Axis & Allies Revised (Dead)

For completed/abandoned Mish Mash Games.
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Post Post #150 (ISO) » Mon Sep 08, 2014 1:56 pm

Post by DeathNote »

Yeah what the hell!?!?!?!

Also, if he does show up, I am fine with the allies just taking over his spot.
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Post Post #151 (ISO) » Wed Sep 10, 2014 10:51 am

Post by Thurhame »

It's been two days since he replied to my prod with "I'll get to it in a few hours." I think we should go with DeathNote's suggestion.
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Post Post #152 (ISO) » Wed Sep 10, 2014 10:55 am

Post by Thurhame »

Proposing move for Soviet Union:
purchases - 4 infantry 3 artillery
combat move - attack West Russia with 1 inf from Archangel and 1 inf 1 fighter from Russia

Does this look good to you, Peregrine?
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Post Post #153 (ISO) » Wed Sep 10, 2014 11:30 am

Post by PeregrineV »

In post 152, Thurhame wrote:Proposing move for Soviet Union:
purchases - 4 infantry 3 artillery
combat move - attack West Russia with 1 inf from Archangel and 1 inf 1 fighter from Russia

Does this look good to you, Peregrine?



I'll look at this tonight. I had a preliminary Russia move in my head, but want the map open first.
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Post Post #154 (ISO) » Thu Sep 11, 2014 5:54 am

Post by PeregrineV »

In post 152, Thurhame wrote:Proposing move for Soviet Union:
purchases - 4 infantry 3 artillery
combat move - attack West Russia with 1 inf from Archangel and 1 inf 1 fighter from Russia

Does this look good to you, Peregrine?


OK, looks good, let's go with this.
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Post Post #155 (ISO) » Thu Sep 11, 2014 12:37 pm

Post by Thurhame »

Combat in West Russia - Round 1


Soviet Union - 2 infantry
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5

Soviet Union - 1 fighter
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Germany - 1 infantry
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #156 (ISO) » Thu Sep 11, 2014 12:38 pm

Post by Thurhame »

Russia gets 2 hits, killing the defender.
Germany gets no hits.
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Post Post #157 (ISO) » Thu Sep 11, 2014 12:44 pm

Post by Thurhame »

Proposing noncombat move:

2 tanks from Archangel to Caucasus
all ground forces in Russia to Caucasus
fighter lands in Caucasus
infantry in Buryatia and Soviet Far East to Yakut
submarine to sz3

place 1 infantry 3 artillery in Caucasus
place 3 infantry in Russia

If Peregrine likes this, then it will be Diplomat's turn.
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Post Post #158 (ISO) » Sat Sep 13, 2014 10:11 am

Post by PeregrineV »

In post 157, Thurhame wrote:Proposing noncombat move:

2 tanks from Archangel to Caucasus
all ground forces in Russia to Caucasus
fighter lands in Caucasus
infantry in Buryatia and Soviet Far East to Yakut
submarine to sz3

place 1 infantry 3 artillery in Caucasus
place 3 infantry in Russia

If Peregrine likes this, then it will be Diplomat's turn.


Will look this over soonest.
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Post Post #159 (ISO) » Tue Sep 16, 2014 8:42 am

Post by PeregrineV »

In post 157, Thurhame wrote:Proposing noncombat move:

2 tanks from Archangel to Caucasus
all ground forces in Russia to Caucasus
fighter lands in Caucasus
infantry in Buryatia and Soviet Far East to Yakut
submarine to sz3

place 1 infantry 3 artillery in Caucasus
place 3 infantry in Russia

If Peregrine likes this, then it will be Diplomat's turn.


Totally friggin awesome! Exactly that! :up: :up:

Diplomat is up!!
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Post Post #160 (ISO) » Tue Sep 16, 2014 2:14 pm

Post by Thurhame »

Board is updated.
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Post Post #161 (ISO) » Tue Sep 16, 2014 3:57 pm

Post by DeathNote »

Hey Diplo, let me know when you are here and we can kinda discuss things.

I will review the board cause I don't remember everything off the top of my head.
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Post Post #162 (ISO) » Tue Sep 16, 2014 4:20 pm

Post by DeathNote »

Ok so your first turn was set you up in a bad way. I didn't really pay all that much attention to it so it was just as much my fault. Recovering is going to be really difficult as the allies will keep putting pressure on you.

