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    Posts made by Vareel

    • RE: Allied Strat Ideas

      The big thing it seems to me with this map, is defending is much easier than attacking.  ACs are extremely defensive in nature and power, and airbases are extremely powerful on the defense.  Combine that with allies can defend together, but not attack together, and the idea would be to make the enemy come to you.  By the end of turn 2, the starting US fleet could be in queensland along with 2 ANZ destroyers and 1 sub.  Then on turn 3 the US can take/liberate Java with ANZ helping to defend, along with all the planes in Western Australia the allies can manage.  Japan can attack that fleet, and expose themselves to a counter, or leave it be to continue stealing japan’s income.  I think that will be the ideal way to go in this game as the US.  Also note, Java is 2 turns away from Japan, and granted 3 away from the US but that is the best spot in my eyes as anywhere else is only 1 turn away from Japan.

      If Japan does not attack turn 1, with UK I would take Java and Dutch New Guinea with the UK transports and rally all allied boats into SZ 56 to support the US fleet.

      The other thing I wonder, is if a sub heavy ANZAC would be able to harrass japan as the US can block and can opener to clear the way.  Granted with AN’s low income she may have trouble getting enough to be a threat but still an idea.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Technology

      @Funcioneta:

      @Subotai:

      Also, LL is less forgiving on mistakes than reg.dice, so how can LL be easier when it is easier in LL to lose b/c of mistakes???

      Because LL no tech has less possible results than can happen. And that is a mathematical fact. Less possible results, less possible positions you have to take into account, so is more easy to play. And you cannot have a 100% certain result with official rules: in LL house rule, you know what is the exact amount needed to a desired effect, you have to send that units and no more, no less. It favors scripted strats and I find lame that you can strafe with tanks with 0% risk of being stucked because a too good roll  :-P

      There is no doubt that LL does reduce the possible results, which has a few interesting effects.  I makes axis turn 1 much more devistating, it makes planes a bit more powerful, makes it easier to defend transports, and makes trading predictable.  But, the difference in results between LL to dice is much lower than tech or no tech.

      posted in House Rules
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      Vareel
    • RE: Allied Strat Ideas

      It seems alot of people are struggling with the US, does anyone have some ideas on what the US can do to make an impact sooner?  Is it better for the US to go north after Japan right away, head south to take on carolines, or skip the direct attack and head to new zealand and then after the dutch east indies?

      To me it also seems the US would be best served purchasing destroyers and subs primarily with perhaps 1 or 2 carriers, as she lacks the spare aircraft for carriers that japan has, and with carriers being so defensive in nature, it seems better to load up on alot of smaller, more offensive ships.  With the large aircraft force japan starts with, combined with he power of airbases, to me it would seem best for the US to head south, rally with ANZAC forces, and start liberating islands.  This would force Japan to attack a combined allied fleet to keep her income.  Any thoughts?

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Allied strategy to get U.S.A into the war AFA report

      Did Japan invade the dutch islands, because if so, the US would have been at war with them.  Not positive from your post.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: So how do the Allies win again?

      @Uncle_Joe:

      +1 to Uncle_Joe for his thoughts

      What is this by the way? I see mine is going down for some reason? Is this just some sort of way that people can ‘snipe’ at you without having the stones to say something that you can refute?

      Pretty much, although +1 means someone gave you a good karma.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Rules Q&A

      @Make_It_Round:

      Japan moves first; it could block Allied movement along the Asian coastline. So your objection is not a real problem, at least for Japan. I suspect it’s not a real problem for the UK/ANZAC either; it might simply motivate them to declare war earlier.

      Have you actually played this game yet?

      No I have not had a chance to play yet, hoping someone will take me up with my abattlemap offer.  But I do not need to play it to see the nightmare that would cause, why don’t you try a game with those rules and if you like them, then use them as your house rules.  But that would just cause a mess with no true benefit to the game.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Rules Q&A

      The asia coast, with the DD from SZ 35!  Do you not see how much that would change the game if unhostile boats blocked movement?  It would be huge, japan would be forced to attack J1 or get bottled up and unable to move.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Rules Q&A

      It would be too gamey, remember the size of a SZ is huge and could easily fit boats from both sides without them being next to eachother.  If it was the way you suggest, the US could block japan movement along the coast before war, which would be broken.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: So how do the Allies win again?

      There is nothing in range other than bombers of the UK fleet turn 1.  After turn 1 UK could have purchased a carrier, an AB on ceylon, or many other things to keep her boats alive.  And no matter what the econ spread becomes even larger after turn 1.  Japan can get at most around 7 extra without declaring war.  China gets 6 from burma road, UK can gain 8, plus 5 from her NO, or get ANZAC there NO for an additional 5 there, plus the US gets 5 for her NO.  If she does declare war US income goes up by 40, compared to an extra 5 or so Japan gets.  Japan cannot gain eco advantage until turn 3 at the latest, more than likely turn 4 or 5.

      And the US can load 2 more carriers with starting plans if desired.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Technology

      Comparing the randomness to tech option and dice/LL option are so far apart it is insane.

      Yes, UK getting a lucky roll with there bb has a large effect on the game after G1, but no where near the effect that UK getting HBs does on turn 1.  Same with G getting a lucky roll in egypt and clearing it without looses, compared to them getting LRA turn 1.

