That would break the no suicide flights rules unless the US still held China.
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Posts made by frimmel
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RE: AA Gun Question
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RE: Yak Attack
I will give FTRs to take your complex with the FIC INF if you only leave one INF in India with the complex. Even if I can’t hold it.
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RE: Yak Attack
I think that if you try to do more than hold on in Singkiang you will get INF starved in the East both for Russia and for the US. It does up the time table the Japs will be dealing with I would think and may keep them from any harrassing of LA and WCAN which may free up some INF for US. Maybe FTR, INF for the US builds in China or FTR, FTR depending on how many Russaia can spare? Let the Soviets supply the INF? Of course if the Gerry fleet is making any threat of a break out and link up in the Atlantic that is out the window cause the US will have to sink the Singkiang complex and units into boats.
Were I Japan in such a case I would hold the line in Manchuria and get everything going to that complex. Both becasue of its threat to me and my eagerness to build tanks on Moscow’s doorstep. You could not allow any build up like that to go on, even if it lets UK keep India for awhile. Would you just be focusing Japan’s gameplan? Hold the line in Manchuria and FIC and get to the complex. -
RE: About Caucasus
I would think a 3 INF, 1 ARM, 1 FTR build to be pretty undecided too. But a little bit more leaning to defense. But is it really undecided? My thought with Russia is you have to hold on till the US and UK get mobilized. If attacking will give you more time you attack, if digging in will give you more time you dig in. As long as you have decided to do what is necessary to keep the Germans and Japs out of Caucaus and Moscow you have made the only decision you need to make. How to do that will be fluid.
Either way the ARM or the FTR will give you some teeth. Granted you can have five more INF, but a couple of ARM in with the INF you will buy later won’t hurt. And sometimes the threat of teeth is good for time. Maybe make the Gerrys take an extra turn before attacking or send a few more units that the US and UK won’t have to deal with.
I guess it comes down to your preference 8 two’s or 3 twos and 3 threes. And ARM and FTRs give you the option to attack. Run all the stats you want but you won’t go broke with either play IMO. They are dice after all- the only thing more fickle than women and cats.
You have to keep the long term goal in my mind, Give the US and UK time to get troops to Europe. What is that cliche? No battle plan survives contact with the enemy? -
RE: Where Did You Get Your Board Game?
I ordered my Pacific, Revised and D-Day sets thru my Local Comic/Game shop. I picked up a Europe set that had been on the shelf awhile on a recent excursion for a ccg tourney. Not the cheapest way put the shop does provide a place to play when we want it, a way to meet players, is a local business and other intangibles that have values you can’t put dollar signs on. Well, that are worth the 10 or 15% you save after what are starting to become huge shipping costs. Rock bottom prices are not always the best determiner of value in my opinion.
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RE: Making UK more exciting
Well it could certainly lead to some intresting strategies. Or more likely really bad ones.
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RE: Making UK more exciting
The A&A drinking came? A beer a round? Beer when you lose territory? Can you use homebrew for that? Can you use scotch?
Is there a link in the House Rules section. I love beer. -
RE: About Caucasus
I took the FTRS to Moscow cause I was pretty sure he would come into Caucaus without them there. Also I knew he would try to land troops in the Soviet Far East behind Buryatia. I slammed his ART and INF with my six INF and the FTRS with loss of only one INF and stalled the whole Japan grabbing the Eastern territories thing an extra turn. He didn’t play very well that day. I think I’m finally catching up, he played Classic for many years where I have only started playing since Europe came out and we don’t play as often as we would like.
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RE: About Caucasus
To elaborate further and with thanks to Mr. Switch.
In my last game as Allies (2 players) I built 3 INF and 3 ARM on the Soviet first turn. The look on my opponets face, “Oh I win already the idiot is buying tanks for Russia” made me think the plan had a chance.
I attacked Belorussia with the 3 INF in Karelia and both Fighters.
I attacked West russia with all other units that could reach except for leaving one INF in Archangel.The Belo battle went badly missing on all dice and taking two hits. So I retreated my INF back to Karelia and FTRs to Moscow. Opponent getting full of himself, my stupid attack not paying fruit, tanks and attacking Belorussia?
West Russia was taken in one round with loss of one INF.I reinforce West Russia with the remaining Archangel INF, I didn’t need it to move into Karelia, moved two INF from that territory between Caucauses and China into Caucauses, move all of the Pacific coast INF into Buryatia for six INF on Manchuria’s border, moved 2 INF into China and the other two back to Moscow.
Built Tanks in Moscow and build INF in Caucauses.
I see his eyes light up, “He has left Caucauses wide open, I can soooo kill 5 INF with what I can get in there.”
Which he did leaving three Armor out on a limb to be swatted by “The West Russia Stack” next turn with assist from the Moscow tanks. He burnt all his ARM and front line INF first turn and couldn’t mount a real march on Moscow till the US and UK were rolling. Not only were US and UK reinforcing but Russia’s own defense was solid. Now he likely will not make that mistake again but it should illustrate the sort of thing you are trying to do with Russia. It works both directions. I had two more turns to buy 2 ARM before I felt a need to start buying all INF.
