Interesting options. I have a question if I may, what is the purpose of having G.B. divided in the first place per the OOB rules? Is there a reason that G.B. just doesn’t control all of it’s money/units?
Posts made by SEP
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RE: Splitting the UK into 2 nations
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RE: Soviet Union Strategy (Video)
I’d like to add my thanks as well for the videos YG :-)
As others have noted, don’t worry about perfection. What your offering is quite interesting and very helpful. I just got my 1940 boards yesterday so I plan on Monday for our first game. Will we remember every single rule and nuance? Probably not, but we’ll have a fun time regardless and learn as we go.
Of the many interesting points you offered in the video, I keyed in on you suggestion to place one of the Russian subs off the coast of France. That’s a great idea. And though it’s only a small amount of IPC’s to take from Germany, every little bit helps.
Keep up the good work!
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RE: A&A 1940 Global National Objective Card Deck
Yes, thank you as well. Very nicely done. Printed and ready to go for our next game (which will be our first 1940 global game). :)
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RE: Italy's role
Thank you. Good video as well (YG does a good job).
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RE: Star Fleet Battles
I did, I’m a Romulon forever!
:-)
I’ve always been partial to the Klinks and Lyrans. Though lately I’ve been getting into the Seltorians. We’ve had to HR them just a bit though as the really nerfed the Particle Cannons too much. The one revision helped a bit, but just not enough to make it a truly viable heavy weapon.
Particle Cannon = all the fire power of a disruptor and hits with all the accuracy of a photon on a range break that is the worst in the game. :-D
Here is the official IKVAvenger HR modifications to the Seltorian Particle Cannon:
Impulse delay reduced to 8-impulses. 1 refit point.
No-hold caps. 1 refit point.
Combined-fire shot. Requires full capacitor + 1 point of battery power applied at the moment of firing. R8 maximum range. 32-impulse cool down period. 1 refit point.
This way no chart is changed on the SSD. Damage stays the same and the unique flavor of the weapon remains intact. But it isn’t neutered to the point of being dismal.
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Italy's role
I have not yet received my Global maps, so full disclosure is that I’ve not yet played a global game.
I’m curious as to the role Italy should/could play in the game. Initial impression is that they start pretty low on the ladder as far as IPC’s. From conversations I’ve picked up here in other threads it would seem their navy is going to be pretty hard pressed. As far as units on the ground they don’t seem to be a power house, though in a better position than France. They do seem to be in a position to perhaps gain a fair amount of territories early on. Whether or not they can keep them is another story.
So these are just initial impressions.
So what can Italy be realistically expected to do? Do they have a shot at getting Africa? Do they have a shot at getting all/part of France (with German help)? Should they get part of France or does Germany need the IPC’s more? Can they do anything to threaten Russia?
Thoughts welcome :-)
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RE: Cost for tanks?
@Baron:
About a 5 IPCs Tank, Russia could get a small advantage with it:
@Baron:
Since many talked about the Axis clear advantage.
Did anyone dare to change the cost of Russian Tank in 1942.2 game to fix the unbalance and gives a more historical feel?Instead of a bid, here is the fix:
Russian Tank T-34
Attack 3
Defense 3
Move 2
Cost 5
BlitzOnly Russia have this lower cost of Tank.
This cost reduction worth for the massive Russian Tank production during WWII.We can give a small compensation to Germany:
German’s U-boat
Attack 2
Defense 1
Move 2
Cost 5
Surprise Strike,
Submerge,
Stealth Move,
Cannot hit airplanes,
Cannot be hit by planes, unless Destroyer is present.
This cost reduction is for the increase of German’s Submarine production after 1941.It will also gives to this two land Powers a substantial unit at 5 IPCs.
For those which understand french, a doc on T-34/76 and T-34/85
Le Char T-34, la force de frappe de l’armee russe - Documentaire
https://www.youtube.com/watch?list=PLC4siPTFsziTDRlla7XQ_-E8UiLhbxr-M&v=uHc15JT59UgThat’s an interesting idea. In a fashion that is basically a limited ‘Improved production Factory’ for Russia and a limited ‘Improved Shipyard’ for Germany a.k.a. Research and Development. So that could be HR’d into a game, whether or not it uses R&D, as a limited development for these two nations. Perhaps as an alternative option, Russia could have, instead of the 5 IPC tank, the Advanced Artillery.
