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    Posts made by Veqryn

    • RE: TripleA - play Axis & Allies like Maps Online, PBEM or against the AI

      did you download the source code or did you download the installed?
      go download the installer,
      double click it, it will install the game

      posted in TripleA Support
      VeqrynV
      Veqryn
    • RE: TripleA back up and running

      did you download the latest version?
      currently the latest version is: TripleA 1.2.5.1
      i downloaded it today and it worked fine
      if you need help:
      http://n2.nabble.com/Download-Maps-Links-Hosting-Games-General-Information-tp4074312p4074312.html
      read that

      posted in TripleA Support
      VeqrynV
      Veqryn
    • RE: Scrambling - Too strong?

      airbases can take 2 damage then they are out of commission,

      so why not, an airbase with no damage (3 health left) can scramble 6 aircraft
      an airbase with 1 damage (2 health left) can scramble 4 aircraft
      an airbase with 2 damage (1 health left) can scramble 2 aircraft
      an airbase with 3-6 damage (0 health left) can scramble no aircraft

      simply: you can scramble 2x the amount of health left

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: Empires - Napoleonic Wars

      version 3.0
      changed some names around,
      and added 2 new units: Howitzer and Marshal of France.
      Howitzer takes over Mortars stats (1/1/1/3 supporting), and Mortars becomes a 5/1/1/7 supporting unit (not a great buy, but good if you general is right next to the battles and you need offense now and can not wait for a bunch of howitzers to make it all the way from your capitol.
      Marshal of France is a French only unit, 4/3/3/9 unit, that can blitz and can be supported.  You won’t see many of these, but france does begin with one.

      playtesting has found the game to be very balanced as of 2.9, and 3.0 only refines that even more.

      have fun

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Italian color?

      why exactly are the colors so odd for each nation?

      uk should be red, but a lighter red
      italy should be green
      china should probably be a light blue-purple

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Empires - Napoleonic Wars

      version 2.9 has been released, i’ve updated the links,
      this map is getting more fun by the day, and it is pretty well balanced now,
      each nation has multiple viable strategies, and each is quite fun to play in its own way,

      go check it out!

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Low Luck with AA guns and anti-aircraft fire

      it gets even more confusing if you play games with more than just 2 types of aircraft.  For example, A&A Pacific 1940 has 3 types of aircraft, and New World Order has 4 types (early fighter, modern fighter, bomber, and a special aircraft for some powers, like the Lancaster, or the B29, etc.)

      Because in games like this, or games with say 6 types of air, you are basically playing dice now Low Luck.

      The way we are settling on for now is this:

      First, remove any groups of 6 for each type.  So if you are attacking with 17 bombers, 1 fighter, 6 bi-planes, and 4 lancasters, you would remove 12 bombers (2 die, 10 live), and 6 bi-planes (1 die, 5 live).
      That leaves you with 5 bombers, 1 fighter, and 4 lancasters.
      Thats 10 total.
      So thats 1 more hit, plus a 4/6 chance for another hit.
      Roll at 4 to determine if there is an extra hit or not.  We will pretend it is a hit.
      Now you have 2 hits to distribute.
      Line up all the aircraft, and randomly select 2 of them to die.  (this can be done by randomly generating 2 numbers between 1 and X, where X is the total number of aircraft.  if the second number is the same, you can loop until it is not.)

      The only problem with this method is that you can technically get both hits on bombers.

      We have been investigating other methods to ensure that the hits will be distributed, so that you can not get 2 hits on 1 aircraft type in the final example, but all of the methods we have thought of increase the odds of getting a hit on a less represented aircraft.
      For example, pretend you were playing a game with 1000 sided dice.  You attack with 999 fighters and 1 bomber, and 2 tactical bombers.
      This means 1 definite hit and a chance of a 2nd hit if you can roll at 2/1000.  Pretending you get that hit, and way to ensure that only 1 fighter dies would dramatically increase the odds of bombers and tactical bombers dieing.

      posted in Axis & Allies Anniversary Edition
      VeqrynV
      Veqryn
    • RE: Japanese Strategies

      i do not really see a J1 attack as being that useful.  you start out with only 2 transports, and if you do a j1 attack you need to commit forces to too many areas while being out of position.  you immediately give USA an extra 50 income, when most of your attacks will be happening J2 anyway. 
      anyways, what do you guys think of the things i actually listed in the original post?

