Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. CraneDeNicollo
    C
    • Profile
    • Following 0
    • Followers 0
    • Topics 2
    • Posts 7
    • Best 0
    • Controversial 0
    • Groups 0

    CraneDeNicollo

    @CraneDeNicollo

    0
    Reputation
    9
    Profile views
    7
    Posts
    0
    Followers
    0
    Following
    Joined Last Online
    Age 24

    CraneDeNicollo Unfollow Follow

    Latest posts made by CraneDeNicollo

    • RE: The combat phase - questions only a newbie can ask

      Oh, I misunderstood your post. I thought subs do the surprise strike on destroyerless fleets at the beginning of EVERY combat round, which would be a tad overpowered. Same with submerge, you choose it at the beginning of the engagement. EDIT: Strike that, page 18 of the rulebook reads: “Step 6. Press Attack or RetreatCombat rounds (steps 2-5) continue unless one of the following two conditions occurs (…)” … step 2 is sub surprise attack/submerge.
      Huzzah! Subs making ninja moves every round of combat sounds so much fun.

      Same with transports. I thought ground units loading up on transports counted as their move, so disembarking would be illegal for infantry, por example. Since it’s all accounted for with the transports, it makes me happy knowing that I don’t need to wait another turn for small scale landings like that. 1-turn-deal sounds good.

      Now as for your question…

      We randomly assigned powers (both my father and I wanted to play Germany because we have a strong relationship with that country). I played the US, USSR and UK, while my sister played Japan and my father Germany. This was perfect as I had read the rulebook and was teaching the game to them. The knowledge disparity was mitigated by the fact that they were playing together, so great.

      Now, I think we managed to play 6 rounds, give or take. The turns were pretty static, as we were daunted by the sheer size of, well, everything. I think we had a couple of skirmishes, in Europe and northern Africa, but nothing really changed much there. Japan, on the other hand, started dispensing pain in the pacific, as I wasn’t able to stop the honorable Samurais from stomping Australia and Nationalist China. Now, in terms of victory cities, nothing much changed. I managed to take Paris for a turn, but lost it afterwards to good ol’ german steel.

      So from a victory point of view, “nothing” happened. We chose to close the game because everyone had to do something in the morning, but we had a lot of fun and WILL play a new game, this time with adequate rulings and a quicker gameflow, now that everyone has it somewhat down.

      … and I’ll produce a lot more fighters.

      posted in Player Help
      C
      CraneDeNicollo
    • RE: The combat phase - questions only a newbie can ask

      Thanks for the help! If it wasn’t clear in my previous post, I really enjoyed the game (what we played of it, naturally), and so did my family.

      Being able to first strike at the beginning of every round against a destroyerless fleet is pretty nifty, actually. Hard to find a fleet that’s actually destroyerless, though. I didn’t know the attacking subs were able to first strike and submerge at the beginning of each combat round, though. I thought it was a one-shot thing.

      Something that I found weird as well was carriers fighting in naval battles. For instance, my carrier had 2 fighters and a cruiser escorting it, while my opponent had 2 cruisers. A couple of bad rolls on my part and I had to assign casualties. I killed off the fighters. On the flipside, one of my fighters managed to score a casualty, which made me feel pretty weird as my opponent removed a cruiser off the board. Given decent rolls, a fighter can technically destroy anything except non-spotted subs?

      While we’re on the topic of fighters, since they fight just like any other unit, can they be destroyed by, say, a good roll made by artillery, tanks or infantry? I just want to be sure.

      There are limited factory tokens included in the box. Is it legal to construct more than there are actual tokens for, by using substitutes?

      To make transports crystal clear: Pacific theatre; I have a single US infantry on Iwo Jima with a US transport swimming next to it. Adjacent to Iwo Jima is a hostile japanese infantry holding Okinawa (I think), with no sea units on the sea.
      So, in order for me to conduct an amphibious assault -which would engage both infantry units against each other- I need to load the infantry on the transport, which would equal to the infantry’s non-combat move for the turn. I can then move the transport next to Okinawa for its non-combat move of the turn. Next turn, I can move the infantry out of the transport and conduct an amphibious assault, correct?
      So assuming the transport can reach the destination in a single turn, it’s a 2-turn-deal, correct?

      Finally, I believe it’s possible to conduct battles with forces converging from different territories, right? For instance, I can attack Germany in a single combat with troops from Italy, Poland and Rumania, for instance, with a single move, right? If I end up winning over the defenders, I can decide which of the troops I move over to the heart of germany and distribute the troops remaining in their original positions, right?

      Thanks so much for the response! I feel my questions must be a tad obvious, but it’s best to be sure.

      posted in Player Help
      C
      CraneDeNicollo
    • RE: The combat phase - questions only a newbie can ask

      Thanks for the answer!

      My sister and my dad had a lot of fun with our first A&A game tonight. We didn’t actually finish it because it got kinda late, but we got the hang of how the turn flows, which should make for a quicker game the next time. Now with that said, I have TONS of new questions now, most of them related to realism in some way. Bear with me, I’m still new at this.

