• Not sure if these were excluded due to balance issues however Italy and Japan both fielded paratroopers.

    In fact, Italy was the first nation to perform a paradrop in 1927. They deployed the Folgore Division which was similar in size to the German paratrooper wing.

    The Japanese deploy 3 battalions (1 regiment) which is 1/3rd to 1/6th of other axis force sizes. They were restricted to the SNLF and conducted drops in support of amphibious actions at Menado and West Timor. Given there small size and their poor equipment they may exist below the scale of Global War, however given the number or troopers other nations can deploy the Japanese would be able to deploy at least 1 paratrooper. The poor equipment was due to Japan’s poor understanding of doctrine regarding paratroopers, at the time they were formed no one had conducted a combat drop. They were thought to need very light weapons for more a more garrison style role rather than machine guns and mortars for heavy action.


  • I take Denmark by land 1st impulse so their navy has to roll, then on 2nd impulse I take Norway. I do it every single time so I can get the bonus. It has to be done for the extra cash but it can cost you a plane if Norway gets lucky.


  • I agree with SS too but it’s as the designer says you can’t please everyone. Clarifications will be fine at this point. I’ll play the Axis alone against my friends because they don’t want to play them now but that’s ok.


  • @billcallaway

    there are not 3 more destroyers to UK (compare with setup 6.1), there are the same 9 destroyers, only in other sea zones!!!


  • Just started setting up board and looking at the new setups. Looks like Russia’s Eastern front is in Novosibirsk!  lol  Didn’t really notice it until I did the setup.
    Don’t see Japan gettin to Moscow. Seems like Japan is being forced to India.

  • '20 '19 '18 '16 '15 '11 '10

    Thanks for the recon SS.

    In retrospect, as radical as the changes are to Novosibirsk, I am surprised no Russian navy showed up off of Vladivostok!

    I seem to remember a small one there in Zeno’s World at War.

    Anyway, I’ve been thinking hard shoulder to the USSR (maybe grab a bit of buffer from the eastern territories) and drive for FEC, DEI, and beat up China along the way. It’ll have to be quick though and if the rolls go bad it may mean turtle time. It looks like Japan is going to be forced to declare war early by slapping FEC (maybe USSR too) hard with the sneak attack. I don’t see a Pearl Harbour happening.

    Then again, I’m still thinking about a more conservative game if the sneak attack by turn 2 is still in force by the time we play. All that new junk in Novosibirsk is a bit intimidating. Are the small gains worth it to get the US after me earlier on?

    Please keep the reports/impressions coming.


  • @ Tiger - you said the new rules were going to be up Friday, but in another post you said Saturday. Which is it? The reason I ask is someone is driving 60 miles and staying the night so I don’t want him here a day early. We are not playing until the official rules are up.

    @ koba - I really hope they meant Japan sneak attack after turn 3 - because it’s more realistic and because Japan will do very poorly if they have to use in 1st or 2nd turn.


  • @billcallaway:

    I take Denmark by land 1st impulse so their navy has to roll, then on 2nd impulse I take Norway. I do it every single time so I can get the bonus. It has to be done for the extra cash but it can cost you a plane if Norway gets lucky.

    Interesting, how do you deal with the UK fleet?  I know that I like to take out as many uk ships as possible turn 1, then Norway can be delt with turn 2 or 3.

  • '20 '19 '18 '16 '15 '11 '10

    It definitely will be a tough go for Japan. The beauty of the old sneak attack rules was that the Allies knew it might be coming but there were a few turns of drama beforehand. Now (if it remains the case), the “sneak” has been taken out of the sneak attack. Maybe it would have been better to give Japan a two impulse like Germany which she had to use by the end of turn three or something.

    When I get home I’ll be setting up the map right away and getting the lay of the land. I’m sure SS will be giving us some more info as seeing is believing.  :-o

    Past that, we’ll see what Tigerman sends us.


  • @SS:

    As you probably seen US starts at 0 and rolls 2 d12’s also on first turn.

    I have seen this but what has me questioning it is on the setup sheet at the top right hand corner. it saids
    production 80, starting IPC 20. a different IPC start then their countries production value. This is true for many of the powers. so the way I take it is (using US for example) the US gets 20IPC to spend on round 1 to buy new units. then roll the 2d12 to collect income adding to each round til at war.


