sweet. the new version seemed really short of pieces to me, we didn’t play it but I have it. It always seemed like you needed jillions of ashigaru…
You are correct. I used to break out shogun to add their pieces - always a pain
I would remove the travel lines across seas and add sea zones, ports, ships and naval combat. Cavalry wouldn’t harm, either.
Hopefully a new version will add these, and fix the horrible piece colours from the Ikusa version.
And my marriage/alliance rules, of course.
marriage alliance rules?
1. The obvious - avoid the miginot line but crash into France. Use your two attacks to knock out Paris. I usually invoke Vitchy then.
2. using the same two turn deal - take Poland.
3. Cripple the UK fleet as best you can.
4. sack UK convoys with subs. You can really hurt them economically with this version.
5. invest in tech. I might be old school but i’ve only invested in heavy tanks, Bombers and jets.
6. use your free tech roll for V1/V2 rockets. You’ll use these to keep pressure on the UK. Bomber runs into London to hit factories (liverpool too) along with carpet bombing has suppressed the Brits in our games solidly.
Thats how its been run with our first few games - roughly.
Sorry, I wasnt clear - we start at the 39 start date.
My point is that a US player can tech like crazy at 39, and have a few turns to burn which was not really very historic. Wondering if anyone delayed US tech rolling for a couple of turns as a house rule.
For example, in our recent game the US is entering the war with Jets, Heavy bombers and Heavy tanks.
What are your thoughts?
We’re gonna go for it. I know they are at war but who says we can’t be bold and focus on the brits and Anzac. I too am wondering what this will mean in the end, but that’s what makes this version of the game so much fun - there’s so many ways you can tweak your strategy. Fun, fun, fun!
I’ll let you know if we get our butts bitten with this, lol.
How did it go with your Commandoes? Specifically the fact that they can “glide” behind enemy lines and sabatoge without engaging in combat? I havn’t tested it out yet, personally.
Does that make them too powerful? Do you roll for them to damage factories? 1D6?
It went well. they played a role by hitting a factory in europe and one actually on mainline Japan. The japanese player actually missed him slowly coming up from India by way of a sea route. Once they hit a location, they tend to die as the player has to address them but, the distraction is worth it.
Changes i will be making will be that once they make a strike on a facility it will be only 1 point of damage regardless of how successful the role was.
Great points Jinx.
promotion probably makes no sense.
For killing them, my thought was you have to have an infantry find them first. Once they do, supporting units can help out if in the same space. I’m not sure if that was clear. If it all fails, they can fade away in the same space or retreat to another.
mountain makes sense too. I missed that one.
In the end, we’ll figure this one out, lol.
Game two is over - Axis won with myself with Japan and Italy and my oldest Germany. Three of my other boys and my oldest best friend made up the allies. (We had the experience advantage which was big I have to admit though).
1. Germany hit Russia early but was pretty thin because of it.
2. Saving grace was Brits taking the med fleet out of the med and bringing it up the the english channel. I (Italy) dominated the med, took Yugo, eventually took all of Aftrica and pressed into the middle east, finally taking Transcaucasia, etc. Big mistake by the Brits.
3. With my suprise attack bonus combat move coupled with most ships moving 4 from a naval base I actually pulled off a San Fran grab with the Japanese. Again, inexperiene by the USA player and not seeing this bonus of, what would be 5 spaces in some cases, made this possible. The USA split their fleet so not too many ships would be hurt with the suprise attack but left only four ships in front of San Fran - it was beautiful but a bit like a heavy weight pounding on a light weight, lol.
4. With this, too much was lost and they aggreed the game was lost by the end of 42.
It was a learning experience for all of us in trying to learn the new system (which is amazing) but more of a learning curve for the young lads.
I was thinking only the Brits for those special rules. The SAS caused chaos on airfields, etc so I think the Brits need that nod. The Germans have so many bonus units that this can ad a unique aid to the brits who are so spread thin to begin with.
I’ve got some clearer ideas on them based off your great concepts. Let me know what you think.,
1. 1 SAS in Europe theater and only 1 in pacific can be build.
2. Cost is 4 IPP
3. no transport needed - they just glide along as you outlined earlier without being able to be intercepted (they are invisible).
4. They can opperate in hostile territory much like a sub submerged. When they activate (like a convoy raid with the opponent rolling a 1x6D [commando has a +2 modifier]) on a rail, factory, air field, navy yard, port, fortification, nuclear program or even a capital ship by sabotaging it back a whole step. At that point on the opponents next turn - provided they have an infantry (like a destroyer with sub) - they are exposed and can be attacked by all units in that space. if an infantry attack fails (or a combined attack with an infatry present) they can fade while still remain in the same space or retreat to an adjacent box.
5. Defend low - attack 1 defend 2 like you outlined when used as a standard unit.
6. can be used as marines or airborne with the above attack and defense values.
7. after two successful missions, they can get promoted to attack 2 and defend 3 like the japanese and russians.
What do you think?
My question was for G36 with a 39 start. sorry for the confusion.
In older versions of Axis and Allies certain nations would activate with one allied unit landing. I was wondering if that exists outside of the very few countries listed in the rules?
What I’m getting from Jinx is no. all neutrals are activated for the opposite side that attacked them other than those few discussed.
Thanks Jinx - Love how you use them.
(as an ad on to this email, we are using your commando rules tonight with two additions. We are going to give them the ability to blow up rail lines/ attack facilities and increase their cost by one. The attack will be carried out like the convoy raiding rules with a plus one modifier to the commando. He can free move in enemy territory but can get attacked by infantry on the enemies combat turn).
Great point on China being at war in 39. I didnt think about that. That said, I think it could still work. If Japan punches through and gobbles up the south eastern pointed areas of Russia, it could greatly add income. Just guessing at this point. My oldest son and I are going to try this Friday from an Axis perspective while a few other sons try their hands at stopping us. Fun!
Thanks John. General, I went down that path on the site. Its not an easy process and Im not a fan of downloading software which is part of the process of signing up as I understand it.
Despite the communication difficulties, the game is really great.
I’m wondering if anyone has commando house rules that have worked well for them? Seems the commando’s for the brits are pretty weak. I understand their rationale but for them to have other possibilities - especially the SAS in North Africa - would be fun.
Would refusing the dragon work from the 39 start perspective? I’m intregued with supporting the Germans on a blitz into Russia. Taking the bear out woud alieviate a lot of stress. Once done, I’d imagine the Japanese could concentrate on India and Australia with a lot of funds coming in from the Russian land grab.
Also, wondering about how you can keep USA from an early entrance if France or Britain are attacked? That 512D roll brought the USA into the war on turn move for us last game and, in the end, that was it. USA really put a hurt on the Japanese and also shuffled a ton of units into North Africa way ahead of the historic precidence.
All ears as I default to the experts. …This game is a ball.
The Soviets won pretty easily. By the way, is it wrong for me to post on this topic here? I hope I’m not making a mistake here?
Anyway, after our first game, there are so many facets of the game that we learned about while going through it that I think there will be a lot of variability for a while to come. I just ordered a bunch of experimental and concept units to mix it up along with a few expansions that are “out-there” to say the least - can’t wait, lol.
Great expansion to the global concept.
If there is a better area to post on this, please direct me so I can be compliant. I want to ask advice on strategy, etc from some of the peeps that have played several games. I’m going to take a stab at either Japan or Germany and am interested in “best practices.”