Just got my new battle strip and 6 tac bombers too. Thanks for coming through, WOTC!
Unfortunately, due to them being shipped in an unpadded envelope, one of the tac bombers had its vertical stabilizer broken off….But I guess I can live with that.
Just got my new battle strip and 6 tac bombers too. Thanks for coming through, WOTC!
Unfortunately, due to them being shipped in an unpadded envelope, one of the tac bombers had its vertical stabilizer broken off….But I guess I can live with that.
That should teach you a lesson: Never leave your expansive units alone without protection/fodder.
It’s very, very rare when I do, but given the circumstances I figured it would be allowable to for one turn. With the way the board looked, I could’ve sworn he would’ve used the aircraft in a counter-attack on Shan State which I had just taken. Instead he let me keep Shan State, and went for a suicide attack against my aircraft.
Even the other allied players were trying to talk him out of it! :roll:
But hell, I would’ve gladly traded all three of my heavy bombers to finish off the RAF which he’d never be able to afford to re-build. You’d think that with 2 tac bombers and 2 fighters, I’d be able to get more than one hit in three rounds lmao.
Mine happened last night when playing with a couple friends. I’m the Japanese, and at this time things were going pretty damn well for me. It was J4, and I had a strong foothold in the Pacific, including (but not limited to) all of the DEI except Java, Philippines, etc. I was setting up in Carolines for an amphibious assault on either Hawaii or NSW on my next turn. The situation in Asia was favorable, with China doing everything she could to stack Yunnan, and a beat-back Britain was doing whatever she could to help China. I had minor IC’s in FIC and Shanghai pumping a handful of infantry into Asia every turn, to act as fodder for my still-massive airforce.
I landed large number of my air units in a temporarily-empty FIC – 3 heavy bombers, 2 tac bombers, 2 fighters, as I had use them in an attack to completely obliterate the remains of the British Navy (1 BB, 1 CA, 1 DD, 1 CV, 1 SS, 1 AK).
On UK’s turn, my friend decided to fly over an infantry-stacked Shan State for a suicide attack with his remaining British aircraft – 1 fighter and 2 tactical bombers – Against my massive FIC airforce.
Without making this overly lengthy and going into detail about each dice roll, he rolled nothing but 2’s and 3’s, and obliterated my entire FIC air force, with me only scoring one single hit – In three rounds of battle.
I’ve never seen anything like it. He traded 1 tac bomber (11 IPCs worth of units) for 3 heavy bombers, 2 tac bombers, and 2 fighters (78 IPC’s worth of units). Checked it out later in TripleA’s battle calculator, and the defender is given a 100% chance of victory in that particular battle. :lol:
We’ll be finishing the game tonight. Japan is currently trying to rebound and build up a large enough force in Asia to take India before a massive American fleet sitting off the coast of San Fran recaptures Hawaii (I currently have a defending fleet of 3 CV’s, 3 fighters, 2 tac bombers, 1 BB, and 1 SS) and begins a march through the Pacific. Gonna be interesting to see how it plays out.
What are some of your stories?
I agree. AAP40 is absolutely awesome.
My only gripe is that I don’t have enough people to play face-to-face with. lol. It seems Northeastern Indiana is a deadzone for A&A players.
Can’t wait for a working version of this game on TripleA.
Those setup cards are fantastic! Definitely going to get them printed out.
Couldn’t remember if this was legal or not.
Let’s say I (Japan) has a large fleet stationed at the Caroline Islands, consisting 3 CV’s (each carrying 1 fighter and 1 tac bomber), 1 BB, 1 CA, and 5 transports (each loaded with 1 infantry and 1 artillery). My objective is to capture a crippled New South Wales and deal the final blow to the ANZAC forces.
In this scenario, there’s an undefended British transport sitting in SZ 46 (the only path to get from Caroline Islands to NSW in one turn).