  • US gets 20 icp’s to spend on first turn. Then they roll 2d12’s at end of turn 1 for income and hope you don’t roll snake eyes.  :-D  Then US has only 2 icp’s to spend on turn 2.  :x      But Japan and Germany are hopin you do.

    Thats part of the confusion for some people that you stated.


  • @SS:

    US gets 20 icp’s to spend on first turn. Then they roll 2d12’s at end of turn 1 for income and hope you don’t roll snake eyes.  :-D  Then US has only 2 icp’s to spend on turn 2.  :x       But Japan and Germany are hopin you do.

    Thats part of the confusion for some people that you stated.

    Thank you,  I thought I was the only one confused and was like am I reading this wrong or what.

  • '14

    @koba:

    It definitely will be a tough go for Japan. The beauty of the old sneak attack rules was that the Allies knew it might be coming but there were a few turns of drama beforehand. Now (if it remains the case), the “sneak” has been taken out of the sneak attack. Maybe it would have been better to give Japan a two impulse like Germany which she had to use by the end of turn three or something.

    When I get home I’ll be setting up the map right away and getting the lay of the land. I’m sure SS will be giving us some more info as seeing is believing.  :-o

    Past that, we’ll see what Tigerman sends us.

    The original 1.0 rules had Japan’s sneak attack exactly the same as Germany. I may put this back into play and tone it down just a bit to see what happens….playtest of course.

  • '14

    Im wotking on the discrepancies right now.  This is what im changing for the 7.1v

    1 Russia starting cash will be 15. Russia will receive full production income every turn but still have to roll to get to 48 for a declaration of war.

    2 Japan sneak attack has to be done before the start of turn 7….so turns 1-6

    3. German navy can be used on second impulse.

    Any other clarifications or discrepancies please post or PM me. Ill be looking all weekend!!

  • '14

    All special units can be purchased at the beginning of any turn unless restricted by rules.

    Minor Axis cannot build Tigers or any German special units.

  • '20 '19 '18 '16 '15 '11 '10

    Sounds good.

    Will implement and report back.

    Thanks again.


  • I don’t have any discrepancies to point out at the moment, I’m sure they’re being taken care of for the most part.

    What concerns me a the moment is something a little different than what would normally be considered for balancing.  I mentioned this in a thread last year, but I don’t think it attracted much attention.

    Has anyone considered that France, being a 20 IPC nation/power, just falls too early in the game?  It has the potential to do so much more than what it’s currently doing.  It’s comparable to Italy in almost every way.  Imagine Italy being knocked out on turn 1, every single time.  Does that help convey what I’m trying to explain?  Please let me know…

    I might be biased when I say the 2 impulse ablilty Germany has is just overpowered; I’ve never liked it, even playing as Germany…  I’m not even looking at it from a historical perspective.  I’m thinking the mechanics at this basic level need a rethink.  It wouldn’t be the first time a well established game was revamped.  I’m sure you guys can cite your own examples…  I will also mention that I didn’t use the ability when I played as Germany once, and I still managed to make a huge punch and go on the offensive for the consequent turns.  This was with 6.1 rules and setup.  Eliminating the 2nd impulse rule will effectively eliminate the need to buff Russia like in 7.0 and still have France ultimately surrender and do the whole Vichy/Free French thing (which is something I find absolutely awesome in this game, btw) well before Russia enters the war.

    I hope you guys don’t think I’m crazy when you finish reading this lol.  Do you guys think this is something to consider?


  • I will also mention that even though I love this game, I never get a chance to play it.  I won’t really be able to provide any reports on sessions for testing rules, unfortunately…

  • '14

    Ben_D.  I understand what you are saying. We have had games where Germany failed to take out France and France w as s a big player in the game.  We had one game where France never fell and Germany was beaten. We had a game wheee France never fell but the Axis still won because they took a few other victory cities….fun both times.  That being said, most of the time France will fall in turn 1 or 2.  Just the nature of the beast.

    Glad you like the game.


  • Ben D.  When we played are first game Germany ( First time player for this game ) rolled for Vichy and only got a few ships and maybe 5 or 6 territories towards Vichy. He also had bad die rolls where he lost alot of navy on turns 1 and 2. Also German split his fronts where one went thru Turkey which was probably a mistake. Allies win. So alot  rides on that and a very good German player is Key. No Offense to first time player for Germany.
    Last 2 games Allies and Axis even for 1 game and 2nd game Axis won due to good play, some good dice and bad decisions by us the Allies.

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