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    Posts made by tambo264

    • RE: Late Barbarossa Attempts

      If the strategy becomes a success, a grey beard could be the way to go haha

      Weddingsinger, valid point, I agree with the first statement. I have seen some very successful Barbarossa’s from a G1 standpoint. I would lean towards your option number 2, as a reasoning behind the strategy. I would also work with the Japanese and have them go for a J2, maybe even J3, focused on a Malaysia -> Calcutta hop. If the G4 or G5 Russia attack is the plan, Japan would ideally focus some of their forces on taking the far eastern Russian territories, from J1 or 2 as well.

      Has anyone tried this / been successful?

      Success in my games, as the axis, has had a high correlation with two factors. 1) Italy being strong, and 2) Japan taking India. The late Barbarossa is geared at maximizing German resources on a German/Italian Afrika->Middle East campaign, and building a fortress in the Med.

      posted in Axis & Allies Global 1940
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      tambo264
    • Late Barbarossa Attempts

      Hello All,

      Does anyone wait to attack Russia on G4, or even G5? I am not a new player, so I am not looking for a lecture on all of the early attack strategies, I have gone Cobra Kai, and many G2 Barbarossa’s, with varying degrees of success. The group of players that I usually play with have tried out many of the strategies from our games great leaders, and we have developed a few of our own.n I have not tried a late Barbarossa strategy yet, and I want to mix things up.

      Does anyone have any advice? Any examples of attempts, and how they transpired?

      My plan would revolve around getting another 15-20 infantry to the front line for the start of the invasion, get German navy in the Med and give Italy a serious chance at taking Egypt, and the Middle East (and eating through Africa), Italy would have strong enough can-opener force for at least one major Russian attack (probably to open a hit on Leningrad or open up the south depending on Russian defenses and reaction to initial attack). I would add faster movers and planes to my purchases closer to the attack turn (usually do not need planes on first wave of any Barbarossa attack, so I would build them to have access for second wave once Leningrad and Ukraine become the targets).

      Thanks for any responses to this, I am looking forward to discussing some ideas and experiences!

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: The "Red Tide" Strategy

      I have seen Russian success with a few tactical fighters being added into the mix in the early rounds. The accordion effect that Garganuta is the perfect way to explain the USSR’s ability, and need to counterattack the Germans. If you can slow them down/or force them to rely on Army Group North and the Leningrad route, by the time they have secured their position and line up for an assault through Smolensk or Bryansk, you will have a counter attack force supported by air in Russia that can decimate their entire attack.

      Assuming the US and UK are starting to put the pressure on either in Italy or France, the German momentum comes to a dead halt on the Eastern front.

      Another deviation from the turtleing Russia strategy is also to asses, and possibly stack around 4-6 infantry in Bessarabia, in anticipation of an Italian can-opener move. Yes, it leaves those infantry susceptible to complete annihilation if the German Lufftwaffe decides to spearhead the assault with the Wehrmacht on the ground on a G3/G4 DOW, however, that ultimately is the objective. If the Italian can-opener is not used to give the German fast movers and aircraft quick access to the Russian secondary defensive positions, the risk on attack for Germany goes up enough that they cannot just steamroll through to Moscow.

      I know that I have a minimal amount of posts in this forum, however I have been playing A&A for roughly the last 20 years, and I consider my group to be “advanced”. Our games have gone from favoring the allies heavily, to favoring the Axis heavily on G40, but they are now going back to the favor of the Allies, and that is with no bid, and a house rule implication of research tokens.

      posted in Axis & Allies Global 1940
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      tambo264
    • RE: Pacific Allies should always attack Japan turn 2

      UK Pac aircraft carrier is one of my favorite under rated UK moves, contingent on whether there is a J1 or not. If no J1, depending on the Jap staging, drop an AC in UK pac, ANZAC aims for the NO money in New Guinea, and that UK2 declaration of war is a strong consideration.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: USN VS IJN

      Japan has always been my favorite power to play as, and I have done my own variations of the standard J1, and J2 attacks over the years. I haven’t attempted the Pearl Harbor J1 yet, which seems to be the new standard J1 move. My issue with it is that I believe it gives ANZAC and UK ample time to not only take a money island, or get the Anzac NO’s, but it gives them time to actually hold those targets, and money to continue building.

