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    Posts made by trihero

    • RE: Sea Zone Combat Move Question

      So, in other words, bring them into the battle, and pretend they are not there. Tongue

      Just hope you don’t take a ridiculous amount of hits and lose the tp by accident xp

      PS: Bean, your GK and BK are now even.  You’re welcome.

      Thanks!  :-D

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Sea Zone Combat Move Question

      Second interpretation is correct, everyone moves at once to their intended attack site simultaneously. The transports can’t wait to make sure things are safe before going in, they go at the same time and if the sea is cleared then they offload, and there’s no land retreat in a territory in which at least one unit has been offloaded.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Russian Fighters

      Also, as Germany I tend to relax if I see Russia build fighters. Although that means Russia can trade increasingly efficiently, it still never exceeds the efficiency of the mass Luftwaffe I have, and every fighter built means a significantly less chance of Russia being able to actually move in to areas like Ukraine with enough defense to hold it. 1 fighter cannot even land immediately in a territory it just took, which is in very large contrast to 2 inf 1 art helping to hold the land it just took.

      If Russia builds more than 1 fighter, Germany might be able to move in and Russia unable to dislodge a large force since they’re so busy increasing the efficiency of trading territories at the cost of land forces.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Russian Fighters

      I don’t think an extra Russian fighter is bad, and I’m not saying that you’re not grounded in experience. Just a few months ago I was all for buying a Russian fig immediately as well. I’m just saying you’re exaggerating if you expect them to beat up that much navy against somewhat watchful opponents, it really does not take rocket science to know if there’s a fig in range of your lonely transport.

      I know figs increase the efficiency of infantry in trading zones and save you from using art, but there’s definitely a point at which buying too many of them costs you by not even having enough infantry. That point for me is 1 more Russian fig, and I don’t even really do it unless the Germans continue to up the blinds in Belo/Kar/Ukraine.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Russian Fighters

      Well I even said, even if there’s not enough fleet protection to go around, there’s still the 100% protection of not getting into range. My question stands - how good could the Japanese player have been to throw lonesome transports into fig range?

      Good job on capitalizing on mistakes, and believe it or not I like the idea of tossing the AC at 2 tps if it’s an AC that’s not going to do much anyways, but that doesn’t mean you can always count on the enemy exposing tps like that to make your Russian figs so useful.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Russian Fighters

      I’m not invalidating your experience, but I have to ask how good could the Japanese player have been to expose transports like that? They have 2 carriers 2 btls 1 destroyer to spare for defense of transports. And even if KJF were going on, the Japanese player should have enough foresight to at least avoid sending in 1 tp by itself if there’s no active protection available.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: UK Austrailian IC - making UK relevant

      I understand.  But whether you want to knock it over or not depends on your strategy and confidence level.

      Well done  :-) just went from failing marks to passing  :lol:. You’re acknowledging that taking out the complex has to do a lot of considerations, and not just saying it’s something you “can” do.

      I agree I’d let the Australian IC fly. I’d be very curious to see what kind of output I would see from it for one - would the UK build a BB to make its island hopping easier? Would it build a second fig to fill up its car? Or would it just build a couple inf per round to stop me from taking it permanently and also provide gear for loading? In any case, it’s diverting funds there and Germany should be having a hayday in Africa. If the UK decides to simply sail back to Africa, then they’ve wasted time and let the Germans expand needlessly, yet if the continue on and island hop, it’s a difficult road.

      I also agree that it’s not very helpful to capture versus the effort it cost the Japanese.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Axis Road to Economic Parity - Unlikely

      As Bean is aware, I just experienced this in my game against Rising Dragon.

      Yes, that was one of the many things that lead me to this conclusion. I didn’t really study your board in detail, but I realized instantly looking at one of the last maps that you were dead because Africa was being liberated without you being able to hold it, and Europe was mostly in Allied hands. Prior to that I was in question because it was a capital trade but a few maps after, I knew it was over, which was confirmed when you surrendered.

      Also I quote a Csub message in which a player complained that he had taken Moscow more than 5 turns earlier than Berlin fell, and he still could not win the game with the Japanese.

