Since the type of unit is not specified, any land or air unit will work.
Money question?????????
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I also took damage counters from Anniversary …
I did the same thing for my AA42 game along with the Marshal cards and tokens from Revised. Since some of the territories are a little small in AA42, I scanned the chits from AAP40 for the aa guns, air bases, naval bases and ICs to use in AA42. IL has some house rules to use for AA50/AA42 that can use those little card board markers.
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IL’s house rules only use minor IC’s and naval bases(naval ports) He doesn’t use air bases.
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IL’s house rules only use minor IC’s and naval bases(naval ports) He doesn’t use air bases.
No, his rules do not include air bases but the rules for AAP40 do and can be incorporated to use with AA42.
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To me Air base just makes no sence in a game like this. Really you can easily fly planes on any flat surface, whereas a naval port is a substantial installation that includes dry docks, fuel depots, etc.
Major naval ports that facilitated and could accommodate military vessels were more specialized, while air bases could be formed ad hoc and improvisation depending on the military situation.
I think they just added them because it fitted into the Land ( factory), Sea ( port), and Air ( airport) motif of game design. The design didn’t seem complete without one new installation for each category. But this was a mistake. It is the same type of thinking that produces 5 IPC for NO’s, or when people design costs and use numbers like 5,10,15 ( nice looking but totally inadequate in terms of game play). It is almost like numbers like 2,3,4,6,7,8,9 don’t exist.
Anyway this air base thing is just another ‘fit’ to the design. But it really adds nothing. If anything it just adds more complexity and not more ‘fun factor’
Also, my naval ports protect ships from naval attacks. This is the key use that they serve as well as construction and repair. But the design neglects to address this substantial concern, and rather invents this concept that ships move faster when they leave the port.
Also, in case many don’t already know this: The entire concept of Major and Minor factories in AAP40 are nearly the same as World War Two: The game ( major builds 10, minor builds 3, costs similar too) The only difference is in the WW2 game, the minor can’t build battleships, bombers, and carriers nor can they be bombed.
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@Yoper:
Okay, three things:
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Can we agree that the game would be better with damage counters than without them?
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Shouldn’t any object that’s mentioned in a game’s rules be represented in the game’s pieces?
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If WOTC didn’t implicitly believe both 1 & 2, or at least see the sense behind those arguments, then why did Anniversary Edition include damage counters in the first place?
They cheaped out. You don’t need to cover for them. For a very small amount of extra expense on their part, they could have made great componants for Larry’s great game.
- No, we don’t have to agree. I really don’t care for the cardboard counters that came with AA50. They don’t stack very well.
I just use another color of plastic chip for the damage markers under ICs. I use black chips so they in no way can be confused with/for chips of various game units in the event that fat fingers knock over pieces during play.
Could WotC include chips for this use? Yes. Should they? Yes!
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YES! And it should be plastic! At least the ICs and the AA guns should be plastic. I am alright with the AB and NB being cardboard, but they should be bigger and/or stand out better so that they don’t get lost in the crowd of plastic pieces when playing the game.
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The use of damage markers to signify the effects of SBRs was new in AA50. As such, they wanted the players to have a way to show it that would help people remember it.
Yes, I agree that they should continue to put such game parts into following editions if the rule idea continues to be applicable, but they have show before that they have a tendency to pare down their production of game play aids. This omission shouldn’t shock anyone.
I agree with you wholeheartedly that they are cheap bastards and that they will consistently find ways to cut corners while charging us full price. That is why we will always have to find ways to come up with better solutions here and across the net.
How about Larry find a different company that cares about quality to produce the games?
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Going back to the money, if you can’t borrow $ from other games, I hear poker chips work well. You could also make up a tracking chart (that should have came with the game) to track income, NO’s, tech etc…:-D.
I’m not crazy about using the gray/red unit count chips for damage markers either. Painting them a black (or any other color) is a good idea from Yope.
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@Imperious:
To me Air base just makes no sence in a game like this. Really you can easily fly planes on any flat surface, whereas a naval port is a substantial installation that includes dry docks, fuel depots, etc.
Major naval ports that facilitated and could accommodate military vessels were more specialized, while air bases could be formed ad hoc and improvisation depending on the military situation.
I think they just added them because it fitted into the Land ( factory), Sea ( port), and Air ( airport) motif of game design. The design didn’t seem complete without one new installation for each category. But this was a mistake. It is the same type of thinking that produces 5 IPC for NO’s, or when people design costs and use numbers like 5,10,15 ( nice looking but totally inadequate in terms of game play). It is almost like numbers like 2,3,4,6,7,8,9 don’t exist.
Anyway this air base thing is just another ‘fit’ to the design. But it really adds nothing. If anything it just adds more complexity and not more ‘fun factor’
Also, my naval ports protect ships from naval attacks. This is the key use that they serve as well as construction and repair. But the design neglects to address this substantial concern, and rather invents this concept that ships move faster when they leave the port.
Also, in case many don’t already know this: The entire concept of Major and Minor factories in AAP40 are nearly the same as World War Two: The game ( major builds 10, minor builds 3, costs similar too) The only difference is in the WW2 game, the minor can’t build battleships, bombers, and carriers nor can they be bombed.
But islands and China don’t necessarily have flat land. Airbases provide hangars, ammunition, and fuel, which is why air units can go farther in a turn
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Great idea using mini poker chips … but just looking at getting a pack of 50 for myself I am finding that $1.25-$1.99 suddenly jumps to $25 with shipping to Canada. OUCH!
Ebay is the way to go on that one I think.
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are either of the two links you provided comparable to AA chip size?
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are either of the two links you provided comparable to AA chip size?
They should be almost exactly the same size (if not 100% exact).
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@Yoper:
I should talk FMG into carrying these kinds of basic game parts. That would help you out.
There was a thread for counters/chips at one point by FMG. I even contributed some artwork to it. No idea what’s going on with that though. I imagine it’s lost under the mountain of Combat Units logistics.
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The AA50 game we just finished the US bombed the hell out of Germany. We used the unit counter chips (red-5, gray-1) to show damage. It worded ok. Even if there is a mix-up and chips go flying (which happened) you tend to remember how many damage there was. What seems to get mixed up is how many tanks vs inf you had. Even if you had different colors to show damage (good idea), you might need two damage colors to show increments, other wise you could have towers in some cases. For at least 2-3 rounds Germany was damaged into double digits.