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RE: All the German openings: For Beginners
If we’ve taken care of the bulk of the American and British navy in the Atlantic it becomes as lot easier to start with the balanced buy. We don’t have to worry about G.B. getting too adventuresome and what we have on the western side of Europe should be sufficient for the first round or so. Time to get the air force and navy to where we need it while still providing for the needed push while still allowing for a bit of fortification. I think in the long run, particularly into the later rounds you’ll be glad you adopted a strong air build. Nothing quite as satisfying (to me) than to have a massive air force. It’s intimidating and offers the most flexibility.
Of course if the dice go against you then it’s all a moot point :wink:
Might not be a bad idea to pop out the occasional sub as well if the funds permit. If America/G.B. want to start a ferry service to Africa they’ll have to build more than just a transport network. Which means less funds for other pursuits. One sub on Germany’s part may force them to build at least a destroyer or two for escort duties. So the price of the destroyer(s) plus transports compared to just your sub(s) can get pricey on their part. Along with your BB and destroyer (if you still have them) it may serve to really help ward off a strong African defense/liberation attempt. May force G.B. to go ahead and commit to a S. Africa IC and/or help from India (which helps Japan which in turn will help Germany down the line).
Just some further thoughts.
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RE: All the German openings: For Beginners
How about a G1 build such as:
1 Destroyer (to help protect the BB as you outlined).
1 Fighter (to compensate for any loss from R1 and to maintain/build a strong air force).
1 Tank (to compensate (or help compensate) for any loss from R1.
1 Artillery (for future infantry assists)
4 Infantry
1 IPC left over.This is a balance build that allows some flexibility in preserving your navy, building for a massive air force, adding tanks which are needed and still giving 5 fodder units for defense.
If you feel that you need more infantry/artillery then forego the destroyer perhaps.
Continue to build (at least) one fighter or bomber per turn. Possibly alternate between them so G2 you build a bomber (or if funds permit, one of each). Continually add your fodder units as much as possible of course and try to squeeze out at least one tank up until your in a position to start cranking them out.
As an alternative, if we forego the destroyer option in the Med (take our chances), we could perhaps begin popping out one AA every turn and getting them into position for that ‘Fortress Europe’ intimidation factor. Give the Allies pause when they see a LOT of planes and AA guns.
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RE: Free-for-all
I am about to go off to class, but what about having all territories be like 2 IPCs, regardless of historical realism? It would make keeping track of things be easier, and with the influx of so many Territories being utilized (like neutrals) there would be plenty on the board still? It might mix it up for a G40 game. I guess–what would be the victory conditions though? Just like Risk–winner take all (or until one side is claimed the victor?)
Sure, you could make every territory the same IPC level for simplification. Possibly excluding capitals. Victory conditions can be set for whatever you like in a game like this. If we’re using U.S., G.B., France, Germany, Italy, Russia, Japan and ANZAC for example you’ve 8 capitals up for grabs. Say the first player to get half of them? Or whatever number you come up with.
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RE: Star Fleet Battles
BTW, if anyone wants to see several customized SSD’s:
http://sfb.swa-gaming.org/forum/71
Additionally, our FTF group uses a vastly expanded Alpha Octant map. In addition to the normal Feds, Klingons, Romulans, Kzinti, Gorn, Lyran, Hydran, Wyn, Tholian and ISC powers, we’ve also added Seltorian, Carnivon, Paravian (which are in one of the newest modules as actual alternate time line powers), Nicozian, Argonian, Borak, Peladine, Maesron, Kolghar, Hiver and Vari and Frax as an actual power. If anyone wants a copy of the new map let me know and I’ll email you a copy.
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RE: Cost for tanks?
That’s an interesting way to look at it Baron. I appreciate you posting that. I suppose the best route is to go with the 6 IPC cost for tanks. I’ll just have to get use to it :wink:
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RE: How is A&A 1942?
@Frederick:
My bad I must of skip that. You said that there’s not enough chips I think there’s enough I usually don’t run out.
You’re probably right. Sometimes however we’ll to a HR free-for-all and in those games you need a lot of chips. Always like to have more than I need just in case. The green one is a nice touch though and YG also adds a blue chip that is worth 10. Also a nice touch. Don’t know if the blue one comes standard in the 1940 game but well worth getting.
:-)
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RE: Cost for tanks?
I’m very similar to you. Been playing classic since 1986. Up until last month that’s all I had played. Then I bought 1942.2 and was really impressed with it. I went ahead and purchased mech infantry and tactical bomber from HBG to use in the 1942.2 game. As I mentioned in the other thread, I’ve also purchased units for the minor powers as I have the 1940 global map on the way.
In regards to the tanks, too be honest, I’m very tempted to stay with the 5 IPC cost. I’m on the fence with it and like knp stated above, it’s strange what a difference 1 IPC can make. How’s the 5 IPC working out for you?
