That’s awfully nice.
Actually, I think I can get it pretty close just by eyeballing it; where I dont have too much overlap.
I’m gonna pick up some ink and better paper later this week and give it a shot. Ill let you know.
Thx
M
That’s awfully nice.
Actually, I think I can get it pretty close just by eyeballing it; where I dont have too much overlap.
I’m gonna pick up some ink and better paper later this week and give it a shot. Ill let you know.
Thx
M
Anyone tinker with the setup, in order to make the game less linear?
We’re finding that G1 and J1 pretty much open the exact same every game, decimating allied navies then G going heavy armor.
My buddy has come up with an interesting house rule which we are going to try out next time. Its a bit complex, but in a nutshell the setup is kinda “Risklike,” in that you alternate unit placement. Each county has so many IPC’s to spend and you can purchase and place what/where you want; with limitations of course. You cant just place crap randomly all over the place. You’ll need to start in countries controlled a the start and adjacent sea zones. This gives players the option to go heaveir navy or air, or whatever.
I know, it pretty much takes away from historical accuracies, but thats alright. The idea was to change the opening setup, allow for new strategies and make the game a bit less linear for us.
@Imperious:
you got a conflict: you have two sizes 11x17 is what you need, but you got 11x8.5 for printer size. Both have to be the same size.
I have another option for you. When you see the map that shows what is being printed you can print each section individually if you go back to default.
So you start with upper left and print section by section of what is inside of view for print, by using the hand and moving the artwork into various positions. work left to right and of course you will need to refer to what was printed so you dont underlap the sections…so you may have excess to cut with cutter.
If your not sure goto Kinkos and they will show you how to do this on the self serve large format machine. Dont get discouraged.
Okay thanks! Option two is working for me, but I’ll just have to mess with it a bit. Ugh, I’m out of ink though now. I’m gonna get some cardstock and print out the first few sections, just to see if this is going to work for me. I’m afraid my cut/paste skills are probably subpar, as well. We’ll see. I was going to mount it to an piece of syrofoam insualtion board, but Ill have to see how it adheres. I may need to mount directly onto something else first. By the time this is over, it may have been more cost effective just to have had Kinkos print the darn thing! Oh well, this project is SUPPOSED to be fun.
Anyway, we’ll see how it goes now.
Thanks for the help!!
M
Okay, I’m getting closer……I think.
I’ve got a real cheapo Canon. I found all the settings that you mentioned, but it doesnt seem to like it when I click on borderless. It wants to default back to “regular” instead of poster. I tried to print anyway with everything else set like you said, but I got a HUGE product. For some reason, it started Caucasus, over to half of China, encomping the Persia area…giant. I’m probably doing something totally dumb; or my printer is too cheap.
Here’s a ss of how I had it set up.
Thanks
M
Okay, this is IL’s PDF map that is designed to print at 6 x 3……i think. (GJ BTW)
http://www.mediafire.com/?kn1n3yygqni
I’m a bit techtarded. Can anyone tell me how to print this out on all 8x11 pages, so I can edit/paste etc.
I’m tired of messing with it. I’m gonna use up all my ink. I have no idea why/where its printing what it does. I’ve got all shapes and sizes of counties and still havent figured it out yet. I’m just not sure what all the options/settings need to be.
Any help would be greatly appreciated!
Thaks
Machiavelli
Yup, in the several games that we’ve play thus far, thats how its gone-usually with the Allies conceding after a few rounds and then starting anew. We’ve made a pact to play it out next time though to see. I think when you’re playing a very aggresive KGF and all out Nazi tank blitz, its bound to make for a quick game, one way or the other. I’d love to mix it up, but that seems to be the best strategy we’ve found, and habits die hard.
My group hasnt been playing all that long though, so I have a couple of questions:
1) Can the Allies usually hang it up if Moscow falls? I know it all depends on what the board looks like, but is it uncommon that Berlin actually falls after Moscow? We’ve quit several games after the fall of USSR, even as Allies had an established foothold in Europe; albiet nothern Europe.
2) Do most of you play with Victory cities? We dont, but it seems like that might really alter our playstyle. ie …force players to distrube forces and utilize more of the map, instead of the all out G/R blitz. When playing with victory cities, I’m assuming the same rules apply though, when a capital is capured……transfer of IPC’s and all that jazz?
One strategy that worked well for me was building an IC in Australia on the Frist turn, thus giving you two turns to build up inf there before japan can reach it. I then followed up with buiding an IC in Java after I reclaimed it from Japan. This required lots of fleet combinations with the U.S. navy as well as considerably more contributions of U.S. money. It does allow you to build up a sizeable enough force to recapture most if not all of your british colonial holdings and threaten Japans seizure of mainland asia and india. I still beleive that my strategy would have worked well had not my Japanese opponent hit both Fighterbombers and long range aircraft, which entirely negated my fleets!!! :? :?
I guess it depends on J1 openers. In the games I’ve played so far though (1941), Japan would be able to hit Austalia with 4 troops (Borneo/East Indies), two fighters; or 1 if the sz35 UK destroyer hit (sz37 carrier), BB (Philippines) and cruiser all on J2.
