I love these big brutes. They can take 2 hits, deal out good offense death, and help in both sea and amphibious invasions. They are also the best and most detailed models, I think, in the new A&A revised rules. Gotta love those granddaddies of the sea…
Posts made by 88-millimeter 0
RE: Favorite Naval Unit?
RE: Help me out…
Wow… that’s even larger than I anticipated. So each infantry piece is 3-5 corps. How many men would that be?
For an example of the loss of life, last night Germany launched four attacks in the Soviet Caucaus, Karela and Belarussia areas, plus Rommel thrust across the Suez Canal and claimed Trans-Jordan. In the aftermath, Germany “killed” 7 Russian infantry pieces, 2 Russian tank pieces and 1 artillery piece, as well as 1 man, 1 tank and 1 plane from the UK. German “losses” in these four attacks (all successful) were 6 infantry pieces, and 2 fighters.
Total losses for these four battles? If each infantry “piece” is 50,000 men, then the Soviets and Germans combined lost 650,000 soldiers (plus UK’s 50,000 men under Monty in Egypt).
Epic battles, indeed!
Help me out…
To make things a bit more fun for our group, I’ve decided to keep a log of each nation’s turn from start to finish, recording what they purchased, their attacks, kills, losses, non-combat moves, any gains and ending IPC for that particular round.
It gives you a sense of, A) the huge amount of casulaties that take place in a single round and B) how many times a chunk of blood-soaked land is exchanged between two nations (primarily the Soviets and Germans).
What I’m trying to decide is how long is a 5-round turn? And also, how many infantry, tanks, airplanes and aircraft carrier pieces represent numbers?
The way we have it now, one 5-round turn in the game is one season of a year. Thus, 4 turns equals a year. Another buddy of mine likes to play one round as an entire year, which seems pretty quick to me.
As for numbers, an “infantry” piece could represent anywhere from 500 to 1,000 to 10,000 to 50,000 troops.
Any suggestions would be greatly appreciated. Thanks!
RE: What do you think is the most/least realistic about A&A?
It’s difficult to stay true to warfare and keep a game interesting to the majority of the masses. Ultimately, as a gaming company, you want a product to appealt to as many tastes as possible because making a profit is the ultimate goal.
Much like Dungons and Dragons gaming, I think Axis&Allies players are encouraged to broaden the scope of the game, to create new rules, alter old ones, as you see fit.
I don’t look at the old game or even these new revised games as an end-all. I look at it as a blueprint - a base foundation - that allows individuals to make as many improvements and enhancements as they deem fit to make. For that reason, A&A rocks.
One of the first “improvements” I made was an option to retreat. They can do so the next round after their initial announcement. However, any retreating forces that are hit by the attacking forces don’t receive a retaliation strike back, since they, literally, turned their back to their enemy.