Luckily, they didn't play very aggressive towards me and I will be able to help you a turn or two quicker then I normally in. I just need you to survive long enough for me to help. Russia will be constantly losing supplies meaning less infantry to fight with.

America will still be a couple turns away from being extremely useful.

So what you need to concentrate at this point is 3 things:

1.) Continue taking Africa. With no IC being built in India or South Africa yet, that means you can put pressure and take it all without much contest. America might help but by the time they get there, you will have enough land to weaken Britain's economy. I will be pressing them as well meaning those few infantry that the UK does have there will soon be eliminated.

2.) You lost the Sea War which is terrible for us. If I had been paying attention, I would have asked you to take out a few key models. First turn sub/fighter raids on the UK fleet is devastating for them. Now you have no way of transporting troops to Africa so it will probably be in your best interest to eliminate that injured BB in SZ 14 with a couple fighters and bomber. You need to get transports there again even if it is just one.

3.) Bolster your defenses by taking easy territory. You have the option of taking an easy archangle/Norway/West Russia but taking them all will spread you too thin. What you go for is your decision. Remember you have the BBs to bombard and help take places like Norway. Odds are you wont have them for long but if things go alright, you may not need them.

As for things that you buy, you may need to just invest solely in infantry and replicate a Russia style defense. They are by far your most cost efficient unit. You can't make a transport in Southern Europe yet so that buy is out of the question. The best thing you can do is retreat from Ukraine into Eastern Europe and decide what you want to take from the three places listed above. The Russians will take Ukraine but won't likely blitz into Balkans unless they want to lose their tanks.

We can discuss moving units around after you purchase your units and figure out your attacks.
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Post Post #163 (ISO) » Wed Sep 17, 2014 12:00 am

Post by Thurhame »

In post 162, DeathNote wrote:Now you have no way of transporting troops to Africa so it will probably be in your best interest to eliminate that injured BB in SZ 14 with a couple fighters and bomber. You need to get transports there again even if it is just one.
Battleships repair after combat in Revised, so it's not injured anymore.

In post 162, DeathNote wrote:Remember you have the BBs to bombard and help take places like Norway.
Germany doesn't have any battleships left. It's entire fleet is now the destroyer / transport / 2 subs in sz5.
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Post Post #164 (ISO) » Wed Sep 17, 2014 12:58 am

Post by DiplomatDC »

My bad. I'll take note. Generally online 12mn-4am GMT if you want a quick convo, but I won't always be checking this site.

I'll try to retake Norway then

I should have gotten 40 IPUs iirc from last turn (had Norway and W.Russia)

Proposing builds as probably 13 infantry

Combats, maybe thinking:

Invade Norway via amphibious assault with 2 armies in Germany, the fleets in SZ 5 and 1 army, 1 tank from Karelia

Use 2 Ukrainian fighters + 2 Belorussia fighters to take down the SZ 14 fleets (landing probably in S.Europe if allowed)

Take Archangel with 1 army + 1 fighter from Belorussia

Libyan units to take over Anglo-Egypt, then blitz the tank to French Africa (or another place? Tell me)
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Post Post #165 (ISO) » Wed Sep 17, 2014 5:35 am

Post by DeathNote »

Those are subs? They don't look like subs.
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Post Post #166 (ISO) » Wed Sep 17, 2014 5:47 am

Post by DeathNote »

Ok you want to take Norway? If so, you may need more then that to win. Don't be afraid to leave Karelia slightly undefended. You can move some infantry in there later from Belorussia. So long as you have about 3 infantry there, whatever amphibious assault that happens will be damaged enough for you to reclaim easily.

I suggest adding a few infantry to both the Norway assault and Archangel. Try to keep your tanks back and we can tactical them back towards eastern Europe. They hit pretty damn hard and once you have enough infantry to support them, countering that large army in Caus should be easy enough. Hopefully I will be there in time to help out once your forces are gathered. Make sure to use that bomber somewhere. I am thinking the BB is the best target for it as you really really want two hits on that first round of combat to prevent you from losing more then 1 fighter.

French africa is a great place to blitz too so that no one will kill that tank. If UK attacks your forces in Egypt, you will likely destroy most, if not all, of his forces. Unless he devotes all his air support then you two may come out even with you having a lone tank to wonder.
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Post Post #167 (ISO) » Wed Sep 17, 2014 11:15 am

Post by Thurhame »

@Deathnote: Yeah, Germany's subs look weird in this engine. Sorry about the confusion.

