This one is by far the easiest to get someone to commit to playing if they are unfamiliar with the game, or if you just want to play a quick game. Since several people I play with have kids (I am in that club, now, too), this game provides an opportunity to get a quick “fix” before going back to changing diapers.
Posts made by DWoodchuck
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RE: 1941 Playability
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RE: Need pieces and advice
I can answer the first question– Historical Board Gaming’s website has pieces from all sorts of versions of the game, and I am reasonably certain that you could cobble together what you need there.
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RE: Beginners Questions
You do not need to leave a garrison to hold territory, no. Just leave a marker on the conquered territory and you are good to go.
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Most Fun I've Had in a While
I recently had a couple friends in town who talked me into playing Pacific 40.2 for the first time in months. (Mostly, it had been 1914 or 1941) We sold my wife on it, and my 5-month-old loved sitting in his high chair and watching. It was, hands down, the most fun I have had with this game ever. The other guys were WWII buffs, but they mostly knew about the European theater– I had the “advantage” of a decent knowledge of the Pacific War, so they asked me to play Japan, which I had never done before. It was glorious. The turns went quickly, and we knocked out the game in 15 rounds over the course of eight hours with a break for pizza. We had distinct players for the US, ANZAC, UK India/China, and Japan.
I decided to play this with the attitude that I didn’t want to just win-- I find that making the Japanese Batting Ram of Inevitable Doom is a bit gamey and heavily reliant on luck and memorized moves which would make everything a series of rote moves for the first few rounds, so I decided to weigh in what I knew about the Japanese war aims when deciding what my moves would be. I went with a fairly historical-ish strategy, focusing on expanding quickly into the economically enticing South, and I spent J1 staging my forces for quick expansion. The US player got cocky and moved his fleet to Hawaii, and I declared war J2, sinking his fleet, taking Wake Is, the Aleutians, and Alaska. In the South Pacific I dropped some troops in New Guinea, Celebes, and Borneo, and I crushed the main UK India ship concentration. I focused on fighting and hopping islands, using all my forces and operating on a shoestring budget. I skirmished in China, and was mostly content to remain on the easily defended coast.
After 4 or so more turns, I finally had taken the Philippines and Hawaii, but the Americans kicked me out of Alaska and the Aleutians. I was skirmishing with the Aussies in their defensive perimeter, and they were getting the best of me. UK India and ANZAC had combined their fleets near Java, and I crushed them, but I had lost two of my carriers through many different battles and several lighter ships. I could barely keep up with the replacements, and even at that juncture, things were balanced on a knife’s edge.
Another 4 or so turns after that, ANZAC had rallied and retaken the defensive perimeter, Java, and Celebes, but I had flanked them and taken New Zealand. UK India on the mainland had pushed me up to above Hong Kong, and the US had knocked my fleet away from Hawaii, but my land forces held it, since the US player had too few transports to take it.
After about the next three turns, the pendulum swung the other direction, and I had retaken the “money islands” down in the South and wiped out the last UK and ANZAC naval forces. The US was matching me ship for ship, but I had more available fighters due to island airbases; we were at a stalemate. I had a factory in Manchuria, and I succeeded in pushing the British back to Burma while taking horrific losses, but my naval superiority allowed me to convoy raid India and keep the numbers manageable.
Another couple of turns after that, Japan was poised to take Australia, and India was in trouble. The US had pushed me out of Hawaii and Midway, but my fleet had escaped without getting mauled too badly. He had a slight edge in warships, but those were all minor surface combatants, so I was doing more damage in each battle.
We called it at that point due to sheer exhaustion, and we declared a Japanese moral victory on a game that easily looked like it could go another ten rounds.
The rolls were great the whole game-- everyone had their share of epic victories and losses, and we all agreed that the way the rolling worked out rewarded good tactics-- the only way it could have been more even was with low luck. I haven’t raved about a game like this is a while, and it really pleases me that Pacific 1940.2 can deliver such an engaging experience.
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RE: I declare this forum dead
All I can see in my head is Larry Harris standing over 1914 and saying “I brought you into this world, and I can take you out of it!”
