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    Topics created by Tolstoj

    • TolstojT

      Safe Russia strategy

      Axis & Allies Global 1940
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      @oysteilo:

      if anyone is interested in taking on a league or non leage game for 0 bid to show I am wrong I am up for it. I am not a very good axis player but feel confident at this one. text me

      I’ll do a zero bid G40 game with you.

      PM me and we can set it up.

    • TolstojT

      Attacking Yunnan?

      Axis & Allies Global 1940
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      Arthur Bomber HarrisA

      If I am playing a non-balanced mod game of G40, I always bring Russian mech/tanks and a couple of planes to help out China.  They often can help fortify Yunnan for a critical round, or have an opportunity to blitz into Malaysia for the big bonus and additional headache.  If things are not looking promising in China, the fast movers can make it back to Moscow before they are needed for a final assault on the capitol.  If China has more income and Japan is hurt in the mainland of Asia, USA can spend additional income in the Atlantic.  That more than compensates for the reduced units in the European theater.  In fact, if the Allies can keep and fortify Yunnan, they have a very high chance of winning.

    • TolstojT

      How to deal with the Italian fleet in UK1?

      Axis & Allies Global 1940
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      Omega1759O

      @Tolstoj:

      Retreating to the Red Sea seems like a good option. The downside seems to me that Italy can block the British way into the Med. At Gibraltar British options seem more attractive:

      1. Converging with the US fleet
      2. Threatening to land in Italy or France
      3. Pressure on the Italian fleet
      4. Landing you airforce to help in the above mentioned

      I agree. Add to that list that by bringing the planes closer to the UK you make Sea Lion a lot more difficult, which allows you to avoid “turtle infantry builds”.  The airbase at Gibraltar (depends on where the German air is located) has long term benefits. It’s a tremendous force multiplier (protects 91 and 92 with same units). You can reinforce Egypt immediately with air.

      If Germany makes a build that isn’t suited to Sea Lion, then it seems better to simply strike 97 to finish the Italians (goes long way to secure Egypt) and scratch the German air force.

    • TolstojT

      How to take the DEI from Japan?

      Axis & Allies Global 1940
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      Omega1759O

      @Tolstoj:

      Well usually the Japanese forces converge to Yunnan, and maybe one or two units in the north.

      Would you trade say 22 Japanese groundunits and 3 aircraft to 35 allied units, including the Indian airforce?

      The Soviets can make a contribution as well.

      You don’t have to hold Yunnan but it’s very important to always retake it.

    • TolstojT

      Which is strongest side, and what to do about it?

      Axis & Allies Global 1940
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      Karl7K

      Ah, the age old question!

      The answer is: Yes, the Axis have a clear advantage G40 OOB. No question. The reasons are clear and mostly stated above: Axis planes, victory conditions, weak allied economy etc…

      Higher bids and balanced mod have done some good changing this, esp the BM.

      However, how about this: forget the bid and BM and just change the turn order: Rus, Ger, Jap, UK, Anz, Fr, Italy, China, USA.

      USA going last would totally F’ up the Axis, render almost all sea blockers meaningless, not to mention make the Berlin end run much more possible.

    • TolstojT

      Italy, Italy, Italy???!!!

      Axis & Allies Global 1940
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      TolstojT

      @taamvan:

      1.  buy infantry.   Help Germany defend.  Defend yourself so Germany doesn’t have to.   Warding the allies off the Atlantic wall is very easy if you don’t waste Italy’s troops or money.
      2.  buy mechs and tanks.  Have them follow Germany into Russia.  At a key moment, Italy will be able to rush forwards and kill the screen protecting a key Russian counterattack force, which Germany can then blitzkrieg through.
      3.  fly your bomber all the way from Romania to china.   from China, have it land on Japan.   Use this and/or German bombers to kill the screens that the US is using to protect their key offensive fleet.
      4.  don’t worry about Africa.   Even with your full navy, it is very difficult to either leave the med or defend it against a determined attack.   Even with your full African army, you will need very strong support to defeat the UK, unless they make a stupid mistake
      5.  if you intend to take the extra assets for Italy (southern france, Bulgaria, etc.) do it with a plan in mind.  It is much easier for Germany to use this money to strong effect.   
      6.  take Gibraltar, but you’re not going to hold it.  You may need it as a base for either Germany or Italy, or just to slow the allies down/get your bonus.   Use a destroyer or a cruiser to block the allies entry into the med from SZ92
      7. don’t lose your airforce.  it can go all sorts of different directions to follow up on Germany.  It can hang in western Germany and do Italian sea lion.  It can attack Russia with your mobile force
      8.  you can attack UK with Italy.   It helps if you have 2 or more transports;  Sea Lion is far more effective if you attack with 2 (or even 3 lol) Axis powers one after another.   It may still not be a winner, but it makes it far easier for Germany to win even if you lose everything with Italy.
      9.  Africa is a distraction.  Egypt is a distraction.   Your bonuses are not keepable and are largely, distractions.  Don’t mess with 1 IPC territories.  win the game.   
      10.  Syria and Bryansk/Belarus are better goals than any NO or abstract victory (high income alone).

