@frimmel LOL! really love your point about WOTC! Also, appreciate Krieghund’s points about some of the things that could have gone into the booklet. Clearly the 3-page fact sheet helps to clear up a lot of shortcomings. And yes we should be thankful there is a place where we can go and get official rules clarifications. By the way we had a terrific time playing the game. with all the rules under our belt, it was exciting to see all of the different variations and movements that can be made at the Tactical level in this game. Thankyou.
Regarding question 1, as Frimmel said, it’s important to not bring any baggage from other A&A games into the “battle” games, as their mechanics are very different. It would be inadvisable to point out those differences in the Rulebook, though, as that would simply confuse readers who have never played a strategic-level A&A game. It’s best for experienced A&A players to simply look at these games with a fresh eye, and it probably would have been good for the Rulebook’s author to note this in the introduction.
Regarding question 2, the reason why there is only one box on the Supplies combat strip is that, unlike with the combat units, there is no fixed stacking limit for Supplies. The combat units’ combat strips can have a fixed number of boxes due to their stacking limits, but the number of Supply tokens that can be in a hex is theoretically unlimited. Perhaps having an image of multiple tokens on the strip would reinforce the idea that multiple tokens may be hit, but the rules do clearly state so.
i heard that axis and allies d day is the easist game. Is battle of the bulge also a very easy game for beginners?
Well it will be easier in the sense of not having rules baggage from other Axis and Allies games to foul up the reading of the rules. It is not easier if you have no wargame experience as it uses several concepts from more traditional hex and chit games.
The Allies have a non-traditional objective in this game in that they are managing a retreat instead of trying to take and conquer ground. This has always seemed to be difficult for players to get their heads around.
It is a very good game though and hits a nice middle ground between beer & pretzels sorts of things and the previously mentioned hex and chit games.
Love Battle of the Bulge it was my first induction into axis and allies, moving into 1942 and 1940 - Shame it gets such a slating.
I love this game. I think the reasons for the slating are two fold.
It is radically different than the other A&A games, so if you’ve been playing them for awhile, it takes a LOT of time to “unlearn” how pieces move and act from all the prior games. Even strategic tendencies as the Allies have to be unlearned.
The rules were difficult to comprehend. Perhaps it was this way for me back when I first learned A&A 30+ years ago, but each variation of A&A since is only the addition of a couple of new pieces and a few new rules, so they were easier to unbox and play. That and some of the critical rules aren’t repeated where I feel they should be, such as the movement rule I had to discover about towns…it wasn’t mentioned again under the movement section where you think it should be.
I think those two combined have led to me playing the game incorrectly at least 5 times. I’ve only played it once where I think I played it correctly.
i still love to play it, I just hope I’ll reach a point where I remember all the rules. It certainly sucks to spend several hours setting up and playing the game only to find you’ve been doing it all wrong about truck movements, zone of control, blitzing, or movement stopping incorrectly, to name several of the "Oh, @#$%! We’ve been doing it wrong the whole game!"
Not sure how I feel about this one. I finally think I understand 98% of the rules but it’s so situational on things that can apply.
Overall the game is fun with some cool mechanics like the order of casualties in battle. And the supply aspect adds a level of interest. It does appear to be very balanced if you manage recourses properly for the Germans.
But it’s so different with a poorly written manual it took me a few reads of the manual and watching a bunch of YouTube videos and 2 play throughs to get it down.
It seems that the US only gets 20 infantry pieces, but the setup and reinforcement charts have a total of 22 American infantry. In addition, all the countries seem to have lots of extra artillery pieces that will never come into play. Am I missing something in the rules, or are these artillery pieces just extra? I understand the extra German infantry and tanks and extra American tanks since stacks with chips may split up, but the American and German artillery and the British tanks and artillery are all separate in the setup/reinforcement charts and so would not need extras.
You have a “normal” set. The pieces supplied do not exactly match the charts and setup. As noted you’ll have two infantry removed from the board well before you get to their spot on the chart.
Hey guys started playing BOTB again… When attacking can you attack as many times as you like. For example when usa has made all attacks you pass the inititive to the german player. After germany has done all attacks can you then attack again with usa? And then continue with germany again. Just bit confused about what it says in the rule book… Thanks guys
The player with initiative gets to declare and perform the first attack. Then the other player may declare and perform an attack. The option then passes back to the player with initiative. When both players pass consecutively you move on to the next phase. Each hex may only be activated for attacks once. All of your hexes may attack if you have sufficient supplies. On the first turn only Germany may perform attacks. (See Phase 2 beginning on page 14 of the rulebook: http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Battle-of-the-Bulge.pdf)
All of these attacks make up a single turn of attacks.
DO NOT bring rules baggage from other games into BOTB to resolve any confusion or questions you have. You will be incorrect. 🙂
Well you aren’t the first player to arrive here having made mistakes with the rules by reading ‘regular’ A&A stuff into them. It is really important in BOTB and GCNL not to read any ‘regular’ A&A rules into the games. Most of the non strategy questions start by correcting a false premise. We had one player moving his attacking units into the hexes he wanted to attack for instance.
Thanks. Never said I wanted the Allies to win!
Have had Allied victories, just not the last two. My wife was unlucky.
Never thought of defence in depth though. Having a stop line like you described. Will look at it later tonight.
ok so it got here today. I’m re-reading the rule book and things are looking good. I’m answering my own questions at this point. Things I could never figure out I’m finding the answer to and understanding the rules. I think my hang up before was the title Axis and Allies and the combat system is nothing like it.
Well, gotta try playing with the Allies a little more, I guess. I’ve tried playing it Solitaire last night and G still won again, although it got lucky on the dice and wiped out all units on the 2 northern hexes on the first turn.
I’m not advocating reckless use of your forces but this game requires player’s to take more risks than other A&A games. I think that Revised lends itself more to a “What will I lose” thinking while BOTB needs to be “What will I gain” thinking. I’ll admit that is a very subtle difference and perhaps simply one of semantics.
In BOTB things don’t have a cost measured in IPCs so a unit’s value or expendability becomes much more situational. You are buying things (ground and time) with the units and you must know when to pay the price and not be afraid to do so.
Put another way, be more concerened with the sure paths to defeat than the uncertain paths to victory. Playing in ways that only preserve your forces is more a sure path to defeat in BOTB than it is in Revised, Pacific and Europe.
I’ve had that experience as well especially with folks who mostly have played Classic. Telling them they’ll have more fun as the Axis is always met with a you’re-trying-to-put-one-over-on-me attitude. I chide them they’re going to lose no matter which side they pick and they seem to want Allies even more.
Actually had someone laugh at me when I said the Axis has a better chance to win in D-Day. No one ever wants the Axis in that one. :roll:
LOL …I think it’s the planes the Allies get, think you are guaranteed more advantage with them.
I would be interested in putting something like this together for a BOTB style game if any one would care to help.
Sounds cool LT, haven’t gotten much into AAM as yet, so not sure if i’d be much help in game play plans though.
And here’s another: when those trucks return to the off-board area, can they take something with them? If there are three supply tokens and an arty, can the truck take those off-board to be brought back on immediately, if desired?
Once units are on the board they are on the board except for trucks and aircraft. You can’t pick up truckable units and take them back to the reinforcement chart. Likewise tanks can’t move off board on their own.
The rules are vague about truck capacity. I understand it to be six units: two arty items. Or could a truck haul six artillery?
Per page 11 of the rulebook there is no restriction on how many artillery a truck can handle. Any combo of supplies, infantry and artillery not greater than six.