June 28, 2017, 11:23:04 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Want a t-shirt? Check out our awesome Axis & Allies .org T-Shirt Store! Search me
  Articles  
  Home Help Login Register AACalc  
Loading
  Show Posts
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 »
1  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.
2  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.
3  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.
 
4  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!
5  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.
6  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.
7  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
8  Other Forums / General Discussion / Look what I found...... on: December 15, 2016, 09:52:35 am
.....at the World War 1 Memorial and Museum in Kansas City, MS. I was browsing through the museum gift store and in the toy section...lo and behold here this was on a shelf just above the stuffed monkeys. grin They only want $110 for it. rolleyes
9  Axis & Allies / Axis & Allies Global 1940 / Re: Using Alaska to reinforce Russia on: December 15, 2016, 09:40:36 am
The problem with this is that any Japan player worth a salt would eliminate any US navy that close to Japan. Also, as Japan,  an Alaska IC is a jewel worth stealing. In the past I've very easily-in one move -captured Alaska AND W. Canada for the counter attack block. Of course all this would be a major distraction from other theatres of operation, but if the US is going to try this plan, Japan must eliminate it. At least that's been my experience. I've never seen this particular plan work well at all for the US or Russia.
10  Axis & Allies / House Rules / Re: Inaccuracies with the Eastern Territories of the Soviet Union/Global 1940 map on: October 14, 2016, 08:50:48 am
Mr. Maddog

Are you trying to say that Baltic Avenue is not a real place with $4 monthly rents?  Please advise ASAP as I have $200 burning a hole my pocket and I am looking for a new place to live after this next dice roll.

Go to jail. Go directly to jail. Do not pass Go. Do not collect $200.  wink
11  Axis & Allies / House Rules / Re: Inaccuracies with the Eastern Territories of the Soviet Union/Global 1940 map on: October 14, 2016, 08:38:33 am
Wow! Dude....it's a game board. Get over it. I couldn't even finish reading your post once I realized what you ranting about. Seriously though...this has got to be the craziest post I've ever read on this forum. Nitpicking the territory shapes & names on a game board? Now I'm never going to look at my Monopoly board again....LOL.......thanks for the laugh anyway.
12  Axis & Allies / Axis & Allies Global 1940 / Re: subs vs loaded carrier question on: September 10, 2016, 03:58:16 pm
Quote
Posted by: Gen.Nehring
Insert Quote
�  � Hi, yes that is a common question for new players. Actually the rule is that when an aircraft carrier is attacked by anything, the planes are considered to be in the air defending the aircraft carrief like real 'CAP' which means combat air patrol. So yes, if you take a hit on an aircraft carrier then their planes have one move to find a safe and legal landing spot or they are gone! The only time that a fighter stays onan aircraft carrier is when the carrier has another partner's plane on it. Then it is not in the air defending and is considered 'cargo'. I hope this helps sir? wink
Posted on: September 08, 2016, 07:06:34 pm Posted by: WoodyWanKenobi

I am pretty sure that allied air craft are considered cargo only when attacking. Since the carriers get attacked in this scenario i would say that they fly up to defend just if they where your own.

Please correct me if i am wrong

You are wrong. Under the unit profiles, aircraft carriers, it says "Air units on a friendly power's carrier are always treated as cargo on the carrier owners turn". In addition, it goes on to say "A damaged carrier can't conduct air operations, which means that no air units may take off or land on it. Any guest air units that were on board the carrier as cargo at the time of the when it was damaged are trapped onboard and can't leave, attack, or defend until the carrier is repaired."  So no, air units on a friendly carrier cannot "fly up to defend".

No he isnt, your quote tells that he is right.

Allied air units are only cargo when attacking, you are saying they are only cargo on the carriers owners turn. Which is saying exactly the same, the only time when a carrier can attack is in the combat phase of its owners turn. Any other time it is defending or there simply isnt any combat.

So
Quote
I am pretty sure that allied air craft are considered cargo only when attacking. Since the carriers get attacked in this scenario i would say that they fly up to defend just if they where your own.

This statement is true. Just worded different from the rulebook bit it is the same scenario.

The only way a friendly plane on a carrier couldn't defend would be, if say there was a UK carrier that had US planes on it, and on the UK turn the said carrier conducted a naval battle and took a hit on the carrier, meaning it was damaged with US planes on it. Then on the following Italian turn, say the Italians attacked that carrier then the US planes couldn't defend since it was damaged.

This is what I was pointing out. A friendly air unit can indeed "fly up & defend" from an undamaged carrier if it is being attacked.
13  Axis & Allies / Axis & Allies Global 1940 / Re: subs vs loaded carrier question on: September 10, 2016, 01:10:53 pm
Quote
Posted by: Gen.Nehring
Insert Quote
   Hi, yes that is a common question for new players. Actually the rule is that when an aircraft carrier is attacked by anything, the planes are considered to be in the air defending the aircraft carrief like real 'CAP' which means combat air patrol. So yes, if you take a hit on an aircraft carrier then their planes have one move to find a safe and legal landing spot or they are gone! The only time that a fighter stays onan aircraft carrier is when the carrier has another partner's plane on it. Then it is not in the air defending and is considered 'cargo'. I hope this helps sir? wink
Posted on: September 08, 2016, 07:06:34 pm Posted by: WoodyWanKenobi

I am pretty sure that allied air craft are considered cargo only when attacking. Since the carriers get attacked in this scenario i would say that they fly up to defend just if they where your own.