1. Japan moves first. What was Larry thinking!!! Allowing Japan go first allows one to pre-emptively position 6 Japanese fighters in Burma and 1 bomber in French Indo China so that they are ready to land in East Ukraine on turn 2.
Someone didn’t check if the moves are possible first: you can only land 5 fighters in Burma on J1. The fighter in Japan can’t reach Burma (5 moves required).
I used the exact same strategy last Saturday; admittedly taken right from the original thread. I saw that post a couple of weeks ago on the BGG site. We were starting our 2nd game at 2:00 am, so I figured “what the hell.”
Japan can still make several opening attacks. I still hit the Pearl fleet, but used the fighter from Japan. The one on the Solomon fleet went to Burma. I hit the UK fleet off of India (at work-no map and dont recall sea zones; sorry). That attack didnt go too well. I ended up having to lose the carrier and retreat both fighters to Burma. Hit Buryatin too…used the bomber for support before landing FIC.
What were the results? Was the opening move good, bad or…?
umm……I can tell you about the first two rounds. This was our groups first time playing 42, so I’m sure there were things overlooked. I sat out the first game (drew the short straw in a 7 player group)…watched ball games and drank vodka tonics for 4 hours. When we started the 2nd game at 2am, there wasnt a whole lot of interest, so I went for it. Kinda funny too, because we didnt bother with our usual pre-game strategy session. My German partner had no idea.
Anyway, I hit the Pacific with what I could and still be able to land Burma: The Caroline fleet to Pearl along with the Japan fighter (the one that cant reach Burma) Basically nothing left in the Pacific except the US sz56. They countered of course on US1, landed the bomber in Hawaii. I remember US2, they used the bomber and tansport to take back the Solomans which either took away a Japanese NO, or gave one to Allies…sorry, cant remember which). The fighers used to take out UK India fleet, land Burma. Built a couple of bombers in J1 to land FIC on J2. J2 hit the Moscow factory with the one already in FIC.
I’d heard the Allies were a bit better off in 42, but havent played enough yet to really weigh in. I didnt see it in this game though. Japan isnt quite as strong. Russia turtled on R1. If I remember, I think they prety much brought all units West and stacked Moscow. Somehow Germany took both Karlelia AND Caucaus on G1! Hit Caucus with a couple of fighters and everthing else that would reach. Hit Karelia with Finland, transport, fighter, and bombardment as near as I can recall. Hit sz2 with subs, bomber and fighter. Maybe there was a blunder on R1, dont recall and not famiar enough with 42 to say, but I just remember thinking it amazing that Karelia and Caucaus were taken in G1. East Ukraine was supported on noncombat with East Poland units and fighters. I ended up landing the Burmese fighters in Caucaus instead of East Ukraine.
After that, we had a couple players lose interest and abandon…it was late. We blundered by hitting Russia too early. Hit Moscow factory and then hit G2 with severl fighters, armor and infantry with the purpose of wearing them down and then retreat the armor and fighters. Russia pulled 1’s and 2’s out of her @ss and we ended up losing some precious armor. I lost interest and passed out shortly after that, but two players continued. I believe the game would have been shorter if we had waited a turn or two. Italy was landing in Caucuas every turn.
Anway, the game lasted longer than it should have in my opinion. I woke up on the couch every 30 minutes or so to the sound of: “do you concede yet? do you concede yet? do you concede yet?” Moscow finally fell, but US had a sizeable Pacific force by this time and UK had been landing Europe.
Like I said, this was our groups first time at 42 and hadnt really looked at it until then. So…dunno?
1. Japan moves first. What was Larry thinking!!! Allowing Japan go first allows one to pre-emptively position 6 Japanese fighters in Burma and 1 bomber in French Indo China so that they are ready to land in East Ukraine on turn 2.
Someone didn’t check if the moves are possible first: you can only land 5 fighters in Burma on J1. The fighter in Japan can’t reach Burma (5 moves required).
I used the exact same strategy last Saturday; admittedly taken right from the original thread. I saw that post a couple of weeks ago on the BGG site. We were starting our 2nd game at 2:00 am, so I figured “what the hell.”
Japan can still make several opening attacks. I still hit the Pearl fleet, but used the fighter from Japan. The one on the Solomon fleet went to Burma. I hit the UK fleet off of India (at work-no map and dont recall sea zones; sorry). That attack didnt go too well. I ended up having to lose the carrier and retreat both fighters to Burma. Hit Buryatin too…used the bomber for support before landing FIC.
I used to be a fan of the G1 carrier build, but have kind of gotten away from it. You’re right; it will help to delay an ally landing, but will also slow your advance to Moscow. You’ll need to keep dumping IPC’s into the fleet to keep pace with the British.
What about a bomber build on each turn? By the time UK is ready to land, hit em with the entire squadron. Yeah, you lose over half your airforce, but now you’ve taken UK back to square one. All the time prior though, you’ve gotten the use of your bombers for support into the east.
Bombers are only 12 IPC’s now, leaving plenty for precious German armor. If you spent a couple of bucks on techs somewhere along the way, all the better. Maybe you even get lucky with Heavy Bombers or Paratroopers! Or, any surviving bombers can hit UK industry.