Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Weezer 410
    3. Topics
    • Profile
    • Following 0
    • Followers 0
    • Topics 8
    • Posts 43
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by Weezer 410

    • Weezer 410W

      Some suggestions

      House Rules
      • • • Weezer 410
      7
      0
      Votes
      7
      Posts
      1.4k
      Views

      T

      You are confusing Romania with Bulgaria. Bulgaria is Neutral Pro-Axis.

    • Weezer 410W

      Kill Japan first Axis counter

      Axis & Allies Global 1940
      • • • Weezer 410
      7
      0
      Votes
      7
      Posts
      2.0k
      Views

      D

      Let Japan die and go for the Europe Win.

    • Weezer 410W

      Neccesary Axis strategy

      Axis & Allies Global 1940
      • • • Weezer 410
      21
      0
      Votes
      21
      Posts
      4.2k
      Views

      C

      In my opinion, it’s important to try and take out both UK DD’s, one SZ w/a BB in it, usually SZ111 and SZ112. And also take out the Transports, which means SZ109 has to go. I know that’s a lot to ask of the Germans, especially SZ109, since the UK can scramble 4 FTR’s. The only other strategy I believe is to take 2 Subs and attack the CC in SZ91, instead of attacking SZ109 and then use the 3rd German sub to attack SZ111. Or, you could take the 3rd German sub against SZ106 to ensure the DD’s & Trans death. That way, the UK only has 1 DD that can counter attack the 2 or 3 subs(depending on how many survive) in SZ106. You can use the German subs to take away some IPC’s in the convoy zones. The BB & DD in SZ111 is easily taken out w/the 3 FTR’s & 3 Tacs you can get on it. Yes, you may lose 1 FTR most likely but it’s well worth it to kill a UK BB.

    • Weezer 410W

      Japanese IC in Persia

      Axis & Allies Global 1940
      • • • Weezer 410
      14
      0
      Votes
      14
      Posts
      2.4k
      Views

      MarkVIIIMarcM

      I recall a game or two of P40 where the DEI were up for grabs. Potentially we had not read the rules correctly or it was changed in the erratica.  Either way Japan doesnt seem able to touch them now.  Probably a representation of Dutch VIPs continuing the war from England after Germany’s victory

    • Weezer 410W

      +2 movement for airbases

      House Rules
      • • • Weezer 410
      2
      0
      Votes
      2
      Posts
      998
      Views

      calvinhobbeslikerC

      No. That increases the already ridiculus range of the West German airbase and the US airbases. With +2 movement, Bombers can move from Western US to Tunisia and from Eastern US to Sydney.

    • Weezer 410W

      Agressive Russia

      Axis & Allies Global 1940
      • • • Weezer 410
      7
      0
      Votes
      7
      Posts
      1.9k
      Views

      allweneedisloveA

      germany has more units on the front and will crush the smaller ussr stacks.

    • Weezer 410W

      True Neutrals

      House Rules
      • • • Weezer 410
      3
      0
      Votes
      3
      Posts
      908
      Views

      Weezer 410W

      But it would take time and units diverted from other fronts to do it. Also U.S. probably wont be able to make a move down there until turn 3 or 4 if Japan waits, and seeing as how the U.S. needs to do something ASAP, a good axis player can be marching on Moscow before those extra 6 IPC’s can amount to anything.

    • Weezer 410W

      Southern Russia crush

      Axis & Allies Global 1940
      • • • Weezer 410
      8
      0
      Votes
      8
      Posts
      2.3k
      Views

      G

      So far I think patience is the key.  From G2 for several turns, I try to maximize production with Germany.  With Germany, West Germany, and France, you can produce 16 units per turn.  That’s 48 IPC’s if you bought straight infantry, so sometimes I’m buying mostly infantry.  It takes several turns to get them to the front lines, but once there, you can start sending waves of artillery, then mech, and buy air to support them.  I still think a G1 buy of a destroyer, sub, and carrier is important.  It’s enough to keep the West away for a long time.  The carrier is not just to “protect a transport” as someone put it, it is to greatly increase the air attack options on the North Atlantic, to keep the UK from getting anything started anytime soon.

      I’m just speaking in general, of course.  I have never purchased a complex in Romania, not even a minor, because it’s not forward from West Germany and Germany enough, I don’t think.  If you can’t even fill your 16 production slots, I am hesitant to buy another factory except to enable building directly into the Med, which Romania does not offer.  Just build more units, and patiently move them forward.

      To defeat Russia, you mainly have to beat her forces in the field.  Too many players focus on IPC values of territories, when the real success comes not from maximizing your income from turn to turn, but moreso from maximizing your trades.  Even if you don’t trade Russia quite on a 1:1 basis, if you can headbutt Russia’s main force, Germany can normally recover much more quickly, and win from there.  Japan should be taking down Russia’s income somewhat, as well.

      This is just what I’ve found so far.  It takes so long to play global, it will be at least a year until I feel I’m somewhat experienced at this version.  At least.

      I agree that having at least a little bit of Italian forces is important.  Even more important than can openers, is the ability of the Italians to take a territory so that the Germans can move into that territory and LAND AIRPLANES there.  This is often more important than allowing the Germans to break through with mech infantry and armor to take a little territory, an NO for one turn, or whatnot only to be destroyed.  Also, the use of Italian AA guns can be useful this way, if the Italians take an infantry block territory, and move in with her AA gun, and then G can land planes along with the ground unit stack.

      So far I’ve mostly played the Axis, but I stick with my initial assessment from before I ever played this game, that it looks like the Allies are unstoppable if you just have enough patience.  This game’s only been out for 2 months, and I’ve only played 25-30 total game rounds (many of them team, so I was only playing 1/2) so far, so it’s early.  Too early for anyone to say with any certainty what works.  What DOESN’T work, now that should be easier to come up with.  :lol:  One example - not buying defense for London on UK1, but buying with South Africa and Canada too early.  If you buy less than 5 units on London on UK1, in most cases you are begging for a sealion on G2 or G3.

    • 1 / 1