besides what the rules say as just mentioend above, it is also specifically adressed in the appendix to the rules which you can find lots of links to here on this forum
Posts made by jemo81
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RE: Can chinese fighter attack sz?
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RE: Most useless technology?
Advanced Artillery - good for russia and perhaps uk. the germans and the japanese need speed (tanks and planes) often, so not much benefit there. rest no real benefits in a typical game
Rockets - okay for uk and germany as there often is a couple of nice targets within range. for the rest it is crap
Paratroopers - very good for any country I would say. especially for germany, russia and uk. germany with early game paratroopers can be a real nightmare.
Increased Factory Production - good for germany (cheap factory repair is also very good for the germans), uk, and an expanding japan with many factories with 3 ipc production or more.
War Bonds - middle of the road tech even for all
Mechanized Infantry - monster tech for japan, germany and russia. crap for rest
Super Submarines germany round 1 or a naval building germany perhaps. and the good for US and japan and perhaps i rare cases italy if they can go around threatning the uk navy
Jet Fighters - nice for nations with many fighters - simple as that.
Improved Shipyards - naval building germany, UK in first or second round and then japan and us
Radar - germany no doubt; especially when us and/or uk bomb tha s… out of them. second favorites are uk, russia and italy.
Long-Range Aircraft - major benefit for germany when not throwing too many planes away in round 1-2, otherwise US and japan benefit alot from this tech. US can potentially bomb germany directly from washigton if norway or finland is in secure allied hands
Heavy Bombers - leathal for any nation. but in relation to economy and general play role the us a leathal to europe axis and any potential navies in range - japanese or italien doesn’t matter. Combined with LRA its an almost gamewinner unless achieved very late in the game.
So conclusion:
- radar is rarely very good unless achieved by primarily germany and secondly uk or italy
- shipyards - must be ahiceved early game, and round 1 if german (most likely) usable only by UK (also latest round 2) and then us and japan but again probably not later than round 4
- war bonds - as mentioned plain boring and prety much middle of the road.
4)advanced artillery - not much effect unless in major portions and still lack the speed from mech inf.
edit: supersubs are also a candidate, but forgot them in my summary and could easily be substituted with e.g. adv art as my first choice, but again not much difference probably.
in any case, my top 4 are
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heavy bombers (no contest)
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mechanised infantery
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long range airplanes
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paratroopers
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increased factory production
rest is much more middle of the road IMO in a “standard game”
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RE: UK IC in Norway…
If one wants to go building a German cv on turn 1, one might as well build a French IC to help out the naval build.
well i wouldn’t be an all out naval build as this would soften things up to much for the russians and the complex in france would make germany to vulnurable to SBR IMO. the IC pointed towards russia would sort of be a way to balance that effort
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RE: UK IC in Norway…
If one wants to go building a German cv on turn 1, one might as well build a French IC to help out the naval build.
well i wouldn’t be an all out naval build as this would soften things up to much for the russians and the complex in france would make germany to vulnurable to SBR IMO. the IC pointed towards russia would sort of be a way to balance that effort
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RE: 2 rules questions
i would say that you have answered correct on both ones
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RE: AA50: Mech infantry as a tech
being a big fan of the national advantages of revised nation specifik advantages are more or less the only thing I miss in aa50. of course there is the option of using cmdr jennifers additions, but somehow I just want official rules (silly me I know) as in revised.
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RE: Worst rule ever…
ha ha interesting theory you got there jen
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RE: VIU Theory
as russia have more or less only infantery and because they are fairly close to each other i wouldn’t characterice any russian units according to the terms you talk about, and I guess that there is no problem in that anyway ;)
important units for russia are what you build and especially if you go with planes as they would often cost 25%+ of their ipcs
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RE: AA50: Mech infantry as a tech
as possible in revised I would like for the german subs to cost the allies 1 ipc pr sub pr round as a tech, as this could potentially give the germans some more motivation to build navy. The BUT is then that it should be made axis only. In order to compensate for this i guess an allied only would have to be added too i guess
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RE: UK IC in Norway…
now that we are on the topic of a german ic, what would people say to the concept if a poland ic was combined with an AC ?
to me i would seem a more safe alternative to one or two in scandinavia and tanks from poland can still reach karelia in 1 round and potential increased factory production can be exploited fully compared to finland.
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RE: VIU Theory
I think your identifying the Russian sub as very important unit is an overstatement of this units value. Most of the time, the sub is useless, and has very little influence on the outcome of a game.
The russian sub is possible the most important unit on the table IMHO. You can name it “Red October”, pretend Sean Connery is the captain, and sail it around the globe, to harass Japanese shipping in the Pacific. Tell me what other unit is more vital than this ?
i don’t really agree with your assessment, as japan can see the sub comming 10.000 seamiles away and can easily build a destroyer or two if they dont have a bunch of them already. besides if the russians wanna do some damage with the sub on e.g. the italian navy they would need more firepower in shape of other ships and/or airplanes. I would say that the sub is annoying at best but not in any way the most important unit on the table…besides if if was that important I guess russian naval build would be more common ;)
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RE: Territory…
Id say british.
It starts off with a control marker of the “orriginal country” on it.
