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    Topics created by Swoldier

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      The Sneaky Carl

      Axis & Allies Global 1940
      • • • Swoldier
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      T

      I perpetrated the Sneaky Karl on Dave in Game 216. On J2, I messed up his takeover of the spice islands, and ANZAC got +10 (whereas Japan lost about 12-15 income for 2 turns).

      The delay in the USA entering the war makes this a shaky, fairly break even move on J2. I don’t see most Japan players waiting to take the big money until J3 anymore.

      All that is needed to blow this move is to leave the troops on the transports during the interturn.

    • S

      Comfortable Allied bid?

      Axis & Allies Global 1940
      • • • Swoldier
      8
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      K

      I’d agree with everyting said.

      I believe that any 2player game should be played with a bid or a handicap based on skill (in a broad sense of the word). We have had players here who believe the axis can’t win, and need a bid of 20. That is probably correct for the way they play the game. That being said, it is an interesting exercise to figure out what the bid would be on an expert level.

      One thing that has not been mentioned is the game LL or not?
      a LL game has to have a higher bid than a luck game. LL attacks can be optimized a lot better, an a smaller force in needed to ensure a win. Just try to calculate how much you need to be 99 % certain of paris falling in a LL game vs a regular game

    • S

      Sub on carrier?

      Axis & Allies Global 1940
      • • • Swoldier
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      PantherP

      @Marty-R It depends on the situation:

      Scenario 1:
      A carrier with planes (same power) is the attacker: In this case the carrier and the planes move independently, so the planes are already in the air while the carrier moves. So the carrier does not actually carry cargo when it is hit. However the planes can’t land on a damaged carrier and need to spend their remaining movement points to (hopefully) land.

      Scenario 2:
      A carrier with planes (friendly power=“guest aircraft”) is part of the attacking force: In this case it is only the carrier that moves, as the friendly planes are cargo. In case the carrier is hit only once the planes are stuck on the carrier until it gets repaired, as they can’t launch from a damaged carrier when it is their turn.

      Scenario 3:
      A carrier with planes (either same power or friendly power) is the defender: When the carrier is attacked the planes are considered to be defending in the air. So the carrier does not actually carry cargo when it is hit. So when the carrier is hit, the planes need to search for an alternative landing place within the range of 1 space. (This is @koala 's above scenario.)

      By the rules planes are only considered being cargo when they are on a friendly power’s attacking carrier (“guest aircraft” - scenario 2). And cargo simply sinks with the carrier, there is no extra move.

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