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    Posts made by Tragedy

    • RE: J1–>Alaska; J3 Game Over.
      • I understand the concept of defending with Infantry…When u have 60ish some odd points to spend on U.S. 2 and u can only produce 10 units, suggesting all infantry is obviously inefficient. As Stoney229 said its apples and oranges.

      The suggestion of 5 infantry, 4 fighters seems the most logical. I’m not sure if it will be enough. I’m not looking to fight a battle that depends on how well I roll the AA gun.
      The Japan strat that was used can be tweaked to allow more planes to hit Western U.S. on turn 3. Japan could afford to use less in Asia and buy more on turn 2 then what was done in the game I played. I guess what I’m asking is, why not go bare minimal planes in Asia?

      • I agree, attacking the Japan fleet in S.Z. 10 with the U.S. fleet + Planes would prolly work.
        Which got me thinking; What if the Japan Fleet in S.Z.6 moves to S.Z.2, and blocks S.Z.1 and 9 with Destroyers? It seems like that would cause problems for the U.S. fleet. They can’t really attack, and if they move to Hawaiian Isles they can be blocked from getting back to S.Z.10. Thoughts?

      • Taking back British Columbia and more importantly Alaska before the planes can land (Complex Built) is the key, the U.S. player couldn’t find a way to do it, and honestly I had no good suggestions for him. I don’t think Trading British Columbia will stop an imminent J3 invasion.

      • As far as Asia goes, (I was playing U.K. /China) I had the U.K. stacked in Yunnan /w China. I was planning on taking Kwangsi on U.K. 3 and then take back Kwangtung (Japan consolidated in Kwangtung). I also had a Mech and Tank in the pipeline so I can start blitzing through Asia. I don’t really see what I could do differently in 2 turns. Japan bought a Major complex on J3 to place in Kiangsu (lol). China was stacking with U.K. and I had a couple infantry moving north to take back lost territories.

      If Western U.S. goes down and Japan collects U.S. points, asking U.K./ ANZAC to win the game by conquering Japan is a tall order imo. Especially with a Major Complex in Kiangsu and a boat load of points to spend.

      :-)

      posted in Axis & Allies Pacific 1940
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      Tragedy
    • RE: J1–>Alaska; J3 Game Over.

      @Gwlachmai:

      Fighters can only scramble from islands. The game defines islands as a single territory completely surronded by water. For example you can scramble fighters from Hawaii, but, not one of the two New Guinea territories.

      Thank you for pointing that out!
      Does that apply to Japan on a Korea assault?

      Back on Topic:
      The U.S. player didn’t scramble anyway so its moot. (I will be the first to admit some rules slip through the cracks during a 4 hour game of heavy drinking.)

      Is it worth trading British Columbia back and forth in this scenario?
      or Just turtle in Western until production catches up?

      posted in Axis & Allies Pacific 1940
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      Tragedy
    • RE: J1–>Alaska; J3 Game Over.

      @Gwlachmai:

      I really should not respond to these threads.

      ^ lulz. Why not? If its that far beneath you, please don’t feel obligated.

      @Gwlachmai:

      Try it out in a forum game, I promise you it will not work.

      Never said it would.

      @Gwlachmai:

      US should have bought 5 infantry turn 1 and 5 infantry, 4 fighters and a tank on turn 2.

      Thank you for adding something of value to this topic, I will try that.

      @Gwlachmai:

      US fighters cannot scramble over SZ 10 (that alone causes me to question the wisdom of these tactics)

      Can u elaborate on this point please? (Spare me the I’m Mr. Awesome drool, if u don’t mind.)

      @Gwlachmai:

      nor should the US fleet have been there. They should have been safely out of reach in Hawaii…

      Agreed.

      posted in Axis & Allies Pacific 1940
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      Tragedy
    • J1–>Alaska; J3 Game Over.

      This weeks game was very interesting and different from how most of the games have been going. The Japan player focused on taking Western U.S. instead of India.

      Here is how it played out:

      J1:
      Purchase:
      3 Transports

      Combat Moves:
      I’m not going to detail what happened in and around Asia. Basically it was pretty standard. Yunnan, Kwangtung were capped. The U.K. ships in S.Z. 37 were sunk, and the Philippines was attacked by Caroline Fleet but not capped due to horrible dice rolls by Japan player. U.S. Transport in S.Z. 26 was sunk by a Submarine.

      1 Inf/1 Transport -> British Columbia
      2 Inf/ 1 Transport -> Alaska

      Noncombat Moves:
      Japan Fleet -> S.Z. 1
      1 Destroyer -> S.Z. 9
      2 Fighters, 1 Tac (I think) Manchuria -> Japan

      U.S. 1:
      Purchase:
      1 Fighter
      2 Infantry

      Combat Moves:
      None

      Noncombat Moves:
      Planes in Hawaiian Isles -> Western U.S.
      Planes on Carrier -> Western U.S.

