• Yeah, it’s interesting how he actually made some improvements while intentionally also “downgrading” the game so much for a different audience.

    Mix and match pieces from other game, man.

    Somebody wondered if tanks will only move one space instead of two.  I wouldn’t be surprised either way.  I’m wondering what the units cost - can’t see it on Jensen’s pic.


  • This game is a rehash of MB edition using new pieces and AA42 map redrawn.

    I see the same strategy dynamic over again… Germans pile up in EE, the Soviets pile up in Karelia. It becomes an arms race over time. If the German player heads south, the Soviets in a reflexive manner shift to Russia and West Russia becomes the pivot point or the “no mans land” between them.

    China was changed for easy Japanese access to Russia.

    The sea zones are looking verbatim like MB edition with few exceptions…

    I bet the rules for placement are not unlike MB edition, since it looks like new factories are not in this game.

    No artillery also means MB edition.


  • [quote author=Imperious Leader link=topic=27523.msg970126#msg970126 date=1339001730]
    I see the same strategy dynamic over again… Germans pile up in EE, the Soviets pile up in Karelia. It becomes an arms race over time. If the German player heads south, the Soviets in a reflexive manner shift to Russia and West Russia becomes the pivot point or the “no mans land” between them.[/quote]

    The dynamic is somewhat different. On the MB edition Karelia was the strongpoint since you could either go through there or Ukraine/Caucaus (longer).
    Here the main difference is that Karelia is the longer route to reach Moscow and you have 2 (W Russia and Ukraine) instead of 1.


  • Yea but the Germans have the same distance to cover as well. So they dance around the in between areas if the Germans go south.

  • '10

    Maybe there’s a rule that you can’t blitz through China. An Acme speed bump if you will.
    It reads “US Supported Chinese Forces” on both the Chinese territories. Maybe that has something to do with it.


  • Highly doubt there will be added rules like that


  • I’m hoping NAP but i doubt it. It seems like this is Classic The Redo, in an effort to make it more historic


  • @Col.:

    I didn’t notice the India IC. That could change things from the regular game play as well.

    Also one in Australia…


  • @kcdzim:

    @Col.:

    I didn’t notice the India IC. That could change things from the regular game play as well.

    Also one in Australia…

    While Japan now can’t build any ICs on Asia…


  • From the video posted, the pieces don’t look that great of quality…I’ll just wait to make my decision to buy two when I get the first copy.


  • @Hobbes:

    While Japan now can’t build any ICs on Asia…

    No, they just go take India.  I’m wondering about production limit rules, if any….

  • Sponsor '17 TripleA '11 '10

    Production limits won’t be needed with minimal income and units the same price as before. You can only by 2-4 units per turn anyway.

  • Founder TripleA Admin

    Production limits are like the AA50, AA42 games.

    Hey, can you guys come up with a ton of questions about the rules? I don’t know what to look for. The differences are going to be so subtle that I might miss it.


  • lets start with a basic question you’re going to get asked over and over again.

    Can we have the complete list of each unit for the Allies and the Axis? We know somethings but are missing others.

    How does SBR work? With the limited income I’m curious to know how they work.

    Is there a Tech system if so what are the techs and how does it work?


  • @Variable:

    Production limits won’t be needed with minimal income and units the same price as before. You can only by 2-4 units per turn anyway.

    It matters a lot!  India is only worth 1!


  • Questions:

    • Unit costs /move/attack value/ defend value

    • there are no AA-units - but is there an AA-System (like “built-in” AA) on SBR, is there any AA on attacks on units?

    Thank you :-)


  • @djensen:

    Production limits are like the AA50, AA42 games.

    Hey, can you guys come up with a ton of questions about the rules? I don’t know what to look for. The differences are going to be so subtle that I might miss it.

    The question is how much of Global 3.9 rules made it to 41 or if they made new ones. Off the top of my head check this:

    • Carrier cost and damage (2 hits or not)
    • AA Guns (cost, can be taken as casualties, etc.)
    • Victory Conditions (number of cities, etc.)

  • @Hobbes:

    • AA Guns (cost, can be taken as casualties, etc.)

    What AA guns?  There are no tokens for unit AA units so I’ll bet the AA unit has been removed from this game.  At best, there’s an SBR system with the AA gun integrated into the factory ala global.


  • Yes, and I would be shocked if there were 2 hit carriers

    Although when Jensen was flipping through that rulebook….  jeez it didn’t look simplified too much

  • Customizer

    Just watched the box opening video. Some nice looking pieces. I love the US subs. The question that is most burning in my mind is: Other than being the Original game designer, did Larry have ANYTHING to do with this game? He has been quiet on the subject and if memory serves, the wording on the initial flyer we saw said: using the same game mechanics as created by Larry Harris, not: This game was designed by Larry Harris.
    Other than non disclosure agreements, this could be a reason that Larry has not commented on the game at HarrisGameDesign.com Simply put maybe he didn’t design it.

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