      Luck is one thing that doesn’t bother me, and LL does not mean no luck, it means low luck.  Tech though, that can dramatically change the course of a game.  The problem is the game breaking tech, heavys, LRA, paras.  If tech just had fun things like improved art, rockets, radar, etc, then it wouldn’t be that big of a deal.

      posted in House Rules
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      Vareel
    • RE: So how do the Allies win again?

      Look at the Amap module (slightly wrong but a good start) TUVs are:

      JPN: 464 land / 177 naval
      US: 180 land / 91 naval
      China: 46 land
      UK: 136 land / 54 naval
      An: 59 land / 21 naval

      Allies total TUV: 421 land / 166 naval

      Income: 26 to 55

      I don’t know, doesn’t look all that one sided to me.  Perhaps if someone would show me a game online I could gain a, clearer understanding.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Why wait as Japan?

      @Frontovik:

      @Vareel:

      And then you face a US with more income that you posses, a fleet that is only half your size but still a significant force, plus 3 other enemies.

      first of all, US fleet is a fraction of japanese and it would take about 153 rounds for US fleet is same size of japanese, with US income of 55 and japanese of 40
      anzacs can’t do thing entire game
      lock burma road, and you killed chine
      UK gets about 1 inf a round (lock the convoy)

      Burma road can have over 15 allied units on it at the end of turn 2, burma road will be HARDER to close with an early war declaration.  US navy should be comparable within 2 turns of collecting the large income as the only thing she has to buy is boats, while japan is buying transports, factories, men, etc.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Why wait as Japan?

      And then you face a US with more income that you posses, a fleet that is only half your size but still a significant force, plus 3 other enemies.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Why wait as Japan?

      That will only work if UK doesn’t grab the indies, else UK would have the same income as Japan!

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Quick and easy solution to tac bombers

      @Razor:

      Just….buy…one…more…copy…of…the…game

      That is there plan, they will do a 2nd printing with everything correct (rulebook, startup boxes, etc) but for 65 MSRP instead of 90 due to ‘economics of scale’ reducing the cost to make it and everyone will buy it just for more plastic and correct components.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Why wait as Japan?

      @Uncle_Joe:

      Although it is fairly easy to destroy the US fleet if Japan attacks on thier first turn it is also very easy to destory it if Japan attacks on its second, third, or even forth turn since the US is only making 17 IPC each round.

      Actually I think the US is making 22 (they get a +5 bonus for holding PI). Similarly, the Brits are getting their +5 for Malaya/Kwangtung. If the Brits push and take 2 of the DEI territories on UK1 I think Japan is left with no choice but to attack by J2. If the Brits can take the last of the 4 islands for their 2nd bonus I dont see any way for Japan to easily dominate the sea of SE Asia. Of course if the Brits move to take those islands they are exposed to Japanese attack piecemeal (which further encourages Japan to hit them).

      So far, I think a J2 attack makes the most sense, but of course that is dependent on what the Allies do. If the Allies dont take any over action in the DEI, then Japan might do well to hold off until J3 when she can have all of her duckies in a row.

      Exactly, it will be a cat and mouse game.  How far does each power put there neck out to sucker the other into attacking them.  If UK/AN go after the islands then japan should declare turn 2.  If the UK pulls back to india with navy and buys a spare destroyer or sub, then maybe japan should wait.  If there are a few vunerable transports out there for the UK to attack, perhaps they should.  I know I plan on landing 1 or 2 strat bombers in Siam J1 after moving the inf into FIC to bait the UK into attacking me.  If they do, great, if they don’t, I have 1-2 bombers that can reach SZ 56 or SZ 39 J2.  Eh, would probably leave 1 Inf there just to kill a UK plane, maybe both.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: J1 attack Hawaii?

      @Jake:

      You can ignore the US transport
      and use 2 BB and 1 CRU to do the shore bombing.
      On average rolls, Japan gets Hawaii with 1 surviving unit (tank).

      Not true, since there is an airbase US can declare the tac fighter is defending the SZ, no more bombard.  Not saying that would be a good idea, just saying it could happen.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Killing Fleets with Bombers

      I really do not see bombers as a problem, rather, the tech that bombers can get is broken.  Destroyers always smash bombers IPC for IPC, as do loaded carriers.  Cruisers are another problem all together as I feel there cost is way outta line to begin with, but if you need fleet defense on the cheap avoid them.  Heavy bombers are still the most overpowered insane tech in the game.  It is almost back to classic levels with the price reduction on the bomber.  Add in LRA and/or paratroopers, and bombers are broken.  I play on tripleA though and usually avoid tech so this is typically not a problem for me.  The best alternative is to grant a tech, say radar, to improve boats vs air.  Perhaps with radar you get 1 aa shot for free with boats vs air, or maybe just cruisers or something.  Shipyards is not enough, or let shipyards reduce destroyers down to 6 IPCs, as 2 destroyers would then stand some chance against a heavy bomber I think.

      posted in Axis & Allies Anniversary Edition
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      Vareel
    • RE: Reactions on the FAQ

      I just want new boxes with the correct setup on them, taking a pen to them is going to be all kinds of ugly.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Scramble from airbases

      And then there is me, who hates the scramble thing to begin with.  Perhaps a house rule where when an airbase is in a territory you can choose to land your planes in the SZ, or in the territory.  I think it is too powerful for the defender to choose, after the attacker has declared, where his planes will fight, and the attacker cannot change his plans in response.

      posted in Axis & Allies Pacific 1940
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      Vareel
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