      1. Submarines are kind sucky. I have a feeling that they work like meatshields for flotillas more than anything else, because their combat abilities are extremely subpar. Add to that the fact that I have absolutely no idea how their special abilities work, and you have a pretty meh unit. So their surprise attack is before any shots are fired and ONLY if there’s no enemy destroyer present. If that’s so, how does submerging work? If there’s no destroyers around, the enemy won’t be able to see the silent hunters anyway, so what’s the point of the ability? As soon as subs decide to attack, anything including air units can strike back, even with no destroyers around, right? (If not, wouldn’t a single sub be able to kill any flotilla?)

      2. How does air combat work? Strategic bombardment is easy, I guess. You fly over, you throw the dice for integrated AA defense, the the bombers roll a die each and the numbers on them equals the damage done to the Facility (Right?)… now what happens when you send your fighters and bombers for standard attack missions? Do they roll and attack once, or does a normal battle resolve, with all kinds of units being able to strike back? This irks me a bit, as seeing tanks shoot up in the sky isn’t exactly realistic.

      And if they only attack once, what happens when ground troops engage on landed aircraft? Do they defend once and then get the hell out of dodge? Do they get destroyed in their airfields? I believe we changed the rule several times over because no option seemed completely right.

      3. How do transports operate? If I have an infantry stack on one island next to a friendly transport and want to conduct an amphibious assault on a neighboring island, can I do so on the same turn? Or is the infantry-to-transport move a non combat move, which would stall the operation for one more turn?

      4. This one happened a lot as aircraft shot down lone infantry sitting on islands. Until a territory isn’t occupied by the enemy, it is still under the control of its original owner, correct? A single fighter cannot land on an unoccupied hostile territory, capturing it for its power, right? It’d require a ground unit to consolidate control, right?

      5. The mobilization zone lists Factories for a cost of 15. Can they be built anywhere on a land territory?

      6. Do you put a nation token on every territory you’ve conquered?

      Thanks.

      posted in Player Help
      C
      CraneDeNicollo
    • The combat phase - questions only a newbie can ask

      (Used to search bar to try find a similar thread, wasn’t lucky)

      Hey A&A peeps. Some of you might’ve read my “what A&A to buy” thread, after which I happily bought a '42 second edition box. Having now read the manual in its entirety, I have a lot of questions, most of them details that distract and confuse the heck out of me.

      First off,
      Turns are sequential, as in, first the USSR takes its 6 steps, then Germany takes its 6 steps, (…), right? That brings me to my first minor confusion: how long do engagements last? In the conduct combat phase we have Strategic bombing raids which I presume are resolved instantly, but after that we have Amphibious Assaults and eventually General Combat. When general combat occurs, do the steps 2,3,4 and 5 repeat themselves until a player in one of many step 6s (“Press attack of retreat”), is annihilated or the attacker retreats?
      This makes sense to me due to the actual Battle Strip (which I’m still trying to comprehend) - no other battle can be initiated elsewhere because -duh-  the battlestrip is occupied by other units somewhere else. So a combat in a certain zone needs to resolve (by an eventual step 6, with the attacker bailing or someone getting slaughtered). This is how I interpret it, but I’m still not exactly sure.

      Second,
      Do Industrial complexes’ integrated AA rolls stack with AAA? For instance, 3 bombers attack a Complex with a single AAA battery. Before the strategic bombing run occurs, does Industrial Complex owner roll 6 dice? (3 for the integrated defense, 3 for the single AAA)

      Third,
      Is it possible for a lone transport to conduct an amphibious assault if the only hostile sea unit on the adjacent sea zone is an enemy transport? While we’re at it, can two hostile lone transports (while unlikely and strategically unlikely) pass each other or remain in a single sea zone?

      Fourth,
      How does the battlestrip/casualty zone operate? (Easily the least intelligent of my questions, bear with me)

      Thanks so much guys for the patience.

      posted in Player Help
      C
      CraneDeNicollo
    • RE: NEWBIE - What AA to choose?

      I have done some more research and read your advice carefully.

      Games like Twilight Imperium, for instance, is the kind of complexity that isn’t daunting, but exciting in my mind. I expect the same for Axis and Allies. So with that said, I will go for the '42 2nd version if I can hunt one down and, if I end up liking it a lot (which I expect I’ll do), I’ll invest in Europe '40 and its asian theatre counterpart. Maybe this’ll let me have boards for my family AND for my friends who are more into board games. After all, it seems like a tradition in this community to own more than a single version of A&A, hehe.

      Cheers guys, thanks for the info.

      posted in Player Help
      C
      CraneDeNicollo
    • RE: NEWBIE - What AA to choose?

      I’ve also considered that. The price is kinda steep, but it seems to be the bigger, more complex game.

      Is Europe 1940 less complex than the global, '42?

      Thanks.

      posted in Player Help
      C
      CraneDeNicollo
    • NEWBIE - What AA to choose?

      Hey AA community, thanks for letting me join the forums.

      I’ve wanted to play Axis and Allies for years, but I’ve never gotten to it. Now that I have the means -and the players- to do so, I am overwhelmed by the options.

      I have read that regional versions like Battle of the Bulge and DDay, while cool, are extremely limited and only an introduction to A&A, which is not what I’m looking for. Instead, I am looking at Axis and Allies 1941 and Axis and Allies 1942 (unfortunately, just the 1st edition). So, from a new player’s perspective, that wants to get the best (in terms of complexity and box contents) A&A experience possible, which one should I choose?

      If possible, please elaborate your answers.

      Thanks for your help, I hope I can start playing this game soon. Cheers.

      posted in Player Help
      C
      CraneDeNicollo