Reason for this is that the manual clearly states that if you capture a country you do not remove the control marker but put yours on top of it. If the color would define the orriginal owner you could remove the controlmarker, you are however explicitly told not to remove it.sorry but it isn’t. you should really read Cmdr Jennifer’s post above as she describes the situation quite well and simple
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RE: VIU Theory
… I am not trying to say that a German fleet is a bad move…
then let me do it for you ;)
show me just one solid tactic that involves and actual german navy from the start of the game which can also keep the russians out of the german backyard
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RE: British round 1 naval build
related to the issue of germanys advantage og trading planes for boats i find the since there is always the luck of the dice issue, battleshipss soaking ability can really scare the hell out of german and potentialy prevent attacks
when playing UK, I see my primary tasks as preventing the UK fleet ever to be sunk. If i should sink in rounds 2-4 or something like that, odds are that UK will never get back into the battle due to lack of ipc at that point. Therefore my goal with the UK is always to get at least 4 capital ships and perhaps 5 if I get to keep my starting battleship. a typical british fleet for me would be 2 carriers fully loaded (2 US fighters) and then 2-3 battleships and a destroyer if sub are a potential treat. Not a big fan of the destroyer when no subs are near even though 8 ipc is okay cheap, i rather wanna pay 4 ipc more for extra dice and shore ability.
alternatively is US is in the mood, 3-4 carriers could be build and US fighters used for the UK to get moving 8 units a round asap. and given this appraoch I would suggest building 2 bombers and 6 land units the round after the fleet is set and then 1 bomber a round and 7 land units until you can bomb the s… out of germany and/or italy
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RE: Worst rule ever…
what about subs not being able to stop defenseless transports? Or subs not being allowed to stay on the surface during a battle that does not include enemy destroyers?
I am not sure where you reading this from but I check the rules again for AA50 under submarine page 16 of 16, and the only thing it mentions in reference to defending submarines is that -if there is a attacking destroyer present they have to roll a defense roll and cannot use the submerge option instead. If there is no attacking destroyer then they can submerge instead of defending.
This is from the rule book: “If there is at least one attacking destroyer on the battle board, defending submarines will participate in combat during the defending units fire step of the General Combat sequence. Otherwise, each defending submarine may submerge or fire. Remove each submerging submarine from the battle board and place it on the gameboard in the contested sea zone. Roll one die for each remaining defending submarine.”
So I interpelate this as been subs can stay in a battle if they want, but they must stay if there is an enemy destroyer attacking. If you attack a sub without a destroyer then your ships must withstand a free sneak attack and remove any casulties before they get to fire. If they miss then the sub can now sneak attack again or submerge. Also remember planes canoot attack subs without a destroy to help and subs cannot attack planes so they hit only boats.If you attack my fleet with your air and you do not have a destroyer then my subs cannot soak any hits from your planes, my capital ships have to take it in the shorts. I disagree with this because if I order my subs to stay engaged on the surface and not submerge then they should be eligible for casualties from the planes.
i guess the take on this situation is that sub have very poor or none surface firepower compared to the other ships to justify that enemy planes would even consider shooting at them
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RE: Where can i buy this online
Just picked up my copy within 30 miles of home for $100! I’m stoked! Gnasape is right, check around the neighborhood first.
you actually shouldn’t complain about that price when comparing what you have to pay many places in europe, where you can easily pay more that 120 euros
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RE: AA50: Mech infantry as a tech
OK I’m sorry but if my lab guys come to me and say:
:oops: “Yeah that radar thing and jet engines aren’t working yet but come on out to the parking lot and see what we figured you can do with a bunch of trucks….”
:-o
sorry but these “geniuses” are exchanging their sliderules for rifles and heading for the front faster than I can hand in 3 IPCs!IMHO It’s a tactical doctrine breakthru but not a tech breakthru.
So I’d be thinking Mech Inf should be a standard unit: $4 A2 D2 and yes, Move 2 when combined 1:1 with Armour.And while I welcome people’s comments on this version of Mech Inf, :-D please fix the hole in my tech breakthru charts by suggesting the one breakthru to take the place of Mech Inf. :-D
let me just say that if this unit was in the game I would definetly use a major share om my ipcs on some of them. especially with japan and germany
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RE: UK IC in Norway…
really interesting aspects on german ic you present here Corbeau Blanc: I’m definetly going to play out some testgames with this approach to test the viability some more. it seems a high risk and high potential approach - do or die, so hoping for the luck of the dice(never play low luck) in the first and vital battles
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RE: Where can i buy this online
you probably need to go to ebay to get the anniversary edition. for the new revised aa42 wait until august and you should be able to get it in your local physical/on-line gamestore
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RE: UK IC in Norway…
@Subotai:
I usually only buy IC regularly with Japan. I prefer to buy more expensive hardware rather than building IC to spam infantry. But in some (+NO) games UK can trade France, and so they have mucho money to spend on anything they like.
If UK can take france then the IC in norway would probably have even less effect and only be icing on the cake. Alternatively if UK is constantly loosing ipc because on a growing japan beast, then the IC would probably still cost so much that you would have trouble filling an extra transporter (5 transporters i minimum 30) and even less 5,5 transporters if you wanna exploit the increased capacity full.