You’re my freaking hero. THANK YOU.
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Latest posts made by tenth8sphere
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RE: Need crash course in Japan.
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Need crash course in Japan.
Trying to make the switch to revised. My fist game as Russia I lost Russia on G2. First game as UK, lost UK on G3. Believe it or not, I was moderately competent at Classic.
Now I’m being set to play as japan in an upcoming game. I desperately need a crash course in some of the important opening moves. Is it better to kill the UK fleet, or the AMerican one at pearl? Is my goal still to shunt infantry and planes to the mainland? What if the UK fleet unifies? What should I absolutely 100 percent do, and what should I absolutely NOT do as Japan?
Any help is most welcome. Hopefully I’ll keep Japan until at least turn 4.
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RE: What about an American Battleship strategy?
What’s the point against Germany???
Just a non-shuck shuck method. Do you know any other good options I could look into?
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RE: What about an American Battleship strategy?
That’s my brother’s strategy. Problem is, a battleship can be sunk by a submarine before it gets a chance to shoot.
Sure, I wouldn’t try it against Japan. But how many subs is Germany going to have? And are they going to be any danger against US ships sitting in the UK with all the UK transports? If they spent enough for a ‘real’ german navy, then Russia will have nothing to stop them. Is there some way for Germany to get enough subs to threaten the UK navy with US battleships behind it?
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What about an American Battleship strategy?
I was interested in the bomber strategy put forward on this website, but thought it wouldn’t work out in most games (USA and possibly UK buying only bombers to economic strike at germany). The chance of bombers being shot down, and only hurting Germany’s money, not units, seemed to make it a low success option. While trying to play as America and come up with good non-shuck shuck moves, I started thinking about a couple things. America is probably the only country that is almost sure to have enough money to buy a battleship and some men each round.
So why not buy one battleship (and men with leftover) every turn. Shift the battleship to the waters around Britain and use a transport to grab one man from Canada, and drop them in western europe. Every turn make sure to build at least one infantry, and you get a free bombard for every ever ship in the water. Eventually you could get a second transport and leave it with a couple men in Britain. Then you could, on any turn, hit most of the european germany countries (and those they go through to get at Russia) and kill Half their stack for free. Especially if you can save the west coast battleship, you could be doing crippling damage to germany by turn 6, and only getting worse with each new turn.
It would slow the allies advance (you wouldn’t win as quick as with shuck shuck), I think, but once you got high enough (say, 10+ battleships), you could tear through Germany’s entire turn of cash, plus some with NO risk. No more dead infantry wasted. You trade a three dollar unit for 30 IPCs of Germany units! Count dropping UK men each turn like normal, and you could walk through germany if you lasted that long, there’d be nothing they could do to stop you.
I haven’t tried it, so I have no idea how to turns work out. But I’m looking for a new non-shuck shuck method of USA play, and had no success with ‘go for japan’ plans.
Thanks for input, I’d be interested on thoughts or suggestions!
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RE: How to use Russia Restricted
Restricted Russia helps the axis in the following ways:
The Baltic Fleet lives
E. Europe remains German with no losses
Manchuria remains Japanese with no losses.Those are the biggest advantages of RR
How does that help? For instance, the baltic fleet may live, but that means the UK fleet is reinforced with the two russia fodder units. Seems like it evens out since you’ll have to send the surviving german fleet to its death against the UK anyways… Maybe it nets you a surviving sub - which gets shot down by UK fighters with no risk…
As for Europe and Manchuria, I’d rather have those Russia troops be dead, especially in Asia. The only benefit I see is that Germany saves maybe one fighter over what it normally would.
Certainly that’s a help - but it doesn’t seem that great. What am I missing here? On T2 Russia can do most of what it missed out of, and thanks to RR it’s been ‘forced’ to save infantry it might have wasted, which makes the axis job harder…
No?
