Could someone explain to me how the new AA rules work? I thought I read somewhere they had changed the rules.
Posts made by SSPanther
Just for Fun: The Ultimate A&A
Larry’s games have progressively gotten better over the years, with the latest Global 1940 being the best of all time IMHO. However, there is still some room for improvement (Isn’t there always?). I am not at all complaining, only wishing to give everyone an opportunity to weigh in on how the game could be made better should a future version come out.
Larry has gradually made his games more complex over the years, which I (and many of you) appreciate. I mean I think most dedicated A&A players want their games to gradually get more complex. This would be just one more step in that direction. If you are new to A&A, this would not necessarily be for you. There are other versions out there for those with less experience or those who want a shorter game.
Even if this is unlikely to happen, lets pretend it could Even if only a handful of A&A players (several hundred or so??) would invest in something so grand, perhaps they could do a limited edition or something. I have a feeling though most in the community on here would eventually buy such a game, even if it would be the most expensive to date (Most of us have disposable income we put towards something ) And I am not talking about tomorrow either. This would be at least a couple years in the making I’m sure. Also, I have heard talk of Larry possibly going back to detailed theaters like North AFrica, etc. This is great, but I believe most players (majority) enjoy playing the more macro versions like Global (or Pacific/Europe).
Specifics/Comments from options above:
*Larger Map: Yes, even Bigger! I for one would be willing to pay a little more for and even grander game. I would settle for simply adding 2-3 inches around the entire border of the game (top, bottom, left, right).
*Addition of ‘Significant’ terrain features: Caucasus mountains, Finland, etc. I wouldnt mind seeing a built in defensive bonus similar to History of the World (add 1 to roll or tie to defender) and making it only passable by infantry or something like that.
*Include Oil on Map (symbol). Built in Bonus like old A&A Europe: Ploiesti, Caucasus; Middle East countries; etc.
*A few more territories in China: IMHO the interior of China should be difficult to conquer by Japan. Japan didnt have the manpower to go that far and I hate having to deal with that as Russia. Russia should only have to really focus on the western front. The terrain in many parts of china would have made armor nearly impossible to use by the Japs (see terrain)
*Add Sevastopol: This was a major pain for Germany to take and should be represented on the map
*Tobruk: Another pain in the butt for the Axis, lets represent it on the map.
*Split US income: Simple concept similar to UK. May help resolve KJF problem.
*National advantages: These historic advantages give great variety to the game while giving it more of a true WW2 feel. To me it gives more pride for playing various powers.
*Convoy representing Black Pit (Atlantic Gap): I realize this one may be hard with limited space but was the uboats ‘stomping’ grounds
*Medium factories: I like the idea of having factories that produce 5 or 6 units. Or possibly adding a barracks where infantry can be produced separate from having factories produce all of the equipment/hardware
Lets hear what you would like to see. You never know, Larry may give some thought to this at some point
BTW you can vote for multiple options.
RE: Any Tips?
I understand it was technically legal, but its the spirit of the law not the letter. Call it a gentlemen’s agreement or whatever. Its similiar to someone forgetting to place their new units or forgetting to return their aircraft back or repair a battleship until midway through the next turn. We always just let one another b/c its reasonable to do so. Plus, if they forget and I dont let them, then they are not going to let me when I forget. Call it good sportsmanship
RE: Any Tips?
i need something to do with italy though they just ……SIT THERE
Yes, I generally have a strategic bomber or two for Italy primarily to clear SZ 104. I’m crazy. Ask anyone. ^_^ I just nailed India in a game because France forgot to declare war. They were in a blocking position, but they had never been attacked by Japan and never had declared war on Japan so I could ignore them. Crazy works (sometimes.)
Really?? That is ridiculous. If someone forgets to declare war we consider it automatic. Like if the US happened to formally forget to on turn 3, we play its automatic, b/c really, why wouldn’t they? Its a no-brainer, axis are at war with allies.
RE: American %100 pac thoughts
You are GREATLY underestimating the payoff of a successful Sea-Lion, which would do the following for the Axis.
1. UK must build completely defensive in London, allowing Italians to crush Africa & Middle east.
2. Germany gets a 5 IPC bonus for London
3. Germany gets UK cash in hand
4. Germany can focus 100% on Russia, no 2 front war. This is HUGE b/c Germany’s income with bonuses will be at 2:1 ratio over what Russia can field. Thats not even factoring help from the Italians.
