• Can someone tell me where to find the latest Pacific Setups,Europe Setups, and Global Setups

  • '10

    Think you will not find a dummy which searches this forum for you… :-P


  • I have looked and they all refer to like a 12/15 or something


  • Here’s the latest “official” setup - known as Alpha +1.

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4060

    Changes in the first post in Blue are proposed changes that Larry is giving serious consideration before coming out with Alpha +2.

    And, if it’s too much to follow a link :

    12/27/2010

    National Setup by Country in Turn Order

    Germany
    Holland/Belgium – 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
    Western Germany – 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
    Greater Southern Germany - 6 Infantry, 1 Artillery, 2 tanks
    Germany – 6 Infantry, 4 artillery, 1 Bomber, 1 Major IC, 1 AA gun
    Slovakia/Hungary – 2 Infantry, 1 Tank, 1 Tac Bomber
    Romania – 3 Infantry, 1 Tank
    Poland – 3 Infantry, 1 Tank, 1 Fighter
    Norway – 2 Infantry, 1 Fighter
    Denmark – 2 Infantry
    Sea Zone 103 - 1 Sub
    Sea Zone 108 - 1 Sub
    Sea Zone 113 - 1 Cruiser, 1 Battleship, 1 Transport
    Sea Zone 117 - 1 Sub
    Sea Zone 118 - 1 Sub
    Sea Zone 124 - 1 Sub

    German Setup Changes Under Consideration:
    Germany: 6 Infantry, 4 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
    Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter, remove Tac bomber
    Poland: 3 Infantry, 1 Tank, 1 Tac Bomber, remove Fighter

    Soviet Union
    Karelia - 3 Infantry
    Archangel - 1 Infantry
    Russia - 4 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Airbase, 1 Major IC
    Volgograd - 2 tank, 1 Mech Infantry, 1 Minor IC
    Caucasus – 2 Infantry
    Bessarabia – 2 Infantry
    Western Ukraine – 1 Infantry, 1 Artillery
    Eastern Poland – 3 Infantry
    Baltic States – 3 Infantry
    Belarus – 1 Infantry
    Novgorod - 6 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Vyborg – 2 Infantry
    Amur – 6 Infantry
    Sakha – 6 Infantry, 1 AA gun
    Buryatia – 6 Infantry
    Sea Zone 115 – 1 Battleship, 1 Transport
    Sea Zone 127 – 1 Sub

    Russian Setup Changes Under Consideration:
    Karelia: 2 Infantry
    Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
    Eastern Poland: 2 Infantry
    Vyborg: 3 Infantry
    Sea Zone 115: 1 Battleship, 1 submarine, remove Transport

    Japan
    Japan - 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Major IC
    Manchuria - 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
    Palau Island - 1 Infantry
    Kiangsi - 3 Infantry, 1 Artillery
    Formosa - 1 Fighter
    Shantung - 2 Infantry
    Kwangsi - 3 Infantry, 1 Artillery
    Iwo Jima - 1 Infantry
    Jehol - 2 Infantry, 1 Artillery
    Caroline Islands - 1 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base,
    Siam - 2 Infantry
    Okinawa - 1 Infantry, 1 Fighter
    Kiangsu - 2 Infantry, 1 Fighter, 1 Tac Bomber.
    Korea - 4 Infantry, 1 Fighter
    Sea Zone 6 - 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 1 Cruiser, 1 Battleship, 1 Transport
    Sea Zone 19 - 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
    Sea Zone 33 - 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftrs.
    Sea Zone 20 - 1 Cruiser, 1 Transport

    Japanese Setup Changes Under Consideration:
    Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
    Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber.
    Shantung: 3 Infantry, 1 Artillery

