Thanks for the great shirt!
Thanks for the great shirt!
Questions about air combat? We have got you covered! Today we are offering part 1 of our 3 part series breaking down the rules for air combat in Axis & Allies! We are kicking this off with a look at Fighters!
Join us for Part 2 when we take on Bombers and Strategic Bombing Raids!
Check out part 1 today!
Tired of trying to explain bombs and bombing raids to new players? We have got you! Today we are offering part 2 of our 3 part series breaking down the rules for air combat in Axis & Allies! Part 2 when we take on Bombers and Strategic Bombing Raids!
Part 3 will be everything you need to know about Anti-Aircraft Artillery.
By the way, we added a big shout out to AxisandAllies.org at the top of the video! Thanks for being a great resource!
@aardvarkpepper - Wow! I appreciate your interest and respect for our work.
Here is a link to the video you referenced regarding a Turn 2 Axis victory using a Sea Lion attack. [https://youtu.be/fh7OZV3x4l4](link url)
This game was against the Beamdog AI, which clearly didn’t make the best moves, but my goal with the video was to make some strategic points and show some “what not to do” moments. To that end, I feel like the video has been successful.
The amount of thought and research that has gone into your comment is truly impressive. At some point in the future, Board Game Nation will be making a full KUKF strategy video that will include the math and my rationale for why I think a Sea Lion attack does work. To be clear upfront, for me, “working” doesn’t necessarily mean taking London. It means focusing pressure in such a way that it forces the Allies to make purchases and position units in a way that isn’t strategically advantageous to them in the short or long term.
In the end, I might be wrong, but I think there is value in giving players strategic choices that will allow them to play the way that best suits them. After all, the goal is to enjoy trying to solve the puzzle.
Check our interview with Larry Harris! We talked about Axis & Allies, War Room, and got a sneak peek of Imperial Borders! We also talked about his ties to WWII, his Army service, growing up in Iran, and so much more.
We hope you enjoy this complete interview.
Wow! Thanks for the amazing feedback! We really appreciate you taking the time to go through the whole thing so carefully. We hope you will share this with others interested in learning the game.
Audio balancing with other folks is always tricky. We did our best.
The Geronimo Easter egg is available in both videos. Each has one subtle error. Find them and win a prize.
During an interview with Larry Harris we did a few months ago, I mentioned house rules for A&A centered around Espionage. We got a ton of feedback about it. So, now that we have completed the complete series on Air Combat and Sea Combat, we decided to double back to make a video about possible set of house rules that center around the concepts of spycraft.
We worked with our friend Jonathan Bosch to develop a few fun options. We aren’t claiming these are 100% flushed out, but our hope is that folks will give them a try and have some fun with them. Let us know what you think in the comments and if you would like to see more videos like this one!
Enjoy!
Here is the end of our series breaking down the rules for Sea Combat. Part 5 brings the series together to discuss Amphibious Assaults. Enjoy!
Let us know if you have any questions or comments! Next up, Air Combat!
Here is Part 4 of the 5 part Board Game Nation series breaking down the rules for Sea Combat in Axis & Allies. Part 1 was all about Subs and Destroyers. Part 2 was Aircraft Carriers. Part 3 tackled Transorts. This time, we take on Cruisers and Battleships. Next time, we bring it all together with Amphibious Assaults.
If you are enjoying this series, let us know!
@aardvarkpepper - Wow! I appreciate your interest and respect for our work.
Here is a link to the video you referenced regarding a Turn 2 Axis victory using a Sea Lion attack. [https://youtu.be/fh7OZV3x4l4](link url)
This game was against the Beamdog AI, which clearly didn’t make the best moves, but my goal with the video was to make some strategic points and show some “what not to do” moments. To that end, I feel like the video has been successful.
The amount of thought and research that has gone into your comment is truly impressive. At some point in the future, Board Game Nation will be making a full KUKF strategy video that will include the math and my rationale for why I think a Sea Lion attack does work. To be clear upfront, for me, “working” doesn’t necessarily mean taking London. It means focusing pressure in such a way that it forces the Allies to make purchases and position units in a way that isn’t strategically advantageous to them in the short or long term.
