Wow! Thanks for the amazing feedback! We really appreciate you taking the time to go through the whole thing so carefully. We hope you will share this with others interested in learning the game.
Audio balancing with other folks is always tricky. We did our best.
The Geronimo Easter egg is available in both videos. Each has one subtle error. Find them and win a prize.
Also, as I said, you must deploy the carrier directly under the planes if they survive the turn; if they don’t you can place it anywhere
You can do the same thing when you declare you’re going to bring an existing carrier up in NCM for fighters to land on after a battle is over. If the fighters die, you don’t have to move the carrier. Reference the “Pearl Harbor light” opening for Japan.
It’s a board game, not a historical simulation.
Differences (from memory):
Second Edition adds/changes:
-Two hit battleships
-AAA (now a combat unit and nation specific)
-Strategic bomb damage works differently
-New costs for most units
-New rules for subs and destroyers
-Completely revised map: Lots more territories and sea zones; income levels and starting unit counts are very different (favors axis); the Atlantic ocean now takes two turns to cross for East USA to England; fighters have to land in Iceland or carrier otherwise don’t have enough range; China and the Pacific Ocean are much revised, et al
The files were finally approved. Here’s what I posted in the BGG forum:
I recently uploaded to the BGG files area the following player aids and helper files for Axis & Allies 1942 2e:
Setup and Profile Cards:
Setup (front) and unit profiles (back) for each nation that are easier to read than the ones included with the game. This file is meant to be printed on 5 double sided sheets, one for each nation.
Player Aid with Sea Profiles:
A player aid containing pictures of each sea unit profiles, order of play, turn phases, combat sequence, victory conditions, and a color coded stacking chip chart. This file is meant to be printed on both sides of one sheet of paper.
Player Aid with Unit Profiles:
A player aid containing unit stats, order of play, turn phases, combat sequence, victory conditions, and a color coded stacking chip chart. The back contains the unit profile chart from the manual. This file is meant to be printed on both sides of one sheet of paper.
Victory City Flags:
A collection of Victory City flags. These can be used to create stands to show which side controls each victory city. I printed them on label paper and folded the flag around some small posts to create small flag standies to place on the board.
New on the forum, just curious as to what you all think about an opening move I use with UK pretty often. On the first turn, build a factory in India. I consider the UK pacific fleet pretty much useless against Japan, I say let US deal with it since they have the money, so i abandon it in favor of a land based strategy. I’ve seen people try building a factory in India where they move the one inf over from persia and pull the plane in from the carrier and try and defend it. The problem with that strategy is that if Japan wants India bad enough on the first turn, the math says they can take it. (They will lose some fighters, but having a factory on the mainland seems like a worthwhile trade). Here are my moves (only on the Pacific side) for turn one.
1. send the carrier in India to get the unprotected transport by Kwangtung.
2. Send the Australian sub to get the Japanese sub
3. Put 2 inf from Australia onto a transport and attack New Guinea (Not a huge part of the plan, but technically the math is in my favor)
4. Move inf from Persia into India
5. (here’s where things get dicey) send everything in India, plus the fighter from the carrier, into southeast Asia. Unless the Japan player catches on to what I’m doing, the first two units he allows to be killed will be the infantry there. I don’t really care so much about getting the plane, so unless i’m doing really well I just retreat after I destroy the ground units. This way, Japan has no ground units in range to capture the factory, and next turn I can reinforce it with 3 tanks, and from there just send ground units up the coast until Japan is kicked out of mainland Asia. Then I would use the factory to reinforce Russia from the East.
On the 1st Edition of 1942 this is almost suicidal because the Japanese player should focus everything on preparing to attack India from J2 onwards and he’ll be able to do so unless you commit the Soviets to defend the IC. Which is almost suicidal as well because Germany should also be pushing hard into Russia and it will usually mean that the Soviets will lose Caucasus.
You’re also leaving Africa to Germany if you follow this.
I ordered 16xWhite infantry, 5xWhite Stuart Light Tanks, 4xWhite P-40s from HBG to represent possible neutral countries with varying setups… I’ll toss them in an organizer and have them handy for when/if I decide to implement some Neutral nation rules for 1942 SE. Â I wanted a color that didn’t look remotely close to any other nation for neutrals.
and then I went back and realized they had a “neutral nation set” and I ordered a couple of those… ugh… some things aren’t listed on every page they should be! lolz
There usually is a fairly safe spot to land the bomber.
Assuming the US gets one hit and you lose your 4 move ftr you can end up with a sub/cru left there, and the cru blocks some moves, but even if US wants to go after your bomber that exposes their battleship. It’s not usually a trade they’ll want to make that early, especially if they were planning on bringing the BB to the Atlantic to help with a KGF. The surviving cru also becomes the “easier” 12 ipc target to hit with potentially less risk of a counter depending on where the J ACs are.
I’ll typically plan on landing my surviving J ftr with the bom so I have the freedom to move my two carriers where ever I want, then I gauge the results of Pearl and figure out if I really need the ftr with the bomber or do I need it elsewhere.