5. UK is no longer a threat in Africa, which means the Italians by this point should own it, and thus be the equivalent of a major power.
6. Those transports give you great flexibility when attacking Russia, allowing you to move troops to the front much easier, particularly with respect to an assault on Leningrad.
7. The US must now come to the rescue of the UK, which throws them off their 100% Pacific strategy, buying Japan valuable time
Bravo 6: An alternative to Alpha 2/3
I know Alpha 3 will be coming down the pipe eventually, but I thought I would produce my own. Calling it Bravo 6
Essentially I am trying to discourage the Japs from getting too involved in the European conflict and focusing more on the Pacific. Also, it should be difficult for the Japs to ever completely conquer China. If they do they probably are losing their focus on the Pacific and committing too many resources in China.
I also want the US, to some degree, to stay true to the real war and NOT be able to go KGJ/KJF, which means they cant just drop 100% of their income in any one theatre every single turn.
This should be determined by who can hold the economic edge. Germany should find it difficult to subdue Russia completely by itself. They need to get at least some help from Italy and/or Japan. Germany also needs to get its NO’s and prevent Russia from getting theirs.
Summary: These changes are meant to provide 3 things:
1. Historical accuracy
3. Variety in strategy/gameplay
*Start the game with an additional 6 infantry. The placement of these reinforcements is limited to the following territories: Kansu, Tsinghai, Shensi, Suiyuyan. Limit to placing 2 per territory.
**Your fighter can treat any Chinese territory as an airbase
*5 IPC bonus to hold 2 out of 3 of the following: Malaya, Kwantung, and Philippines
**Minor IC in Shantung. Cannot produce out of this factory your first turn.
***One time 2 IPC bonus for each ‘mainland’ Australian territory you control
****One time 3 IPC bonus for each of the following you control: Aleutian islands, Alaska
****Transport in SZ 33
*5 IPC if Allies control Persia, NW Persia, Caucasus, & SZ 80 clear of enemy ships
**Special ability to relocate factories one territory during the non-combat phase.
*5 IPC bonus for control of Western Ukraine & Ukraine
**5 IPC for Paris
***Each Sub does 3 IPC damage to convoys
****Minor IC in Romania
*Must spend a minimum of 21 IPC’s in each theatre (When at War)
**Replace ‘Mexico’ bonus with the following: Collect 2 IPCs each if the Allies control the following: Morocco, Algeria, Tunisia.
RE: What is ANZACS use
ANZAC’s role is very situational, and they must react to what the Japs are doing. For example, if the Japs are within 2 turns of reaching Sydney, and they have a respectable transport fleet plus air force, you HAVE to be honest and go on the defensive, being sure to maximize your builds (drop at least 3 units). I say 2 turns b/c if you wait until they are only one turn out, you will only be able to drop 3 units, which makes it easy for Japan to take.
Obviously you want to take Dutch NG for your bonus, as well as one of the 3 islands to boost in the south Pacific to boost income. A navy is a good strategy, especially if you are going for the KJF. One option is to move in sequence with the Americans, so if the the Japs attack they are attacking a larger force.
One thing I like to do; put an airbase in Western Australia and then build fighters, and funnel them to India. On the one hand this makes India much harder to take. Secondly, it frees up the UK fighters to be used elsewhere, especially the Middle East against the Italians.
Russia: Defending the far east
It seems like EVERY game I play as the Russians, I always retreat my infantry and AA in the east several territories west, giving up easy points to Japan every time. I typically make my stand at Yenisey, b/c usually by this point the Japs have sent their aircraft south and dont really have the offensive punch to break through my lines. Of course, with 18 infantry, I do not have the offensive punch either, so we usually settle down into this position until late in the game.
The poll is related to how do you break this stalemate without taking a risk that could end in the Japs breaking through and threatening Moscow.
US Strategy Poll: KJF vs. KGF
I am still not sure which is best. In my current game I initially wanted to go KJF, and did at first until London was seriously threatened. Then I felt it was necessary to make some builds in the Atlantic so I could take London back if necessary. I have finally dealt with (current game) the German and Italian fleets and so now I will go 100% Pacific again, as Japan is starting to go unchecked.
I know one player on here suggested putting a naval base in SE Mexico as it gives a great deal of flexibility to be able to respond quickly to either theatre. I think it is a good idea.