• 2007 AAR League

    lets try not to be too harsh to eachother. In the past I have been guilty of the “the only possible opening is x, otherwise y happens and you die” mentality.
    This lasted until I played someone outside of my normal gaming group, and they infused new ideas and possibilities which shattered our “inside the box” thinking.  Im sure this has happened to other people before.

    Similarly, I see how everyone plays AA classic with 20+ bids, while I have never played AA classic with bids, and was able to win both sides, seeing it as an even game.  Of course, I have always played with the “Russia can’t attack first turn” and often the “Jap gets super subs, Germany gets Air power” special rules, and so it never occurred to my gaming group to ever use a bid system.

    Its important to remember that rules and strategy you might take for granted, other people are not even aware of.

    for example prior to playing here, my gaming group did not play with reinforcing newly conquered territories on the same turn, in classic we always player that units killed by BB bombards did not get a retaliation (just seemed to make more sense), in classic we allowed airforce to retreat separately from amphib assaults (also makes more sense), in classic we let newly placed planes be placed on AC… etc. We also used the sub submerge rule when they had nowhere to retreat to.

    we made changes to the game that made sense , even though they werent in the rule book (we also completely ignored any reference to “economic victory”.
    Were we wrong to? well, we made the game more fun for us,  and a lot of those changes were eventually made rules in the revised game.

    mateooo

  • 2007 AAR League

    Switch,

    If you wouldn’t mind thrashing a relative newcomer, I’d enjoy an on-line game. I’ll drop you an e-mail with my return address in the next day or two and we can set things up. Sound okay?


    'Tider


  • I just took on a strategy test game with Sankt.  Not sure how long that will last, and because I use a real board and not a mapping program, I play 1 game at a time.

    If the test goes quickly, I’ll accept that offer and I’ll drop you a note via this site as soon as the Sankt test match is over.


  • Switch,

    classic or revised, general strategy/misconception of the fundamentals  is displayed. Most of the games are played well beyond the chance of either  side winning. Conceding  defeat is easily recognizable  by an experienced player.

    I’ll see you soon.

  • 2007 AAR League

    hey flush, im available to play now, look in the games section and look on 1 on 1 help  for pbem……my last opponent in the tourney forfeited, so im ready to go, if you are interested look at my thread in games section


  • Hey  tcnance,

    Please post cheet sheet for online gaming:

    1. Bid process
    2. DAAK site is in German.
    3. Cordinating times, length of games, round or times.
    4.Posted rules.

    Let me know, I will be more than happy to play.

    Flush

  • 2007 AAR League

    ok, first of all lets move this to the games section, under the heading looking for a game of a and a revised

    i will post the rules and such there, im heading there now to post


  • tcnance, thanks for you help!

  • 2007 AAR League

    Some feedback on my All fig build in G1, and then atleast 1 Fig/turn and the rest to Inf.

    I think it gives me great mobility, defense and is better at threthening Allied navies then a naval build.

    I do see that i will lack some inf in the start, but that isn´t that bad becuse i can fallback all the way back to germany and then strike out, when Russia overextends themselfs.

    You must of course be sure to preserve the airforce, and not squander it away.

    Alternative is 2 bmb, 1 fig first turn for more range.

    Personaly i now allso have put a permanent stop to all SBR activities in my games (from my side)

    Thouhts?

  • 2007 AAR League

    I played a game monday evning, when i used this tactic very succesfull, granted that it wasn´t elite players i played against, but on the other hand i had a totaly incompetent player on my team incharge of Japan…

    In short, Germany took Moscow, in turn 5 or 6, with no allied presence in europe (aside from Norway)

    And it allso binds up Allied Fig on carriers instead of being in Russia.


  • Um…

    I’m not going to belabor this point, but I will say that you should be beaten like a rented mule when you do this.

    You certainly shouldn’t own Moscow R5 or R6, and the Allies should be all over the grey territories.

    It sounds like your opponents have basic logistical problems with the Allies.

    Go read the Caspian Sub paper on US transporting to Europe (Paper #02).  With that much German air power, just focus on a 3x3 transport fleet, probably with 2 US carriers in your forward position.  Also read the papers on Land Bridge because they cover Allied Atlantic activity (papers #11, #12, and #14).  Reading the Beginner Strategy Guides should help a lot as well.

    I’m trying to VERY blunt in this post, not condescending, so please don’t take it personally.

    But this plan should collapse like the Argentine peso.

    http://games.groups.yahoo.com/group/Caspian_Sub/

  • 2007 AAR League

    But the fact remains that the allies need to put some serious IPC into a defensive fleet before they can send anything into europe.

    Then they will have a great deal of problems holding anything, the upside with Figs instead of Tanks is they survive (more or less) everybattle, and won´t need to sit around for the counter attack.

    But i concede that a well put Trn network will get me in trouble, but when that is in place Japan should have come quite close to Moscow.


  • Not really Nix…

    US and UK can be landing forces in pretty fair numbers on Turn 3… and with a Navy strong enough that even a 3 FIG buy would be hard pressed to kill it (since Germany would HAVE to do it with FIGs, since the Baltic fleet is dead without buying units for it on G1).

    All just a matter of wait a couple of rounds… THEN move forward…

    Look at the board and the starting units and assume Naval buys as US and UK (and put the US ships in the Atlantic this time :-P )

    :mrgreen:


  • You underestimate the figs. I have Nix using them against me now with great success. Germany is sort of “weak”, but still a force of 10 figs keeps me on my toes all the time. With the range he can strike a lot of areas so whenever I stack I must consider that he can add an additional 10 figs to the combat. UK is slowed, and the US doesn’t have any troops in either Europe or Africa. I must admit I could have played US better, but Japan could have fared a lot better as well so I think a beefy luftwaffe isn’t such a bad idea after all.


  • 10 FIGs on attack is 30 points… 6 dead units on strike 1.

    6 TRN, 1 BB, 2 DST, 2 AC, 4 FIG is 38 defensive points, 7-8 dead.

    Round 2 of combat the last German FIGs die, and the Allies are left with a BB, 2 AC and 2-4 FIGs, give or take a unit.

    That is a viable Turn 3 Atlantic naval battle…  Allies just have to execute it…

    And if Germany does not attack… 12 divisions a turn to Europe…


  • Then I’m doing something wrong…

    And when I did land I got OBLITERATED.

    14 inf, BB shot, 9 figs, 1 bomber vs 9 inf, 2 art, 4 arm, 3 figs, AA

    Nix captures w.europe with 1 inf and 9 figs surviving…

    However, now I see he has entered only 8 inf, but even still.


  • Bad dice happen :-)


  • No fighters were shot down with the AA?

  • 2007 AAR League

    1 bomber was lost in action.  (for a total of four German Bmb´s to die total due to AA guns in this game)


  • Do you Nix only buy planes and inf? 1bomb/1fig rest is infantry, hmm not a bad idea, it can really keep germany going and the allies has to really bring stuff to keep western europe. Best place would be for a concentrated allied effort in russia. Norway as the key supply point.

    If you play with average dices and with good players in A&A it’s so balanced that it really won’t end. We played once a huge 12h game where axis first pushed then allies pushed back, then again axis and once again allies pushed back. Wavering for one side with advantage, but bad dices ruled that advantage away always…laah. We played 10+ turns and decided to end it in a draw, 12 hours is too much…

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