Russian tanks are great if Germany decides to swing down towards the Middle East instead of a straight march to Moscow. They are not going prevent the stackwalk any better than artillery except perhaps if the calculations show that the extra firepower will slow down a critical step like Rostov or Belarus. Hence it could be good to build the tanks on turns 3 or 4, depending on the German DoW. No need for them on Round 1.
AA.Org Official Alpha 3 Thread
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I would agree with Bruce actually.
A3 was awfully…thrown together, if you ask me.
I can’t see anything wrong with A2, really. -
For those interested…link
http://www.axisandallies.org/forums/index.php?topic=26786.0 -
Why in the bloody hell would that make a difference?
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A) I have never seen the allies recover from losing BOTH England AND India on round 3/4 regardless of the paper tiger of bringing the US into the war a round early (they get to collect that full amount anyway at the end of round 3, all you are giving them is a combat phase that round.)
B) Alpha 2 MODIFIED are the best rules, IMHO. (Alpha 2 + AA Gun rules and placements from Alpha 3 = best set so far in my mind.)
C) Allies CAN sacrifice their position on the Pacific board and not lose India. When this occurs, I generally get Hawaii and Sydney instead thus causing Japan to win the game.
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@Cmdr:
A) I have never seen the allies recover from losing BOTH England AND India on round 3/4 regardless of the paper tiger of bringing the US into the war a round early (they get to collect that full amount anyway at the end of round 3, all you are giving them is a combat phase that round.)
B) Alpha 2 MODIFIED are the best rules, IMHO. (Alpha 2 + AA Gun rules and placements from Alpha 3 = best set so far in my mind.)
C) Allies CAN sacrifice their position on the Pacific board and not lose India. When this occurs, I generally get Hawaii and Sydney instead thus causing Japan to win the game.
So the whole point of the latest (and last) alpha was to balance sealion and crush calcutta…
what am i missing ?
if alpha 2 was so great then are why was everyone including larry still not satisfied with balance untill alpha 3 was finished?alpha 3 is the ruleset that will be included in G40 re-release correct ?
Where does alpha 3 fall short where alpha 2 was so great ?
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@Uncrustable:
Where does alpha 3 fall short where alpha 2 was so great ?
I feel Alpha 2 wasn’t giving enough play test before it was decided to change it. Many where saying is was cracked and allies were giving winners easily. I always disagree with that. I feel Alliance have a slight advantage, but not that much, like 60%-40%… eventhough I won more games as Axis.
But let’s take each “difference” Between Alpha 2 and 3.
1. Game order. Switch between Italy and Anzac. Doesn’t change much. If anything will help Axis in European theater… but Anzac is rarely significant there.
2.In Alpha3, Russia can declare if Axis captures London. HUGE Alliance advantage, denying Axis to regroup against Russia after fall of London.
3.Political situation, Japan naval restriction. Doesn’t change much. Any Japanese adventure too close there (too soon) isn’t a real game helper anyway.
4.Soviet/Japanese non Agression Pact. Tricky rules… adds “color” to the game, but a cost of complexity. At Axis advantage I feel, as it gives more ways to enter Russia.
5. Russia NO : Alliance slight advantage. In fact, Bulgaria and Finland are now more income. But along the fact Russia can attack right after Germany takes London…
6. India NO : Easier to achieve, but still unlikely to happen. So Alliance slight advantage.
7. USA NO : If France is retaken and holds… well, it’s pretty much done for Axis anyway. Still Alliance slight advantage. The “lost” of islands battle in Pacific is sad. Lost of “color” in the game there.
8. Unit placement : 3 signicant changes.
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Italy. z96, this only deny the option to sink z95 Italian Navy (which isn’t the best strat anyway). So no clear advantage here.
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UK 7 more HP in London + 2 more in Scotland : Impressivly Huge advantage. Really, Sea Lion is now impossible against any fair alliance player.
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Ship plancement in Manche. Clear Alliance Advantage.
9. AA Guns. Very arguable which side benefits from that rule. Since the most significant difference is 4 more HP in London… I say it’s an Alliance great advantage. Axis never really use AA anyway, besides when they are already loosing the game.
