I’m thinking of doing this as well. For the sake of a bit of consistency in the rules between games.
And, I like the new rules, but I can’t justify purchasing this game when I already have AA50. They seem like the same level of game.
Btween the new 41, and G40
Plus AA50 gives you the option for tech and N.O.'s, as well as China and Italy.
So adopting some of the new rules into AA50 seems like the best of both worlds.
After further consideration I no longer feel the fighter escort/interceptor rule needs any fine tuning. In my previous posts I expressed the view that the rule nerfed strategic bombing too much but I’ve since changed my mind. After all, bombing raids over inland German targets without escorts was near suicidal, especially during the daylight. It wasn’t until the Allies had deployed long range escort fighters and had outnumbered the defending Luftwaffe aircraft, that the Allies were able to conduct bombing missions without terrible loses. The same is true with the fighter escort/interceptor rule as it stands now and it should stay that way.
does this destroy the Entire attacking navy? or just 1 crs 1 dst 1 trn, allowing the other 3 trn’s to escape?
As these 3 surviving transports are attacking transports they can retreat. It would be different if they were defending transports… then they would be autodestroyed (p19).
Japan, of all the countries, has the most opportunities, units to take advantage of these opportunities, and time to attempt them. These moves might cost them some of their planes, but those are expendable(start with NINE!) to further expansion as well as most easily replaced due to their range and relative low cost.
By mentioning time, Japan is isolated enough to be able to recover if their opening round attacks go poorly.
J1 Buy = 2 tpt, inf = 17/17
2 inf (sz61) via sz61 tpt > brn *MT
CA,BB (sz61) > sz50 (dd, tpt)
Philipines (2 inf)
inf (car) inf(oki) via sz51 tpt
2 inf (jap) via sz 62 tpt
3 inf, art (sz61) via sz61 tpts > bur (inf)
2 ftr (sz61) > sz35 (dd,tpt)
2 ftr (sz57) > sz56 (dd,tpt)
2 ftr (sz57), dd (sz51) > sz53 (BB)
However you want to attack China on the ground. This is not the strongest push, but also not the weakest.
3 inf (man), inf (kia) > Sui (inf)
2 inf (kia), ftr (jap) > fuk (inf)
3 inf (fic), ftr (for), ftr (man) > yun (inf,ftr)
How is the logic as it applies to the real world at all relevant? Is it not simply a matter of game play balance? There are an endless number of unrealistic elements in all axis and allies games, so picking on one, and not another, seems entirely pointless to me.