Thanks for the input. The stuff that came in my box list minor vic as 8 cities, major as 10 and total as 12.
9 victory cities is a tourney rule right?
Also we are confused about plane movement over water, I know that an island based plane takes 1 move to enter the sea, another to go over a zone and attack, another to return to home sea zone and yet one more to land on the island, but non-island territories next to a sea zone have me perplexed.
Say the japs have a bomber on midway. 1 move to enter the surrounding sea, 2 to enter west US seazone, 3 to enter west US and attack, 4 back into west US seazone, 5 back to midway seazone, and 6 to land on midway? Or am I screwing that up somehow.
As for germany needing those planes, I agree that if it goes more than one more round they will need those fighters not bunched together post-attack, but if in that same turn (on minor victory 8 cities) the axis take and hold calcutta it isnt going to matter. I’m thinking that its just maybe that the allied players thusfar have done a poor job at blocking the axis from vital cities at the start, it seems feasible after scouring this site and these forums that preventitive measure can surely be taken.
The thing with going for 9 cities is that it irks me on some level that the game designers would allow for one sidedness in minor and toal victory resolution. 9 cities makes me feel like i’m correcting someone elses errors rather than adding to an awesome game.
One more thing, A&A historical looks sweet, can that be bought anywhere or is there a way to purchase updated historical map and reference cards? And the air unit first aspect of its combat, do many people (or in tourneys for example) use that as an additional/house rule?
Sorry to be a pain in everyones butt, until “my” players fall in love with the game too I must have some sort of consensus to give them an air of officiality to changes or adjudications or they will lynch me.