10. Bombing raid. Depends more on player’s type of play here… so kinna no clear advantage by this new rule.
11. Convoy. Again, depends on players. No clear advantage for a side or another. IMO adding dice here just adds complexity.
By additionnal complexity, I don’t complain the idea, but it just stretch game lenght even more, of a very long game already.
Overall, those new rules unbalanced even more Alpha 2… which is why Alpha 2 is the best set of rules. (OOB rule is just total impossible for Axis, never saw Axis won in over 20 games).
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Alpha 3.9 is so much more fluid to play and a much better map overall. Much more action going toward an objective in alpha 3.9
It is balanced. Allies are harder to play than Axis. Which is why there are so many axis wins going on.
G1 carrier and a destroyer (save 6 ipc)
G2 If uk sent all his planes out to sink stuff… well this is where you buy all transports and a destroyer and take UK over. you typically have a tank or four left and your air after you hit on G3.
otherwise just do operation B, you won’t be much further behind than if you had bought all ground forces and moved it up.
~~also if you take over UK, don’t buy any thing for it or on it and get your surviving land back to europe. no more naval buy. also you should be shipping the norway/finns that whole area should be empty. (you have transports to take it back later, you may as well use them and have more inf for your big europe stack).UK gets liberated, woopdy freaking doo. he still has to upgrade to a major IC or buy 3 units a turn.
OR
operation B and plow to moscow. -problem is UK crashes italy and makes the country sad for the whole game. But that’s okay italy can just defend europe.
~
Japan winning on pacific is easy. only 6 VCs so you just go strait for calcutta get all the vcs along the way. Then all you go to do is hammer out hawaii or do something real tricky for anzac.Russians have to show up to manchuria when japan pushes for calcutta… otherwise china will be dead and if you don’t then japan will make more money than USA and Japan wins pacific. Fall back round 1 push forward round 2 and then war japan round 3 and move in.
So I like the rules allowing russians to go go go.
The thing is, Axis just need to be successful on one side of the board. So you have to take that into consideration.
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I am just happy the game is no longer boring. Plus I almost always end up seeing pacific battles that matter like japan going for hawaii screaming AHHHHHHHHHH THIS IS GAME OVER FOR YOU NIGGGAAA!!! -
Just play the damn game. You will find wins on both sides. The games are good.
Also there is a steep learning curve, so it takes time for people to figure it out. All versions had lots of rules. This version has more action with less BS and is the most balanced version.
I love 3.9
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1. Game order. Switch between Italy and Anzac. Doesn’t change much. If anything will help Axis in European theater… but Anzac is rarely significant there.
2.In Alpha3, Russia can declare if Axis captures London. HUGE Alliance advantage, denying Axis to regroup against Russia after fall of London.
3.Political situation, Japan naval restriction. Doesn’t change much. Any Japanese adventure too close there (too soon) isn’t a real game helper anyway.
4.Soviet/Japanese non Agression Pact. Tricky rules… adds “color” to the game, but a cost of complexity. At Axis advantage I feel, as it gives more ways to enter Russia.
5. Russia NO : Alliance slight advantage. In fact, Bulgaria and Finland are now more income. But along the fact Russia can attack right after Germany takes London…
6. India NO : Easier to achieve, but still unlikely to happen. So Alliance slight advantage.
7. USA NO : If France is retaken and holds… well, it’s pretty much done for Axis anyway. Still Alliance slight advantage. The “lost” of islands battle in Pacific is sad. Lost of “color” in the game there.
8. Unit placement : 3 signicant changes.
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Italy. z96, this only deny the option to sink z95 Italian Navy (which isn’t the best strat anyway). So no clear advantage here.
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UK 7 more HP in London + 2 more in Scotland : Impressivly Huge advantage. Really, Sea Lion is now impossible against any fair alliance player.
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Ship plancement in Manche. Clear Alliance Advantage.
9. AA Guns. Very arguable which side benefits from that rule. Since the most significant difference is 4 more HP in London… I say it’s an Alliance great advantage. Axis never really use AA anyway, besides when they are already loosing the game.