      Thanks for this sound advice!

    • TolstojT

      G1: How to attack the British navy?

      Axis & Allies Global 1940
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      varianceV

      shove a carrier in 109

    • TolstojT

      Germany or Japan first?

      Axis & Allies Global 1940
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      TolstojT

      Where do you station these bombers, and what do you do with them (only bombardments?)?

    • TolstojT

      Keep the Germans out of Moscow

      Axis & Allies Global 1940
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      @Tolstoj:

      It is possible for the Russians to attack Estern Poland, but you have to buy mech units and tanks, and perhaps a TB. Very curious to know how such a game would end, but I don’t think it would be favorable for the Russians to trade their army for a German army. Because unlike WW2, the Germans can make new ones…

      ShadowHawk showed me many new (to me) and good tactical moves, so it was an interesting game to me.

      Unfortunately I made too many mistakes with Japan on J3 to have a realistic game (lost many infantry because I forgot to use my figthers). Also I am not used to playing online, so it takes an hour to do one turn with Japan.

      But I am practicing now… :D

      Playing online is tough for me as well.  I need to see the whole board or I’m lost.

      I only see a mutual annihilation as good for Russia if the US and UK are in Western Europe

    • TolstojT

      Play online

      TripleA Support
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      Z

      Let me know if you are interested in a friendly game with TripleA.

      I am game.

    • TolstojT

      What do you buy, and why?

      Axis & Allies Global 1940
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      K

      From what I remember doing

      G1: carrier (save 14 IPC, collect 51 (france, Yugo,fin) + 17 french = 81)
      G2: 20 mech

      USSR 1: 1 ftr, 4 art, 5 inf
      USSR 2: 5 art 7 inf

      UK1 EU: 6 inf 1 ftr
      UK2 EU: Depends, mIC in egupt/ Carrier in europe/ 2 infs and trannie in s Africa / start building ftrs

      UK1 P: All inf
      UK2 P: mostly inf, if at peace. If at war, some fleet/ftrs and some land

      Anzac1: 3 inf
      anzac2: start builign ftrs while making some landunits

      USA1: if a peace: 9 subs, if at war: 2 carriers, 1 sub and 2 DD for japan
      USA2: 2 carriers for europe, 2 carriers 2 subs for japan

      it1: either ftr or 1 mech, 1 tank for easter front.
      it2: 1 mech + ftr + ??? Depends on money

    • TolstojT

      How to handle the Italian fleet R1?

      Axis & Allies Global 1940
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      I’d gladly sacrifice a large UK navy and some planes if it means the Luftwaffe taking heavy losses.  As far as I can see, mutual annihilation usually benefits the Allies

    • TolstojT

      China?

      Axis & Allies Global 1940
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      TolstojT

      Well the result is that when Japans DOW in J3 the US is NOT yet at war until the end of her turn. So Japan can do what it wants until US4…

    • TolstojT

      Contain Germany

      Axis & Allies Global 1940
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      D

      I play a more balanced game of 60/40 leaning to teh Atlantic early on and then switching to the Pacific at around turn 6-7.  U.S. bombers to the UK to help pound German factories and loaded transports, destroyers and cruisers to Gibraltor.  Your there in one move from the East Coast and from there can hit Norway, Normandy, Gibraltor, Morocco, or Italy.  If the Italy has taken Gibraltor…take it back and open up the Med.  If the UK is strugling in North Africa, Help them out.  How does this Contain Germany?  The opening of the Med means the usually less protected souther Europe or Balkens are easier to take and advance right at the heart of Germanyand can redirect their efforts to give the Soviets a chance to fight back. Once you get a series of convoys going back and forth between Gibraltor and the East Coast and the Med has been opened, you can hit the Germans in so many places that they will have to expend Soviet bound resources in Western Europe.  They can’t fight in every direction.  Fighters and bombers from Gibraltor (add an airbase) and London can help defend against dark skies and also activate green skies and we in the midwest know what green skies mean.

