Your point is good. The US are not properly represented. But maybe just giving the US the War Bond, Improved Shipyard and Increase Factory Production tech (All 3 when at war) could help to make the US more historical without breaking too much the game. I’ll try it in my next games.
Posts made by Sire Fred
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RE: J1: Make peace with China?
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RE: Differnt starting dates for the global game
Great links! The 1939 setup looks promising. The 1941 scenario seems pretty cool too. Thanks to share this Barney and a lot of applauds to Oztea and MidnightExpress for your great work!
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RE: Blitz units, Can Openers, and Turn Order
There was a really cool and complex WW2 game back in the 90’s called Bells of War that allowed that kind of blitz with tanks. It was kind of fun to blitz this way. Defense had to be planified more in depth to conterstrike exposed fast units.
Progress on the map were faster but the map was also a lot bigger. It could be fun to try on our actual map but it’s not designed for that sort of gameplay so I believe that it would be even easier to capture Moscow.
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RE: Strategies to shorten turn lengths
The classical excuse for defeat is no more it’s the dices fault but now it’s more the I-Pad fault.
Seriously, it’s really helps to speed up the process. No more dices fall overboard. Small battles are resumed like this. A cruiser and a destroyer attacks an enemy destroyer. We roll only one time. The first two dices of the row are the attackers and the third is the defender and we go down the rows until a winner is declared. And big battles resolved themselves in 2-3 minutes.
We have a maximum of eight hours each time we play because of family obligations so each tricks we find to speed up the process is welcome.
I like this thread. We already use some of the hints presented here but we got some additional ones to include in our future games.
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RE: Strategies to shorten turn lengths
In our game group, we use a diceroller application on I-Pad. It’s easier and faster than throwing dices. Big battles are resolved quickly this way.
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RE: Italy Strategy
Capturing Cairo could be easier if the UK player is dumb enough to allow the German player to Sealion him by not protecting his capital enough.
Also, the Luftwaffe could protect the italian army at Alexandria G2 and soften Cairo (if realistic) G3 to help Italy. Or Italy could soften Cairo for à G3 landing!!! :evil:
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RE: What to do with France?
I experienced some incredible lucky battles with French units sometimes.
Once in a game with a friend, Italy did attack the French fleet in SZ 93, loosing a sub. My goal in Europe early in the game was to kill the Regina Marina so I sent the French fighter on a suicide run on the remaining Italian CA, DD and TT (which was there for air cover). I got very lucky and sank every ship and landed in Southern France after that. The remaining French units there also took a German unit with them on G2. I was all smile and my opponent was pissed off!
But the best of all, one time, my opponent did a landing on Cairo with Italy at very good odds. He killed every British and Anzac units there but barely failed to take the territory (bad dice for him and good ones for me. He was angry. At the French turn, I attacked his Italian fleet (1 CA, 2 TT) with my French DD which went through the Suez. I sank all of them and the DD survived. My friend was mad. I then moved my Syrian infantry in Egypt for defense. In retaliation G3, he threw the two germen fighters in Alexandria at the DD and brought from Europe his bomber to kill the little French infantrymen. The DD shot one of the fighters and the bomber was downed by the infantryman which survived. My friend was so enraged that he hit one of the wall in his house with his fist and made a hole in it. He kept shouting for a minute after that but we managed to resume the game. It was a glorious day for these remnants of the French Army. Vive la France!
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RE: Jumbo Setup?
I like to add more pieces (mostly navy) sometimes to make the game more historical, flexible and… longer!
France
-TT off the coast of G-B or Morocco.
-2 Inf in French Indochina
-DD of the coast of French IndochinaItaly
-SS off the coast of Ethiopia
Soviet Union
-SS in the Pacific
G-B Europe
-Inf in Gibraltar
Germany
-A couple more subs…!
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RE: Axis IC in Norway?
@captain:
Yes…the trannies could be sunk, probably not ANYTIME though. A destroyer and loaded airbase could be a deterrent for attacks on them.
If Germany want to build an IC in that region I feel Finland would be a better choice…or they could wait until the US builds one in Norway and take it from them.In IPC terms…
Loaded AB (West Germany, 3 FGT) + DD + 2 X TT = 52 IPC. Considering that you already have the three FGT and one TT at the start of the game then DD + TT = 20 IPC. But your FGT and available TT are tied to the Baltic. No trip to the Med, Middle East, Africa or central Russia for them.
Minor IC = 12 IPC and that’s all. Better put it in Finland for better defense against amphibious assaults and closer proximity to Leningrad.
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RE: Real value of units
Again, I’d like to say that a Cruiser with an AA gun value (same as the ground unit) would make the Cruiser a little more interesting to buy because of the additionnal defensive protection for a fleet.
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RE: What do you do when…Germany fails to take France
It never happened to me but if it was the case, I think that I would have done the following things…
1 - Let Italy captures Paris and go berserk with all the French IPC.
2 - With the decreased successful probabilities of Sealion or Barbarossa, I’ll still try to achieve something offensively but I would also contemplate a Fortress Europe scenario.
