What you can do is eliminate the units, then noncom into newly captured territory.
This isn’t a blitz.
By holding mechs and tanks back during combat movement, you could potentially noncom them into zones (newly captured or not) they could not have reached during combat. you often need all your firepower so this isnt all that common but it is helpful
Based on my preliminary results, that advice helped me achieve exactly what I wanted. Thank you. The AI Goes down every time obviously. I will have to find some better allies to play against, wish me luck. And, just maybe that essay may show up one day. Not sure I want to frustrate you all with every detail yet. But, if I do make a guide on the AI Total Victory, its over about turn 11-12 unless I optimize it more. No condescension intended, nice to meet yall. If I am an eagle you are my wings, and such.🦅
AXIS 11-17-20 RV Milky!
(Edit reason total ipc is so high is I was on track to take both the west coast US, and Hawaii same turn but spammed thru hit assignment on Hawaii, blundered it twice and didn’t bother doing anything else for a few turns but spam the enter key and well, gotta get ready for a test at work… so yeah, no misleading intended either it was turn 11. I’ll just have to do it again tomorrow)
@inveratulo Do you not consider the number of Infantry you start with and value the extra attack point you get for free? Its not math in a vacuum. Look at your assets and buy what best fits and this depends on Nation, Projection, Income level, How close you are to taking his capital, etc. If you can risk a slow walk to Moscow as Germany, Or as UK you buy tanks so you can overrun Japan with a factory in Egypt and India. It depends on the situation alot more than creating units out of a vacuum.
@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.
You should make one, I don’t have a 1940 copy but have friends who do and would love to have one. Still I always like to put in a Bismark no matter what time period, just to stress Britian because they have vast, if thin superiority in the Atlantic ocan.
Ya but every thing is raised +1 across the whole game for AD
So far Allies 3-2
But should be 4-1. Axis had 1 tank in coast city. Allies Didn’t bring enough troops.
It was nice had allies attack St. lo on T4 or 5
Added a few pieces to setup. 3 extra paratroopers and a few tigers late on card and AD@5 I think M1 only. Moved 3 block houses off coast on upper left side of map and put in 2 more against big US beachhead and other one against other US beach head.
This is the map I use.
Better take d day discussion to correct thread from now on
I know that 1942 Second Edition doesn’t come with National Advantages (NA) out of the box but I’d like to experiment playing with a few. I grabbed the list of NAs from the Larry Harris Tournament Rules PDF (https://www.axisandallies.org/wp-content/uploads/AAR_LHTR_v2.0.pdf) but a few of them reference specific spaces/zones. I am wondering how to modify them for the 1942 Second Edition game board.
Trans-Siberian Railway (U.S.S.R NA) previously mentioned that certain land units can move two spaces along Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R territories. However, on the 1942 Second Edition game board, Evenki National Okrug is in the way along with Vologda as well. How should this be modified?
Kamikaze (Japan NA) references sea zones 58, 59, 60, 61. In the 1942 Second Edition game board, are those still valid?
Chinese Divisions (U.S. NA) references China, Sinkiang, and Kwangtung territories. Which territories should it be on the 1942 Second Edition game board?
1942.2 is a very neat and faster pace game than other versions of AA, nevertheless the china rules of AA50 and paratrooper tech are both aspects bring in more historical realism, fun and tactical depth to the game in overall. I have tried to incorporat both rules as houserules into 42.2 and would like to have your comments on it if these break the balance . My group are not very sophisticated AA fans therefore a 6:4 balance would not significant impact to our overall result i believe.but of course i want to make the variant as balance as i can
As i know the original setup is more favour Axis side. And SU in general has a less resources other than her two alliances. So my rules set as below
a.) China power is controlled by SU player
b.) Except the initial IPC, China’s controlled territory IPC are reduced from US productivity.
c.) China can occupy and control only the 8 territories including Formosa/kwangTung/Manchuria .
d.) China only can produce infantry according to AA50 rules except 1 infantry/1 allies controlled territory in China.
The reason for this is enhancing China defence against Jpy in early rounds as it can deploy before Jpy invades. Also the cheaper cost of infantry (1 IPC= 1 inf) is offset by less IPC for US player. Thirdly SU player will has more fun when compared to us and uk.
