bombers and subs, baby, bombers and subs!
Posts made by the admiral
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RE: A&A pacific
It’s been posted before, but may be relevant to these latest modification suggestions: a relatively simple mod to balance things is to move japan’s VP counter at the end of the whole round instead of at the end of Japan’s turn. Thus to keep its gains, Japan has to think even farther in advance.
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RE: Japanese First Turn
Oh I LOVED it the one time my opponent took the bait and invaded Hawaii. I let him keep it and bombed the living #@&* out of it every turn. He ended the game with no money and no VP, or was headed in that direction anyway. Japan can try to take advantage and bomb Hawaii, but should never invade.
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RE: British Navy questions
You leave it where it is! Two reasons:
1. Diversion. Japan has to send a pretty powerful force all the way down there to get you if they want to kill you, and that can hurt Japan down the line when they need those ships in other places far, far away.2. Stepping stone. Aussies buy fighters. Move fighters to Western Territories. Fly them to the Carrier. From there, fly them to India. India with fighters can really screw up Japan’s chances of a quick victory.
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RE: Japanese First Turn
Well, there have been lots of posts about this already, the only thing I would add to my previous posts is that the Japanese player should position the most powerful portions of the fleet in such a manner that not only can they not be sunk by the allies in their counterattack turn one, but should also be able to consolidate turn 2 or 3 at the latest. My best success as Japan has always included a massive combined navy to bleed the allied navies dry as the assault on India grinds forward.
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RE: A CAP-question !!!
that’s the way I read the rules, Mr. Ghoul. Another handy use for the CAP is to effectively build a loaded carrier. Most often this is done by the Aussies on their first turn, here’s what I mean; On the first turn, aussies buy a carrier, then on combat movement send the fighter at the home port on CAP. When the next turn rolls around, you notice that the first order of play is Land CAP. So the fighter is deposited on the deck of the carrier and IS AVAILABLE for combat movement that turn from the deck of the carrier. This move would be much more critical if the Japanese were in striking distance of the carrier their second turn, but it is a nifty move nevertheless.
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RE: The US in the Pacific? NO WAY!!!
When I am Japan, I generally do follow the conventional progression of killing US pacific fleet, getting as many men onto mainland via transports as possible, going after Russia in the east, etc., as described in the initial post. But as the game progresses and Japan enjoys the mid-game high income, I sometimes like to create a diversion for my German allies by taking Alaska. Last time, my enemy did not see what was coming, even after I had taken Alaska, and left the US west coast wide open. This will probably not happen for anyone else, but the diversion is the point. Right when the US and UK are getting their invasion in gear, they have to turn around and at least buy a bunch of men to garrison the west coast. Since so much of the Japanese navy generally survives the first turns anyway, this diversion is usually much cheaper for the Japs than for the allies. Just a thought on how the Japanese can use their total dominance of the pacific for some benefit to their axis allies.
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RE: AAE and AAP Units in AA
we have incorporated all new peices and rules possible onto the original board, and everybody seems to find it is a blast to play, though the games can last even longer than regular old AA. The allies probably do benefit more, however. One way to tip this back is to give the Germans a couple of more subs to start the game. That makes US and UK have to work harder to build up the huge bombarding fleets they will eventually build, and puts more pressure on the russians as a consequense. Always a fun time, and I can’t wait to get the game going tonight!
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RE: New Quote
Yanny, yer a Zappa fan? Me too! Can’t wait for the new live release. A few favorite lines…
“Just remember folks, there’s a big difference between kneeling down and bending over.”
voice #1 “I…I’ve lost it!”
voice #2 “What, yer talent for sucking?”“thirty-six, twenty-four, hips about thirty,
I spied a fine lady and I started talkin’ dirty.”and there’s SO much more.
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RE: Combining the games …
well I went back and checked again and must admit I was mistaken. The tanks can only pull back from a blitz, which I guess has always been the rule. My bad. Anyway, having played with that rule for a few games of the kind described above, I still say it makes for a very interesting match. Germany benefits, but so does Russia since Russia gets to use her tanks more often.
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RE: What's next
regarding Risk 2110, I have played it and it is a lot of fun. Not nearly so involved as the AA games, but it is fast paced and wildly unpredictable. The main problem of the original Risk - players amassing enormous armies til it was foolhardy for anyone to attack anyone else - has been eliminated with the introduction of the command cards and “energy chips” (money). We got a four player game together, and there was just no way to tell who was “winning” because those damn cards can swing the balance of power in an instant. There’s also only 5 rounds to a game, so a player has to think ahead and yet not bide his time TOO long. Only played twice, but I’d say it’s worth the purchase price.
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RE: Combining the games …
nope, can’t get back on a transport.
It’s in the Pacific rules. I can’t quote you the page off the top of my head, but I know it’s in there. -
RE: Combining the games …
oops, better clarify. The tanks have to go back to the territory from whence they invaded if they choose to pull back.
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RE: Combining the games …
In AAP they changed tank movement so the tanks can retreat one space if they only moved one space in combat movement. Try playing AAE with this rule - it makes a huge difference to Germany.
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RE: Combining the games …
The way my friends and I have done this is to use the pieces from AAP and AAE and the board from the original AA game. Same setup as described in AA, but all new rules apply that can be applied. Some of the cooler refinements of the later games are lost (oil money, airbases, convoy routes, etc.) but it does open things up for some new strategies. Some rules that make a huge difference are the two hit Bships, Russian Patriotic War, tank retreat, and destroyers. I’d love to make up some convoy centers and draw them on the old board, but that one doesn’t belong to me, so oh well.
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RE: US strategy to prevent VP win
I can’t even think of any scenario where the US would buy tanks. Games wouldn’t last very long if the US could place new purchases in China.
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RE: How to spend 12 IPCs
For the Germans: one tank, one cannon, one man, placed up north in finland.
For the allies: generally, four men stacked on Leningrad. If Germany does something crazy with its money, the allies can do something equally nutso to counter them.
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An easy modification
There’s a lot of discussion surrounding this modification on another AA site. We tried it and have found the games to be very much closer, with both sides having won. The change is this: Japan collects VPs at the end of the round, instead of the end of Japan’s turn. This makes an enormous difference at the end of the game, and makes the delay game much more difficult for Japan to pursue. This modification should only be applied by persons thoroughly familiar with the game, once you’ve reached the point where you realize it is in fact slanted in favor of the Japanese.