      Anzac 1:
      Purchase:
      1 Fighter

      Noncombat:
      4 fighters -> Hawaiian Isles

      J2:
      Purchase:
      Naval Base, Air Strip, Minor Complex (Japan player said this was a waste, and will be tweaked)

      Combat Moves:
      Japan Fleet S.Z. 1 (+ 2 Tac, 2 Fighters from Japan; Landing on Carriers)-> S.Z. 10 (2 Transports stayed in S.Z. 1). U.S. player didn’t scramble. The U.S. fleet was wiped out. In hind sight the fleet should have moved, but I don’t think it would have made a difference either way.

      Philippines Falls.

      Noncombat Moves:
      5 Fighters, 3 Tac, 2 Bombers, + 2 Fighters 2 Tac originally on carriers -> Alaska
      3 Transports /w AA Gun, 1 Tank, 4 Inf -> Alaska
      2 Bombers from Asia -> Japan

      Unit Mobilization:
      Minor Complex, Airbase, Naval Base all placed in Alaska. (Not really needed/Never used).

      U.S. 2:
      Purchase:
      5 Fighters
      2 Inf

      No Combat/Noncombat moves. Not many options at this point. Considered trading British Columbia.

      Anzac 2:
      4 Fighters -> Western U.S.

      J3:
      Combat Moves:
      Amphibious Assault on Western U.S.:
      1 Battleship Bombardment
      1 Cruiser Bombardment
      4 Bombers, 11 Fighters, 7 Tac (Maybe 8?), 1 Tank, 7 inf

      AA Gun Kills: 1 Bomber, 1 Tac, 1 Fighter

      U.S. defends with:
      13 fighters total (9 U.S., 4 ANZAC), 3 tacs, 2 Bombers, 1 Tank, 1 Mech, 1 Art, 7 Inf.

      Japan caps Western U.S. with 1 Tank, 1 Bomber remaining. On turn 3. Both sides had “average” dice rolls.

      Allies concede. Chine and U.K. were in “good” shape in Asia, but felt it was inevitable.

      This left the Allies scratching their heads, wondering what they could have done better.
      Obviously purchases is the first questionable thing.
      Also the decision to not scramble came into question but seemed futile at the time. The Japanese navy had a good amount of fodder.

      Thoughts/Feedback?

      This was written from memory so their might be some minor discrepancies.

      • Thanks.

      Edit: I’m not suggesting this is a 100% win for Japan by any means. It is risky, and the dice are a major factor. I’m interested in how to deal with this strat better.

      posted in Axis & Allies Pacific 1940
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      Tragedy
    • RE: U.S. Wartime economy collection question.

      @Krieghund:

      Income is collected in the Collect Income phase.  If the US is attacked by Japan on J1, the US will still have 17 IPCs to spend on US1.

      Thank you for the quick response.

      That is what I thought (how we have been playing), just needed a confirmation. There was a heated debate last night.  :lol:

      posted in Axis & Allies Pacific 1940
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      Tragedy
    • U.S. Wartime economy collection question.

      If Japan attacks U.S. on J1; What phase of U.S.1 does U.S. get the extra 40 points?

      For example:

      • Japan destroys the U.S. transport in SZ26 on J1.
      • How many IPCs does U.S. have to spend at the beginning of U.S.1?
      posted in Axis & Allies Pacific 1940
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      Tragedy
    • RE: Theroizing an axis strategy

      @jigsaw:

      The other issue with an I.C. in Western Europe, apart from the fact that it is unnecessary and expensive, is that it becomes a catastrophe if the US or UK sneak in and take it. I suppose you’re planning on having sustained naval supremacy to prevent that, but that might not pan out and it seems a lot of eggs to be putting in one metaphorical basket.

      Unnecessary? In most cases yeah, it seems that way. If you plan on building a large German Navy to dominate U.K.? I think its debatable.
      Either way I like to play Devil’s advocate.  :evil:

      Germany should never loose Western Europe(Period) Their is no “sneaking in” against a “good” player. Btw how would it be any different then loosing Southern Europe?
      If the U.K./U.S. is semi-competent the factory would have a lot of damage on it, if it does get overthrown.
      Lets face it, if WEU gets taken and your factory overthrown you failed wayyy before that even happens.

      The OP wanted to build a German navy to destroy U.K. navy purchase. The only possible way to do that is to stage a German navy in S.Z. 7. If your going to stage/link their, your way better off just building them their. It takes 3 turns to get their from S.Z. 14.

      Btw, their is an upside to that I.C. A German Navy in S.Z. 7 puts an extreme amount of pressure on U.K.
      If Japan is going for a large Alaska Invasion on J2, I was considering the possibilities of invading Eastern Canada on the next German turn.
      I haven’t had time to experiment with it.

