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17
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Axis & Allies / Axis & Allies 1914 / Re: pdf rules?
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on: March 14, 2013, 08:16:10 am
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Not yet, unfortunately. A&A.org have received an advance copy of the game but I doubt the rulebook will ever be posted here in its entirety. You might want to check the WotC official A&A homepage in about a year's time though. 
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19
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Axis & Allies / Axis & Allies 1914 / Re: Expansion Pack or 2nd Edition?
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on: March 14, 2013, 03:28:19 am
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I personally bought 2 copies of Spring 1942 to get extra pieces, because they were cheap, and then bought 1 copy of 1942 2nd Edition for all the nice upgrades. I am very happy with '42 2nd Ed.
I skipped the original Eur & Pac 1940 games but later bought 1 copy of each of the 2nd Editions, so no major financial cost to me there. I'm very glad I did that, and I'm very happy with the 2d Editions (and Global) now.
As for 1914, I would prefer to get a 2nd Edition instead of the 1st (if a 2nd is ever released). I don't mind paying for the whole game as long as I hadn't already bought the 1st Ed. I am disappointed by the lack of individual unit sculpts for the rest of the units, although the Infantry look nice. I'm in no hurry to purchase 1914; I will wait and see what people think of the game once they've got it in their hands and played a few times first.
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21
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Axis & Allies / Axis & Allies Pacific 1940 / Re: Pointlessly Broken
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on: March 08, 2013, 03:44:56 am
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Wittmann is right - just because the Japanese were enjoying a Non-Aggression Pact with Russia it didn't mean that they were confident enough to move large numbers of their land forces away from the Manchurian/Soviet borders. This area has been overlooked, in my opinion...
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22
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Axis & Allies / Axis & Allies 1914 / Re: Amazon US
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on: March 06, 2013, 06:35:23 am
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The game is showing as £74 on Amazon UK (not including shipping) and that comes to about US $111.96! So I think it's a lot cheaper in the States...
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26
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Axis & Allies / Axis & Allies Global 1940 / Re: Transports
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on: February 28, 2013, 07:53:50 am
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I think each attacking unit chooses what it wants to do in any given potential sea combat situation. Say there were two Transports and you move in a Battleship and two Cruisers. One of the Cruisers could attack and sink the Transports, while your Battleship and other Cruiser could do shore bombardment. I think that's right...
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27
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Axis & Allies / Axis & Allies Global 1940 / Re: Transports
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on: February 28, 2013, 04:19:37 am
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Just remember if an enemy sea unit or group of sea units decides to sink your Transport, then that counts as a dedicated combat move, thereby negating the rest of their combat movement (if the had any movement left). A sea unit can't just sink your Transport and keep moving. So in a way it can delay the enemy but it should only be used as a last resort.
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29
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Axis & Allies / Axis & Allies Global 1940 / Re: Can you hold your buy?
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on: February 27, 2013, 07:34:56 am
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You can't hold units until later. You must mobilize all that you can and sell the rest back. Understood. Thanks very much, Krieg! The Researcher tokens were dropped purely for cost-cutting reasons. As far as I'm concerned, you should feel free to house rule them in. And that's fair enough, I understand WotC decision to do that. However, I'm baffled as to why they went back to the old rule as written in the rulebooks prior to AA50. Surely they could have printed the tech token rule from AA50 in the Europe/Global 1940 rulebook, and then added something along the lines of " feel free to use whatever items you wish for the tokens, coins, bits of paper etc". Can you see what I'm saying? I feel that the Global tech rules were a step backward. The mobilization rules were changed to close a terrible loophole. I'm sure if you think about it long enough, you'll figure out what it is. Strewth! How intriguing... was it to do with Major and Minor ICs being in the game now? I'm not sure how... Anyone else? 
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30
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Axis & Allies / Axis & Allies Global 1940 / Re: Can you hold your buy?
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on: February 27, 2013, 06:18:12 am
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Hi knp7765, Thanks for your input. Why don't you just house rule the tech tokens from AA50 into your Global 40 game? That's what we do. Ever since AA50, we have never rolled for tech without buying the tokens first. Well, I've always preferred to play OOB rules as written because that's how the designer intended them, so I've never really used house rules. But I think, in this instance, I may do so. As for purchasing and mobilizing units, it seems pretty clear to me. If you purchase more units than you can mobilize, then you mobilize what you can and the remaining units wait until next round, or you simply add the cost of that unit(s) back into your IPC total to spend next round. Also, if you have any units that didn't get placed and you lose your capital, those units are simply lost.
Frankly, I don't understand why you would purchase units if you didn't intend to mobilize them. Why not simply save the IPCs and use them next turn. That seems much simpler and more flexible to me. Oh, I'm not saying the rules aren't clear; I just wanted to know why they changed it. I liked the way it was in AA50 where you could hold excess units over until your next turn - that way they were never lost. However, I completely agree with you with regard to why would anyone buy more units than they could actually place. But it happens sometimes, especially in something like TripleA. It seems to me that AA50 did one way, and Global 1940 does it another way. I'm not aware that you can do either/or in Global. I'm pretty sure that you have to sell the extra units back to the bank in Global; I don't recall an option of holding them over until next turn... I don't have any of the rulebooks in front of me now, but can anyone confirm whether it strictly says that you CANNOT purchase more units than you can legally place? Thanks very much.
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