Thanks again for the info…I’ll be sure to poke my head back in this thread if any new questions come up. :-)
Posts made by Aretaku
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RE: Rules for linking AA Europe and Pacific
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RE: Rules for linking AA Europe and Pacific
@Craig:
Check here for more info:
http://www.harrisgamedesign.com/bb2/viewtopic.php?t=1653&postdays=0&postorder=asc&start=0
Craig
Thanks for the link…some more boards for me to lurk through. :-)
I’ll try to answer them.
1. Can Chinese units enter Russian territory? Could a Chinese attack theoretically be made on German assets if the units made it that far? Can Chinese infantry be converted by the Russians??
I don’t see anything prohibiting Chinese units from moving into Soviet territory or attacking German units, but the USSR cannot convert Chinese units, since there was no Lend-Lease agreement between the two countries.
Works for me.
2. Can Japan and Russia attack each others units or occupy each others territories?
Yes.
What about that piece of the Sov Union on the Pacific board? Does it remain empty and valueless??
3. Do the new connecting land territories for the US and USSR contain additional income for those nations?
No.
Whew…good.
4. There seems to be no effect on surrender dice if the Chinese capital is taken. This is correct?
The only effect is the income of the territory and control of its IC.
Would that be considered US income?
5. I wanted to verify…all convoy income from the Europe board for the UK must be spent on the European theater on turn 1? Convoy income may then be shared between theatres on each subsequent turn?
Yes.
Does that work both ways? Would that mean that Pacific convoy income is restricted to the Pacific for turn one? Or can it be given to the Europe theatre from the beginning??
6. As I read it, a nation that has it’s capital occupied and has no other IC still collects income??
Yes.
God forbid you let an enemy regain a capital then…a nice chunk of saved money might drag you from deaths door.
Still…works for me. :-)
…one last question.
US
Each turn taken (TURN# – 2)
US under Axis control 8
Hawaii under Axis control 2
Axis is getting 5+ Oil Money 1
UK has surrendered 3
Russia has surrendered 2
Every 7 IPCs of Convoys in Axis control 1One Axis power surrendered -3
US was attacked by Axis during Turn 1 -2
Every 5 IPCs of Axis territory controlled -1I’m taking that to mean that the US has to roll 1 surrender die on turn one, 2 dice on turn two, 3 dice on turn three, etc. (provided a negative modifier hasn’t nullified the dice)…
…am I correct there?
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RE: Favorite WW2 Fighter Plane
I voted for the P-38 first. Love the design, and it was the aircraft that killed Yamamoto, so it gets bonus points.
Voted for the Mosquito second…possibly the best bang for the buck of any WWII aircraft, and a superb night-aircraft.
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RE: Rules for linking AA Europe and Pacific
I had a couple of questions regarding these rules, as I am anxious to try this setup, but a couple things remain unclear.
1. Can Chinese units enter Russian territory? Could a Chinese attack theoretically be made on German assets if the units made it that far? Can Chinese infantry be converted by the Russians??
2. Can Japan and Russia attack each others units or occupy each others territories?
3. Do the new connecting land territories for the US and USSR contain additional income for those nations?
4. There seems to be no effect on surrender dice if the Chinese capital is taken. This is correct?
5. I wanted to verify…all convoy income from the Europe board for the UK must be spent on the European theater on turn 1? Convoy income may then be shared between theatres on each subsequent turn?
6. As I read it, a nation that has it’s capital occupied and has no other IC still collects income??
Answers to any or all of these questions would be greatly appreciated.
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RE: Kamikaze Question
In the games that we have been playing in my summer gaming class, we have yet to launch any strategic bombing raids against Japan as well. We have determined that a better target for the bombers is going after the Japanese transport fleet, and eliminating it. Once the transports start getting short, the Japanese player has to start loosing combat ships if he wants to be able to move units from Japan. If he does not do that, then the Japanese basically build single use transports in Japan to deliver units prior to being sunk. Once that start happening, it turns into a vicious circle, and the Allies start pushing the Japanese back at about 2 territories a turn.
