• @MaherC:

    @Uncle Joe:

    This is supposed to be a stand alone game.  So waiting for Europe to come out in 6 months to make this game work is BS.  This could be someone’s first AA game and like it or not if we want games to keep coming out in this genre we need new blood.  If this is their first, it could very well be their last due to the broken nature of the game.  $90.  $90 dollars for a board game it should work.  There shouldn’t be pages of omissions from the rule book, “wrong inserts” included, TYPOS galore, and boxes half full of plastic pieces to put on a shoddy quality board.

    A-MEN


  • I think people are looking at the map incorrectly.  Everyone can see that japan has alot of airpower and with airbases can defend specific hardpoints fairly easily such as carolines and the home island.  But, the southern islands are only 1 turn further away for the US than Japan, and they do not have airbases at the start to defend them.  The allies, in my opinion, have to draw Japan into attacking there fleets, instead of the other way around.  Get the ANZAC NO early and then head for the indies for all your worth.

    Japan starts with 3 carriers, 2 bbs, 2 cruisers, 4 destroyers, 2 subs, and 3 transports.  They also start with very little manpower in south asia.  Japan is forced to build factories and transports and men with her early income, the US has no such problems.  Sure they need an extra couple of transports  but that is about it.  Japan doesn’t have a large naval advantage and really cannot afford to invest significantly into boats for the first few turns, by then the US should catch up.  Not enough to offset the airpower, but you don’t have to attack japan directly, attack her income.

    Still lookin to play allies if anyone is up for smashing me with japan  :-D


  • If you want to FORCE japan to attack you turn 2
    transport the 2 us infantry from hawaii to the mariannas sea zone, move a destroyer from phillipines to meet it

    if they attack it, its war turn 2
    if they dont attack it get those units to the phillipenes, with some bombers as well

    put so many units on the phillipenes that japan has to use most of its transports on the attack there to take it

    then they have to go back to japan to refill some of those transports, it slows them down
    and if the japanese player ignores the phillipines, then collect your bonus as US all day and be at 60IPCs!


  • Everyone can see that japan has alot of airpower and with airbases can defend specific hardpoints fairly easily such as carolines and the home island.  But, the southern islands are only 1 turn further away for the US than Japan, and they do not have airbases at the start to defend them.  The allies, in my opinion, have to draw Japan into attacking there fleets, instead of the other way around.  Get the ANZAC NO early and then head for the indies for all your worth.

    Japan starts with 3 carriers, 2 bbs, 2 cruisers, 4 destroyers, 2 subs, and 3 transports.  They also start with very little manpower in south asia.  Japan is forced to build factories and transports and men with her early income, the US has no such problems.  Sure they need an extra couple of transports  but that is about it.  Japan doesn’t have a large naval advantage and really cannot afford to invest significantly into boats for the first few turns, by then the US should catch up.  Not enough to offset the airpower, but you don’t have to attack japan directly, attack her income.

    I agree with most of this. The US HAS to get into the DEI area. There is nothing else that they can take that is worthwhile short of Japan herself and that is not a realistic goal in a competitive game. The problem is how to do it without trading too unfavorably.

    Contrary to what people think, the Allies do NOT enjoy a huge economic lead over the Japanese. Sure, they make more income, but the Japanese are trading on a surplus of high-cost units. At the start of the game, the Japanese have plenty of aircraft with which to mate up with newly created CVs for naval power. Every 16 IPCs Japan drops is 37 the US has to drop to match, at least until the Japanese run out of surplus planes. With that in mind, it is going to take US quite a long time to overturn Japan’s naval advantage. And IMO, the US doesnt really have all that much time. I think the pressure is on the US/Allied player to stop Japan before she takes out the Brits. Once that happens, it’s all over but the shouting unless the US is in position to do major damage within a turn or so.

    Even at the beginning of the game when Japan has to invest in TRs and an IC for China, it’s still not all that heavily in the US favor. The US is only making 22 at that point and Japan is likely making in the mid-high 30s. So Japan can put 10-15 into the ground war and still keep parity with the US (although I dont think that is her most effective play).

