Axis and Allies Star Trek Vs Star Wars
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- Isolder74
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Axis and Allies Star Trek Vs Star Wars
In a honest game of Axis and Allies(Tm Milton Bradley)
The players
The Axis
Grand Admiral Thrawn as Japan
General Maximillian Veers as Germany
Data as United States Of America
vs
The Allies
Spock as Great Britian
Kirk as The Soviet Union
Which team would win the game?
The players
The Axis
Grand Admiral Thrawn as Japan
General Maximillian Veers as Germany
Data as United States Of America
vs
The Allies
Spock as Great Britian
Kirk as The Soviet Union
Which team would win the game?
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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Honest meaning no fixing the dice or anything like that, right?
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RightDarth Yoshi wrote:Honest meaning no fixing the dice or anything like that, right?
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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For Ripped Shirt Kirk to become invincable someone else has to rip the shirtImperial Federation wrote:Thrawn and Veers come close to winning.
Kirk would yell "THRAAAAAWN!!!", rip his shirt and the game would degenerate into a fist fight.
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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Okay, Veers tries to shut Kirk up and rips Kirk's shirt, que fist fightIsolder74 wrote:For Ripped Shirt Kirk to become invincable someone else has to rip the shirtImperial Federation wrote:Thrawn and Veers come close to winning.
Kirk would yell "THRAAAAAWN!!!", rip his shirt and the game would degenerate into a fist fight.
All members of the Imperial Redshirt Troopers are expected to die horribly for their Empire!
Go, and get killed in the most pointless way imaginable!
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That's why Thrawn tricked him into ripping it himself.. to "disarm" the Federations greatest weapon...Isolder74 wrote:For Ripped Shirt Kirk to become invincable someone else has to rip the shirtImperial Federation wrote:Thrawn and Veers come close to winning.
Kirk would yell "THRAAAAAWN!!!", rip his shirt and the game would degenerate into a fist fight.
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Actually, that sounds better. Go Thrawn!HRogge wrote:That's why Thrawn tricked him into ripping it himself.. to "disarm" the Federations greatest weapon...Isolder74 wrote:For Ripped Shirt Kirk to become invincable someone else has to rip the shirtImperial Federation wrote:Thrawn and Veers come close to winning.
Kirk would yell "THRAAAAAWN!!!", rip his shirt and the game would degenerate into a fist fight.
All members of the Imperial Redshirt Troopers are expected to die horribly for their Empire!
Go, and get killed in the most pointless way imaginable!
Go, and get killed in the most pointless way imaginable!
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HRogge wrote:That's why Thrawn tricked him into ripping it himself.. to "disarm" the Federations greatest weapon...Isolder74 wrote:For Ripped Shirt Kirk to become invincable someone else has to rip the shirtImperial Federation wrote:Thrawn and Veers come close to winning.
Kirk would yell "THRAAAAAWN!!!", rip his shirt and the game would degenerate into a fist fight.
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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It's not its a mistake I didn't catchSpanky The Dolphin wrote:Since when was the US part of the Axis?
And what about Italy (AKA Germany's Toadie)?
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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Real world Reality: The Axis don’t have chance after Dec 8, Thawn would never go to war with America in the first place, or at least not for another ten years. Veers starting from 1939 could do no worse, and almost certainly much better the real life German.
Game Reality: The Axis can and probably would win. However the presence of Kirk ensures some form of direct physical contact. I assuming the honest part would require checking side arms at the door among other things..
Game Reality: The Axis can and probably would win. However the presence of Kirk ensures some form of direct physical contact. I assuming the honest part would require checking side arms at the door among other things..
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Thrawn can see that the Allies' production advantage will eventually overpower the Axis, so they MUST win quickly. Thrawn uses the Imperial Navy (the Japanese Imperial Navy, that is) to keep the US off his back for a few turns while he conquers China and invades the U.S.S.R. from the east to take pressure off Veers. Kirk is supremely unsuited for running the U.S.S.R. U.S.S.R.'s best strategy is to just load up on infantry and borrow fighters from England to grind the Germans down. Kirk's style is to go on the offensive, invade, push the Germans backwards, which the U.S.S.R. can't do with only 28 IPC's per turn. Veers will recognize his situation: Russia on his eastern border requiring most of his resources be devoted to that front, England a threat in the west but mostly contained behind the English channel, with Africa mostly undefended to his south. The US is a powerful enemy for the future, but at the game's start it's too weak and distant to be a threat. From what we know of Veers, he's more tactically minded than strategic, and will likely let Thrawn make the big decisions. Veers should gobble up undefended African territory and force the English out of Egypt, cutting into England's economy. Spock, running England, recognizes that he's not equipped to invade Germany. Instead, his job is to back up Russia with defensive fighters and use the Royal Navy and RAF bomber force to clear the Germans out of the Atlantic and close the Mediterranean. With the Kreigsmarine out of the way, England can defend its supply lines to Africa and engage the Germans there (all of this, of course, is secondary to defending England itself). Finally, Data, running America, probably does the same thing the US did, historically: use his superior economy to become the "arsenal of democracy", building up his armed forces and mounting a two-front campaign. The key to the Axis's success is Russia. If Thrawn can put enough pressure on from the east, Veers can gain the upper hand in the west and push the Soviets back, eventually capturing Moscow (Kirk will probably help him by wasting money on expensive offensive weapons that are useless in a war of attrition). With the Russians wiped out and both Germany and Japan's economy boosted with lots of Russian territory, Veers can begin arming for an invasion of England while Thrawn holds America at bay and takes territory around the rim of the Indian Ocean, primarly India itself and Australia. If necessary, Japan will have to send ships to the Atlantic to keep the Americans confined to the western hemisphere. Germany should conquer Africa completely to strangle England, and begin building bombers. Bomb England's increasingly irreplacable army until Spock is left scrambling just to buy ordinary infantry. Invade from continental Europe with armor and air support. Capture London. Win the game.
