I think it depends on what you are brought up with. I have watched and played soccer since i was a toddler. I have seen Beckham play at United and many English matches. The atmospehere and the culture behind it is something that becomes ingrained and becomes part of the culture of your country and a bit of your own personal history. Trying to introduce this to other countries cultures doesn’t always work as it’s not a big part of their history. I have watched some american football and i can’t see what the attraction of it is. However, if i watched a game in real life i might see it from a different point of view.
Posts made by Firefly25PP
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RE: Soccer in USA
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Shopping in Florida
Hello All
I am going to Florida this month from the UK and i am looking at buying alot of A&A Minis, and the wife wants craft stores for card making, scrapbooking etc. We are staying in Orlando. I just wondered if anyone could recommend some store chains to go to where we might be able to pick this type of stuff up. Anything within an hours drive or so from Orlando would be great.
Cheers.
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RE: Is it a better idea to buy pacific or guadacanal
Hello again, i’ll try to post correctly this time!!
My own thoughts is that both are good games, but Gualdacanl edges it for me, as on the pacific board you can get very large fleets and have to use fleet markers rather than having all the units easily to see on the board all the time. You have to use the markers as the board can become over crowded and as you move all your units in one turn, i find that sometimes when i play it, my opponet will move alot of pieces, change their mind and we have to try and remeber where they all moved from. In Gualdacanal, you only move one type of unit at a time, so you don’t have this problem, and it keeps the game interesting as you are constantly moving and thinking, whereas you can sit around for some time, while someone moves all their units on Pacific. -
RE: Battle Turn Question
Hello again
Thanks for the reply. I must of had a bit of a thicky moment asking that question.
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Battle Turn Question
Hello
I’ve played a few games now and just want to check rules on battle sequences.
During the attack land unit phase, does the first player decide where all battles will be resolved and in what order? If the answer is yes and so he chooses not to do battle on an island, does it mean that no battles will take place there for that turn, even if the enemy are present? Would this mean that player 2 won’t get a chance to battle on that island until the next go when they are player 1?
Thanks
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RE: Rules clarify - airfields
Hello
If you use a supply token to repair it, does the token have to be on the island the airfield is on, or can you use one from the base card?Thanks
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RE: Guadalcanal first impressions
Hi
I have had my first game, and my opening statemet is “wow”. This is a really good variant, and if anyone hasn’t bought one yet, i would highly recommend it.
I won’t talk about tactics too much, as you will all find your own in your own games. However, USA by the end of go 2, should own 2 full islands and be prearing for a push on the third!
Set up is really easy and takes just 10 minutes. There is no IPC money to worry about. The layout is simple and learning time is a couple of reads of the rulebook and a first game to run through whilst using the rulebook.
What i do like is the size of the sea zones. You can have a large fleet in a zone and it fits easily. A&A Pacific was too crowded and at times you had to use markers which i didn’t like. With this game you can see all units on the board all the time. I also like the way you move a type of unit then your opponent does. This is a great idea. How many times have you played someone at Pacific, who spends ages moving ships about and then doesn’t want to do that move so you have to try to remember all the zones they moved from so you can put all the units back! When you move one type of unit at a time, this situation doesn’t occur. Also, planes move a set amount, then a set amount at the end of each turn. This is great because you don’t have to remember how many moves a plane has left, as you have to do in other A&A’s.
There are no amphibious assaults to worry about. Land units don’t move unless you load or unload them. Axis and allies can occupy the same island. Art can fire on ships, and ships can fire on airfields. These ideas were all winners for me. It adds such a twist to the game, and gives you alot more variant to gameplay. I would describe this version of A&A as a complicated game of chess, with endless moves.
At the end of go 2, we discussed the previous turn. I had a USA fleet but the japs sent a bomber to it. I then sent 4 fighters to intercept the bomber from carriers from another sea zone. The japs then sent 6 fighters to escort the bomber. I lost all 4 fighters, but the japs lost 1 bomber and 3 fighters. Their 4 fighters left did no damage on my fleet, so to intercept them in the air was the right thing to do. However, after this move, we realised that the japs should have ignored my fighters and gone for my carriers instead as they were only escorted by 2 destroyers, a cruiser, a sub and 2 transports. Then we discussed other ways the move could have gone. In the end we could have honestly had 10 or 12 different moves on that go. This is what i mean when i say this game has so many variants. Because of that i am sure this game could keep you occupied for a long time. I am a big fan of other A&A’s but unless you play variant rules i generally find my games can be a bit the same (e.g World version - if Japs build 2 factories on the mainland and churn out 6 tanks a go, generally it is over for the allies). As far as Gualdacanal goes, i can’t see an agreed way of winning yet. (We didn’t finish our game. We had a few moves each to discuss, learn the rules etc).
