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    Posts made by yamamato456

    • UK early in game

      Should UK land in Norway first turn, reinforce U.S.A. in Algeria, or land in WEU if possible.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: The defence of Karelia…

      I find that defending Karelia is pretty worthless with Russia.  The supply lines to Karelia are kind of long, and Germany can mass all of its forces there easily, and you’ll lose all of you offensive units.  I find that Karelia is a good place to attack/defend for UK, and if its held long enough it can be a linking area for UK, USSR, and maybe USA.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Pearl or no Pearl??? part 2 = the poll

      If Japans ignores navy buys and doesn’t do Pearl I will go island hopping.  I send what I can on U1 against Germany like a landing in Africa and a fighter to Britain.  For the first two turns I’ll spend on the Pacific, and a little on the Atlantic.  Then I island hop w/ whatever fleet I got, and if I grab a few islands from Japan, and land in FIC (ultimate goal w/ island hopping), and then lose my entire fleet in the atlantic its no big.

      Or I just go KGF no matter what…

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Germany

      I find that Germany can win games with lots of infantry massing into one territory.  Then when their infantry is ready to attack, you buy tanks so that when you make the breakthrough they will be their for the final push into Russia.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: No variety in A&A

      Maybe you should play with NA’s, and tweak the rules a little.  Our groups made it so that in the Pacific you can move 3 spaces per turn in the ocean instead of 2, to make island hopping more possible.  Also, if Axis and Allies starts to get boring and methodical take a brake from it.  Don’t play for a couple of months.

      If you want you can make your own games.  My friends and I once made a WWIII variation (of course w/out nuclear capabilities, that would make the game last 10 minutes).  We had Russia and China band together, and China was worth way more IPC’s.  Then its the European countries, and U.S.A. for the allies.  Japan doesn’t join the good guys until the third round of play. The communists are like the Axis, strong military weaker economy.  Democrats like the allies, weak military but strong economy.  The game still needs some tweaking to make it more balanced (NATO navy way too strong).

      IMO it’s way more fun creating your own maps and variations than playing the standard A&A.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: A G strategy that needs some serious feedback!!!

      I think that Germany needs to spend at least 2/3 of their IPC’s per turn on ground units.  If they don’t there will be a sort of gap in strength on the eastern front for one turn that the USSR can exploit.  Also there is no need to buy 5 transports.  You already start out with one.  If you buy 5 you’ll have 6 transports for a maximum of 10 inf built per turn.  1 transport won’t be able to do anything during that turn.  Most Germany players dont build 100% infantry every turn also.  So only 3 or so transports will be used per turn.  So I think at max only 2 transports should be bought for the baltic.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Omg, no more infantries…!!

      Uhhh Fox, did you even read the thread???  They are talking about when Russia is already dead, and Germany is making way more $$$ than the allies.  If you are playing total victory this part can get pretty annoying.  Britain building pure infantry makes it hard to land on.  Also, U.S. has many fighters.  This is no longer a ground war, its 90% naval and AF.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Pearl or no Pearl???

      I usually find that even if I dont kill the navy in the pacific and it does go to the atlantic it cant do anything big until round 4 and if the german navy isn’t killed by then, russia is in deep doo doo.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Japan in the Atlantic/Med.

      So it seems like Japan and Germany linking their navys up is a rare occasion.  But I can say that in almost all of my games I usually can get Japan into the med./atl. one way or another.  Even though the german navy is dead by now it can still be a nuisance and throw a wrench in the Allied shipping supply lines.  In a more recent game (playing with correct canal rules this time), Japan got into the medditerranean by J4 and sort of acted like a substitute for the German navy although it was gone by J5-J6 it still did something I guess.

      Also, are the allies playing poorly or is it just a style of play, because in most games Germany’s med. fleet is intact even at the end of the game.  G1 germany builds 1 AC and 1 transport, at first I thought it was a dumb buy but I realized an AF in the med. can be just as flexible as one in the North Seas.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • Pearl or no Pearl???

      I have read a lot of the posts about Japanese strategies and I am having a tough time deciding whether to go attack the US fleet off of Hawaii on round one or use my navy for something else.

      Can someone please maybe restart this topic with a poll thing at the top, I don’t know how to do that.  Sorry.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: U.S.S.R

      hmmmm Good idea, I never seem to be able to invade Ukraine, I’ve even played games where I’ve taken Germany but still hadn’t taken Ukraine because it was either to strong or I didn’t have many untis by it.  After reading more Russian strategies I’m beginning to lean towards a Ukraine attack instead of Bello.  Also a Ukraine assault also seems to compliment a better west russian stack.
      If you take Bello. you have a West Russian stack but also have to put units in Cauc.  If you take Ukraine you have a west russian stack and thats the only stack you’ll have and instead of Ukraine threatening you, you’ll be trading Bellorussia, Karelia, AND Ukraine.