      This isn’t my strat…, I’m just bouncing ideas…

      I’m not sure what you mean by “it seems a lot of eggs to be putting in one metaphorical basket”, please elaborate.  :wink:

      posted in Axis & Allies Spring 1942 Edition
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      Tragedy
    • RE: Theroizing an axis strategy

      Is that a serious suggestion?

      Yes sir it is.
      Do you have any suggestions you can share?

      Not a good idea: you have a nice one in Italy

      O.P. Objectives:

      • Build a Huge German Navy: Why would the O.P. build a huge Navy in S.Z. 14? One of the Goals of the O.P. strat. is to bog down the U.S. on the West Coast.

      - Destroy U.K. Navy purchases: How can German Navy in S.Z. 14 destroy U.K. Navy Purchases?

      • Considering Linking Fleets/ Considering not even invading Africa: S.Z. 7 >>> S.Z. 14
      posted in Axis & Allies Spring 1942 Edition
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      Tragedy
    • RE: Theroizing an axis strategy

      @CheeseWhiz:

      I just got this idea for an axis strat and want to know how you guys think it will play out and get ideas on how to optimize it.

      The heart of the strategy is to kill the starting brit navy in s2 using 1 sub 1 fighter and 1 bomber and follow this up with building a navy so big on G1 that UK can do nothing to prevent germany from destroying a navy purchase on uk1.  This is followed by Japan setting up for a J2 (preferable) or J3 alaska invasion.

      The idea is that the only ally that can challenge the G navy is the U.S. and to make them spend enough ipcs on defending against japan that the UK and US will be essentially helpless or take too long to aid russia, who will have to fight Germany 1on1.

      The downside of course is that G will have to cede more territory than normal the first turn or 2 to russia, but the general income and starting unit difference + delayed uk/usa help i think should make up for that.

      Some concerns i’d like input on…

      I’ve thought about forgoing an invasion of Africa in favor of trying to link the med. battleship w/ the baltic navy.  Not collecting those ipcs will hurt G. but the UK having them shouldnt matter that much because they shouldnt be able to place much of anything anyway.

      In gearing up for an alaska assault, and if the angloegypt uk fighter lives, Japan will be weakened on the asia mainland.  What should Japans main objectives other than the alaska assault be. (i think it should be taking over the us/chinese territory in an effort to prevent the us from being able to snipe some ipcs)

      What would your response as UK be to this? It seems it might be most effective to sit on the cash or buy some fighters and then place a super huge navy on uk2 but idk.

      What do you think the best purchase for G1 is here.  I think 1 carrier in baltic has too high a chance of having critical units sniped by 2ftrs/1bomb on UK1.  I’m thinking G1 needs 2 carriers because that would give it more flexibility to aggressively go after the us fleet if it is too small.  The problem here is that w/ this purchase germany can’t really afford to take many hits, so i was thinking eventually linking with the med bship and maybe building an extra destroyer or something on G1 might be useful.

      Obviously this answer depends on how battles go and what happens on Rus1 and Uk1 but i’m not sure what the best purchase for J1 is.  I’d like to place 3-4 transports in the sz that is within range of alaska, but the US will be able to hit it with 1 fighter and 1 sub.  Any ideas on the optimal units to purchase/leave to defend there? or would it be better to place in the other sz and go for a J3 alaska invasion (i dont think this should really be an option since it allows US 2 turns to build a counter to germany navy).

      Finally, do you think this is just bad theory or is it actually viable?

      Thanks!

      I.C. in Western Europe imo.  :-D

      posted in Axis & Allies Spring 1942 Edition
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      Tragedy
    • RE: Basic Ally Strategies

      @KarlParsons:

      Hi,

      I am a semi-noob at A&A, I bought A&A:E in the early 2000s and have now just purchased A&A:1942.   I’ve played about 5 games and each game the axis has won, the strategy being Germany invades West Russia, Japan attacks East Russia, and as long as Germany has some naval units taking out transports trying to come into France or Italy as well as guarding the east coast with just enough defending units, the allies can’t get on land.  Then once Russia is gone, with the IPCs gained it’s only a matter of time before it’s all over.

      My question is, as the allies I don’t see how to win with enough time before Germany and Japan take out Russia completely and also being able to successfully doing a land invasion in time, in either eastern europe or the island of Japan.  I guess I’m just missing something, are there any basic ideas/tips you can give me to help and avoid this same scenario over and over again?

