you can order some at amazon.com
Posts made by Keredrex
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RE: How to create magnetic carrier based planes
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RE: G1 sub buy
we play with advantages on the 42 board, these advantages below created a game where German Subs where very effective and played a bigger role in the game. we made our own collection from we found in house rules and from the previous A&A Revised game.
we choose advantages by row…. Row 1
Russia - Russian Winter • must declare During Combat Movement. Inf. Attack on 2 & Defend On 3 (In 1st Cycles) WINTER lasts till start of next Russia’s next turn) WINTER ONLY AFFECTS FOLLOWING TERRITORIES: Russia, Evenki N.O., Novosibirsk, Kazakh, Caucasus, W. Russia, Archangel, Belo Russia, Karelia
Germany - UBoat interdiction • during collect income phase for UK and USA -1 IPC for every 2 subs Outside Of SZ 5 & 16
Britain - Radar • Your Anti-Aircraft Guns In Tan Territories Hit Air Units On a 2.
Japan - Tokyo Express • Each Of Your Destroyers May Act As A Transport For 1 Infantry (Follow Rules Of Transports) DD acting as Transports Retain Anti Sub Abilities & get 1 Att. role on 1st Cycle Only if combat occurs in SZ of amphibious assault
USA - Island Bases • When Moving Air Units - US May Treat Island Groups As Part Of SZ’s Containing Them. ie. Ftr Can Fly From Hawaii To E. Indies (If Owned)point is i think a good way to up the factors of certain units in the game is with a good set of advantages but they must be balanced as to not give any side to much of an advantage
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RE: 2nd edition board using G40 pieces and 1942 rules?
the board has changed since then… redesigned borders and a few more territories. you can find the map in these forums look for IL’s A&A 1942 map.
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RE: A&A players NYC…
Want to get some A&A Games going, we can Host or Commute to play (within 2 Hr Drive)
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RE: New jersey: looking for players
we are in the bronx looking for more players. we can host and commute to games. we play “Spring 1942” version. message me if your interested
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RE: What to do with my classic game?
get 42… Its the closest direct upgrade from what you played on the classic board. Only a few changes to the Territory spaces, and economy. but definitely download Imperious Leaders Spring 1942 map. you may also want to add the chips from your old board, might as well keep the units for extra pieces like aa guns, etc.
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RE: Recommended Ways to Play Online
If you have the A&A Spring 1942 board and can leave it set up you could play right here in these forums i believe. there is a forum dice roller that works well. Im down to play that way if you want send me a message. ( I cant install anything on my work computer so i cant do the Triple A games unfortunately)
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RE: How to spice it up-without curry-Advice wanted
@skinny1:
So if I do not add naval bases then the above attacks cannot happen?
No they can its just a difference in time and capability because of positions. I have a game we played and saved for later where i was japan … kicking @$$ in asia and with a huge fleet, part of which surrounds hawaii and i control it with men and tanks. US had bad rolls early. and i have the 2nd part of my fleet by Japan about to converge on hawaii or all go north to alaska. And japan is making $50. I can technically offload in W. USA and have about 50% chance of taking it and keeping it, cause there is nothing in range to take it back.
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RE: Advice for newer player
1. I’ve been reading around on these forums and on the strategy guides and I keep seeing this idea of trading territories between RU and G (as in one territory keeps changing hands). How does this take place and why is it beneficial? It seems like it would be best to just take and hold a territory instead of wasting men/tanks/planes over and over. As a side note to this question, when we play, the German player almost always spends everything on tanks, usually amassing a huge tank force. How do you counter this?
generally its a good idea to maintain a certain border instead of trying to advance and defend it with the possibility of losing it. usually the longer the game, the allies have the advantage.
Counter Germany’s massive tank force with allied movement against germany. if he is only buying tanks then he isnt buying Ships… build a fleet with USA and UK and go for Western europe and Germany with amp assaults… get units in norway to help russia and send some fighters to russia2. Whats the best way to get US troops to EU? Every time I play it seems like it takes ages to get any US, or even UK, support, to Europe. I’ve been playing around with it in my head, and I think by turn three I could be doing Dday. Is this right? Or smart to do it that early?
you may want to buy a fleet on US turn 1 to join the boats there and join UK. or go for africa and keep a flow going from canada to africa. you can help lock down africa for UK and get units to caucasus
3. How do you hold off Japan? Every game I’ve played as Germany, I’ve taken the the complete brunt of the allies force and had to hold on until Japan showed up. And every time I’m allies, something similar happens, except the Japanese player just sat around and built up a huge pointless navy. I know if the Japanese player had been smarter they would have spelled trouble for me. Some of the people I play with are getting smarter. How do I hold off an intelligent Japan player when I’m primarily going after Germany.
