will rather collect DEI money and build up to face Japan when they attack.

      if i do go j3, j4, j2, how do i fake them into thinking I am warring earlier? or how do i not lose my pieces? and how do i turn around and deal with them without them being unstoppable?

      On the plus side, you should be able to take over most of China and almost totally wipe them out before dealing with the US.  You could also eliminate the Russian presence in the east and have free reign on a lot of empty territories up there.
      On the minus, your land forces and possibly your air force will be way out of position when the US/UK attacks because they are deep into China/Russia.  Also, you still won’t be making a lot of money when you have to take on the Western Allies because all those Chinese and Russian territories are cheap and won’t add much to your economy.
      so even though i like the idea of waiting, how do i fix the loss of income?

      Plus, when dealing with China/Russia, there is nothing for your big powerful starting navy to do, which just drives me crazy.  With a J1/J2, you can put your navy to use and catch the Allies off guard and hopefully get some real good gains before the US gets up to full steam.
      very true. if i j1 or j2 dow, what mistakes should i not make? I used cows guide but it did not go so well. one game i basically got booted out of china
      It also depends on what your US player decides to do.  If he/she is going mostly after Germany, Japan can kind of take their time dealing with the “lesser” Allies.  If the US is going mostly after Japan first, then most likely Japan will be fighting a delaying action while hoping Germany can pull off the win in Europe.

      how do I pull off a win in europe? it sounds terrible but i am bad at that also. and how do i coordinate the two strategies together?

      also what are the at war rules? i think i remember them as france, ussr, ukanzac, and us are all independently triggered?

      so this makes sense…

      posted in Axis & Allies Global 1940
      S
      strategic planner
    • RE: Strategic Planner's Improvement and Critique Thread

      @simon33:

      Perhaps you could summarise it for us? Regarding Allies Strategy, I’ve got a few thoughts here: http://www.axisandallies.org/forums/index.php?topic=37400.0

      As for Axis strategy, pretty much the collective wisdom is J1 DOW, weaken then take down India via sea, G2/G3 DOW etc. Do those things not work for you?

      Is there a reason why J1 is wisdom?  I did 2 G4J4s (iirc) and 2 G1J1s. I built factories as japan including one in korea. I even lost japan in one of the games.

      My eaatern front game is pitiful. I think i bought too many trans and land units as the us as opposed to pure naval buys.

      posted in Axis & Allies Global 1940
      S
      strategic planner
    • RE: 2016 Find League Opponents Thread

      Im up for a game. Honestly im not that good but we will see. And i would like to play balanced mod if possible

      posted in League
      S
      strategic planner
    • Strategic Planner's Improvement and Critique Thread

      Hello friends! I made this thread as a place to critique my games and help me get better. I have played two games with variance and two with JDOW. I lost one of them and I am about to end up losing the other three, but I am fighting back. I am solid at 1942 1ed but I have discovered I am horrendous at global. I have received excellent advice from my opponents, but I am always looking for more help. I am open to any praise or criticism because my goal is to become better.

      I would like to thank my opponents (especially JDOW) for suffering and working through it all with me. I want the brutal truth because it will set it up. I tried to do two G1J1 games and two G4J4 games for fun.

      Anyways here are the games to critique:

      VS Variance:
      (Lost already) me as allies:
      http://www.axisandallies.org/forums/index.php?topic=37119.75

      me as axis:
      http://www.axisandallies.org/forums/index.php?topic=37122.0

      VS JDOW:

      me as allies:
      http://www.axisandallies.org/forums/index.php?topic=37120.0

      me as axis:
      http://www.axisandallies.org/forums/index.php?topic=37118.0

      posted in Axis & Allies Global 1940
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      I am familiar, AFAIK it is six cities in the pacific and eight in the atlantic. I was going to fortify up north but since I am in danger of losing the game I edited it. Thanks for reminding me ;).

