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Author Topic: Best of All the A&A Games?  (Read 4795 times)
A& Fighter
Posts: 1453

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« Reply #15 on: February 10, 2013, 06:25:33 am »

It shouldn't matter that the US can drop all units it buys in Hawaii.  They still take 3 turns to get to Japan.

Japan should take extra risks turn 1- (defenders roll on a 1!), and should be able to get 40 IPCs (and thus 4 Victory points) round 1 (round 2 at latest).  Then Japan should buy several submarines/round to block the US fleet at all times (yes subs block in this version).  It can be close near the end, but Japan should be able to do:

4+4+4+4+3+3+2 to win. 
A& New Conscript

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« Reply #16 on: August 29, 2013, 04:55:26 am »

I wonder if it would be better limiting Hawaii production to 12 IPC per turn and then requiring Japan to get to 25 victory points. 
A& Mechanized Infantry
Posts: 79

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« Reply #17 on: September 01, 2017, 06:22:08 pm »

Yes i really miss all of the unique  rules these older games had to offer. Like the j1 kill everything rules, or the allies paying for oil rule in europe. Convoying was wayyy beter in these games, but the problem i have with it is that its not an attack. Maybe we should have the ships roll dice and whenever they hit, the other player loses money, ON THE TURN OF THE AGGRESOR! The problem i have is that by the time its the enemies turn, they have destroyed  you fleet that was blockading you convoy. Having it be an attack would fix so many issues when it comes to convoying.
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