My hopes jumped for a second when I saw the title of this thread, thanks for the let down lol.

Posts made by cressman8064
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RE: Official Previews
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RE: Question about A&A Production
Looking at the history on Wikipedia http://en.wikipedia.org/wiki/Axis_%26_Allies#Versions (8 new games in 6 years) I would bet that there will be many more versions of Axis & Allies, including another global in the future. Larry Harris knows that nerdy fanboys will always keep buying updated copies.
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RE: Global Gaming Table
Where are you supposed to put your beer? I think cup holders are in order.
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RE: Axis & Allies Pacific 1940 NA’s
I have not used these NA in Pacific1940 yet, this list was copied and pasted from my Spring1942 NA I sometimes use. I modified them while writing the post to fit into the rules of Pac40. I can see some NA’s are easily more powerful than others. The 2 free fighters was a way of maybe replicating the battle of midway and Japans lost. Perhaps simply ignoring the first two Jap hits or having the America loose the fighters after the battle would be more balanced. I also don’t play with tech rules so some of these NA combined with tech will be too much. (I never intended for a fighter range of 8+)
I like all of your suggestions and will re-post and updated list. -
RE: Axis & Allies Pacific 1940 NA’s
Here a few I use in Spring42 but I have edited them to fit into Pacific1940 as well.
:::United States:::
1. Broken Naval Ciphers
[By mid 1942, the United States had mostly broken the IJN’s most secure code - JN25 - which helped to decide the Battle of Midway] - Once per game, starting on Turn 3 the US player adds 2 free Fighters when attacking or defending against a Japanese Fleet [of at least 2 ships]. Fighters have one space to land if they survive combat.
2. Submarine Interdiction
[From 1943 to 1945 US submarines sank so many Japanese merchant marine and IJN ships that they literally ran out of targets] - During the collect income phase of Japan, subtract 3 IPC from its national production total for each US submarine in the Pacific. To take effect, submarines must be based in convey zones. Cannot remove more IPC than value of territory.
3. Repaired Battleships
[Although the Japanese attack against Pearl Harbour caused severe damage, many of the ships were later repaired and returned to service] - On turn 4 US gets 1 free Battleship at Hawaii during the Unit Mobilization Phase. If Japan successfully invades Hawaii on its turn 3 or before, this NA is voided, and Japan gets free: 10 IPCs towards a naval purchase.
4. Iowa-class Battleships
[Possessing heavy firepower, speed, protection and the latest technical advancements it was considered to be the best battleship design ever conceived and constructed]. – Your battleships attack and defend on a 5 or less. Also each battleship may make 1 AA roll against 1 enemy aircraft (although opposing player chooses casualty). AA hits on a 1, on either defence or attack. AA fires in the opening fire phase and all its hits are preemptive.
5. Superior American Gunnery
[Due to Advanced American Radar Sets, Fire Control Systems, Analog Computers, the US possessed decisive gunnery advantages against naval and air targets]. - The US player may re-roll any misses once per battle for each of their Cruisers and Battleships during naval combat. This bonus does not apply to shore bombardment.
6. Naval Industry
[After Pearl Harbor, the US quickly moved to rebuild and heavily expand its Pacific Fleet]. - All Naval units cost 1 less IPC for the entire game.
7. Liberty Ship Program
[In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program]. - Your transports now cost -1 IPCs.
8. Essex Aircraft Carrier
[These carriers were among the largest and most advanced carriers to see action during the war in the Pacific]. - Once per turn, 1 aircraft carrier can be purchased and placed at Western United States for -2 IPCs.
9. Chinese Divisions
[The Chinese had three hundred divisions in 1942. Present Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them]. - During your mobilize new units phase, you may place one Chinese infantry (for free) in one Chinese controlled territory.
10. Remember Pearl Harbor
[Due to the events of December 7, 1941, men rushed to enlist with all branches of the US military in order to defend the United States and to get revenge against the Japanese Empire]. – Your infantry cost 2 IPCs for the first turn you get to spend your 40 IPC wartime bonus.
