I like J4…because I like a G1/J1 on Russia. I take out 10 infantry in western Russian zones, and wait for foolish Russian counterattacks which exposes them to losing more units. Total kill Russia first strat for all three axis. J1 from the east and take 3 territories (the Mongolian troops are out of position and not an issue). I1 build mech/tank and head to the front ASAP. I then begin to strat bomb Moscow when in range (usually G3/I3). I keep USA out of the war until they declare at the end of US3 (limiting them to 52 IPCs for first three rounds, importantly* the limit of 3 units at each factory prevent a huge buildup. I take out China by round 4-5 using all 21 aircraft and 2 factories on mainland making mechs and tanks. Japan usually has 6-10 Russian IPCs, so Japan usually collects 50+ before even taking the money isles (gaining USA 10 IPC NO three times). USA cant get to anything important in Europe before US6, and by then I am taking out Moscow (severely weakened by combination of the loss of eastern IPCs to Japan, strat bombing, and first round loss of 10 infantry). I call this strat the “Land War in Asia”, and I find it successful far more than 50%.
Posts made by shadowguidex
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RE: POLL - G40 Your favorite turn for Japan to declare war and attack
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RE: Got a game coming up this Saturday. Yipee
First edition is not balanced, it’s even worse than the current rules. Japan had 28 aircraft in the OOB version of the very first release. The India push was insanely easy, and Japan could/would win practically every game.
The current edition could be balanced very easily by removing about 2 Japanese aircraft, and adding about 2 Chinese infantry.
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RE: Looking for Gamers in N IL or S Wisconsin! Have games, will travel!
I am interested in a Southern Wisconsin group - I live in Janesville Wisconsin. I am interested in playing Global 1941 or 1914, but I also own Battle of the Bulge, D-Day, and Classic Axis and Allies.
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RE: Aircraft Retreating
Yeah I think we’ve reached a consensus…the move was totally legally, quite brilliant, and devastating to my war effort (which I had been winning).
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RE: Aircraft Retreating
that’s when knowing all the rules can be a big advantage, its not all that realistic that you can land on a newly fitted out carrier in a hostile zone, but its a devastating combo
Yeah I’ve been playing this game for a long long time and I know the rules by heart, and have in fact played every edition of Axis and Allies since the original MB (which I still own two of). I have just never had this specific combination of events all happen simultaneously in one attack…all have happened individually many times.
- Fighters attack at max range.
- CV builds in the sea zone for them to land on.
- Aircraft retreat.
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RE: Aircraft Retreating
Yes I’km aware of the kamikaze rules and those didn’t com into play here…they in fact could not be applied since none of the requisite islands had been captured/recaptured (I avoided Iwo Jima the previous turn for this reason).
So it looks like the previous two responders are in disagreement, but by my reading of the rules, it appears the move was legal - does anyone see language anywhere which specifically states that an aircraft with no remaining movement cannot retreat?
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RE: Aircraft Retreating
Alright thanks…so it was all legal…those combined maneuvers (landing on CV being built and retreating/submerging after damaging my carriers), totally out of the blue, was genius…that combined with a marvelous attack he made on my UK fleet in the Med has likely done me in…
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Encirclement House Rule
Considering trying a house rule called ‘Encirclement’. The military and historical precedents are numerous where units, division, or entire armies were encircled and forced to capitulate (Bastogne aside).
The crux of the rules is as follows: If a territory is attacked from three or more adjacent land territories and there is no “retreat” available (I know defenders cannot retreat, but this rule will use the core of the retreat rules), then all defenders defend at 1 less than normal (Infantry on a 1, Tanks on a 2, Fighters on a 3, etc).
Rationale: Turtling is too common, unrealistic, and too gamey and gimmicky. I’m tired of the “bowling ball” strategies where you move your entire army en masse towards your eventual destination ignoring all adjacent zones.
What are thoughts an opinions on the impact of this rule, as well as modifications to the rule to improve it?
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RE: Aircraft Retreating
Addendum - I obviously thought my fleet was safe since no aircraft seemed in range…did not anticipate losing the entire thing while inflicting almost no casualties except a DD and a FTR.
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Aircraft Retreating
Can aircraft with no remaining movement points retreat from combat?
