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    Posts made by xxstefanx

    • RE: AA50 Rules Errata and Q+A

      1. The rules refer as the submarine surprise strike as “attack”! Given that there is no enemy destroyer present on the attacking side do the submarines fire with “1” (regular defense value) or “2” (attack value for this special strike!)?

      2. Can the Chinese player his new units in territories he just captured in his turn?

      posted in Axis & Allies Anniversary Edition
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      xxstefanx
    • RE: Rules question: help needed!

      Ah got it…thx.
      The phrase “may not load” does not refer to the part with “unless…”! Thx, Saburo Sakai!!

      posted in Axis & Allies Pacific
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      xxstefanx
    • Rules question: help needed!

      Just had a game A&AP today and the following question came up:
      First quote from the rulebook:
      “A transport that starts a turn with enemy ships in the same sea zone may not load or unload in that sea zone, UNLESS AN AMPHIBIOUS ASSAULT IS BEING MADE.”

      What exactly does this mean?

      Situation 1:
      Lets assume the US sub in SZ38 survived the Japanese first round combat by submerging; Phillipines itself are conquered by Japan. The US player decided to stay in SZ38 with the sub. Is the Japanese player allowed to load 2 troops in SZ38 from Phillipines to make an Ampibious Assault -for example - in SZ44 against Borneo (different sea zone!)?

      Situation 2:
      Lets assume there is an UK sub in SZ27 amongst some Japanese ships including transports. New Britain is occupied by Japan, but New Guinea is still Dutch. Are the Japanese transports allowed to pick up some troops from New Britain and unload them in New Guinea (the same sea zone!) to make an Amphibious Assault there?

      posted in Axis & Allies Pacific
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      xxstefanx
    • RE: Saburo Sakai's AAPacific Essays - #11 - 4 VP J1 Opening

      @Gamer:

      SS, you write very well and obviously have a great command of the game.  I’m no expert, having played my last game probably 3-4 years ago, but it just seemed like there were severe limitations on the Allies’ strategy in A&AP.  For example, if Japan goes KIF, then the U.S. MUST buy bombers on US 1, and so on.  The thing I liked about A&A Classic and even more so about A&A Revised is that there is no one single way you “must” play to win.  Each player can adopt a strategy that suits him or her best.  I just get the feeling if I play A&AP against an experienced player, I would be at a severe disadvantage because it would only take one wrong move on my part and the game would be over by Turn 2.  Am I overstating that?

      Yes, it is turn 3!  :evil:
      (or 4)

      posted in Axis & Allies Pacific
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      xxstefanx
    • RE: Allied Strat Article

      Frimmel has posted a very good overall strat article at http://www.axisandallies.org.
      (indeed!) :-)

      The major fault I made in my first game with allies was to play far too offensively taking unneccessary (initiative) risks considering having the big air advantage in the back.

      I would like to add some guidelines to even improve Frimmel’s basic outline:
      1. Increase Germany’s supply consumption!!!
      -> Let Germany move westwards freely (without an attack first) as few as possible. Place single units at the front if need be even if you know they are sacrificed to force Germany into attacks! If Germany has to attack on all 9 hexes westwards (almost) all the time it needs (at least) 9 for the attack and 9 on the move and will quickly run into supply issues!

      2. Take advantage of weak flanks!!!
      -> If you want to be a little more offensive (mostly on occasion) take advantage of the fact that the Allies reinforce after the Germans so you can easily concentrate on weaker targets at the frontline to outnumber them! Never get full scale at the German spearhead before air support is available!!!

      3. Delay is the key to victory!
      -> Delay Germany’s speed at all cost: Sacrifice troops (s. 1.), save troops from overwhelmed situations for later more effective use in stacking, block roads (against German tanks), attack weaker spots, move supply away from the front with your trucks, …everything that slows down Germany’s progress and takes you to round 5 to get the planes will improve your chances.

      Good luck, Allied Commanders!

      P.S.: Last game we even had some German “Ardennes” tanks typically fallen back behind the frontline because of no fuel!
      Needless to say it was a overwhelming Allied victory!

      posted in Axis & Allies: Battle of the Bulge
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      xxstefanx
    • RE: Rules question!

