Not a year but a weekend.
i mean if you start on friday afternoon and reduce your sleep to 4 hours a day ;)
have fun
Latest posts made by Yoshitako
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RE: Regular A&A players getting into Global War
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RE: New Barbarossa game coming soon to HBG
Hello Tiger,
are you still working on this projekt?
I 'm asking because i have the map on vinyl at home and whant to play it :-D -
RE: Will they come out with an A&A Pearl Harbor
Spitfire is right, it its not a battle. it is more like duck shooting, but whith that diference that the “duck” can’t fly away. 9 from 10 games will be victory for Japan, and the 1 is only because the dice hate the jap player.
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RE: 1939 Map - Jeremy's Variant with Set-up Charts 2.0 In Development
2 IPCs infantry? Wouldn’t they be TOO cost effective?
I’d never get 1tank over 3infs
Agree Noll
If the infantrie cost only 2 nobody will buy a tank for 7irony on
but if you want to change, i have a great idea, why you didn’t also can change the name into Risk
irony offSorry but ithink it will only make, well… did you know the zergling from starcraft ?
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RE: 5.0 Rulebook bugs
Found another error
The following territories are connected by land:
• GreatPlains – PacificNorthwest, Mid West
on my map that territory is called rocky mountains• SeaZone 102 – 60,102
it can be only 54• Sea Zone 54 –102,105
is Zone 102 right?• Sea Zone 50–105,110,116
Zone 122 is missing and is 105 right? -
Setup 4.1 discussion
Hi guys
With the rule update to 5.0 there are now new 2 scenarios possible
(Sealion in G1 or Barbaross in G1)
The setup charts are for the version 4.1 and should be updated to 5.0 to prevent that.The scenarios:
Sealion in G1->land in London and Liverpool and the allies cant turn it back in their first impulse.
If the industrial complex is downgraded to a minor complex and not destroyed, the German is able to dug in in the UK. On G2 he can handle Poland and France.Barbarossa in G1 �> This one is a little more tricky.
Ignore the Allies! First impulse land in Pskov and the Baltic state, capture Denmark, build 4 transporters and an airfield in Elbling, activate Romania and Hungary. On the second impulse attack Leningrad and western Russia, activate Finland and transport as much tanks and mechanized inf. as you can to Leningrad .
The Japanese player have to attack from the east and take as much IPC from the Soviet as he can.In G2 open the second front in Romania and support the north with troops from Finland.
After you taken Karelia you can clan up the Soviet Union.The Soviet Player have only 15 IPC for the defense in the first round and he have to fortify Moscow and Karelia. The only way for the Soviet player to survive is to hold Karelia and Moscow.
If the axis are not able to take Karelia and/or Moscow in the second round… well go in the next corner and cry, you will lose.
I think if the soviet get one or two more Infantries and 1 Tank in Leningrad and the UK player 1 inf. And 1 Tank in London this scenarios are much more risky for the German, and on the other side the soviet and the UK didn’t get to much offensive power. Alternative the french can get one additional transporter in the SZ 24 together with the Canadian its allows a counterattack.
The pacific room is well balanced. At the beginning The Japanese player is very strong. But after the US entered the War they have no chance if they aren�t big enough.
I would only add 3 national Chinese inf. in Kweichow. These troops are not a big problem for the Japanese player if he concentrate his army to china, but they will slow him down.Posted also on boardgamegeeks.com
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RE: 5.0 Rulebook bugs
Thank you for the answers
I know that the us is in the war if London falls. And the Soviet Union will get his full IPC.
I think Germany is able to handle one of these scenario (Sealion in G1 or Barbaross in G1)of course not booth.But only if the Industrial complexes are not destroyed and only downgraded to minor complexes.
I think the downgrade is a good rule change,because without it the German player have no chance but it make these 2 turns possible.The setup charts are for the version 4.1 and should be updated to prevent that.
I open a new threat where we can talk about these scenarios and the setup. -
5.0 Rulebook bugs
Hi there
Don’t misunderstand me, the v5.0 is a good written complete rulebook by comparision to the v 4.1.
But while I’ve translated the rules to german and dicoverd some errors and some blurry written parts in the rulebook ver 5.0.
Maybe the writer from the book can correct it to make it clearly.Rule error
page 10 ->GeneralCombat -> last sentence
“Captured major industrial complexes are reduced to minor complexes and
damage is reduced to a maximum of 6 points.”
vs
page 29 -> Industrial Complex-> first passage
“If the enemy captures a territory cantaining an IC, that IC is destroyed.” Â :?The rule on page 10 is new, the rule on page 29 is from the ver. 4.1
Page 16 -> naval planes & page 31-> Air Units
the targeting capabilityin the nation description the you can choose the target ship on a 1 or 4-
in the air units description you just have to hit normal for the aimingthe rule on page 16 is old, page 31 is new
blurry Rules
1.
page 23 -> Germany
“germany starts the game in peace but is preparing to attack Poland and France”Is that a must do? or can germany leave theme alone and attack other countrys like the Sowjet Union
and what is with UK ? is it allowed to land in london in the first round?page 27 -> com. & nat.china
“china is limited to placing a maximum of 3 units per territory and can build only infantry”there are two ways to understand that.
have max. 3 units per territory.
or
set up max. 3 new produced units per territory.
Because that nat. china starts with 4 inf in Kwangtung (Setup 4.1)it must be the last one.page 28 -> pro axis Neutrals
“if Iraq is activated by an axis power its units and income are absorbed by that power”Iraq is the only pro axis at the start but spain & sweden can become pro axis to. Is it like the pro ally rule “if an pro ally is activated…” or will these forces not absorbed?
Page 30 ->mech. Infantry
" mech get +1 to its attack value when when combined 1 to 1 whith artillery."
and
page 31 -> armor
“armor can be combinated 1 to 1 with mechs for a +1 to the mech inf attack value”are the two rule cumulative? or can you use only 1?
the combination armor and mech is new and it is only in the armor descripion not in the mech.If anybody else found some parts, please post it.
I also posted this post on boardgame geeks