10. Bombing raid. Depends more on player’s type of play here… so kinna no clear advantage by this new rule.
11. Convoy. Again, depends on players. No clear advantage for a side or another. IMO adding dice here just adds complexity.
what you are saying is, “If I want to do sealion and win, I have to wait till UK1 happens before I can determine if I should go through and do sea lion.”
yes, buy your damn carrier and destroyer round 1, retain 6, then buy all transports g2. You can only expect victory if UK used all his air to sink italy.
germany can only beat UK if he does something risky. Russians should be a force of reckon after germany spent all that on naval and fought for a capital. Germany still holds out just fine.
AA guns help Japan. Japan can move out much safer and it makes eyeballing defending japan easier and saves japan 9 bucks in infantry cannon fodder. Same thing for italy and germany. AA guns will help you greatly after taking london over against the russians.
Hell AA guns help greatly if you go strait for russia…. USA nutcrackers norway and denmark… uk comes in and conquers germany… aa guns can save you by being casualties.
~3.9 is good. it is balanced. it is more aggressive. game play is more fluid. both sides have a fair shot at winning.
~ in fact the new aa gun rules were the best idea anyone came up with, it allows the axis to be more aggressive so you should be more aggressive and you will find that the axis is pretty damn good.3.9 is exciting.
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@Cow:
what you are saying is, “If I want to do sealion and win, I have to wait till UK1 happens before I can determine if I should go through and do sea lion.”
Nope, never said that. As Axis I plan Sea lion right from G1. Always did.
@Cow:
buy your damn carrier and destroyer round 1, retain 6, then buy all transports g2.
This is what I do (but don’t retain 6, I rather a Sub).
@Cow:
AA guns (…)
As I said, a whole debate can occur here, but nothing is more certain than the great help London gets. What’s most valuable than VC? Since Axis has “to get them”, then it’s clearly a stronger advantage for Alliance. Yes in some cases AA guns are useful for Axis, but not as much as VC defences.
@Cow:
3.9 is good. it is balanced.
And you say that after how many games?
Again same opponents?@Cow:
so you should be more aggressive and you will find that the axis is pretty damn good.
You never played with me and yet you can comment on it?
I feel my Axis play just fine looking at my record… -
5. Russia NO : Alliance slight advantage. In fact, Bulgaria and Finland are now more income. But along the fact Russia can attack right after Germany takes London…
- UK 7 more HP in London + 2 more in Scotland : Impressivly Huge advantage. Really, Sea Lion is now impossible against any fair alliance player.
Here are 2 things where you are just flat wrong.
Russian NO in A2: Russia could get extra income from absurd places such as eerie.
Now russia can only collect the extra money from territories that start the game as either axis or pro axis nuetrals.
in a2 it was any nuetral. Last time i checked when you subtract from a total you get…LESS TOTALUK AA guns: In alpha2 germany takes london NO MATTER WHAT barring a total incompetent german player or really bad dice. HOW IS THIS STRATEGY??? In A3 now london has a chance (if it spends all its resources on first couple turns) to defend itself. And now germany must observe and react, shall we say think?
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@Uncrustable:
Here are 2 things where you are just flat wrong.
Russian NO in A2: Russia could get extra income from absurd places such as eerie.
Now russia can only collect the extra money from territories that start the game as either axis or pro axis nuetrals.
in a2 it was any nuetral. Last time i checked when you subtract from a total you get…LESS TOTALActually that was an earlier version of Alpha 3. Â I agree, that NO was terrible, but it wasn’t in A2. Â In A2 it was just originally German territories, which was pretty good. Â Very similar to the current A3 NO.
UK AA guns: In alpha2 germany takes london NO MATTER WHAT barring a total incompetent german player or really bad dice. HOW IS THIS STRATEGY??? In A3 now london has a chance (if it spends all its resources on first couple turns) to defend itself. And now germany must observe and react, shall we say think?
To be fair, if UK turtled in A2 and Germany went with Sealion anyway, Germany pretty much automatically lost. Â The entire Luftwaffe would be crippled and the game was pretty much over. Â The whole Sealion-German-Russian balance in the early part of the game was very well balanced.
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@Uncrustable:
5. Russia NO : Alliance slight advantage. In fact, Bulgaria and Finland are now more income. But along the fact Russia can attack right after Germany takes London…
Here are 2 things where you are just flat wrong.
