• TripleA

    This will be the greatest game ever.

    USA can actually take over japan. Germany can do sea lion if it wants to and even possibly take east usa.

    Everything the axis or the allies do leaves a gap or opening for the other side.

    you have to be very tactical, every battle is critical. Infantry attack better than tanks because of cannon fodder factor… however you will want to roll 3s for big battles so treasure those tanks. TANKS ARE YOUR BALLS DO NOT LOSE YOUR BALLS.

    Treasure your battleship, that tilt is so important especially for japan. The might of japan rests on that battleship.

    It is a tooth and nail battle, every roll is important, EVERYTHING IS IMPORTANT.

  • Sponsor '17 TripleA '11 '10

    @cebrickey:

    Thanks for the review.  Will you also be reviewing A&A 1942 Second Edition?

    Yes, I will be helping with that too.@Cow:

    This will be the greatest game ever.

    USA can actually take over japan. Germany can do sea lion if it wants to and even possibly take east usa.

    Everything the axis or the allies do leaves a gap or opening for the other side.

    you have to be very tactical, every battle is critical. Infantry attack better than tanks because of cannon fodder factor… however you will want to roll 3s for big battles so treasure those tanks. TANKS ARE YOUR BALLS DO NOT LOSE YOUR BALLS.

    Treasure your battleship, that tilt is so important especially for japan. The might of japan rests on that battleship.

    It is a tooth and nail battle, every roll is important, EVERYTHING IS IMPORTANT.

    100% agree! Mistakes are huge between experienced players. Every piece lost is devastating. As I said, somehow making the game simpler has made it more challenging…

  • '10

    Thanks for the review.

    Great point on the ships being the same sculpt for each side. I hadn’t thought of that before, but being an intro game it will make it easier to distinguish each one. It takes a few games to be able to tell just at a glance what each ship is in 42 and the global games. They can be confusing for new players, but this helps that.


  • The same scuplts were certainly a bonus for the new players.  I hadn’t thought of it either but when they all commented on it I realized it was important.


  • @boboshonda:

    The same scuplts were certainly a bonus for the new players.  I hadn’t thought of it either but when they all commented on it I realized it was important.

    Seems that’s part of why classic was so popular everyone knows the difference between a tank and a inf. not everyone will see right off the difference between a fighter and a tactical bomber. Never thought of it that way either.

  • TripleA

    this has tactical bombers? ewww


  • @Cow:

    this has tactical bombers? ewww

    i have no idea I just threw it out there as an example of units that are kind of hard to tell apart for new players

  • Sponsor '17 TripleA '11 '10

    @Cow:

    this has tactical bombers? ewww

    No, there are no tacs in this version. Not even artillery to deal with since they have the pairing rule with infantry. Units are: Infantry, Armor, Fighter, Bomber, Sub, Destroyer, Battleship, Carrier, Transport.


  • What are the dimensions of the game board (map) for A&A 1941?

  • Sponsor '17 TripleA '11 '10

    @cebrickey:

    What are the dimensions of the game board (map) for A&A 1941?

    17.5" X 32.5" is the board dimension. The map is a hair smaller inside that at 17.25" X 32.25". The IPC tracker is overlaid on the upper right-hand corner of the map and takes up about 1" X 23".


  • Thanks Variable.

  • Sponsor '17 TripleA '11 '10

    Side note to the game…

    Just set it up again to start another game. By myself, it took me 11 minutes to do all five countries and I’m pretty OCD about facing pieces etc. Not bad!


  • tell us how it goes  :-D

  • Liaison TripleA '11 '10

    Sounds great… but after 2 games under your belt, and strategies becoming standard.

    Doesn’t it just become a dice fest?

    IE you know if you lose Egypt G1 that’s game?


  • @Variable:

    Side note to the game…

    Just set it up again to start another game. By myself, it took me 11 minutes to do all five countries and I’m pretty OCD about facing pieces etc. Not bad!

    I have to have 1 unit(Inf preferably) on the national flag of each territory and all units have to face the enemy. Straight and tidy.
    If we leave a game and come back days later someone(my wife) will have turned a few units around. Oh my God does that annoy me! My best friend is so messy with his. I am sure he does it to put me off thinking straight. OCD rules!

  • Sponsor '17 TripleA '11 '10

    @DarthShizNit:

    tell us how it goes  :-D

    Just finished up another game. Axis win again, BUT it was a very unlikely win. The game dragged on for several rounds with no capitols being captured. Not even Moscow…

    Turn 1: The Russians started with a moderate counter to Germany. The Germans essentially put enough into Russia to hold the line while focussing on a fleet for a KEF strategy. In this game, that boils down to buying a carrier and raiding the Luftwaffe for aircraft. The Royal Navy was dispatched easily. The UK seeing no German transports, went to help US with a KJF strat since they get an IC at Australia and India. Japan did their usual land grab for money and Pearl Harbor attack. US could only build and sit as Atlantic was owned by the Germans and the Pacific looked treacherous under the shadow of two IJN carriers and an IJN battleship.

    Turns 2-4: Russia and Germany traded hordes of materiel leaving both depleted on the front lines. Germany destroyed anything in the Atlantic above water but couldn’t muster the IPCs to get to an almost empty England just yet. Next turn… The UK had a series of fantastic dice rolls which can really turn the tide in this game (stay tuned!) and had completely routed the Japanese in Asia and the South Pacific. Japan, while grabbing islands and forcing Russia to guard the back door had one key failure when trying to take the money islands… they lost! Bad dice. The US used a modified strat to get airpower to the South Pacific and took care of half the IJN while protecting their own.

    Turn 5: Russia stands nearly empty. Germany has almost nothing left but is still churning out units from the factory while holding all of Europe. UK is pushing through Asia taking Japan’s money and (more good dice) have sunk the Kriegsmarine with a submarine force. Japan is turtling hoping for a miracle against the sea of green and tan descending on them in all directions. The US sees an end in sight as they revel in their KJF strat… And then it happens.

    Turn 6: Germany hurls everything it has left at the unsuspecting London. A force consisting of 1 infantry, 1 armor, 1 fighter, and 1 bomber takes on the UKs 4 infantry and 1 fighter… and wins with a lone Tiger! The entirety of remaining Allied forces in the Atlantic consist of 1 UK sub and 1 US sub. Russia has no transports to help. End game.


  • Wow Sea lion with 1 transport, gota love it

  • Sponsor '17 TripleA '11 '10

    Right? This is an interesting iteration. If the game drags on too long, there is literally nothing left on the board if you have two aggressive players. The income can’t possibly pace the losses. Even the richest country isn’t buying more than 3 or 4 units per turn, and that would be mostly infantry.

  • '10

    Variable,

    How much time have each of your game been taking, and about how long does each round take to play?

    Thanks for all of the information so far, but these are the two biggest questions for me when it comes to getting new players.


  • In the sales solicitation flyer, WOTC stated that the play time for A&A 1941 runs between 1 1/2 to 2 hours.  How long was the playing time for your A&A 1941 games?

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