@Altruex said in How to create the best gameplay for this edition?:
Very interesting. I have heard the Dardanelles strait as a limitation before but never understood it. Maybe our group does not use it much, but what is the implication of closing it VS not?
The above “Chicago Rules” closing is a modified version of “Closing the Dardenelles Straight”, in the sense that Sea Zone 16 is still open, and you can reach Bulgaria, but not Ukraine and/or the Caucasus.
Implications are to keep yet another front from easily being opened against Russia. The axis can empty Africa via the Med fleet (German transport, Italian Navy) and give Russia even more headaches, especially early if Germany went on a strong Barbarossa game plan.
Revised objectives and Victory Cities chart to correct error spotted by beaudoin996:
Hopefully no more corrections will be required…
@Panther Well said, thank you. Whether we like certain rules is subjective, so we can agree to disagree. I don’t like that if UK liberates Karelia the turn before Russia falls, the territory is rendered worthless, and the factory inoperable. But if the UK liberates Karelia the turn after Russia falls, they get the value of the territory and a fully functioning factory. I’d like to see control revert to any occupying allied force, upon lost of a capital. Losing a capital would still hurt, but it would make more sense than a territory suddenly becoming worthless and dormant.
But this isn’t a rules clarification, this is a rules wish.
From the Anniversary rulebook, page 31:
“A transport can load and offload units without moving from the friendly sea zone it is in (this is known as “bridging”). Each such transport is still limited to its cargo capacity. It can offload in only one territory, and once it offloads, it cannot move, load, or offload again that turn”.
So it can bridge exactly one time per turn, either during Combat Move Phase (into a hostile territory) or during Noncombat Move Phase (into a friendly territory).
@general-LD Rulebook says:
"Submersible: A submarine has the option of submerging. It can do this anytime it would otherwise make a Surprise Strike (see below). The decision is made before any dice are rolled by either side (the attacker decides first) and takes effect immediately. When a submarine submerges, it’s immediately removed from the battle board and placed back on the map. As a result, it can no longer fire or take hits in that combat. "
Just gonna say we use NA, Event cards, Tech and NOs in my game and it doesn’t throw balance off. This all depends on how you have it in game. Example as Axis roll said yes we roll for each country 2 NA you get at start of game always.
Event card each country draws at start of there turn so every body knows what they can do not do or loss or get something.
The NOs are just for 3 Island groups controlled in game. Tech is a 10 tech table and yes random die roll after break thru but not all techs are good for your country. Not trying to say nothing negative in how you guys play. Just ideas here.
Low luck has its moments too. Guys want the normal die roll risk and it does represent in game morale, supplies, accuarcy and such and such.
Axis roll its funny to see when guys roll for that NA at start of turn !!! lol
@taamvan said in Anniversary 2017 Reprint - rule changes?:
The reprint could have re-organized the setup charts, which are not very rationally laid out and appear to just wander around the area and put the units in a different order in each list. In the better organized versions, the lists are alphabetical, or some snake around the land then the sea–but it would be more rational to have some uniformity to that, rather than just a messy list without any rhyme or reason.
As to the tournament rules, the game is VASTLY different in that setting than OOB. The NOs add a ton of money, the tech adds a lot of randomness. I think the tech favors the allies because they are well-positioned to invest in that starting on turn 1, and would probably make better use of most of the random outcomes than the Axis.
I find both games to be quite imbalanced, towards the Allies. There are no other maps where fighters can fly in one move from US to London, then from London unblockably to Moscow (over the top, 4 moves). There are more layers of buffer territories for moscow–almost as many territories in the “maze” as global. In the 42 scenario, the Germans just punch themselves out really quickly trying to fight in the russian maze. And the 5$ tanks are a big boon for Russia because it can fight Germany on even terms. You might argue that goes both ways, but in most of our 41 and 42 games, Germany has to buy DEFENSIVELY, all game–not just $5 tanks. The Allies have easy choices of what to buy–tanks for russia and fighters for the other two powers, until Russia is absolutely untakable. India without a factory is a lost cause. Both setups are an easy 5-turn KGF, OOB.
In the tourney, its a 6 turn game with less than a 6 bid for either side. The Allies won 1-2 more games than the Axis did, in 2018, under these parameters. I think the only way this is possible is for the Axis to grab Sydney, India, Karelia, and then hold those, plus the original Axis cities. They can lose 1 and still win a tie, I believe.
Not having watched the invitational games in detail, that’s the only conclusion I can draw from the available data.
This is an odd reply to a question about the rules being reprinted…
You could be right about the mixing of old and new pieces. I have the original 50th anniversary edition, and have got to say that some of the pieces were miss formed and not of great quality. I have switched those out with other pieces. Since I own every edition except for 1940 Pacific, I can say that the older game pieces were of much better quality…but you need the newer games to get those newer sculpts, so it is a challenge to have it both ways. Anyway good luck, and hope you enjoy “anniversary “. It, and along with the original “Pacific 2000” are my favorite editions
I had planned on making it to Gen Con this year but I wasn’t able to get the time off work on the relatively short notice. Definitely going to try making it to Origins/Gencon next year though. I live on the US East Coast so the CA Tournaments, Young Grasshopper’s Tournaments, etc. are probably out of the question though, just as a logistics thing.
I have moved the topic to the Anniversary-category. @barnee is correct.
