We have a dedicated forum for Axis & Allies 1942 Online.
As the rules for the online game in some aspects differ from the boardgame ruleset, please open topics related to the online game in this category:
@cpadebo not to my knowledge, black elk came up with it a while back…giving them an extra turn of income before the rest would be pretty overpowered in light of how experienced allied players can tear the crap out of germany. the tournament game is only 6 turns which means the allies have to push the axis to play quickly or there is not enough time to get into position to win
@Black_Elk Just had the Burytia stack + Russian fighters happen against me in a game. I ended up resigning immediately as my 90% attack on the territory failed as I scored no hits on my first round and the defender had a higher-than average set of rolls on defense. I might have soldiered on anyway but on the UK’s turn they were successful in the 2/3 chance at taking both Borneo and New Guinea. On my counterattack I also lost an extra fighter as I accidentally clicked it to attack New Guinea instead of the UK navy.
Clearing this stack severely limits Japan’s ability to do anything in the south unless you’re willing to risk Russia taking Manchuria R2, especially if you get the UK fighter there as well so there are 3 fighters. But as you said it seems only useful if the plan is full-on KJF.
They revamped the website a couple of months ago, and apparently broke all of the FAQ links so that they now go to the main page. I’ll fix them when I get a few minutes.
Though they still have not managed to link to the most recent FAQ in some cases … and some linked documents still are simply wrong.
I’m working on getting that fixed, but it’s slow going. I have fixed all of my latest FAQ links that I can find on this site.
Forming 1942 Second Edition and 1942 Online research/testing group for strategy/tactics. Writeups to be published as guides in time. Games will be played on TripleA v5 and 1942 Online and TripleA v5 (Larry Harris Tournament Setup) without bids.
Applicants must be comfortable with discussion of mathematics and exact details and are expected to contribute meaningfully. This is not a group for casual players, nor is it a group for players that want to develop “secret” lines of play.
Wow! Thanks for all the great feedback. I agree with everything you mentioned.
We are working on a How-to-Play video for 1942.2 that will be finished in a week or so. It is a detailed look at every aspect of the rules with lots of examples. It can be watched all the way through by a new player or used as companion to the rulebook. I worked with a number of the games top players and a few educational experts to make sure everything is accurate and easy to understand. Yes, it is a very long video.
We are in the final editing process now. We look forward to sharing it with the community in the coming days.
Thanks again for the feedback!
@Krieghund Thanks. I’ll cite the “Defenseless Transports” on page 17 (for me), when making the case to the 1942 Online developers. Appreciate your taking the time to input, and especially the specific reference - most helpful.
I’m just as pleased that the AAA can shoot down the fighter before the fighter can get any automatic destruction effect. Simultaneous shoot-downs is weird.
Also thanks @Witt of course.
@Eqqman - Real talk - you need specifics. Exactly what’s built, what the moves are, the specific expected outcomes, etc. Very very SPECIFIC.
“Are the Russians expected to just camp out in Moscow starting R4 at this point?”
"The India stack can be safely bypassed "
" I usually end up leaving most fleets in the area they start in and dribble in a few more replacements just to make sure I can’t be completely ignored there."
That stuff is just so wild, none of it should remotely be the case.
The reason that it can’t offload more than once is that if it did so during combat movement it would be involved, though indirectly, in multiple combats. This would require complicated rules, as there would be cases where it could be done and cases where it could not be done. Transport movement is already complicated enough without adding more exceptions, so it was decided that a transport’s movement would end once it offloads, period, no exceptions. It was felt that any flexibility added by allowing multiple offloads wasn’t worth adding more complication to transport rules.
Ive seen it tried many times against me, but its a side show. you need a combination of events. You need to make a thousand cuts against an enemy and it will die quickly. Keep hitting France, Karelia, Italy, Benulux, Norway and you will win
@Imperious-Leader Indeed, that is an official boardgame rule. Page 13:
“A tank can “blitz” by moving through an unoccupied hostile territory as the first part of a move that can end in a friendly
or hostile territory. The complete move must occur during the Combat Move phase. The tank establishes control of the first territory before it moves to the next. Place your control marker on the first territory and adjust the national production levels asyou blitz. A tank that encounters enemy units, including antiaircraft artillery units or an industrial complex, in the first territory it enters must stop there.”