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 7

      Politics - Russians
                  Turning on Edit Mode
                  EDIT: Adding units owned by ANZAC to New South Wales: 2 fighters and 2 infantry
                  EDIT: Adding units owned by ANZAC to 62 Sea Zone: 1 carrier and 1 transport
                  EDIT: Turning off Edit Mode

      Combat Move - Russians

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner (Axis) vs JDOW (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 6

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 12 artilleries; Remaining resources: 2 PUs;

      Combat Move - Germans
                  2 armour and 4 mech_infantrys moved from Eastern Poland to Western Ukraine
                  5 artilleries and 6 infantry moved from Belarus to Bryansk
                  9 mech_infantrys moved from Belarus to Western Ukraine
                  11 armour moved from Belarus to Western Ukraine
                  3 mech_infantrys moved from Poland to Western Ukraine
                  3 infantry moved from Western Germany to Holland Belgium
                  2 fighters and 1 tactical_bomber moved from Western Germany to Holland Belgium

      Combat - Germans
                  Battle in Holland Belgium
                      Germans attack with 2 fighters, 3 infantry and 1 tactical_bomber
                      Americans defend with 1 aaGun and 1 infantry
                      Germans win, taking Holland Belgium from British with 2 fighters and 2 infantry remaining. Battle score for attacker is -6
                      Casualties for Germans: 1 infantry and 1 tactical_bomber
                      Casualties for Americans: 1 aaGun and 1 infantry
                  Battle in Bryansk
                      Germans attack with 5 artilleries and 6 infantry
                      Russians defend with 1 infantry
                      Germans win, taking Bryansk from Russians with 5 artilleries and 5 infantry remaining. Battle score for attacker is 0
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 infantry
                  Battle in Western Ukraine
                      Germans attack with 13 armour and 16 mech_infantrys
                      Russians defend with 1 artillery and 2 infantry
                      Germans win, taking Western Ukraine from Russians with 13 armour and 15 mech_infantrys remaining. Battle score for attacker is 6
                      Casualties for Germans: 1 mech_infantry
                      Casualties for Russians: 1 artillery and 2 infantry

      Non Combat Move - Germans
                  2 infantry moved from Denmark to Western Germany
                  2 fighters moved from Holland Belgium to Western Germany
                  2 fighters moved from Belarus to Western Germany
                  3 aaGuns moved from Poland to Eastern Poland
                  1 mech_infantry moved from Belarus to Bessarabia
                  7 mech_infantrys moved from Germany to Eastern Poland

      Place Units - Germans
                  3 artilleries placed in Novgorod
                  3 artilleries placed in France
                  6 artilleries placed in Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 1
                      Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,1
                  Germans collect 41 PUs (1 lost to blockades); end with 43 PUs total
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 48 PUs

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner axis vs variance (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 7

      Combat Move - Japanese
                  1 infantry moved from Sumatra to 41 Sea Zone
                  2 battleships, 4 carriers, 1 cruiser, 5 fighters, 1 infantry, 2 submarines, 2 tactical_bombers and 5 transports moved from 41 Sea Zone to 39 Sea Zone
                  1 infantry moved from 39 Sea Zone to India
                  2 bombers and 1 fighter moved from French Indo China to India
                  5 fighters and 2 tactical_bombers moved from 39 Sea Zone to India

      Combat - Japanese
                  Battle in India
                      Japanese attack with 2 bombers, 6 fighters, 1 infantry and 2 tactical_bombers
                      British defend with 1 aaGun, 1 airfield, 1 bomber, 1 harbour, 9 mech_infantrys and 1 tactical_bomber; UK_Pacific defend with 1 factory_major
                      1 fighter owned by the Japanese retreated
                      UK_Pacific win with 1 bomber, 4 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is -74
                      Casualties for Japanese: 2 bombers, 5 fighters, 1 infantry and 2 tactical_bombers
                      Casualties for British: 1 aaGun and 5 mech_infantrys

      Non Combat Move - Japanese
                  1 infantry moved from Soviet Far East to Siberia
                  1 fighter moved from India to 39 Sea Zone
                  5 fighters and 2 tactical_bombers moved from French Indo China to 39 Sea Zone
                  1 tactical_bomber moved from French Indo China to Sumatra

      Turn Complete - Japanese

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner axis vs variance (allies +24)

      @variance:

      no scramble. OOL is AA, mechs, bomber, tac.

      I rolled the first round - but I accidentally lost my own inf, the only takeable unit. what do I do?

      posted in League
      S
      strategic planner
    • RE: 2016 League Post Game Results Here

      Variance as Axis over Strategic Planner as Allies http://www.axisandallies.org/forums/index.php?topic=37119.75

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner (Axis) vs JDOW (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Purchase Units - Italians
                  Italians buy 2 artilleries and 2 infantry; Remaining resources: 1 PUs;

      Combat Move - Italians
                  1 armour, 1 artillery and 2 infantry moved from Yugoslavia to 97 Sea Zone
                  1 armour, 1 artillery, 1 destroyer, 2 infantry and 2 transports moved from 97 Sea Zone to 99 Sea Zone
                  1 armour, 1 artillery and 2 infantry moved from 99 Sea Zone to Syria
                  2 fighters moved from Southern Italy to 99 Sea Zone

