• Let’s do some math.
    Assuming the numbers provided by B_BB are correct, then for every $1 the US spent on A-bomb it spent 3300/20=$165 in total.

    In A&A terms:
    Assume on average the US makes 33 IPCs per turn. Then it takes 5 turns to make 533=165 IPCs.
    Out of that it spends 1 IPC for weapon development. Since it takes 5 IPC to roll, it takes 5
    5=25 turns to get 1 roll.
    I’ve shown before it takes on average 21 rolls to get a particular tech you want, in this case A-bomb. Then on average it takes 2125=525 turns to get A-bomb.
    Assuming 1 turn is 3 months in real time, then it takes on average 525
    3/12=131.25 years in real time for the US to get A-bomb. :o
    Historically the US got the A-bomb in 6(?) years.
    Therefore I’ve proven that it was much easier to get the A-bomb historically than in A&A. 8)

    For the next lecture I’ll make a case for putting Antartica on the A&A map.


  • A simple way to look at it was the US spent 3/5 of 1% of the entire war budget on the Manhatten project. Based on 21 tech rolls to get the a-bomb you’d need to spend 105 IPC. For this to represent the same % of war effort has the historical example you’d have to have earned 17,325 IPCs…. What the US could do with 1155 bombers… THEN get the A-bomb… I guess ya could say it’s a bit more costly in A&A :-)

    BB


  • Yes, the US got incredibly lucky with the tech roll. :lol:


  • Xi, what does the expansion have in it?

    BigBlocky, I hear ya about the large constraints on rules. Playing Risk with nuclear weapons is FAR easier to accomplish than using nukes in A&A. We’ll try it anyways and see how it goes. We may decide it’s too much of a hassle.


  • Been a long time …
    Lemme think …

    :-?

    May be more than one type of expansion set out there.
    The one I recall had cards to draw …
    (resistance movement, weather problems, cowardly opponent, unit breakdowns…)
    OW! Sorry my brain crashed!
    The package I remember had some example cards on the outside.
    Make a coupla calls. see what you can find.


  • Whoa! That sounds sweet. Thanks.


  • You are very welcome!


  • I’ve got an AA expansion kit called “World War II the expansion”. It’s an all navy expansion 40 pages of rules just for navy so what’s new…. Sub patrols, anti-sub patrols, air search missions, german wolfpacks, convoys, depth charges, carriers get damaged and have to go to a factory for repairs, destroyers, escorts, cruisers. Some countries get extra units at various turns for free, increased industrial production, damaged factories on reduced production. Subs can’t attack subs so you can just sail your subs right through.

    It seems people around here would rather play then learn 40 pages of rules for navy. It does make it more of a ‘tactical’ game rather than strategic. There is a sister expansion that does land. Great probably another 40 or so pages for extra land rules… Even more rules to argue over.

    BB


  • Man-o-man! That’s nothing like what I’ve seen.
    The two expansion packs I recall were less than 3 oz.
    and smaller than a new comic book package.

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

34

Online

17.0k

Users

39.3k

Topics

1.7m

Posts