      US fleet is always going to take 3/4 rounds before it is able to make a decisive strike against the IJN, as the Japs, I count on this, ignore them, and slowly reinforce my navy as I ground an pound Asia and money islands. The decisive battle always becomes imminent by the 5-6 round, and with some strategic alignment of my navy to take cover under the kamikazee zones, IJN usually comes out slightly on top. even a total annihilation outcome is sufficient though. The USA will take 2-3 turns once again to rebuild, and by then I have taken India, or broken through China and knocking on the back door of Stalingrad, and I can rebuild my navy at the same speed at the US.

      As the US, my preferred strategy is joint operations with ANZAC, taking islands when available, and slowly closing in from all sides on Japan. I have always enjoyed trying to use a historical approach, when relevant, into my games, so the navy and air-force through the middle PAC, and the Marines and navy in the south, is always an option that I will work towards.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: Russia Question

      Russia can attack a Russian territory that has been captured. If the Germans move into that territory, after being captured, I think the assumption would be that they have also declared war on Russia.

      If The Italians captured a Russian territory, and Germany did not go on a full blown offensive on their next turn, and instead decided to consolidate to the Italian captured territory, what would the purpose of this be? Show the Russians and ultimately the Allies exactly what direction you are going, and take it slow? Doesn’t make sense. And furthermore, the rules don’t make it very clear, but if the Italians attack the Russians and take a territory, and the Germans occupy it, that is a declaration of war. Total war in Europe begins.

      posted in Axis & Allies Global 1940
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      tambo264
    • RE: Russia Question

      Italians attack Russia, Germany is automatically at war with Russia, that is the assumption that my group has always used.

      posted in Axis & Allies Global 1940
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      tambo264
    • RE: For non-scramblers, how does your game play out?

      I agree with a post that Mashmallow posted earlier, there is no guarantee that you are going to get that NO for a clear med, you should not even rely on that one. The Italians have so many uses, on the ground, with actual IPC earning territory’s that those planes can be used for, you need to weigh out their impact in the med versus potentially taking Egypt, steam rolling Greece, building an actually strong can-opener force in Russia, and even Protecting Rome.

      The last few games that I have played, when I am the Axis, I get my Italian partner to seriously evaluate the Taranto raid force. If it is the max force possible, and the UK is totally on point, I say scrap the scramble, focus on more attainable objectives. As a German player, I sure as hell don’t want to burn the Luftwaffe on an air vs naval clean up battle G2, where I can lose guaranteed safe hits against Russian ground troops once Barbarossa commences. On the other hand, If the UK doesn’t bring the max force down, or they don’t make a move to middle east with SA and India navies / units, and Italy looks like they might have some time to maneuver for a few rounds, then scramble all the way. I have seen games were Italy won the Taranto raid, and from then on became unstoppable in the Med, which in turn leads to Germany being able to achieve their full potential, and results in an Axis victory.

      Italy unfortunately has to play the game, or at least start the game, being completely on board to support the Germans in whichever direction they plan to strike. A strong Afrika campaign with Italian air power can lead to Italy generating sufficient IPCs to gain a bit more control over their destiny. A successful Italian campaign in the middle East, or as a can-opener can have the same impact. Italy with zero navy, and zero air force, means they might as well stockpile Rome and prepare to defend Europe, there will be no expeditionary force.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • Latest Rule Set

      Hello all,

      I know that the answer to this post is somewhere among all of the great posts and discussions, however I am having difficulty finding the answer that I want.

      What is the most up to date, and widely used set of rules available for 1940 Global Second Edition? If there a PDF version? Would these rules be commonly used by all of the “Great Leaders” of this forum, such as GHG, YGH, Taamvan… etc etc to name a few?

      Thanks in advance!

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: USA: Pacific Fleet

      @Ichabod:

      @tambo264:

      @Ichabod:

      @KGrimB:

      @Ichabod:

      I think it’s a great idea! (wink wink). If we ever play against each other on triplea and I’m axis. Please do this plan! The sun will rise across the sea.

      Sarcasm off now. At least for me, I’m usually more successful against an opponent going to the Europe board as opposed to Japan. It’s easier to spam lots of infantry and mech infantry to defend everywhere, than for Japan to counter a full throttled allied attack coming at me from all point of the compass.

      So do you think it’s a much better idea for the US to start off the game with fleet on both sides rather than committing all fleet to one?

      No. IMHO, I think it’s better for the US to spend like 100% against Japan for the first 5-6 rounds. Then spend only the minimal amount for fleet/air to help the UK keep Gibraltar if required. The UK and Russia keep Moscow/Cairo secure while the US pounds Japan. Then once Japan is economically knocked out, then the US switches.

