Well?
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“Why do we waste time copying and pasting redundant comments?”- Xi
"Why do we waste time posting notes on ancient strings?
Posts made by Xi
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When will the STRATEGY page be updated?
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RE: SBR revisited - some new algebra
BMRs are better used as part of a INF/ARM/FTR land attack…especislly where there are no AAGs. However, as stated previously, the Allies can afford to lose BMRs in more SBR scenarios than the Axis(BUT, a combined Axis SBR bombing of Russia is ideal!)
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RE: A & A Just Seems Fatally Flawed - please tell me I'm wrong
Hey, it’s just a fun game, for wialing out loud!
If you play the straight rules it’s almost impossible (except for bad rolls) for Axis to win-
1)If, on T1, Russia attacks Manchuria, Finland, and Baltic SZ…don’t forget to use SS from Barents SZ in attack with one fighter on German units in Baltic SZ and move Barents SZ TRN to UK SZ to support UK in expected attack by Germany(see STRATEGY on home page),
2)and, on T1, UK builds 1 AC, 1 TRN, and 1 INF to place on or around Great Britain (UK SZ cleared by UK air force if needed), in preparation for
3) US flying 2 FTRs from US to UK SZ to land on AC as fleet support, along with moving 1 TRN with 2 INF from US E. SZ to UK SZ (dropping 2 INF in GB for later movement leaving the UK SZ with at least 1 AC, 2 FTRs,
and 2TRNs in preparation for Germany’s next (weakened) attack…READY TO BUILD A POWERFUL INVASION FLEET. -
RE: New player…..please help
LG,
As for US moving into Africa too qiuckly…
Arrange Germany’s air and sea attacks on UK foces on turn 1 so that you land your air power in W. Europe (to hit UK again on turn 2 or US transports…within bomber range at least).Options, always look for options.“Where did those bombers come from?”--------
Japanese Imperial Command after Dolittle raid -
RE: How long is one turn?
Anony(et al),
It’s a GAME! A turns length is as long as it lasts. There is no realtime equivalence given in any game documentation. MAKE YOUR OWN UNIVERSE WITH YOUR OWN TIME UNITS.
Have fun…or try a different game!
WHO SAID THAT?“If only I had listened to my military advisors when they suggested ‘Wait five years. Give us time to build and train our forces. Then we fight and win a glorious victory!’”
------------------Fuhrer Adolf Hitler -
RE: New player…..please help
LG, I like short posts (inside joke–- see above).
As for taking Africa … on Germany’s turn 1 during movement phase move the Ger. BB (battleship) from Central Med. SZ (sea zone) to the E. Med. SZ, from S. Europe load a tank(That’s armor, you silly goose!) onto the TRN (transport, you twit!)and move the TRN to the E. Med. SZ to unload into AES (Anglo-Egyptian Sudan if it survives the battle with the British SS (submarine, you nimrod!). If the BB hits the SS you win the sea battle even if the SS sinks the BB(but, if the SS hits you and survives the BB attack, go ahead and lose the TRN with tank to have another shot at the sub…odds are that you will usually be able to land the armor.
Back to the German movement…in Africa
1)move the ALG inf south(+1 IPC for Germany),
2)move the LIB arm south to FEA for a blitzkrieg(+1 IPC for Germany) and then east to attack AES,
3)move the LIB to join the battle in AES(that will make it a 1 INF & 2 ARM v. 1 INF & 1 ARM battle to your advantage— attacks of
1,3 & 3 v defense of 2 & 2—you will usually win with 2 ARM left to head south on the next turn.IF THERE IS TROUBLE YOU MAY BE ABLE TO TRANSPORT MORE UNITS FROM S. OR E. EUROPE ON YOUR NEXT TURN[no more than 1 INF or ARM or you weaken your attack on Russia too much.])
Love keeping it concise! HA!
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“Sit on my Fat Man, Little Boy Tojo!”
------------------------Gen D. MacArthur -
RE: New player…..please help
LG, for newbies, Russia should always be the first objective for both Axis players. If US & UK make mistakes(bad moves) and you roll good dice Russia will fall- often by turn 6 or sooner.
As Germany I recommend building 10 infantry(2 IPCs left for turn 2). Then us your air and sea power to wipe out the UK navy in the Atlantic and Mediterranean in turn 1 and…(see STRATEGY pages under A&A Germany for details and alternatives).
As Japan I recommend building 3 infantry and 2 transports(keep buying 1 transport every turn until you have more than enough to transport everything you build in Japan [they can be fodder in case of attack and you will want to pull infantry off the islands to use on the mainland tempting the US player to waste effort in the Pacific]). Attack the US fleet at Hawaii, the Soviet Far East and China(see STRATEGY pages under A&A Japan for details and alternatives).
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“Dear Adolf,
Blitzkrieg yourself!”
Gen. G. Patton -
RE: New player…..please help
testing … 1-7 … testing … 2-9 …
Do 2 teqnickel difFikultys I tacke know
wresponcibillitie 5 al phuchur posds! -
RE: Revising the Strategies for this sight
Y.,
See STATEGY=AXIS & ALLIES-JAPAN
Japan’s Most Crucial Strategy (#6) and Land Based Power (#8) could be combined.My Ultimate Perfect Unalterable Victorious Battle Strategery Plan changes with every contact with the enemy and/or my kids with markers–-Xi
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RE: Revising the Strategies for this sight
Yanny,
See STRATEGIES-AXIS & ALLIES-USA(4)
All these stategies are minimally acceptable…somewhat depending on how stupid you and/or your opponent are … or the previous moves of your opponents/allies. -
RE: Revising the Strategies for this sight
Hiya, shabob! Yanny has offered … let’s HELP him CLEAN IT UP!!!
“Remember ‘kyfho’ is another word for safety”—Xi
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RE: A good Japanese Strategy
Me thinks, from experience, thou spreadest thineself two tinnly. One googd roll by the allies is painful…two good rolls spells too many turns to recover.OUCH!
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RE: A good Japanese Strategy
How can Japan build “2 trns. and 4 infantry…” at a cost of 28 IPCs on turn ONE if Japan starts with only 25 IPCs?
WE SHALL AMMEND YOUR SUGGESTION TO READ "…and 3 infantry…
You are screwed to start with if Russia has attacked Manchuria with all its eastern forces. Oops! It gets worse if Gr. 'Brit. has moved its India forces to Attack Kwangtung.Of course, this just means that the Allies have cleared the battlefield of many of their units as well as all of yours. It just slows you down 2 turns or thereabouts, but leaves little to no opposition on the Asia front for Japan.
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RE: Recommended Stategies and Rules
Well! I guess I just answered the other part of my ? with my own mistake in the e-mail. Dagumit! I gotta wake up.
However, don’t you review the submissions to your “STRATEGY” webpage
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RE: Game Tips
I tell my opponents that I have this plan to assassinate them if I lose. I haven’t lost since I started doing this about 6 months ago(approximately 12-15 games).I’ve played Japan most of those times. I think I’ll try another country soon though. My Allied ‘friends’ have been looking forward to me losing and commiting harikiri (sp.?)!
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Recommended Stategies and Rules
My board and rules do not allow the long range attack and occupation of West Canada by fighters and a bomber including landing there in one turn. How about yours?
Lots of the recommendations conflicted withone another, would say what the opponent would most likely do, would rattle off a move or moves as if the opponent had done nothing, or make moves as if no units had been lost to the opponent. Get real!
Another problem was the suggested rule change of allowing a one sea zone island and island to count as one move. E.g. Japan - so that a plane flying from Japan to Manchuria “could do it in one move {or space} rather than two”(approximately what was stated).