• Okay both players were pretty novice type players, and we were really just trying stuff out, so don’t be too critical of the players or our strategies or anything.

    With ten games of experience, I wouldn’t consider you novices. ;)


  • @TG:

    Okay both players were pretty novice type players, and we were really just trying stuff out, so don’t be too critical of the players or our strategies or anything.

    With ten games of experience, I wouldn’t consider you novices. ;)

    I would of thought all you A&A experts would have hundreds of games of experience up their belt. Thats why I consider myself somewhat novice. We both made ocassional errors that were important to the course of the conflict.


  • that may be true for the older versions of A&A, but since AA50 has only been released late last year, i’d say 10 games is a fair amount of experience  :-D


  • Title:  take 10 paces, then draw (1942)
    Date:  1/31/2009
    Special Rules:  techs and NO’s
    Victor:  none unfortunately
    Game Length:  8 hours, 7 or 8 rounds maybe
    Bias:  we’re pretty close in skill level
    Description:  we may have set a record, the 1st 4 countries in rd 1 got tech with only 1 die!! japan got jet fighters, russia got rockets, germany got mech inf, uk got super subs (lol), no die for italy and US bought one but didn’t hit right away. tech was further pursued by ger, russia, uk and us with russia getting war bonds and US getting heavy bombers.
    japan bought IC for manchuria, took out flying tiger J1, and built up pacific fleet. i threatened WUS and eventually took alaska, but lost the higher priced islands near the end of our game (philip taken back, and next turn would have got back other islands)
    russia hung in there til the end, losing russia during our last round. it would have been retaken next turn. they went with a good mix of mostly inf and some tanks, and held the line quite well.they were making great money near the end (40ish with obj) but never were able to threaten germany.also took the man ic for a turn, i stupidly took off my fighters to land on carrier to threaten us.
    germany took karelia right away and never lost it, kept their navy going a little bit and kept paying off damage to his IC’s. lost france on uk1 based on bad dice vs eastern canada fleet. they kept trading territories with russia and eventually took the capitol.
    uk built IC in eastern canada uk1 and one in india uk2. they took france round 1 but lost it to italy right away. thay pumped out loaded transports from canada to africa and to keep gibralter, 3 tanks per turn in india and bombers for SBR.
    italy had to take back france right away so they had to ignore africa 1st turn, also got attacked by uk in libya during uk1. italy could never get a good hold on africa and the multinational fleet just outside of mad was too much for her fleet to handle. during the last round she finally had a tank in africa and would have been able to take it unmolested (too little too late)
    US split her monies between both theaters, and after getting heavy bmbrs spent alot of money on them. they kept sending troops to morocco and to gibralter whern necessary, eventually took some of japan’s southern islands near the end. they were primed to attack with their fleet and 4 Hbombrs from phillip but lost all of it during J’s last round.

    Observations/Recommendations:  obviously tech played a huge role, heavy bombers maybe are still too strong? it was a well fought game, we need to start earlier or try to start up where we left off. we talked about playing some time w/o techs to make it more “pure”. we’ll see, i’m looking forward to our next marathon. IMO the axis were 2-3 turns from victory, i’m sure the allied player would disagree with me, but who cares what he thinks?


  • Sounds like an incredible match.  You have to love games likes these.

    uk built IC in eastern canada uk1 and one in india uk2. they took france round 1 but lost it to italy right away. thay pumped out loaded transports from canada to africa and to keep gibralter, 3 tanks per turn in india and bombers for SBR.

    What was the rationale for a Eastern Canada IC?


  • @TG:

    Sounds like an incredible match.  You have to love games likes these.

    uk built IC in eastern canada uk1 and one in india uk2. they took france round 1 but lost it to italy right away. thay pumped out loaded transports from canada to africa and to keep gibralter, 3 tanks per turn in india and bombers for SBR.