      Combat - Italians
                  Battle in 99 Sea Zone
                      Italians attack with 1 destroyer, 2 fighters and 2 transports
                      Americans defend with 1 submarine
                      Italians win, taking 99 Sea Zone from Neutral with 1 destroyer, 2 fighters and 2 transports remaining. Battle score for attacker is 6
                      Casualties for Americans: 1 submarine
                  Battle in Syria

      Non Combat Move - Italians
                  2 fighters moved from 99 Sea Zone to Southern Italy
                  4 infantry moved from Yugoslavia to Romania
                  1 armour moved from Yugoslavia to Romania
                  2 infantry moved from Northern Italy to France
                  6 infantry moved from Southern Italy to Northern Italy

      Place Units - Italians
                  2 artilleries and 2 infantry placed in Northern Italy

      Turn Complete - Italians
                  Italians collect 15 PUs; end with 16 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner (Axis) vs JDOW (allies +24)

      @JDOW:

      I assumed no intercept at Japan as it would just be bad for Axis.

      That was a very poor UK turn for the Axis. 0/18 @2 was very lucky for UK.

      that’s correct. 0 for 18?? #tears

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 6

      Combat Move - French
                  1 fighter and 2 infantry moved from Egypt to Trans-Jordan

      Combat - French
                  Battle in Trans-Jordan
                      French attack with 1 fighter and 2 infantry
                      Germans defend with 1 fighter
                      French win, taking Trans-Jordan from Italians with 1 fighter and 1 infantry remaining. Battle score for attacker is 7
                      Casualties for Germans: 1 fighter
                      Casualties for French: 1 infantry

      Non Combat Move - French
                  1 fighter moved from Trans-Jordan to Egypt

      Turn Complete - French

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 6

      Purchase Units - ANZAC
                  ANZAC buy 2 artilleries and 1 fighter; Remaining resources: 3 PUs;

      Combat Move - ANZAC

      Non Combat Move - ANZAC
                  1 infantry moved from New South Wales to 62 Sea Zone
                  1 infantry and 1 transport moved from 62 Sea Zone to 63 Sea Zone
                  1 infantry moved from New Zealand to 63 Sea Zone
                  2 infantry and 1 transport moved from 63 Sea Zone to 30 Sea Zone
                  1 carrier and 1 fighter moved from 62 Sea Zone to 30 Sea Zone
                  1 fighter moved from Queensland to 30 Sea Zone
                  1 aaGun moved from Queensland to New South Wales

      Place Units - ANZAC
                  2 artilleries and 1 fighter placed in New South Wales

      Turn Complete - ANZAC
                  ANZAC collect 9 PUs; end with 12 PUs total
                  Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      @JDOW:

      Sir, you really make me curious :)

      I give you lots of advice in order to help you. Very basic things. In the other game I just told you to not let air idle that could fight because this did cost you the battle at Holland.

      Now you attack the sub at 91 and leave the 2 US bombers idle at Gibraltar. Don’t you look at the air? Do you play too fast? Don’t you care? :)

      I do care :) . As far as I know I don’t play too fast, it usually takes me a while to complete my turn. I will say that playing here makes me pay way more attention to detail (which is great).

      posted in League
      S
      strategic planner
    • RE: 2016 strategic planner axis vs variance (allies +24)

      TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 7

      Combat Move - Japanese
                  1 infantry moved from Sumatra to 41 Sea Zone
                  2 battleships, 4 carriers, 1 cruiser, 5 fighters, 1 infantry, 2 submarines, 2 tactical_bombers and 5 transports moved from 41 Sea Zone to 39 Sea Zone
                  1 infantry moved from 39 Sea Zone to India
                  5 fighters and 2 tactical_bombers moved from 39 Sea Zone to India
                  2 bombers moved from French Indo China to India
                  1 fighter moved from French Indo China to India

      posted in League
      S
      strategic planner
    • RE: 16L G40 variance vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4

      Game History

      Round: 7

      Combat Move - Russians
                  1 infantry moved from Jehol to Shantung
                        Chinese take Shantung from Japanese
                  5 infantry moved from Jehol to Anhwe
                        Chinese take Anhwe from Japanese
                  6 infantry moved from Jehol to Chahar
                        Chinese take Chahar from Japanese
                  1 infantry moved from Siberia to Soviet Far East
                        Russians take Soviet Far East from Japanese

