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    Posts made by Whitshadw

    • RE: Convoy raiding

      @cb4:

      In the absence of escorts, or maybe if there is just one, I can see convoy raiding stealing a few IPCs here and there. My only other thought at this point is to see if I can get Britain to chase my subs down to Southern Africa. Mind you, I’m only in the 2nd turn of my 1st game.

      Otherwise, I don’t see how it can be part of a sustained Axis strategy.

      Mind you … I have 12-15 games of the 1936 Set up under my belt and it is vastly different since you build up your army to your liking … so for example if you were to set up the 36 variant of this and purchase 1 sup per turn until you reach 1939 it is a much different game.

      I enjoy the 36 variant because of the Spanish civil war and in the 39 Japan is at war with KMT but in the 36 you have more options as Japan. If you get the opportunity try the 36 set up it doesn’t make the game much longer by comparison since most nations cant really do much except pre position / politics/ and build up your nation as to how your strategy will unfold.

      posted in Global War
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      Whitshadw
    • RE: Mongolia

      Correct Boarder Skirmish’s do not count for this, and also if you choose to play with the Manchukuo expansion the rules change slightly

      posted in Global War
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      Whitshadw
    • RE: Convoy raiding

      @cb4:

      FYI, I posted here while waiting for my login to be created by HBG. They turned off automatic account creation because of spammers.

      @Whitshadw - thanks for your reply. My question is more aimed at the escort being able to fire on raiding subs after all raiding rolls are done. It was explained in the video and per the rules p.45 (my emphasis):

      “Escorts forfeit any Attack during their turn but 2) Defend automatically against each unit
      raiding any member of their Alliance and 1) provide a (cumulative) modifier against the
      raiding rolls of submarines…”

      So escorts first add modifiers to the raiding die rolls. After the raiding is all done, they then get to “Defend automatically against each” raiding sub i.e. they get to attack each sub with their defense value (1-4 on D12).

      @Whitshadw:

      …The (Escort Duty) marker on the Destroyer is suppose to represent that Destroyer “protecting” that whole line…

      Your statement goes to the heart of my question. One destroyer can’t protect a whole line. Realistically, it can protect its own sea zone and that’s it. I see 2 problems with raiding as it stands:

      1)  A destroyer escort in the sea zone by Quebec has a 1/3 chance to sink a sub in the sea zone by England. Wow, that’s a pretty long way to shoot a depth charge!

      1. That an escort can attack every raiding sub is over-powered. No other unit has the ability to fire on a potentially unlimited number of enemy units. HBG says the point of raiding is to force the British to spread out their navy to protect their lines. But that’s not necessary if escorts attack raiders – the British only need to situate destroyer escorts at the end of each line to get a ~66% chance every turn to sink each raiding sub.

      Here’s a very reasonable example. With 2 destroyer escorts vs. 2 raiding subs, on average Germany will lose 5 IPCs per turn (132% chance of 1 sub sunk) while the the Allies will lose 0 IPCs per turn for a 14 IPC investment (average raiding rolls will be even: 3.5 + 2 for both escort rolls and 3.5 + 2 for each of two sub rolls). It gets worse because the more Germany raids, the more it loses. Raiding for 3 turns will lose Germany 20 IPCs vs. zero raiding losses for the Allies (on average).

      FYI, see HBG’s convoy raiding video here: https://www.youtube.com/watch?v=nYqnmewT2N8

      Believe me I get it! … we Struggled with it for a while just to grasp exactly how this concept works and is it a good investment as to convoy raid. Ultimately the choice is simply what is your strategy and how best to implement it. Â

      for example, I love subs… I use them very effectively and make the conscious choice on when and where to convoy raid anyone. if I see an opportunity to exploit the enemy with subs I take it but if the allied player is able to post enough ( Escort Duty ) ships then its no longer effective not only that but by going after ships that are on Escort Duty it quickly thins out their fleet.

      As to the Destroyer being able to fire back after convoy raiding I get it believe me I find it very over powering as well. But the axis player doesn’t have to convoy raid when it is not in their best interest, the immediate pro’s to it is that the money is taken directly out of the players coffers  so they have less to spend when there turn starts. the Allies especially BG is taxed early with protecting a large amount of territory.

      For example, the Italians can choose to declare war at any point of the game, it dose not have to be announced at the start of the players turn and you can in fact set up your combat move and then announce your declaration of war. Meaning if I wanted to sail the Italian Navy through Gibraltar or Suez and set up my attack I can the down side is once you declare war you are locked out of going back into the Med unless you take over the Suez or Gibraltar.

