Here is the first airstrip and atoll on a WAS map with IJN navy and PT-Boats and Vospers in waiting in the atoll.
This is a Forward Airstrip Prototype that I built this weekend, rather simple. I put WAS Sea Hurricanes and HBG’s P-51’s for scale. I want to add anti-aircraft guns too. I also plan on building island airbases and atolls. Let me know what you think.
I just built this prototype of a forward airstrip this weekend. I have Sea Hurricanes in the foreground and HBG’s P-51’s in the background for scale. I plan on adding anti-aircraft guns and making island airfields and atolls in the near future. Let me know what you think of these and how much you might pay for one of these?
Here is my review of the game…
Objective: Score ten or twelve victory points depending on how many you wish to play to. Each carrier sunk is worth three points, battleships are worth three points, and cruisers are worth one point. The player controlling Japan’s forces can strike Midway Island and inflict up to five points of damage before it is rendered non-operational. The first player to ten or twelve victory points wins.
Setting: The Japanese Navy is sending a fleet to Midway Island for a pre-invasion assault. To the north are two Japanese task forces searching for the U.S. fleet. The U.S. fleets have not yet been found by Japanese reconnaissance.
Game Play: Without getting into too much detail, there are essentially five phases to the game. The first phase is the reconnaissance phase which is limited only to the player controlling Japan’s forces and enables the player, once per turn, to try and establish where the U.S. fleets are located by uncovering a task force card. The second phase consists of both players moving their aircraft two spaces. The third phase is ship movement which is one space. The fourth phase is the combat phase which consists of aircraft combat followed by ship combat if any exists. The fifth and final phase consists of the second movement of aircraft of up to two spaces, also called the recovery phase, in which planes in the same sector as a carrier may refuel.
Uniqueness: What makes Battle of Midway unique is twofold, first the fuel markers and then the ability to replenish aircraft, one fighter, one dive bomber, and one torpedo bomber, from the carrier every turn. The thing that makes these items unique is the logistics. The players only get four turns of fuel which equates to sixteen moves per aircraft before they run out of fuel and need to be in the same sector as a carrier for refueling. This makes planning bombing missions risky because the player needs to estimate their moves back to the carrier so as to not run out of fuel in the middle of the ocean. As for the reinforcement aircraft, three per turn per carrier, one needs to be mindful to leave room for those three aircraft when recovering aircraft that are out of fuel.
Game Aesthetics: The battle map is a color map made on a nylon surface, much like a sign or banner would be, which makes it durable and easy to roll up and fit in a tube. The best part about the map is the detail. There is an inlay of an actual battle chart with real notes from the actual battle of Midway, pictures of Japanese and U.S. forces, and a picture of Midway Island. On the left side is a column that reads, “Japanese Reinforcements”, underneath these words is the picture of a Japanese carrier. Below that is the picture of a Japanese officer and below that are the victory points with Japanese writing for the numbers and beneath each number is a picture of a U.S. plane reminiscent of the “kills” that were tallied on aircraft. On the right side is the same setup, picture of U.S. carrier, U.S. officer, and victory points with pictures of Japanese planes underneath.
Summary: In summary, the first person to ten or twelve victory points demonstrating the best use of logistical maneuvers wins the game.
Personal Experience: I thoroughly enjoyed playing Battle of Midway. I got the chance to play with a friend of mine at the demo given at PacifiCon on September 1st by the game designer Mike Kelley. I was the U.S. and had the ideology to strike fast and strike first. I attacked cruisers, quickly racking up five victory points, halfway to a win. My friend damaged Midway Island for one victory point. This became my fatal flaw and I would not realize the error of my ways until several turns later when attempting to bomb Japanese carriers that were now well protected by the IJN air force. Each turn my friend pumped out fifteen new aircraft to my nine. I was outnumbered six to one every turn and could not equalize the difference through combat losses. To play this game again I would strike the Japanese carriers earlier in the game to limit the production of new aircraft and also bring my fleets down to Midway to protect the island.
Pros: The versatility of the map is such that it can be used with the War at Sea miniatures and the regular Axis and Allies pieces.
Cons: The dive bombers and torpedo bombers are difficult to tell apart, they need to be more identifiable some way, maybe by color or something.
I hope they do well, Peterson coming off knee surgery and Jones-Drew just signed. Last year I got screwed by Chris Brown, he didn’t do anything for the first 6 or 7 games.
I like Jake Locker and I think Kenny Britt will do great this year after his suspension.
Good Luck in FFB.
This is all in fun, do not take it personal as I am only kidding.
Hell yeah. She would know how to cook a mean breakfast and she can mop.
