This is interesting, but I’d only think of trying it it if R1 went pretty badly, like if they lost in Ukraine. Otherwise, you will be too thin on the ground to stop the Russian advance.
Posts made by habs4life9
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RE: German Bombing Strategy
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RE: Why is Mongolia neutral
Historically, I think it’s to signify Mongolian indifference to the Sino-Japanese war, and its animosity towards both countries (Japan attempted an invasion in 1939 I think, and were repelled with Soviet assistance, and the Mongols had been ruled by the Qing dynasty for so long, and their brethren in inner Mongolia were still being subjugated by the Chinese). For the strategic purposes of the game, Hobbes is correct, Mongolia serves to separate the northern and central routes of the Japanese advance on Moscow, same as what the Himalaya territory does in the south.
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Fighter rule clarification
If I move a carrier into combat, could I also move a fighter 4 spaces to get to that combat zone, and have it land on the carrier after the battle? Or is that an illegal move?
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RE: Russian moves to start game
Buy: 2 inf 2 art 2 tanks (more offense than any other possible land purchase)
Combat: 1. Ukraine with everyone who can reach (3 inf 1 art 1 tank from Cauc, 2 tanks from Russia, 2 ftrs).
2. West Russia with everyone else who can reach (except leave 1 inf in Karelia to stop German blitz), for a total of 8 inf 1 art 1 tank.Non-combat: Evenk, Novo inf 2 Russia
Kaz inf to Cauc
Yakut, SFE inf to Buryatia (alternatively, you could move only the Yakut inf to Bury and keep 2 in SFE)
Z4 sub into Z2 to back up the British BB
Land both planes in CaucasusPlacement: 2 inf 2 art in Cauc, 2 tanks in Russia.
That is a solid foundation for Russia to begin the game. You will have to be aggressive in the south and passive up north for a while but when UK has enough for a big landing they will secure the northern corridor for you.
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RE: Stonewall Ruskie
I don’t see how you can leave the West Russia AND Ukraine stacks alive and expect to not lose Caucasus.
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RE: Industrial Complexes
A complex for Japan on one of its coastal Asian territories is an ok move, but I disprefer it because early on Japan can get troops to the front faster with transports. 2 trns cost one IPC less than an IC, and when the front consists of Manch, China and FIC, that’s the way to go. Once J captures India around mid-game, then it’s time to build a complex in India on the very next turn, because you can then drop tanks right on the doorstep of the Caucasus, and along with your transports previously bought, you’re ready to push as hard as you can against Russia.
For the US a late-game IC on Brazil for a bomber tech is a good move, I’ve tried this in the past and Germany was crushed within the next few rounds.
For the other powers I wouldn’t recommend building ICs, but that’s just my opinion. An India complex for UK is too easy for Japan to counter, they just have to stack FIC, and can do that faster than UK can build in India. Plus if you build your 3 units in India per turn your Atlantic navy will be weaker and you won’t be landing in Europe before Germany overruns Moscow.
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RE: Teaching People How To Play
I believe some sort of tutorial is necessary. I think I’d start with opening up the board and letting them look at it bare, to see the territorial ranges and values of each power. Then I’d explain how the money works, and then each units’ cost and movement, and unique unit rules. Obviously there are some unit rules (especially with sea) that a new player could easily forget about in-game, but that’s part of the learning process. Then I’d give everyone their cards and let them set themselves up. At least that much prior knowledge before they attempt to start playing I think, and from there they can learn strategies as they go.
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RE: Midway - Useless?
Hmm well the one advantage that MIGHT be there if you ever need it is that is if you’re going KUSAF as J and build an Alaska IC. Midway and Alaska are one space apart, that’s closer than any other Pacific island, so you could keep a steady flow on the North American continent without requiring as many transports, protect your complex, and maintain a threat on WUSA all simultaneously. On the other hand, the Alaska complex is quite a difficult strat to pull off, it’s often too easy for the US to defend against and it’s usually only a matter of time before they push J off their continent. I wouldn’t recommend it.
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Midway - Useless?
I’m not sure about how it is in older versions, but with the way the Pacific sea zones are drawn on the AA42 game board, there isn’t a space you can get to from Midway that you can’t get to from Hawaii. If J wants to go island-hopping in the Pacific, it is in her best interests to completely ignore Midway, because it waste of time and resources to invade an island with virtually no strategic value. Isn’t Midway supposed to be equivalent to Wake when the Americans go island-hopping? Wake turns out to be of huge strategic importance for a US Pacific campaign, but not so for Midway for J’s campaign. I think this is a damn shame, especially considering the historic importance of this island. Unless I’m missing something…I’m an intermediate player at best, by no means an expert. Does Midway provide any strategic advantage, for either J or US, that Hawaii does not?
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RE: Territory and sea zone clarification please?
Loading onto and/or unloading from transports is definitely considered to be movement for land units, as they are moving from one space to another.
Yeah, true, what I meant was that the sea zones the transport moves through do not count as spaces for the land units, only the territories where they’re being loaded and offloaded do.