This question is part of the official FAQ:
Q. Are sea zone 1 and Western Canada adjacent?
A. No. The gold map border obscures the fact that the Hudson Bay area of sea zone 1 doesn’t quite
reach all the way to the western edge of Eastern Canada.
Regarding Ships. Ships are organized by size/cost. The more the ship costs the bigger the size of the mold/unit is.
The two that are hardest to distinguish is the cruiser and destroyer. The destroyer is the cheaper of the two, and therefore also the smaller of the two.
If you are confused - just line up one of each type of all the ships somewhere off to the side, so you can see the differences.
Italy wasnt going to be a stand alone nation in the early concept stages - hence the cover not having any Italian represtation.
Bonus - Bull Halsey appears twice - but most of you prolly observed this.
THE GRAND MASTER’S ACADEMY EDITION - MODERN UNIT PROFILES
Movement = 1 Point
Cost = 3 IPCs
Capacity = 1 Point
Attack = @1 (@3 during air drops and/or amphibious assaults)
Defence = 1X Green
Each attacking US Marine Infantry will receive @3 or less when performing special operations (air drops and/or amphibious assaults)
The support bonus for attacking Infantry still applies for US Marines during all attacks other than special operations (air drops and/or amphibious assaults)
Movement = 2 Points (-1 when damaged)
Cost = 6 IPCs
Capacity = 3 Points
Attack = @3 (@2 when damaged)
Defence = @3 (@2 when damaged
Tiger Tanks require 2 hits to destroy
Tiger Tanks provide a support bonus to attacking Infantry (not when damaged)
Tiger Tanks may blitz unoccupied enemy territories during combat movement (not when damaged)
MESSERSCHMITT Me 262:
Movement = 4 Points
Cost = 10 IPCs
Build Queue = N/A
Capacity = 3 Points
Attack = 1X Blue
Defence = 1X Red
Dog Fight = 1X Green
Convoy = 3X Blue (naval fighters only)
May intercept and/or escort bombing raids
Interceptors may always choose their enemy’s casualties
May be designated for future missions
May scramble from a city to defend an adjacent sea zone without the designation requirement
May intercept bombing raids on cities they currently occupy without the designation requirement
SUPER FORTRESS BOMBER:
Movement = 6 Points (-1 when damaged)
Cost = 12 IPCs
Build Queue = 1 Round
Capacity = 4 Points
Attack = 4X Black (N/A when damaged)
Defence = 1X Black
Dog Fight = 1X Black
Bombing Raid = 4X Red (4X Green when damaged)
Repair Cost = 2 IPCs (must be within a friendly city)
Strategic Bombers are classified as air fortresses and they require 2 hits to destroy, Strategic Bomber owners choose between movement damage or weapons damage when they absorb their first hit
ESSEX CLASS CARRIER:
Movement = 2 Points (-1 when damaged)
Cost = 16 IPCs
Build Queue = 1 Round
Capacity = 3 Points
Attack = N/A
Defence = 1X Green (1X Black when damaged)
Convoy = N/A
Repair Cost = 3 IPCs (must be adjacent to a friendly city)
Aircraft Carriers are classified as capital ships, which require 2 hits to destroy
May carry up to 6 capacity points worth of eligible air units
@SS-GEN said in The new forum has been a lot of work and it's not done yet:
I know it’s getting better but I posted a reply for my game report in house rules and with the changes the stuff just gets buried. Somebody post another tread reply and such now you have to go threw every topic to find it. Just sayin.
If I’m understanding correctly, there’s no difference between the old forum and the new forum for this situation. If you post a topic, and a bunch of folks post different topics, your topic will eventually end up on another page unless somebody replies. On forums, “stuff gets buried” all the time.
Also, you absolutely do not have to go through every topic to find your topic. This has come up multiple times, there are tips and tricks that cover this, I added helpers in the navigation bar. Not to be harsh but I’m just not sure what else we’re supposed to do.
Here’s a recap of your options:
Notifications: there is a bell near your avatar on the toolbar. When somebody replies, there will be a red number. Click that and you’ll get all of your notifications.
Replies to your Posts: I literally added this to the toolbar because people were complaining about finding their stuff. It’s the double-left arrow in the nav bar. It’s literally the same as clicking Notifications followed by “See all Notifications”
Recent Topics: Click the clock in the nav bar. Where it says “All Topics” select “Watched Topics” instead. You can even select a category to further narrow it down.
Recent Watched Topics: Click the eye in the nav bar. That will give you “recent” watched topics, including any topic you made or any topic you replied to. (I think I’ll change this to the next one)
All of Your Watched Topics: Go to your profile. Click the 3 dots. Click Watched.
Your Topics: Go to your profile. Click the 3 dots. Click Topics.
Bookmarks: If a particular topic is super important, then click the three dots on a topic, the one next to Reply, Quite, <heart>, < 3 dots> and click Bookmark. To find your bookmarks: Go to your profile. Click the 3 dots. Click Bookmarks.
That 6 ways to find your stuff. The old forums had a stupid icon that was hard to see and made no sense, I think it was a face or something. The replies to your posts was nice but we have that and more.
Note: there’s a bug with your watched topics if you have infinite scrolling turned on. I’ll file it later.
to @djensen @Panther @redrum . You all have put a lot of work into the transition. @simon33 has been helpful with his comments as well.
And thank you to everyone else helping out with the change.
It may take a while to get used to the new program, but it’s gonna work just fine : )