Please correct me if i am wrong

You are wrong. Under the unit profiles, aircraft carriers, it says "Air units on a friendly power's carrier are always treated as cargo on the carrier owners turn". In addition, it goes on to say "A damaged carrier can't conduct air operations, which means that no air units may take off or land on it. Any guest air units that were on board the carrier as cargo at the time of the when it was damaged are trapped onboard and can't leave, attack, or defend until the carrier is repaired."  So no, air units on a friendly carrier cannot "fly up to defend".
14  Axis & Allies / Axis & Allies Global 1940 / Re: Question: Attacking transport blocks fleet movement? on: September 07, 2016, 04:22:42 am
However if the transport (or sub) was in sz 93, then you can ignore it or attack it. If you kill it you can't use bombardment on S France, but you can still amphib through the sz.

Why not? If a lone plane is sent to sink the lone xport, why would that negate the BB shore bombardment?

In case of an amphibious assault you can either conduct a sea battle or offshore bombard. Never both.


But I would think that since a xport is not a war ship, the BB can still ignore it because it is not blocking any navel movement. (Meaning there's no "clearing of the sea zone" of warships before landing the amphibious assault.)  And if no navel units are attacking the xport, then there is no navel battle that the warships are engaged in prior to the landing. The lone plane is simply sinking the lone xport with it cargo. It would be the same if the xport was in another SZ....

Sorry, this is simply wrong. The rules are pretty clear:

Quote from: rulebook Pacific 1940, 2nd Ed., page 17
Amphibious Assault Sequence
1. Sea combat
2. Battleship and cruiser bombardment
3. Land combat

Step 1. Sea Combat
If there are defending surface warships and/or
scrambled air units, sea combat occurs. If there are
only defending submarines and/or transports, the
attacker can choose to ignore those units or conduct sea combat.
If sea combat occurs, all attacking and defending sea and air
units present must participate in the battle.
(Even if the attacker
chose to ignore defending subs and/or transports, they will still
be involved in the battle if the defender scrambles air units and
forces a sea battle.) Conduct the sea combat using the rules for
General Combat (page 18), then go to step 3 (land combat).
If no sea combat occurs, go to step 2 (bombardment).

Step 2. Battleship and Cruiser Bombardment
If there was NOT a combat in the sea zone from which you
are offloading units from transports, any accompanying
battleships and cruisers in that sea zone can conduct a one-time
bombardment of one coastal territory or island group being
attacked.

The Plane attacking and sinking the Transport is a sea combat. Plus: If you decide to engange the Transport the Battleship participates in the sea battle.
Thus offshore bombardment is not possible.

HTH smiley


Thanks for the clarifications and corrections. I was stuck on the phrase “defending surface warship” which, it’s my understanding, in G40 a xport is not a warship since it cannot attack or defend. All other A&A games I own, the xport can at least defend with a roll of 1.
15  Axis & Allies / Axis & Allies Global 1940 / Re: Question: Attacking transport blocks fleet movement? on: September 06, 2016, 10:36:28 am
However if the transport (or sub) was in sz 93, then you can ignore it or attack it. If you kill it you can't use bombardment on S France, but you can still amphib through the sz.

Why not? If a lone plane is sent to sink the lone xport, why would that negate the BB shore bombardment?

In case of an amphibious assault you can either conduct a sea battle or offshore bombard. Never both.


But I would think that since a xport is not a war ship, the BB can still ignore it because it is not blocking any navel movement. (Meaning there's no "clearing of the sea zone" of warships before landing the amphibious assault.)  And if no navel units are attacking the xport, then there is no navel battle that the warships are engaged in prior to the landing. The lone plane is simply sinking the lone xport with it cargo. It would be the same if the xport was in another SZ....
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 »
2017 Support Drive

Read about this support drive.
Support Level
Forum Username
Note: payee will appear as Livid Labs, LLC.
Buy Axis & Allies
  • Axis & Allies 1942 [Amazon]
  • A&A Pacific 1940 [Amazon]
  • A&A Europe 1940 [FMG]
  • [eBay]
  • [eBay]
  • A&A D-Day [Amazon]
  • A&A Battle of the Bulge [Amazon]
  • [eBay]
  • [eBay]
  • WWII Themed Combat Dice [FMG]



Axis and Allies.org Official Gold Sponsor: Historical Board Gaming

Axis & Allies.org Official Silver Sponsor: Field Marchal Games
Powered by MySQL Powered by PHP © 2015 Livid Labs, LLC. All rights reserved.
Axis & Allies is registered trademark of Wizards of the Coast, a division of Hasbro, Inc.
Note: the copyright below is for the forum software only.
Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Valid XHTML 1.0! Valid CSS!