      My point is you take the best opportunity to choose when to convoy raid based on the opportunity  provide to you. If you sink or knock out a few ships and see a Empty convoy line you can move a sub that was not used in combat over and use it then to convoy raid with out any repercussions.

      The way they describe it is that it Simulates the action of protecting that entire line, too which I understand and get that concept ( after a long while). With the rules laid out that needing a plane to be on C.A.P to sink subs or if you willing choose to have them partake in a navel battle for either defense or offense it is other wise difficult to hunt for subs unless you have planes looking for them. ( Carrier or Land Based ) … If you can spread  out the enemy’s navy and  with the combination of planes and your ships it becomes at times taxing for the allies to make sure you have enough IPP to cover all of your soft targets.

      Mind you that Subs convoy raiding go first before the defensive rolls of any Destroyer.

      Its weird at first and took us a few games to work it out but with different strategies and playing styles aggressive or passive its something that actually isn’t bad and works out.

      posted in Global War
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      Whitshadw
    • RE: HBG GW v1.2 with 1939 start

      @Munck:

      After playing several 1936 as well as 1939 setups, our favourite is 1939 by far.

      We use different coloured plastic chips (50 pieces for 3$) for

      Blue for airborne units (and transport planes)
      Yellow for ‘less than’, so

      • Yellow below sub = coastal sub
      • Yellow below destroyer = torpedo boat
      • Yellow below motorised Inf = Cavalry
      • Yellow below Carrier = Light Carriers

      Sure, it is an investment, but so is golf  :mrgreen:

      I will place an order for more units/tokens/expansions etc. soon  8-)

      Interesting. I like it

      For Costal Subs I use the old subs from Axis and Allies  ( little stubby ones)
      TBD I use the  old Destroyers from Axis and Allies
      Calvary I use the Horses from Risk game ( well worth it and its the perfect size for this game)
      The Light Carriers I simply used the old Carriers from Axis and Allies and what I did was I cut off the Conning Tower so its flat looking ship very distinct
      As for Motorized  Inf I went to HBG and ordered enough for every single country

      I also Painted them all to each country  ( If needed to be painted ) and it really works … I do like your idea with chips but what do you do if say you have multiple units of that same type and want to chip them together?

      posted in Global War
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      Whitshadw
    • RE: Convoy raiding

      Axis and Allies.org Boards > Board Game Variants > Global War … that part that says … ( Global War ) and ( Board Game Variants ) tells you me and every single person who uses this site that this is the correct location as to ask any questions on any topic that specifies any ( Board Game Variants )

      I’m not quite sure you understand this concept since you have posted this a number of times so I’m just here to help you.

      posted in Global War
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      Whitshadw
    • RE: Convoy raiding

      Ok this was a issue for us and it took us a little while to understand it but I got it.

      How it works is… For example say you have a destroyer in a key location say off the Coast of Gibraltar and that Destroyer has a Escort Duty marker on it That Destroyer is “Protecting” All 3 lines correct. Now say you have a sub in the bottom say off South Africa and 1 in the Med and 1 by England and as a axis player you wanted to convoy raid them
      you announce that you are doing so and go ahead and roll out. A lone regular sub gets a modifier of +2 and the destroy for England get a modifier of +1 … we use two 6 sided dice and say one is red for the axis and white for the allies… if I roll a 3 for the axis and a 2 for the allies the difference is added so the Axis would have 5 and the allies would have 3 5 from 3 is 2 and that’s what England lost.

      The Destroyers in this game do not Hunt subs like in Axis and Allies you need a plane on C.A.P to find subs … but if a sub wants to convoy raid you the destroyer is on Escort duty on that line then he gets 1 shot at 4 per each sub that decided to convoy raid you.

      The ( Escort Duty) marker on the Destroyer is suppose to represent that Destroyer " protecting" that whole line now you can only have 1 Destroyer per sea zone but you can have how ever many protecting the line so say for example you have 5 sea zones that a line cross’s through you can have 1 Destroyer in each sea zone on escort duty and your modifier is now a + 5vs that subs + 1 and each Destroyer will have a shot to sink the sub if he chooses to convoy raid you.

      I hope this helped you out any questions feel free

      posted in Global War
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      Whitshadw
    • RE: HBG GW v1.2 with 1939 start

      Well written,

      I spent Close to 3k total for this game,

      Mind you I have ever single expansion, All units that you can purchase for this game, All the acrylic markers, tokens etc. I also use the 4x8 map as well.

      The game is a investment for sure but in my eyes it is well worth it. Its like comparing checkers to chess when you compare this Axis and Allies 1940.

