Update: Japan is very strong. Japan going straight for India is difficult to manage for the allies. I’m currently trying to formulate an effective defense. Everyone to Mali with a minor IC? Is India the new USSR and go all infantry?
Posts made by TexCapPrezJimmy
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RE: First game over - review and a few questions
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RE: Spring 1942 IPC record sheet
You’re welcome.
Yes, you do carry a balance from one round to the next. Let’s use the 1st and 2nd rounds as an example. First you determine your “Unspent” income by subtracting any IPCs used to repair any Industrial Complexes and IPCs used to purchasing units. After you have conducted all combat moves in the game, collect your IPCs and enter it into the appropriate row; this number will be similar to the Round 1 starting IPCs, but less (more) any lost (gained) territories. Finally, add this “Collect IPC” value to your “Unspent” value and carry it to over to the next round. Enter this totaled value into the “Round X IPCs” row and that’s what you have to spend the next round.
I hope this helps, sorry if it’s a little verbose.
Honestly, the sheet is a little overkill in the 1942 version, but in more complex versions like Pacific 1940, where you’re collecting IPCs from National Objectives and reducing IPCs from convoy disruptions, it’s a nice way of keeping track of everything.
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Tactical Bombers - Question not a complaint about lack of pieces
If I’m in a battle and I’m bringing fighters (or tanks) and tactical bombers in a one to one pairing, do the tactical bombers attack at 4 for the entire combat or do I re-evaluate at each round of combat? That is to say, if I lose a fighter (or tank) in a round of combat but keep the tactical bomber, is the tactical bomber’s attack value reduced to 3 (assuming no other tanks or fighters are present) for the next round of combat or does it remain at 4?
I assume this is identical to when an artillery bumps up an infantry from 1 to 2. However, in this situation the thing-that-gets-bumped is almost always taken as a casualty before the thing-that-does-the-bumping.
Thanks,
tcpj -
RE: Scrambling question
If I am attacking an island that has an air base with defending fighters/TBs, and I declare my battle during the combat movement phase, then the defender has the option of having the planes defend the territory or scramble to defend the sea zone (or a combination of both)? That is to say, if I’m wise (big assumption) I should bring a) enough to the sea zone so that if the defender scrambles all the planes I still get through, and b) enough land units such that if the defender does not scramble I can still take the territory?
If so, wow, what an advantage as a defender.
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RE: Scrambling question
Yes. The owner of the units decides whether or not they scramble.
When does the owner decide?
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First game over - review and a few questions
This is a brief (ha!) review of my first game followed with a few questions for Krieghund.
The Japan player was more experienced than the Allied player. We played until game completion which took 11 rounds. Japan eventually won after waiting 2 turns before attacking the Allies. The Japanese strategy was to crush China, crush India and then take Australia (counter-clockwise domination starting at about 12 o’clock). The Japanese reality was that China was crushed fairly easily (2+ rounds), India was much more difficult to get to than anticipated (6 rounds) and the 6th and final victory city ended up being Honolulu after America made a mistake. Without the mistake Japan was probably 2-3 turns away from taking Sydney.
First let me say that I liked the game very much. I think there’s a lot of different options out there for Japan and for the Allies. I think this will lead to interesting and different games each time. For me this is the hallmark of a good game. I really like the naval and air bases; they add movement complexity not found in previous versions. For instance, if you move 3 from a naval base to a Sea Zone that does not have a naval base (or one that does but you fail to capture the territory), your ships can’t get back in one turn. Great! I really like the new convoy rules, they are a game-manageable and proportional manifestation of convoy disruptions. I also really like not having game-ending technologies. The capital ships being repaired at a naval base is an interesting twist that I like very much. I especially like that if you attack with Aircraft Carriers in a Sea Zone with a friendly Naval Base and they receive damage, they aren’t immediately repaired. If on the next turn your opponent attacks the fleet, they are vulnerable.
As with others I am disappointed in not having a battle board but I will be requesting one soon. I too think we should have more tactical bombers. I ended up just using German fighters for mine, the different color made distinguishing them easier. I always take notes and record the IPCs on a spreadsheet so I have no qualms about the lack of paper money. The National Production Chart doesn’t go to 50? Sigh. Personally I would prefer plastic anti-aircraft pieces because these are moveable units and not structures. I forgot to move one twice in one game.
