7.0 turn 1 pics and report

  • '14

    The group we had testing the rules always complained thats the 6.1v rules allowed the Axis to win 100% of the time.  In our games it was usually 50/50.  But they insisted that it was very lopsided. The official 7.1v will address the needed changes in 7.0.

    Any other clarifications that were not addressed from 6.1 to 7.0 let me know.

  • '20 '19 '18 '16 '15 '11 '10

    Rohr,

    Yes, I have seen the rules you are referring to. We played using/purchasing rail stations and individual rails. We use the newer rules as you mentioned in terms of the 3 unit limit in Europe, 1 unit east of Urals (Siberian Railroad), the British in Africa and the N. American allowance. It’s easier (and cheaper!!!). You are permitted to augment this with new rail purchases I believe, but we never do.

    I recommend just using the allowances for simplicity’s sake and bringing in more detail if/when you decide to introduce trains. HBG has markers for engines, cars, rail guns etc. but I’d really like to see 3D models.

    Have fun with the game. Ours is over with a hard fought Axis win.

  • '20 '19 '18 '16 '15 '11 '10

    Hi Tigerman,

    I hope the observations and critiques posted here helped.

    In terms of Russia, it may be a good change to give them a 3 IPC NO simulating German machine tools and finished goods before war breaks out. 15 IPC starting cash, roll for income and declaration of war plus the NO. If the Allies are made too strong, playing the Axis will be less than desirable. I remember A and A 1984 when Russia could jump on Germany on turn one, the U.S. could build and IC in China, Britain in India/South Africa etc. It was a really hard go for the Axis, almost too hard. I’d hate to see global '39 or '36 head that route. Judging by the pics posted on HBG’s Facebook page, it doesn’t look too good for the Axis there either.

    I know in 6.1 the Allies could tie Germany up in Europe and create trouble for Japan until the U.S. entered the game. If the Axis weren’t on their way to Moscow/Stalingrad by the time Uncle Sam came on it was goodnight Irene. That dynamic hasn’t changed in 7.0. In fact, it’s been enhanced. If the Allies play it right, Cairo will not fall, Yugoslavia, Greece, and Poland will be terrorist PITAs for the Germans and Japan will be busy trying to beat off Russia while fighting the Chinese, FEC and ANZAC.

    Regardless, I’m confident you’ll do what needs doing.

  • '14

    Ok.  I put russia starting income and war entry rules back to 6.1.  Seems the extra units on setup are enough to keep Germany at bay for a little while.

    Also changed the Fort rule:  Fort fires 2d12 on first round only. Also defending infantry get a +1 and attacking units get a -1 including aircraft.

  • '20 '19 '18 '16 '15 '11 '10

    Yes, the Russia situation looks good.

    Nice compromise on the fortification rules.

    We may be playing this weekend so perhaps there’ll be a chance to try them out sooner rather than later.

    Thanks again.


  • Is there anyone out there that is playing with 7.1 besides just Koba and I? I’d be interested to hear how hard it is to win for the Axis now.


  • We have a game sunday.

  • '13

    @billcallaway:

    Is there anyone out there that is playing with 7.1 besides just Koba and I? I’d be interested to hear how hard it is to win for the Axis now.

    We are playing a game in about an hour. Well see how it goes.


  • I can not find the 7.1 rules and setup. Have they been published?


  • 7.0 is at BGG and the 7.1 are just a few changes to the 7.0 rules. &.1 will be out soon with maybe somemore changes.


  • 7.0 was completely lopsided to the point it not worth playing. 7.1 is playable but the axis have a tough time. I would say the axis win 1 in 3 with 7.1 but that’s only out of 3 games with the “revised” 7.1 and lucky rolls 1st turn for Germany.


  • @billcallaway:

    7.0 was completely lopsided to the point it not worth playing. 7.1 is playable but the axis have a tough time. I would say the axis win 1 in 3 with 7.1 but that’s only out of 3 games with the “revised” 7.1 and lucky rolls 1st turn for Germany.

    Besides setup changes, what are the changes in 7.1 again?


  • Differences in 7.0 vs. 7.1 are huge. Japan uses sneak attack different time, Germany gets to use their navy in 2nd impulse, Russia gets less $, and a couple more. They are completely separate games nearly. I wouldn’t even suggest playing 7.0 and stick with 6.1 until 7.1 comes out.


  • The 7.1 is better than 6.1 or 7.0. I think it just needs a few more tweaks.

  • '14

    Making final 7.1v ….should be up on BGG by this weekend.


  • Thanksyou Tigerman.  :-)


  • We are playing again on Friday. Any chance it will be up Friday morning?

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