      So what I did first was I printed all the rules and set up charts out as well but didn’t laminate them because I know they will be doing revisions and updates I went to Staples and purchased the clear plastic sheets that you can slide in papers that can be added to a 3 ring binder if need be. ( I simply purchased these metal rings clasped the top and bottom and its very simple to pass it back and forth and each person can keep his own reference sheet) Honestly it cost me maybe 60 bucks as well but I can print out updated rules or set up sheets and just take out the old and slide in the new.

      I do agree there needs to be A LOT better proof reading and QC checks on making sure that the rules are very clear and concise as to what you cant and can do but the forum does help out a lot.

      I had a complete Global war 1940 game and I made my life a lot less painless by purchasing another game I used two Axis and Allies games and just went on Ebay and sold the second one with just the maps rules and markers but took all the units. YOU WILL NEED it because one game is not enough. I also purchased White units to denote Neutrals.

      If you want any help or ideas as to Costal subs or TBD what I did was again I went on Ebay and people are selling old original Axis and Allies games and units and just used those subs to denote both Costal and TBD. Also you will need over 40 Industrial Complex’s I painted the small complex’s Black and left the Large ones White.

      for light tanks HBG sells A LOT of different units so you can honestly purchase small tanks from them and Large ones to show " Heavy Armor"  I did the same with Medium bombers.

      Also the Militia tokens I think I have close to 60 of them since you do use a lot for the Soviet union and other nations and its good to have extra.

      If you need any Tips ideas or help in anything please let me know!

      to help with the tight fit HBG sells these place markers that you take the small marker and place it in a territory and on the larger Marker you place all the units that normally cant fit in that zone. ( it helps when you are fortifying a city or have a large navy in one spot.)

      also get Mountain markers Marine markers and even some ( specialty markers) like 10 or so for SNLF Japanese marines and markers that show when you upgrade a unit that you know that unit is upgraded. Costal guns also

      if you need any info or help PM me I don’t mind giving my contact info and talking to anyone who needs helps with rules or set up etc. I am sure their is a lot more I want to say but cant think about what or which direction to go lol

      posted in Global War
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      Whitshadw
    • RE: GW36 Japanese Strategy, Refusing the Dragon.

      Honestly its not If America wants to Spend a lot of IPP early-on, on technology knowing it is still only a chance that you will roll the number of times needed is still not high. That is IPP that could be used any where else including Lend Lease or building up Ships, Planes etc. its just a trade off depending on your strategies. Not only that if you delay the United States from rolling on Tech then it makes it that much harder for the allies to win with VC, And if you want to play Historically then you already know who wins the war before you start =p

      posted in Global War
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      Whitshadw
    • RE: GW36 Japanese Strategy, Refusing the Dragon.

      No one can roll for tech until July of 39.

      posted in Global War
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      Whitshadw
    • RE: GW36 Japanese Strategy, Refusing the Dragon.

      They need to put out a China expansion also. I know they are working on one but I’m curious to know how it will effect this strategy.

      posted in Global War
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      Whitshadw
    • RE: Reference Sheet Income vs. Map Printed Territory Value

      Its worth the ability to send Lend Lease to the Soviets and its like a place meant so you can visually see …other wise they would have placed a trade route for everyone and that would have taken away from the map.

      posted in Global War
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      Whitshadw
    • RE: GW36 Japanese Strategy, Refusing the Dragon.

      Do any of you by chance play with the Manchuko expansion? and what time frame are you looking to start war? also do your groups play with the optional  terrain rules? I also tend to use tech for Japan but I don’t invest more then 4 ipp perturn. While ignoring China do you still go with infantry build? or do you invest in more ships? or planes?

      posted in Global War
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      Whitshadw
    • RE: Reference Sheet Income vs. Map Printed Territory Value

      Like wise my group and I want to play the 39 set up but there is to many errors in the set up.

      posted in Global War
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      Whitshadw
    • RE: Central Jersey: Need a Player for Global War's 1936/39 Set up from HBG

      Wonderful! … Princeton is about 30 min away from us! and yes it is very similar to Axis and Allies the same pieces are used movement purchase tech … but it is a lot more advanced in every way … it does take longer to play but we leave the game set up until the next time we play. we try to get together as often as we can which is about at minimum once a week in the winter.

