Congrats to Avalon Hill. ONE MONTH after releasing the game, it has been removed from the “Upcoming” section of the website. AA Anniversary Edition now officially exists.
Posts made by General Di Caro
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RE: Is anyone alive at Avalon Hill?
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RE: Help on stack limits
There are no stack limits whatsoever.
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RE: 1941 or 1942
My issue with 1941 is that Germany doesn’t have enough units on the board. The invasion of the Soviet Union entailed 3 million men. In France, Germany has no anti-aircraft gun, no aircraft, etc. Britain can land units in France on turn 1 or 2. Northwest Europe is impossible to defend.
That being said, I’ve won 5 games out of 5 with the Axis.
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RE: Go For Africa!
It worked. It helped that my opponents using the Allies are less experienced in the game than me.
But Italy’s success in Africa helped a great deal and by the time my opponents had surrendered, Italy was collecting 19 IPCs plus 10 National Objective Bonuses per turn.
Of course, had the dice gone the other way….
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Go For Africa!
Although the only Axis Power that can easily transport troops to Africa is Italy, which has a starting income of 10 IPC, I believe (and will try this next game) that the Axis should do everything it can to get a breakthrough in Africa.
The reasons are:
- It won’t take that many Italian/German troops to beat the British in Egypt. Once the Brits are out of Egypt, the rest of Africa is for the Axis taking… unless the Americans and British divert troops to Africa to save all that precious British Income. In the hands of Italy and combined with NOs, those extra IPC would allow Italy to build several tanks a turn.
2) The counter-argument to this is every unit sent to Africa is one less that can be sent to the main objective, Moscow, and that any time wasted away from that goal will doom Germany in the face of the combined IPC income of the Allied Powers. For instance, on Turn 1 the Brits can build 5 destroyers and the Americans 5… meaning 10 destroyers can be sent to the coast of France or North Sea. (This is just an example, not a suggestion).
- However, the time and resources needed to breakthrough at Egypt aren’t so costly as to significantly diminish the Axis main drive into the Soviet Union, a drive that is unavoidable because of the game’s design. If Africa can be threatened, the Axis can create an invaluable diversion that would draw British and American resources away from France. This is really the only diversion I see possible because the cost of maintaining an Axis navy in the Atlantic against the combined US-British airforce/surface fleet would be staggering. Placing subs in the North Sea is next to impossible once the Brits get a few destroyers in the water.
Any British and/or American unit that goes to Africa (if only for a couple turns) is one less that will be sent to France (or the indefensible Norway!) It is difficult for the Germans to fortify France, making a Normandy landing possible on turn 2.
Any comments?
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RE: Is anyone alive at Avalon Hill?
On a serious note, it is embarrassing for a large company to have such a useless website.
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RE: Plastic Playing Pieces
TG Moses VI… waited your life for the game?
There are 600 or so pieces. If they were made out of a more expensive material, the game would have cost much more.
The game is great as is.
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RE: Is anyone alive at Avalon Hill?
The game is still “upcoming” at Avalon Hill’s website!
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RE: Victory Cities!
Axis can win with 15 victory cities– leaving three to the Allies: Ottowa, Eastern United States, Western United States. The only really tough ones would be London and Honolulu.
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RE: Suggestions for Germany?
I have found that Germany cannot take both Leningrad and Stalingrad simultaneously. Not enough units at the front to sustain the attack, even in 1941 scenario. The front units get so far ahead of your purchased units a coordinated attack is difficult.
Also, Germany needs to delegate fighters and subs (if you can afford them) to the Atlantic or you’ll be harrassed by Britain the entire game. If UK buys 5 destroyers turn one, the Battle for the Atlantic will soon be over anyway.
So I think defeating the USSR as fast as possible is the only way for Germany to win. All Germany and Italian land units should be pushed East. If Italy maintains one of its National Advantages it can receive 15 IPCs per turn for three tanks. I have been buying combinations of tanks and infantry with Germany.
I have won three games out of three using the Axis.
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RE: Suggestions for Germany?
So, infantry or tanks on Turn 1, or a combination?
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RE: Game report
I have found it’s still very difficult for Germany to survive if Russia, Britain and USA team up.
The primary reason for this is the difficulty in sustaining a German navy. Even at 6 IPC each, subs are expensive when you need to buy tanks and fighters every round.
That being said, I won my first game playing the Axis. I was aided by my opponent’s poor play as he ignored Japan. My Japanese units conquered Western USA, Central USA, Mexico, Western and Eastern Canada and it was over.
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Suggestions for Germany?
First turn builds?
Six tanks? Seems like Germany may just want to forget about augmenting its navy or airforce and just try to clobber the Soviets with tanks.
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RE: AA50 Rules Errata and Q+A
Exactly. Remember transports have to be chosen last as casualties.
The new rules make the destroyer the foundation of every navy. They are now the cannon fodder/anti-sub vessel all in one. Not bad for only 8 IPCs and 2/2 attack/defense.
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RE: AA50 Rules Errata and Q+A
Subotai- Yes. Subs would submerge immediately (because you have no attacking destroyer) and the transports would be automatically killed. See insert on p. 19.
I have noticed in my first game that few of the new sub and transport rules will be applied frequently in the Atlantic, unless Germany somehow manages to maintain a navy. Now that Germany’s only IC is in Germany, it can only place new naval units in the Baltic Sea, within range of UK’s air and naval units. At least subs are only 6!
As far as the amphibious assault question regarding transports, you must off load units that were loaded during Combat movement. That is why amphibious assaults are a separate part of the combat sequence (p. 16). You are declaring and committing the units. Of course, you don’t have to offload if you retreat after a round of sea combat, i.e it appears you will lose your war ships in the battle and your transports (and cargo!) would then be unescorted and automatically destroyed.
If the cargo units were already on board at the start of the turn (before the current turn’s Combat Movement), you may unload them for the amphibious assault. I don’t see why you wouldn’t if you’re commiting the transport to the battle.
Once you start playing the game the rules start to make sense!
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RE: AA50 Rules Errata and Q+A
Attacking destroyer rolls a dice, misses. Defending submarine can’t submerge, correct?
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RE: Difference Between Ships
I did not see as much flavor about the units in the rulebook as I had in previous editions. There were no mentions of ME-109s or Iowa Class battleships.
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RE: AA50 Rules Errata and Q+A
If Germany ever takes Manchuria… you will have won the game by then!!! Those are some long range tanks.