@themightyyamato45 SZ35 (phillipines worth 2ipcs)Once its been convoyed for 2 ,there’s no need to roll more dice.
Sometimes you have to convoy when you don’t want to.I’ve had to convoy London just before a sealion invasion,thus reducing the amount of ipcs I get from sacking UKs capitol.
Shortening the game
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here’s what we do……we start doing a percentage die roll if Japan has not taken at least 3 victory cities…becuz Japan starts with two VCs captured and this means that Japan hasnt gained any cities…and Japan’s income is less than ALL the Allies on the Chart…
Example: Japan has 17…USA has 52…China has 20…UK has 23…ANZACs have 16…all National Objectives are included in the totals…
Japan=17
Allies=111Japan has 15% of the Allies income…at the start of Japan’s turn the Jap player rolls percentage dice…if he rolls in this case 15% percent or lower…he continues the fight…any higher…Japan surrenders and the game is over…
Japan also rolls if at any time Japan has only Tokyo or 1 victory city captured at ANY time during the game…prob happens when Japan doesnt do too well during the game…
of course this is an optional rule that me and my friends use…sometimes we play to the bitter end when we have the time but we prefer to use this rule to save Japan some time…
Now the same rule applies to the allies if Japan is higher than the Allies combined but has not conquered the six VCs needed…this has happend only once…in the games we have played…
ex: Japan 60…China 0…UK 6…Anzac 4…USA 50…including NO…
Allies roll and Immediately surrender if the roll is higher than the percentage…when the USA has its turn…
and of course…we also look at the board…if Japan is surrounded and they have no control over anything…we kind of figure the game is done…
use common sense…if the game is no longer in doubt…start a new one…
This is just an idea that i came up with to shorten our games and it really works so far…im still working on some bugs in it…but we have played a lot more games becuz of this rule we have used.
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I want to make a 1942 starting setup for this reason. I can’t get anybody to ever place A&A with me so it is hard for me to come up with this and play test it, but maybe your group could.
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That could be a good idea. Of course if you want a shorter game then i suggest finding the original AAPacific. That game usually was over in 6-7 turns. I would say 2-3 hours if there were no breaks in the game.
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Hey everyone, I was wondering if you guys could give me some feedback about how to shorten A&AP1940 up a bit.
Always attack on J1 and let us know the games turn out for each side. :-)
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Hey everyone, I was wondering if you guys could give me some feedback about how to shorten A&AP1940 up a bit.
Always attack on J1 and let us know the games turn out for each side. :-)
Oh so you must mean that the allies win every game then?
The way to find out if there’s a way or not for J to win on J1 is by trying it lots and I can only play next weekend. I’m just curious about the results.
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Hey everyone, I was wondering if you guys could give me some feedback about how to shorten A&AP1940 up a bit.
Simple.
Bring over a 12 pack instead of a 24. -
Hey everyone, I was wondering if you guys could give me some feedback about how to shorten A&AP1940 up a bit.
Simple.
Bring over a 12 pack instead of a 24.I’d say the other way around: bring more of them… you’re more willing to take risks and not think too much :-D
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besides the way i was doing it…there are many ways to shorten the game
how about trying to capture only 5 cities as Japan?
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That would make the game really easy for Japan. I mean if you are okay with Japan winning every single one of the games then by my guest.
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That would make the game really easy for Japan. I mean if you are okay with Japan winning every single one of the games then by my guest.
well…it will shorten the game wont it? :-D
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Yeah but it wouldn’t be any fun, don’t cut off your nose to spite your face, if you get what I mean.