When buying artillery, a little goes a long way. Consider having two or three times more infantry than artillery in your attack groups. A 1 to 1 ratio sounds good, until you start taking losses on infantry and your artillery loses its attack partner. But with 8 infantry and 4 artillery, you get 8 attacks at 2, 4 attacks at 1, and you can take 4 losses before your 8 attacks at 2 start getting touched.
@marcus711 The hang up with that is that all hits must be accounted for. If you attack with 4 fighters against a defending stack of 6 infantry, you will (statistically) land 2 hits (3/6 x 4 = 2), killing 2 of the 6 infantry. And then the 6 infantry get their defending rolls (statistically) getting 2 hits as well (2/6 x 6 = 2), killing 2 fighters. You would trade 6 enemy IPCs (infantry cost x 2) for 20 of your IPCs (fighter cost of 10 IPCs x 2). I wouldn’t call that a good trade.
The extra IPD conditions will require more code logic to build into a global calculator. I could give it a go but would ask for a commitment on your part. To complete the project I would like to teach you how to position the buttons correctly on the map.
I will take on getting the code working to create the buttons and calculate while you place the buttons. Would you be willing to spend some time on Skype with me, install an editor and let me show you how xaml code (the top of the image above) works to place the buttons on the map ( the bottom part of the image)?
@Lifthil said in Questions from a returning player:
With LHTR and LL, what’s a pretty standard bid for 1942-2e?
No idea here, someone else should answer this.
And is the bid per nation or per side? I.e., if the bid is 12, does that mean that Russia, UK, and USA each get 12 IPCs to pre-place, or is it 12 to be spent among all 3 Allied powers?
Usually the bid is per side. It depends on what the players agree.
In our Golbal 1940-league, these are two of the basic bidding rules:
Default settings for bidding:
Limit one bid unit in a territory or sea zone.
The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid.
If I remember correctly, it’s typical for Germany to take Karelia the first round since Russia is not going to have enough force to keep it. The main duty for Russia is to make sure Germany cannot use Karelia’s factory to produce new units next couple rounds, meaning Russia needs to take it back if Germany conquer it. If not Allies will be in difficult position.
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 : )
@JustLuthor I have the True Neutral Lid done (All true neutrals and mongolia). I’ll work on the other one soon. Let me know if you need the sides of the box too. The colors may not be fully match with out of game box if printed out.
True Neutral Box
Since I had the U.S. naval colors out, I pushed through with the Lexington rebuild.
Here’s the previous look.
Reused everything but the rear structure, boosting the fwd. island about 1.5mm. Rear section fabricated with styrene stock.
Think I might have gone a little to big? Still 100% better. That’s what I get for trying to use the rear of a classic tank turret the first time.
Stay safe all.
@Midnight_Reaper said in 20 Years of Axis & Allies .org:
@CWO-Marc As for what we did and did not have back in 2000, I made a small chart
Great chart, Midnight Reaper; it brings back lots of memories. A further point to note is that, in Classic, only the infantry sculpt was nation-specific and was based on authentic WWII designs; the equipment sculpts started following the same design principle with Europe / Pacific / Revised, though it took a long while to achieve (by combining E1940.2, P1940.2 and 1941) a full array for everyone except France. We were also treated to some neat special-category sculpts: the German blockhouses in D-Day, the American and German trucks in Bulge, and the entirely-other-war sculpt set of 1914. Another nice development in the official games has been the addition of China, Italy, ANZAC and France to the original five powers (US, UK, USSR, Germany and Japan). And in the early days, people who wanted extra types of units (or extra colours to represent other countries) had to make do with third-party products like the Xeno and Table Tactics ones or the Enemy on the Horizon expansion set, the quality of which was uneven and the availability of which wasn’t always great. Things certainly have changed.
@Imperious-Leader said in Axis & Brollies : Action Cards and Event Cards:
you should set it up with card decks made at “Artscow” or something like it in terms of name. They are sold as long as you set up account and you will earn a bit of change
www.makeplayingcards.com was recently (2019) used successfully by siredblood to produce his “Blood Bath” A&A version card deck - at a resulting fair price for consumers
drivethrucards.com was recently (2018) used successfully by Young Grasshopper to produce his co-deck “Omaha” and “Utah” cards for A&A G’40 - at an absolute steal of a deal for consumers
If you have not already done so, please consider selling your deck(s) at either or both sites - I would love to see you get paid for your work.