maybe buy a complex in sinkiang and also buy subs for california… make japan worry about boats and land units
4. A lot of our games end in a similar fashion. London, Tokyo, whatever that Japanese capital on that island is, and the US capitals remain in their owners possession. In other words, whoever controls the entire European and Asian continent mainland wins. I’m fine with that outcome, except that it happens every single time. What kind of other strategies are there? I once built up a decent German navy and accomplished a landing in Canada while Japan landed in Alaska. But both those forces were destroyed and only served to distract the US for two turns. So what I’m asking, are there any other more interesting strategies to be tried? Like a Sea Lion, or capturing the Japanese home islands (or even taking the US)?
its possible to go only after Japan… and maintain a russian border with germany… that way you can stall germany and eventually take japan out. you need to keep the german money down by holding africa and a strong border with russia having some german territs like west russia and belorussia
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RE: How to spice it up-without curry-Advice wanted
@skinny1:
This is a good place to start.
Try incorporating rules from other AA games like marines from the original Pacific game and balancing it out with the Japanese rules for destroyers. You could also try using convoy routes, naval and air bases, etc. You can download a lot of the rule books from the other AA games at the Wizards of the Coast website and see what appeals to you. I am in the process of adding all of the above into my AA42 game since I do not have the room to set up the new AAG40 game.
That could work as long as the game isnt unbalanced. for example… using the heavy bombers rule from the original AA (3 Dice on Att and complex bombing) would unbalance this game. or using Naval & Air bases from the newer A&A may not work cause the Land & Sea Zones are different which has alot to do with movement distance and your ability to attack or defend. also the cost differences may not work cause of the economy changes.
But if you work this out then awesome… post up your ideas -
RE: Axis too strong?
4- lets play a forum game… ill be the allies, you do what you described as a WIN for the axis. ill even consider you telling me what to do with russia on turn 1 so your german moves are the same as described
I would be glad to play with you by forum. But I’m new here and not sure exactly how it works. I figured out how to roll dice, but is there a way to keep track of an AA42 board (matching it to the dice rolls and results) without owning the actual game?
maybe… do you happen to have the program illustrator? or i could send you a mini battle recorder map that you can write the game on. send me a personal message so we can discuss it.
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RE: Axis too strong?
@Hitlers:
I know that I’ve taken out Britain on the first move as Germany. But if the Axis stall for too long the Allies will win. The Axis have to move fast if they want to see victory
true they have to move fast and be aggressive to win,
How are you able to take Britain out on Germany’s 1st turn.
Germany can only send… 1 Tank, 1 Inf., 2 Fighters, 1 Bomber
UK has… 2 Inf., 1 Art., 1 Tank, 2 Fighters, 1 Bomber and an AA GUN.
thats 5 German Units vs. 7 UK, and if they get any hits from the AA Gun you have even less units going in
and UK has at least 1 transport to bring the tank to liberate UK and a shore bombardment on the Highly unlikely chance you conquer UK. and USA can also get there and liberate UKUnless your Extremely lucky or playing with loaded dice or an unlucky amateur player, i dont see how that is possible
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RE: Axis too strong?
Im about 80% sure i can get an allied win in that senario you just described…. I would LOVE japan to leave pearl harbor alone… USA would go KJF (Kill Japan First) with britain and crush the Japanese and in doing so gain so much money they could send units against germany as well.
OR i would go JGF (Kill Germany First) Since you said Germany ignores the british fleet. that means UK probably has the cruiser in the mediterranean & the battleship in the north… then you should buy asome transports and men and start offloading into western europe… EVEN if germany can just take it next turn. if you keep germany fighting for there original territories that means they are sending fewer units to russia. USA can also be threatening Western Europe on turn 2… if UK AND USA are parked and offloading a flow of units into western europe Germany can’t ignor you.