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How to use Russia Restricted
Our play group is trying out Russia Restricted as we get better playing against each other (the allies were winning too much). While playing as the allies, I have no problem continuing the fight with RR, just a slight delay and some surviving german units which I plan on getting later. My problem is that when playing as the axis, I really don’t see how RR really helps me at all… taking Kar is still not really an option, and RR forces the Russian player to stack his troops in Asia instead of thinning them by attacking (which I actually prefer, I don’t want those troops migrating back to Russia).
So I obviously have no idea how to take advantage of RR when playing as the Axis. What’s it supposed to gain me, how is it an advantage and what should I be trying to do on the german and japanese turn to get some use out of it? I must be missing something because I just don’t see how this helps me as either Germany or Japan…
Thanks!
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RE: Triplea - Online
I’d love to get some online adversaries going.
We should start up a designated hamachi network for Triple A. That way we could easily see if someone’s online to play…
I’ve noticed it’s pretty hard to find other players on a quick basis (same day, for instance). This forum for finding players is slow, and I haven’t found any that get more traffic, even on TripleA’s website. There’s GOT to be more freaks out there who enjoy this game still like I do.
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Help with current game?
I’m currently playing a game with a friend, putting in about an hour each weekend. I thought I had a pretty good, if standard, strategy for the first part of the game. Unfortunately in the last turn things went a little sour. He managed a couple of strikes against considerable odds, which included the complete sinking of my British navy when I had an 87 percent chance of victory in the encounter. Not only did he win (beginning with 4 fighters and a bomber), but he had a bomber and fighter left over afterwards. Pretty crippling for Britain.
He also managed flawless strikes on pearl harbor and in nearly every Asian fight, leaving him spread out, but completely unhampered, in Asia. In particular, he just managed to WIN a fight between my bomber and his transport (his transport hit me, and I missed - Ouch). That transport concerns me greatly for the mobility it gives him in africa. I will have to leave men there to defend it now… men I don’t have.
I’ve tried to compensate as best I can. I combined an american carrier with British waters so I could build more transports after the complete annihilation. America is slowing trying to shunt men to africa on a march to asia, but he’s also dropped men into alaska (forcing me to build an army to move up there). This is precarious because it leaves my american transports undefended going to/from africa (I had to move the american carrier to try to help britain). If he noticed and sent his remaining airforce, he can potentially disrupt american reinforcements for another turn or two.
As a bottom line, I think Russia can hold off Japan for an almost indefinite period of time (at least 5 turns, based on his current troop layout). But to do so requires Russia to leave germany alone. Britain is not prepared to mount a successful attack on germany, who has far more troops (and I just lost my navy). And I can’t see how America can help britain, because doing so leaves Japan to grow completely unrestricted.
I think I’ve lost at this point, his luck more than his strategy has turned me at every attempt. My plan it to try to hunker Russia into Russia (the territory), and have infantry/plane strikes at armies that come within one spot of it. Meanwhile I would like to try and get Britain into Karerlia and begin attacking Germany from there with Britain. Since an American carrier is protecting british transports, and britian doesn’t have the money for a carrier of its own, I can’t move my fleet to hit germany where it’s weak. I see my only option as the karelia one. But I don’t see how Britain can win alone, so it would require at least America. But I’m in a rock/hardplace situation, because as I mentioned earlier, his luck in Asia has made Japan unstoppable there. Without America on a steady stream into Africa->Asia, his Japan can and will easily take africa and eventually russia.
I’m very interested in opinions on what my upcoming strategy should be. Please be aware that it’s GERMANY’s turn, so he will go before I can do anything. The file is from TripleA.
Thanks for anyone who has the time/interest to check it out.
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RE: Crazy russians
Russia shouldn’t be able to. Germany has far more starting power, and the ability to build much more. If Russia is aggressive past turn 1 or 2, then they’re going to be losing a lot more units than they can produce. Build infantry and some tanks, use your airforce in counter-attacks, and an aggressive Russia will leave itself totally open. I recommend going to kar, of course.