AA is unique to the extent it fits in between light “war games” like the ones these guys like and the real mind buster/hex and counter games. People who want more realism etc go for the latter while lighter players go the former, leaving us who want something in the middle with AA. It’s hard to convince either type to go in for middle when they want something really complicated or easy.
My 1st Top 10 list
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Hello everyone,
I’m planning a new video for my YouTube channel in the new year and could use some help. It will be a top 10 list series and the title of the first episode is…
“Top 10 A&A G40 rules new players get wrong”
Here’s just a few off the top of my head…
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Tanks may move into a territory, and get picked up by a transport, or they exit a transport into a territory, and can move into another territory.
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Units that the UK purchases with Calcutta money may not move into the Europe side of the map.
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Japan may build a major IC on Shanghai because they controlled it at the beginning of the game.
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If the Soviet Union declares war on Japan, the Mongolian rule will never be activated.
What are some other good ones that might make my list?
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Some I can think of:
-AAA is fired before bombing planes split up, allowing Tactical Bombers to be lost instead of Bombers when bombing an IC and an airfield/naval base
-A transport with an infantry and an AAA can unload the infantry in the combat phase and the AAA in the noncombat phase.
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When resolving combat,if I 1st knock out your airbase then I prevent you from scrambling against my sz attack in the same turn.
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I can bombard you with my navy even if there is no amphibious attack.
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You can move air over friendly neutrals.
Carriers move and then the planes can move 4 spaces from that location ( effective range 6 or 7 )
Transports can unload into 2 zones at the same time.
You can do naval battle and then still do bombardment.
Awesome stuff so far, thanks guys.
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1. Building Industrial Complexes 100 - A Comprehensive List
Course Description: A fairly self explanatory list of the starting locations where each complex can be built by each nation. Includes narratives on China’s special treatment, inheriting damaged complexes, and placing complexes on territories you did not start the game with.2. Naval Blocking 101 - The Necessity of Destroyers
Course Description: A discussion of the art of using destroyers as screens and how to combat it. Includes a narrative on the special relationship between aircraft, destroyers and subs when rolling dice and selecting casualties.3. Amphibious Assaults 203 - An Un-Escorted Landing
Course Description: Scenarios and decisions where scrambles and subs are unable to block an un-escorted Amphibious Assault. Includes a narrative and discussion for when naval ships can and cannot ignore a submarine in open water as well as during an amphibious assault.4. Kamikaze 310 - A Study of Potential Landing Locations
Course Description: Establishing the difference between illustrating you can land your aircraft on a carrier in the declare combat phase versus the non-combat phase where you can essentially decide to let them crash into the ocean. Extra Credit for illustrating how a CV with no offensive combat value can be used to absorb hits in Kamikaze missions.5. Strafing 510 - A Forced March: The Art of Retreating to Advance
Course Description: An explanation of how you can attack from multiple territories and elect to retreat that will effectively move infantry two spaces. Additional discussion includes the Mech two space movement restrictions in relation to owned territories versus blitzing. -
This should defiantly make the top 10 list. It may be an extension of what UK can or can’t do.
One power two economies allows UK Europe to take over and/or liberate UK Pac territories and collect income from them once India falls (and the other way around if London is captured). You only keep them separate if UK is in control of both capitals (London and Calcutta).
Another would be to explain how the Dutch territories work in the Pac (also related to what UK (Anz) can do and their political situation).
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some input for the top 10 list:
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how does a submarine work: suprise strike, submerge, movement, doensn’t count as a blocker and: where they can or can’t move (Gibraltar vs. Danmark), can’t hit air units.
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take friendly neutrals is a noncombat move, many players “attack” during combat move
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convoy, many people get this wrong
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kamikaze, may people get this wrong
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Mongolia rule
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turn sequence, especially scrambling and convoy, may people forget of do this in the wrong order. YG explained this verry well in the P-2 Runthrough video Germany during the combat movement phase:
- direct all units
- defender may cramble
- SBR
- amphibius assault
- general combat
also: defender takes casualties first
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use of airbase naval base extended movement. Many people think an aircraft can move 1 more if its on a carrier in a sea zone adjacent to a air base. Also: many people don’t know a ship must DEPART from a friendly naval base to extend the movement
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planes may not land on newly taken spaces
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AAA
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SBR
use of bombers, and air battle. how many defending fighters can the defender use? how meny escorts can the atackers send? Do you need an airbase to intercept?
Hope this is helpfull…
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Great stuff, looks like a full top ten for sure.
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I’d like to see the declarations of war somehow fit into this with the most common errors pointed out. It could really just be an if/then explanation to highlight some of the most common misconceptions (the effects of Japan DOWs, restrictions on allies in the absence of DOWs). eg in a recent game, I didn’t realize that Washington could declare war if London fell. oops!
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I just don’t imagine the american public getting all excited because japan lands troops in indonesia in 1940(an election year I think)
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edit-
Wooops, totally misunderstood.Nothing to see here, move along :p
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Look forward to this video.
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You can move air over friendly neutrals.
Carriers move and then the planes can move 4 spaces from that location ( effective range 6 or 7 )
Transports can unload into 2 zones at the same time.
You can do naval battle and then still do bombardment.
I thought you were allowed to move an aircraft carrier and then move the planes 4 spaces
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You can move air over friendly neutrals.
Carriers move and then the planes can move 4 spaces from that location ( effective range 6 or 7 )
Transports can unload into 2 zones at the same time.
You can do naval battle and then still do bombardment.
I thought you were allowed to move an aircraft carrier and then move the planes 4 spaces
You may not. Each unit must use a movements point every time you move. A good way to remind yourself is to take all air units off your carriers before moving. This way its obvious that the planes have to use a movement point.
Here is one YG that I had to correct many times:
You may not move units in both the combat and noncombatant phases unless that is an air unit.So many times people have tried to attack with take/mechs and then move again. Same problem with sea units.
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Sorry YG - somehow this thread never hit my radar.
One I think no-one else has mentioned is the different scrambling and intercept capabilities of fighters and tactical bombers, which I found confusing and easy to forget when I first started.
Also anything that triple A gets wrong can find its way into person to person gameplay. For example, I think, the split of AAA against planes hitting different targets (which someone else has mentioned). If memory serves triple A also allows non-placed units to be carried over. There may be others?
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Well here’s one that bit me in the rear end just the other day:
Even though W. India is a UK Europe territory in A&A Europe, 2nd ed. in the Global combined version it’s actually a UK Pacific territory…. so, if you get the bright idea of building a factory there for UK Europe you’re pooched.
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Some I can think of:
-AAA is fired before bombing planes split up, allowing Tactical Bombers to be lost instead of Bombers when bombing an IC and an airfield/naval base
I’ve been doing this one wrong, it seems. But Triple A allows you to select tacs as fodder in an IC SBR.
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Some I can think of:
-AAA is fired before bombing planes split up, allowing Tactical Bombers to be lost instead of Bombers when bombing an IC and an airfield/naval base
I’ve been doing this one wrong, it seems. But Triple A allows you to select tacs as fodder in an IC SBR.
TripleA isn’t perfect. Some other flaws with it I can think of on the spot are activating a friendly neutral not stopping movement for mechs/tanks, and mechs being allowed their second movement in noncombat if they captured a territory with their first movement in combat.