Elche +10 v Gamerman01 BM4


  • OK, I didn’t really have air superiority at this point, but my tip still stands, here.
    You attacked Ukraine with all air to make sure you took back the complex so I couldn’t build there - nothing wrong with that.

    But then you had no air support for 5 infantry, 2 artillery in Bel against 3 infantry, AA. You had a good result, losing 2 infantry and wiping out 4 Germans. I understand not wanting to fly over AA (we just talked about FIC), but attacking small German stacks of ground with larger Russian stacks, really hurts the Russians.

    So G6, the Germans attack Bel back with infantry and artillery, and the Germany lose 4 units to 5 Russians, so the Russians didn’t lose as many units as the Germans.

    Except. The German units that countered Bel came from the North where they couldn’t help the main army in the Southern push, but the Russians that went to Bel were with the main Red army in Bryansk, so basically the Germans took out Russians from the North where Germans weren’t needed as much, so Germans in a weaker position traded with Russians that were in a stronger position.


  • Hey, I’ll throw in with all this constructive criticism - you are still improving rapidly and the standings and your success against strong opponents shows that!


  • I point out the Russian front and the Indian front especially, because as you know these are 2 of the most important Allied weak points that determine the outcome of the game - they are critical. So these tips may help you in the most important areas and times of the game.

    Remember that thing about the 4 American transports in 91 and 92, also, that was such a huge pressure relief for me. It got you short term income, but that income is spent on the continental USA where it takes time to get those units to the front.

    This is a nuance that many Axis and Allies players don’t understand well enough, and why I crush them -

    A player may pick up an NO and 10 IPC’s for 1 turn by landing on Europe’s beaches, but those ground units are terribly important for threatening bigger things. If a player lands them and they are easily destroyed, the threat is gone. The 10 IPC’s are spent a turn later, and those units are on the US. Then they move out another turn later, and it is another turn later that they actually get to the battle.


  • Thanks, but is not possible without help and it was an advantage to play my first games against Trulpen, AndrewAAGamer, Farmboy and gamerman - was excellent for learning and the ranking - smile


  • I hope you’re holding up to this criticism and not getting frustrated or angry yet!

    US11 bombing Berlin and landing on Bel was not a good move. That bomber threatens to bomb the West German bases which threaten UK attacks with a disabled base. Even though the bomber survived the AA fire, and even if it flew to a safe place (it did not) it is out of range of West Germany and the threat is gone even if Berlin gets pounded for 8 damage.


  • Of course not.


  • Round 11 and 12, I got you down to a single destroyer in the Pacific. I try to keep destroyer count (for either side) to at least 3-5 for blocking, and hopefully able to block zones for 2 turns until replacements can get there.


  • One more time, you need more transports with your fleet, even if it is only 1. When the US fleet was in 54 (Round 11) there was not a single transport with the fleet and this was a huge relief for me.


  • J12 was one of my unexpected moves, I think, much like your airstrike of TrJ with a US plane that took down Egypt.

    When I attacked Hawaii Z26 when you had a transport and a destroyer there, where I attacked with all those subs.

    The reason this attack that at first doesn’t seem to be smart, is because that transport and destroyer were extremely valuable. This is because 54 had no US transport, and only 1 US and 1 ANZ destroyer. Even though the Allied defense destroyed 4 submarines, it was a successful mission. Oh, and California had zero destroyers, so there would be no destroyers reinforcing the US fleet in 54 for a long time.

    Basically, lesson is make sure you have transports and destroyers, but of course we all know you don’t want to have more than necessary because they are very expensive


  • That’s all I have written down for specific, situational points.

    I will now just give an overall principle of Axis and Allies ever since 2008 when the National objectives were added, although the similar concept goes all the way back to the first Axis and Allies game.


  • If you dont say that, I will need a lot of time to improve my tactic and battles.
    But I try against you something new or unexpected because of the comment and to learn not really to win up to now. Therefore maybe FIC because my own winning chance is between 1-5 % against you.
    Now I will go in our next game and hope, with the help of Marti for an realistic chance to get my first chance to win against you.


  • Oh, I understand, and well said!



    Lastly, I’ll just use a tiny example to show the difference between replacement value, and positional value.

    US8, when the USA used all 4 transports to take 4 tantalizing European territories, all worth 2 or 3,
    consider the infantry/artillery that landed on Greece.

    Of course this disrupted the Italian NO for 5 a turn, and took 2 away from Germany, and also a +2 for USA, 9 IPC per turn swing.

    Not a bad move, especially if 2 or 3 USA transports were held back.



  • I8, the Italians can’t do a thing about them (2 USA on Greece)
    G9, neither could the Germans, no ground in range

    USA9, the pesky USA units take Albania and Bulgaria, probably just as you’d hoped


  • But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out


  • @elche said in Elche +10 v Gamerman01 BM4:

    But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out

    :)
    MrRoboto didn’t really understand this either, and used a big stack of Germans to hit my Russian blocker, and he had a 60% chance of being “sucked in” but lucked out. So the AA strategy backfired on me there because he took in more units than he should and didn’t get “sucked in”

    I pointed it out, partly because I didn’t want him to keep getting lucky in his ignorance, and the next turn he got too many hits and got sucked in, and the Russians did pounce. Yes, that AA “trick” is very important to understand!


  • After 2 years gaming I had to check out this in a local game.


  • @gamerman01 said in Elche +10 v Gamerman01 BM4:

    I8, the Italians can’t do a thing about them (2 USA on Greece)
    G9, neither could the Germans, no ground in range

    USA9, the pesky USA units take Albania and Bulgaria, probably just as you’d hoped

    OK, this example is not working right now, but jump ahead to round 12
    G12 the Germans could end the American invasion of SE Europe by rolling over the infantry in Bulgaria.

    Most players would attack it to get the +1 and eliminate enemy presence where they should not be (the USA does not belong in Bulgaria!).
    Furthermore, the American infantry can walk into Romania and get an automatic +3 without a fight, if the Germans let the US infantry go, and don’t defend Romania.


  • There are reasons for this.
    #1 wiping out the USA in Bulgaria would require 1 mech on Romania to go South instead of East.
    #2 would need two mech to “make sure” the territory is taken immediately (+1 income, and -1 to the USA)
    #3 when the USA moves in to Romania and grab +3 IPC, the German army in Slovakia can roll over it on the way East, losing no position.


  • That makes the difference - to think like that


  • Chess with other units

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