Despite the fact that in my first game Japan won, I think when I play it again it will be difficult for the Allies to lose. I base this on the fact that it is very difficult to get to 6 cities. If you get all of Asia, you still have to get either Sydney, Honolulu or San Francisco. This is a tall order. Japan is well positioned with a TON of planes, but it is still pretty difficult. I think a good Allied strategy would be to fall back, bide your time, build up and then wear them down. But still, I’ve only played it once, I think there’s a lot of options, and I’m reserving judgment.
I do have a few questions I was hoping Krieghund could answer. I apologize if these have been answered someplace else.
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The set-up says Palau for Japan, is this the same as Paulau Island? I assumed it was one and the same.
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Kamikazes: Do you place the 6 little cardboard pieces in Japan to keep track of how many are left, or are they intended to be placed in the 6 Kamikaze-able sea zones? Do you send a plane in for the Kamikaze attack, like any plane, be it fighter, tactical bomber, or bomber or are the pieces of cardboard “free Kamikaze planes”? If you have to use a plane, I assume that this plane is toast, and can’t be used again (duh, though I couldn’t find where this is explicitly written.) The Kamikaze is taken during the Allied players turn, either during combat phase or non-combat phase, correct? There is only a single round of combat, correct?
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If the UK attacks Japan before the USA and Japan are at war, can Japan retaliate against the UK without provoking a war with USA?
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Can China move units into UK-controlled Burma before the UK is at war with Japan? That is to say, if UK moves into China pre-war, this is considered an act of war and would trigger USA war-time economy, but is the reverse true?
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Does Sea Zone 5 connect to Korea?
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Scrambling: When you scramble fighters and tactical bombers, they are essentially flying over the Sea Zone. Just so you know I really like this concept, but it significantly changes the game; in previous versions if you wanted fighters defending a Sea Zone you were required to purchase an Aircraft Carrier. That being said, I remember some ambiguous language in the rule book (p. 14, first sentence of “Scramble”) that mentioned scrambling planes “on islands that have operative airbases,” but can they not be scrambled off the coast of Asia or Austrailia? What about New Guinea? Can an allied air base in Korea scramble into Sea Zone 6? Can scrambled planes in the Shan State be sent to one Sea Zone or can they be simultaneously scrambled to both? I expect not both. When you build an airbase, can planes immediately be scrambled or do you have to wait a turn to scramble them (similar to not dropping units in a newly purchased industrial complex)?
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Convoys: Is there no convoy route in Sea Zone 38, west coat of Australia, or Alaska’s Sea Zone 2? I expect great thought was put into placing the convoy symbols, but I thought it wouldn’t hurt to check.
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Let’s say that I have control of an island with an Air Field and I have empty carriers around it. Next let’s say that I have some fighters returning from battle, that are just able to make it to the Sea Zone but not the island itself, so they land on the carriers. Next, let’s say that my fleet is attacked and I absorb hits on my carriers. Next let’s suppose that the attacker retreats and my planes are able to land on the island. Do I have the option of scrambling these planes? Or do they have to land on the island and defend as a land unit?
Thanks and happy gaming!
TCPJ -
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RE: Convoy quirk QUESTION
Can a ship be used both in a combat move and also to disrupt a convoy in the same turn?
For instance, if I use two destroyers to attack an enemy sub in waters around a territory friendly to the sub. Can the destroyers also disrupt the convoy?
It says somewhere that you have to “declare” that you’re disrupting the convoy. Is this in there to clarify that, if not at war, you can be in that sea zone and NOT disrupt the convoy? In other words, once everyone is at war with everyone else, is officially “declaring” disruption necessary, or can i just move my ships around in the non-combat phase with the assumption that any ships in enemy convoys automatically disrupt things? This might just be a matter of house-rule-etiquette, but just wondering.
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RE: AA 40 Pacific Setup Pictures
I don’t see how Japan loses with all of those planes… I know I haven’t played it, but that’s my impression. I hope I’m wrong.
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Biggest Allied F-U
It happens rarely, and the game is definitely over at this point, but when the Allies roll, and the USSR starts getting that +10 bonus, do the following…
- Build an Industrial Complex in Yakut S.S.R
- Build a big beautiful USSR battleship in Lake Baikal
Take THAT axis, ha! [finish beer]
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RE: IPC Record Sheet
It’s 37 for 42 scenario, the typo is on page 9 of the rulebook.
Fixed!
