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1  Axis & Allies / Axis & Allies Global 1940 / Re: Transport unload clarification on: September 05, 2017, 05:29:09 am
Thanks guys. I thought this was the case, but could not easily find what you quoted in the rule book so I wanted to make sure. Sometimes I do get it wrong. (But not often.  wink)
2  Axis & Allies / Axis & Allies Global 1940 / Transport unload clarification on: September 04, 2017, 04:23:06 pm
Can a transport unload it's cargo into a freindly territory from a SZ occupied by war ships belonging to a country it's not a war with? For, example..G1..Germany, on it's non-com move xports 1 tank & Inf to SZ115 & offloads into Finland to help liberate & reinforce. Russia has a sub & cruiser stationed there, but since Russia & Germany are not at war, is it considered a friendly SZ?
3  Finding Players / Find Players / Re: West Michigan Players? on: August 31, 2017, 08:33:32 am
Hey Maddog77, do you still play A&A games??? I live in Hudsonville, MI.

Sure do. Although I have not been able to scare up a game in recent months due to workload and personal schedules. With summer coming to a close, I should have more free weekends to play.
4  Axis & Allies / Axis & Allies Global 1940 / Re: G1 attack into SZ 109..what do you do with out come of this dice roll? on: August 13, 2017, 06:01:43 am

Not sure I'd have srambled that way, but it depends on the other fights of course. With two German subs in SZ109, at least one of the other attacks (106, 109, 111) has at most one sub.

Interesting. For the sake of discussion, here's how Germany set up the other navel battle attacks.

SZ110
Germany attacks with
2 fighters
3 TAC's
1 Bomber
1 BB

GB defends with
1 BB
2 Cruisers (one from France)

SZ111
Germany attacks with
1 fighter
1 TAC
1 Bomber
2 subs

GB defends with
1 destroyer
1 BB
1 Cruiser

SZ91

Germany attacks with
1 sub

GB defends with
1 cruiser
5  Axis & Allies / Axis & Allies Global 1940 / Re: G1 attack into SZ 109..what do you do with out come of this dice roll? on: August 13, 2017, 05:43:44 am
The destroyer.

If it was one of the German subs that hit,

I should have clarified that....it was indeed one of the subs that scored a hit. The fighter rolled a 5.
6  Axis & Allies / Axis & Allies Global 1940 / G1 attack into SZ 109..what do you do with out come of this dice roll? on: August 12, 2017, 08:26:07 pm
Here's the scenario...G1 attacks GB sz 109 with 1 fighter & 2 subs against GB destroyer & xport. GB scrambles 2 fighter.

R1 Germany scores 1 hit. GB scores no hits.

As GB, what do you remove as the casualty? And why?
7  Axis & Allies / Axis & Allies Global 1940 / Re: US Response to Sealion on: July 31, 2017, 05:46:40 am
I disagree. I think USSR is always forbidden from entering the war until turn 4 so if Germany pulls a Sealion on three...

Read the rules. If Londen falls, then USSR & USA may make a DOW and attack.
8  Axis & Allies / Axis & Allies Global 1940 / Re: question about chinese territories? on: June 29, 2017, 08:38:04 am
Regarding the Chinese territories controlled by Japan at the start of the game, I place Japan control markers on those territories when I set the board up. It's a big help for me when one of those is liberated and the Japan marker removed as, later on, I quickly know who controls it at a glance. If Japan re-captures it, I place the marker back.
9  Axis & Allies / Axis & Allies Global 1940 / Re: Global 1940 Rulebook - Indexed Edition on: May 08, 2017, 05:43:39 am
Please do it. I would most definitely use it. Thanks for your willingness to put it together.
10  Axis & Allies / Axis & Allies Global 1940 / Re: Placing units on: March 27, 2017, 08:32:55 am
Question: can I buy something but not place it on the board until my next turn?
My buddy bought 3 transports then proceeded to attack me with his navy but I wiped him out. Placing the transports on the board will just lead to me sinking them easily on my next turn since nothing will be able to defend them. Can he hold them until next round?