      I disagree with the 100% on Japan spending. Of course every game is variable, however from my experience, a strong presence in the Atlantic is essential for Allied victory.

      If the German and/or Italian navy’s happen to survive a few rounds after an initial G1 Royal Navy wipe-out, and after a Taranto raid (or any other string of events in the Med), they can make an Atlantic crossing treacherous. And this becomes a real issue in those mid to later rounds where Operation Barbarossa is rounding its second summer and the Americans need to start putting pressure on the Western front. Essentially, if the Germans are on the doorstep of Moscow, the last thing that you want to worry about with the Americans is getting troops across the Atlantic. You want to completely control the Atlantic, have a free flow of troops.

      Take the Atlantic, and make it undeniably owned by the Allies first, then start ramping up the pressure in the Pacific. A few aircraft carriers and a few planes over the first couple rounds is a nice way to begin the Pacific buildup, and still have to mobility to solidify control of the Atlantic.

      You’re describing what I said which is the US spending on the Atlantic around round 5 or 6. And IF the Germany player is spending on navy and stuff in the Atlantic to go after Washington late game, of course react to that. I doubt a solid axis player would do that. I think that description already means the axis won’t win that board game. Just my humble opinion.

      I took your comment as a call to build only on the Pacific side until round 5/6. And that is what I disagreed with, as my belief is that dominance of the Atlantic is an absolute must in order for thew Allies to put any pressure on the Western/Italian/North African Fronts. Dominance in the Atlantic is also fairly simple, if you contain it right from the start.

      Just my opinion as well, the Americans game is very reactionary. Holding the Atlantic opens up many strategic options in Europe that can be, and sometime need to be, acted on quickly.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: USA: Pacific Fleet

      @Ichabod:

      @KGrimB:

      @Ichabod:

      I think it’s a great idea! (wink wink). If we ever play against each other on triplea and I’m axis. Please do this plan! The sun will rise across the sea.

      Sarcasm off now. At least for me, I’m usually more successful against an opponent going to the Europe board as opposed to Japan. It’s easier to spam lots of infantry and mech infantry to defend everywhere, than for Japan to counter a full throttled allied attack coming at me from all point of the compass.

      So do you think it’s a much better idea for the US to start off the game with fleet on both sides rather than committing all fleet to one?

      No. IMHO, I think it’s better for the US to spend like 100% against Japan for the first 5-6 rounds. Then spend only the minimal amount for fleet/air to help the UK keep Gibraltar if required. The UK and Russia keep Moscow/Cairo secure while the US pounds Japan. Then once Japan is economically knocked out, then the US switches.

      I disagree with the 100% on Japan spending. Of course every game is variable, however from my experience, a strong presence in the Atlantic is essential for Allied victory.

      If the German and/or Italian navy’s happen to survive a few rounds after an initial G1 Royal Navy wipe-out, and after a Taranto raid (or any other string of events in the Med), they can make an Atlantic crossing treacherous. And this becomes a real issue in those mid to later rounds where Operation Barbarossa is rounding its second summer and the Americans need to start putting pressure on the Western front. Essentially, if the Germans are on the doorstep of Moscow, the last thing that you want to worry about with the Americans is getting troops across the Atlantic. You want to completely control the Atlantic, have a free flow of troops.

      Take the Atlantic, and make it undeniably owned by the Allies first, then start ramping up the pressure in the Pacific. A few aircraft carriers and a few planes over the first couple rounds is a nice way to begin the Pacific buildup, and still have to mobility to solidify control of the Atlantic.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: [Global 1940] Capital City Capture

      I completely agree with Canada actually having a role in this game. The house rules associated with the Commonwealth posted by Baron Munchhausen seems like it would add the most realism to this scenario, while at the same time not changing the balance of the game.

      These game developers, whether it be Axis and Allies (which by no means am I trying to bash), or the developers of video games like Battlefiled 1, seem to skip the history of Canada and its significance in both of the world wars. I don’t know if it is because we didn’t have the maple leaf flag until 1967, or what, but a little recognition would be appreciated. Since we were there from start to finish for both conflicts, were known for having elite forces, and took part in many major and pivotal battles.

      Anyways, back to the point about Axis and Allies. The commonwealth variant with Canada, ANZAC, and South Africa, is an option that I am going to present to my group.