    • TolstojT

      Japan is too strong?

      Axis & Allies Global 1940
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      S

      So I just played my first ever game as Axis - to date everyone has been willing to give a 9-15 bid, but an opponent last night bid 8 so I let him have it. (He added a sub to the Med and pocketed the other 2 IPC).

      He spent US IPC in Atlantic (perhaps in response to my standard G1 fleet buy) and pulled Pac ships back to western US and put initial UK focus on Italy.

      I DOWed him J2 and the situation for Japan couldn’t have been better. At the end of J2 I had every IPC/objective-relevant island in the Pacific except Celebes already in hand; could hold Yunnan; was two full levels deep into China; was immediately threatening India (forcing ineffective turtle by UK Pac); and there was not a single opposing transport between western US and the horn of Africa. This was later followed up by two factories in Asia each of which pumped out 3 tanks/turn by turn 5 builds; and a full-on strat bombing of India facilities, effectively taking UK-Pac out of the game before UK4. By the time the US switched to all-Pac (turn 4 or so), he was so far behind he couldn’t advance past Hawaii (and only got that far because I was still prioritizing Asia for Japan’s air force). The tank/air force just needed to mass in order to smash the remnant of China and then UK Pac, and I could then spend 40+ IPC/turn on fleet with a pullback of a few fighters to counter the US buildup.

      I did lose the game but only because I messed up the tactics on the German side, which was more a result of my inexperience with Axis than anything. But there I was, first time Axis player and let to its own devices I was able to leverage Japan to take them to the house. I made lots of mistakes too, so it’s not like I had to play it perfectly - I was basically imitating all the things that I had seen others do from the Allies’ perspective to see if my opponent had answers that I didn’t.

      I know some people automatically assume that having those units from the Far East in Russia proper is the best course, but if Japan does its job right those units make it west of Mongolia just in time to be confronted by a mixed Japanese stack that can overwhelm them. I would argue that those units are compelled to mass in the east in order to give China/UK-Pac a chance to survive. Taking 10 Japanese land units out of the equation in those early rounds makes a huge difference. Also allowing Japan control of the Mongolia situation by allowing it to trigger the intervention at its leisure (when it has had the opportunity to move in 4 extra inf to clean up the new Russian units) and collecting the northern Russian territories by running tanks around empty space instead of having to knock out at least a picket every space for the whole march.

      It’s because of this that I believe that a) Russia can’t abandon the east, they need to put those 18 units on Amur at some point to force Japanese units away from China/UK; and b) UK/ANZAC/US need to play an aggressive counter-game to force Japan to spend to defend its Pacific territories while eliminating as many land units on the ground as possible.  If you don’t, there are few good answers to a J2 where J1 is pounding China and staging naval units and transports in complete safety for a mass J2 attack followed by a J3 cleanup. Yes, you bring the USA into the war early, but they’re not really positioned to do much that early anyway. I prefer J2 to J1 because having that first turn to move in safety and stage units is a powerful asset and allows you to see Allied 1st turn buys which tip off your opponent’s strategy before you commit to your own strategy and maintains the option to delay further if there is advantage to be gained by it.

    • TolstojT

      Key strategy Allies

      Axis & Allies Global 1940
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      @Dafyd:

      I think that any question when we are trying to improve our skills is a good question…especially if we are really trying to learn.  The Hessian and ShadowHAwk are right.  The key to the Pacific are the two power fleets of Japan and the U.S.  The U.S. must go after the Japanese fleets.  Carriers loaded with planes are very important as well as the subs and detroyers.  As a side mission and with the permission of your Soviet ally, land troops in Siberia and help take back Soviet territories from the Japanese if they have begun to starve out the Soviet Far East.  It takes resources from the Japanese and can alter the attention of the Japanese player a turn or two if they are interested in defending Korea or pressuring the Soviets.