      But I would point out, in addition to the economic factor working against Japan, there is the dilemma for the Axis player of “Do I liberate Berlin?”  On the one hand, there is stuff to detroy there and you want to deny the Allies the IC.  But the downside is, the moment that capital is liberated, all original “grey” territories on the board revert to Germany,

      Yes, I hate this as well. Every so often I kill Moscow earlier than the Allies kill Berlin, but then I really want to question how far I should go after that simply because of liberating German territories which will actually hurt. Of course, grab Archangel/Karelia because those are pure Russian dollars, but if you’re just waiting for the Allies to take Berlin because you don’t want to liberate territories…that gives them more time to leverage their economy and get unbeatable defenses. I suppose as soon as you grabbed Moscow just grab Arch/Karelia and focus on a massive bulwark in Africa…? And then wait for Berlin to fall then hold the lines at Kar/Belo/Ukr? And even in my example I was giving the Japanese a lot of credit for being able to hold Kar/Belo/Ukr without the Allies trading at all in any one of them, which is unlikely.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: UK Austrailian IC - making UK relevant

      Well, what’s the point of saying you could do something without relating it to whether it’s a good move or not? I could attack W. Russia with 1 inf. I’m not necessarily advocating it either, I’m just saying you can and win.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: LL v ADS

      No one is saying that they aren’t different. Saying they are different would be as asinine  as saying the sun is hot. The question is whether they are different enough to be completely incomparable to each other in all respects. I think LL is very good to show you if you have a shot at the late game. If you get a couple divergent dice throws in ADS, you are either lead to believe your original strategy was crap and stop trying it even though it rocks with average/normal dice, or you are lead to believe your original strategy was awesome when it really sucks.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Axis Road to Economic Parity - Unlikely

      I agree, no wonder some of the best players I’ve met bid 11 or so (limit 1 per territory). I’m not even sure that’s enough for 9 VC games. It seems the Allies have to screw up pretty badly not to eventually win. Granted I’m not an Allied expert so I can’t say I can do this yet, and a quick dice roll can shift things in a jiffy, but it’s almost a no brainer to see that the Axis really cannot get the economic advantage they need to win given normal dice.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • Axis Road to Economic Parity - Unlikely

      This has slowly dawned on me after having gotten into this situation myself, seeing others get into it, reading about it, and now having looked at it closer as well.

      At some point if the Axis wishes to win the long term 20 round + war, they need to achieve economic parity with the Allies. The assumption is this is barring unusually favorable dice and mistakes on the Allied party.

      It should be obvious, but over many many many rounds, the side that is collecting more than the other should eventually win the game., even if it is a tiny wedge. While the situation may not be changing much from turn to turn given equal flux of dice, eventually the economic wedge will manifest itself and one side will give in. The way the Axis tends to win as I’ve seen so far is due more to Allied mistakes or favorable dice than it is true long term strategy.

      Let me now look at the problem - to sum it up, it is KGF, and I don’t think Japan can achieve the IPCs it needs to topple the Allies on its lonesome self.

      There are 166 IPCs in territories available on the board. Let’s take a look at these territories in a general but reasonable sense to see if the Axis can reasonably get equal or more IPCs to topple the Allies. I’m scaling my estimates towards the late game where both captals have fallen, and the Japanese have drawn the lines at Karelia/Belo/Ukraine but cannot advance any further.

      As for the obvious, let us add up territories that the Allies have almost beyond doubt. The US should have W. US (10), C. US (6), Mexico (2), E. US (12), W. Indies (1), Panama (1), and Brazil (3), and Alaska (2). Alaska is somewhat questionable, but I do not think most Axis players can find the time to tilt there with bb/fighters/inf every turn when they have to expand out to the other islands; their effort is better spent elsewhere, and even if they wanted to work hard, they should go to Africa where the real big cash is. Fight hardest where you win the most, after all.

      That is $37 US dollars.

      For the UK, they have E. Canada (3), W. Canada (1), London (8), E. Europe(3), Balkans (3), S. Europe (6), Berlin (10), W. Europe (6) and Norway(3) for certain. That’s 43 IPCs.

      Now as the game usually progresses, the Allies should have all of Africa if they want it, minus madagascar. This is usually due to chasing the Germans out with a significant force early on, some people even continue to use Africa as a staging grounds (North African Dominance) for the Americans, making it even more impossible than normal to get Africa. There are 11 IPCs in the continental Africa not counting Madagascar or Persia, and I’m assuming the UK has all of it due to them leading with a force in Algeria early in the game, then taking Libya and liberating the whole of Africa from any German influence.

      So $43 in unquestionable territores, and 11 is very reasonable for Africa,  making the UK income $54.

      The combined UK + US is $37 + 54 = 91 IPCs in income. Maybe you can argue that US took W. Europe instead of UK, but it doesn’t make a difference in the sense that the total Allied IPCs in 91. They are outproducing Japan, and eventually they should win. I  am even assuming the favorable circumstance in which Japan takes Ukraine/Belo for their own income; not where liberate it and it becomes dead to both sides until the Allies take it.

      The problem is that I don’t think Japan can expect to reasonably expand anywhere else. There’s not an inch more that they can hold permanently. I’m assuming they have TJ + Madagascar, Karelia/Belo/Ukraine and everything east of it.

