And that’s your first karma +1 :-D Thanks!
Posts made by Funcioneta
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RE: Map for 1941 axis strategy
IL strat -> germans take Karelia G2 or G3
My game -> poor german player, Karelia survives all the game. Soviets get 54 income, but totally alone in Asia after India IC taken and USA fleet sunk (that one by poor attack choice). Germany didn’t try IL strat, my point is axis don’t need that strat or even a decent german player to survive or even to win. Japan powns all (I think that’s the word), but I agree with IL, that strat only makes things worst for allies. -
RE: OK, I've played AA50 and I have played with ___ players!
4 players. Takes a eternity. Run out of Japanese control markers :-P
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RE: Map for 1941 axis strategy
Ugh, I have seen the strat and seems not only Japan can kill any on sight AND take China J1, India J2; Germany can take Karelia round 2 or 3 :-o You suggest any USA player will retreat from Pacific, but I played with Pacific navy, India IC AND bad german player and still Japan gets 60 IPCs for 45-50 USA. Imagine what can do a uncontested Japan. I’ll still would go for America with Japan, because seems UK and soviets cannot stand western axis. Italy should conquer Africa soon or later.
We have a seriously flawed scenario here. Not only China sucks. Soviets suck and USA cannot beat Japan’s navy until a ton of turns. Even Australia cannot be defended with so many jap trannies. It’s even worst I thought. We need pretty heavy allied bids, maybe even heavier than axis bids for Classic :-P I guess at least 4 inf to Yunnan and at least 2-3 to Karelia, maybe even a dd for z2? That would be 26-29 :-o. What do you think would be a balanced bid for allies, IL? Or maybe simply a fixed setup as in AAPacific?
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RE: Egypt SZ 12 and the Med
I think I prefer secure z2 and z12, but agreed, killing all is powerful. A thing about z6: if germans kill the dd but uk makes 1 hit, I think I would kill the cruiser, becuase the sub cannot be hit by aircraft (or course, It would be needed rolling z12 first for being sure of this). A alive sub in z6 makes any naval purchase with UK1 very dangerous.
Oh, long range aircraft can give you a additional fig. Then, you could try kill everything, or even making a try in z10
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RE: The Official "Looking for AA50 Opponents" Thread
Interested am PM sent, Tim
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RE: Egypt SZ 12 and the Med
Anyone ever contemplate a Russian bomber R1?
Soviets should buy 1 figh for both R1 and R2, so I guess you can spend 2 more IPCs for a bomber instead. I prefer convert 1 inf into a tank, but that’s a matter of tastes
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RE: Color of the Pieces: what are the paint equivalents/codes/names??
I had some issues when italian and soviet units fought in Romania. It’s the only really confusion you can have whith this item.
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RE: After Action Reports
Title: Pharaoh builds german fleet … again (1941)
Date: 11th and 18th of December
Special Rules: played with NO’s and Tech. Target: 18 VCs. Face to face game.
Victor: Both sides decided stop and call a draw by time issues. Unsure possible result
Game Length: 8 hours, 7 roundsContinuing AAR:
Allies managed retake Africa and kill one of the two italian fleets, closing the Mediterranean for the other (that was busy taking Madagascar). Japan managed taking India but soviets could retake. USA’s fleet, in a bad move by me, attacked Japan’s fleet and lost (tons of units killed both sides, but japs survived with 2 bb abd 1 fig).
China halted in the last territory, couldn’t attack or pop more inf but japs prefered attack India with Manchurian tanks. Soviets stopped siberian advance in evenki.
Western axis player played very bad. He risked tanks here and there for nothing, and received multiple landings from UK, and a last one from USA (D-Day). Soviets become a monster (54 IPCs with war bonds and taking Romania NO), but Japan was a even greater monster (62 IPCs). USA was 43 many turns, only the last earning 61 because of D-Day.
Conclusions:
East Indies IC was pretty good for attacking India, but I continue thinking the main failure of this setup is China’s setup and China special rules. Allies couldn’t make a coherent land asian campaign because China’s crappy status, so I guess soviets must send reinforcements to India to hold that. China simply cannot face Manchurian tanks, because cannot trade territories even with the fighter alive (they colect popcorn inf at begining of USA’s turn instead end of USA’s turn, a big disadvantage). Japan is a truly monster even fighting them, I never had enough money for fleet as USA (imagine a uncontested Japan). I think the game was still undecided because germans and italians were in serious danger, but a better western axis player would toast us.