    United Kingdom (London)Atlantic side of map
    Ontario - 1 Infantry
    Quebec - 1 Infantry, 1 Tank, 1 Minor IC
    New Brunswick Nova Scotia - 1 Naval Base
    Iceland - 1 Airbase
    United Kingdom - 1 French and 1 British infantry, 2 Brit & 1 ANZAC fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC,
    Gibraltar –1 fighter, 1 Airbase, 1 Naval Base
    Malta – 1 Infantry, 1 AA gun, 1 Airbase
    Alexandria - 2 Infantry, 1 Artillery, 1 Tank
    Egypt - 1 British & 2 ANZAC infantry, 1 Artillery, 1 Naval Base
    Anglo-Egyptian Sudan - 1 Infantry
    Union of South Africa - 2 Infantry, 1 Naval Base, 1 Minor IC
    West India – 1 Infantry
    Scotland – 1 Infantry, 1 Fighter
    Sea Zone 71 - 1 Destroyer
    Sea Zone 91 – 1 Cruiser
    Sea Zone 98 – 1 Battleship, 1 Carrier w/1 Tac Bomber & 1 Fighter, 1 Transport
    Sea Zone 106 – 1 Destroyer, 1 Transport
    Sea Zone 109 – 1 Destroyer, 1 Transport
    Sea Zone 110 – 1 Cruiser, 1 Battleship
    Sea Zone 111 – 1 Destroyer, 1 Battleship
    Sea Zone 112 – 1 Cruiser

    UK (London) Setup Changes Under Consideration:
    United Kingdom: 1 French and 2 British infantry, 2 Brit & 1 French fighters, 1 Strategic Bomber, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC,
    Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
    Scotland: 1 Infantry, 1 Fighter, 1 Airbase
    Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport, Fighter on Carrier removed.

    United Kingdom (India) Pacific side of the map
    Kwangtung - 2 Infantry, 1 Naval Base
    Burma - 2 Infantry, 1 Fighter
    Malaya – 3 British Infantry & 1 ANZAC Infantry, 1 Naval Base
    India - 6 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
    Sea Zone 37 - 1 Battleship
    Sea Zone 39 - 1 Destroyer, 1 Cruiser, 1 Transport

    ANZAC
    New South Wales - 2 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
    New Zealand - 1 Infantry, 2 Fighter, 1 Airbase, 1 Naval Base.
    Queensland - 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
    Sea Zone 62 -1 Destroyer, 1 Transport
    Sea Zone 63 – 1 Cruiser

    Italy
    Northern Italy - 2 Infantry, 2 Artillery, 1 tank, 1 Fighter, 1 AA Gun, 1 Major IC
    Southern Italy - 5 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC
    Albania - 2 Infantry, 1 tank
    Italian Somaliland – 1 Infantry
    Ethiopia – 2 Infantry, 1 Artillery
    Libya – 2 Infantry
    Tobruk - 2 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
    Sea Zone 95 - 2 Destroyer, 1 Cruiser, 1 Sub, 2 Transport
    Sea Zone 97 – 1 Cruiser, 1 Battleship, 1 Transport

    Italian Setup Changes Under Consideration:
    Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter,1 Tac Bomber, 1 AA Gun, 1 Major IC
    Southern Italy: 6 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC
    Libya: 1 Infantry, 1 Artillery
    Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank

    United States
    Western US - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Bomber, 1Tac Bomber, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Hawaiian Islands - 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
    Philippines - 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
    Midway - 1 Airbase
    Wake Island - 1 Airbase
    Guam - 1 Airbase
    Eastern United States – 1 Infantry, 1 Fighter, 1 Artillery, 1 Tank, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Central United States - 1 Infantry, 1 Mech Infantry, 1 Bomber, 1 Minor IC
    Sea Zone 26 - 1 Sub, 1 Destroyer, 1 Cruiser
    Sea Zone 10 - 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
    Sea Zone 35 - 1 Destroyer and 1 Transport
    Sea Zone 101 – 1 Destroyer and 1 Transport
    Sea Zone 89 – 1 Destroyer

    US Setup Changes Under Consideration:
    Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
    Sea Zone 35: 1 Destroyer, 1 Submarine Remove Transport
    Sea Zone 89: Remove the Destroyer.