Marine wife would be dumb and have a giant chin.
Air Force wife would be good landscaper and mow the lawn.
Army wife would be dirty and greasy, probably good mechanic.
I’m not a trash talker but I laugh so hard at my friend when he rolls crap dice and just swears at his roll like he just burned his hands or something.
What do you guys do, if anything that would be interpreted as trash talk?
I’m the friend rolling crap dice and it is friggin annoying when you roll 19 dice and get 2-3 hits. It tends to chap a mans ass once in awhile. My 5 yr old loves to roll dice for hkytown1 and myself and he rolls worse than I do, gets 1’s, 2’s and 3’s. We call him the cooler.
I am participating in 4 leagues this year and co-managing my son’s team. I only have one team I did an actual live draft for and it looks like this:
QB Drew Brees
WR Mike Wallace
WR Demaryius Thomas
WR Dwayne Bowe
RB Adrian Peterson
RB Maurice Jones-Drew
TE Jermaine Gresham
W/R/T Beanie Wells
BN Felix Jones
BN Toby Gerhart
BN Randy Moss
BN Joe Flacco
BN James Jones
K Shaun Suisham
My friend and I have been working on a few scenarios. The first one we tried was two Allied Carrier groups have to claim an objective marker on the other side of the map. The Allies groups each had 1 carrier, 1 battleship, 1 cruiser, 2 carrier based planes, and 2 destroyers. For a total of 14 pieces.
The Axis had 14 pieces too. His fire power over matched ours. The Axis had Moltke, Kirishima, Soryu, Andrea Doria, Sho-Go Yamato, Rheinubung Bismarck, 4 planes, heavy shore battery, and 3 German subs. We will have to work out a more balanced scenario. One of our mistakes was not enough LL torpedoes.
The second scenario, which we have not tested yet because details are still developing, is that of a sub hunter. We have an Axis player write down where they place their sub, but don’t actually place it on the map. The Allies do not know where the sub is located and they must use destroyers and ASW planes to find it. After movement, the Allies roll a die and on a 1,2, or 3 and the correct location, they locate the sub. If the sub is located, the Axis player then rolls 1 die to determine the depth at which the sub is at. So if the Axis player rolls a 6, then the sub is at 600 feet and the Allies must roll 6’s to score 1 hit on the sub. After attacks have been made the sub gets to move to a new location, up to 3 hexes away. The game should be set to a certain amount of turns for the Axis player to win and survive.
The third scenario is to land on an island and take out the heavy shore battery. There must be a sea battle first and then a naval bombardment precedes the invasion and landing forces. Haven’t worked too much on this one, but would need to work out more of the details.
Anyway, hope people are still enjoying their minis and I hope that their are more sets to be made.
I have a question about altitude. Say I want to move at speed 4 low speed and I want to go up in altitude 1k feet and make right consecutive turns. Would the steps be the following steps? 1. Go up 1k in altitude. 2. move forward and turn plane one hex side. 3. move one hex forward and turn one hex side and finally. 4. Move one hex forward and turn on hex side. Does going up or down in altitude constitute a one of the movements for speed? Can you combine a turn with an altitude change? I haven’t played any games with altitude because it got too confusing.
My friend, hkytown1, and I attended a symposium put on by the Oakland Aviation Museum in Alameda, Ca last night. It was a panel of 4 WWII Aces, Alex Vraciu 19 kills F6F Hellcat, Ted Crosby 5.25 kills F6F Hellcat, Archie Maltbie 2 kills P-47 Thunderbolt (7 others not credited because film canister was damaged and they would not accept testimony from wingmen), and Dean Caswell 7 kills F4U Corsair. It was a truly amazing experience to hear these guys and their stories. Each day another WWII member dies and with him so does history. If you can make it to one of these try to do so. It is an experience I will never forget.
The 379th Bomber group is having its reunion in San Diego from August 22-26 2012 and I am going to try to attend since I am writing a book about a B-17 crew during WWII.
I agree with IL; it depends on how the plot and characters are driven. Movies like Pearl Harbor are considered Historical Fiction, because while some events may have occurred during the war, the main characters and storyline are fictional. Band of Brothers and The Pacific are not fiction as they are actual accounts taken from the writings of those that were there. Read With the Old Breed by Eugene “Sledgehammer” Sledge and Helmet for My Pillow by Robert Leckie.
I think we can all agree here that there are some great movies that have been passed down to us by our Father’s and Grandfather’s. My father introduced me to watching Patton and many other war movies and now I am doing the same for my son.
The great thing about Axis and Allies is that we can bring these battles to life and learn more about what and where our earlier generations fought.