Don’t rock the boat, but if this gets taken down I hope Larry or someone of influence can understand how well this game plays on touch screens and the huge market there is. I would pay for high quality digital versions of all A&A games. I still enjoy the 1998 Hasbro version and don’t understand why they did not continue with that format.
Latest posts made by cressman8064
-
RE: 1941 out for Android
-
1941 out for Android
https://play.google.com/store/apps/details?id=com.electrowolff.war
Anyone else tried this out? It plays fairly well, AI could be more challenging, and a few bugs around blitzing, planes not crashing when carriers sink etc…
It still can’t replace the value that face to face games have but my 8 yr old nephew and I played it on a 3 hour car ride on a 10" tablet, it plays so well as a travel version. I hope the creator expands, at the very least he shows how well this game works on a touch device. -
RE: Master Find Players List
Cressman8064, Kitchener, Ontario, Canada
A&A 1940 global, 1941,1942 1st &2nd, 1914 -
RE: Axis and Allies 1914 FAQ/Question and Answer Thread
I think units retreating from a contested territory can’t board transports.
Units leaving a contested territory can ONLY enter other contested territories or friendly territories (transports are neither)
It says on page 15 paragraph 3 under land units, “if they are moved by transport, they may also remain at sea” therefor it implies they can be moved by sea from a contested territory but only to be moved into an existing friendly or already contested location
-
RE: Axis and Allies 1914 FAQ/Question and Answer Thread
Movement clarification please: Units leaving a contested territory can only enter other contested territories or friendly territories, that means that units boarding a transport from a contested territory can not be dropped off to participate in a amphibious assault? But they can be dropped off for an amphibious reinforcement? Is this correct?
-
Strategy for short victory conditions
Here’s a thought: with the one capital shorter victory condition (this excludes Moscow) this board is perfect for a Kill Japan First strategy. My ideas are to hit Manchuria with everything that USSR can send, drop an aircraft carrier in Australia with UK and consolidate all fleet/air, and build all Pacific with USA, by turn 2 you can have a multinational fleet off Hawaii that rivals Japans. Give up India to Japan so the unchallenged & strong Germans won’t ever get that factory. Who cares if Moscow falls turn 3 or 4, Germany won’t be able to turn around and take UK before Tokyo falls. Hopefully if Japan didn’t know what is coming they will buy a transport turn 1 and start amphibious assaults on the emptied India and liberation of Manchuria. Give them a 1-2 punch of America then UK and hope you get good dice. (I know this is very vague strategy I haven’t sat down and played it out with a unsuspecting opponent)
-
RE: Any chance for allies to win?
Blind luck always helps, with smaller map its much easier to reinforce Moscow with the RAF and as the allies don’t worry about the 2 IPC Africa and throw down attacks at western Europe and Berlin itself
-
RE: 1941 FAQ
Do Seazones 6 & 8 connect? It looks like there is a water boarder between the two SZ.
-
RE: SZ109 - How many scrambled aircraft can it support?
9 if you take Eire and build an airbase their
-
RE: Crete & Cyprus
Cyprus is a good landing zone for British air after making a strafe of under-protected Italian transports.