Peter (NikTheRake) and myself tried this one out last night.
Aim of the game:-
This is an easy to learn wargame. The rules are straightforward and printed on two A4 double-sided pages. One of these sides is an example of play. The object is to eliminate the opposing army and take over all of Ireland. The map of Ireland is divided into four regions (depicting Ulster, Munster, Connaught and Leinster) with each region further divided into areas.
One player begins with control of Munster (bottom left) and the other in Ulster (top right). Connaught and Leinster form a no-mans land in between.
Players take turns placing a unit within their own area starting with the first player and continue until all units are on the board. There is a stacking limit of 5 units per area.
The game differs from other wargames I have played in that you begin with all your units on the board, but you will receive no further reinforcements during the game. Certain areas in each region of the board give the controlling player a token during their turn. Four of these can be traded for a chip which can be placed below a unit. A chip will take a hit instead of the unit.
Can either bomb any enemy land/ water based unit 3 dice or
Battle for Air Superiority 2 dice against opposing jet – a 10 point hit track is provided and once exceeded a hit is scored
2. Move Units
3. Fight (in contested areas)
4. Collect tokens
5. Purchase and Place Chips
A simple player aid sheet gives a breakdown of unit movement, dice, any special rules and keeps track of hits on the Jets. Units are summarised (if I remember correctly) as follows:-
Unit Move Dice Special Rules
Jet* Once placed doesn’t move 2 Dice are for defence only. For attack see 1. above
Helicopter 6 2 Must land on a mobile Heli Base
Mobile Heli Base 1 1 If you have more helicopters than bases at the end of your move extra helicopters are destroyed
Tank 1 2
Motorised Infantry 2 1
Hover Tank 3 2 Can move on land or water
Hover Craft 3 1 Can move on land or water
Rocket Launcher 1 2 Can support an attack up to two areas away
for Jet attacks see 1. above.
Any 6 rolled scores a hit
Each unit is also depicted on a card. A card is placed to the side for each unit involved in a battle (note if you have two tanks and a helicopter are involved in the battle then two tank cards and one helicopter card will be placed to the side). If you suffer a hit your opponent picks a card at random which takes the hit. Remember if the unit has a chip the chip is removed instead of the unit.
Overall Impression of the Game:-
I rate this game a 5 (see rating system below). It’s an enjoyable two-player game, which I would be more than happy to play again on occasion. Very easy to explain and play. The (lack of) reinforcement mechanic stops this relatively simple wargame from outstaying its welcome. The different unit capabilities ensure an element of strategy.
My Game Rating System
10 The Holy Grail of games (still waiting to give a game this score)
8-9 Very good game.
6-7 Good game. Would happily play whenever it’s brought to the table.
4-5 Reasonable game. Would play and enjoy occasionally if it is brought to the table or suitable to play with certain opponents.
2-3 Poor game, but has one or two good points, such as good quality components which can be salvaged for other games (making it worth a couple of quid from a charity shop, but not much more) or I get the feeling there’s a reasonable game hidden in there somewhere if only I could be bothered to look/ invent house rules.
1 Somebody’s had a laugh at my expense. I can’t think of anything good to say about this one (only one game has achieved this, if achieved is the right word, but it’s also the only game I have ever thrown in the bin and I can’t remember it’s name. I had received it amongst a bundle of games from ebay. It was a Power Rangers type game)
Subs may submerge at the end of any round of combat if there are no opposing destroyers in the battle at that point (as long as the battle is not over). They have no effect on other units while submerged, and are ignored. They resurface at the end of the noncombat movement phase, having no effect on enemy units in the sea zone at that point.
You know, TT made the landing crafts to be used with the classic MB editions, and in that game it was usually UK that would purchase them, in UK, and use them for the first attack wave on Western Europe, and in next turn US could just re-inforce the newly taken territory with infantry from trannies, so no need for US to buy expensive landing crafts. In the pacific theatere, US would need to occupie Manchuria and build a factory there, and then place landing crafts there for the final attack on Japan, but at that stage most rational players had quit long time ago.
Why didn’t WotC print each nations’ original IC’s, airbases, & naval bases on the gameboard similar to the original A&A Pacific. It would save space and you wouldn’t have the risk of accidently knocking the cardboard chits everywhere.
There will be another setup in the global 1940 game.
The only thing I thought would be needed as far as replacing chits for plastic pieces would be the AA. The bases and factories I don’t mind having as chits, but the AA I would think has to be a piece because it can move.
To me, it seems that the miniatures in AA42 have a better finishing. In my AA50 the miniatures are not so good. Russian an Japanese fighters are bend, ships of alla navies have molding problems. Maybe refreshed is intended in the sense they have re-modeled the “original” of each miniature.
I sent WOTC an email about my bent planes, ships, etc. They replaced all of them for me. I recommend the same. Check the box for the web site and go to customer service (not near my box at the moment).
I bought my AAG last week,it hasn’t been delivered yet,but,when I found out that they had the wrong cruisers,I asked for the right cruisers from AH even before I had my AAG delivered,so I will have my correct cruisers the day after I get my AAG.
Actually, I am thinking that with the addition of some 1 inch by 3 inch cards under each ship, you could easily use them for miniature naval battles using any of the wide variety of rule sets out there. Especially now with the addition of the cruiser. I am thinking of using some simply naval miniature rules to fight sea actions in the Guadalcanal game.
It’s true that SBRs are nearly a break-even proposition. However, if they weren’t, they’d dominate the game.
The whole point of SBRs is inflicting damage that the enemy can’t afford. The US is the only country that can really afford an SBR campaign, simply because it can afford the losses, while Germany can’t. The US sacrifices its own income to suppress Germany’s so that the UK and USSR can take advantage of its weakened state. This is not really pointless.
If SBRs were a money-making proposition, there’s no way that the Axis could survive, since they start off economically inferior to the Allies. The Allies could simply build a few bombers to SBR with, then devote the rest of their income to defense. Eventually, the combined toll of the bombings would render the Axis powers bankrupt, then the Allies could move in for the kill. Doesn’t sound like a very fun game, does it?
The strategy you’re describing sounds perfectly viable to me.