Scenario:
USA had 3 CV in SZ6 containing 6 FTR. Japan moved 3 TAC and 3 FTR along with 3 SUB and a DD into attack. The 6 aircraft moved 4 spaces to enter the sea zone, which ended up being legal because the player was purchasing 3 CV. He fly in and attacks and each of the CV was damaged by subs which can’t hit aircraft, and he called a retreat. He left the aircraft in the SZ and submerged the subs. At the end of the turn he landed the 5 surviving aircraft on the carriers and I had to remove my surviving aircraft because the carriers were damaged. (Almost all aircraft on both sides missed, the only real hits were from the subs)
If an aircraft with no movement remaining retreats can they remain in the zone??
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RE: How do you punish Germany for not threatening the United Kingdom?
You take the Med., then take Rome.
alternatively…
You take Norway
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RE: "Magellans"
I once had the French infantry from French West Africa liberate French Indo-China the same round that the two French infantry from England liberated Paris.
I also had the Russian infantry from Amur capture Rome (on round 14 if I recall).
Finally, I had the Japanese Mechanized Infantry from Manchuria capture Egypt in a game once.
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RE: Extra pieces needed to make this realistically playable
You will need more chips for sure. If I am not mistaken all the dark red are used up just for the setup. I just purchased two orders worth from HGB a couple of days a go.
I just ordered three sets of 30 chips each for only $6.00 total at historicalwargaming.com. Should cover my deficiencies.
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RE: Infantry vs. Artillery vs. Tank Builds
Every single time I have bought tanks, I regretted it.
Bought them for offense, but got counterattacked and they were wiped out defending in place.
I do not advise buying tanks.If a counterattack so easily wiped out your stacks, then your initial attack was a bad idea. Attack to win, not for mutuallyou assured destruction. No harm in delaying or even retreating one zone until you have the advantage.
If a tank saves one infantry it has paid for itself. If it saves two then it ishould an advantage. Infantry will still be your primary unit, but three tanks out of 30 units can be awesome.
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Rule Modification
I am a big fan of the game and I’m aware of some of the issues that are hindering gameplay. I devised a couple rules modifications which seem to really balance the game:
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All land units can move two spaces through friendly territory. Movement is limited to one space if moving into or out of contested territories or attacking. This speeds up movement towards the fronts, but you still need to begin adjacent to a zone to move into the zone for combat. The only land unit that can enter combat with the second space of movement is the Fighter.
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Because the first change is a huge advantage for the Central Powers initially, the Russian Revolution rules are scrapped. Beat Russia by winning it’s capital.
These two changes put much more pressure on France during rounds 1 to 3. UK need to focus on France earlier therefore allowing for a more fun and balanced game in the middle east.
Try it out and post your thoughts.
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RE: What extra pieces I need
For contested zones, I just flip over the attacking power’s control marker to the black side and immediately deduct the value of the territory from the controllers IPC totap until the zone is no longer contested. This way I can scan for battles easily too.
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RE: Average age of players
I’m 34, been playing the A&A line since I was 8, so that’s 26 years. I fell in love with the mpa and the little tanks and ships. My brother’s friend had the first game, and we borrowed it a numebr of times. When I was in high school I purchased my first copy of traditional A&A. In college I found out A&A Europe was coming out, and I got super excited and got it. I participated in the online forums a lot, and started participating in a thread to discuss a possible A&A Pacific. I caught Larry’s attention and ended up being an official playtester for A&A Pacific, in fact my name is in the instruction manual. I kept interest in A&A and got D-day and BotB. I then picked up revised. I lost interest in A&A for a while and didn’t get anniversary or anything.
When I saw A&A 40 coming out, I regained interest in A&A and I’m loving this newest game. I have played many face-to-face games against my nephew, and also played about a dozen online games on these forums. I play as often as possible, and I spend a lot of time thinking of off-the-wall strategies to employ in my next game. My tried and true axis strategy doesn’t fail very often, but it gets boring, so I try new things all the time and they frequently fail. All good, love trying out new strats.
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RE: Shadowguidex v BombsAway G40 alpha 3
I’m sorry man, but with finals coming up I’m not going to have the time to really play this online. I’m spending way too much time thinking and playing A&A and not nearly enough studying. I’m gonna have to halt all playing until after Christmas.
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RE: Shadowguidex_Spoox
I’m sorry man, but with finals coming up I’m not going to have the time to really play this online. I’m spending way too much time thinking and playing A&A and not nearly enough studying. I’m gonna have to halt all playing until after Christmas.