Rolls: 2@3 1@4; Total Hits: 12@3: (4, 5)1@4: (1)
(1, 1, 3)
Looking to join a 6 player 1941 with NOs and Tech. Lemme know if you got one happenin’.
I used to think the same thing and neglected to build a navy with the US thinking I could just bomb the Japanese navy out of the water. Boy was I wrong when my 7 bombers faced 2 carriers (with 4 fighters) and a battleship. I got toasted.
Best sea defenders are 2 fighters and a carrier which will be able to hold off an air attack just fine.
Destroyers are also a good bargain and can hold their own.
Battleships are best for attacking and are lethal when you combine them with other cheaper sea units. That “free hit” is a great deal.
Every sea unit has its purpose.
How about a multi AA50 1941 game, NOs and techs?
All interested please PM me. We’ll start and thread to get our teams together and use it for the game afterward.
I’m looking to join a 6 player 1941 or 1942 AA50 game with NOs and Tech. This would be my first time playing online and using abattlemap (which is why I don’t want a 1 on 1 yet).
Have the real game at home.
I’ll be any country. Let me know if you are starting a game up. Thanks!
Excluding the Combat Phase, we use a stopwatch and each player has 5 minutes to finish their turn. They get their 1 minute warning. It makes them get ready ahead of time too (with purchasing).
Also, we don’t allow table talk (i.e. giving recommendations to other players during their turn).
Helps a little. But still takes long.
Yes, strategic bombing is always one of the most annoying and effective strategies in the game. How to counter? No perfect way. But this may help:
1) It takes a few turns for UK to build up a bombing squad and you can see it coming. So as Germany, build as many infantry and tank units as possible in your first few turns. Then when the bombing begins, build an airforce to support all your ground units. Since air units are more expensive, you won’t have to “recover” your IC as much. Pretty soon, you will have a bombing squad to do it right back to him (and have all those pretty Russian territories).
2) Shouldn’t you have taken a Russian factory by now to help create units? Also, maybe build an additional factory deeper in Russia and out of range of UK bombers.
3) As far as a counter attack, one of the annoying things about A&A is that naval units are not much of a match for bombers. So once UK builds a big bombing squad, you can kiss any hope of building a fleet goodbye. So the only other “counter” is to have Japan and Italy really pick up the slack on ground units while Germany is crippled (and building a massive airforce).
Let me know if you’ve tried these and if they’ve worked or not.
Now for outside of the box suggestions, here are some house rules we always liked:
Fighters get a round of defense after an SBR. Now this really sways the balance back toward fighters, so to re-balance it, we allowed fighter escorts with the SBR. So if you brought enough escorts, your fighters (attack 3) would fight their fighters (defend 4) for one round (assuming you brought enough). This made it interesting and realistic with “fighter support”. Plus, I don’t recall Allied bombers having a free reign over Germany (or vice versa) when they had a fighter presence. After all, wasn’t it the effectiveness UK’s fighters that stopped the German bombing (or at least a major contributing factor)?
To aid the Navy, we simply made everything MUCH cheaper – mimicking the land unit costs of tanks and infantry for naval units. In our experience, a navy was fairly worthless since there were no IPCs to be had in the water. A navy is expensive. So, without the reduced cost, A&A always ended up being a struggle over the main continent of Europe/Asia/Africa. Whoever owned that won the game, plain and simple.
A final thought, we changed bombers to only attack ground units with their “4’s”. Once all ground units were eliminated, if their were only fighters left, they had to attack them with their “1’s”.
(Sorry, I don’t know how to do that little blue box quote thingy) But in response to your thoughts djensen:
You can still move in the assault phase, so the first set up player wouldn’t be at a big disadvantage.Â They could always move to a safe place.
In reality, the only thing the “First Contact” would do is allow the
option of firing on an approaching opponent instead of letting them move closer for free.
Essentially, the placement phase of the start of the game represents the movement phase, and First Contact is the assault phase.
It hasn’t really made setup longer because the first player can still move in his assault phase to a safe place.
But I agree, the vehicles starting in the first hex also works well.Â I just am anal and have trouble accepting a rule that doesn’t make logical sense.Â There were many battles in WWII that the tanks led the charge.
Seems like many (especially Axis players) have an issue with starting 5 hexes in since the Shermans and Crocs can get on top of you very quickly. It virtually makes the “10 hex” ability useless for the Axis tanks.
One solution I hear a lot is starting vehicles at the edge of the map. Although it works for gameplay, I can’t justify it because it doesn’t make any logical sense that the infantry would always be way in front of the tanks.
Has anyone ever tried this starting the game with an assault phase before Turn 1 starts? I call it “First Contact”. This would occur after you place your units and first attack would go to the player that deployed his troops first. This would prevent placing units out in the open just so they can move far up and then behind cover in the first movement phase. It may help prevent the cheap swarm tactic if you have to think about LOS and cover when you place your units.
It doesn’t make any sense to me that you can start 5 spaces in and move TWICE (once in movement phase and once in assault phase if you wish) before a shot is ever fired at you.
What do you think?