It is a long way to Moscow. Make it take a lot of time. That is what you are trying to do with Russia.
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RE: About Caucasus
Hit Germany hard on a counter. Hold things back particularly the Armor, buy a couple the first round though. Germany has to come to you so does Japan. Use all the distance between Berlin and Rome to your advantage make it take time for Germany to get it, make 'em extend then chop 'em off. You only have to hold two things, Moscow and the Caucauses. Buy time with counters for the US and UK to get rolling.
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RE: West Coast Garrison
I was looking for peoples experirence on how much to leave back in LA and Can. I don’t want it to be wimpy but I want an aggresive attack everything player to give it a try without needing a whole turn worth of IPCs to get it back and maybe stop it in the first place. Something that can draw some units away from Russia. Maybe create the fear I may drop navy in the Pacific.
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RE: Making UK more exciting
I really like throwing both the AC and the Destroyer at the Kwang transport. Japan has to kill 'em. And they can’t make a token effort at it of a couple of ftrs.
Trying to run with those boats usually just draws the Japs to Afrika. “Oh wait it isn’t so far to Africa after all, and we can take India on the way. And sink those UK boats too.” At least that is my limited experience trying to save that Navy. -
RE: A&A.org 2006 Fall two-on-two Revised Tournament?
Do you mean a play by forum tourney? Or a get together and game all day tourney? Either way I would not be intrested in anything that doesn’t let the dice be dice. For good or bad and as disagreeable as dice can be. If by forum I would cetainly be intrested if I can get the maps and dicey things going, if an actual meet your opponents face to face tourney it would of course depend on its date and location.
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RE: Biggest D-Day blunder
I would suggest that even before D-Day the failure to have any intelligence on what the Allies were doing aside from what the OSS fed them was a blunder even before the first shot was fired. My understanding is the Germans never had an effective spy in England over the entire course of the war.
I wish I could remember where I read that. -
RE: Curious Strategy was my downfall…..
Unless my combats go well I have a tendency as Germany to abandon it and bring those troops to try and clog exit from the beaches. Last game I played my opponent lost because he didn’t have a unit left anywhere near Cherbourg despite having killed all of my Axis forces. You got to head there as soon as you can.
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RE: West Coast Garrison
In my games lots of transports is necessary because my opponent attacks them whenever possible even if he comes out worse on the trade IPC wise. More transports give you more rolls with your big defense units giving them a chance to take their pound of flesh. Also I often have UK and US transports in the same sea zone. Rebuilding transports and getting the troops out of London is quicker for the UK. They are in place already when built in the case of Paris. The US ones have sailing to do. I usually take UK transports first as casulties when the attack comes. I’ve been trying to fine tune (well build the darn thing in the first place) how many and how to run and defend the pipeline of troops to Europe.
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RE: Does the Game need cost changes for naval units?
We do not play with a bid for Allies. We have not yet found it to be necessary. While we (me and my primary opponent) are not novices we are still finding our legs with the revised game. We are not convinced that anyone’s victory (even for both sides) has been due to anything other than bad decisions or the way the dice fall.
I have noticed for my own part a constant wish for more navy when I am the Allies and gratitude they don’t have it when the Axis which leads me to think as stated and noted that the game is appropriately balanced. -
RE: Does the Game need cost changes for naval units?
I like the rules in the box. Mr. Anderrson you seem to be suggesting a simulation far more detailed than the one Axis and Allies was created to be. I think too that the prices are in line and balanced with the other prices in the game. Also if rules were changed to allow defense to build up faster than the attack (which your own math shows not to be the case) wouldn’t we just be spending the afternoon not losing instead of trying to win?
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RE: What would you do
I’m guessing it is J1? Buy tansports, sink every bit of UK navy you can get guns on–-especially the transports. Go after the US fleet at Pearl. And get troops to the Mainland so you can make that US complex a Japanese complex! Flex against those infantry from USSR (that is all there are going to be) and get to that complex. Don’t forget to guard your tansports.
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RE: Does the Game need cost changes for naval units?
I’m still new at this but I have to agree with Mr. Switch and Mr. Brush. Chaeper navy is certainly to the Allies advantage. The US could put boats in the Pacific fast enough to divert Japan’s resources from the mainland or fast enough to take Westrn Europe without the UK softening it up. The UK could build boats and infantry to fill them speeding their foothold in either Karelia or Western Europe. Where Germany still has to buy ground forces at the same rate as with the more expensive navy. Thus the get to Moscow first is brought even more to the fore. The game is very balanced to me. Cheaper navy means different a starting position, IPC total, et al.
I’ve been reading these boards and I get a sense that for the most part everyone has their “favorite” unit and would like changes to the game to make their “favorite” the coolest. Or to make units more in line with the perception they have of them from too much History Channel and not enough time in the library.
I include myself as one of those with favorites who doesn’t get to the library enough. Â :oops: