Alpha + 3 question. Does ANZAC’s capitol not count if the allies hold all axis capitols?
Posts made by Mino1124
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RE: AAG40 FAQ
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RE: True Neutrals
Yeah that’s what I figured. I’ve rarely seen a good time, but it’s such a shame.
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True Neutrals
Has anybody got an attack on the true neutrals to work for them? There seems to be so much potential. I understand the risks are crazy, but it gets boring just looking at them. I tried the idea for the true neutral crush once and got devastated. We play OOB. We don’t get to play much, and I want to try Alpha +2 but it’s hard to convince my group. So any success with taking on true neutrals with OOB? If so how, and with which power(s)?
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RE: Discussion for new A&A40 rules thread
Don’t get me wrong I see some good in it. But if there ends up being too many pages on one post, it’ll be just as hard to find the answer a few months down the line.
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RE: Discussion for new A&A40 rules thread
@Young:
I for one am very appreciative of the new Global rule question thread. Here is my wish list:
I hope it stays clean, I have already seen some irrelevant posts removed and that’s great.
I hope everyone uses it instead of creating topics that ask 1 question.
And finally, I hope Alfa+3 is released soon so the questions don’t begin on page 100.I wish to thank Krieghund and A&A.org for making my life easier.
I didn’t notice the thread until now. Thanks IL for pointing it out to me. I for one prefer threads that ask one question though. It’s easier to find the answer you seek, and is more to the point. That’s just me though. I’ll still use the new thread for questions.
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RE: Alpha + .2 question about SBR
@Imperious:
Post this in the question thread. No more threads with questions…
Sorry IL. This is the thread I’ve always posted questions in. I haven’t been on in awhile and didn’t realize that had changed.
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Alpha + .2 question about SBR
The rules that I found, and the chart that Canuck made (Freaking awesome charts by the way Canuck) say that During an SBR escorts can only be taken as casualties AFTER all bombers have been claimed. Why is this, and why bother having escorts? That makes SBRs almost not worth it. Unless I’m missing something.
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RE: If America retakes Java…..
If US takes a Dutch territory from Japan it goes to the US. You can’t really liberate a Dutch territory since there’s no Dutch player.
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RE: Most viable turn to declare war as the Axis
So does the Alpha setup make it easier for the allies? If so I like OOB because in the probably 6 globals we’ve played, axis has only won once.
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RE: Axis Win
How did US land units in UK so early? Did you declare war on them on G1 G2?
If you read further in the Original Post, Japan attacked UK’s fleet J1 allowing US to declare war US1.
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RE: Total Unit Value Global 40
Am I right in guessing TUV is total unit value? Also is the the OOB setup, or the errata setup? One more thing to maybe add to that list would be starting IPCs. It would be interesting to document after Frances turn each round and see how it’s changed, with how many IPCs each side has plus price of units and bases. This could show a progression using the setup as a zero value for each side, then seeing how each side is doing.
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RE: Can us and uk share sea zone before US is at war?
Another follow up to my questions because I’m still debating this point with a friend:
If USA is not at war
if UK is at war
if USA naval units share a sea zone with UK units and Japan attacksThen are these points correct:
1. Japan can attack the sea zone
2. UK and US naval units defend together
3. This is not a declaration of war by Japan against USAor are these points correct:
1. Japan can attack the sea zone
2. UK naval units defend
3. ignore USA naval units in the battle.Any powers may share a SZ with any power they are not at war with. If US, ANZAC and UK share the same SZ Japan (who is not at war with any of them) can declare war on US, only and ignore UK and ANZAC ships. It could also choose to declare war on UK and ANZAC ignoring the US letting the US declare war next turn. It could also attack all of them.
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RE: New player country pick
Italy for sure. It’s got action right off the bat, it is Semi-independant (With Germany to back it up/to be backed up depending on the gameplay) and it is in the game from beginning to end but is not likely to win/lose the war based entirely on its own moves assuming a competent Germany player.
Giving a new player Anzac, China and France would be a sure-fire way to turn them off of the game if you ask me. Our first game of global we had one player do those three minor allied nations and quite frankly he spent most of his game sitting around waiting to move one or two units. An hour of waiting for 30 seconds of gameplay is not a good introduction to the game!
Agreed. Why not give the newbie the important power? If you have teammates who are good at helping. And I personally have as much fun losing as winning as long as there aren’t too many glaring mistakes. And if the new person is making mistakes they’ll learn from them. But here’s the most important thing. But each person is different.
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RE: New player country pick
I think ANZAC is a terrible idea for a new player. We found a way in my group for ANZAC to be useful but if I were new and only got the 3 minor powers I’d be frusterated as hell. My group usually just figures the divisions of powers to the number of players and take one box lid for each player. Example in a 3 player game 2 play the allies one plays the axis. However we split the allies US and UK will be seperated so we take the US, UK, and one axis box top and mix them randomly. We let new players pick first then grab at will. US usually gets the Pacific allies, UK the Europe. In a 3 player game we don’t follow the 3 allies vs 1 axis. We feel it’s more fun for each side to have a friend to strategize with. We also always give each major ally at least one minor one. Anyway we don’t care if you’re a new gamer. We want you to have fun and ANZAC IMO takes a bit more experience to play right. UK/ANZAC is usually our split for 6 player games and if the new player gets them we give them the option to trade. UK is like playing 2 games, and can get overwhelming.