    I think the goal of the Allies is to strain Japan’s available combat power every turn, as much as possible. It’s similar to AA50 (but harder for the Allies IMO) in that Japan can do anything, but Japan cant do everything simultaneously. Many times it will be necessary as the Allies to make spoiler attacks or moves that Japan can easily thwart, but when taken as a whole, all three Allies can make Japan spread her combat power. Unless they can do that, I think the Allies are doomed. None of them can stand up to the full weight of the Japanese attacks so all of them have to nibble around the edges and force responses. A sub here, a minor landing an island there, and show of force in another area will add up headache for Japan (I’ve been on both ends of that!).

    Goals for the Allies as I see it at the moment:

    China - spread out, counter-attack the weakest spot once per turn to kill off Japanese ground forces. Do NOT mass up anywhere. That is just an invitation to be slaughtered by airpower.

    Britain - boots on the ground. Take as much of the DEI during peace as Japan allows and invest in troops. If Japan delays until J3 (which I think is solid), then maybe a sub or a DD, but beyond that - grunts and guns. The goal is as per China - make the Japanese spread out and bleed off ground forces. AA guns are a good investment for the UK since it makes Japan have to really worry about having her combat power diluted.

    US - get into the DEI. If Japan heavily defends against that, a surprise raid into Manchuria/Korea can be very damaging. Usually that is just a threat though. I can’t imagine a competent Japanese player allowing it, but he DOES have to honor it and that draws off forces. The US should be staging out of Australia so they can reach the DEI in two moves from Pearl. Taking the Carolines is nice, but it is often a trap too. Japan can bring a LOT of firepower to Truk (which is what makes it an appealing base). Take it if it’s safe, but otherwise ignore it and focus on the Australia to DEI line.

    Anzac - support the US. Build them a naval base if they want it and stage aircraft and subs in Western Australia. Always be in position to threaten the DEI as well. If Japan moves out of the area to hit the US, move in and take an island. Japan will HAVE to try and take it back and that siphons precious ground power away from the Brits. Anzac money is worth less than Brit money IMO so even an unfavorable trade is usually OK here (ie, losing the TR).

    Goal as all Allied powers: Stretch Japan to the limit each turn. You would rather see Japan making more numerous low-odds attacks than getting away with being able to mass overkill in her fights. Mass overkill results in fewer Japanese casualties and the way I see to hurt Japan is to force her to constantly be losing men and guns in Asia.


  • I agree with most of what you are saying, aside from the carriers.  Even if japan builds more carriers it does not add any offensive firepower, instead defensive, as carriers are crap on the attack.  The planes are nice, but for 16 you can have a carrier or two destroyers, both can take two hits, the carrier defends on a 2 and the destroyers attack AND defend on a 2.  Also, soaking hits on your carriers when there are allied units to counter attack you, like ANZAC fighters and subs, is not a good idea.  Carriers favor the defender, and Japan cannot defend every single territory they need to hold.


  • The CV piece itself is not as powerful of an attacker as a pair of DDs, that much is true. But CVs let you play all the fun little games with aircraft which are necessary to get overwhelm kill power on an attack. Using CVs can GREATLY magnify the range of land based aircraft.

    For example, you have 2 CVs (fully loaded). Those 4 aircraft all join a nearby battles and then plan to land on an island or close land base. That clears the decks to allow any OTHER planes within 4 (or 5 now) to join the same fight and then land on the CVs. That rotation increases you potential for massed sea firepower in a way that DDs can’t hope to provide. And that is offensive firepower, not defensive. CVs are the single most flexible naval units you can buy.


  • I couldn’t stress the importance of DD’s enough in this game.  I think that their blocking ability and cheapness make them just as powerfull defensively as a loaded carrier is.  You cannot waster carriers each turn to block the enemy without bankrupting yourself.


  • @Uncle_Joe:

    The CV piece itself is not as powerful of an attacker as a pair of DDs, that much is true. But CVs let you play all the fun little games with aircraft which are necessary to get overwhelm kill power on an attack. Using CVs can GREATLY magnify the range of land based aircraft.

    For example, you have 2 CVs (fully loaded). Those 4 aircraft all join a nearby battles and then plan to land on an island or close land base. That clears the decks to allow any OTHER planes within 4 (or 5 now) to join the same fight and then land on the CVs. That rotation increases you potential for massed sea firepower in a way that DDs can’t hope to provide. And that is offensive firepower, not defensive. CVs are the single most flexible naval units you can buy.