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RE: Teaching People How To Play
Thanks for the replies guys. I didn’t mention that the guys I was trying to teach most recently were also drunk and had no patience, lol. I will never bust out my game again with drunk people, UNLESS they all know how to play. I might’ve lost a few pieces too in all the hooplah, damn it.
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RE: Territory and sea zone clarification please?
Sea zones do count as separate spaces, when air is moving over them. But in the case of transports it’s different. Not sure if this was clarified, but land units can be loaded from a territory onto a transport in a sea zone next to it, and the land units are not considered to be moving, only the transport is. The transport can move one or two sea zones and offload the land units into a territory bordering the sea zone where the transport stops. The offloading is not technically considered a “move” for the land units either. However, land units cannot move once they’ve been offloaded, they’ve got to stay where they are and you must wait for your next turn to move them. And as it says in the rulebook, transports must stop movement once they offload. Also you cannot move a guy into a territory in non-combat and then take it on a transport across water on the same turn, because non-combat movement is considered to be happening at the same time. For example, the inf in WCan can move into ECan, but you cannot take him along for the ride to UK on your transport, you can only take the ECan tank. You will have to wait another turn to ferry him across.
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Teaching People How To Play
Hi, I’m wondering if anyone has advice on how to teach the game to people who have never played it? People typically do NOT want to read through a 30-page rulebook, and just want to get down to playing. I would not know how to play the game if I had not read the entire rulebook, so I don’t really know how to teach people who don’t want to read it. I start by explaining how far units can move, and their attack and defense values. That’s easy enough for most ppl to grasp, but then there are the rules for air unit movement, submarine combat, the transport rules, bombardment, strat bombing, all of which I cannot explain without people getting bored and wanting to play another game. I can’t teach it as we play because people do not have this prior knowledge of unit movement, and so I have to make all the decisions (purchases, movement, the whole thing) and they just end up rolling dice as I say and not really learning the game. Some of you MUST have come across this problem of wanting a pick-up game of AA and having nobody else present know how to play. What can I do to ease the learning process?
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RE: German Strategies
@Dylan:
To me it’s easier as the Axis. So with the Germans produce tanks in the East. In the West send many reinforcements into West Europe a lot. Make sure you build a Carrier though first turn. Then Move in closer to the British Navy with planes on the Carrier and Bomb London and land in Germany. Start matching up your units with transports once you take out the Royal Navy.
You aren’t taking into account that the Royal and US Navies can sync as early as rd3. How will you take them out? It is better to wait and see where the Allies commit in the sea. If they go Med, then quick control of the Suez is key, and Japan can move its Indies fleet to Italy sea zone, land Axis planes on the carrier, and you have a solid defense set up there (2BB, 2ftr, 1AC). One of the Allied fleets will have to trade most of itself to take it out, and rebuild for the next 2-3 rounds. Whenever I have used this strat it has paid off big. If they go Baltic (probably more common), building a carrier there is good to help delay landings, but you cannot expect to “take out” anyone. However, forcing the Allies to build more navy and delay major landings until late mid-game (rd6 or 7 i’d say) is a victory for Germany in itself. Also note that time is always on the Allies’ side, which means if the game goes longer than 8 rounds the Axis are most likely screwed, but if they are going to win from that point, it’ll be because of German infantry stacks, NOT navy.
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RE: AA Gun Question
I have another question about AA gun movement. Normally units moving in non-combat are only allowed to move into territories that were friendly since the beginning of the turn. But I’ve read a Russian strat that says move a gun to WRus on the R1 non-combat move. How is this possible if WRus was hostile at the beginning of the turn? Are there different rules for AA gun movement than for other units moving in non-combat? Because I’ve always played with the guns moving exactly as anyone else in non-combat. This means that in my games, Russia cannot move the gun to WRus on R1, and must wait until R2 non-combat to do it. Is this correct?
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RE: German Strategies
I normally prefer and all-land purchase on G1 (10 inf 2 arm mostly) but 6 inf 2 arm 1 bmr is ok as well and I also think 2 subs has some value in delaying landings and force the allies to build lots of destroyers. The sub purchase is especially good if you’re playing with national advantages. Those attacks are my combat moves as well, you never really want to be TOO conservative early in the game as Germany.
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RE: Axis & Allies 1942 Game Board Size
They could use more cardboard, but that also probably requires a bigger box. If it’s all about saving cardboard, then yeah there shouldn’t be blow-up maps.
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RE: National Advantages for Axis & Allies 1942 Ed.
Another question, this time about the Kamikaze attacks: if you get a hit your plane is gone right? Makes sense that it would be, but it isn’t clarified. And if you don’t get a hit, does your plane survive? If so, where does it go? Does it participate in the ensuing combat? Or does it stay put until the noncombat phase?
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RE: Axis & Allies 1942 Game Board Size
I’ve found the gameplay is cramped as well, particularly in Europe and the Atlantic sea zones. Why are there no blow-up maps?
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RE: Indochina Bomardment on UK1?
All right then, so the UK1 Indochina attack is not as risky as I thought. But I’ve just realized this also means that the Germans can shuck from Norway across the Gulf of Finland to Karelia just for bombardment purposes, which I think is a little cheap. Then again, this would require a Baltic naval build, a very risky strategy anyway.