No. He has to place them. Hopefully there's more than that one IC to place them so they are not destroyed before his next turn. But he cannot "hold" them. They must be placed on the board. At least that's how we've always played it.
11  Axis & Allies / Axis & Allies Global 1940 / Retreat before dice are rolled. Is that allowed? on: March 27, 2017, 08:28:36 am
Here's one that came up a few games ago.

Let's say that, as the attacker, I have set up all my combat moves resulting in 3 different battles. After the second battle I decide I lost too many fighters and no longer want to risk losing two more in the 3rd battle. Is it legal to retreat, or -in other words - call off the battle without throwing dice?

TIA.
 
12  Axis & Allies / Axis & Allies Global 1940 / Re: game length issues on: February 14, 2017, 09:55:02 am
I read and re-read this post. I can't help but think this person is a wee bit....oh what's the word I'm looking for?.....domineering....overbearing maybe? That said....some good points were made.


Back to the game,

1) many people suggest combining or truncating parts of the turn.¬  This is not what I would recommend.¬  ¬ There are many variations of this, but all of them tend to blur the conduct of the game and/or obscure weak play by permitting the players to do anything they want in any order (such as revising your buy after you see the combat outcomes).

That's been my experience too.

2) Playing with the paper money is a waste of time (about 30m)
What?! How did you come to that conclusion? Paper money (or chips) is a big part of the A&A experience. A must in my game room.

3) People need to focus on setup not wander in whenever.
As one who hosts a lot of games, I set the game up the night before.

4) eat before you play stopping to eat is a huge waste of time and right after you finish, someone else is hungry
Not eating for up to 12 hours is not fun. I always provide a buffet style meal and keep drinks & snacks flowing. A crock pot full of chili or stew is a wonderful thing. It does not slow the game as the players wander over between turns to fill their plates and eat.

5) quit smoking.¬  Going outside to smoke makes role playing games and wargames impossible because no-one is at the table.
As an ex-smoker, I "get it". It's never an issue when someone wanders outside for a smoke. It's always between turns. If they're getting attacked, a quick head out the door brings them right back in. Not an issue at my games.

6)¬  when it isn't your turn, think about what you're going to do.¬  ¬ You can chat or mingle or whatever but you should never say "Oh, its my turn, damn, lets start processing now (after a 45 minute wait on the rest of the players).
Agreed.

7) help.¬  ¬ Without trying to mess up your pieces or make decisiosn for you, when its not my turn, im moving chips, removing casualties, gathering the other players die, laying out control markers, cleaning up army men.¬  ¬ I'm acting like a banker when its not my turn, managing the board while the other players announce casualties.¬ 
ummm....oh hell no! Don't touch my men! Or move my units or do any rearranging of my pieces! Bad juju and poor game manners. At least ask if you're so OCD...but don't freak when told "Don't touch my men."

Cool narrate the game.¬  ¬ if you say out loud whats happening, and gently remind people when it is their turn, everyone can hear the conduct whether they are watching it or not.
Agreed. Good communication always makes for a good game.

9) pre-organize the pieces.¬  ¬  someone suggested egg boxes, dividing the stuff makes setup/cleanup even easier, this wastes a lot of time (when all the pieces are just lumped in the box, 30+ min extra)
Agreed. Very important. Always better when there's no pile of casualties cluttering the table.

10) commit to play, show up on time.¬  ¬ If there are people who are reluctant to play, immature, etc, they are not helpful to your game, they are an impediment.¬  ¬ Adding semi-dedicated players is a waste of time.¬  ¬ Selling the game to new players is pretty fruitless considering the learning curve.
Seems pretty harsh to me. How do you get new players and rookies to your table (or return to your table) if you have such a arrogant, unwelcoming attitude?

11) shut up.¬  ¬ I cant count as well when you are talking.¬  ¬ I cant focus.¬  ¬ Same goes for me on your turn.¬  Chat, but do as an aside and keep the game as a priority.
"shut up"...really? If you can't conduct your turn or play while others are talking....you shouldn't be at an A&A table. Especially when there's war-whooping going on as the dice are thrown and the casualties are counted.