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RE: Fourth Time Playing After Action Report
The Austrians dying without firing a shot meant that all units were lost in a single round of combat without scoring a single hit on the Russians. Horrific bad luck. It ended out working out on average. I think if the CP get a bid, it would be a small one, and it would mostly go to Austria. The Germans were operating on a shoestring budget, but they almost pulled it off. Austria, though, was always trying to make some small amount of headway with insufficient resources. I think they only did well because the guy controlling Italy mad bad decisions and kept letting Tuscany get contested or conquered.
Also, without being able to move units quickly from one front to another (either through single territory to single territory “railroading” or simply doubling land unit speed as outlined in another recent post), the CP would not stand a chance– the logistics of shifting front to front have been impossible otherwise. The first time we played we used vanilla rules, and the CP came close to Moscow and Paris, but it didn’t work for them. Second game was crazy, with Scotland and Ireland invaded. Not very effective-- the diversion of resources for sufficient naval assets only makes the US intervention even more decisive and France harder to manage. Third game, France rolled really bad, and so did Italy. Austria took Venice round 1 and was in Rome round 4. Germany took Belgium round one, Alsace round 2, and contested Paris by round 5 when we called it, citing bad rolls as essentially spoiling the game along with an American player who insisted one building a uselessly large fleet that would never be able to get units to Europe in time.
I guess this makes the overall record 3-1 for the Entente. CP must be very aggressive, but they can’t survive a bad round as well as the Entente can, that’s for sure. So, some mild bid, certainly just infantry for Austria, perhaps on the Italian border region? This would stabilize the area in Venice and allow a little more to eventually go against Russia, which in turn takes the heat of Germany and the Ottomans, so the Germans can toss a couple more units at the French and the Ottomans a couple more in their doomed fight against the Brits. However, that is just me chucking ideas at the wall and seeing if something sticks.
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Fourth Time Playing After Action Report
Hello, everybody.
I just thought I’d let you know how a recent game went for me and my friends. This was with my normal group, and the first time I wasn’t playing with just my dad or brothers-in-law, so there were a multitude of opinions and levels of experience and aggression. We played with three players, and we used the recommended division of one player as the central powers, one player as the UK and France, and one player as Russia, Italy, and the United States.
I won’t give you a completely detailed breakdown, since I wasn’t writing down moves or anything, but we did use a tweak of the rules: the “railroad” strategic move option that Larry suggested, where units may be taken from one territory to another territory at any distance provided that they are connected by a continuous series of “owned” territories. We decided that you could not “railroad” through the territory of your allies. Also, it was decided that Switzerland was off-limits to invasion.
Round One: Austria commits to attacks on Serbia, Romania, and Venice. Through fortunate rolls, They take Serbia and Romania without being crippled. Venice is contested. Russia counter-invades Romania and contests the region. They concentrate troops in Poland. Germany invades Poland, Belgium, Lorraine, Nigeria, French Equatorial Africa, Belgian Congo, and decides not to invade Angola, because no one is sure if doing that will activate Portugal. We decide it would, so the heck with that idea. With air superiority, the Russians in Poland are devastated, but the region remains contested. Belgium falls immediately. Lorraine annihilates the German invasion. The German and British surface fleets sink each other. The French attempt to liberate Belgium, and the Germans barely hold on. A French counter-invasion into Alsace fails as miserably as the German invasion of Lorraine. The French activate Portugal. The British reinforce Belgium, bulk up in India, and contest South West Africa. All other German African colonies are essentially doomed, as the British destroy most land forces on the continent. The Ottomans invade Sevastopal and contest it, conquer Arabia, and activate Bulgaria. The Italians continue the fight for Venice. America exists.
Round Two: Austria invades Ukraine and everyone dies without even firing at the Russians. They reinforce the Ottomans in Sevastopal, and the region remains contested. Galicia is reinforced. Albania is invaded and remains contested. Russia continues the fight in Sevastopal and Poland with little change. The Russian Navy hits a mine and decides to go home. Germany reinforces Belgium and Alsace. Southwest Africa remains contested the rest of the game, as no one there knows how to aim, it appears. France feeds the stalemate in Belgium and attacks Alsace again, contesting it. Britain successfully invades Persia, reinforces Belgium, and cleans up Africa. The Ottomans fail in an attempt to attack Egypt, and Sevastopal continues to be contested. The troops in Bulgaria go into Romania. Italy reinforces Venice and Albania. America exists.