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • Japanese Strategies

      I have not played that many games, but from my experiences in my games, I have the following strategies for Japan that i am either doing, or plan on trying:

      build a minor IC in French Indo China second turn

      • I have found that waiting to build a minor or major in Hong Kong just takes too damn long.  If you declare war on the second turn, you can a factory on your third turn, if you declare war on your 3rd turn, you get the factory on your 4th, and you only get to actually produce units there on the 5th….  So why not just plop down a little factory there, and you can start pumping out 3 tanks a turn on turn 3.  You need them sooo badly, you know that.

      build more destroyers

      • all of my games so far have seen japan produce about 4-7 more transports, then begin losing them at a horrible rate after declaring war.  shit just seems to happen to them, no matter what.  and you can’t expand and protect them, because aircraft can come in and knock out a small convoy.  you need big convoys to protect vs air power, and you don’t have enough ships for more than 2-3 big convoys.  my solution will be to build more destroyers so that i can afford 3 convoys instead of just 2 convoys.

      attack china with your aircraft, even if your land units can’t make it there

      • yes, this is kind of suicide for a few of the air units, and you will probably lose 1-2 air per turn of doing this.  but i have found, at least your first turn, that you don’t really do much of anything with your air.  then later, around turn 6, you are desparate to catch up, and so you start doing these suicide attacks on big stacks that sometimes have aa guns.  why not use your air to knock the chinese out before you have to suicide against british aa guns and massive combined allied stacks…

      take anzac capitol early

      • this should happen the round after you declare war (because any sensible allied player will block you from hitting his capitol the before declaring war, so you have to kill that blocker on the first turn of war).  not only do you get 5 ipcs for the NO, and 10 ipcs in free cash for the capitol, BUT it is very very difficult for the USA to take back the anzac capitol if you are building there every turn.  UK will fall, its just a matter of time.  Anzac however, is not a matter of time.  If you wait too long to take Anzac, USA will screw you or make it impossible.

      don’t over-extend / protect your fleet + convoys from surprise attacks from shit you didn’t think could make it

      • this is the one and only reason japan has lost any games i’ve seen.  japan makes some mistake in judging how much stuff can hit her stack, and/or tries to take too many money islands in one turn and loses all her stuff for it.

      there you go,
      victory by 6 VC’s is inevitable, so long as you don’t f up.

      thx,
      veqryn

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • Empires - Napoleonic Wars

      empires - for TripleA

      empires

      This game is similar in rules, if not in look, to Axis and Allies Revised.  
      For example, the basic infantry of the game is called “Fusiliers” and is a 1att/2def/1mov/3cost unit
      Transport rules, dice rolling rules, factory rules, everything is basically just like Revised, just with different units and a totally different map.

      Basically, to play first you need to go download TripleA:
      https://sourceforge.net/projects/triplea/files/

      Then, you need to download the map.  How to do this?
      Open up a copy of TripleA (run the game), then in the Menu, you will see an option called: “Download Maps”   <- click that
      A Dialog Box appears, asking for a URL/Link to download the maps from.  Copy and Put this link to that box, then press ok:
      http://sites.google.com/site/tripleaerniebommel/home/mods/TripleA_Quality_Mods_EB.xml
      Now scroll through there, approximately half way down is “Napoleonic_Empires”  <- click and install that one
      (if that doesn’t work, you can always download it manually from: http://www.mediafire.com/file/gnzmztd3wmj/Napoleonic_Empires.zip )

      Great, you have the map now, join the online lobby or play a game over lan/email/hotseat/againstAI.

      The original game and map was created by LSSAH.  Since he has disappeared, I’ve converted it up to the current triplea engine.
      I have adopted the map, and it is currently on version 3.6, and has been balanced very nicely.

      Suggestions are welcome,
      Though the game is very close to being fully balanced as it is right now, so I won’t be making any radical changes.  
      http://n2.nabble.com/Empires-Napoleonic-Wars-tp4696030p4696030.html

      For more information on how to use TripleA, visit:
      http://n2.nabble.com/Download-Maps-Links-Hosting-Games-General-Information-tp4074312p4074312.html
      or
      http://sites.google.com/site/tripleaerniebommel/
      or
      http://triplea.sourceforge.net/mywiki/Forum

      thx,
      veqryn

      GAME NOTES:

      The empires of europe are at war.