      By this reasoning you can see where the Allies seem to have an advantage and where they should focus their attention. As wild as the Japanese can get, they can only really get up to the 70’ish IPC range. Never the $83 benchmark, and certainly not past that. It’s a matter of getting the Allies to the point where they get Berlin/W./S. Europe and can hold the line at E. Europe, and also hold Africa. That isn’t very difficult.

      I think if the Japanese want to have any shot at winning the late game, they need to get most of Africa at some point. Using the $91 to $75 number, you need to get 8 IPCs of Africa to bring the economy to an even point.

      But this is extremely difficult, if not impossible. There is usually between 8-16Allied units in Africa (not even assuming N. Africa dominance with US) due to the leftovers from the first African flush. In order for Japan to clean them up quickly requires a huge landing. That simply cannot be afforded in the early-mid stages for lack of pressure on Moscow. You can of course try to land a couple units on the coast and hope to bait them into BB range, but they may not take the bait, and that still does not get you the majority of Africa.

      You can try it after you get Moscow, but that relieves pressure in Europe.

      I have tried and done it successfully where I have created a massive support system for Africa. I’ve shucked 6 units per round from India (3 build from complex, 3 walk in from F. Indo’s complex from last turn), to Anglo. I have also then built a complex in Anglo for 8 units, and also still then build a complex in S. Africa for 10 units total after the chain is in place. 10 defensive inf per round is usually enough to deter the Americans and their 4 inf 4 arm per round. I’ve even got it to the point where I completely discouraged the Allies from Africa with a force of 20’ish inf off of Algeria, so they don’t even consider landing anymore.

      But even considering if the Americans don’t want to try to dislodge me, that takes a lot of effort. Built 2 extra complexes and have 3 transports dedicated to shucking to Anglo (+ the 4 to take stuff off from Japan). This usually drains me so hard on units that Europe is floating backwards or I can’t crack Moscow.

      I don’t see a reasonable way for the Japanese to achieve economic parity with the Allies who have Berlin. In order to expand IPCs in Africa, which is the only route, I have to spend a LOT to do so (have to kill the units floating around, then deal with the possible 10-16 units per round they can offload and march from Algeria), which the Allies can either match or simply push back in the theater I’m not working on.

      So you Japanese players there or just anyone with a good idea, what is the way out of this do you think? Is there something I have assumed that is unreasonable, or is there something I have missed that allows Japan to win the scary late game?

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: UK Austrailian IC - making UK relevant

      Amusing counter, except you’re not getting land troops in Asia until J3 (j2 is building transports, j3 is them landing). The UK also gets 2 builds from its complex which could be annoying as well depending on what it is. That would be a great example of the cheetah locking on to a target even though there’s easier ones ;P

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: The Good Karma Thread

      From what I hear Vista sucks.

      And I am sorry for hijacking your thread Bean…

      No worries.  8-)

      posted in General Discussion
      triheroT
      trihero
    • RE: UK Austrailian IC - making UK relevant

      It’s an interesting idea. Most people will not attack the united UK fleet immediately, because I think the average is not 2 fighters but more like 4.

      Remember, it’s a give or take situation. While you can island hop, you might have to build another piece of fleet or fighter to fill your carrier to make the Japanese actually sweat. Also, the IPCs you might gain island hopping are going to be given to Germany in Africa. If the Japanese consolidate and keep their fleet say off of Kwangtung, they can counter any big money islands you hit; you have to be careful if the Japanese consolidate their fleet together.

      I’m sure you could make it work to some degree against anyone, but you have to ask yourself if you’re giving Germany too much leeway or if you can handle it. You might have to have the US handle Atlantic operations almost on its own and retake Africa in order to compensate.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: The Good Karma Thread

      I really have no advice, but have you tried calling them and complaining about it? Or maybe it’s just time for a new PC? o_O

      posted in General Discussion
      triheroT
      trihero
    • RE: LL v ADS

      You would still have to admit that low luck helps you understand when it does not diverge significantly, so that you know what you are doing in the long run works.

      Or even given a divergence, then you are still basically using low luck theory to figure out how to respond to it. You’re not exactly waiting for the dice to diverge again, you’re thinking about how to change your strategy.

      Not to mention, there are some divergent battles in LL such as the Baltic attack, Russian Triple, etc.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: The Good Karma Thread

      Aww, Switch! You gotta start stirring up the pot for more karma. Start scandalous threads, or really good strategy threads, or really bad strategy threads to get the counter going >_>

      posted in General Discussion
      triheroT
      trihero
    • RE: The Good Karma Thread

      I empathize now.  :cry:

      posted in General Discussion
      triheroT
      trihero
    • RE: Discussion of R1, what do you recommend

      I applaud you for your math!  :-o

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
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