      Good stuff here.  I’m a fan of 3 part attacks on Japanese fleets.  As an example:

      Japan leaves a chunk of its fleet in SZ42 (off Java) for whatever reason.  They’re not worried about an attack because America doesn’t have the fleet off of Queensland to come after them.  What I’ve done in those situations is attack with the American ships, then follow up with India planes and Anzac ships/planes to finish them off. You’ll lose your American ships, some India planes and Anzac ships/planes, but if you wipe out half of the Japanese fleet it’s brutal for Japan because, as dominate as they can be, they can’t afford to lose too many major pieces.  America can lose a mini fleet and replace it; Japan cannot afford to be spending multiple turns rebuilding its fleet.

    • TolstojT

      Key strategy Axis

      Axis & Allies Global 1940
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      ColonelCarterC

      SZ 6 is a terrible spot for the Japanese navy if you’re being focused by the WAllies (it’s fine if you’re left relatively alone and are threatening Hawaii for victory). The DEIs are worth 20 to Japan, Japan+Korea money being convoyed is only 11. The Philippines are the best spot to station the IJN after conquering the DEIs. Add an airbase to FIC and you’re basically unapproachable. Not only does it extend that air’s reach, it also provides a scramble to protect newly built transports/destroyers to reclaim DEIs from the WAllies/reinforce IJN

      The US is going to need a massive fleet to be able to survive in SZ 6/Carolines SZ or use several destroyers as blockers. Every plane you have in FIC w/ an airbase can hit SZ 6, same with the whole fleet at Philippines if it’s not blocked. Carolines SZ isn’t much safer because if you still control one of the islands in the adjacent sea zones (not uncommon as they are valueless, defended, and no facilities), you can “double up” your aircraft carrier capacity when attacking it: Planes on the carriers at Philippines attack the sea zone planning to land on said island and planes from FIC can attack the sea zone planning to land on the carriers. If they do block you with destroyers, then you can kill those with subs and/or planes and take the favorable casualty ratio. Since the US needs a heavily defensive fleet to be able to withstand your counterattack, your fleet at the Philippines is likely unattackable by the US fleet, putting planes on the island for scramble if need be.

      If Russia stacks Bury Rd1, just don’t do a J1 DoW. Crush the Russian stack J1 instead, advance on China and set up a moderately successful J3 DoW (not gonna be ideal because of the Russian diversion. But hey, you get Russian money as a trade-off). Be content that Germany can get a comfortable take of Moscow without worrying about balancing haste and profitability.
      If Russia pulls back for one round and then re-advances to Bury Rd2, this is probably the toughest Japan will have it. Very unlikely that they will take the Pacific victory (unless the US ignores them), but Germany will still get the easy take on Moscow and should be able to turn that into a Europe victory.

    • TolstojT

      Strategy Axis for Global 1940?

      Axis & Allies Global 1940
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      TolstojT

      Okay thanks for the insight.

      1. Barbarossa it is!

      2. Most of my opponents, when they play the US, play a almost-all-Pacific game. Why is it better to attack in the first round then the third? And how do you go about it? How do you defeat China? And I always defeat China in round four (with an extra MIC in Kiangsu). Is that still possible?

      And with how many Japanese troops do you attack Russia? My opponents retreat all 18 units from the far east to Moscow asap…

    • TolstojT

      Strategy Axis?

      House Rules
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      TolstojT

      Two questions (actually four…:p):

      1. Sealion or Barbarossa? And why?

      2. On which turn should Japan attack UK and US? Why?

      Thank you!

    • TolstojT

      Changes to help Allies in 2nd Edition

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      T

      Hi Tolstoj,

      I’ve never played 1st Ed., so I have no insight upon the differences between the two editions. But in one of our games ‘Seelöwe’ was successful on G2 due to the errors of the British player in UK1.

      There are several players who opt for a attack by Japan on J1. The sinking of the British BB is one argument. Personally I like to attack on J2 or J3 after my invasion forces are in position, so I’m able to capture the ‘treasure islands’ and Malaya in one single turn. (And in most cases one or two British and/or ANZAC transports can be sunk in addition.)

      As Germany I prefer to launch ‘Barbarossa’ on my second turn. On G1 capture France, sink as many British ships as possible and weaken Yugoslavia by attacking it for one round of combat and then retreat to Romania (so Italy can finish her off).

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