      The upstart French republic has followed in the footsteps of their American compatriots across the sea
      and cast off the trappings of monarchy.
      Can this new light in europe survive against a host of squabbling adversaries?
      Or will it fall victim to its own aspirations for empire…
      Will the russians be forced to sing La Marseillaise?
      Will the English see the Guillotine raised in Piccadilly?
      Or will the rule of the monarchs be insured by the restoration of Louis XVIII to the Parisian throne?

      CANALS:
      Oresund (Holstein,Sjaelland)(SZ10,SZ11)
      Kerch Straight (Crimea,Astrakahn)(SZ97,SZ101)
      Strait of Messina (Sicily,Calabria)(SZ70,SZ71)
      Bosphorus (Constantinople,Kiutayeh)(SZ84,SZ92)(connects Turkey, Balkans by land)
      Neva River (Karelia,Ingria)(SZ2,SZ3)
      Optional Canal: Andalusia (Gibralter) must be controlled to move between SZ53-54
      Optional Andalusia (Gibraltar) rules: Gibraltar does not touch any land, therefor no units can enter it by land, and no units may exit it onto land.  Must be invaded by ship.

      UNITS and Rules:
      Battleships DO NOT REPAIR at end of turn.
      The number of Bombardments allowed is restricted to the number of units making an amphibious assault, however bombardments still kill units without the unit getting to return fire.
      Encampments are permanent, and can be captured.
      Generals can move and raise troops in the territory they occupy, if you owned that territory at the beginning of your turn.
      Generals and Encampments are Factories, meaning they follow all normal factory rules.  They can be purchased and placed anywhere you owned at beginning of turn, they can produce anywhere you owned at beginning of turn, and they can be captured
      Barques (green transports) are not allowed to capture convoy zones. Do not use them to do so. The game engine allows them to, but this is a bug in the engine. They are not supposed to be able to capture convoy zones.
      Capturing a Convoy Zone denies the enemy their income, but does not provide you with any income, and can only be done during your Combat Move, not your non-combat move, and not during another players turn.
      Optional Rule 1: Captured Generals are executed (deleted through edit mode)
      Optional Rule 2: Captured Encampments are burned to the ground (deleted)
      Optional Rule 3: Barques can capture convoy zones.

      Historical Alliances:
      Nation… Allies
      1.United Kingdom… AUS PRU RUS OTT
      2.France… SPN SWD
      3.Kingdom of Prussia… RUS SWD AUS UK
      4.Ottoman Empire… UK AUS SPN
      5.Russia… PRU AUS UK
      6.Sweden… FRA SPN PRU
      7.Spain… OTT FRA SWD
      8.Austrian Empire… UK OTT PRU RUS

      Actual Alliances in this game:
      UnitedKingdom … Coalition
      KingdomOfPrussia … Coalition
      Russia … Coalition
      AustrianEmpire … Coalition

      France … Carolingians
      Spain … Carolingians
      OttomanEmpire … Carolingians
      Sweden … Carolingians

      Unit List:
      attack/defense/movement/cost … special
      0/2/0/3 Mortella Tower
      0/4/0/6 Fortress
      1/2/1/4 Fusiliers . Supportable
      1/3/1/5 Chasseurs . Supportable
      3/2/1/6 Grenadiers . Supportable
      2/2/1/6 Marines . Amphibious Assault +1 Attack, TransportCost: 1
      1/1/1/4 Howitzer . Gives Support (+1 attack)
      2/1/1/5 Artillery . Gives Support (+1 attack)
      5/1/1/7 Mortars . Gives Support (+1 attack)
      1/1/2/5 Horse Artillery . Blitz, Gives Support (+1 attack)
      1/1/2/4 Hussars . Blitz
      2/2/2/6 Dragoons . Blitz, Supportable
      3/2/2/7 Cuirassiers . Blitz, Supportable
      4/3/2/9 Marshal . Blitz, Supportable
      4/3/3/9 Marshal of France . Blitz, Supportable, French only
      0/1/2/8 Barque . Transport Capacity: 3
      1/1/2/6 Cutter . Gives Support (+1 attack)
      1/2/2/8 Brigantine . Supportable, TCapacity: 1
      2/1/2/9 Corvette . First Strike, Can Retreat (Is Sub), TCapacity: 1
      3/2/2/12 Frigate . Nullifies All Enemy First Strike, Supportable, Bombard, TC: 1
      4/4/2/20 Battleship . 2 Hit Points (doesn’t repair), Supportable, Bombard, TC: 1
      0/0/0/14 Encampment . Can Produce Units, Can be Captured
      0/0/1/18 General . Can Produce Units on Territory you owned at beginning of turn, Can be Captured, Can be Transported, TCost=3