      One might ask that if you are trading 3 territories you might want to build another fighter on R1.  R1 build 3 inf. 1 tank, and 1 fig.  Then all inf. for the rest of the game.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Japan in the Atlantic/Med.

      Good call… I missed that whole canal thing.  Well I guess if you bring a tran loaded with inf. and art. You could take Hawaii on J1 and then on J2 bring one more tran to Hawaii and move first tran up 1 and on J3 you could invade mexico and panama and on noncombat you could go through panama canal.  I also forgot to mention that we play with an 8 IPC starting build thing for germany (kind of like in AAE) so he put down a tran in med on G0.  He took egypt, and then the mideast on the next turn so we weren’t breaking any rules with the suez canal.

      The pearl navy getting into the Atlantic might be a long shot but I usually seem to get the Japanese navy into the med.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: U.S.S.R

      I usually build 3 art. and 4 inf. R1 then do the usual attack on Belorussia with X inf. and 2 fig.  Everything else into West Russia except inf. from Caucasus, and 1 inf from arch. then land planes in cauc.  Non-combat, move 1 inf into Karelia from archangel so Germ. cannot blitz, all possible inf into buryatia (even if Japan bombards it and takes it I still have 2 inf in yakut and this means Japan is weaker in china and did not do pearl, U.S.A. can island hop with just its starting units), novo into Sinkiang.  Put 3 art. and 1 inf. into cauc. and 3 inf. into Russia.

      I’m wondering if you should move 1 or 2 inf. into mid-east, because in the Russian front a.k.a. meat grinder, 1 or 2 inf. make little difference, but on different fronts like the mideast, India, or china where there are comparatively less units 1 or 2 inf. might make or break the game.

      Just throwing an idea out there…

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • Japan in the Atlantic/Med.

      It seems like even with a German AC build, Germany’s fleet lasts only to round 3 maybe 4 if lucky.  In our last game we were able to to keep it alive to round 6!  Whether due to bad allied play or just luck, I don’t know… but first turn I do pearl harbor, and attack the Brits Indian fleet Germany builds an AC round 1.  Round 2 Germany links his navy off of france and Japan moves Indian fleet to med and I move pearl fleet to panama canal.  Third round Germany moves fleet unexpectedly down to gibraltar, and Japan moves med fleet to gibraltar, pearl fleet moves close to there.  Fourth round German and Japanese fleet links and kicks butt.  We were playing with NA’s and I had Japanese Battleships with 5/5.

      I think this helps because most of the time Japans fleet sits around and does nothing after round 1, besides the occasional shore bombardment.  U.S.A. usually ignores Japan and moves everything to Atlantic.  Japan is 99% of the time in no position to invade U.S.A. even if U.S.A. builds no navy in Pacific or army on west coast.  Even if U.S.A. does concentrate on Japan thats fine because as I have learned from previous threads, U.S. in Pacific = not in Atlantic = good for Germany.

      Even if Germany does not build AC on G1 or links med fleet and atl. fleet, Japan can do some good in the med/atl.

      Input welcomed as long as not too harsh, I know there is probably an error in there somewhere, or a way to counter it just like everything else.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Sharing IPC's

      Making it so the allies could give money to each other would rig the game in favor of the allies.  Everyone would give their money to Russia and it would become more powerful than Germany making the game maybe impossible for the Germans to win.

      posted in Axis & Allies Europe
      Y
      yamamato456
    • RE: Best National Advantages

      I haven’t looked at the map or units placement recently but what if you had the Atlantic wall NA and transported 2 inf to norway, this might discourage a 1st turn British landing in Norway.  Not sure though, haven’t looked at the board lately.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: KJF

      I think that if Russia chooses Non aggre. NA, US chooses chinese inf. NA, and GB chooses colonial garrison but than mostly uses KGF they could hold off japan and still kill germany quickly.  If the U.S. and britain concentrate almost all on Germany, no matter what advantage, Germany should not have much of a navy past turn 5.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: What about a KBF strategy

      I like that idea of a KBF in the sense that your not trying to take the capital itself only trying to wipe out its colonial IPCs.  Germany and japan help each other to take Africa and mideast.  Japan takes india, australia, and new zealand.  Depending on the situation Japan could invade canada and alaska.  All of this and maybe a G1 AC buy could put Britain nearly at the single digits.  Anyone else have some thoughts on this?  Will this leave Russia too strong?  What naval strategy (naval units bought, joining fleets or not,etc…) would you have to have in order to take out almost all of Britains colonys excluding eastern canada and britain itself?

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: KJF

      What if you play with national advantages could you have a KJF then?  Even if not KJF what national advantages and strategies would be picked to hold off/slow down japan?

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
    • RE: Best National Advantages

      well what i do when i am japan with this advantage is have 2 prongs of the attack be all infantry and one prong be mechanized (planes, bombers, tanks, and artillery) with a little infantry for cannon fodder.  Usually the southern prong being the mechanized one, because that is the most important prong IMO and you need to move the fastest there.

      posted in Axis & Allies Revised Edition
      Y
      yamamato456
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