• @jeffdestroyer:

    Its a new game.

    As in…?


  • @WILD:

    @ll:

    I Totally missed the change to Scramble! (Coastal territories)  Yes, Italy is much more self-sustaining now- and that airbase in Morocco looks even more enticing- a way to control the Atlantic a bit.

    AB in Morocco?

    Originally I was thinking about the one in Gibraltar.  But now that I look at the board… a 2nd in morocco might be a good strategy for Italy to help seal off the Med… I’ll need to test that.  (6 planes scrambling any approaching US fleet is a nice deterrent… or a nice start of 1)


  • @jeffdestroyer:

    I do not see any details on the original page involving Amur vs other Soviet TT.  Why would bypassing be different?

    I saw this discussion and this quote  on LH site, but I can not find the reason in his alpha plus rule changes
    –---------------

    Larry, you do realize that Japan can bypass Amur when attacking Russia? And that Russia can attack Japan through China without attacking Korea/Manchuria?

    Really? :wink:

    Originally when Larry presented the NAP you only got the bonus if Japan attacked Amur, or Russia attacked Manch, or Korea (boarder clashes). He has now realized that you could by pass those tt and your opponent would not get the 10 ipc’s.

    The rule now states that if you declare war first your opponent (Rus or Jap) gets the 10 ipc’s

    Edit tidbit:
    I read an interesting game report about the 10 ipc NAP (forget who posted it). He said that Germany was at the gates of Moscow ready to capture the capital (Russia was unable to stop it on its turn). Japan (on its turn) decided to declare war on Russia breaking the NAP (Soviets got the 10 ipc bonus). So when Germany Crushed Moscow it also got the extra 10 ipc’s. Now that’s ironic!!


  • @UN:

    Can someone point out the changes in a short list?

    @UN:

    @jeffdestroyer:

    Its a new game.

    As in…?

    I’m assuming you didn’t click on the link that calvinhobbesliker provided to start this topic that takes you to Larry’s site for the proposed changes “the list”


  • Edit tidbit:
    I read an interesting game report about the 10 ipc NAP (forget who posted it). He said that Germany was at the gates of Moscow ready to capture the capital (Russia was unable to stop it on its turn). Japan (on its turn) decided to declare war on Russia breaking the NAP (Soviets got the 10 ipc bonus). So when Germany Crushed Moscow it also got the extra 10 ipc’s. Now that’s ironic!!

    That’s why the attacker should pay money to the bank instead of the defender receiving money


  • @hewhoisnickel:

    I’m not liking the new victory conditions for the Axis. It further takes away from the global feel of this global game. If you can win by only playing well on one side, what’s the point of having both boards out?

    considering before the United states could could completly ignore Japan every game and still win.  This forces action on both sides.

    This is probably the best change to the game.


  • @hewhoisnickel:

    I’m not liking the new victory conditions for the Axis. It further takes away from the global feel of this global game. If you can win by only playing well on one side, what’s the point of having both boards out?

    Agreed. I am all in favor of making it easier for the axis to win more games but this destorys the game balance totally rather then restoring it.  I could win pretty easily controling the axis I think with only one axis power having to grab a small number of VC.


  • byebye sealion, i’ll miss you x


  • under this new setup, US doesn’t have a major industrial complex?

    United States
    Western US - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Hawaiian Islands - 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
    Philippines - 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
    Midway - 1 Airbase
    Wake Island - 1 Airbase
    Guam - 1 Airbase
    Eastern United States – 1 Infantry, 1 Fighter, 1 Artillery, 1 Tank, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Central United States - 1 Infantry, 1 Mech Infantry, 1 Bomber, 1 Minor IC
    Sea Zone 26 - 1 Sub, 1 Destroyer
    Sea Zone 10 - Battleship, Cruiser, Transport, Carrier w/Tac & Ftr
    Sea Zone 35 - 1 Destroyer and 1 Transport
    Sea Zone 101 – 1 Destroyer and 1 Transport

  • Official Q&A

    They are all immediately upgraded to major when the US goes to war.


  • can you upgrade the minor complexes to major status paying the 20 IPCs while still neutral?