Round Three: Austria reinforces Venice, Albania, and Sevastopal, which falls into Ottoman hands. Tuscany is invaded by sea and contested. An attempted invasion of the Ukraine contests the region. Russia kills off the Austrians in Ukraine and reinforces Poland. Germany reinforces Belgium, Alsace, and Poland, winning in Alsace. France attacks Belgium and defeats the Germans. Britain attacks and contests Mesopotamia and Trans-Jordan. Attacks into Sevastopal fail immediately. They reinforce Belgium. Ottomans invade Ukraine and reinforce Mesopotamia, but they lose Trans-Jordan. Italy loses Albania but regains Tuscany, and crushes the Austrians in Venice. America exists.
Round Four: Austria invades and contests Venice again. Austria also reinforces the Ottomans in the Ukraine and in Mesopotamia (from Sevastopal). Russia reinforces Ukraine and Poland. Germany wins in Poland and invades Belgium again. Germans announce unrestricted submarine warfare. France reinforces Belgium and fails in another attack on Alsace. Britain reinforces Belgium and wins in Mesopotamia. They also contest Smyrna. Ottomans reinforce Smyrna and invade Mesopotamia. They withdraw from Ukraine into Sevastopal, leaving it to the Austrians. Italy reinforces Venice and Smyrna. Americans land in Belgium and Picardy, and the American fleet kills most German subs.
Round Five: Austria reinforces Ukraine and Venice, and invades Tuscany again, this time winning it. Russia reinforces Ukraine and prepares to fight in Belarus. Germany attacks Belarus and crushes it. They also reinforce Belgium and invade Lorraine, almost eradicating the French there. France attacks in Lorraine and loses. Defenses are established in Burgundy. Britain reinforces Belgium and invades Kiel, barely contesting it with one surviving unit. Britain wins in Mesopotamia and reinforces Smyrna. Ottomans reinforce Smyrna and prepare to defend Ankara. Italy wins in Venice again and contests Tuscany. America reinforces Belgium and masses troops into Picardy.
Round Six: Austria wins in Ukraine, loses in Tuscany, and invades Venice again, contesting it. Russia prepares Moscow for the invasion. Germany wins in Belarus and invades Burgundy. Belgium remains a stalemate, Kiel is taken. France attacks into Burgundy and loses it to Germany. Britain reinforces Belgium and lands troops in Karelia. They also invade Ankara. Ankara and Smyrna are contested. Italy reinforces Venice and loses it. The United State reinforces Burgundy and decimates the Germans.
And then we called it a victory for the Allied powers. It was a close run deal, and we had a blast doing it. The Americans swung the war in the end– without their final intervention, France would have fallen. It reached the point of inevitability.Moscow was doomed no matter what, but so was Constantinople. I feel that the powers are fairly well balanced, it is just that the Central powers need to be aggressive and daring to win; they almost pulled it off.
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RE: Axis and Allies in Color
Very nice. I like how the units are still visually distinct enough that it isn’t too much of a chore to see what’s going on.
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RE: Why isn't France a Central Power?
You see, the reason IL loves the time period so much is because he loves to really dig in for his arguments. In my mind, he is merrily humming along as he constructs an intricate series of interlocking metaphorical trenches.
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RE: How long does it take to play europe?
I usually figure half and hour to an hour per round as long as players have a concrete idea of what they want to accomplish and plan during other people’s turns. So, the fastest game of Europe I have had so far was this last weekend, at 4.5 hours and 5 rounds.
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RE: Okay, so we triggered a Russian Revolution with Russia holding Turkey
And that is when you look skeptically at the Russian player and decide to quietly leave him out of future game nights. Voluntarily self-destructing like that leaves a bad taste on everyone’s mouth. I understand why he did it, but that is one way to make yourself unpopular.