I think the cost of the units, and the amount of points you earn to buy units is well balanced. Both sides think they can win, even after a few goes. The war can still swing any way depending on strategy.
On that point i think this is a far more strategic game. Because battles are not done where basically one wipes the other out, or the attacker withdraws, you can have opposing sea units in the same zone for go after go. And the same for land units.
The battle box idea is good. No more turning over the lid to use as a box to throw the dice in. No more dropping the dice either. It is simple to use, and by throwing a 1 the attacker can choose the casualty. This is really handy especially if you are targeting 2 transports and one has cargo……
You have to return damaged ships to base for repair and pay a supply token to repair them. This is better as Battlehsips that sustained damage in a battle, don’t miracuously repair themselves at sea. You force an opponent to send the ship back for repairs, so it is out of the game for a move or 2. Also, subs are more important. They are quite cheap, but with subs you get to choose your target. Handy if you see a carrier, and it’s planes wouldn’t be able to land if you sunk the carrier…
With this game you also get proper storage space in the box for all the components. The board itself is very high quality. My only quible is that could have put more grey discs in the box, and fighters. Fighters rule the game for me. Also, subs are more important than you may first think…eg. one idea is to get a pack of subs toegther and move fighers over thm to protect them on the air attack phase. The subs can then target certain ships in a fleet. This is just another another way to play, but may be worth a try.
With A&A Bulge i found as the USA that i had too many supply tokens. This game is balanced more. You have to balance new units with buying supply tokens. They are cheap but you don’t get many points to buy things. My advice for the first couple of goes, is protect what you have and invest in some supply tokens.
In all this game is a winner for me. I have played A&A since i was a kid. I was disappointed with D-Day and the Bulge, but they have got a winner in this game for me. The VP’s are easy to add up. You don’t have to spend time counting land zones to see if your IPC’s are right. Quickly you can work out what you have to spend. Whether you win, depends on your purchases, strategy and a bit of luck with the battle box. Sounds obvious i am sure, but when you play, you will see what i mean.
The rules are good, but i did find that some were not clear. I have asked for clarity on these in another posting. For example, AA guns are in the game, but not mentioned in the rule book. Of course you could say that you use AA guns as in other games, but if this is your first purchase, you wouldn’t know that and may struggle to understand when you use AA guns.
I am playing again very soon, and can’t wait.Hope you find this posting useful.
Thanks.
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More Rules Clarity
Hello
Played first game and now have 2 (ish) more questions:
1. If a fighter leaves a carrier is the sea zone the carrier is in counted as it’s first move, or do you move the fighter to the next sea zone and that is its first move?
2. During movement phase, can any sea or air unit move back to the base board without costing any supplies? Also, i know you have to pay a supply to move a unit from the base board onto the game board during deploy phase, but if it is during the movement phase can you move sea and air units from the base without paying a supply fee to get onto the main board?Thanks
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Rules Clarity
Hello All
I have been through the rules a few times and have my first real game tomorrow night but an not sure about the following. Can anyone help please?
1. If a Battleship has been used in the attack air and attack sea units phases, on the phase where you can bomb airfields, can the unit still do this, or once it has been engaged in combat for a turn, does it mean it can’t so shore bombardments. Or can it do shore bombardments every turn regardless if it has been already involved in combat that turn?
2. If after a previous round, you have ships left from both sides in the same sea zone, on the movement phase can you move out of the zone or do you have to do combat there?
3. AA guns are included but not in the wording within the rules. Are these used as in previous A&A games?
4. Can infantry attack an airfield?
5. If i have a USA carrier with 2 planes, and it is attacked by 2 fighters, during the air attack phase are the USA fighters considered to be in the air so the japs can attack them? Then, during the sea attack phase if the japs have any planes left, can they then attack the carrier? So, can a unit be involved in 2 attacks during a turn?Thanks
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RE: Can Planes Spot Subs
Thanks all for the clarity.
(Switch is right, you need a destroyer present in other A&A games).
