Why are the allies so gimped lately? Why transports suck?

  • TripleA

    Plus I hate the new armor rules, it blows. What a way to nerf japan from taking russia.

    Seriously, 2 inf attacks better than 1 armor @ the same cost.


  • The power of ARM is in the 2 MOV. Compare price to FTR @ 10 IPC for the same ATK on land attacks, and you’ll see that @ 6 IPC ARM is a reasonable deal in the right situations. At 5 IPC ARM was underpriced, and it caused ‘too many’ degenerate all ARM buys.


  • @UrJohn:

    ‘too many’ degenerate all ARM buys.

    “Dude, that buy was just degenerated”
    “Man, don’t degenerate yourself by getting so much tanks”
    “That move is an act of degeneration…”

    Love the expression  :mrgreen:


  • LOL

  • TripleA

    well the most cost effective attack army was still infantry/arty. I’d rather go back to the 3/2 armor @ 5, it promotes more action.

    Besides all tanks with no cannon fodder, seldom works out for people, I don’t see why you would complain. If that is fun for someone to buy all tanks and slam it at russia or something, then that is fine. That person already has a high probability of losing, why punish him further?

    I can see global making tanks 5 to keep russia alive, because of the pacific oriented nature of that game. Also global is not made to be played by a general audience, it is meant to be played by the few people who are willing to stay up 7 - 18 hours.

    I get that for axis and allies to improve on previous 1942 iterations, they have to make the game more dynamic, but at the same time you can’t take all the action away and expect people to get on board.

    I like 1941, because it doesn’t take long for big showdowns to occur, however 1941 favors the axis. Generally speaking japan will take the islands, lose some of asia early on, germany produces 4 units to russia’s 3… eventually russia falls after caucasus is held for a few (5 unit to 3 a turn, uk and japan in the mix generally cancels each other out). It kind of turns into a grind, but it doesn’t take long to get to the end result, a big capital showdown.


  • @Cow:

    well the most cost effective attack army was still infantry/arty. I’d rather go back to the 3/2 armor @ 5, it promotes more action.

    Besides all tanks with no cannon fodder, seldom works out for people, I don’t see why you would complain. If that is fun for someone to buy all tanks and slam it at russia or something, then that is fine. That person already has a high probability of losing, why punish him further?

    I can see global making tanks 5 to keep russia alive, because of the pacific oriented nature of that game.

    I get that for axis and allies to improve on previous 1942 iterations, they have to make the game more dynamic, but at the same time you can’t take all the action away and expect people to get on board.

    I have the experience of playing Classic with 6 IPC armor before it was dropped down to 5 on Revised and I don’t honestly feel that it changes the ability to send armor stacks. You have 30 IPC to spend on armor, you buy 5 now instead of 6.
    What it does is to make players think twice about spending so much money on armor and using artillery instead (which many people only bought if they had that extra 1 IPC around). And since on 2nd Ed. the Axis can win without having to conquer Moscow it also opens the game to other ways of winning rather than the old Japanese Tank Drive To Moscow (JTDTM).
    Plus, it affects the Allies as well. I used to have at least a stack of 10 Soviet T-34s to act as a mobile quick reserve. Now it’s only down to 4, 5… comrades have become poor… poor comrades :cry:

  • TripleA

    classic was 5 ipc for an armor, they were 3/2 units, which were only purchased before an attack. Karelia was really close for germany and vice versa for russia. So it would turn into an infantry slugfest. If I was going to attack karelia, I’d buy armor the round before and hit it with all my might and hope for the best. Since the game is pretty much won or lost in karelia.

    The # of spaces between russia and germany is not very many, just like revised. Infantry is still very good. There are lots of artillery buys in aa50 and revised, it is not an underused unit by no means. Sure Japan spams tanks to attack russia, because the armor has 2 movement and the places japan can put industrials were far away.

    Also germany could only buy 10 units a round, so he is trying to spend 40-54 ipc for 10 units.


  • @Cow:

    classic was 5 ipc for an armor, they were 3/2 units, which were only purchased before an attack. Karelia was really close for germany and vice versa for russia. So it would turn into an infantry slugfest. If I was going to attack karelia, I’d buy armor the round before and hit it with all my might and hope for the best. Since the game is pretty much won or lost in karelia.

