@scottbrooks The first thing you need to do is forget everything you know about 1941. This is a completely different game, with mostly different rules. Looking at it through the lens of 1941 is just going to be confusing (as you’ve already discovered). Approach learning this game as though it didn’t have “Axis & Allies” in the title, with no preconceptions, and you’ll have an easier time.
The order cards are nothing but a framework for walking the players through the game turn, sort of like a player aid. They simply remind you of the phases of the turn, and what you can do in each of them.
In my first game, there was some battles around Caen, I abandoned Utah Beach (too far from reinforcements), and then Germany threw as many starting forces at that beach as possible, whilst I concentrated my reinforcements on the British and Omaha, who got their reinforcements faster than the Americans-it was a battle of attrition that the British could not win, especially with British tanks defending at two, and once most British forces have been destroyed, the Americans have finally broken out of Utah Beach, and easily took Cherbourg-no matter, the Americans and British couldn’t take Caen or St.Lo.
As for aircraft, I tried to avoid as many artillery pieces as possible (in hindsight, I was overly cautious regarding this), and I concnetrated as many fighters into a single zone as possible.
Another thing I want you to think about is my policy (I control both sides) for both sides, where I delay reinforcements until the single unit (usually a division, but sometimes Werfer brigades), units made up of one piece (such as the British armoured brigades) are moved immediately after deployment. I just like doing this, because I think that reinforcements not be poured in piecemeal and destroyed piecemeal, as I feel like this is what happened in real life (even if it didn’t, I still would like for divisions to operate together, even if individual units aren’t more powerful when operating within their own division. Is that a good idea? I look forward to hearing your response!
End of turn 9. Axis win.
Came down to allies lost 5 figs and bombers only hit like 15%. A lot of bomber attacks where in pairs against tanks. So Ave would be 1 kill but not this game. Bombers only had like 3 or 4 hits the whole game. That hurt big time.
Turn 8 allies had 7 defense hits to clean out St Lo but on turn 9 the figs didn’t get good move hits on axis and couldn’t clear out St Lo turn 9 in combat rounds.
Allies are a bit stronger in this game. As mentioned above Ger art placements are key ( killed 5 figs most early )and mid turn allies fig placements can be challenging due to so many Ger zones to cover.
Germany may of had a chance for Caen but,
UK Gold beach units and so on have to go towards St Lo. Just watch the Germans on the back side.
I did use the on fig return card u rolled a d8 die.
1 = lose a plane
8 = get a plane back
Rolled a 1 once and next turn rolled a 8 so ends up 1 fig couldn’t get used 1 turn.
Can the allies either attack a Blockhouse or just leave that zone with the Block house ?
If the Allies are in a zone with a Blockhouse do they have to do combat and cannot move out of zone ?
Seems to me they get a choice of moving out or attacking.
They cannot move out. Blockhouses are land units, so they are locked in combat.
Block houses get to attack at 3 against lone allies units in that zone on axis combat turn ?
If say there’s 2 block houses in a zone with 5 allies units attacking 1 axis unit in same zone and allies get 3 hits the Block houses are destroyed along with the 1 axis unit correct ?
Get d8s here. D8 Truncated Octahedron. Call first might get a deal.
A reminder there is a few very small blank surfaces on these d8’s. Just reroll them or count as a roll for a miss.
Only happens once in awhile. If u look at dies on site and blow up pic you can see them. I can post pic of them if you need it.
If u buy a few quantities but off course for u shipping costs could be 15 - 30 bucks
Other wise you got to use those goofy d8 football dies that don’t roll.
You would think. What hurts Allies is if they can’t land on beaches more than once and for axis killing planes with art.
Most say game favors axis.
I’ve been testing using a d8 die and so far
Allies 4 to 1. Every allies win game down to getting 3rd city on t9. Only thing I have come across is axis art against planes. May increase number. By going to d8 or chance of rolling a 6 decrease with a d8 instead of a d6. This helps allies with less chance of landings on beaches. Plus an but increase in deployment but that goes both ways
@SS-GEN WOW! so it doesn’t matter how many planes are there. only how many Artillery pieces. I have been playing it wrong! Thanks 🙂
“Shoot Down Air Units: Artillery can shoot down attacking air units. Whenever an order card so directs, each artillery
can fire on one air unit in its zone. Roll one die per artillery against an air unit: On a roll of 1, that air unit is destroyed.” AN air unit. not EACH air unit.
Maybe go 2 infantry if you are going to do it by amount of units not cost of units. We tried a bid of 9 (3 inf were placed) and the axis got steam rolled each time.
So your saying with fortune cards not in game Allies win 40% of the time without 2 inf but 60% with the 2 inf bid?
Negative. I am saying a bid of 6 where the allies placed 2 inf resulted in balanced matches whereas a bid of 9 where the Allies placed 3 infantry lead to strong allied victories.
Obviously, skill, dice and players use of the tactics cards all contribute to the end game result however if you are using a bid for the first time I am just making the suggestion that a bid of 6-7 is a good starting point. That way your group can play a few games and work out if you need more or less.
The link just leads to a D-Day graphics page rather than (as for the other games) to a page giving actual game info, so I’m not sure what to make of this link. It may be an error which is there instead of an intended link to Pacific 1940.