      Infantry type units have TransportCost=2, while Cavalry type units have TCost=3
      (Exceptions: Marines have TCost=1 (can fit on any boat), Marshals have TCost=2)
      Corvettes are treated as submarines, and Frigates as destroyers.  Assuming no enemy Frigates in the battle, Corvettes can retreat separately from the main force during offense, and can retreat when on the defense to any adjacent friendly/empty sea zone.

      STRATEGY HELP and OPENING MOVES

      On Units:
      Barques are the Green-Bottom boats, and they are the Transports of this game.
      Fusiliers and Howitzers are the most efficient units to buy.  If bought in pairs, they are essentially 3att/3def/1mov/8cost with 2 hit points (Hitpoints matter alot!).
      Cutters and Brigantines/Corvettes are the most efficient naval units to buy.  If bought in pairs, they are essentially 3att/3def/2mov/14cost with 2 hit points, (or 4/2/2/15 if cutter + corvette, assuming you have ships for the cutter to support).

      As France:
      You have many options and no required opening moves.
      Obviously you should take Flanders, Cologne, and Provence.
      Option 1) Go Heavy into Germany and NorthWestern Europe
      Option 2) Go Heavy into Italy
      Option 3) Atlantic Fleet builds
      Option 4) Med Fleet builds
      Option 5) Take Egypt and Optionally build an encampment or general down there.
      Option 6) Send the Egypt fleet back towards Italy (or up to black sea)
      Generally speaking you can probably do 2-3 out of those 6, as trying to do more would spread you too thin.

      As England:
      You have the most options and no required opening moves.
      Try to kill the remains of the english channel french fleet.
      You can use the frigate near ireland for shore bombardments into ireland (with the marine), and even help with the northumberland marine too.
      Your Majorica fleet can kill the spanish fleet if the french did not support it, and otherwise you can take corsica, sardinia, valencia, or tunisia with the marines there, or you can head for the french convoy zone and steal it.
      Your other med fleet can go towards the french med fleet, or try to link up with the majorica fleet, or head to Candia (crete).  You can also build an encampment in either Candia or Majorica, though Candia can usually last longer, and can be used to pressure the ottomons.
      England should try to have more fleet than the spanish at all times.
      It is generally a good idea to help the Prussians push Sweden out of Jutland.  After that, you can turn your attention to northern france, northwestern europe, or invade norway and sweden.
      Get the Swedish and French convoy zones near England as soon as you can.

      As Spain:
      Take Oporto.
      Position Units and choose your build in order to take Andalusia (Gibraltar) and Lisbon on the second turn.
      Your general can head for Valencia and build fleet, or La Mancha and build units this turn.
      Usually not a good idea to threaten England in the Atlantic the first turn.
      You also need to send some guys into North Africa, and can do so on the first turn depending, but at least by the third turn.  Your goal should be to eventually be getting +10 pu’s a turn out of africa.
      Option 1) Attempt to rid the Med of the UK
      Option 2) Begin a Naval building war against the UK in the atlantic
      Option 3) Build all land, sending to either northern france or italy.

      As Prussia:
      Take Mecklenburg.
      You can choose to attack Moldovia if you want.
      Generally speaking your goal should be to push Sweden out of Holstein, while keeping the French OR Swedish in check.
      Option 1) Go 100% navy.  Assuming Jutland and Finland fall by turn 3, you can win against Sweden’s Navy on turn 6, even if Sweden goes 100% navy also.
      Option 2) Go a little navy to start, to hold on to your convoy zone for a few turns, then switch to 100% land.
      Option 3) Go 100% land.  You will have to garrison Prussia and your north.  Can pay off quickly if France can be stopped from advancing.