Generally , players tends to push all their ground force all to the most front line and leave its central territory very empty without any threat. Introduce of para hope can solve this unrealism. I modify the AA 50 rule of para and allow in the beginning of the game.
In combat move , 1 bomber can carry 1 infantry to the target hostile territory
Moving and landing rule are as same as normal except the bomber can fly through hostile territories as long as it has legitimate landing route.
When the bomber fly through and at the target territory with Aaa gun (during combat move only), do the aaa gun chking as usual combat.
We play tested once with both rules , we found the China rule brought a little upclimb difficulty for JPN player, but in long run , as US has fewer resources and get more balance and has a bit less impact to Axis
With paratrooper variants. We tends to build up more aaa gun and deploy inland or islands , also we will leave some def forces at some strategic territories which the overall deployment tactics looks more reasonable on the map.
Since we did not heavily play test enough,feel free to comment if you sight any potential problem to these variants
Russia: Add a bomber to Karelia, remove the factory there
UK: Add 2 infantry to India
US: Remove 1 transport from sz 11, but make US gain a full turn of non-combat moves
This will help the US preserve some of its starting fleet, save some of the troops in China, make Russia a little stronger vs Germany and help the UK hold India for longer. Thoughts?
It totally imbalanced toward allies… If you play OOB ( not LHGC version) this would track toward allied advantage. To balance you start with LHGC, and move existing units around for both sides, not just add 20 IPC to allies.
I took another look at the house rules I’m considering, and hopefully will get a chance to test it out over the coming Christmas holidays. This mod is definitely intended for games with 4+ active players so that multiple people can be “active” at once and encourage a quicker, less downtime game.
If you only have 2 players, then of course use the the standard turn order.
My 2nd pass of writing it up has resulted with this. Rules/changes in bold, with discussion following.
-Start of game, the “one weird turn”: Russia and Britain take one simultaneous turn. Russia acts as normal. Britain only starts with 12 IPCs and can only move pieces from or into territories east of and including Persia. UK can only buy/place units on the pacific side of the board during this turn
-After this turn finishes, the turn order becomes: All axis powers followed by all allied powers
-The above change allows simultaneous turns while preserving the general flow of each theater and keeps the usual critical opening strikes intact.
Consequences and clarifications: A couple situations will pop up due to the changes.
Still not allowed, instead if more than one nation attack a single territory, battles will be resolved one attacker at a time.
IE: If Russia, Britan and US all combat move to a single axis territory, the attacks happen one at a time. Russians fight untill they win/lose/retreat, followed by UK, followed by US. The allied player 2nd/3rd in line may decide to immediately retreat before dice are rolled if they don’t like the results of the previous players attack.
Can opening: No longer possible. Losing this “trick” is an acceptable loss IMO.(Personal taste: It’s very “gamey”)
Loss of landing planes/strait use. IE: US cant land planes on territory UK just conquered. In practicality, this is a minor nerf to allied KGF play.(landing planes in west europe. If there is an example of strait use that happens in a “typical” game I’m unaware). Is this a big enough deal to warrant additional changes? We will see. Easiest solution for balancing may be modifying the British “bid” introduced for first turn pacific spending.
This is a work in progress, but I’m putting it out here for ideas and feedback if anyone is interested in geeking out on something like this.
This is an expanded list of techs with fixed costs (no more die rolls) that would simply come into effect immediately (unless otherwise specified) for the cost shown. Some of these have a cost of 5 IPCs, with the intention of simply enabling what are essentially house rules/new units (Mechanized Infantry, Cheaper Naval units, rudimentary dogfight rules, etc.) while allowing players with no interest/need for them to ‘opt out’ and save the 5 IPCs. I’ll be using this list for my next solo game and will be making adjustments.
Note: The ‘Turkish Pact’ tech is designed for games where the Turkish Straits begin the game closed (via house rule), but also works for games where the straits start open as per OOB rules (in which case, upon the development of ‘Turkish Pact’ they would cease to be a special case of “Always Open” straits and revert to the normal OOB straits rules (closed to units unfriendly to the controller of Turkey).