      With this variant, the one question that I have in regards to losing a capital city would be, is there a way to make a capital city capture / take the money option for the Commonwealth, considering that there are 3 capitals in this scenario… Ex. If the Krauts take Ottawa is there a way to decide how many IPC’s from the Commonwealths total is associated with Canada, and therefore go to the Germans?

      posted in House Rules
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      tambo264
    • RE: [Global 1940] Capital City Capture

      I like that idea as well.

      So you can only build on factories that are still under your control, but collect income from all territories that you still own?

      posted in House Rules
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      tambo264
    • [Global 1940] Capital City Capture

      Hello All,

      I have seen this discussion posted before, however there has not been too much progress over the last few years.

      Ever since playing the 1984 version of A&A I have always used the standard rules for capturing capital cities, where the nation who lost its capital gives all of their IPC’s to the attacker, and they can no longer produce units.

      Now with the A&A Global 1940 Second Edition, this is still the format as per the instructions. I don’t agree with this format, a capital being captured definitely has a major impact on a nation, but I don’t think that the nation would just lay down its arms. I have read other ideas and suggestions on this topic, and my idea is as follows:

      The nation who lost its capital gives all of its IPC’s to the victor as soon as the capital is lost, just like normal. The nation who lost their capital can still collect income at the end of their next turn, however they only collect income on territories where they still holding any type of production facility, and they can only build at production facilities as well.

      A situation where this would be relevant would be if the UK loses London. Quebec and South Africa should still be able to contribute to the war effort. Realistically, they would still contribute.

      This idea has a very minor impact on the game, it wont throw the balance off like some of the other ideas I have seen i.e. china rule applies (infantry only). However, it gives the game just a hint more of realism, at least that’s how I see it.

      Any thoughts? Suggestions? First-hand experience implementing something like this?

      posted in House Rules
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      tambo264
    • RE: POLL - G40 Your favorite turn for Japan to declare war and attack

      As far as the game setup goes, and trying to compare the setup to the actual timeline of the war, I believe that a J2 DOW is more comparable to the actual timing of the Japanese attack on Pearl Harbor… However, we all know that an actual Pearl Harbor type strategy is most likely the optimal strategy when playing this game.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: POLL - G40 Your favorite turn for Japan to declare war and attack

      I am a big proponent for J2 DOW. J1 I purchase the classic 2 transports and minor facility, mobilize in Asia, take the easy Chinese territories, and use the heavy bombers and Kwangsi units to take out the Burma road at Yunnan.

      In the non combats I move the navy from SZ19 and 20 to SZ36, with both transports stocked. keep a 2 unit perimeter on each territory adjacent to the China front, move the rest down the coast (leaving the infantry stacks on Manchuria and Korea). The loaded aircraft carrier in the Caroline Islands moves to SZ36 as well (to make a more dynamic looking plan). And then the entire navy in other than the cruiser and 1 destroyer SZ 6, with the transport loaded with the tank from Japan and 1 infantry from Korea, moves to the Caroline Islands.

      This mobilizes the Japanese forces for taking Hong Kong by land and air J2, Borneo from SZ36, and Malaysia with most of the SZ36 Armada, including the other transport, and the heavy bombers. Depending on whether the UK turtles GB1, some of the force can go towards a Philippines attack as well.

      Now the variable then becomes what to do with the transports purchased in J1 in SZ6, and the Caroline Islands fleet. You have the option of a full strike and hold of the Honolulu, or a strike on Queensland and the Philippines.

      No matter what path you take, the key is always to keep as many planes and capital ships alive as possible, ideally you will not lose more than 3 planes, and no capital ships at all.

      Thoughts?

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: UK Strategy -"Middle Earth"

      taamvan, there are many of great strategies on these forums, but you cant take them all as a unit for unit action plan.

      You don’t watch Young Grasshoppers J1 attack and do it unit for unit every time, or General Hand Grenades UK strategy and build those exact units each turn. You do however follow the framework.

      I don’t agree with those exact purchases every turn either, however, the framework of the strategy makes total sense. Each game is different, based on the opponents who you play, the direction that they take their strategy, and the luck of the dice. Having a broad strategy with short term, long term, specific, and broad goals is all required to be successful, and at the end of day, some luck as well.

      posted in Axis & Allies Global 1940
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      tambo264
    • RE: UK Strategy -"Middle Earth"

      I think General Hand Grenades strategy is the ultimate strategy for the UK right now. And although it has a heavy focus on the Middle East, that obviously is not the only place where he is saying to play the game. An IC in Persia, and a shuck triangle between South Africa, Cairo and Persia may take up a few IPC’s to build the infrastructure, and get the cycle going, but at the end of the day, if by round 3/4 the UK is spending 20-25IPC’s on units in that theater of war, it leaves them with another 10-15 IPC’s to bolster England defenses. And by turn 3/4, barring a late Sealion, the UK is usually in a position to starting converting its England force into an attack Europe Expeditionary Force.