In the end, I might be wrong, but I think there is value in giving players strategic choices that will allow them to play the way that best suits them. After all, the goal is to enjoy trying to solve the puzzle.
During an interview with Larry Harris we did a few months ago, I mentioned house rules for A&A centered around Espionage. We got a ton of feedback about it. So, now that we have completed the complete series on Air Combat and Sea Combat, we decided to double back to make a video about possible set of house rules that center around the concepts of spycraft.
We worked with our friend Jonathan Bosch to develop a few fun options. We aren’t claiming these are 100% flushed out, but our hope is that folks will give them a try and have some fun with them. Let us know what you think in the comments and if you would like to see more videos like this one!
Enjoy!
Tired of trying to explain bombs and bombing raids to new players? We have got you! Today we are offering part 2 of our 3 part series breaking down the rules for air combat in Axis & Allies! Part 2 when we take on Bombers and Strategic Bombing Raids!
Part 3 will be everything you need to know about Anti-Aircraft Artillery.
By the way, we added a big shout out to AxisandAllies.org at the top of the video! Thanks for being a great resource!
Questions about air combat? We have got you covered! Today we are offering part 1 of our 3 part series breaking down the rules for air combat in Axis & Allies! We are kicking this off with a look at Fighters!
Join us for Part 2 when we take on Bombers and Strategic Bombing Raids!
Check out part 1 today!
Here is the end of our series breaking down the rules for Sea Combat. Part 5 brings the series together to discuss Amphibious Assaults. Enjoy!
Let us know if you have any questions or comments! Next up, Air Combat!
Thanks for the great shirt!
Here is Part 4 of the 5 part Board Game Nation series breaking down the rules for Sea Combat in Axis & Allies. Part 1 was all about Subs and Destroyers. Part 2 was Aircraft Carriers. Part 3 tackled Transorts. This time, we take on Cruisers and Battleships. Next time, we bring it all together with Amphibious Assaults.
If you are enjoying this series, let us know!
@aardvarkpepper - Thanks, as always, for the feedback.
You are correct. The price of Transports has fluctuated as have the rules for how they engage in combat.
As for point “A”, you are correct. I think the best way explain this rule more precisely is to say that fighters must have a guaranteed theoretical place to land that isn’t dependent on the outcome of any battle. I don’t remember exactly, but I said something like this, but not quite this specific. Thanks for helping me clean this up.
Point “B”, this one is a bit crazy making. Thinking about 1942.2, we know that Subs don’t create hostile sea zones and can therefore be ignored by all enemy ships. This would include transports pickup up or dropping off* during Combat Move or during Non-Combat Move. The rules put in one caveat: “However, a transport is not allowed to offload land units for an amphibious assault in a sea zone containing one or more ignored enemy submarines unless at least one warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase.” AA 1942.2 Rules page 13 near the bottom.
So, transports CAN pick up and drop off in sea zones with ignored subs as long as the transport is escorted or isn’t involved in an amphibious assault.
I have one more video in the series and it will be focused on Amphibious Assaults. I will make sure that I cover this little chestnut in the rules.
BTW, rules like this in games make me crazy. I have played hundreds of games of A&A and I don’t remember this ever coming up. I get that it makes more sense in the real world reality, but I think rules like this only serve to make a complex game more confusing.
Thanks again!
Here is Part 3 of the 5 part Board Game Nation series breaking down the rules for Sea Combat in Axis & Allies. Part 1 was all about Subs and Destroyers. Part 2 was Aircraft Carriers. Today, we take on Transports. Next time, we go over everything you need to know about Cruisers and Battleships!
If you are enjoying this series, let us know!
Here is Part 2 of the 5 part Board Game Nation series breaking down the rules for Sea Combat in Axis & Allies. Part 1 was all about Subs and Destroyers. Today, we take on Aircraft Carriers. Next time, we go over everything you need to know about Transports!
If you are enjoying this series, let me know!
Happy New Year!