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RE: 1942 game on a 1940 global map?
Thanks Lars. I went ahead and took the plunge and ordered the French, Italian, ANZAC and Chinese units from HBG. I took a look at each power’s starting units and then made an education guess as to what I would need. They arrived yesterday and I’ve got them all sorted out and ready to go. Just waiting for the boards to come in and I’ll get a game going. But good thoughts on the classic units, if I need anything extra all those classic pieces will be coming out of retirement.
:-)
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RE: How is A&A 1942?
@Frederick:
SEP aren’t you forgetting the green chips that are worth 3 units.
It’s up there in the good points :-)
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RE: How is A&A 1942?
Good analysis from Argothair above. I’ve played and enjoyed classic ever since I learned it in 1986. Played well over 100 games I’m sure over the years. I just recently purchased 1942.2 so I will offer my two cents:
Good points:
The board is much larger than classic. It is also much nicer, more realistic with additional territories. I feel it is a substantial improvement over classic because of this. I personally like the IPC tracker built into the top of the board as it eliminates having to have that extra tracker placed somewhere else.
I like the extra units are really a nice step up. You’ve got artillery, destroyers and cruisers added to the game. And the units are no longer generic looking. Each power has their own unique looking pieces so that is really a nice touch as well.
The chips are now grey (one unit), green (three units) and red (five units).
Industrial complexes are limited to the IPC worth of the territory it’s on. As an example, if you put a factory on a territory that is worth 3 IPC then you can put a maximum of 3 units there every turn. I like this, as in my opinion, it offers a more realistic balance. It also makes you think a bit before buying/stacking.
I like the new rule that factories have their own AA guns and the AAA gun pieces are for regular combat. Offers another nice tactical twist over classic.
Infantry attacks at a 2 if with artillery. Nice touch.
Tanks defend/attack at 3. Very helpful.
I like the destroyer/submarine interaction.
I like the way IC’s are damaged during strategic bombing better in 1942.2 than classic.
Drawbacks:
As noted above, they did away with the paper money. Now that isn’t a deal breaker, just inconvenient. I simply use the money from classic (like many players do) so it is a non-issue.
I would like to have seen more chips included in the game. Again, I include the white/red ones from classic so non-issue.
I would like to have seen Industrial Complexes be actual pieces like in classic. But again, if you simply use the classic factories it becomes a non-issue.
I would have like to see mech infantry and tactical bombers included. But I simply ordered some units from HBG.
So overall I think the benefits vastly outweight any perceived drawbacks, most of which are easily corrected. I think it is quite superior to classic in just about every way. And it will definitely go quicker than 1940 global for when you want to enjoy A&A but need it to go quicker.
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RE: Star Fleet Battles
Thanks SEP. I assume this is a boardgame only? No online version?
No, there is also an online version (sfbonline.com I think). Been about 5 years since I’ve played a game on it. In fact, the last game I played was the last game of the 2010 World League finals. It is just like the board game, just on the screen. There isn’t a large amount of people on it generally, but it does get used particularly during tournaments. They do the ‘Platinum Hat’ on SFB Online these days. And there are quarterly ‘Netkill’ games which are quarterly tournaments. If it’s still the same, you can play either the Fed or Klingon for free. For a subscription it used to be $5 a month, may still be that. For the paid subscription you get the full use of all the ships. In the tournaments there are 18 sanctions ships and 8 non-sanctioned and in playtest (and have been for years). In regular SFB there are literally hundreds of ships.
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RE: Star Fleet Battles
I played SFB in the 80s, still have all my rule books and SSD sheets I believe they were called. It was a fun game but it at times became a war of rules with game play stopped because somebody was using something in expansion pack 3 that you were not aware of and forgot to establish ground rules for what expansion packs were used.
I had the same experience with AD&D. There were people who wanted to play the game, and others who sought advantage in esoteric rules.
Everything is the Captain’s game now. Commander’s edition ceased I guess in the early 90’s give-or-take. It helped streamline the rules but it neutered the Andromedans in the process. The Omega sector was added but I’m not sure how much play it actually gets these days. Doubtful if it will ever be expanded on as the hard drive containing all the data on it crashed so most of the expansion material died with it. They’re talking about X2 next year…but then they’ve been talking about X2 for the last 30 years. :roll:
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RE: Star Fleet Battles
I played it a LOT from ~1985-1992. and even won their Gold Hat World Championship in 1991. Loved the game, but it’s a beast that is hard to find local people to play. I keep up with their latest release but no longer play.
Very cool! The Gold Hat is quite an achievement, IIRC you won in the RFH?