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    Posts made by Vareel

    • RE: Cruisers?

      Actually, keeping with the spirit of them I think I personally would run them as follows:

      In a convoy zone intercept 2 IPC like a sub
      Have 3 movement.  Do not gain an additional movement from a naval base.

      This would give them there convoy raider feel, and would be useful for when you want boats that do not have to rely on naval bases, and for running them away.

      Alternatively, give first strike back to shore bombardment and we got an entirely different ballgame.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Question: Number of Players in AAE/AAP40 World Game

      And that is why I would perfer a turn order of Italy, France, UK, Germany, Russia, or something to that effect.  Make sure italy goes before germany in relation to russia’s turn.  Otherwise its back to aa50 '41.

      The biggest change, other than japan’s lack of transports, is that italy cannot can opener.  It lets russia be much more aggressive.

      posted in Axis & Allies Europe 1940
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      Vareel
    • RE: Cruisers?

      I just did, mech inf can move 2 space, but they cannot blitz.

      Blitz is the action of taking an empty enemy territory and then continuing into another battle, mech if can do that if paired with an armor.  Mech inf is also boosted to a 2 attack when paired with an artillery.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cost effectiveness of ground units in P40

      Mech move 2, mech paired with arm can blitz, mech are boosted by art.

      I feel the new tactic will be a large inf/art buys followed by mostly mech inf buys, but I could be wrong.  I know it works well for India in aa40P.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      Mech need armor to blitz, not to move 2 spaces.  Without mech inf i’d agree armor would still have a situational use, but with mech, meh.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Question: Number of Players in AAE/AAP40 World Game

      yes but that is better than the US buying all subs while ANZAC can openers until the seas are completely cleared.

      posted in Axis & Allies Europe 1940
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      Vareel
    • RE: What if mechanized infantry could tow an artillery piece

      I would without a doubt never purchase a tank again.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      Sorry Omega, but I completely disagree with you.  Yes you need Inf, they have a definitive role, take hits and defend.  Artillery is the best offensive bang for your buck, etc.

      Here is the thing though, armor only has one special thing about it, its blitz.  Mech can move just as fast and are extremely much more powerful on the defense, and with art are sick on the attack as well.  Japan starts with 25 planes!  Germany will start with atleast 10.  At that point you do not need more punch, you need boots, and that is where inf/art/mech come into play.  Not to mention the fringe benefits of planes, such as threatening fleets, scramble, intercepting, etc.

      In the sea the only advantage a BB/Cruiser have is the shore bombard.  Dollar for dollar they are terrible in battle.  That bombard is highly situational as the enemy will rarely leave his units on the border to be bombarded.  Combine that with the all around better utility of the carrier with planes and you have a lost cause.  Even against a territory with an aa gun, the planes on a carrier will bring better odds into a large naval assault and is superior at defending your transports.

      Think about it, what is worse, a pair of carriers with 4 planes, or 8 cruiser shore shots, when trying to invade a heavily stacked territory.  By round 2 the planes got just as many hits and can be taken as casualties in a close battle.  Even against an AA gun on average if the fight lasts to round 3 the carrier out performs.  Run the odds if you don’t believe me.

      With the loose of the ‘first stike’ ability of shore bombard, cruisers became pointless.  The only time the bombard outperforms the carrier is if they are in a naval base and 3 moves away to drop off the troops so that the planes cannot reach.

      And on top of that, a singular DD can block as many shore shots as it wants, it has no such ability against a carrier’s planes.

      And stop comparing apples to oranges, comparing land units to air units is pointless as they have different roles.  The only reason air units are compared to naval units is the carrier.  I would almost always take 3 mech inf over 2 armor.  I’ll take what I start with but other than that, junk.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Question: Number of Players in AAE/AAP40 World Game

      Its to prevent the can opener cheese, atleast I hope so.

      posted in Axis & Allies Europe 1940
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      Vareel
    • RE: Naval Repricing

      In before the move!

      This belongs in house rules form mate.

      posted in House Rules
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      Vareel
    • RE: Cruisers?

      12 IPCs gets you 3 art or 2 armor.  both at 6/6 except art has 3 hits it can take.  yes armor has blitz but that is not that big of a deal in my opinion.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      I start with alota airpower with either side, I need units to take hits, if I need 'em to be fast too i’ll buy mech inf, if not regular inf.  Heck, even art by itself outfights tanks now, let alone if they have inf or mechs with 'em.