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Assuming the allies shuck and kirk doesn't screw it up (data's role being so simple a computer can play it and do it perfect, spocks being simply to build a carrier so the US can send planes to the USSR and to build an Indian factory to slow Asian conquest) ... allies win. If we allow Russia attacks first turn, then the Imps get hosed if Kirk knows *anything* about strategy. Sorry but after 6 months I realized that game is *ludicriously* imbalanced towards the allies. With a good shuck system its impossible to lose.
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Gotta go with Thrawn and Veers on this one they have actual land warfare experience whereas the Feddies dont
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And real world land warfare experience has what to do with Axis and Allies? The game where subs are useful only as cannon fodder. Where the best way to "protect" convoys is to just use empty transports to absorb losses, where you have no effect on mass drafty infantry to send to their deaths?
Axis and Allies is a game of numbers, land strategy has jack didly squat to do with it.
Axis and Allies is a game of numbers, land strategy has jack didly squat to do with it.
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Well, to be perfectly fair, Kirk and Spock have worked together much more than Thrawn and Veers. And Data's role is pretty straightforward . . . and fortunately, he isn't bright enough to find a way to fuck it up. On the Imperial side, it would mostly be Thrawn carrying them. Veers is likely to be too practical a man to take the game seriously. I'd have to give this one to Spock, Kirk, and Worthless Load . . . I mean Data, but just barely.tharkûn wrote:Assuming the allies shuck and kirk doesn't screw it up (data's role being so simple a computer can play it and do it perfect, spocks being simply to build a carrier so the US can send planes to the USSR and to build an Indian factory to slow Asian conquest) ... allies win. If we allow Russia attacks first turn, then the Imps get hosed if Kirk knows *anything* about strategy. Sorry but after 6 months I realized that game is *ludicriously* imbalanced towards the allies. With a good shuck system its impossible to lose.
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Thrawn and Veers win, by double teaming Russia and destroying it in the first three turns, while using naval assets to cripple Britain and the U.S. ability to interfere, and making distraction landings, mainly in Alaska to distract Data's attention. Russia has no chance of stopping both attack forces, presuming the dice rolls average out, and if Britain builds an Indian or Egyptian Industrial Plant, then Thrawn takes it, and laughs at them for not building more air support.
Thrawn and Veers win, by double teaming Russia and destroying it in the first three turns, while using naval assets to cripple Britain and the U.S. ability to interfere
Don't make me laugh.
First off if they double team Russia this leaves Spock with hideos amounts of income to pump out into the Indian factory. Germany has *got* to take Africa early or its a *real* quick game over.
Next off US/UK support for Russia is dirt simple ... on his turn Spock builds a carrier and sends his planes to Russia. On Data's turn he flies his newly built planes to Spock's carrier.
Neither Germany nor Japan have the naval assets to kill either the American Fleet or the RN. They have to commit air power to the attack ... which means they do *not* have enough firepower to steam roll Russia. Further even if they do manage to get damn lucky rolls and sink whole fleets, the Americans can rebuild sufficient forces to start shucking in *1* turn.
Normally you have some leftovers from Pearl Harbor ... these can be used to make a very efficient atlantic fleet (bring them through Panama). Once you get the shuck going the Americans can land heavy infantry in Spain, North Africa, or Scanavia *every* turn.
Really the game is so immensly weighted toward the allies, the axis has no chance if Russia knows some basic strategy, Brittain, knows less, and the America can be played by anyone who can follow basic instructions.
Don't make me laugh.
First off if they double team Russia this leaves Spock with hideos amounts of income to pump out into the Indian factory. Germany has *got* to take Africa early or its a *real* quick game over.
Next off US/UK support for Russia is dirt simple ... on his turn Spock builds a carrier and sends his planes to Russia. On Data's turn he flies his newly built planes to Spock's carrier.