  • but how can germans kill british fleet now fighters can scramble?
    and doesn’t that make my beloved sealion impossible?


  • @calvinhobbesliker:

    http://harrisgamedesign.com/phpBB3/viewtopic.php?f=36&t=4035

    I’m not much of a computer person, but I’ve never seen an .aam extension, what program do I open that with?


  • @Frontovik:

    but how can germans kill british fleet now fighters can scramble?
    and doesn’t that make my beloved sealion impossible?

    It makes it harder yes but presents UK with a tough choice.  Say you go after the Channel fleet on G1- does the RAF scramble or do you hold them back to defend against a possible Sea Lion?  Theres still a good chance the RAF forces will be destroyed scrambling to save the UK fleet, but holding them back means that Germany needs to devote some cash to armed escorts for her Sea Lion fleet… else its like shooting fish in a barrel.

  • Customizer

    I have a few thoughts.  First, I LOVE the new scramble rules.  I always thought it was silly that airbases that weren’t on islands couldn’t scramble.  The limit of 3 ftrs or tacs is good too.  No one should be allowed to scramble 10+ planes.  The new rules for British territories is much better.
    The new Axis victory conditions I’m not so sure about.  I like that it does make the Allies deal with Japan and not just pour everything into Europe and ignore Japan.  However, it seems odd to me that Germany and Italy could get smashed by the Allies yet Japan grabs 6 Victory Cities and it is an Axis victory.  If you think about it, that’s not too big of a stretch for Japan.  They start the game with two, then Manila, Hong Kong and Honolulu are within Japan’s grasp which would give them 5, although admittedly Honolulu would be somewhat tougher with the US fleet in the way.  After that, they just need 1 more city to win.  San Francisco is nearly impossible unless the USA player really screws up.  However, Sydney and Calcutta are very possible, especially since by this time Japan should be making some major $$$.  I still think they should have to hold it for 1 full round however. 
    One rule change I don’t understand is the AA guns being removed if that territory is captured.  Why?  I don’t understand the reasoning for this one.
    Two things I definitely disagree with are the Major IC rule and the Submarine rule. 
    First, the Major ICs.  I can understand not allowing players to build brand new Major ICs on foreign territories (eg.  USA on Norway).  My problem is not being able to upgrade a captured IC from minor to major.  That part doesn’t make sense to me.  Say Germany pulls off Sealion and captures UK.  The UK IC gets downgraded to minor.  Why wouldn’t Germany be able to upgrade that IC back to major.  For one thing, Germany would still have to pay the 20 IPCs to do it, which would negate some of the plunder they got from capturing London.  Also, if any country captured a major IC that wasn’t an enemy capital, like USA capturing Western Germany or Northern Italy, they wouldn’t even get any plunder IPCs but would still have to pay the 20 IPCs to upgrade.  Secondly, it seems to me if you are holding such valuable enemy territory, you would be able to make use of it’s resources for your war effort and thus be able to upgrade the IC from minor to major.
    As for the new Submarine rule, that makes even less sense to me.  Say you are commanding a submarine and along comes some enemy transports loaded with troops and equipment all by themselves with no enemy warships guarding them.  You aren’t going to take a shot at them?  When there are no warships to harass you?  COME ON!    Troop transports should be escorted by at least one warship.  The original rule forced players to commit escorts for their transports or suffer the consequences.  Plus, there is no guarantee that the sub’s shot will hit any of your transports since they still only hit on 2 or less.  I don’t think repealing this rule was a good idea.


  • Did you post that on Larry’s site?

  • Official Q&A

    @leddux:

    can you upgrade the minor complexes to major status paying the 20 IPCs while still neutral?

    No.


  • This needs to be stickied, or be prepared for a million requests for the Alpha+ setup.


  • @knp7765:

    I have a few thoughts.  First, I LOVE the new scramble rules.  I always thought it was silly that airbases that weren’t on islands couldn’t scramble.  The limit of 3 ftrs or tacs is good too.  No one should be allowed to scramble 10+ planes.  The new rules for British territories is much better.

