So, last night was able to play my 2nd official game of AA42-2E. Now - we are playing using the FTF tournament rules that are used at Origins and GenCon - 5 hour game - most VC at the end of the time wins - unless one side gets the OOB victory conditions. We also used a chess clock to time our moves and this added a sense of urgency.
Russians started out well with 2 attacks on the Germans with minimal losses. Germany responded by eliminating the UK BB/Trans, the Us DD and 2 Trans and bought a carrier and destroyer and men (more on that later).
UK put the IC in India to immediate use buying 3 armor - but did not have enough money to even think about a fleet. Rather, they decided to buy a few extra inf to make sure Germany did not get too frisky. UK attacked the Japan fleet - and lost - offsetting the gains Russia made. They did take Borneo and sank the German BB and Transport.
Japan decided to build a complex in Manchuria, and attacked all 4 US territories- while not taking them all, they did kill the US fighter. They also bought a 3rd carrier. The US consolidated its pretty significant fleet off the West Coast and added to it a ton.
And so it went - the Germans kept adding subs and planes and men - the UK was never able to get enough cash to put a decent fleet into the water without it most likely getting killed. The US had a huge fleet and moved out on turn 3 - but Japan was up to the task with a 4th carrier group.
Eventually, Germany took Karelia - as Russia could not get units there (2 spaces between Moscow and Karelia). Axis slowly pushed forward into Russian territory and also into Africa. UK had a large number of units in India, but needed to send some back to Russia - which blunted their ability to press Japan. On turn 5, US decided it was now or never on the attack of the Japan fleet - but was soundly beaten. At that point the Allies sued for peace.
Some observations:
- The UK attack on the Japan fleet in East Indies is viable - I think they have an advantage there - maybe 60-40. BUT - it is certainly a high risk, high reward attack and some may not want to risk that so early in the game. If it goes well, its great - if UK breaks even or loses, it can be a problem.
- I see a German carrier (and destroyer) being a standard purchase on round 1. In fact, I will make the statement that if done, the UK may never have a legit shot at getting a fleet in the water. There is not a spot on the board where the UK can drop a fleet where the Germans cannot get at it. By putting the carrier in the water, adding subs and a fighter here and there, the UK just cannot build a fleet - unless they save for 1-2 turns and buy next to nothing for India.
- Even though the US starts with a big fleet and lots of cash, Japan has the ability to spend enough to keep the US out of its area for a decent period of time.
- Losing Karelia seems like something that Russia cannot avoid - being 2 spaces away means they cannot easily re-enforce that position. With 2 transports in the water, Germany can easily add units.
Our conclusion after 2 games? Fun game - lots of new stuff in there. BUT, we have a serious concern that the game may be slanted to the Axis. Again - this is using the format listed above - it is possible that in a more traditional game with potentially unlimited rounds, it might be different. Germany building a carrier and destroyer and positioning their air force correctly means that the UK has an almost impossible task of trying to get a fleet into the water. And, there is nothing they can do about it either. Germany can spend 10-12 bucks a turn to add to a fleet that the UK cannot match.
On the next to last round, UK did put a 65 IPC fleet into the water - but even that was more defensive (no transports) in nature and posed no threat to German interests.
I believe that at GenCon, there will be a bid for the Allies - but maybe I am wrong. It is a fun game still, and while the jury is still out, after 2 plays my group does have some concerns…
MM