      As Sweden:
      Consolidate your fleet in SZ9 and move General to Ostra Gotaland.
      You should attack St. Petersburg with everything that can make it in Finland and Karelia.  You should retreat to Karelia after 1 round.  You should not win in St. Petersburg.
      You can build 1 Battleship and 1 Cutter first turn.
      If Prussia builds 100% navy, your choices are 1) to keep up and build 100% navy also, hoping french can pressure prussia, or 2) send your fleet to sz11 or build extremely defensive fleet, or just save your money for multiple turns
      If Prussia does not go navy, you should still build navy first turn, but after that you can build a barque or two and begin reinforcing jutland, finland, and invading all the coastal areas around you.  Perhaps even drop off a general somewhere to build on the mainland.

      As Austria:
      Do not forget to move your troops in Hollande (and each turn after that until they get where you want them to go).
      Take Bavaria.
      You can also take 1 Ottomon territory this turn most likely.
      Build cheap units as fodder.
      Sit back and build, perpare for french assault eventually.  Play check with French forces.
      You can also swing into Italy when the time is right and the French are not prepared to prevent you taking Rome.
      Pressuring Ottomons can be done but is risky, as if you get too far away from Vienna the French might decided to take it from you.

      As The Ottomons:
      Retreat northern forces closer to Constantinople.
      Move Brigantine in SZ93 closer to Russian Convoy, take russian convoy on turn 2 with brig.
      You use your marines against an enemy in moldovia, or you can move them to use turn 2 or 3 in the med against the neutrals.
      If you pick up your general with the barque and drop him off in Sinop, you can build a cavalry there and use it against Armenia.
      You can attack Edessa first turn, but if you lose any guys taking Armenia turn 2 gets more painful.  Might be worth waiting and moving all troops closer to Armenia turn 1 without attacking.
      Overall, your goal is take significant money out of the middle east, while holding off Russian hordes, Austrian adventuring, and the occasional UK amphibious assault.
      Survive long enough while taking neutrals and you become a threat who can push back, but at the beginning you mostly just try to survive.  
      If Austria does not send much against you, or Sweden forces Russia to head north, you can go on an early offensive, but don’t get in over your head.
      You can also send all your navy to the med and challenge the UK for supremecy there.

      As Russia:
      Your job is to push Sweden out of Finland, and Push the Ottomons out of Armenia, while threatening and holding down any Ottomons near Constantinople that way they do not pressure Austria.  You can also send a few spare troops to defend Prussia and Austrian capitols.
      Pretty simple, you want to send at least 20 units north… then send everything else south.
      If Prussia is not going navy, you will need to send a unit north every turn just to build up a defense up there in case sweden attacks.
      Otherwise, send everything you build south every turn.
      You can also send a general south and build Navy.  After you take the two neutrals there, your navy can exit the harbor and take back your convoy zone.  The navy builds often force the Ottomons to keep up in navy, which is not something they can easily do.

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Global 40 Tech Speculations

      @Brain:

      @Funcioneta:

      Only a poor player will fall against that. Wise players will prevent losing to a luck shoot

      This all stems back to the original game which had heavy bomber technology, and I don’t care how good of a player you think you are, if your opponent got heavy bombers, you were done.

      not true,
      so long as it is not early in the game
      and so long as they do not have more than 1 or 2 bombers when they get this tech,
      and so long as you were not already losing,

      you can still win….
      in fact, sometimes I find the players who get this tech suddenly buying too many bombers and not enough ground, then throwing their bombers away and being reckless.

      i once won a game against a player who spent 5 ipcs every turn on tech, and 9 or 10 turns got a tech.  by the end of the game, he was missing only 2 techs.  and I still won.  he was making reckless moves, thinking that his tech had won him the game.

      posted in Axis & Allies Europe 1940
      VeqrynV
      Veqryn
    • RE: Low Luck with AA guns and anti-aircraft fire

      comon…. i know lots of people do Low Luck here…
      is there a consensus?