    Agreed. :-)

    @knp7765:

    The new Axis victory conditions I’m not so sure about.  I like that it does make the Allies deal with Japan and not just pour everything into Europe and ignore Japan.  However, it seems odd to me that Germany and Italy could get smashed by the Allies yet Japan grabs 6 Victory Cities and it is an Axis victory.  If you think about it, that’s not too big of a stretch for Japan.  They start the game with two, then Manila, Hong Kong and Honolulu are within Japan’s grasp which would give them 5, although admittedly Honolulu would be somewhat tougher with the US fleet in the way.  After that, they just need 1 more city to win.  San Francisco is nearly impossible unless the USA player really screws up.  However, Sydney and Calcutta are very possible, especially since by this time Japan should be making some major $$$.  I still think they should have to hold it for 1 full round however.

    We’ll see how the new victory conditions pan out. At first glance, I like it. The global game should be just that, global. To iggy the Pacific and go KGF…well, why not just skip your game of global and just play the European side? Global means global, so I like what I’m seeing with that.

    @knp7765:

    One rule change I don’t understand is the AA guns being removed if that territory is captured.  Why?  I don’t understand the reasoning for this one.

    AA guns have gone from being a complex defense against strategic bombing raids to being an additional land game piece more representing AA defences for Army units. I don’t understand why they didn’t make this change long ago. I like it.

    @knp7765:

    Two things I definitely disagree with are the Major IC rule and the Submarine rule. 
    First, the Major ICs.  I can understand not allowing players to build brand new Major ICs on foreign territories (eg.  USA on Norway).  My problem is not being able to upgrade a captured IC from minor to major.  That part doesn’t make sense to me.  Say Germany pulls off Sealion and captures UK.  The UK IC gets downgraded to minor.  Why wouldn’t Germany be able to upgrade that IC back to major.  For one thing, Germany would still have to pay the 20 IPCs to do it, which would negate some of the plunder they got from capturing London.  Also, if any country captured a major IC that wasn’t an enemy capital, like USA capturing Western Germany or Northern Italy, they wouldn’t even get any plunder IPCs but would still have to pay the 20 IPCs to upgrade.  Secondly, it seems to me if you are holding such valuable enemy territory, you would be able to make use of it’s resources for your war effort and thus be able to upgrade the IC from minor to major.

    I agree completely with the new rule. Even if a country captured a valuable center for production from an enemy, they still produced all their major armaments in their own country. It is ridiculous for Japan to be able to produce major fleet units out of Singapore, and likewise for the US to do the same in Norway. As far as I’m concerned, allowing minor complexes is a stretch, so the new restriction on major complexes is completely justifiable. I like this new rule too.

    @knp7765:

    As for the new Submarine rule, that makes even less sense to me.  Say you are commanding a submarine and along comes some enemy transports loaded with troops and equipment all by themselves with no enemy warships guarding them.  You aren’t going to take a shot at them?   When there are no warships to harass you?  COME ON!    Troop transports should be escorted by at least one warship.  The original rule forced players to commit escorts for their transports or suffer the consequences.  Plus, there is no guarantee that the sub’s shot will hit any of your transports since they still only hit on 2 or less.  I don’t think repealing this rule was a good idea.

    I like this rule too. Submarines in WWII were not used, nor were they any good in defense. They were an attack weapon. Allowing the defense shot allowed players to use subs to defend land territories against amphibious invasion unrealistically. Submarines should be restricted to being used offensively in their own players turn. I agree with this change too. :-)

  • Customizer

    Hey kaufschtick, thanks for the input.  Upon reflection, I understand the IC rule a little better now.  It occurred to me that a major resource area for one country wouldn’t necessarily be the same for a conquering power.  Sure they would have resources, but they wouldn’t be as efficient as they would be for the original owner.  Also, the original power might sabotage or destroy things to make it harder on the invader.  Maybe the reducing a major to a minor kind of represents that.

    I still disagree with the submarine rule.  For one thing, when you take the shot at unescorted transports you use the submarine’s attack value so the sub is not really defending.  Also, it’s not so much that the subs are defending but more of a consequence for the attacker for sending transports around without any escorts.  After all, just 1 warship of any type will keep the subs at bay.

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