      The path that the Axis takes is always going to be your number one focus, over your pre-game strategy. However, using this UK strategy as a base to play your game off of, gives the UK player plenty of options to work off of as the game progresses. Be it solidifying control of Africa, closing off the Suez, backing up Calcutta, resupplying the Caucusus, or doing whatever is needed from England… all of these options are available, heck if Germany is not threatening UK territory at all you could spend a whole rounds purchase on a Indian Ocean navy and go at the Japs even.

      posted in Axis & Allies Global 1940
      T
      tambo264
    • RE: Aggressive UK Pacific Strategies

      I am playing a 6 man game this weekend, playing as the UK and Anzac, and have had 2 weeks to discuss strategy with my fellow Allies. Depending on whether it looks like the Germans might go for a Sealion strategy, and as well depending on how far south the Japanese navy goes (with a 95% chance of a well executed J1), I am going to buy the aircraft carrier in Calcutta and attempt to play through my strategy that started this thread.

      I’ll update the message board with the results.

      With all of my experience playing as the Japs, and playing a very similar strategy to the J1 depicted by Young Grasshopper, I have found that the Japanese navy in all its might, is not replaceable unless they have managed to expand successfully into the money islands, and at least onto the doorstep of India by around round 3/4. In the early rounds it is all about building transports, minor industrial complexes, and ground units in Asia. The Americans on the other hand, can out-build the Japs, and sustain that growth until the Japs have reached the goals above.

      The Japs must expand to that $60-$70 IPC income before they can start hammering out battleships and aircraft carriers. Therefore if the British and Anzac fleets cause a prolonged battle over the money islands on turn 2/3, the Japs will have to either bring their entire fleet down to take care of the threat, and ensure they get the money islands, or they will have to guard against the entire round 2/3 American fleet (which becomes scary quickly).

      Prolonged battle for money islands in early rounds, split navy, decimated main fleet without money islands all equal eventual defeat for the Japs…

      The aircraft carrier with 2 ANZAC fighters, plus Ceylon destroyer and cruiser, and Anzac destroyer and cruiser in the sea of Java (S42), or at the port of Singapore (S37) at the end of round 2, is going to give the Japs more of a fight than they can handle. It is going to allow the Americans to Smash the ��� navy early, give the Allies naval dominance, and result in an early halt to the Japanese expansion in the Pacific, and inevitably
      their eventual total destruction.

      … That is the goal at least.

      Cheers!

      posted in Axis & Allies Global 1940
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      tambo264
    • Aggressive UK Pacific Strategies

      Hello Axis and Allies Global 1940 Community,

      I have been playing Axis and Allies since the original Milton Bradley version, and have moved through the different versions to the 1940 second edition global for the last 2 years.

      I am curious to hear about some aggressive UK Pacific strategies. I currently have been playing with a Europe attacks Taranto, stabilizes Africa, builds in Persia and South Africa strategy, while maintaining a defense in Calcutta with my Pacific power. In this strategy, UK Pacific essentially tries to move its remaining Indian ocean fleet out of reach from the Japs after a J1, builds infantry, and essentially just holds on for dear life (for the first 5/6 rounds at least).

      I want to try something more aggressive. I have been contemplating using the transport in the Ceylon sea zone to either drop 2 infantry in Sumatra (and return to the protected waters in the Ceylon seazone), or 1 in Sumatra, 1 in Java round 1 (which most likely a sacrifice of the transport). And build an aircraft carrier and land Burma and India fighter on it in the non combat. I play as Japan 50% of the time, and any of the Axis 75% of the time, and taking the money islands is essential… and even a single infantry defense on a few of the islands makes the whole ordeal a much more difficult endeavor.

      The goal would be to set up for a round 2 where I purchase infantry for defense, land my 2 fighters back in India for defense, however, immediately start using my navy based around the aircraft carrier to set up a perimeter in the money islands. I would in turn have the Anzac land 2 of its fighters on the British aircraft carrier, and if its destroyer is still alive, have it join the armada as well.

      Any thoughts on this strategy? Any examples of similar moves and their outcomes? And any additional ideas would be appreciated.

      posted in Axis & Allies Global 1940
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      tambo264
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