    What was the rationale for a Eastern Canada IC?

    i’m not too sure what he was thinking. it’s still one turn to morroco from england, right? or because it’s safe from SBR perhaps, i’ll have to ask him and let you know…


  • Title:  1941 first KGF
    Date:  mid january
    Special Rules:  NOs yes tech no, faq-rules no
    Victor:  agreed draw
    Game Length: 8 hours 10+ rounds
    Bias: 3 ppl 10+ games AA50 41
    Description:  usa went africa while uk was bleeding of german troops. russian never real danger. japan dice  first 2 turns real bad… lost 6 planes, couldnt take phillipines  :x. this lost him 2 turns to get to africa basically. but allied player was very worried about his fleet and axis gained 2 turns  in exchange for 2 unsinkable uk/us fleets by air…

    by the time jap fleet reached med ( just in time to stop us taking italy) uk/us troops landed nwe, creating a stalemate in westeurope. if russia could have pushed west, allied victory would have been sure, but  a combined  ger/jap tank force in and around caucasus held a stalemate there too.

    since allied were not strong enough to take out germany a long fight for africa  was ahead.

    Observations/Recommendations:  in the long run japan probably would have got too strong.
    axis got a bit lucky with allied logistics. definatly gained  time here. considering the aweful dice j1/j2 it evens out.

    at 3 in the morning we ended it.


  • Nothing like German and Japanese tanks meeting up in Stalingrad.  :-D


  • word. and thx to india /fic IC  5 tanks more  each turn.


  • Title:  infantry stack
    Date:  3rd of February
    Special Rules:  NO’s and Tech were both used. 1941 scenario
    Victor:  axis victory, by 15 VC’s
    Game Length:  around 6 hours
    Bias:  i was on axis

    Description: Germany pushed into Russia, but held off after an initial push into Moscow and losing. Settled for surround moscow. Built transports and invaded UK 3 times, succeeded on the 3rd. Then purchased additional units with the extra dosh and took Moscow

    Russia went straight onto the defensive, building up a ridiculous amount of infantry in Moscow. They repelled the German advance once, but didn’t counter-attack. ended up being surrounded by Japan and Germany

    Japan pushed into China and took the islands, then took Australia and India. Out-built USA fleet-wise and started invading Alaska and the East Coast of America

    UK lost its fleet a few times, but did some very heavy SBR’s on German factories. Unfortunately Germany had already pumped out enough tanks to scare Russia into staying at home. Eventually got invaded by Germany

    Italy took Africa (with some German help at the start), then invaded Brazil and started moving up towards Washington

    USA tried to take back some islands but eventually lost out, then went on the defensive and built some ridiculously large infantry stacks of its own. China didn’t do much but die

    Observations/Recommendations: i would have done things differently had i been an Ally, but the game was fun. As Germany the SBR’s could have taken me out of the game if they had’ve started a round or two earlier


  • I probably would’ve stopped playing by the time Germany took England. :)


  • yeah, but we wanted the face-off between Germany and Russia (i wanted to devestate the infantry stack!)


  • 1941

    Title: Back and Forth
    Date: 5 February
    Special Rules: No NO’s. No Heavy Bombers.
    Victor: Allies by concession.
    Bias: All players about equal except for Japan who had very little.
    Game Length 7-8 rounds
    Description: Germany took Russia turn 3. Started to advance into china and towards India IC. Japan played very conservatively (big mistake). Even let UK retake all british islands. Didn’t take china. Italy took Egypt, but was pushed back by UK counter-attack using Indian troops and transport. UK built large anti-Germany fleet. Germany player left Berlin too empty (Four inf. three Armor) and British landing took Germany. Went back and forth a couple of times with Italy softening up before Germany attacked, but Germany ran out of units to take it back. Once British could produce in Germany Axis called the game.
    Observations/Recommendations: Neither Axis power should ever play a defensive game. Japan was of very little help and let the British stomp on Germany after getting its money back. Italy is a joke as a playable faction.


  • Was this 1941 or 1942?


  • Title:  Failed Landings - 1941
    Date:  Jan 30, 2009
    Special Rules:  Tech yes.  N.O. yes.
    Victor:  Axis
    Game Length:  6 rounds
    Bias:  Probably the Allied Side Had Better Players
    Description:  USA and UK attempted to Sack Italy and failed.  UK built Indian IC but failed to defend adequately.  USA was focused on Europe and not on Japan.  Japan turned into a monster. 
    Observations/Recommendations:  Unless USA and UK are totally coordinated, landings in France and/or Italy are doomed to fail.