My vote is to raise your glass to the fellow and tell him, “Well done. Punk.” And then play settlers or something where you can passive-aggressively retaliate.
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RE: First Impressions of Axis & Allies 1914
Just played with my normal group- we love it. The Russian Revolution works really well, since it is a balancing act to knock them out in such a way as to maximize CP advantage. The US is dull at first, but no surprise there. The take away for people: don’t knock it til you try it. We played until my wife went into labor, so I only have five and a half rounds done. Things looked even. Without the option to knock out Russia, though, CP are in dire straits. We like it.
Now wish me luck. My wife is glaring at me for typing on my phone. 10 hours and counting…
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RE: If Germany captures Paris on the first turn do they get all the IPC's?
Wittman is right about the importance of taking Paris with Germany. A couple weeks ago, my group had an interesting development– Germany failed to take Paris due to horrific rolls. Usually, that would end the game, but the Italian Player ended up taking it, and he went wild with the extra income-- he controlled all the Med and knocked the Allies out of North Africa and was well on the way to South Africa by I5 or I6. Despite Italy’s success, Germany was never able to get that subtle edge over the Soviets.
Without the income boost, Germany cannot mount a very viable SeaLion, AND the build-up to Barbarossa is too anemic to make the push on Moscow really strong. It is amazing how vital that 17 IPC boost is for maintaining a good head of steam.
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RE: I own too many Axis & Allies games!
I also go the tackle-box route– I just recently had to consolidate things to make room for my new baby (the wife has confiscated my office and I now have a smallish corner and one set of shelves). I put the pieces in tackle-boxes by country (and divided them out all OCD-like) and reduced my games to fill the two second edition G40 boxes with all the extra stuff-- boards, references, and the like. I got one of those binders that you can clip magazines in to hold all the rulebooks. This helped me with controlling my E1940.2, P1940.2, 1941, Spring 1942(x2), Spring 1942, Pacific, and Revised. It was a bit hard to break things down at first-- doing so much can be overwhelming. However, I persevered, and it feels satisfying.
The hardest part was cutting the setup charts off the G40 unit storage bins, but I could not afford that much dead space. The tops are now “cards,” and my wife uses the black box bottoms as drawer organizers.
If you are not selling them ever, then go for it. Good luck.
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RE: Pointlessly Broken
I like the fix. I will try it in the next game we are playing this upcoming weekend.
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RE: A Stalemate in Europe.
My recommendation is to hit him hard in Normandy and see about landing only a couple infantry in Norway. Taking Norway loses him those IPCs plus the Scandinavian trade bonus, which will hurt his economy by at least a Panzer purchase per turn, and he can’t afford to split his attention so many ways. Just like he is trying with Russia, give him a death by a thousand little cuts. If you can convoy raid him (if you are playing with raids, that is), then you can knock him down even more. Of course, I may just be a bit overaggressive– I can’t see what all you can, but anything to stop the Scandinavian bonus is a good thing for beleaguered Russia.
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RE: Unit Sculpt Variety
If I read Larry’s original announcement thread correctly, the allies have one set of sculpts and the central powers another. The only unique sculpts are the infantry. I wonder what models they will use for each respective power?
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RE: Aircraft Question
Based on the previews for each power, it looks like aircraft are indeed available turn one– whether or not one should buy them, however, is another matter, and will require a few play-throughs to see what is wise. I already have my copy reserved through my local game shop.
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RE: Pointlessly Broken
I bounced this idea off of my other players, and we had tentative agreement. Let me know what you think:
If the USA falls, Japan gets the IPCs as normal less the 30 that come from the national objective. That puts the Japanese gain at only 17 or so IPCs, which leaves the UK and ANZAC on more even terms. So in a nutshell, national objective income disappears instead of changing hands.
Does this sound tenable as a house rule? I think it may need a bit of refinement, but the concept is justifiable.
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RE: Pointlessly Broken
I agree with the point you make there; as I said, there were some minor deployment differences that had major consequences. I do have Triple A, and any chance to gain some insight will benefit me in the long run. I am intrigued at trying to figure out a possible counter.