Sorry, what’s a CV?
Latest posts made by Speusippus
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RE: I've no clue what to do with UK in first round
I once played against a UK who waited three rounds before he even bought anything. I now understand he did this so he could lay down a massive navy all at once.
Well, what is going to be left for G to attack SZ2, the safest place to put your fleet in?
As LMD said, normally (if he did mot lose any planes against the UK BB on G1): 2 SUB, 1FTR, 1BMB (the G DD will have been destroyed by either UK or US planes).In a game I’m playing right now, he’s got three subs, two bombers and a fighter ready to go against SZ2. I don’t recall whether this is usual, but I do recall having this same feeling of “well crap, UK simply can’t build a fleet anywhere” in every game I’ve played lately.
He could have more, but then he’s crippling his G1 attacks, and crippling his options for G2.
I probably just don’t have enough experience to know how to take advantage of this. I guess you guys are saying that the bomber he bought is going to be a problem for him in the East?
That being said, even if you have to wait until UK to put your fleet down, you’r not losing a lot.
Why? Because you don’t have anything to do with that fleet without any Transports (TRN). You might have 1 TRN in SZ1, but that’s it. You could land in Norway, but it’ll be destroyed anyway (it’s worth it if you can capture Norway). You could also just send it to SZ 8 on UK2.
On UK2, you can lay down your fleet in SZ8, where it’ll be joined by US 1 CRU and 1DD. At that point, G will have to pull all of its planes back to W EU. to threaten you. If it does so, don’t worry, that means the Russians are having a field day… Just build an additionnal DD with UK and you’ll be fine.
So buying nothing in R1 is viable? Or are you saying buy something else in R1 then buy a fleet in R2 to be reinforced by the US?
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RE: I've no clue what to do with UK in first round
In a game I’m playing right now, G has a fighter and bomber on Norway, a sub in sea zone 2, two subs in sea zone 7, and a Bomber in Germany.
(Also two fighters in Western Europe, so SZ8 is covered as well.)
That’s in round just after Germany’s move.
Is there something I can put in SZ2 that can’t get killed by all that? It’s 17 attack points, 6 pips.
If I’m doing the math right the best I can do is a carrier (land the two fighters on it*) and two destroyers. But that’s not enough–not even close.
To be clear: as is usual, UK has no navy whatsoever at this point other than a transport off the Canadian coast.
*Is this legal? I haven’t been sure. Gametableonline’s A&A 1942 allows it, but I know they had to play a little lose with fighter landing rules because of some earlier bugs. I THINK it’s legal because the rule is I have to be able to show how my fighters could land before the end of my turn. If I put my two fighters in SZ2, I can show it’s possible for them to land before the end of my turn by pointing to my bought carrier and saying “I can put that under them during my new unit placement phase.” If it’s not legal, then things are even worse for UK!
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I've no clue what to do with UK in first round
Germany is able to completely shut out the UK’s ability to build a navy. Sure I can put boats out there, but no matter where I put them Germany will have enough planes and subs to take them out.
How is the UK supposed to do anything?
Factories in Africa or Australia seem like desperation manouvers at best.
I once played against a UK who waited three rounds before he even bought anything. I now understand he did this so he could lay down a massive navy all at once. But this is a gimmick, not a strategy (isn’t it?) since a Germany who understands what is going on will match the unbought forces with bought forces of his own, ready to go once UK lays them down.
What is UK supposed to do in R1?
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How do you keep your pieces organized?
How do you guys keep your pieces organized?
I just bought A&A 1942 and now I see that each nation’s pieces are just mixed together in bag–nothing with compartments to separate battleships from destroyers from infantry etc.
Do you guys just keep everything mixed together, or have you come up with some means by which to keep the different unit types separate?
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I'm Selling My 2nd Ed Set
I’m having an aggravating time setting up an ebay account–apparently I already set one up a long time ago and ebay and paypal are having issues interfacing around my identity because of this fact.
While that’s going on, I thought I’d give it a go here.
For Sale: One Milton Bradley Axis and Allies Classic 2nd Edition game, almost complete, in box.
“Almost” complete because it’s known to be missing:
The German setup card (which happens to be identical to the setup printed out in the manual so this causes no real problem)
One Japanese BattleshipAll ICs and Artillery are intact. If there are other pieces missing, I am not aware of it. I don’t think there are any other missing pieces, but if a prospective buyer wants me to count it out, and can tell me how many of everything there is supposed to be, I can do that.
If you think you may be interested, please PM me with an offer.
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RE: Does anyone still use paper money (ipc's)?
Does a monopoly game have enought 10s 5s 1s and 20s to work for A&A?
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RE: Russia Round One–How to justify anything but inf?
Thanks for the advice so far.
I always play low-luck. Does this affect your Russia strategy?
Does low luck simulate the average normal dice roll pretty well? Or does it tend to skew in a particular direction relative to the average dice roll?
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RE: Russia Round One–How to justify anything but inf?
Hrm… I’ll do my best to try this again in my next game, but it seems like I just get steamrolled if I do anything but pump infantry to the front… Russia doesn’t have any money.