  • Title:  Focus on Japan – 1941
    Date:  Mid- Jan 2009
    Special Rules:  Tech + N.O.
    Victor:  Axis
    Game Length:  8 rounds
    Bias:  Allied had better players.
    Description:  Allies decided to kill Japan first.  It didn’t work.   Germany and Italy were tag teaming Africa, which drew down the UK fleet to try to stop it, which was sunk by a 1-2 punch from Italian fleet and German air force in I2/G3.  Russia was too aggressive in the south, and lost Karelia up north.  While trying to rebuild its navy, UK could not help Russia.  Before USA could build enough to seriously threaten Japan, Germany and Japan were closing in on Russia and it was over.

    Observations/Recommendations:  In my opinion a USA balanced strategy is best.  Japan is a monster if the USA ignores it.  UK loses Africa if USA doesn’t help.  US needs to be in both places at once.


  • Try a 60/40 Europe/Asia split the next time you play USA.  It’s found success before.


  • Title:  First Play - 1941
    Date: 2/3/2009 
    Special Rules:

    We intended to play with NOs, but forgot (well, teh japanese player remembered to go for it but we quit before it mattered that the rest of us forgot). We did play with tech and Germany got paratroopers but never used them.

    Victor:

    Axis conceded.

    Game Length:

    We were on the second round. We got in a couple arguments about the rules, as some people hasn’t played in a long time.

    Bias:

    Honestly, I had played several times the total number of games that everyone else had played. The german/italy player hadn’t played in years and had last played Classic.

    Description:

    Allies followed a KGF strategy. US focused on africa, and wasn’t very ideal with movements, but didn’t end up effecting much. Germany killed a lot of the allied fleet to begin with but lost all of theirs, although italy moved their fleet north. UK built a FAC in India, but Japan was focused on China and hadn’t even taken all of the major open islands yet by the end of the second turn. Russia was destroying germany, while UK had destroyed the germany airforce.

    Observations/Recommendations:

    The allied players (me and the other guy) worked together. In retrospect, I think I should have backed off more, but I was excited to be playing. This is more of a “how to play board game” thing though. Germany and Japan need to be very agressive. Without NOs, allies make way more than the axis.

    JM


  • Title:  Second Play - tripleA - 1941
    Date: 2/3/2009 
    Special Rules:

    We played with tech and NOs although with tripleA it was buggy. Was probably going to be unplayable at the time we quit because despite having jet fighters, UKs fighters were still attacking on a 3.

    Victor:

    Axis conceded.

    Game Length:

    We were on the third round.

    Bias:

    This was my normal (virtual) partner. He has played more games than I and is a bit better.

    Description:

    Allies followed a KGF strategy. Germany started off killing most of the UK fleet (I wasn’t sure about the russian sub so didn’t hit the UK DD, I should have), also gemany didn’t hit egypt, in fact egypt was never hit because reinforced it was too large. UK destroyed both axis powers fleets with bombers/fighters. Japan took all major islands first turn and australia second turn and should have taken india third turn. Germany rolled bad against russia all along the front, the worst being bad rolls so that they didn’t take caucus on germany turn 2 (russia wouldn’t have been able to recapture if luck had been average).

    Observations/Recommendations:

    I generally play on even with bad luck but this was too bad for me. The caucus thing killed germany, although perhaps I was too agressive (germany and russia were tied for TUV on german turn 3). Even with the european setbacks, At the beginning of turn 3 axis were making over 10 more per turn than allies. Because of the large amount that germany and japan make, I think making factories is about required for them, in fact after I made 8 purchases with japan on turn 3 I still had 16 left over and so I made a FAC although I had originally intended not to do an asian FAC with japan. Also, I really think that for the axis to take egypt, which is needed for italy to be really useful, they need to do a first turn attack by germany. If UK focuses on europe, they will support egypt, and there will be no way to conquer it later.

    I conceded because it was late and I attacked india with 4 inf, 1 art, 1 tank, 4 fights, 1 cruiser, 1 battleship against 3 inf, 1 AA, and 1 art…. and lost it all. I might have been able to fight back up if luck had started to go my way, but I just didn’t feel like it. Also, while japan gets huge (and I am not really sure how anyone could significantly stop me), it is pretty slow to get to where it needs to to do damage.

    JM


  • I’m a supporter of TripleA, but I wouldn’t recommend playing it yet – unless that’s your only available option.  Especially if you’re new to the game.  In it’s current state TripleA:50 is far to buggy for a few of the reasons you mentioned.  I would wait until they at least come out with the full release and not deal with the headaches caused by beta.

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