      posted in Axis & Allies Anniversary Edition
      VeqrynV
      Veqryn
    • RE: Neutrals Declare War

      you have two solutions to defeat MEGA cats and dogs (and other possible large monsters):
      AABattlemap
      TripleA

      tripleA can be found here:
      https://sourceforge.net/projects/triplea/files/

      posted in Axis & Allies Europe 1940
      VeqrynV
      Veqryn
    • RE: Global 40 Tech Speculations

      rockets becomes useless as the game-board gets bigger.  the rockets in germany will no longer be able to hit the uk very soon.

      also, Heavy Bombers should be:
      roll 2 dice at 3 on offense, roll 1 die at 2 on defense, and during escort missions bombers fire one die at 1 if there are any interceptors present.  Strat bombing raids are the same as LHTR: roll 2 dice, pick best, add 1.  (this comes out to an average of 5.5 ipcs of damage each turn, which is much lower than the old 7.5 ipcs of damage when you don’t pick the best)

      this would be good because it is not as powerful as 2 dice at 4.  It also means that Low Luck players will get to basically attack at 6, so 1 definite hit per HB.

      posted in Axis & Allies Europe 1940
      VeqrynV
      Veqryn
    • Low Luck with AA guns and anti-aircraft fire

      Ok, I have a question regarding how to use Low Luck with aa guns’ anti-aircraft fire.

      lets say i attack somewhere that has an aa gun, with 4 fighters.
      in low luck, you would roll a 4, to see if you take a single fighter as a casualty.
      this, i understand fine.

      now what if i attack with 6 fighters and 6 bombers?
      that would be 1 fighter dead, and 1 bomber dead?  correct?

      now what if I attack with 2 fighters and 2 bombers?
      I say, you would roll at 2 to take a fighter as casualty, then roll at 2 to take a bomber as casualty.
      My friend says that with low luck, you would roll at 4 to take a single casualty.  Then roll another dice to determine if it is a fighter or a bomber (ie: roll a die, if it is 3 or less fighter dies, if it is 4 or more, bomber dies).

      Which is correct?

      We both agree that if you attack with 3 fighters, and 6 bombers, you would lose a single bomber, and roll at 3 to determine if you lose a fighter or not.
      But he says, if you, say, attacked with 1 fighter and 5 bombers, you would lose 1 aircraft only.  you would roll a dice, if it hits at 1, you lose the fighter, if it hits at anything else (2-6), you lose a bomber.

      So what is the correct way?

      thx,
      veqryn

      edit:

      actually, i was wrong in what he thought was the system:

      here is the system he thought Low Luck was:

      you attack with 9 fighters and 3 bombers
      it means 2 definite hits
      so you randomly choose 2 hits
      which means you could get 2 bombers dead

      posted in Axis & Allies Anniversary Edition
      VeqrynV
      Veqryn
    • RE: Bob_A_Mickelson's Complete AAP40 Charts and Aids [1st Ed.]

      what are the “task force” boxes for?
      and why are there numbers on the tokens?

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: AA42/AAR vs. AA50 balance

      the inclusion of NO’s changes it from a “better win soon as the axis or you are doomed”, to a “better win soon as the allies or you are doomed” game for aa50

      posted in Axis & Allies Spring 1942 Edition
      VeqrynV
      Veqryn
    • RE: First Game!

      @The:

      Yea, but Japan can’t scramble against an amphibious assault against Korea, can it?

      damn good question….
      to be safe i escorted with a ton a fighters…

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • First Game!

      Despite having the board game for a month, I haven’t had anyone to play it against.  A friend of mine and I finally made some time to sit down and give it a go.  If you want to skip the rest of the post, just read this:

      This is the MOST FUN Axis & Allies board game I’ve ever played.

      We made a ton of little mistakes during our game.  Like mistaking a british tactical bomber for a bomber early on, forgetting to subtract IPCs for convoy raids, and me doing an amphibious assault against borneo, even tho i was UK and already owned it and there was no enemy on it yet (i thought borneo as dutch for some reason), as well as occasionally forgetting that we could move our ships 3, etc. etc.