Russian NO in A2: Russia could get extra income from absurd places such as eerie.
in a2 it was any nuetral. Last time i checked when you subtract from a total you get…LESS TOTALActually, I’m right… and you’re not.
Collect 3 IPCs per turn for each original German territory the Soviet Union controls.
Source : http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4167
Please remain calm and polite. Also, make sure to refer to Alpha2 (source given) before adding any comment on my statements. You seem to be confused with earlier Alpha3 version.
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Nope, never said that. As Axis I plan Sea lion right from G1. Always did.
LOL. no wonder you always lose as axis.
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First off, in Alpha 2 England to spend and SEND everything to London to save itself from Sea Lion - a bit different than originally described. This, in effect, handed over the Med, Africa, the Atlantic Ocean and I’ve even see Canada fall because England literally cannot do anything to save it’s holdings - so why bother with sea lion then?
Secondly, in Alpha 3 (current) England can both hold itself AND hold some territories OR really hold their territories and let America liberate on round 8.
Just my opinion
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@Cow:
Nope, never said that. As Axis I plan Sea lion right from G1. Always did.
LOL. no wonder you always lose as axis.
Actually, I never lost here (1vs1)…
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@Cmdr:
First off, in Alpha 2 England to spend and SEND everything to London to save itself from Sea Lion - a bit different than originally described. This, in effect, handed over the Med, Africa, the Atlantic Ocean and I’ve even see Canada fall because England literally cannot do anything to save it’s holdings - so why bother with sea lion then?
Secondly, in Alpha 3 (current) England can both hold itself AND hold some territories OR really hold their territories and let America liberate on round 8.Â
Just my opinion
I agree with you Jen… which proves my point. What I’m saying is Alpha2 was redo because many (not me) were claiming it was too difficult for Axis to win. Thing is, in Alpha3 it’s even harder. Which is why I rather Alpha 2. That’s all.
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@Cow:
Nope, never said that. As Axis I plan Sea lion right from G1. Always did.
LOL. no wonder you always lose as axis.
Cow, what I think he meant was that he made sure he was able to get Sealion if UK let him.
He meant just kept the option open - not that he pursued Sealion no matter what. You’re right that it would be silly to do that.@Cmdr:
First off, in Alpha 2 England to spend and SEND everything to London to save itself from Sea Lion - a bit different than originally described. This, in effect, handed over the Med, Africa, the Atlantic Ocean and I’ve even see Canada fall because England literally cannot do anything to save it’s holdings - so why bother with sea lion then?
Well Jen, giving Italy the ability to grow and be aggressive is the point of threatening Sealion early on.
I think though that normally in A2 UK wasn’t quite that bad off. Yes, bringing planes back on UK 1 let Italy grow.
But after G2, when Germany either decided to go Sealion (game over, if UK was smart) or Barbarossa, UK could go back to focusing on Italy. Planes could go back to the Med, and you could start building in Saf and the Middle East.
It was tough, but it was certainly an interesting fight between the two.Plus once US showed up in SZ 92, UK could start getting back all the territory it lost.
That’s pretty darn balanced, if you ask me.
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Exactly Alsch.
I play G1 like I would go for Sea Lion. After that depends. Still, I find it easier to win with Sea Lion even if it’s costly. Why? Is US doesn’t show… Then it’s a single front for Germany. If US does focus in Atlantic, Japan has life easy.I also agree with your comment on Jen’s statement.
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you can still do sea lion, just not if uk has 3 fighters on it after uk1.
I still buy the carrier dd round 1. you can have germany take gibraltar which gives italy his bonus (south france greece and gib instead of egy)
germany can also clear out the naval for italy +5 bonus if needed.
~ the sea lion bluff forces uk to only send out a bomber, if UK knows for sure he can send his transport out to pick up 2 guys off canada and bring it back to UK then he can send out 1 fighter.
If usa is going heavy atlantic, I do not see how Japan is having problems winning the game in pacific.
~
So yes sea lion is still a strategy, you should bluff it if you like serious africa play and follow through if UK sends out too many fighters.I don’t see what the problem is.