I can obviously choose to completely ignore it and launch my amphibious assault on NSW – But my question is, can I ignore it and move my warships through the SZ, but then attack aforementioned transport separately with a fighter from one of my carriers once my warships have passed through? Or, if I chose to attack the SZ46 transport, must all of my warships end their combat movement in that SZ?
Thanks in advance.
For the most part, the coloring of the countries is pretty good (I particularly like your choice for ANZAC). The only ones I don’t like are the French/Dutch territories. Maybe lower the saturation a bit on both?
Purple for China is fine, but a light lime-ish green would look nicer IMO. Something like #33ff33 [RGB = 51, 255, 51] maybe?
My only other suggestion is (if possible) move where the Shipyards/Airbase icons are put. Rather than having them directly on the territory, offset them so they’re on the coastline – Partially on the territory, partially on the sea zone.
Not only would this make them easier to find/distinguish and look sharper IMO, it would also solve the problem of not being able to see the actual territories of certain islands like Guam and Wake when they have an Airbase/Naval base on them.
But with the fact that the engine sees them as a unit, and changes their location based on how many units are in the territory, I’m not sure if you could do that with the present coding.
Overall, very solid work. Looking forward to being able to play this once finished. =]
The additional 40 income is a US NO, so Japan would not get it.
I understand the reasoning behind this, but I wish it wasn’t the case – At least for the Global game. It makes sense for Pacific, since you plunder all USA IPCs upon capture.
But in the Global game, having the WUSA be worth 50 IPCs (or at least 25 or something) would give Japan a reason to actually push towards an American homeland invasion, rather than simply trying to keep the USA navy at bay while they focus on controlling the rest of the Pacific and most of Asia.
Maybe in the combined game there could be some sort of Japanese NO for controlling the WUSA? Maybe 15 IPC’s or something?
This is really simple, if your ship starts out in a sea zone adjacent to a friendly naval base and is damaged during your repair phase, right before the purchase phase, then it becomes repaired. So yes it would get repaired.
Yup, it’s that simple.
Excellent. Thanks, guys.
I’m assuming the answer to this question is yes (since it only makes sense), but a friend of mine asked me about it, and even after reading the manual (again) I couldn’t get a 100% concrete answer.
For example: The UK has a damaged BB sitting in the Philippines SZ (Philippines is currently under Japanese control). On his turn, the U.S. player captures the Philippines in an amphibious assault, taking control of the Shipyard/Airbase there.
On the following UK turn, is the BB back to full health, or does the Shipyard/Airbase have to be in U.S. possession for a full round before it can repair damage?
Thanks in advance.
Yeah, you don’t lose any aircraft when using a Kamikaze attack. That’s what the little Kamikaze cardboard pieces are for.
bad dice rolled by my opponents…
but then again…i did build a factory in the phillipines after i captured it
You’re not allowed to build IC’s on islands…
I’m curious to see the answer to this as well.
From everything I understand, I’m assuming they should be allowed to. Since, with the exception of UK/ANZAC being able to garrison them and take their income, the Dutch territories are treated by the UK/ANZAC as territories of an ally whose capital is in enemy hands.
So if that’s the case, you should be able to use them as a landing point……I think?
The only way you can scramble is if the enemy ends their movement in the seazone you would scramble to protect. If they’re just passing through, there’s nothing you can do.
If the German player does choose to attack Egypt G1, he’d only be able to bring one fighter into the battle, not two.
Even so, he’ll likely take Egypt every time, but he has a very good chance at losing that one fighter or worse if the dice don’t go his way. Sure, the thought of trading a Luftwaffe fighter for a Russian fighter sounds great, until you realize that you’d be leaving the Battleship/Sub/Transport in SZ2 untouched.
If the UK then goes with the CV/DD/AK purchase on their first turn and moves SZ2 fleet to SZ8 (as well as one of their two fighters from England), and places all new units there – Then USA can move their entire fleet to SZ8 as well to join up and then land their fighter on the newly-purchased Brit CV.
