At the end of Round 1 if you go heavy to Pearl you should take Hawaii rather easily. Round 2 take your loaded transport and your capital ships(you may have to send one home depending on what allies are doing) and take out Australia. Round 3 move your capital ships off of French Indo-China. Round 4 prepare to move to the Arabian Sea and support German holdings in Africa with Japanese forces. Keep them here for a bit and protect this seazone from allied air attacks so you can keep the pipeline to Africa open. Make sure to buy plenty of transports so Allied lone bombers no longer pose a threat. If the German fleet was able to escape into the Indian Ocean make sure to join up with the Japanese fleet in the Arabian Sea. If allies do not send enough to Africa watch for the opportunity to move your Axis fleet into the Mediterranean Sea and threaten the allied fleet likely stationed in the NE Atlantic(increase the threat by moving most of the Japanese Airforce to Europe). If you have two battleships always use one infantry and attack allied positions…you may get lucky and take out three allied units.
Latest posts made by kurt3892
RE: What to do with Japon ships after pearl
RE: What is making Alpha 2+ unbalanced?
The problem with counting on Larry to create a ‘perfectly balanced’ ruleset is that feat may be impossible. Strategies develop over time. The global version is still in its infancy. Bids in second edition at first were in the 14 to 16 range but gradually increased to 23-24 over the years. If and when a ‘beta’ version is released strategies will be developed over the years that will throw off the balance. What better way to fix this than a bid? And if you do not like what or how the other player is bidding you can always bid lower. Some may be worried that the addition of an extra transport for example may throw off the Sealion odds…limit the bid then. In Anniversary edition an intriguing bid idea I thought was adding/subtracting Chinese infantry units in the territory that contained the Flying Tigers unit. So a bid of six would add two infantry there and a bid of negative three would take away an infantry there.
RE: Download 1998 Hasbro Axis and Allies CD-ROM Game
Updated…6.0 Patch released…just use the same links up above.
Great new features including video options that might allow some to launch successfully who could not in previous versions. Give it a try!
See you on the Warzone!
RE: Latest Patch and Utilities for Hasbro Axis and Allies CD-Rom 1998
Version 6.0(3.71) of the Patch has been released: Give this download a try if you have had trouble launching with previous versions.
Download location: http://ewarzone.com/aa.html
Any further patch updates to the 6.0 version will be located here:
So this download would update your 6.0(3.71) to 6.0(3.72) for example
-New Video options- May allow those with video issues to play the game once again…I have helped several new players on the Warzone launch with these options.
Show FPS- Show Frame-per-second…displays the frame-rate in the upper-left corner of the game window.
Surface Flipping- While in fullscreen mode: Swap the front and back display buffers.
Flipping is faster than simply copying the back buffer to the front buffer. (and might be better supported by graphic cards as well)
VSYNC- Sync the frame rate with the moniter refresh rate. This prevents screen “tearing”. It also limits Fps Max to your monitor refresh rate (60-75 fps). This feature is not supported by the “Force DirectDraw Emulation” option.
Force DirectDraw emulation- Initialize the DirectDraw object for all features.
Edit Mode Improvements:
-Allows other units of your alliance to be placed on your capital.
-It is now possible to edit several aaguns on a single territory.
-Removal of units no longer requires that the editor be set to ‘all countries’
-Click the “Unit Edit” bar a third time for an even smaller menu
-If 2-Hit battleships are enabled:
Edit in 1-Hit battleships
Move 1-Hit battleships (in edit mode) without healing them
-Kremlin selection menu
Located on the unit edit screen allows a player with the press of a button to select scenarios and setup neutrals for each country. Automatically adjusts ipc victory levels when neutrals are selected.
New game setup options:
Set Allied occupation one of four ways:
Rule used before the 6.0 Patch.
2. Second Edition rules
How the game is supposed to be played…this fixes major bugs we have been forced to play with for years. AAWC games must have this setting turned ON.
When liberating a territory and the original owner’s capital is under enemy control, then the liberator assumes ownership of said territory, until said capital is liberated. An ally may use a re-captured industrial complex of his ally until said ally is liberated.
3. Liberation scavenger
If the active country’s capital has NOT fallen then if any of their tanks or infantry units move during the Combat Phase onto, or across a friendly territories whose owner’s capital HAS fallen then that territory is seized for the active country
4. Liberation aggressive
If the active country’s capital has NOT fallen then if any of their tanks or infantry units touch a territory whose owner’s capital HAS fallen then that territory is seized for the active country(no need to move, territories can be captured by moving FROM that territory)
-Set any two countries to be the axis powers.
country= RU, DE, UK, JA, US
Select which two Countries will battle the other three.
-Tinted Combat Units- The graphics for tanks, battleships, carriers, transports, and submarines are no longer the default gray. They are tinted towards the color of their owner Countries (like Infantry already are). In multi-nation battles it will be easier to identify which units belong to which country, easing the assignment of causalities.
-Setting to ensure that taking a neutral will cost 3IPC’s. Taking multiple neutrals in the same turn now costs more than 3IPC’s.
New setup screen chat commands:
-Automatically sets up the following rulesets on the game setup screen.
Set the IPC value for each territory
IPC values are defined in the file specified
Files are located in your game-directory’s “TerritoryIPC” folder
Open the file then change territory IPC values to desired levels then hit save
On chatbox in setup screen for example type /IPC neutrals1 to finalize the changes
Submerged submarine bug fix- Resurfaced submarines are no longer required to fight enemy ships in the seazone they are in…they can move into and attack adjacent seazones. Some examples: This will mean that the USSR transport can not move over the German sub in Omaha games and force it to remain in the Baltic. If the USSR sub attacks the German sub and misses in the NE Atlantic the German sub can submerge and still attack either British battleship.
Paratroop bug fix- Paratroopers were previously allowed only to paratroop one time…this has been fixed.
Game no longer locks up when attacking submarines retreat from a battle where only enemy air units remain.
Technology Roller bug fix- If one waited too long to roll tech and got his tech at the time the game timer ran out he would not be given the tech…this has been fixed.
Un-placing an Industial Complex on the edit unit screen no longer leaves behind an “invisible IC”
Prevents accidental skipping of in-progress weapon development
A 3 IPC penalty is always applied when a neutral is first captured
Amphib assault w/naval conflict to empty territory freeze is fixed
RE: Is this the worse game?
I was at a friends house playing this game ftf for my once and only time. He got this box where the dice were rolled in and his japs rolled three hits and I couldn’t take Guadalcanal on round 1. So I said eh let’s just break out the anniversary edition.
RE: Nazi invasion scenarios in US article ( Life Magazine 1942)
If Germany and Japan were able to take over the world and were the last two standing I wonder if Germany would have eventually begun a war against Japan for being ‘racially inferior’?