I agree that killing Japanese transports ought to be job number one for the Allies, but we have had several close games in terms of victory points, and it would be very helpful for the Allies to actually WIN one of those close games by bombing away a few victory points.
I’m thinking Manchuria is the best option, but I don’t know if it can be held by the Chinese alone…perhaps some Indian infantry can make the long march north to assist…
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RE: Kamikaze Question
Thanks for the quick answers guys!
That’s what I thought, but it hadn’t come up before in a game for me until yesterday, and I wanted to be sure.
Me and my friends have been playing AAP for a couple months now, but despite a number of games, we’ve yet to set up a bombing campaign against Japan…it has never once been bombed in all our games, in spite of the fact that there are always a bunch of American bombers floating around. I’ve even tried to stage out of Manchuria, but Japan never lets me sit there.
Any advice??
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Kamikaze Question
I’m pretty clear on the rules regarding Kamikazes, but one thing has befuddled me…
…can Kamikazes be utilized defensively??
For example, if a single US transport attempts to invade the Marianas, and I have no ships there, can I still designate one or all of my Kamikazes as defenders?
What if I do have a ship defending there? Can I still designate Kamikazes as defenders?
Or…are Kamikazes only able to be utilized on Japans own turn as an attacking unit?
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RE: Most Surprising First Round purchases you have seen?
I’ve had an Russia 1 purchase of 1 AC and 1 Tran work out well for me…but only the first time I tried it.
My what a glorious game that was though. the Soviets marching through Rome on their way to Berlin. :-D
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Chinese Infantry
If China takes Shanghai or Korea, do the Allies require control of the associated Convoy Route in order to gain the extra infantry, or does the Chinese presence in the territory alone determine whether or not China recieves the infantry?
The instructions do not specify one way or the other. I would assume control of the Convoy Routes would be necessary, but I would like some confirmation.
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Advice for America
So my friends and I recently purchased AAP, and we’re certainly enjoying it.
So far, we’ve played two games, and in each game, the Allies have managed to prevent a Japanese VP victory at the last moment. I was Japan in the first game, and UK in the second, now I have a shot at utilizing the Americans.
I’d appreciate any advice regarding how best to utilize America to keep the game from being so close…I know that early on my best bet is a combination of bombers and subs, but at what point should I start adding transports and other warships?
I’m thinking I might try to go for Japan itself…my main concern is that I will not draw the IJN north and free up Aus/Ind to retake islands. Has anyone tried this strategy before, and how much success have you had with it?
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RE: US IC in Norway
If you happen to play with National Advantages, a US Norway IC is a great way to get tanks to Russia to be converted by Lend-Lease without tying up your fleet.
Otherwise, leave Norway to the Brits…they usually need the money.
I’m surprised by the number of people commenting on the possibility of Germany bombing the IC. If America brings an AA over, is Germany going to risk a 15 IPC bomber on a 3 IPC raid? Seems like a bad risk when German bombers are needed to threaten the Allied fleet.
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RE: Most Important Piece
@ncscswitch:
Other “most important pieces” would include the USA FIG in China and the UK FIG in Egypt. Neither of those units ever seem to live long enough to attack, because they are so dangerous that virtually ALL strategies for this game include the death of those units before they can be killed.
Glad someone else finally mentioned 'em.
I saw a J1 attack against China fail once…the results were NOT pretty for Japan.
No German player wants to watch that Egyptian fig go off and land somewhere else.
I’ve seen the Pearl Fig kill a BB all by itself.
These fighters are crucial pieces, hence my earlier comments.
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RE: What is the most USELESS unit/territory?
The most useless territory is Greenland
The most useless unit is the NZ Infantry…when does it do anything other than sit on NZ all game long, or die under the withering bombardment of Japanese battleships?
Maybe once in a great while the SZ40 transport will evac it (Instead of 2 Aussie Inf) to the South Atlantic and into Africa, but that is a rare occurence. Much more rare than, say, pulling the Inf off of Midway, or moving WCan inf into ECan to be picked up by Brit transports, or sending a Jap transport out to the valueless islands to grab Inf.
