I like that, the distinction between carrying normal and paratroopers. It is true that a plane could just take normal guy, land and have them get out of the plane. It requires more training to jump out of the said plane, whilst shooting your Thompson sub machine gun and smoking a cigar…
Posts made by captainhook
Well I think that if you don’t want to restrict the number of paratroopers, I think that you shouldn’t be able to use normal bomber for dropping purposes, and will need a special “no bombing” bomber, that is bought only for the purpose of carrying paratroopers.
Yeah, 3 might be a bit much.
How about this:
-2 paratroopers per plane.
-Can use a normal bomber to conduct a drop.
-If the plane is shot, the troopers die with it.
-Attack at 2 in the first round.
-Cannot be supported by artillery.
-Maximum 4 Paratroopers per side, at a given time.
I like the idea of limiting the number of paratroopers one side can get, otherwise I really feel that the board is going to become flooded with them. Think about it, if one decide not to use their special assault, they can ferry 3 units from germany to west Ukraine, every turn with one plane ( the plane going back to where it started from each time).
We have to remember that paratroopers are elite troops, and limiting their number to 3 or 6 (1 or 2 loads), should represent that.
RE: Newbie needs strategies
My brother always beats me in the 1st round in A&A and i dread playing because of that. Can you give me some good allies and some good axis strategies to help me win?
One thing you might have failed to realise is that the Allies are supposed to suffer heavy casualties in the early war, and then progress into winning in the long run.
Think of the axies as the school bully who pushes the young allies around. Then in the long run the Allies go to college and become CEO of Goldman Sachs and proceed to dick on the over-cocky axies. If the Allies give up in the early stages, well they will never win, whilst if they stick to their guns and make the good investments and minimize their loss, they win in the long run.
One thing to keep in mind is that, in the real world, paratrooper units lack both firepower and staying power.
That is very true. A lot of optional rules aim at including paratroopers because they are so cool.
However, they are more of strategic unit then an actual shock troop.
I think that:
-they should be bought first and then loaded in the plane.
-They could only take part in an assault involving other land units.
-Their tactical use should be represented by a “suprise attack” on the first round, just like submarines.
-They cannot be supporter by artillery.
-First round attack 2.
Tide of Iron
I was at my local boardgame store the other day and notice this gigantic box, with a lox of seemingly really cool pieces inside.
I have also watched a bunch of videos and read the rules. The game looks like it is going to be a lot of fun.
Has anyone here played it and coudl they tell me what they think?
My only fear is that it feels a bit like playing warhammer when I was 15. I haven’t played a war tactics game since, and have only focused on AA-type strategy.
RE: What is the best strategy for Axis and Allies Global 1940? plz help
I don’t think that buying only infantry is best, since it completely disallows counter attack.
Also, and that is a question, aren’t ones odds of winning better with slightly less infantries and a couple tanks mixed in?