@Diplomat: By the way, BB is short for battleship, in case you were confused. Similarly, DD means destroyer and TT means transport. I
think
CV is carrier and UU is sub, but don't quote me on that - I haven't spent much time on A&A discussion forums. Don't be afraid to ask DeathNote if there's anything you don't understand about his terminology.
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Post Post #168 (ISO) » Wed Sep 17, 2014 11:54 am

Post by Thurhame »

About the proposed 3 infantry 1 tank attack on Norway: For comparison, those units have attack strengths of 1,1,1,3; while my defenders have defense strengths of 2,2,3. That's in your favor, but only slightly - luck would play a big role. While I'm not going to help you figure out what you
should
do (being your opponent and all), as a more experienced player to a beginner, I'll let you know that in this game you usually want to attack with as superior a force as reasonably possible.

(Where "reasonably possible" means everything you don't need elsewhere more. For instance, on turn 1 Aronis should have attacked West Russia with nearly everything in range, not just a handful, since that was the only attack he made and nearly every piece that was useful elsewhere was just as useful in West Russia.)

The other piece of advice I have for you is: Always watch for counterattacks. A counterattack can often be a better defense than straight-up defending a territory, because you don't have to spread yourself as thin, but this applies to your enemies as well. Whenever you are considering attacking a territory, look not just at the defenders but also at the units that can counterattack after you take the territory. For instance, when I took Norway, I didn't just consider my 2inf/1art/1tank/2fgt vs. your 2inf; I also considered that you can counterattack with 8inf/3tank plus planes. I knew it was a horrible attack and only went ahead with it because it draws those units away from Russia, giving it some breathing room.
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Post Post #169 (ISO) » Wed Sep 17, 2014 11:57 am

Post by Thurhame »

For more examples of superior force, take a look at DeathNote's turn 1.
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Post Post #170 (ISO) » Wed Sep 17, 2014 12:19 pm

Post by DeathNote »

What Thurhame said is true. It is best to take territory using overwhelming numbers so as to prevent losses to your own troops. Essentially you want to destroy them all in 1 or 2 rounds.

Since those are subs, you are pretty much screwed with your navy meaning they will have easy access to constantly shuttling troops to your shores. Thats fairly devastating but not the end of the world. It might be worth spreading yours subs out and submerging them to at least make him waste turns picking them off.

Thats mostly all the advice I have right now and I am sure you can come up with a good plan of attack from here. You already seem to be on the right track.
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Post Post #171 (ISO) » Thu Sep 18, 2014 3:14 am

Post by DiplomatDC »

Wouldn't the naval units in an amphibious assault aid by taking off some units down? Correct me if I'm wrong.
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Post Post #172 (ISO) » Thu Sep 18, 2014 5:03 am

Post by PeregrineV »

In post 171, DiplomatDC wrote:Wouldn't the naval units in an amphibious assault aid by taking off some units down? Correct me if I'm wrong.


Pretty certain only Battleships participate in an amphibious assault, and only round 1 of the combat. Consider it a "free" extra shot, since the battle ship can never be a casualty of a land unit during the assault. However, A battleship cannot conduct shore bombardment if it was involved in a sea combat prior to the amphibious assault.

I think Destroyer can also, but only after certain Weapons Development.
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Post Post #173 (ISO) » Thu Sep 18, 2014 12:29 pm

Post by Thurhame »

Correct. Battleships (and destroyers if you have the Combined Bombardment tech) get one shot, at the beginning of the battle, only if they did not participate in a sea combat that turn. Since Diplomat has no battleships and no CB tech, his ships can't affect the land battle.
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Post Post #174 (ISO) » Fri Sep 19, 2014 6:02 am

Post by DiplomatDC »

Buids as probably 13 infantry

Combats Proposal II

Invade Norway via amphibious assault with 2 armies in Germany, and 2 armies, 1 tank from Karelia

Use 2 Ukrainian fighters + 2 Belorussia fighters to take down the SZ 14 fleets (landing probably in S.Europe if allowed)

Take Archangel with 2 armies + 1 fighter from Belorussia

Libyan units to take over Anglo-Egypt, then blitz the tank to French Africa

So I leave the tanks there for non-combat I suppose? Karelia is pretty unguarded now which should be too much of a problem?

About the bomber, I am not sure whether I should risk it in an bombing raid or support it in another combat

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