Thanks for pointing that out. Sorry for the delay in the response.
http://www.mediafire.com/?sharekey=ef86d04cdc81a2817f7ec40ada4772a6dbfc3dd0a206de075be6ba49b5870170
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Spring 1942 IPC record sheet
I posted a similar IPC record sheet for AA50 but I thought I’d post the one for 1942 for anyone that is interested, especially since the game doesn’t come with any monopoly money anyhow. I know that IL has posted a similar sheet but I thought I’d throw mine into the mix as well. It’s probably a little overkill but I think it’s nice to look back and see the overall game trends. I think it’s a pretty good way of recording a game in a fairly concise way.
The front page includes a place to record each power’s player and the date of course. In the “notes” part I record any significant battles large or small, as well as interesting/unlikely events. The record sheet is one page (front and back) and consists of 10 rounds. When a game goes longer than 10 rounds, there is a third single sheet you can print off over and over again until the game is over. Typically we just play until one player concedes.
Does anyone have a mid-game record sheet for Spring 1942 yet? I know someone posted one for AA50 and I use it regularly.
http://www.mediafire.com/?sharekey=ef86d04cdc81a2817f7ec40ada4772a6c204402a094bef35ce018c8114394287
Cheers,
TCPJ -
RE: Minnesota is Axis territory..
I’m in Columbus, Ohio and I too am looking for game play. Nobody wants to play with me. Anyone out there?
tcpj
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IPC Record Sheet
I don’t use the monopoly IPC money. I usually just write down the IPCs as (unused IPCs from previous turn) + (territory IPC) + (National objective IPC) = Total. It’s a little overkill but I think it’s nice to look back and see the overall game trends. A lot of information is lost if you just use the monopoly IPC money.
I used to just use a blank piece of paper but I recently made a little excel sheet that I print off to write it all down. It’s basic and I’m sure someone has already made something similar, but I thought I’d post it on here if anyone else was interested in using it. I think it’s a pretty good way of recording a game in a fairly concise way.
The front page includes a place to record each power’s player and the date of course. In the “notes” part I record any technologies achieved, significant battles large or small, as well as interesting/unlikely events. The record sheet is one page (front and back) and consists of 8 rounds. When a game goes longer than 8 rounds, there is a third single sheet you can print off over and over again until the game is over. Typically we don’t use victory city conditions, just play until one player concedes.
I’m planning on keeping these sheets in a leather binder as a kind of game log. Does anyone know anything about custom Axis and Allies embossing? :-D
1941 & 1942: http://www.mediafire.com/?sharekey=ef86d04cdc81a2817f7ec40ada4772a6dbfc3dd0a206de075be6ba49b5870170
Any feedback on the IPC record sheets would be appreciated.
Cheers,
TCPJ -
RE: Subs… what's the point?
I can recall three times that I have gotten to the point (relatively quickly) where Japan no longer has any ships and there is a stack of USA subs just offshore to prevent the building of any. Game over.
Subs don’t prevent building in a sea zone. It was true in Classic, but no more since Revised
I’m sorry, the stack of subs isn’t in the Japan sea zone, it is within two spaces of the seazone and has enough subs to take out a one or two turn ship build. That is to say, if Japan chooses to build all ships and puts them in the water, the USA sub stack can attack and knock them out before they have a chance to do anything.
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RE: Subs… what's the point?
I have employed a sub strategy successfully multiple times. This has been done primarily as the USA against Japan. Japan’s significant air force is useless against them unless they have destroyers. The key is that you need a lot of them. Don’t buy one or two. Buy a stack of 8. Then another stack of 8. Then another. That 1-2-3 punch is difficult to deal with and puts Japan in fits. Sprinkle in one or two destroyers (purely as blockers in key situations) and one or two transports (on the backside of the front lines) to pick off islands and you’re set. You can keep them in a stack if they are out of range of a destroyer (hint: use a blocker) or you can spread them all over the pacific right before a key attack. Japan will only be able to attack as many spaces as he/she has destroyers. Even if they have a lot, they’re splitting up their navy, and you’ve got a big 2-3 punch to deliver.
I’m not saying it is guaranteed to work, but I have found it to be very effective. I can recall three times that I have gotten to the point (relatively quickly) where Japan no longer has any ships and there is a stack of USA subs just offshore to prevent the building of any. Game over. The people I play always sigh and grumble when I do it, which to me, is the hallmark of an effective strategy. If anything Japan is constantly buying destroyers and expensive capital ships.