• Yeah, interesting comment on the J1 attack…  The Axis will have to work “together”, so it might not be in Germany’s best interest if they’re planning on conducting Operation Sealion G2 and then Japan simply attacks anyway J1 cause it was the “best time to strike”.  Allies might be able to get quite a bit out of the neutrality rules on several fronts if one Axis side tries to drag out war declaration to the exclusion of the other “team members”.  Another strategy for the Axis to work on…

    Hell, we may even see a “falling out” among the Axis players, like we did historically with Japan’s surprise strike on Hawaii!  That’d be hilarious, for the Allies to setup their troops to provoke a round 1 attack from the other Axis members!


  • Hell, what are some “good” J2 attack strategies?  Haven’t gotten a chance to play AAP40 in person yet.


  • It is not the place to discuss about how to play AAP40. But if you really need to:

    I still think J1 attack is the best strategy. But you do not always win the game by doing it.
    I personaly do not attack Philippines on the first turn.
    After a few turns, Japan simply cannot continue to protect both Philippines, DEIs, Japan and Carolines, and at the same time continue to push hard on India. Some transport with 1 inf grabbing 1 island and disrupting your NO will pass, you’ll lose time and energy, you’ll make mistakes because you’re alone and they have so many less things to think than you.  Of course, if you stp playing on turn 5, then Japan will always win. But aroudn turn 8, when Japan is about to conquer India but has problems keeping America’s pace, then, the game is not broken.

    Back on topic:
    These politic rules are, IMO, a really great idea. Imagine what could happen if Uk decide to bring its indian planes in Egypt to destroy the Italian army while Japan do not attack them cause Germany really needs the US neutrality. There will be all new mind-games and probably a lot more possibilities than before.


  • Sounds exciting. :-D


  • @BasileII:

    Back on topic:
    These politic rules are, IMO, a really great idea. Imagine what could happen if Uk decide to bring its indian planes in Egypt to destroy the Italian army while Japan do not attack them cause Germany really needs the US neutrality. There will be all new mind-games and probably a lot more possibilities than before.

    I agree, you don’t really need different start times (39,41,42,etc…) as some are talking about. Each game will play out different scenarios simply through the political rules. Each powers own political rules could/will have an effect on its allies, as well as its enemies decisions. Will Jap attack rd #1, #2 or #3. Will Germany attempt sea lion, or attack Russia rd #2 (most likely depends on what Jap did rd #1). Does UK move into China if Jap hasn’t started the fighting? There are a ton of combination’s that will lead to many possible scenario in the first couple of rounds.

    There has always been the if I do this will he do that head games. Now there are so many more possibilities, at least the first few turns.


  • For Japan I think you should go after ANZAC and just start killing the Chinese and start bombing India.


  • If it looks like I am going to lose, I will knock down all the pieces and scream from the top of my lungs that my opponent is a cheater :-D


  • @Brain:

    If it looks like I am going to lose, I will knock down all the pieces and scream from the top of my lungs that my opponent is a cheater :-D

    i prefer throwing the table over :D


  • We have a flip the board rule. If you flip the board you pay all players (friends and foes) $10 each. Cash no ipc’s. Then they get to pound you.


  • @WILD:

    We have a flip the board rule. If you flip the board you pay all players (friends and foes) $10 each. Cash no ipc’s. Then they get to pound you.

    That sounds fair enough.

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