11. Marines
[“Send in the Marines!” was a popular U.S. rallying cry in World War II]. - Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
12. Island Bases
[MacArthur’s forces built many airbases on the islands they conquered. From these bases, they could launch attacks deeper into Japanese-held territory]. - When moving your air units to/from an island airbase, you may treat island groups as part of the sea zones containing them.
13. Superfortresses (A)
[The B-29 Superfortress flew higher than any other plane in the U.S. arsenal]. - The defender rolls two antiaircraft guns for each bomber. The total of 2 dice must add to 3 or less to shoot the superfortress down in the opening fire step.
14. Superfortresses (B)
The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
Your bombers roll one additional die each when conducting a strategic bombing raid.
15. Economic Might
[Admiral Yamamoto was correct in his predictions that Japan had awoken a giant. With the war declared, once idle American factories began churning out copious sums of armaments]. - Starting on turn 1 and for every turn thereafter, the US will receive 1 extra IPC during the collect income phase. Thus, for example, by turn 5 the US will be receiving 5 extra IPCs.
16. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6. -
RE: German Strategies
@Dylan:
To me it’s easier as the Axis. Then pretty much do what i said in the German campaign.
Hope that helps :-)
@Dylan, how do possible expect to pull all this off with Germany? Do you play with dice all numbered 1 for the axis? Your conquer-everything-with-no-problems-at-all approach could only work if you playing a 2yr old. How can 1 CV hold off all of Britain’s and US’s air/navy long enough for you to match your land forces up with defenseless transports?
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RE: Transport Cost
Transports are a much better value now than what they were in classic, when they cost 8 IPC and could only transport 1 tank or 2 inf.
Yes but back in those days transports could absorb hits and defend @1 (I love how they work now BTW). I just think for a unit that can be so easily lost, and most nations (Japan/ANZAC/US) need them desperately, they should be cheaper, even just 6 IPC. Compared to the attack value to cost ratio all other units have trannies should be more like 5-6 IPC each.
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RE: Battleship Costs
Now the 20 IPC Destroyer/Cruiser combo looks even more tempting, chance of 2 hits per round of combat, anti-sub and bombard @3, plus you can be in two different seazones at once for convoy disruption/sea route blocking. I think the days of the big battleship are over just like in the real war.
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RE: Easy fix for damaged carrier landing problem in AAP1940.
Here is an easy fix for the problem of not being able to land planes on carriers after one hit. Carrier takes one hit and combat lasts one round then it cannot land planes as per the rule book. If combat lasts two rounds then carrier can land planes because damage control parties have had time to make temporary repairs. If carrier takes the hit in the second round then it must survive a third round of combat in order to land planes and so on. The damaged carrier must still make its way back to a friendly naval base to be repaired. To be fair and balanced this rule must be the same for each nation even though the U.S. had the best damage control.
So according to this house rule if your attacked by an enemy fleet who scores 1 hit and you apply it to your carrier, then on defense you roll all 3 hits and wipe out the attackers you would loose your planes, where as if missed and the attacker continues for another round your planes can safely land if you eventually succeed?
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RE: J1 attack. When does the US get their extra 40 IPC's?
If Japan declares war on the US on Turn 1, when does the US get the extra 40 IPC’s? At the beginning of the US turn or during the Collect Income phase?
I thought the rulebook says that this bonus takes effect the first turn the USA is at War with Japan, meaning on USA1 if they are at war they would have 57IPC not 17IPC.
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RE: New! Dice Roller is Installed
Rolls: 3@1 2@2 1@3 1@4; Total Hits: 53@1: (1, 6, 2)2@2: (1, 1)1@3: (3)1@4: (2)
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Not at war non-combat movement for USA
Quick question, according to the FAQ page, USA cannot move units into other nations territories while USA is still neutral. So if Japan doesn’t declare war and I want to stage some units up in Alaska will I have to use transports for the first few turns until at war? It seems USA cannot walk units through Canada until at war.