      Combat - Russians

      Non Combat Move - Russians
                  1 infantry moved from Sakha to Amur
                  1 infantry moved from Buryatia to Amur
                  1 infantry moved from Amur to Korea

      Turn Complete - Russians

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 6

      Purchase Units - British
                  British buy 2 fighters and 3 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - British
                  1 infantry moved from Italian Somaliland to British Somaliland
                  1 infantry moved from Ethiopia to British Somaliland
                  1 carrier, 1 destroyer and 2 fighters moved from 92 Sea Zone to 98 Sea Zone
                  1 artillery and 4 mech_infantrys moved from Egypt to Trans-Jordan

      Combat - British
                  Battle in 98 Sea Zone
                      British attack with 1 carrier, 1 destroyer and 2 fighters
                      Italians defend with 2 transports
                      British win with 1 carrier, 1 destroyer and 2 fighters remaining. Battle score for attacker is 14
                      Casualties for Italians: 2 transports
                  Battle in British Somaliland
                      British attack with 2 infantry
                      Italians defend with 1 infantry
                      British win, taking British Somaliland from Italians with 2 infantry remaining. Battle score for attacker is 3
                      Casualties for Italians: 1 infantry
                  Battle in Trans-Jordan
                      British attack with 1 artillery and 4 mech_infantrys
                      Germans defend with 2 fighters; Italians defend with 1 artillery and 1 infantry
                      Italians win with 1 fighter remaining. Battle score for attacker is -3
                      Casualties for Germans: 1 fighter
                      Casualties for British: 1 artillery and 4 mech_infantrys
                      Casualties for Italians: 1 artillery and 1 infantry

      Non Combat Move - British
                  2 fighters moved from Algeria to Egypt
                  2 mech_infantrys moved from Belgian Congo to Egypt
                  3 armour moved from Union of South Africa to Belgian Congo
                  1 fighter moved from United Kingdom to 109 Sea Zone

      Place Units - British
                  3 mech_infantrys placed in Union of South Africa
                  2 fighters placed in United Kingdom

      Turn Complete - British
                  British collect 30 PUs; end with 30 PUs total

      Turn Complete - UK_Pacific

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 6

      Purchase Units - Chinese
                  Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                  Chinese buy 2 infantry; Remaining resources: 1 PUs;

      Combat Move - Chinese
                  6 infantry moved from Yunnan to Kwangsi
                        Chinese take Kwangsi from Japanese
                  1 infantry moved from Sikang to Tsinghai
                        Chinese take Tsinghai from Japanese
                  1 infantry moved from Shensi to Suiyuyan
                        Chinese take Suiyuyan from Japanese

      Combat - Chinese

      Non Combat Move - Chinese

      Place Units - Chinese
                  2 infantry placed in Kwangsi

      Turn Complete - Chinese
                  Chinese collect 7 PUs; end with 8 PUs total

      posted in League
      S
      strategic planner
    • RE: 2016 JDOW (Axis) vs strategic planner (allies +24)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 6

      Purchase Units - Americans
                  Americans buy 4 artilleries, 2 destroyers, 4 infantry and 4 transports; Remaining resources: 0 PUs;

      Combat Move - Americans
                  1 destroyer moved from 101 Sea Zone to 91 Sea Zone

      Combat - Americans
                  Battle in 91 Sea Zone
                      Americans attack with 1 destroyer
                      Germans defend with 1 submarine
                      Germans win with 1 submarine remaining. Battle score for attacker is -8
                      Casualties for Americans: 1 destroyer

      Non Combat Move - Americans
                  1 destroyer moved from 33 Sea Zone to 25 Sea Zone
                  2 artilleries and 2 infantry moved from Western United States to 10 Sea Zone
                  1 fighter moved from Western United States to Hawaiian Islands
                  1 fighter moved from Western United States to Hawaiian Islands
                  2 artilleries, 1 carrier, 2 infantry and 2 transports moved from 10 Sea Zone to 26 Sea Zone
                  2 artilleries and 2 infantry moved from 26 Sea Zone to Hawaiian Islands

      Place Units - Americans
                  1 transport placed in 101 Sea Zone
                  1 artillery and 1 infantry placed in Eastern United States
                  1 destroyer placed in 101 Sea Zone
                  1 destroyer and 3 transports placed in 10 Sea Zone
                  3 artilleries and 3 infantry placed in Western United States

      Turn Complete - Americans
                  Americans collect 52 PUs; end with 52 PUs total
                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs

      posted in League
      S
      strategic planner
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