I’d vote for the AA gun in the Eastern US.
I almost would, but I’ve moved it to Algeria and gotten great use out of it, defending against a German retake with Med fleet and AF. Researching Rockets and moving it to UK is also an option.
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RE: Japanese False Insertion
@LT04:
Japan does it normal Pearl attack (heavy) and China Invasion and reinforces FIC.
With one TRN (1 INF and 1 ART) + 1 BB goes to Alaska.
Japan cannot present a viable threat with only one transport. His build will reveal his true intentions.
As the US, HIT that BB/Tran with everything that can reach, it will never again be as vulnerable…land AF in WCan, possibly move CUS troops there to help guard them if Japan built more than one transport. Your US build can vary, but I’d put at least a couple ground units in WUS.
I wouldn’t bother moving the Atlantic fleet to the Pacific…takes too much time, and it’s needed against the Germans in most instances.
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RE: UK Pacific Fleet Unification
The only thing that a UK fleet unification does is make it difficult/impossible for Japan to do Pearl on rd 1.
Either of the two sea-zones in which UK can combine his fleets is open to Japanese attack, and while Japan may lose a few units, the ultimate goal, Moscow, is still attainable, while the British have wasted units, and potentially IPCs, on an empty threat.
I have made the strategy work in the past in conjunction with an Australia IC, but now that I’ve seen it, it’s fairly easy to counter. The biggest issue is if the US goes for an all out Pacific strategy…Japan must work to estabilsh a large Asian mainland force before the home islands are isolated…but of course Germany has much less to worry about with a distracted America and a crippled UK (didn’t use the fleet to counter Egypt, meaning Germany likely owns Africa and won’t be giving it up any time soon).
…and the Brits won’t even sniff those island IPCs.
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RE: Most Important Piece
@Cmdr:
However, the British Bomber is needed all the way until the end of the game unless the allies are conceding defeat.
No it’s not.
Unless you’re telling me you’ve never won a game in which your British bomber died, which I somehow doubt.
I’ve lost the British bomber in SBRs in rd 2 or 3 on numerous occasions, and I’ve still won handily. I’ve kept it for the whole game and still been defeated.
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For me, the most important pieces are those which you KNOW the enemy is going to attack on rd 1, and which have the greatest potential to cause damage to the enemy.
In many games, especially between players of similar skill levels, the first couple of rounds can make or break the game.
An “important” piece should aid you greatly when it rolls well, and leave you enraged when it rolls poorly.
I’d say it’s a tossup between the British fighter in Egypt, or the American fighter in SZ52. Each has the capacity to aid greatly in their respective battles, and set the opponent up for a potentially devastating counter…or to do nothing and leave the enemy in a strong position with many options.
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RE: G1 input
I generally favor African expansion, so I’m pretty conservative early on against Russia when I’m playing as Germany. I’ll stack Karelia sometimes, but I’m as apt to simply stack EEU, prepare for a later push, and wait for Russia to do something stupid.
Also, as Switch said, I would not enter Caucausus with ground units unless I can take it with 1 Inf
…recall that in the real war, Germany was well established in Stalingrad, but eventually lost the battle, and never recovered.
It can work just the same way in this game. It’s no fun playing as the Axis when the game is all but decided before Round 2 is even over.
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RE: UK Factory In India
@Cmdr:
Japan will not always be able to take India. I’ve seen many a game where there was so much Russian crap in India that Japan couldn’t possibly take it even if it was decided that all Japan round one attacks would hit automatically.
However, in those games, Germany just waltzed into Moscow regardless of what Matilda was doing in England or India. :evil:
Well yes, if the Allies are willing to give up Moscow, then India can indeed be held. :-P
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RE: UK Factory In India
Perhaps my greatest single victory was when I took out 4 Russian armor and 5 Russian infantry in India….along with two rounds of British units, plus their starting gear.
I don’t care what Russia sends, or what England builds, an India IC is a gift to Japan unless the Allies commit to all out KJF…and even then Japan can still take it