@maulerXX:Japan also typically skips Pearl, ignores the British fleet off India, withdraws it’s entire fleet to Japan, buys an IC turn 1 and a destroyer, and uses every single fighter against mainland Asia. Regardless of what the allied player does, Japan typically takes Buryatria, China, and India on J1, but never less than 2 out of 3. The combined fleet is really hard for the US or British to take out as long as Japan keeps fighters on the 2 carriers.
buy a complex for USA in sinkiang… send a couple of russians, and UK fighter to protect
just leave the japanese fleet alone and send your fleets after Germany in Egypt (if he doesnt take egypt move into the mediterranean)OR since you have the british fleet in india, try going after the transport all on its on by kwangtung.also, just because russia falls the game is not over… especially if the allies can take out 1 of the axis around the same time
a few questions…
1- why are you threatened by the Luftwaffe?. sure planes are strong units but you make it sound like they ALONE are beating russia. planes are only as good as the backup they have. also, if planes are your burden… by AA Guns. also… if the Fighters (which are best defensive unit for a land territory) are off fighting russia (which means they are landing in Eastern german territs. then they are NOT defending Western europe or GERMANY. Try going for a massive amp assault against germany… he will pull the fighter back
2- are you extremely unlucky with dice, or are you playing people with Loaded dice?
3- are you entirely clear on all the rules particularly NEW rules for this game?
4- lets play a forum game… ill be the allies, you do what you described as a WIN for the axis. ill even consider you telling me what to do with russia on turn 1 so your german moves are the same as described
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RE: Axis too strong?
You may need to rethink your purchases… Ive played many games and it rarely works out the way you described. Germany has to be weak somewhere if he is making a tank rush to russia. and the subs are harder to destroy but once you buy destroyers then you should be on the attack with your combined fleets of america and UK… Subs only defend on 1’s.
depending on what happens of course lets look at the buys…
Russia - 4 inf. 3 art. - Figure they take West Russia & Ukraine. then whatever noncombat russia should have an inf. stack on West russia and caucasus with planesGermany - 5 Tanks 5 inf. - only cause your suggesting Tank Rush to Moscow. take back Ukraine, and get karelia. … now assume they go for Egypt, and the british fleets in the Mediterranean. lets say they leave the fleet in the north.
UK. - Destroyer, Sub, Carrier = 28 build it next to norway on SZ 6 and bring your Battleship and transports to offload in norway. (if germany sinks the battleship transport in SZ2 with sub, fighter, bomber) then UK buys 2 fighters and saves 10 ipc’s. figure you attack Egypt with the UK Bomber, Indian Navy and troops … move the gun to persia… send fighters from UK to either attack the destroyer and transport in SZ5.
Japan Does whatever ( im thinking KGF at the moment ) assume they wipe out pearl harbor. maybe attack the UK boats of Egypt and take China.
USA buys a fleet on Eastern USA… brings the destroyer up and brings the battleship from Cali around to Eastern USA for the 2nd Fleet.
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RE: Axis too strong?
Actually, I feel this game is more balanced than any previous version. as the allies, its their job to not allow germany to ignore them. If germany is spending money on tank stacks then the US and UK should be sending fighters, and land units to aid russia. Russia should be buying a mix of Inf., Artillery and tanks to have decent offenses to push germany back, and they have to do it before japan eats them up from the other side.
Maybe your playing this game with the same strategies as Revised or older versions. You can’t, its had major changes that affect overall strategy. the new transport rule, new complex rule, new sub rule, new bombardment rule and the border changes all affect the game vastly.
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RE: Fast way to calculate battle odds
add up your attack strength…
if you have… 1 bomber (4), 3 tanks (9), 1 fighter (3), 3 inf. (3), total Attack is 19.
then look at the defenders units Defense total.
If your attack total is over the defense total go for it.Of course you must consider how much “Over” your total is,
and you must consider the total # of Units in the fight.
if the defender has… 4 Inf. = 8, 2 tanks = 6 & 1 Fighters = 4, total Defense 18.
may be too close a number to win the battle.This is all after AA Fire, if necessary, so consider if there is an AA Gun in the
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RE: Long Island Axis & Allies Meetup (NYC Residents welcome)
When is your next meet up? that link didnt work for me for some odd reason. do you play the Spring 1942 version
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RE: Any players in New York City?
We play up in the Bronx and looking for more players. send me a message
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A&A players NYC…
Looking for any A&A gamers close enough to NYC to play the A&A Spring 1942 board game.
If your within a 2 Hr Drive from NYC send me a message so we can get some games going. we can commute and we can Host games in the bronx. -
RE: Any major strategy changes?
@Fleetwood:
The Allied fleets must stay together……
but has anyone found Africa harder to control as the Allies in Spring 42 compared to Revised?Not really harder, just different. you can’t totally look to revised as a basis for what you can do here, because of the changes.
Its not necessarily a must to keep the allied fleets together. it all depends on how you build them and where the opposition is.I personally like for germany to waste fighters on a vulnerable american fleet at SZ12. when there is a stronger back up on SZ10. that means those fighters are not bothering Russia…. but like i said it depends on the positions