Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUs#1 trulpen (X) vs captainwalker (A) WaW
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@captainwalker said in #1 trulpen (X) vs captainwalker (A) WaW:
battle score of -202! So much for that battle calculator saying I had around 60%!
Have a Merry Christmas!Ouch!
Merry Christmas!
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This game is pretty much over now. I’d like to play again, same sides, but with unlimited construction and no neutral flyover.
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I’m ok with those options, although I dread bunker-stacks for both sides.
I think inf and tanks are too cheap, but it’s a bit of work to change it and a lot of work to find something more balanced.
One thing I really want to implement if I’m to play this version again are the rules regarding subs. a) They can’t block movement. b) They can’t be hit by air unless there’re des present. c) Des negates sub’s abilities of first-strike and unrestricted movement.
I believe those rules should be in effect regarding the basic rule-set (A&A42 Rev.) and thus should be player-enforced. I think that’s the designer’s intent, although I can’t say why the coding of the map doesn’t include it already.
Another thing I’d like to change are the blitz-capacity of mechs and a-cars. They could be able to join tanks in blitzing as a pair, but being able to blitz by themselves is just plain wrong. Of course, changing their ability should also affect their price.
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There’s another thing I came to think of. It’s also connected with the thai failure against the tr, which actually probably taunted US to make a rational, yet catastrophic, attack on the JN.
I really don’t like that trannies have defense value. I’d prefer to play with the G40-rules there, that they have 0 defense and also can’t be taken as causalties before war-ships and/or air.
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Subs being able to block ship movement and transports having a defense value of one are part of Revised rules…those aren’t game options. Implementing rule changes would be a editing nightmare…
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@captainwalker said in #1 trulpen (X) vs captainwalker (A) WaW:
Subs being able to block ship movement and transports having a defense value of one are part of Revised rules…those aren’t game options. Implementing rule changes would be a editing nightmare…
I agree that editing would be cumbersome.
Have looked into the '42-rules from 2004. I’m not 100 % sure, but think that is Revised. Have tried to dig out rules regarding subs and des below:
“Destroyers […] limit enemy submarine capabilities.” (11)
“Submarines may move through hostile sea zones as if they were friendly, and they do not have to engage enemy sea units in those zones. However, a submarine that ends its combat move in a hostile sea zone must enter combat. In addition, the presence of a destroyer in the same sea zone ends the submarine’s move.” (13)
“Opening Fire Casualties […] If a destroyer is present in a combat involving enemy submarines, the destroyer’s player skips this step. The submarines’ casualties can fire back at the normal time in the combat sequence.” (16)
“Submarines on both sides may retreat during this step by
submerging. […] It remains submerged until the end of the noncombat move phase. (Submerged submarines do not stop enemy sea units from moving through their sea zone.)” (16-17)“PHASE 5: NONCOMBAT MOVE […] Sea units can move through any friendly sea zones. They cannot move through hostile sea zones, except when the enemy forces consist of only submerged submarines. […] Submarines cannot end their noncombat move in hostile sea zones. At the end of this phase, all submerged submarines resurface. This does not trigger combat, even if there are enemy units in that sea zone” (21)
“If a sea zone is occupied by enemy units other than submerged submarines, your sea units end their movement and enter combat. Submarines are an exception: They can pass through a hostile sea zone without stopping, unless there is a destroyer present (see Destroyers, below).” (28)
“Special Abilities
Submarine Disruption: A destroyer cancels the special abilities of submarines (see Submarines, below). Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have a destroyer in a combat, the casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.” (29) -
From another rule-book of '42. I’m actually not sure exactly what Revised is.
"Submarines
Does Not Block Enemy Movement: The “stealth” ability of submarines also allows enemy ships to ignore their presence.
Any sea zone that contains only enemy submarines does not stop the movement of a sea unit. Sea units ending their combat
movement in a sea zone containing only enemy submarines may choose to attack them or not. Sea units can also end their
noncombat movement in a sea zone containing only enemy submarines.Cannot Be Hit by Air Units: When attacking or defending, hits scored by air units cannot be assigned to submarines unless
there is a destroyer that is friendly to the air units in the battle." (30) -
Anyway, maybe it’s of no consequence.
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Revised rules are different from 1942. Revised came out before 1942… I think it was the game that followed the original A&A.
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I believe I’ve got the Revised rules. The version is from 2004, right?
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no…those aren’t Revised rules. In A&A Revised subs block ship movement unless the sub is submerged and air units can hit subs…
https://axisallies.com/wp-content/uploads/2014/12/axis-allies-rules-revised.pdf