On the bad side, China rules and setup simply makes the game too hard for allies. And game has not enough japanese markers, we had to take old ones from Revised :-P
On the positive side, the map itself and the territories are very good. Eastern front is more dinamic than ever and it’s a pleasure having a chance of fight for Karelia as soviets for once, while Siberia finally reflects the long distances of real life. Pacific ocean has also many interesting changes and China territories are easy to mod into balanced house rules. I also think new subs rules have potential for Germany, a pity the german player did try AC instead them.
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RE: G1 naval build?
I could try a submarine for making dead zones, but a AC it’s too much. Reduces you to 5 land units.
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RE: Ultimate gamebreaker tech
I REALLY LIKE the UK factory idea. If I got that in Rd 1, I’d seriously consider an IC on Per as well. Your first one to Ind and then one to Per and you are putting 8 units right where they need to be.
If you don’t get it, you can put the IC on Safr, unless you are hoping you get the tech in Rd 2.Yea, that’s a very good combo. 5 units each turn sure aids defend India. I could even try Rhodesia instead saf, or even West Canada
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RE: Ultimate gamebreaker tech
The first AA50 game we played UK got Heavy Bombers on turn 1.
1 of 36 chances rolling 1 tech team, 1 of 20 rolling 2 teams and 1 of 12 rolling 3 and still Germans can develop war bounds, improved industry, radar, rockets, their own HBs or simply a bit of luck with AA guns. I prefer that than losing China J1 (1941) or chinese fighter J1 (1942) 99 % of times and that crappy “we chinese cannot attack our hated japanese enemies in FIC, Burma or China seas” rule 100 % of times. You will lost British Empire very soon if continue purchasing bombers again and again. And Japan can still attack America if USA tries the same.
Even if you still think HBs are unbalanced, don’t forbid tech, mod HBs to make them weaker, this is the best tech system until today. I think making China viable is more urgent than HBs stuff.
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RE: A&A Membership ranks
Hey, maybe “Alive chinese fighter” for the highest rank. It’s the more rare thing you can have after J1 :mrgreen:
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RE: Which nation you prefer?
@Gallo:
Note: no, it’s not China. At least not until they get a full power status and can go out of China :-D
edited! Free China! Long live Mao!
Karma +1 :-D But too late, I voted UK too soon and I cannot change my vote now :lol: Still, what is that “her leader” stuff? I’m a man, pal :lol:
Have fun! Long live China and long live to the Republic! 8-)
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RE: Egypt SZ 12 and the Med
No, killing the chinese fighter is the most important. You cannot rebuy it etc etc …
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RE: Ultimate gamebreaker tech
Mech inf can aid soviets send trops to Siberia faster, or UK bring men from saf IC to north faster (big combo, 1 inf, 1 arm) or Japan sending men to west, or USA with torch and such or west axis for their african campaign. Pretty good tech
Improved art makes trading easier. Very good for soviets. Also, good for taking islands
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RE: Which nation you prefer?
UK all the way. They can fight in all fronts from the very begining but have not plenty of IPCs to do this. They are a challenge, but I never get bored with them.
Note: no, it’s not China. At least not until they get a full power status and can go out of China :-D
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RE: Ultimate gamebreaker tech
Yea, until Germany gets radar, improved industry or war bounds
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RE: Am I the only one pissed that this has turned into a KGF?
As for Japanese - Alaska route I know you think it’s a very strong strategy but to be honest I havent heard anyone on this forum about that except you, let alone somebody really taking and holding Western Canada, let alone Western USA. And considering the long route the Japanse have to go I doubt one can really bog down the USA 100% to the West Coast and not going KGF.
I had taken and hold Wcan (for 1 round) in Revised two times with this strat (and trade Cusa and Ecan). You have more money and more starting trannies now as Japan, and the route to Alaska and Wcan is, in fact, shorter than to Moscow with the new map, so now should be easier go to America than in Revised. And yes, It can force USA to defend West Coast at least to 90%, so forget going KGF with USA if axis try this.
And Japan can still send guys to Asia. Collecting more than 60 IPCs aids a lot
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RE: Color of the Pieces: what are the paint equivalents/codes/names??
The game manual says:
USA: green
Germany: gray
UK: tan
USSR : maroon :|
Italy: brown
Japan: orangeWhen I play with my pals, we say:
USA: verde (green)
Germany: ¿no puede ser más negro? (It cannot be even more black?) :lol:
UK: raro, tirando a blancusino (strange, seems limey :-D)
USSR: rojo (red)
Italy: marrón (brown)
Japan: naranja (orange)
China: verde claro (light green)