So by G2, assuming Germany used their SZ8 sub to take out the Canadian transport and used two fighters to take out the UK cruiser in SZ13 on G1, this gives the Allies an Atlantic fleet consisting of 1 BB, 1 CV (carrying 2 fighters), 1 CA, 1 DD, 1 SS (Russian), and 4 AK.
And this is only the SZ8 fleet, not taking into account any new naval purchases which the USA chooses to place on the East Coast.
I always love coming up with new strategies that, if nothing else, completely surprise/confuse my opponents and actually make them think. Sometimes they work, other times they fail miserably. From my experience so far, the latest one I’ve come up with might actually have some merit.
In addition to any usual R1 moves you have (moving sub to SZ2, supporting Sinkiang, stacking the northeastern Russian territories however you like, etc), I do the following:
The Karelia fighter is the wildcard. Depending on how risky you’re feeling, you can use it in the Ukraine attack (probably the best choice), or take the high risk/high reward route and attack the DD/AK in SZ5.
Unless you get absolutely shafted by the dice in West Russia and Ukraine, this R1 strategy puts instant pressure on Germany to choose between attacking Egpyt or attacking the SZ2 fleet on G1, as it’s impossible to take both. Every time I’ve tried this, the German player has opted for the safer SZ2 attack.
Saving Egpyt means the UK can have an instant impact on the game. Not only can they retreat the Indian fleet into the Med, and reinforce Egypt with the infantry from India, but they could also opt to pull the tank and fighter off of Egypt, the fighter from the carrier, and the 2 inf from T-J/Persia into India and place an IC there on UK1. The latter is probably my personal favorite UK1 move given the opportunity.
There’s no possibility that Japan could take India on J1 if the UK chose to do this (India would have 5 inf, 1 tank, 2 fighters, and 1 AA gun defending it), and 3 new British tanks in Asia every UK turn (which could be used to aid Caucasus quite a bit, or to threaten Japan’s Asian territories), could pose a serious threat to the Axis.
In the event that the Germans to choose to leave your SZ2 fleet alone and instead attack Africa, you have the opportunity for an UK1 Norway invasion and, if you so choose, an eventual British Norway IC, and allow you to pump 3 tanks straight into Europe every turn. Or alternatively, you could have a joining of the American/UK Atlantic fleets in SZ8 at the end of USA1.
I dunno. Just figured I’d share.
Your thoughts?
Its not like any ship was specificly designed to swat down planes….they all were, its just that it must be done in combat
There were several purpose-built antiaircraft cruisers though. Namely the Atlanta class (U.S.) and Dido class (UK), among others.
Not a huge fan of giving them a movement of 3. As mentioned earlier in the thread, the shipyard movement bonus in AAP40 allowing them to move up to 4 spaces at once would make them too mobile, at least in my opinion.
Personally, I agree with the idea of giving them AA ability and making them able to take two hits.
But to balance things out, I think that damaged CA’s should lose both their AA and shore bombard abilities until repaired. That way they’re not too overpowered, but they still have their place on the battlefield.
That is what I did. They said they would send me new strips in feburary then I later added that there weren’t enough bombers. This is what they told me:
We have placed the order for the other battle strip but we are unable to send you extra tactical bombers because we have a limited amount of replacement pieces, but those are for games that are defective, which include having broken or misshapen pieces, or if a game is missing pieces that are supposed to be in the box.
We hear what you are saying about the piece counts of the game. We place great value in the feedback, ideas, and suggestions of our customers. I assure you that Game Support meets with teams around the company on a regular basis, and we make it a priority that your voice is heard. While we cannot guarantee a direct response, we can promise that your thoughts and concerns are being passed along to the right people.
Thank You
That’s pretty much the exact word-for-word response that I got as well. :|
haha, I had never even thought of using ABattlemap/TripleA to get the setup(s) from. Durrrr.
And thanks for the advice, I’ll definitely check out the phone book to see what kind of local places we have around here.