    China
    Szechwan 5 Infantry and one fighter
    Hunan 2 Infantry
    Yunnan 4 Infantry
    Kweichow 2 Infantry
    Shensi 1 Infantry
    Suiyuyan 2 Infantry

    France
    France - 6 French & 1 British Infantry, 1 French & 1 British Artillery, 1 French & 1 British tank, 1 Fighter, 1 Airbase, 1 Major IC
    Southern France - 1 Infantry, 1 Artillery, 1 Naval Base
    Normandy/Bordeaux – 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
    Syria - 1 Infantry
    Tunisia – 1 Infantry
    Morocco – 1 Infantry
    Algeria – 1 Infantry
    French West Africa – 1 Infantry
    Sea Zone 72 - 1 Destroyer
    Sea Zone 93 - 1 Destroyer, 1 Cruiser
    Sea Zone 112 - 1 Cruiser
    French Setup Changes Under Consideration:
    Southern France - 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC

    National Objectives (Global Only)
    Germany
    When Germany is not at War with the Soviet Union
    1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Wheat & Oil trade.

    When Germany is at War with the Soviet Union
    2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis.

    When Germany is at War with the European Allies
    3. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt.
    4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral or controlled by the Axis.
    5. Collect 5 IPCs per turn that Germany controls the United Kingdom.

    Germany- Considering the addition (#6) and the change to the following National Objective:
    4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral, has not become pro-Allied, or is controlled by the Axis.
    6. Collect 3 IPCs for each Russian territory captured during the round of the initial attack on the Soviet Union by the European Axis. This is collected during the Collect Income Phase of that round.

    Soviet Union
    When the Soviet Union is at War in Europe
    1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls.
    2. Collect 5 IPCs if the convoy in sea zone 125 is free of Axis Warships. Archangel is controlled by the Soviet Union, and there are no units belonging to any other Allied powers present in any territories originally controlled by the Soviet Union.
    3. Collect 10 IPCs, once, for Soviet capture of Berlin (Germany).

    When the Soviet Union becomes at War with Japan
    4. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union.

    Japan
    When Japan is NOT at War with the Western Allies
    1.Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC.
    When Japan becomes at War with the Soviet Union.
    2. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan.

    When Japan is at War with the Western Allies
    3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
    4. Collect 5 IPCs per turn for controlling each of the following Major power centers – Honolulu, Sydney, Calcutta, and/or the Western United States.
    5. Collect 5 IPCs per turn for controlling all of the following territories: Sumatra, Java, Borneo and Celebes.

    United Kingdom (The following NOs are only awarded to London)
    When the United Kingdom is at War with German/Italy
    1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea.
    2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe.

    When the United Kingdom is at War with Japan
    (The following NO is awarded only to Calcutta)
    3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map) and excludes the two Canadian territories (Yukon territory & British Columbia) located on the Pacific map, Which are owned and controlled by London not Calcutta.

    ANZAC
    When ANZAC is at War with Japan
    1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands.
    2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories.

    Italy
    When Italy is at War
    1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, Southern France, Greece, Gibraltar.
    2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
    3. Collect 5 IPCs if Axis powers control all of the following North African territories:
    Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria

    United States
    When at War
    1. Collect 15 IPCs per turn for complete control of the continental US and Mexico (WUS, CUS, EUS).
    2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
    3. Collect 5 IPCs per turn for controlling the Philippines
    4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island
    5. Collect 5 IPCs for turn for controlling Southern Mexico, Central America (Panama)and the West indies

    US National Objective Change being Considered:
    1. Collect 5 IPCs per turn for complete control of the continental US and Mexico (WUS, CUS, EUS).

    China
    Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open.

    France
    When France is at War
    Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France.

    Rules Changes that Now are Observed.
    1. AA Guns are no longer captured; they are removed from play after the territory is captured.

    2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. The original owner of the territory may upgrade it if the territory is recaptured.