      Battleships are extremely overpriced, the only time the soak is worth it is when defending near a naval base, and even then its arguable.  I’ve never seen a battle where a bombard was all that critical, esp when I have a ton of planes laying around.  Cruisers we already went over.

      The simple fact is if you need help doing a land invasion, carriers are the best.  If you need fleet protection, destroyers, if you need more punch for your navy, buy subs.  Now it might be different if the TUV of airplanes didn’t exceed that of land units for nearly every nation, but not by much.

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

      One other thing to keep in mind as well, Uk can move DD and Cruiser to SZs 37 & 42 to prevent a J2 capture of Sumatra, along with the deadzoning of Java that makes DEI dangerous to japan all game long.

      One other thing I noticed, if Japan controls all of asia and the Philippians, not counting and DEI territories, they only make 2 more income than the US.  With that in mind, I don’t think I would mind sacrificing India to give the allies a stronger hold in DEI with naval buys as UK.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      Honestly I doubt I will ever buy a battleship in the new games.  They’d have to go down to 16 cost for me to even consider them.  Making my new list of ‘don’t buy’ to cruisers, battleships, armor, and tac bombers, except in the rarest of circumstances.  Kinda sad to me really.

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

      Anzac transport based in new Zealand can hit Java.

      US planes that can hit SZ 42 turn 2

      1 Fighter, 1 Bomber from Philippians to Queensland
      1 Fighter, 1 Tac, 1 Bomber from Hawaii to Queensland
      1 Bomber from LA to Queensland

      Granted they need Western Australia to land on but hey you gots to do what you gots to do.  By Anzac 2 there can be ground pounders there to defend them.

      I’m assuming you sink US trans at pearl, else that trans is at new Zealand US 1, if not tranny from LA will be there US 2.

      I’m not saying your game plan is bad, honestly I’m not.  I’m just saying it is FAR to early to say it is unbeatable.  And the US would be stupid to attack Carolinas, if they cant base at Queensland they can base at new Zealand and still get to Java.  As far as pearl as long as they keep a few planes on the island that can do the scramble or not scramble trick they can use it as a safe harbor to shuck boats south.

      You up for a game of PBF?

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

      I see what your doing and can see the value in it BBB.  By what turn does your income exceed the US’s, i’m guessing turn 3.  I also see that you make little to no threat to Pearl.

      I guess the only turn 2 big counter move I can see against that is stacking ANZAC figs in Western Australia or Queensland with UK figs in India and US planes that can reach into Queensland.  That will allow me to smash nearly, or atleast severly hurt, japan fleet in the indies, most specificly the one at Java as it would be in range of 6 US planes and 4 ANZAC planes.  Combine that will ANZAC/US transports basing out of New Zealand and I have a trade of Java set up as early as US2 continuing it as a deadzone for the foreseeable future of the game.

      The SBR with escorts of India concept is very interesting though.  With UK having 4 fighters to start it seems to be costly in japan fighters.  Along with the fact that India is about the only decent place to base the UK fighters and keep 'em safe you would expect to loose at least 4 jap fighters and tie down alot more in that effort but I havent seen it so I’m not sure.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      His reasoning is the combined att/def value x 2 plus extra if they have abilities.  Half that for land units.

      Subs: 2/1 = 3x2 for 6
      DDs: 2/2 = 4x2 for 8

      and so on, BBs cost more because of the two hit ability, etc.

      Inf, Art, and Arm also follow this pattern.

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

      No doubt that the DEI is a huge killing zone for both allied, and axis ships.  One other big problem ACs have though, is a high vunerability to subs.  I honestly wonder if ANZAC would be well severed purchasing primarily submarines and a sprinkling of aircraft for the blockade power, and to pick off Japanese boats lacking proper escort.

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

      So what do you really kill on the allied side with a turn 1 attack that is so huge?  Yes UK looses some cash, a BB, and 2 trans, but those trans are typically dead anyway J2.  Anzac keeps a DD/trans but that puts your boats out of position for a threat on Pearl, and where is the US DD/trans gonna go that it can’t die next turn?  I understand you get Kwangtung but is that really it?  What makes the J1 so powerful, i’m just not seeing it.

      posted in Axis & Allies Pacific 1940
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      Vareel
    • RE: Cruisers?

      Perhaps let them steal 2 from a convoy zone, that would make them a bit more attractive and keeping with there role.

      posted in Axis & Allies Pacific 1940
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      Vareel
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