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RE: Technology is a bad strategic investment
Ok here’s my 2 cents on techs. I’ll start by saying Spring 1942, is the first edition I played (though I’ve read the rules for some older ones) and my group houseruled in tech tokens. Playing G1940 I like the way techs work now. From threads I’ve read I appear to be in the minority on this. The problem with tokens (IMO) is that it takes a lot less thought. If you spend IPCs a turn on dice with tokens you get every die you rolled last rolled plus the number of dice you bought. There is much less risk there. With no tokens you need to think a lot harder about it. With no tokens you get 1 die per 5IPCs regardless of previously spent IPCs. You need to think “Do I feel lucky with 1 die or do I need more?”.
One great point Gamer brought up is that for each tech you get on a chart, it’s that much better of a chance that you’ll get one of the ones that you really want. Also like he pointed out, pretty much the entire second chart help USA, UK, and Japan a lot. Pretty much the entire first chart does Germany and Russia good. War Bonds is great to hit early game (yes I understand you need to hit a 6 then a 5 in order to get it). That extra 1d6 will help out especially late game. Also R1 Russia hit rockets in 2 games I’ve played. If I’m remembering right, there are 2 German complexes, and 1 Italian complex within 3 spaces of Russian borders. Rockets can be devistating to anybody’s economy having to repair complexes to use them to full capacity.
Unless I missed it, here’s the big point that I’m surprised nobody pointed out. Tech dice are purchased BEFORE units! If you get Rockets, it might be worth the 6 IPC investment to get an AA gun where you were going to buy a tank. If you get Advanced Artillery, you might replace some of the Mech you were going to buy to buy some Artillery to support that stack of Infantry you have. Where you would have 10 @ 2 (plus any other units) on defense, add 5 Artillery and you now have 15 @ 2 (again plus any other units) on offense. That’s a pretty huge swing for 20 IPCs.
As Gamer pointed out Super Subs is great. Taking Subs from having a 33% chace for a successful attack to a 50% chance is great. Factor in also the first strike assuming the defender has no Destroyer is great with a stack of subs. With Improved Shipyards (which especially if aquired early enough for a naval heavy power is always great to save money).
As far as play by fourm goes I’d love to give it a go. I just hate computerized dice. They never seem random enough. Anyway that’s my 2 cents. -
RE: AAG40 Setup Pictures(Larry's Alpha Setup)
So this is a LH approved setup change? And since it’s Alpha is this like the big one? I can’t keep up with all these setup changes. Every time I come on here there’s one or 2 new changes lol
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RE: Axis or Allies Wins in Those Who Have Played Global…List them here.
2 games both Allied wins.
First game US Played only in the Pac theatre. 2 times in that game Germany sent overwhelming forces into the UK. They shouldn’t have lost either battle but the dice screwed them over. Had they succeeded, US would have needed to spend a few turns in the Europe theatre, which would’ve taken pressure off of Japan and given the Axis a chance. Instead Japan (me) got owned then all Allies creamed Europe.
Second game I was US and the Pac Allies. Soviet Union got Rockets as research. Once they went to war they jacked up 2 German and 1 Italian complexes. That mixed with the bombing raids on all 3 Axis powers screwed up their economy. Japan owned the Pac ocean until I swung in and took SZ 6. I didn’t have land units to take it but I held it and we slowly took them out of China and Russia. -
UK and techs
Does UK have to split up tech dice purchases or can they choose freely which income they purchase dice in? Example: if I buy 2 tech dice do both need to come from one side, does one come from PacUK and one from EuroUK, or is it my choice? Futhermore if UK gets war bonds do they choose which side gets it, or is it set how the 1-6 IPCs is split (if it’s split at all)?
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RE: Technology?
the average cost to acquire a technology is 20ipc
no one will buy tech as it is too expensive compared to its benefits.
now that long range air has been halved, and heavy bomber has been neutered, there is no tech that is worth 20ipc. buying more units would be a better choice.
How do you get 20 ipcs?
Yeah I don’t get that either. If you want to go with statistics, you need to buy 6 tech dice which would be 30 IPCs (assuming it’s still 5 to buy a token). But if youhave an extra 5 IPCs on a turn, why not buy one so you can roll for it each turn?
If you miss, you get to keep the dice until you suceed. So you can but 1 dice and roll once a turn until you get a 6
That’s what I meant with my last bit about using 5 IPC to be able to roll each turn. I should’ve added “until a roll succeeds” :)
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RE: Technology?
the average cost to acquire a technology is 20ipc
no one will buy tech as it is too expensive compared to its benefits.
now that long range air has been halved, and heavy bomber has been neutered, there is no tech that is worth 20ipc. buying more units would be a better choice.
How do you get 20 ipcs?
Yeah I don’t get that either. If you want to go with statistics, you need to buy 6 tech dice which would be 30 IPCs (assuming it’s still 5 to buy a token). But if youhave an extra 5 IPCs on a turn, why not buy one so you can roll for it each turn?