3 - Rely more on Japan to secure an Axis victory.The game is not over if Germany lost the Battle of France in G1. It’s just harder then to get an Axis win and it opens the way for a lot of new moves and strategies to try. It’s not that I want it badly but I’d like to get a try at it if things get really wrong :wink:.
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RE: Real value of units
AA Gun IMO, the price should be 4 or 5 but can fire at four aircrafts.
Tactical Could a tactical be allowed to bomb an ennemy IC? It would be lethal for London… maybe not a good idea.
Cruiser Could be supportable by BB like ER proposed but also could be used as AA on 1-3 planes, all for 12$.
Carrier It would be great if they could have an attack value of 1 like in the old versions.
Battleships The support ability to increase a Cruiser attack by one like artillery is great. Not sure about defense.
Transport Escape ability. Not sure about this. Subs had radar and surface speed higher than shipping vessels in WW2.
Airbase Having the ability to produce one plane could add some spices to the game, especially in the Pacific.
Harbor I love the idea that they can produce naval units. Could benefit UK Europe and Japan maybe too much.
The support ability proposed by ErwinRommel (and also AA for cruisers) really should make it’s way into the game. By adding this, it would give more options to US and Japan instead of only buying fleets dozens of subs and destroyers.
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RE: Questions about bids and balance
Is there anyone playing without bids? My two usual opponents and I are playing these games since 2001 and we never used any bids. Each sides won their share of victories and we had a lot of fun every time… Maybe we could try it in our next game but in the same time, I’m not sure about it. Perhaps it will break some of the challenge, some of the fun we have playing without bids.
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RE: Pearl Harbor Opening for Japan
I see your point here, if Japan presents the US with an opportunity, the US should take it. And for a battle like this, mutual annihilation would likely help the US more than Japan. But, if the US can afford to delay attacking for 1 or 2 turns, then the odds will only get better for him because of his superior production.
I would be afraid to let the IJN run away an miss a great opportunity to sink a lot of ships early.
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RE: Pearl Harbor Opening for Japan
I am thinking about a J1 these days. The problem I have with the strike on Pearl Harbor strategy is the following. If I don’t bring the SZ 33 carrier+DD and every warships and planes from SZ 6, I won’t be able to repulse an american counterattack if the US brings everything available to him into battle.
If you bring only two carriers, here’s what you have to resist the american…
-2 CV loaded with fighters
-1 BB
-1 CA
-3 DD (one from SZ 33)
-1 SS…for a total of 34 on defense averaging 5.66 hits on the first turn of battle.
The US player can bring the following…
-1 BB
-1 CV
-1 CA
-1 DD
-5 FGT (the one from Eastern US landing on the carrier)
-1 TAC
-1 BMB…for a total of 32 averaging 5.33 hits for the first turn of battle.
A strike from the US navy, if not victorious, will still kill many Japanese ships that Japan can replace less easier than the US. That’s why, in my opinion, if you strike at Pearl on J1, you must bring the Carrier from the Carolines to help defend your fleet.
If an opponent of me try a J1 strike on Pearl with only two carriers, I would hit him with everything available everytime,
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RE: Alternative to 97
I already did a successful SZ 97 attack by using only the ships and the TAC from SZ 98, the Malta fighter and the strategic bomber from London. Since all my planed landed in Malta after the fight, I used the CV to take hits and save my RAF for another day (Egypt or kill more Italian ships).
I like to use the fighter in Gibraltar in combo with the SZ 91 Cruiser to sink the italian DD/TT in SZ 96 but I could spare that fighter to defend London.
I rarely send the two fighters in London to the Med. I keep them for home defense.
I always do the Tarento attack in every game I play with GB. Maybe a retreat of the Royal Navy across the Suez to India for a KJF strategy could be an alternative but Egypt would have a rough time.
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RE: Mobilizing a CV and landing planes on it
Looks like you are right…
«• A fighter or tactical bomber can land in a sea zone
(even a hostile one) that is adjacent to an industrial
complex you own if you will be mobilizing an aircraft
carrier that you previously purchased in that zone
during the Mobilize New Units phase.»…from the A&A Europe rulebook p.23.
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RE: Mobilizing a CV and landing planes on it
Planes land in Noncombat movement phase and the newly built CV will be placed on the board only in the Mobilize new units phase of your turn (cf. Turn sequence A&A Europe rulebook 1940 2nd edition page 12). Your aircrafts would be lost.
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RE: Fortress Europe
A successful G3 Sealion could allow you to make a stand with your Kriegsmarine in SZ 109 instead of 112. The treath of the German Navy there would relax the pressure on England and Normandy-Bordeau, allowing a smaller ground defense of G-B and France. You also got an airbase that can be used to assist your fleet.
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RE: The fall of Moscow
There will be more German troops avalaible to attack Egypt if Russia is not making a stand. The German player could left mostly inf and art to guard Moscow and throw all the fast mechs and tanks with aircraft support at Cairo. Around 25-30 inf and 5 art could be left for the defense of the Russian capital, with some mechs if the Russian stack is too strong. It will be hard for the Allies to reinforce fast enough against a force of more than 20 tanks, 14 mech and planes coming down four turns later.