      Russia needs support from U.K. in India & Karelia/Archangel and from the U.S. in Sinkiang (<– This can be tough).
      The Eastern Front is Yakut, Sinkiang and India.
      The Western Front is Karelia, West Russia, Caucasus.
      ^ Keep those Fortified.
      If you don’t want a Turn Break Down Stop Reading Now.  :|

      Russia

      • Buy 8 Infantry
      • Attack West Russia with Arch, and Karelia + 2 Planes.
      • Move everything in Russia into Caucasus, put 1 in Archangel. Group 8 troops in Yakut.
      • 2 into Sinkiang, 2 into Persia
      • Land Planes in INDIA <-- This is key.
      • Build 4 Inf at each I.C.

      U.K.

      • Buy 2 Industrial Complexes.
      • If Germany didn’t beef up the Baltic fleet, use your Planes to sink the Transport/ Destroyer.
      • You Must sink the Japanese transport in 59 (To avoid a Naval Bombardment in India).
          * I usually sacrifice my Cruiser in 35 to do this. Its a bad trade off, but it usually means securing India which is worth it. Instead you can use your plane in 35 and land it in China. Not a terrible move but I prefer to move the plane into India for added security.
      • Place Industrial complex in South Africa and India.
      • By the time U.K. goes on turn 2 Germany could have capped most of Africa (If they have 2 tanks). Don’t give up on Africa. Contesting Africa is critical.
         * Always build 2 units if possible, until the German Med fleet is destroyed. If your tight on IPC’s keep pumping out Infantry to thwart a capture. If a large force is approaching buy fighters. Keep the Carrier and transport nearby.
      • ^ Same goes for India. Always build what you need to keep it safe from a building threat. At the end of the previous Russia turn always check if Caucasus can spare a tank(s) for an India defense.
      • It can be tricky allocating IPC’s between Keeping U.K., South Africa, and India secure early on, but its doable.
      • Depending on what Germany is doing always look for opportunities to either take Norway, Liberate/Support Karelia/Archangel (Liberating/Supporting Karelia takes a lot of pressure off Russia, if u can spare the 2 planes from U.K. land them their (if u have fodder their)).
      • Move infantry from Persia to India.

      U.S.

      • Move your Bomber to the U.K. and begin bombing Southern Europe next turn. Always try to have at least 2 Bombers in U.K.

      • You have 2 turns to amass your navy and load up your transports. Taking longer then 2 turns to have an impact on the war is too long ime.

      • It depends what the Axis has done to decide which way to go.

      • Buying an Air Craft Carrier, Industrial Complex, and Transport is usually a good choice.

      • Get everything to S.Z. 10 load it up and go to 12 on your third turn. Sea Zone 12 is a tactically important Sea Zone imo.

      • When you get to 12 with your navy (Battleship, Cruiser, Destroyer, 2 Aircraft Carriers, 4 Planes, possibly the Sub and 4 fully loaded transports) look for weakness’s in the German defense. If you have the advantage always destroy the Mediterranean fleet (This relieves the U.K. in Africa).

      • Place the Industrial Complex in Sinkiang (Before you place this complex make sure you will not loose it when Japan goes!)
         * This probably involves Russia landing its 2 planes from India in Sinkiang (Russia may need the planes to attack, but being conservative to lock down Sinkiang on turn 2 is Huge), and 2 Infantry from Novosibirsknyyyyy.
         * Possibly the U.K. fighter.
         * Talk to your Allies make absolutely sure they are willing and capable of doing this.
         * Basically figure out what you will need to defend both Sinkiang and India if Japan decides to throw everything it has against either territory and divide the planes accordingly. <— Do this DURING Russia’s Non-Combat Movement Phase (take into account what U.K. will be purchasing for India). If Germany’s main force isn’t in Ukraine chances are Russia can spare tanks until U.S. builds up Sinkiang.

      • Place your Industrial Complex in Sinkiang, and always build 2 of whatever you need to keep it safe. Most likely Tanks or Fighters.
         * If you don’t feel comfortable placing your I.C. in Sinkiang place it in Brazil. This will support your Navy and help U.K. with Africa. I would recommend building an I.C. in Brazil on your next turn or whenever you get the chance. Keeping an Air Craft Carrier parked their, allows you to build planes and get them to your navy to replenish the ones you lost.

      • When u pull everything East, Japan will probably go for Alaska, or Midway, just make sure you build enough fodder in Western to prevent an invasion.

      • Placing I.C.s on the Eastern front can be game breaking for both sides. If Allies hold, and keep them fortified Japan can fall into a stalemate. If Japan overthrows and takes control, its onto Russia’s weak underbelly.
         * Don’t forget to watch what Yakut needs for reinforcements. Try to keep a pipeline of 2 Russian infantry (as a minimum) building in Russia, staging in Novosibirsk, and then reinforcing either Yakut or Sinkiang depending on what Japan is doing. Yakut S.S.R. will be the weakest target for Japan to break through.

      • Hope that Helps.  :-D

      posted in Axis & Allies Spring 1942 Edition
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      Tragedy
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