I’m Greyleaf3. I’m a 40-something computer geek (IT support person) from the metro NYC area. I played a whole lot of A&A classic as a teen in the late 1980s. I must’ve played over 100 times back then! I bought A&A revised in 2004 and A&A 1941 in 2017, and both games sat on the shelf unused until recently.
My teenage son became interested in Axis & Allies and it reignited my interest in the hobby. In the past three months, I have played revised four times, 1941 twice, Europe & Pacific @ once each. Also played DDay & Global 1940 exactly once each.
I am astounded by the level of commitment and dedication of some A&A youtubers such as the “Canadian crew” (General hand grenade and others). I am also in awe at the variety, depth, and complexity of A&A games on the market.
I guess it would be cool to find some other grown-up gamers to play with face-to-face in my area. Not sure how I feel about A&A Online on Steam.
Best posts made by greyleaf3
RE: 👋 Introduce or Re-Introduce Yourself (Current)
RE: Why No UK-Greece Round 1?
All Encompassing Goose: I often consider doing this too when playing A&A Europe 1940 2E “Standalone” (not global 1940). I have tried it several times as the allies as has my son (with me playing the Axis).
Here is what we found:
1.) You can take Greece as UK round 1, you can do this even if you commit the remainder of your ships in the Mediterranean to the Taranto raid. Usually, it makes the most sense to bring 1 infrantry and one tank to make the foothold in greece the strongest, but doing this weakens Cairo’s defenses quite a bit.
There is no opportunity to re-inforce greece before Germany turn 2, so best case, Greece will have 5 infantry and 1 tank available for defense.
2.) The net effect of taking Greece on UK round 1, based on several playthroughs, is that best case, you slow down Germany’s push toward Ukraine for a turn or two as the german player feels they can’t afford to leave Greece uncontested. Germany is usually able to take Greece on Turn 2 with moderate losses depending on the forces they commit.
I haven’t run into it, but I am sure there can be an extraordinary battle roll in the UK’s favor such that they keep greece past Germany turn 2 and they can reinforce it with fighters, etc.
But most of the time, the entire endeavor amounts to slowing/delaying germany’s southern thrust into russia by 1 turn, maybe 2.
In the real WW2, UK did try re-inforcing greece from egypt and germany conquered greece anyway (see:[https://en.wikipedia.org/wiki/Operation_Lustre](link url))
RE: In roughly which rounds your WWII games end?
Thats a pretty general question, and I assume the answer varies depending on which WWII board game you are playing. I personally can’t speak regarding other games (Global War 1936, War Room, Triumph and Tradgedy)… I can only speak about my experience with various versions of axis and allies.
Most of the axis and allies variant games I played this year lasted very long (7 or more full rounds) and were fought to a stalemate, with the axis player eventually conceding that they were going to lose in the long-run.
The original classic A&A, revised A&A, and A&A europe 1940 2nd edition often seem to boil down to this: If axis powers take moscow, the game is pretty much over. If the allies conquer either Berlin or Tokyo, the game is pretty much over. Its rarely necessary to continue once either of those conditions is met, because the income bonus and momentum is hard to overcome.
I would say that most games I play end in less than 10 rounds.
Most valuable add-ons for "quality of life" improvements?
I am not sure if this is the correct “sub-forum” to post my question(s). Moderators: Please feel free to move my post to the appropriate location.
I have recently rekindled my interest in Axis & Allies by purchasing A&A Europe &A&A Pacific 1940 second edition. I have had the good fortune of playing a bunch of times in the past few months.
I remain amazed at all of the custom pieces and enhancements available for online ordering from various third parties.
I am interested in some playing piece customizations, but I am not prepared to spend upwards of $500 on fancy customizations.
Instead, I was considering purchasing a few select add-ons and customizations that will help make the board less cluttered, more manageable, and hopefully speed up game play a bit.
I know there are a lot of options, but it seems like adding aircraft stands, carrier magnets, and maybe capital ship damage markers may be the most useful/valuable enhancements. Also maybe doing something to easily distinguish destroyers from cruisers.
Does anyone have any suggestions on the few most valuable, worthwhile “quality of life” improvement parts for the Global 1940 game?
A&A P1940 2E: Tendancy towards stalemate?
I played a few games of A&A Pacific 1940 2nd Edition with my son.
There was one game where I had a fleet, transports, and a Naval base in Alaska and I won on Turn 6 because my son left the Japan Homeland relatively undefended although it was a very close battle and I wont it relying on a bit of luck.
Ever other game we played, we have fought to a grinding stalemate. I wonder if it is our respective playstyles or if this game is just normally a long grind?
I told my son that if Japan doesn’t quickly make a big push to eliminate one of the allies (besides china), its basically a long, slow death for Japan.
Anyone have any ideas why the game is taking us 8+ hours with no clear victor?
RE: Most valuable add-ons for "quality of life" improvements?
@imperious-leader : So your basically saying, you don’t have any additional suggestions for “high value” game-piece additions or modifications in the absence of house rules new unit types?
To be honest, I think the base 1940 global, europe, and pacific games are complex enough without House Rule add-ons. Even house rules like national advantages (from A&A revised) are a little too much to keep track of for me and my game-mates.