@Germanicus oui je parle Français mais j’ai du mal à écrire en Français alors je te réponds en Anglais. I have the 1940 version both europe and pacific and the 1942 game. I only have the 1942 rulebook in French. I could probably find a few more local players as well but they would be rookies. I have a 13 year old son who loves to play and is not to bad.
Posts made by elgato610
RE: Axis and Allies Players in France
RE: Advice on some house rules
I get the whole argument, but the big picture goes something like this. American amphibious operations played a key role in WW2. They involved the combination of many elements which were uniquely employed by the US. That is a historical fact. The question is how to/ is it possible to represent this historical advantage in the game and still maintaining playability and a semblance of balance between the powers. So the question was simply how could one represent this historical in AA 1940 and maintain playability. It may not be possible who knows.
RE: Advice on some house rules
The idea for the marines is simply to allow a historical element into the game and vary the game play a bit. The ability of the USN to coordinate, execute and support amphibious operations over long distances was a one of the crucial factors in the Pacific war. No other nation was able to execute this type of planning to the extent the allies did and the role of amphibious landings and the technology employed was perfected by the USN/USMC. The idea of the marine is to bring some of this advantage into the game play and and the same time make the cruiser and BB more versatile.
Advice on some house rules
Here are some ideas for some historically accurate house rules for a few of the countries. Any feed back is welcome and/or ideas for the countries I am missing.
Russian Conscripts. Cost 2, defend at 1 and when they attack you reduce the number of dice they represent in half (rounding down if need be) before you roll. i.e. 7 attacking conscripts roll 3 dice at 1 or less.
German 88’s- AA guns that cost 6 move 1, can attack and defend at 3 or support infantry like artillery or be used for anti-air. You must chose which function at the out set of combat
British RAF - Fighters cost 9 not 10
America- Marines- Cost 5, attack 1, but 1 can be carried on a destroyer and can be supported by DD’s Cruisers and BBs for the duration of an amphibious landing. This raises the attack to 2
Japan- Can buy a light tank that cost 5 but attacks at 2
Italy- Good Soldiers Bad officers…If German infantry are paired with Italian infantry you can bring up to 2 of either nations infantry on the attack (Germany can use 2 Italian or Italy cab use 2 German)
Chinese Conscripts- Same as Russian
Transports in the Black Sea
Thinking about using a small fleet of transports in Black Sea to shorten travel time for Infantry between IC i will build in Romania on G1. Here is what I am thinking for a Russian takedown
G1- Major IC in Romania (30)
G2- buy 4-5 transports and 5 arty in Romania and Strat bomber (using ICPS from)
G3- attack Russia in Ukraine thanks to can opener by Italy and in Rostov with 5 Infantry and 5 arty
G4- hit Volgograd with Ukraine Forces and Rostov Infantry and begin to Strat Bomb Moscow
G5= Buy arty and inf in minor ICS that have been captured and max tanks/Mec in Romania and bomb
G6- all tanks
G7- all units should be able to hit Moscow which has been under strat bombing by Italians and Germans since G4