I have been preparing for game with friends of A & A 1914. Tanks are introduced later in the game, but the more I read about them the less value they seem to possess. Why would you invest in tanks when artillery and infantry make the difference? They don’t even have the ability to move 2 spaces. Thoughts?
Posts made by gerwin88
tanks in A&A 1914 - What is the value?
Tanks - worth purchasing?
I played my first game on A&A 1914 on Sunday and when turn 4 came no one bought any tanks.
Since they cost 6 IPC and only can move 1 are they worth purchasing? 2 Infantry seem like a better way to spend 6 IPCs.
If this question has already been answered or debates please point me to the correct post & date.
RE: After Action Reports
I would completely agree. The US lose its fleet and for the next few turns they could do very little. It neutralized the threat to the Japanese island holdings and allowed a push toward Moscow. The UK without US help could not hold Europe or even put enough pressure on Germany, that late in the game, to stop them from charging east and ending things. What always amazes me is how Techs change the game. W/o heavy bombers the US would have conceded and the game would have ended a turn earlier. Happy gaming!!
RE: After Action Reports
Title: Rookies for AA50, But not A&A 1941
Special Rules: 1941 with Tech + NOs
Victor: Axis Victory by Allied Concession
Game Length: 5.5 rounds
Bias: Experienced Axis Player (Japan) and Experienced Allied Player (Russia), rest Rookies to AA50
Tech almost turned this game from a dashing Axis victory to a slim Allied win. All players (except Italy) rolled for Techs, but only the Allied players succeeded. In Round 1 German took out the UK in the Med Sea and Egypt. Italy was able to mop up and move toward Russia. Japan had great dice and lost virtually nothing on round 1. India was ripe for the taking on J2 as was Australia.
The US spent 90% of its IPCs on the Pacific. It caused some problems and 2 seperate fleets begun to move towards the Japanese. On J3 a classic pincher move with Carriers, 1 Battleship, 1 Cruiser, surrounded by Destroyers sent both fleets to the bottom of the sea. This however slowed down Japanese movement toward Russia and allowed China to just ‘hang around’.
Russia began to fade and a failed invasion of France on UK4 doomed Europe. The USA got Heavy Bombers on US4 and started to become a real problem. Japan fully dominated the Pacific landmass and the islands, but Heavy Bombers out of Alaska started to put some dents in the fleets.
Luckily Moscow fell on G5. It was recovered on Russia5, but Italy and Japan were closing in. The Soviets could not last another round and UK was all but useless with a few men in Great Britain and a couple in South Africa. The US could have survived a few more rounds but a Axis victory was declared b/c Europe and most of Asia was engulfed. Another fun adventure in AA50 1941. It was quite evident to me that Russia needs to go on some offensive to keep Germany from just pushing the entire game. Also the US strategy for hitting the Pacific played a bit differently could have been disasterous for the Japan.
RE: After Action Reports
Title: Bye-Bye Italy
Special rules: NOs+techs, 1942 Scenerio
Victor: Allied Victory. Berlin and Tokyo taken in the same round.
Game length: around 9 rounds (8 hrs)
Bias: Germany & Italy (novice player), Japan (novice player), Russia & USA (experienced), and UK (rookie).
Description: On B1 the entire Italian fleet was sunk. This pretty much ended Italy’s usefullness for the rest of the game. Germany made a great push into Russia, but too much focus on air power cost them valuable tanks for the battles around the Caucasas. The US took over Morocco in US2 and started shipping guys that way. Japan focused too much on bombers and fighters. India held out and was able to push into French Indo-China. Australia did fall to Japan in J3, but that put his carrier/battleship fleet out of position. Near the end of the game both Russian and USA got Heavy Bombers. This sealed the fate of the Axis. Biggest turning point was the allied destruction of the italian fleet. Once Italy was no threat in the Med Sea, the Allies coud set up bases and use the “soft underbelly of Europe” to hammer Germany. Next game, as the Germans, I would destroy the British fleet surround Italy on G1, in order to have a valauable ally atleast for 1 turn.
RE: After Action Reports
Title: 41’ Free for All
Special rules: NOs+techs
Victor: Axis Victory. Japanese conquered Moscow and Italy took India
Game length: around 8 rounds
Bias: Germany & Italy (experience player), Japan (Rookie), Russia (experienced), and USA & UK (a few games in the past).
Description: The Germans and Russians traded territories. The US split its forces and had it’s entire fleet wiped out off the Hawaiian Islands in round 3. The UK pressured Germany by invading France. The Italians were able to take it back each turn (they played a much larger part in the game then I expected). Italy used it warships and transports to amphibious assualt India, taking the UK player completely by surprise. Winning that industrial complex freed Japan to crush all of Asian under the rising sun. Italy also took all of Africa after eliminating Egypt and South African INF. Techs played only a small roll in the game, although every country except for Italy had atleast 1. Germany survived by the skin of her teeth, luckily Italy and Japan closed in on the Russians. Fun new game. Can’t wait to play again over New Years. Adding that 6th player really adds a new dimension to the game. I used the sweet die with all the country emblems. It really helped the players to identify with their countries. Only change, Italy needs to be a different color, they look too much like Russia.
RE: Just How Old Are We Axis and Allies Players?
I started playing in the late 80’s. My brother and I found a semi-damaged box on a shelf at Toys’R’Us. We were hooked. Years later I have everything from Original to Guadalcanal . Hoping to get AA50 for Christmas. I have managed to bring my wife’s family into the game and now a few games between Christmas and New Years is a family tradition!
RE: German Difficulties??
Thank you for your response. I know I must be reading some aspect of the rules incorrectly. Each game supplies have not been a complete disaster. The front line Germans have always had enough supplies to aleast mount an attack. In my most recent game the Germans ended up with Eupen, Malmedy, St Vith, and Clervaux for a total of 9 pts. Numerous times the Germans had far superior forces [4 Armour, 1 Artillery, and 2 Infantry] and during the “2. Ground Combat” phase could not roll a single “1” to even force his 1 Infantry to retreat.
After reading the FAQ Battle of Bulge questions posted by Krieghund, I was wondering if we were doing the attacking incorrectly. For example he writes -
After an attack that clears all enemy units from a hex, can the attacking units immediately move into the hex?
No. The only movement that occurs during combat is retreating. All other movement happens during the Movement and Reinforcement phase.
So my question is, does that hex remain empty until the “3.Movement and Reinforcement” phase, and if so since the German player “Move On-Board Units” first, can the Germans just walk into the now vacant hex. If so that would certainly make a huge difference in the results of my game, because the Allies would lose some of their counter acts on my forces that just moved into a captured hex.
I guess my bggest questions are- how can 1 Infantry withstand the attack of entire army; no matter how bad the dice rolled and when do the game pieces [Axis or Allies] actually move into territory that is emptied out during an attack?
I am a seasoned Axis & Allies Player [Revised, Europe, D-Day, Pacific], but Battle of the Bulge is baffling me. Recently online I have noticed players remarking that the Germans win easily in 5-6 turns. My last 3 games the German player has only achieved minor victory point gains [8,0,9 in 8 turns]. What are the German’s doing wrong? Any help is really appreciated.