      Once you play this game its like learning how to play checkers and then you find out that Chess is a lot more your speed due to how advanced and interesting it is … politics are involved so Axis have victory conditions so do the communists and the allies as well… but each one is after his own objectives so its  really fun trying to win cause you need to play nice with the allies as the communists but you have your own goals … etc etc… the map alone is 8 foot by 4 foot … so when you see it your mouth will drop … if you are interested in joining us let me know … PM and we will talk

      I live in Matawan NJ but we play in Shrewsbury basically like 5 min from Red bank

      posted in Player Locator
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      Whitshadw
    • RE: 2020 Master Players List Version 3.0

      Currently in Central New Jersey

      I have a small group of players for Axis and Allies we do play the Global 1940 and Oztea’s 41 Set up as well.

      in the past year or so we have been strictly playing Global War 1936/39 from HBG we are in need of a 3rd since it is more of a 3 person game! if you are interested PM me!
      were always looking for some new strategies!

      posted in Player Locator
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      Whitshadw
    • Central Jersey: Need a Player for Global War's 1936/39 Set up from HBG

      A friend and my self have been playing Historical Board Gaming’s Global War 1936 for over a year now … and we are looking to expand to get another to join our ranks … we have some who can join us from time to time … but we are looking for a dedicated 3rd person to our ranks… the Game has its Axis and Allies and Soviet player to round out 3.

      We live in Central Jersey and typically play from 8:30am till around 5pm on most Sundays! or days during the week but weather dependent for that. If you are interested and live in new jersey and would like to join us please let me know…

      My self I am 34 year old Marine Vet and my friend is a 61 year old army vet! always looking for more !

      posted in Player Locator
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      Whitshadw
    • RE: GW36: No Incentive to attack the Netherlands

      With the new Expansion for Netherlands I find that it helps clear up on when Germany needs to attack and take over the Netherlands since England no longer gets the money out of it and it is directly given to Netherlands to keep … this can also help you as Germany if you need to attack Netherlands sooner while yes Netherlands will get the IPC but its not being aided to GB/Calc/Anz but again it all depends on what you strat is and how you wanna go about it

      posted in Global War
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      Whitshadw
    • RE: Suicide Attack or Legal?

      Also take into account are you playing with the " Advanced Carrier rules" or not because that will factor into what you may or may not be able to do … It is located towards the end of the rule book.  I tend to play with the Advanced Rules because it helps clear up any wishy washy problems that pop up

      posted in Global War
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      Whitshadw
    • RE: Bid a carrier in z98

      @ShadowHAwk:

      @wheatbeer:

      The average bid on forum games seems to be increasing and this includes matches between evenly skilled and experienced players.

      If you don’t need a “hand out” Whitshadw, then you’ll find no shortage of Axis opponents here �:lol:

      It could also mean that players are thinking inside the same box and all their strategies are based around the same basics. If most players are a lot better at the axis then they are at the allies they can be equaly skilled and the result would be as you describe.

      If everybody paints their house blue it does not mean it is a better color then red :)

      The carrier in the med is way overpowered for the allies, basicaly the axis cannot win on the europe board with that bid. You just crush the italian navy round 1 and then secure the med for the allies. After that italy is down to making nearly nothing and UK + russia can easy keep germany busy while the US polishes off japan.

      The bigest allied advantage is that have a lot of money, as the allied player you just have to not jump the gun and use that advantage.

      I agree with Shadow
      There needs to be a reasonable balance as far as the bid goes for the game… 1 fighter sure… And extra Grunt or 2 also NP but let’s not get carried away as far as what’s needed to win .
      I have no issues playing on Tripple A with or with out the bid and holding my own so be it .
      What it boils down to is … Is my strategy better then his and how can I over come his?
      It’s Axis act and Allies React until you get The point where your acting and the axis needs to adjust . With a bid of 33 why not put 11 grunts in China to prevent the Burma road from being cut off? It becomes silly

      Also Adam you play Low Luck I won’t even begin to scratch the board on how flawed that game style is and keep on point

      Again this is all a matter of opinion
      If you play the same person 30 times then he’s bound to figure out what your strategy is and overcome yours correct?

      I’m not entirely opposed to the bid but it has to be with in reason yes I understand the axis have an advantage but people make it out to be so overwhelming that you need to make some sort of ludicrous bid to even stand a chance

      posted in Axis & Allies Global 1940
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      Whitshadw
    • RE: Bid a carrier in z98

      That’s to over powered and takes control of the game to much for the allies

      Again the allies are suppose to be behind the 8-ball and overcome the axis onslaught. True genius comes from strategy and not a hand out…

      If that’s the case why stop at a carrier? Why not 2 battleships or 1 tech every round for the allies?

      The only time a bid becomes valid in “my opinion” is when my opponent is less skilled then I am or vis versa

      If you need a bid as the allies to win then your plan of attack is flawed and need to rethink what you need to do to win

      But that’s my 2 cents

      posted in Axis & Allies Global 1940
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      Whitshadw
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