    Ah, that was the difference, the defense at 2. I stand corrected. But yeah, it was pretty much decided on Karelia… once the Germans got a foothold and were able to produce then it was pretty much done.
    The distance from Karelia and Germany is still the same though, although there’s now 1 more space between the former and Russia.

  • TripleA

    Karelia is generally speaking a bad idea for germany in this version as well as aa50 (except for 1942, you could hold karelia for awhile and russia was pretty screwed anyway unless it got a bid to smooth out the opening attacks).

    Axis wants caucasus like in aa50, That is still a bigger priority. It gets you right next to russia, a good spot to pump infantry out. You would churn out tanks from germany if anything, but usually you have to deal with the allies dropping in from above and below so you would end up buying infantry/arty mixes.

  • TripleA

    Another problem is that no one buys armor anymore for 1942 and 1941. Maybe you buy an armor for germany 2 rounds before you all in on russia in 1941, so that makes 2 armor purchased after 8-20 infantry depending on how the game develops.


  • @UrJohn:

    At 5 IPC ARM was underpriced, and it caused ‘too many’ degenerate all ARM buys.

  • TripleA

    LOL I LOVE THAT lol.


  • Hitler is also pissed about the 6 IPC cost:

    Hitler rants about A&A Spring 1942, 2nd Edition


  • @Hobbes:

    Hitler is also pissed about the 6 IPC cost:

    Hitler rants about A&A Spring 1942, 2nd Edition
    http://www.youtube.com/watch?v=M3_RZ9LmZ2I

    Bwah-ha-ha!! That was awesome…

  • TripleA

    The best part was the paper ic / aa gun rant. I hate paper units too, it looks ridiculous next to all that plastic.


  • @Cow:

    The best part was the paper ic / aa gun rant. I hate paper units too, it looks ridiculous next to all that plastic.

    Opps. I replaced that part on the new version (link above)… please tell if you prefer the first version.

  • TripleA

    the paper ic rant was better than the mech inf.

    I mean come on, paper ics and aa guns look so gimp. lol.

  • Customizer

    So far my group has played 2 games of 1942 2E. Both resulted in Axis victories, but that may just be that the Axis players are a little stronger than the Allied players. So far, the same people played the same countries in both games. With Global 40, we take turns playing different countries so no one is Axis or Allied every game. We’re going to try that out for '42 2e in future games.

    As for 1941, we’ve played 4 games so far. Well, actually about 3 1/2 because we had to cut one game short. Of the 3 complete games, 2 were Axis victories and 1 was Allied victory. The Allied victory took much longer than the Axis victories, something like 12-13 rounds. The Axis victories took roughly 5-7 rounds each.
    I’ve found the same for Global 40. Most Axis victories run 8 or 9 rounds while Allied victories usually take 13 rounds or more. I would imagine we probably won’t see any “quick” Allied victories unless the Axis make a really big blunder. I remeber one game where all three Axis tried a gamble of taking out the USA and poured pretty much all their resources for the first three rounds into this plan. It first started going bad when France didn’t fall in round 1. When the attack on USA did come, it failed miserably and the US was still in the game. Because Germany and Japan put so much into this plan, they were weak everywhere else. China and India tromped Japan in Asia while the USSR steamrolled Germany in eastern Europe. That was one Allied victory that didn’t take too long, less than 10 rounds.


  • i’m considering just HRing a transport defense. they can be fodder and every group of 2 trannies defend at a 1. so unescorted singles are a free kill, groups of 2 get to roll for one 1 and as soon as it’s down to one tranny it’s essentially a freebee. If tye trannies are w/ a fleet they are fodder till the last lone tranny, which is a freebee. Get it? What do ya’ll think? Best of both world’s imo.


  • @knp7765:

    The Allied victory took much longer than the Axis victories, something like 12-13 rounds. The Axis victories took roughly 5-7 rounds each

    I also share this idea, that Allied victories take longer than Axis ones. I felt it already on 1st Ed., where the Allies  win by securing Africa and earning more than Axis while preventing Russia from falling.

    The game flow of 2nd Edition further enhances this. The Axis can achieve a VC victory easier than the Allies (the Allies need to conquer 3 VCs and retain all of their starting ones) and during the first rounds the Axis’ objective is basically to use their advantage on starting units to increase their income.
    The Allies need to stop the Axis from reaching parity income levels and Japan has a lot more difficulty to increase its income here. If they are successful during the 1-5 game rounds in doing so afterwards the game balance switches since eventually it becomes impossible for defeat the Allies superior numbers.

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