Neither Germany nor Japan have the naval assets to kill either the American Fleet or the RN. They have to commit air power to the attack ... which means they do *not* have enough firepower to steam roll Russia. Further even if they do manage to get damn lucky rolls and sink whole fleets, the Americans can rebuild sufficient forces to start shucking in *1* turn.
Normally you have some leftovers from Pearl Harbor ... these can be used to make a very efficient atlantic fleet (bring them through Panama). Once you get the shuck going the Americans can land heavy infantry in Spain, North Africa, or Scanavia *every* turn.
Really the game is so immensly weighted toward the allies, the axis has no chance if Russia knows some basic strategy, Brittain, knows less, and the America can be played by anyone who can follow basic instructions.
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they can double team russia and still take africa its not hard to take africatharkûn wrote:Thrawn and Veers win, by double teaming Russia and destroying it in the first three turns, while using naval assets to cripple Britain and the U.S. ability to interfere
Don't make me laugh.
First off if they double team Russia this leaves Spock with hideos amounts of income to pump out into the Indian factory. Germany has *got* to take Africa early or its a *real* quick game over.
Next off US/UK support for Russia is dirt simple ... on his turn Spock builds a carrier and sends his planes to Russia. On Data's turn he flies his newly built planes to Spock's carrier.
Neither Germany nor Japan have the naval assets to kill either the American Fleet or the RN. They have to commit air power to the attack ... which means they do *not* have enough firepower to steam roll Russia. Further even if they do manage to get damn lucky rolls and sink whole fleets, the Americans can rebuild sufficient forces to start shucking in *1* turn.
Normally you have some leftovers from Pearl Harbor ... these can be used to make a very efficient atlantic fleet (bring them through Panama). Once you get the shuck going the Americans can land heavy infantry in Spain, North Africa, or Scanavia *every* turn.
Really the game is so immensly weighted toward the allies, the axis has no chance if Russia knows some basic strategy, Brittain, knows less, and the America can be played by anyone who can follow basic instructions.
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
The Prince of The Writer's Guild|HAB Spacewolf Tank General| God Bless America!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
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Allow me to ammend, take and keep Africa. If you take Africa too fast the first turn the Americans shuck a load of infantry into North Africa, they then proceed to kick your ass out of Africa. Unless you continiously devote troops towards maintaining the cotinent it quickly falls to the Americans, or at the very least you lose most of your pretty expensive toys. People who go too gun-ho against Russia die quickly. Japan needs to take over Asia (hence the only reason to build the Indian factory ... delay the Japs in their conquest of Asia), Germany needs to grab and hold Africa.
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I've done it, and the Americans can send only 2 in to africa on turn 1. and since my stratigy fo africa involve constaint resuply with transport each turn i usally stop them in thier tracks. and it is cripling to the Allies to lose russia.tharkûn wrote:Allow me to ammend, take and keep Africa. If you take Africa too fast the first turn the Americans shuck a load of infantry into North Africa, they then proceed to kick your ass out of Africa. Unless you continiously devote troops towards maintaining the cotinent it quickly falls to the Americans, or at the very least you lose most of your pretty expensive toys. People who go too gun-ho against Russia die quickly. Japan needs to take over Asia (hence the only reason to build the Indian factory ... delay the Japs in their conquest of Asia), Germany needs to grab and hold Africa.
Hapan Battle Dragons Rule!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
The Prince of The Writer's Guild|HAB Spacewolf Tank General| God Bless America!
When you want peace prepare for war! --Confusious
That was disapointing ..Should we show this Federation how to build a ship so we may have worthy foes? Typhonis 1
The Prince of The Writer's Guild|HAB Spacewolf Tank General| God Bless America!
If Russia dies the game is over. However it is impossible to to burn Russia before the schuck gets started.
This means the Germans have to play defense in Europe, the East, and Africa.
If the Spanish Harem is used you can land easily and open an active front in the west.
The optimal Strategy for the Axis is to take Africa and Asia quickly. This gives Germany the economy to strafe Russia down and to hold their borders. This gives Japan the power to crush Russia.
However this is why optimal Allied strategy is to have Russia buy infantry or dear life, the Brits to use an Indian factory to divert the Japs (you will eventually lose on this battlefront ... doesn't matter you are buying Russia time) and the US to shuck troops either against Germany or into Russia.
If Russia can attack first turn, you just strafe some expensive axis toys the game is yours.
This means the Germans have to play defense in Europe, the East, and Africa.
If the Spanish Harem is used you can land easily and open an active front in the west.
The optimal Strategy for the Axis is to take Africa and Asia quickly. This gives Germany the economy to strafe Russia down and to hold their borders. This gives Japan the power to crush Russia.
However this is why optimal Allied strategy is to have Russia buy infantry or dear life, the Brits to use an Indian factory to divert the Japs (you will eventually lose on this battlefront ... doesn't matter you are buying Russia time) and the US to shuck troops either against Germany or into Russia.
If Russia can attack first turn, you just strafe some expensive axis toys the game is yours.