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    M
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    Topics created by mat

    • M

      Odds calc download

      Website/Forum Discussion
      • • • mat
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      djensenD

      Where can I dowload this calculator?

      I’ll put it on the site after I DL it.

    • M

      I Need Info For Magazine article

      Axis & Allies Europe
      • • • mat
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      Z

      Of course! Guess I was up past my bedtime.

    • M

      Strategy for Japan

      Axis & Allies Pacific
      • • • mat
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      M

      This is a very easy strategy for Japan

      Every turn, buy Transports, infantry and subs.
      Do not buy very many subs, and make sure you have enough men to fill most of your transports.

      On your first turn, attack the Dutch East Indies and the philipines. Attack pearl harbour and the carrier @ Samoa. move your battleship from the caroline islands to protect your carriers. Use any unused transports to reinforce French Indo-China and Siam.

      From then on reinforce Korea, Shangtung, Manchuria, the philipines, and Japan with the infantry that you are buying.

      You will recieve several VP the first few turns but then you will end up at 1 per turn as the us gets more involved.

      Wait out for the rest of the game until your @ 22VP

    • M

      Uploading Avatars

      Website/Forum Discussion
      • • • mat
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      D

      No, this wasn’t allowed before the crash. I can’t say whether DJensen will enable this in the future. :(

    • M

      THE MOON!!!

      Other Axis & Allies Variants
      • • • mat
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      dezrtfishD

      This sounds great!

      You could value the territoies at a negative 1 to indicate the resourses it would suck up just to maintain a military presence there!

      J/K Mat If you try it out and it works to make the game more fun then more power to you.

    • M

      Naval Base Question

      Axis & Allies Pacific
      • • • mat
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      M

      :cry: Darn that!

      It sure makes it more difficult for me

    • M

      THE UNBEATABLE STRATEGY!

      Axis & Allies Europe
      • • • mat
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      Z

      Hey Thamor - -

      It is fun when playing Germany to make these attacks on many territories. Only problem is it means you are giving Soviet player opportunity to use more of his infantry at its maximum strength of “2” – in other words defending – and at the same time, you on the offensive are forced to shed your infantry, which is more limited in quantity and which you need to conserve for the final stages.

      As Germany, I like to keep eastern front attacks to a minimum, and to organize so that I have a 2-to-1 unit count in these attacks. I like to mass air so that I can win in one or two rounds of dicing. I am extremely reluctant to commit armor to attacks until the fight for Belorussia & Moscow. A disciplined Soviet player will have similar goals – not wasting infantry on counterattacks, but attacking only where the odds are completely advantageous. And holding back armor until the final stages.

      It is interesting to me that Mat’s strategy balances both of these choices. His German player stops attacking – even withdraws – rather than broaden the front (except for the Karelia feint). And his Soviet player can counterattack to take territory safely where the German reduces the defenders – but by doing this, the Soviet risks spreading his lines and weakening the central defense. I think Mat’s plan works for the German player because the Soviet has no business extending his front when it is so hard to reinforce! Even getting territory for FREE is a trap for the Russians!

    • M

      Shore-to-ship guns

      House Rules
      • • • mat
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      M

      :lol: I’ve got this great idea for a new unit! Tell me what you think of it! :D

      Shore-to-Ship Guns
      Movement: 0
      Attack Factor: 2
      Defense Factor: 0/2
      Cost: 15 IPCs

      They would basically be like forts with guns like those bases in Hawaii that were built during WWII. They could be placed anywhere that you have one of your own inf. units to build it. The inf. could not be used for anything else that round, though. When faced with an amphibious assault they get to return fire for the bombardement. Otherwise they defend @ zero! zip! nada! When there are ships in an adjoining seazone, they can attack those, but only one round of combat unless there are friendly ships in the same zone. If all friendly ships are destroyed, then combat ends. At the end of a land battle, if only the fort remains, it is taken over by the enemy. A fort can be destroyed, though it takes two hits. :D

      :wink: If you need clarification of some thing, please ask! :wink:

      I’m trying to make it good enough that my friend will agree to play with the new unit , so if you have any advice, please post it. 8)

    • M

      CHINA IS TOO STRONG!

      Player Help
      • • • mat
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      S

      @bossk:

      As the Japanese you cannot allow the Chinese to get out of hand, those 2 or 3 infantry every turn begin adding up and they can easily be used as fodder in a US assualt or in the defense of India.

      The American player can not use Chinese troops as fodder since the US has no offensive control of Chinese forces!

    • M

      Japan's best strategy

      Axis & Allies Pacific
      • • • mat
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      M

      Thanks Mr Ghoul! 8)
    • M

      CAP Question

      Player Help
      • • • mat
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      M

      to spread a net of fighters all over the ocean.
      if your doing cap from an island with a airbase, canyou go out 2 spaces?

    • M

      Missiles

      House Rules
      • • • mat
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      M

      Would this be better?

      Missiles
      Movement: 3/1
      Attack Factor: 1
      Defense factor: 0
      Cost: 3 IPCs

      they could also be used for strategic bombing, but you divide the total of the missile rolls by 2 to get the amount of IPCs taken. :wink:

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