    Oh I don’t disagree with you at all, esp for japan.  My J1 places 2 carriers in SZ 31 just for that purpose with my J2 strike on pearl.  But for the allies, I just don’t think they are worth it beyond one or two extra.  Esp as in the DEI area the allies don’t have a hard time getting land based planes into the fight.  To me though to spend 16 for a carrier than another 20-21 for the planes just isn’t worth it compared to the 4 or 5 destroyers and subs I can get for the same price.

    Also, the carrier lost it’s number 1 ability in this game, in my opinion, its 3 range strike ability.  Its not that carriers don’t have it anymore, its just that every other boat in a naval base has it as well.  It is great that you can’t block the carrier’s planes, but with this many SZ blocking is more of an allied tactic than a Japan tactic.


  • very true, but towards the end Japan has to do some blocking to protect the DEI, Victory Cities, or the Japanese home Islands.

    It is great that you can’t block the carrier’s planes, but with this many SZ blocking is more of an allied tactic than a Japan tactic.


  • To me though to spend 16 for a carrier than another 20-21 for the planes just isn’t worth it compared to the 4 or 5 destroyers and subs I can get for the same price.

    Whether or not that is true for the Allies, it certainly isnt for Japan who starts with a large surplus of aircraft. For 16 IPCs Japan can easily magnify her combat power FAR in excess of 2 DDs. The Allies have to build the planes as well so they might be better suited with surface ships, but even there I think a good mix is going to be preferable to an excess of either.

    I’m a big fan of strategic blocking as well, but over time that will dilute your combat power as well. I find it desirable to set up kill zones where I can mass LBA and CV-based planes in tandem to thwart any attempts on the DEI.


  • No doubt that the DEI is a huge killing zone for both allied, and axis ships.  One other big problem ACs have though, is a high vunerability to subs.  I honestly wonder if ANZAC would be well severed purchasing primarily submarines and a sprinkling of aircraft for the blockade power, and to pick off Japanese boats lacking proper escort.


  • No doubt that the DEI is a huge killing zone for both allied, and axis ships.  One other big problem ACs have though, is a high vunerability to subs.  I honestly wonder if ANZAC would be well severed purchasing primarily submarines and a sprinkling of aircraft for the blockade power, and to pick off Japanese boats lacking proper escort.

    Subs backed up by LBA is a very powerful option for the Anzacs. They stat with a significant air threat so dropping a few subs to stalk the DEI is good strat I have employed in a number of games as the Allies. Anzac money is ‘cheap’ so trading 6 IPCs for a sub for 8 for a Japanese DD is easily worthwhile, especially in the game.


  • @ Uncle_Joe

    You sound like you like playing as the Allies (USA) the best, just like me!  I always volunteer to be the USA player in every case (even though I don’t mind playing the other powers).

    Anyhow, I would agree that Japan has way more planes to convert to the navy than the US.  I do usually buy at least 2 carriers for US aircraft to land on (You have 2 Fighters and 2 Tac bombers to do this with), but not until I have the Wartime economy going.  Also, like stated before, the CV is better as a defender and the USA needs to be aggressive, meaning lots of subs, destroyers, and bombers.


  • I’m still evaluating and learning AAP40 but I agree it seems to lean twards a Japanese victory.  Japan can completely wipe out China and have the UK backed in a conrner with no more navy before the US knows what had happen and can’t do a thing to help.  However, one thing I’m looking into now in favor of the allies is American stratigic bombers in Imo Jimo, along with enough navy and scramling fighters to keep them safe, it can do a lot of damage to Japanese industries.  A bomber can fly nonstop (7 spaces) from Western US to Imo Jimo.  It not that hard to do since Japan is busy taking over China and the UK in India.


  • @GrayBlaZe:

    I’m still evaluating and learning AAP40 but I agree it seems to lean twards a Japanese victory.  Japan can completely wipe out China and have the UK backed in a conrner with no more navy before the US knows what had happen and can’t do a thing to help.  However, one thing I’m looking into now in favor of the allies is American stratigic bombers in Imo Jimo, along with enough navy and scramling fighters to keep them safe, it can do a lot of damage to Japanese industries.  A bomber can fly nonstop (7 spaces) from Western US to Imo Jimo.  It not that hard to do since Japan is busy taking over China and the UK in India.