      A Russian sub in North Sea would prevent Germany from taking 4 IPCs of the Archangelsk convoy in R1! (And of course never again!)
      (If Germany has “bad” rolls in attacking North sea maybe even as compensation to save the UK Battleship on occasion!)
      Simoultaneaously it allows:
      1. Agressive Russian play in Scandinavian territories (1 Art from the cash advance placed as Art in Karelia; transport can load 2 Inf from Archangelsk in R1) - to take IPCs and annihilate the isolated German troops there as fast as possible - and be back in time to face the main German threat! (More money, more inf-build possible for defending Moscow!)
      2. Speed up UK retaking its convoy zones to allow for faster development.

      I am curious what Larry will say! ;)

      posted in Axis & Allies Europe
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      xxstefanx
    • RE: Rules question!

      I hope Larry himself will clarify it personally on his website!

      I think it is intended as you said but if not there might be some interesting ideas…. :evil:

      Thx for answering, frimmel!

      posted in Axis & Allies Europe
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      xxstefanx
    • RE: Rules question!

      @frimmel:

      The “cash advance” troops can only go where there are already troops of the country getting the units. No, US FTRs in Moscow.

      But the manual is not undoubtly explicit about it as it is written there “sides”, right?  :-D

      posted in Axis & Allies Europe
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      xxstefanx
    • Rules question!

      Hello all!

      Would you be so kind to clarify the following rules question of Axis & Allies: Europe?

      Are the Allies allowed to place a unit bought from the special cash advance in a territory or sea zone of another member of the alliance?

      Examples:
      1. Place an USA tank in Belorussia.
      2. Place a Russian Submarine in Davis Strait.

      Best regards
      xxstefanx

      posted in Axis & Allies Europe
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      xxstefanx
    • RE: Germans taking the united states

      @Imperious:

      Doesnt it say in the rules: the united states cannot be conquered? or am i thinking of another game.

      I would suggest checking the manual! :-D

      But anyway basically it is practically impossible (assuming fair dice!)
      It all boils down for “Russia”, “UK” and a “Middle East” addition as the basic paths to follow for Germany!

      Btw, after registering finally: GREETINGS, Imperious Leader!  :-)

      posted in Axis & Allies Europe
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      xxstefanx
    • RE: Suggestions? On A&AE, fastest way to oil money for germ

      initial 12 IPCs: 1 Fghtr in Yugoslavia
      –> (better than tunisia as it does not reveal the real intentions yet! From Yugoslavia you can use it perfectly on the russian front for an eastern front initial move or for a middle east oil blitz!)

      Assumption: no UK reinforcement buy with 12 IPCs!

      R1:
      N.Italy (Fgthr) + Yugoslavia (Fightr) + Germany (Bmbr) -> Eastern Mediterranean sinking UK fleet
      Tyrrh. Sea (DD, Tr (Art fr. N.Italy, Inf fr. S.Italy)) -> Sicilian Sea (amphibious assault on Malta)
      Tyrrh. Sea (BB) -> Strait of Gibraltar

      Tunisia (all) -> Libya
      leave 1 Inf in S.Italy to join most likely remaining Art on Malta for next round transport!
      be prepared to have 1 Art in Greece for the following round in conjunction with Crete Infantry to perform the next landing!

      If all goes at least statistically half of Med East is yours by round 4 threatening the other 4 IPCs for round 5!
      This can be far more as a bonus if the game lasts more than 6 rounds for the ultimate moscow battle to happen (which can be absolutely possible if the allies play very smartly counterwise an all out russia attack!).

      Note: 8 oil IPCs conquered is a difference of 16 IPCs as the Allies must pay Germany directly and at this early stage it can definately make the difference! This additional money can still reach Moscow as you can afford more tanks (or later Bmbrs)(with enough movement range to join the concentration of troops late) and the Allies (most likely USA) has 8 IPCs less to reinforce Russia or put pressure on Germany! Usually all this buys Germany time and power to crunch Russia, even if is is one round (or two rounds) later but with even better odds.

      posted in Axis & Allies Europe
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      xxstefanx
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