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    Topics created by tarkonis

    • tarkonisT

      Aircraft carrier movement…

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      RomulusR

      Yes, it allows for non combat moves during CM. For fighters and carriers move it seems necessary, because when you move a fighter TripleA allows the move only if there is a valid land spot. Sometime it is needed to move the AC during CM to “show that there is a valid land spot”. So TripleA allows to non combat move the AC during CM. After moving the fighters you may, in case, cancel the move of the AC and then move it during NCM to allows fighters landing.

    • tarkonisT

      Allies lose every game.

      1941 Scenario
      • • • tarkonis
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      B

      A big thing in this game as allies as well is to keep German and Italy with as low of an income as possible.  I know that sounds obvious, but it is harder said than done.  Do NOT abandon Karelia!  That is a terrible idea.  UK1 can land 2 figs there along with 2 extra russian inf being built giving you 11 inf, 1 art, 1 arm, 2 fig, 1 AA gun.  Following on UK2 they should begin landing atleast, but with luck more, 4 ground units a turn there.  Yes G can take it, but that stack will be destroyed the following turn by the UK.  US should be in africa at the end of turn 2 in force.  Do not let Italy get both of her NOs for more than 2 rounds, do not let Germany get 3 for free.  If you SBR, do it to Italy first.  Germany can only build 10 units a turn (unless they buy an IC) and rely on Italy to stack france with INF.  Be sure to threaten atleast 2, with luck 3, imporantent territories with drops (usually france, italy, and berlin).  And try to get russia her 2nd NO by turn 4 or 5 so they can afford to hold off the Japan monster.

      One purchase that works well for me on R1 is 6 art 2 inf.  Place the inf in Kar, art in moscow.  On R2 buy mostly/all tanks, move all moscow and karelia forces into Belorussia and put a good stack of units into Eastern Ukraine.  Typically you will have on Belo: 13 inf, 8 art, 1 arm, on Ukraine 4 ish inf.  Plus your 6 arm in back may force the Germans to pull back (doesn’t always work depends on G’s purchases, but that is alot of Russian punch has odds vs 15 inf 10 arm or 5 inf 18 arm), and if you get the Germans out of East Poland that is always a very good thing.

    • tarkonisT

      How to play Triple A as AA50

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      tarkonisT

      Hi I have another question if you dont mind…

      I invaded iwo jima with a battleship, transport w/ 1 inf and 2 planes.

      I’ts my understanding that I should get an offshore bombardment with the battleship prior to the invasion of the inf and planes.

      But Triple A didnt roll the bombardment… is this a bug?

    • tarkonisT

      Subs… what's the point?

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      JenniferJ

      @General:

      In every game of axis and allies AA I have played… Subs havebeen useless.  Nobody has ever bought any subs.  Destroyers are so esily obtained and massed with a fleet they provide cover from subs.  Germany was famed for its “wolfpack” but in AA germany doesnt even get to build a fleet unless the allies are losing hard.

      Can anyone advocate the use of subs for any power in the game?

      I can’t.

      Sorry if I repeat someone but here goes:

      Point of Submarines:

      If you build a significant number of them before the enemy, and the enemy cannot keep up with destroyers, you can have a cheaper win.

      Odds of Success:

      Minimal at best.  Your opponent would have to be pretty dense to let you amass a huge fleet of submarines without having at least 50% that number in defensive destroyers/bonus hits on battleships to soak them.

      Realistic Outcome:

      Either no one has submarines, or everyone has submarines and no one has a surface fleet.  It just seems that’s where things pan out.  This is awesome since no one can really win the game without surface ships since both sides have an island capitol.

    • tarkonisT

      Aircraft carrier movement

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      katfishkrisK

      gotta move planes first, then carrier in either combat or NCM.

    • tarkonisT

      Invasion of alaska on J1?

      1941 Scenario
      • • • tarkonis
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      Imperious LeaderI

      I think this strategy is good only if the Japanese player has fully established himself after a number of turns and has already taken India and has pushed into Eastern SU and also has finished China. Austrialia and the island groups must also be occupied so at the earliest i feel J4 is the right time to start this and only if Japan has 2 factories going and USA has just started its capabilities to effect the western front.

      You will need 4 AP do do this and 8 Infantry landing each turn for the first 2 turns then all tanks after that. US player will go out of the war completely and have to deal with that force. You will also need to take Hawaii at the same time so you threaten the other territories so be prepared to land stuff in Mexico so he will need to keep placing infantry.

    • tarkonisT

      1941 - Allies Strategy.

      1941 Scenario
      • • • tarkonis
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      W

      @Funcioneta:

      There is no chance India can resist after J3 agains a decent axis player, even killing China J1. Any axis players should attack Egypt with 6 units

      Doing so requires using the Bomber, which means that you will either have to let the Battleship/Transport pair live, or let the Cruiser/Destroyer pair live.  The first will allow them to launch an early D-Day and build a fleet quickly.  The second will allow them to probably wipe out the Italian Fleet nice and early.

      @Funcioneta:

      at least clearing it in most of cases, probably taking it with some tank, so all UK has to defend India is:

      2 inf from trj 3 inf, art, aa gun form ind inf from bur 3 guys built round 2

      My units available to defend India for J3 could be as many as 9 Infantry, 1 Artillery, 1 Fighter, 4 Bombers, and an AA, with a Battleship and a Carrier Group in the waters, plus the Burma Infantry and the Egypt Tank if they survived turn 1.  So total is more like 15 units, plus a nasty fleet off the coast that you need to use those Fighters on.  Oh, and keep in mind, anything sent to attack the India Sea Zone is going to be in range of the US air force and possibly navy.

      @Funcioneta:

      Japan starts with 5 trannies and it’s pretty probable they can send at least 4 loaded to India round 3 (8 units) plus a swarm of starting figs. Let’s say about 15-16 units and any bombardment shots they can join. India lost (and the IC if UK were so fool of building it). The only chance are soviet units, but they are too busy against western axis. I can wait another turn to more jap units arrive (units saved because you killed the chineses round 1) if I manage soviets send some european units to Japan instead Germany

      If you wait another turn, I will have taken French Indochina, Manchuria, Kiangsu, Philipines, East Indies, Borneo, and the Caroline Islands.  Taking an IC in India, were it even possible, would no longer be of limited utility, given that you are being overrun.

    • tarkonisT

      First game.. Opinions.. and lots of questions!

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      tarkonisT

      Attention Japan!

      Attention Japan!

      The U.S are going to attack you!

      Attention Germany…

      Move along there is nothing to see here :mrgreen:

    • tarkonisT

      New to the game.. A question..

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      PantherP

      Concerning the time-scale of one turn this post may be interesting:

      http://www.axisandallies.org/forums/index.php?topic=13547.0

      :-)

    • tarkonisT

      Where can I buy the game in the UK

      Axis & Allies Anniversary Edition
      • • • tarkonis
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      A

      my best bet would have beeen amazon anyway ;)

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