    3. If the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

    4. Scramble rules have been changed. They now read:
    Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can only be scrambled to help friendly naval units in adjoining sea zones that have come under attack, or they can also be scrambled to resist an amphibious assault. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

    Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

    In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers. On the other hand, if Korea is specifically being attacked by an amphibious force, and there is no sea battle occurring, only the aircraft in Korea can participate in the scramble.

    To sum it up: If there is a sea battle, involving an amphibious assault or not, all neighboring aircraft that meet the scramble requirements can participate in the sea battle. If there is only an amphibious assault and there is no sea battle, only the territory be attacked from the sea can scramble up to 3 aircraft.

    All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.

    This Rule is being considered for a change and would be re-written as:
    4. Scramble rules have been changed. They now read:
    Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can be scrambled to help friendly naval units in adjoining sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjoining sea zones, whether or not the territory being assaulted is the territory containing the airbase. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

    Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

    In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers.

    To sum it up: If there is a sea battle or an amphibious assault, all neighboring aircraft that meet the scramble requirements can participate in the sea battle.

    All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.


  • Thank you


  • Part II (it was too long to post as one)

    5. Victory Conditions
    The game ends after one side or the other achieves its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win
    A. Victory for the Allies if: All Axis capitals are under allied control.
    B. victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
    C. victory for the axis if they control 8 of the 11 victory cities on the Europe board.

    6. IPC income from West India (2) now goes to Calcutta.

    7. IPC income from British Columbia now goes to London.
    Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs

    8. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.

    9. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
    • Surviving bombers are assigned a target
    • The target fires its AA defenses at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    Prior to the AA fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.

    When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical Bombers can also conduct bombing raids. They also roll one die. Again that number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with Tactical bombers.

    Tactical bombers follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    IT COST 1 IPCs to remove each damage marker.

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

    10. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

    11. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.

    12. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one other of his warships was also present in the sea zone at the end of the Combat Move phase.

    13. No neutral power may end its turn with land units on transports. Movement between Hawaii and the Philippines is the one exception. When moving between Hawaii and the Philippines or vise a versa loaded transports may end their movements in sea zones 22 or 23.


  • @mantlefan:

    Jeez, do the brits really need a strat bomber? I must have missed the conversation on this one.

    The last I saw was a possible removal (hurrah!) of the ANZAC/French fighter and now all-of-a-sudden the fighter remains and a strategic bomber appears.  Why not just bury the UK with units, forget about Sealion (I have), and wrap this thing up??  We need to move on.


  • All changes I see are extra units for Germany (not needed), Italy (needed only in Africa) and Japan (needed, 1-2 planes).

    Seems people are inundating Larry with requests to make it easier for Germany.


  • I just got this game and everbody talks about something called sealion. What is sealion?


  • @LittleByrd98:

    I just got this game and everbody talks about something called sealion. What is sealion?

    The invasion of England

  • 2007 AAR League

    Is there a startup map that everyone has agreed upon, I’ve checked a few of the games and it seems there are multiple versions.  Here’s the one i’m using for my first game, is this pretty much what everyone has agreed upon?

    Global_ALPHA+1A_setup.AAM


  • The bomber in England and Wales is probably going to be scrapped


  • Look here with the latest setup. I suggest using all blue changes except the UK bomber
    http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4060


  • there is still a nonsense.

    victory conditions where corrected by saying that the axis have to control one capital.

    But that capital should be on the other side of the map!

    Subs and sneak attacks are good!


  • man, I’m out of it for a little while and this alpha setup gets these delusions of grandeur… it’s really hard to deny that looks like there was no testing of this before it was released with all the changes…  dang…!


  • My Suggestion is to change one of the British Fighters in UK to ANZAC.  This still gives the same defensive results without adding to much of the offensive counterpunch everyone seems concerned with


  • Is there any timeframe to which Alpha+2 will be officially released?
    Thanks.

Suggested Topics

  • 82
  • 6
  • 9
  • 6
  • 16
  • 42
  • 9
  • 7
Axis & Allies Boardgaming Custom Painted Miniatures

47

Online

17.4k

Users

39.9k

Topics

1.7m

Posts