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RE: Power Groupings - Global Game
@Brain:
Oh and by the way, here is my new list:
2 player game 1. Axis 2. Allies
3 player game 1. Axis 2. UK,USSR,France 3.USA,China,ANZAC
4 player game 1. Germany,Italy 2.Japan 3.UK,USSR,France 4.USA,China,ANZAC
5 player game 1. Germany,Italy 2.Japan 3.UK,France 4.USA,China,ANZAC 5.USSR
6 player game 1. Germany 2.Italy 3.Japan 4.UK,France 5.USA,China,ANZAC 6.USSR
7 player game 1. Germany 2.Italy 3.Japan 4.UK 5.USA 6.USSR 7.ANZAC,China,France
8 player game 1. Germany 2.Italy 3.Japan 4.UK 5.USA 6.USSR 7.ANZAC 8.China,France
9 player game 1. Germany 2.Italy 3.Japan 4.UK 5.USA 6.USSR 7.ANZAC 8.China 9.FranceI think the 5 & 6 player games china should go with USSR since USA player turn will be huge, unless that player owns the game and gets to be king of whatever he wants.
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RE: Balance
This game is balanced, it simply requires balanced player skills and knowledge of strategy beyond the first turn.
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RE: Transport Cost
My thinking is that naval unit costs are very reflective of the units strength and abilities. Subs are so versatile @6IPC, Destroyers are awesome all around unit for 8IPC, there already enough talk about Cruisers cost…. even CV @16 can absorb 2 hits when needed and carry the most useful units of the game. I think that a 5 or 6 IPC transport would be reasonable for it “amazing” No Combat Value/Chosen Last abilities. Think at 5IPC ANZAC could buy 2 the first turn!
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Transport Cost
Does anyone think that 7 IPC transport is expensive, especially for poor nations like ANZAC? It often takes a suicide run at New Guinea/DEI with a transport just to get 3 extra IPCs or a NO bonus and the bonus take a few turns to cover the loss. I don’t have data but how much more more expensive was it to build a tin can transport then the cost of manning and arming a sub with torpedoes? Even after building it, to make a transport dangerous you have to pay to fill it with units. Any thoughts?
I think with cheaper transports every player would be more willing to send them unguarded in all directions causing all sorts of trouble for either side.
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RE: Why are there Canadian roundels? A new rule perhaps?
I’ve heard about the Pacific IPC going to India and Europe IPCs goign to Britian, but i like the idea of all UK roundels IPCs spent at any UK factory, and all Canadian IPC spent at the Canadian factory, seems simpler. The only reason I can see this wasn’t done is with this set-up UK can throw down 10 INF on India for defense, when in a solo Pacific game they would be down to 4IPCs and ready to be crushed.
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RE: 6 IPC Tanks and other unit costs
Hmm, it occurred to me that supposing there are a lot more territories in these 1940 games, then perhaps the Tank may regain some of its former value by being able to move two spaces. That way, you can capture more territory more quickly… This could be a factor. Just a thought…
I was glancing over this old post and realized Lozmoid has the best opinion, there is way more IPC in the 1940 games now. China previously 4 IPC in original versions is now 12 IPC, the coast of Asia from Soviet territory to India is now 21 compared to 9. ANZAC is 10IPC previously 3. The extra 1IPC cost for tanks just helps balance and stop ridiculous Jap tank builds
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RE: Your Favourite Nation
Uhh…. Japan cause a good player is almost guaranteed a victory using an all out J1 attack
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RE: German Strategies
Hi everybody,
I’ve played axis and allies only a couple times, enough to know that it is very hard for the Axis to win. Could you give me some tips on how Japan and Geramny could get themselves into a fighting chance to win?
Thanks!
It all depends on what the allies are doing, the easiest way for an allied victory is a Kill Germany First (KGF) strategy. To counter the German player needs to use its air power and subs to destroy the UK starting fleets and keep them from landing as long as possible, buy tons of infantry and hold your ground, open too aggressive in the eastern front and you will loose western Europe. If you can keep the med transport alive ferry men over to keep trading Egypt/Libya for a distraction.
This whole time Japan should be relatively unopposed, you should buy multiple factories on mainland asia and push as hard as you can to Moscow. Don’t be dumb & buy navy, you should have enough at starting. With any luck and a poor allies coordination, you can take Moscow and the game will basically be over.
Again this is just one very common outcome for axis victory, it all depends on how the allies play, but if America is going for Japan, Germany should have the strength to take Moscow and win.
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