12)¬  ¬ Watch each other, count and recount.¬  ¬ We all count buys.¬  We all count incomes.¬  ¬ We all announce hits and count total hits.¬  ¬ This prevents both cheating, mistakes, and omissions.
Agreed. Although I've never really had any cheating issues in all the years I've played. I think folks that play these game are good & honest folks anyway. Generally speaking.

13)¬  use minidice to represent air moves.¬  ¬ We use the "moves remaining system" (rather than "moves used").¬  ¬ so each plane or set of planes has its own range dice.¬  ¬ This is a HUGE help.¬  ¬ If you don't use minidice to show how much EACH AND EVERY plane has moved, there is a much higher chance of slop.¬  ¬ This is especially true when you reshuffle your plane allocations, ill tell you right now that it is pretty much slop city if you re-allocate planes when 10-15 of them are available to support your battles.
I've never used any types of counters until recently when a new player to my table showed me how well that works for keeping things straight. Not the end-all if it's not used though. Seasoned players can do a good job of keeping things straight.

Many of these things will not really reduce the total time of play to some reasonable limit, unf.¬  They can shink it to 45 m setup 2 hours first turn 1-1.5 per turn after that.¬  ¬ There are other setup versions (G42) that are a bit more expedited, but its simply a very, very long game.¬  ¬ We usually begin at 10am and end around 5-6, T6-8.¬  ¬ Same at tourneys, with an earlier start.¬  ¬ 

Have fun my friends.

I guess my game table is a bit more relaxed and "forgiving" If someone is getting their panties in wad over something, I tend to remind them that it's only game meant for fun. Not rattled nerves or anger or trying to control others. That's my take anyway. Love this game indeed!
13  Axis & Allies / Axis & Allies Global 1940 / Re: game length issues on: February 13, 2017, 09:43:35 am
It's been my experience that a game of Global is going to take a minimum of 10-12 hours to play....and that's just getting to a point where one side concedes. Usually about round 5 or 6. What I'm going to start asking my group is that we try to take no longer than 1 hour for a round of play. Of late it's been up to 2-1/2 hours for one round. That's too much. I think the biggest challenge to speedy play is the side conversations and socializing. I think that's unavoidable so I may have to gently coax folks along. I tend to overthink my moves and during the combat move. I will move and remove units as things look different once I've move my units into place for combat. Or I might see an opportunity I didn't see before moving units. I have to work on that. The most obvious thing is staying focused and on task when it's your turn. Also might want to overlap turns somewhat. Like start purchasing units while the previous player is placing new units and collecting income.

All that said, this is a common question/concern for all new players to Global.
14  Axis & Allies / Axis & Allies Global 1940 / Re: Clearing a sea zone and making amphibious assaults on: January 18, 2017, 09:19:44 am
Thanks for the responses guys. Much appreciated.
15  Axis & Allies / Axis & Allies Global 1940 / Clearing a sea zone and making amphibious assaults on: January 16, 2017, 09:41:09 am
Had a great game this last weekend. I plays the Axis and some new found friends played the Allies.
Round 5 brought about an interesting battle where the US attacked Germanys navy in order to clear the SZ and land one artillery piece in W. Germany. The result raised a question that need some clarification.

US attacked Germany's Cruiser, destroyer, 3 xports and AC w/ 2 fighters with its cruiser, destroyer and 3 bombers. US also brought along 1 xport w/ 1 artillery to land in W. Germany once it cleared the SZ.

The dice Gods smiled on Germany on the first round of battle as US scored only 2 hits and Germany scored 4. The US then retreated the remaining bomber to GB. It also retreated the xport 1 SZ and landed the artillery in GB.

I was under the impression that once an amphibious attack is started, it's committed to the attack and cannot retreat. If the SZ battle fails and the defender still has warships, the attacking transports are lost with all cargo. Is that correct or not. The rules are not clear explaining this particular situation. (When the attacker loses the SZ battle thus having the amphibious landing thwarted)
TIA…..Steve
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