      Still, it was an amazing game.
      It kind of went like this:

      Japan went all out against China, and resolved to delay attacking the allies as long as it could.  The united states build nothing but destroyers and submarines for the first few turn, turning hawaii in a staging point.  The UK built nothing but infantry plus a couple artillery, while ANZAC built 1 art + 1 sub every turn.
      Japan moved her fleet south and west.  The UK took the 3 dutch money islands, as well as borneo  :roll:, while anzac managed to take the no-money dutch half-island.  Both the UK and ANZAC fleets (minus their transports) + 1 USA destroyer grouped together right above australia.
      Japan saw that the UK and ANZAC both got their NO’s, and decided that would not be good, so Japan attacked on the 3rd turn.  However he tried to do too many thing with his navy in a single turn.  He annihilated the combined ANZAC + UK (+ 1 USA destroyer) fleet.  He took out the 2 uk and 1 anzac transports.  He made landings in borneo and celebes, the philipines, kwangtung, and i think one other place.  He spread himself too thin.
      After that turn, I used a UK bomber to kill 1 transport, the ANZAC’s 3 submarines to kill 2 more transports, and the USA used all 3 of her bombers to take out a further 2 transports, as well as some other ships.
      In the end, Japan only had 1 transport left, and with a major USA fleet threatening anything in the Japan sea, she could not build any more transports.  However, she still played well, using the next 3 turns to kill china down to 2 territories left, as well as using her single transport to take the Australian capitol.  He built a major factory in hongkong on the 4th turn, and pumped out 10 tanks, which would have gone on to take the UK capitol if we played longer.  The USA for her part, managed to retake the Australian capitol and destroy the remaining japanese fleet.  After I retook the Australian capitol, he conceded.

      Some things I learned:

      1. I have no clue how the allies are supposed to “win” by the book.  Yes, the allies will probably win if you did not play by the book rules.  But the rule book states that Japan needs only 6 victory cities to win.  (if you were playing to 7 victory cities, japan would probably not win ever)  BUT with just 6 victory cities, Japan only has to take India, New South Wales (australian capitol), Kwangtung, and the Philippines to win.  If my friend had not made terrible mistakes in his fleet movement, allowing me to take out all of his transports, he would have won the game.  In fact, had he simply built 3 tanks in new south wales, instead of building nothing on the last turn, i would not have been able to take it back, and he would have taken india in 2 more turns…. so i would have lost even tho he lost his transport fleet.
      2. USA needs to keep 2 full transports and some air within range of New South Wales at ALL TIMES.
      3. UK is screwed even if she builds only infantry every round.  I have no clue what to do with the UK fleet also.  If i move it back to india, it might survive but do nothing, If i combine it with ANZAC they both get destroyed at the same time.
      4. ANZAC has 10ipcs per round, and virtually no army to speak of.   Japan was able to take Australia using just 1 infantry and a bunch of planes.
      5. why the hell doesn’t new south wales have a naval or air base?  Why are they 1 territory north of their factory?  I’m going to strangle some australian engineers.
      6. the incredible number of airplanes, plus airbases, make the game board very very dynamic.  you can move your assets literally across the entire board, changing the whole face of things.  AA Revised and 1942 are pretty static by comparison, I can pretty much see what the game is going to look like in 3 turns from any given turn (or at least I can account for a range of possibilities).  But with Pac40, I can not really predict much at all what the board will look like by the next round.  Awesome.
      7. as the USA, I figured I’d build a naval base at midway.  From a base in midway, my naval fleet could threaten the Japanese island with my fighters and tacbombers, something i could not do from hawaii, as well as still have the option of moving 3 spaces.  This ended up being kind of redundant, because Japan was always too well defended for my fighters to make a difference, and because having the possibility of attacking japan always kind of kept me from moving further away than the carolines.  I won’t build that again.  I also did attack and take Korea, building a major factory there the next turn.  However i did not get to see if it was worth it or not, because he conceded before i could place anything there.  The bad part about buying a major factory is that it costs 30 ipcs, which means you won’t be building any fleet that turn.  Then stocking it with guys will remove your fleet purchases too.  Guess I’d have to play that one out to find out if it is any good or not.  I’m guessing it is a good purchase, but I might try just a minor factory next time.

      tons of fun,
      veqryn

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: Triple A is AWESOME

      Thought I’d post this link.
      it has everything you need to know about TripleA, including:

      Where to Download the latest version
      Where and how to download maps
      how to host a game
      rules
      etc.

      http://n2.nabble.com/Download-Maps-Links-Hosting-Games-General-Information-tp4074312p4074312.html

      posted in TripleA Support
      VeqrynV
      Veqryn
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