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Can Planes Spot Subs
Hello
Can someone clarify please……
Can a plane attack a sub, or do you need to move a destroyer into the same sea zone as the sub, so the destroyer can “spot” the sub, allowing the planes to fire on it too?
Thanks
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Non Combat Move Question
Hello
Can anyone clarify this rule please?
If during a combat move i successfully take a territory and have units remaining there, on my non-combat move can i move any units that i didn’t move in the combat move, into the newly captured territory? (excluding air units).
Thanks
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RE: Russian Fighter in AngloEgypt?
After combat, i always put both ussr fighters into India on go 1, then move any UK there that can reach as to secure India for the UK factory i put there at the end of G1.
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RE: German Factory Placement
All
Thanks for the replies, some good food for thought there. I like the ideaing of suurendering WE. Leave WE looking vulnerable should force the allies to concentrate there, and so they are further away from Moscow. In my games if i lose WE or Southern Europe i tend to panic and think i have to force them back straight back off the mainland again, but i can see the sense in letting WE go now. My only concern is the ideas listed are a go-slow approach and when USSR is putting 8 Inf in Moscow every go, after 4 turns they should have 4 tanks, a couple of fighters, 30-40 inf (this includes reserves moved from USA factory in mid russia) plus any fighters that the allies fly from the UK to land there. That scenario sounds a bit like A&A Europe - the game always builds up for me to one massive decisive battle in Belarussia or Moscow, and give the USSR time enough stacks and stacks of inf, along with allied fighters i often fins it impossible to break down.
I can also see that if Japan took areas of USSR, and Ger owned Caucassus, you can reduce USSR IPC, but ……mmmm too many possible scenarios to list.
However, on my next game i am definitely going to try this approach, and will post how i get on. -
German Factory Placement
Hi
As i am playing Germany and trying to fight on a billion fronts at once, i think the 2 exisitng factories are insufficient. I think that any inf you buy and place there are always at least 3 moves from the frontline, so tend to go for tanks, for speed, and a defence of 3. First go last gane i transported 1 tank and 1 man to Norway, landed 5 fighters there and put a new factory there. This allowed the fighters to be within range of UK transports, whilst allowing me to churn out 3 tanks a go. However, this took 3 from other placements in Germany and Southern Europe so weakened that area, and left virtually nothing to reinforce the med or north africa. My opponent saw this and left the northern route of reinforcing Karlia etc with UK and instead used UK and USA to build a good transport line that setlled off Africa, thus threatning Western Europe and Southern Europe at the same time. If you try to defend Germany on all 3 fronts, it simply can’t do it and you will end up weak in one area with your some of your main forces in other areas, in effect out of the game. I thought about putting a factory next to the Caucassus, but a good USSR player should take 2/3 German terrttories first go, and leaves Germany in a position that a new factory that far forward leaves it too exposed. Does anyone have any ideas they have tried? Where do you see the war being won/lost for Germany - if USA,UK land too much in Africa, or get a good supply route to Karilia, or even fly fighters straight to Moscow to help defend it. i cannot see how Germany can cope to cunteract all these. I use Japan to put pressure on USSR from the East, but the allied player tends to put a USA factory in China, or the territory behind it first go, and gives them 2 tanks they can churn out every go from there. I no longer get into a Pacific engagement with USA, because i think that as axis you must be in a winning posiiton by the end of go 3/4 so time is a factor. I am even considering leaving Peral Harbour next go as i think that is an unneccessary distraction and takes the Jap fleet east for a turn, when i tihnk they are better going West, to pressure India etc.
Anyway, enough of that. Does anyone else agree that a 3rd fatcory for Germany is needed, and where have people found the best place to put it?Thanks.
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Trading Overseas Question
Hello
In regards to trading, i would be trading from the UK. What are people’s feelings about this, as they would have to pay some extra for P&P across the pond? I don’t mind paying the extra if i can get the units i want, but are others happy to do this?
Thanks
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June 2006 D-Day Booster Pack
Hello
Just wondered what people think of the booster pack - D-Day - due out in June 2006.
The pack contains tank traps, pillboxes, jagdtiger, etc.I am slowly working my way through collecting the other sets, but its looks like this game is going to go on and on, so i’m just wondering what costs we could be looking at over the next few months!!!
I’m thinking perhaps i sould have stayed with A&A Europe so you know when you’ve spent £40 on the game there is nothing else to buy!
Still, the idea of units like pillboxes and tank traps sounds good, but for this to work i think they really must produce better maps to use this all on.
Thanks.