    Interesting. My read of the new SBR rules kind of leans towards it no longer being a viable option. In my experience, Japan already tends to keep Fighters available in Japan for defense of the home sea. Performing SBR runs is opening up the US to horrible trades of fighters at 10 IPCs a piece. Then again, it might just force Japan to leave enough fighters home to pull some off the line. It also give the US a direct ability to hit Japan’s airpower (albeit with relatively low odds). Please let me know if it works out when you get a chace to try it (and it certain did in real life ;) ).

    One of my friends playing the US took Iwo and staged bombers, fighters, and navy there with the intention of threatening any new Japanese builds but in the end it was too little, too late. It still didnt impact the Japanese econ directly and that made it somewhat less than useful for helping out the Brits.


  • Hey Uncle_Joe

    You wanted to know how my idea of the US conducting stratigic bombing raids on Japan’s mainland from Iwo Jima went!!!

    It was a big bust, as I played it out in my head before attempting to in the game……  I forgot about fighters!!!  How in the world could you ever pull it off when Japan could field fighters all day on the main land whereas the US cannot fly fighters in from Iwo Jima to acompany the bombers, from Iwo Jima to Japan and back is six moves, can’t even do that with an airbase in a fighter.

    You would have to launch the fighters form an aircraft carrier in support in order to reach and the Japanese are not going to stand by and let that happen.  So, you’d have to have at least three carriers fully loaded with fighters, all the suport ships to protect the carrier; all this in the sea zone around Iwo Jima, then on the island you would have to have at least three stratigic bombers and gound troups or fighters/tactical bombers on the gound to protect the stratic bombers.  So someone please distract the Japanese while I sneek-in a whole armada in thier backyard.  Any thoughts or ideas…thanx


  • Hehe, yeah, I figured it would be rough. But in most of our recent games Japan’s navy is often busy pasting the Brits for the first few turns so that does leave open the possibility of a US capture of Iwo with a survivable force. Given that, this could work as a deterrent to pin Japanese fighters in Japan rather than in China and India killing ground troops.

    Of course the US would need to have a threat capable of hitting the DEI too and I’m not sure that is possible. But it is an interesting idea if Japan gets too cute in India.


  • One thing i’ve been toying with is a split US focus.

    I would send mostly planes with a handful of subs down south, basing out of Queensland.  Mostly your typical Bmrs.  Then I would keep my main fleet near Pearl.

    This would allow me to can opener and/or help turn the DEI into a ship graveyard allowing ANZAC to do the actual island trading, while the US fleet threatens in the north.  Not too sure how well it would work though as you need to keep Japan from holding DEI and I’m not sure US planes alone can do that even with ANZAC help.


  • I think it depends on what the Japanese do. If they stay massed up, the US threat down South wouldnt be very real. But staying massed up cost the Japanese time. If the Brits can hold out for a while, things might turn against Japan.

    One thing we have wrestled with the Allies is that being at Pearl isnt really a threat to the Japanese. As long as Japan maintains a credible air force on Japan and has some trickling builds of ships in the home waters there really isnt much the US can do up there. Best case would be the landing in Manchuria/Korea, but this would require significant force to pull off and Japan can easily relocate for defense if the US masses up too much at Pearl. The interior lines that Japan enjoys make offensive action against her extremely difficult.

    What I’m trying to find is a way to split the Japanese up and make them take some risks rather than committing massiving overkill to every fight. I think it is going to take a combination of threats to do that but they do have to be real threats.


  • I guess I should add to that, the US fleet at Pearl should move at it’s earliest convince to Iwo Jima and/or Okinawa.  I also think a real US drop on Kiangsu would be helpful.  It sure would be a pain for Japan to re-kill all those china-men  :-D

    I guess the big thing I’m saying, is just how much US force does it take to keep the DEI out of japan hands with ANZAC’s help?  Especially considering that bombers can make it to Queensland in one turn, while the DEI is two turns away from Japan mainland.

    But you are correct, Japan income goes threw the roof very quickly, to the point where she can afford to purchase new stuff to keep the US at bay while using the starting stuff to smash everyone else.

Suggested Topics

  • 2
  • 2
  • 3
  • 13
  • 1
  • 69
  • 7
  • 15
Axis & Allies Boardgaming Custom Painted Miniatures

190

Online

17.5k

Users

40.0k

Topics

1.7m

Posts