It means the Axis get 3-5 worth of IPCs to place.
Posts made by PizzaPete
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RE: Bid with national objectives off?
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RE: Balance, 1941, no national Objectives (reprint)
@ckladman Yes, the game tends to favor the allies without objectives, and the axis with. To balance, you could trying giving a bid (additional starting units) to the side that is at a disadvantage, or play with objectives but reduce the payout. (3 ipcs vs 5.)
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Tournament Etiquette
Hello,
I’m curious if anyone can help me with some general advice for in person Tournaments. For one thing, would it be a frowned on/weird to use small post-its to mark the board on my turn? I tend to forget a non-combT move from time to time, and I’m hoping the post-it method will be a better way to avoid that than having to double and triple check the board in a timed game.Secondly, do teams talk in code at the table or do they just openly discuss in front of their opponents?
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RE: Question about aircraft and subs
Panther is right, but I’ll offer one more clarification. Your allies can help you defend, but not attack. Destroyers belonging to your ally don’t participate in your attacks, so they can’t help your air units hit subs even if they’re in the same sea zone.
When defending, they do participate, so a UK destroyer can help US planes hit subs if they’re defending the same sea zone.
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Bid with national objectives off?
Hi all,
I used to play this with NOs on, but lately I’ve been wanting to give it another go without them. I know with them on I traditionally give the Allies a hefty bid, but considering how much the NOs favor the Axis, I’m curious if anyone on here has an idea of what a fair bid looks like when playing without the objectives enabled. -
RE: Italy active on turn 1... What?
@SuperbattleshipYamato said in Italy active on turn 1... What?:
@PizzaPete said in Italy active on turn 1... What?:
@SuperbattleshipYamato
Maybe there could also be a mechanism to forestall an Italian entry into the war even if the requirements are met if Austria-Hungary either (I’m still thinking of which house rule to do):Turn Trieste into an Italian territory (Central Powers have one turn to evacuate)
Austria-Hungary loses 2-4 IPCs (unsure of the exact number yet), representing them ceding territory to Italy.
I like that idea a lot. It would add yet another layer of choice to the central powers, and it is a good historical fit too. Between the two options, I’m leaning toward handing over Trieste, but I’d want to try both a few times and see how it plays out.
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RE: Italy active on turn 1... What?
While I agree that there wasn’t much chance of Italy coming in with the central powers, the nations engaged in the war in 1914 could not be sure of that, and I think it would be interesting to try a game where the players are also unsure.
I like the die roll for the uncertainty it adds, but I’d be concerned to give something that could have such a big impact on the outcome of the game wholly to a die roll without first giving players an opportunity to exert some sort of influence on the outcome.
I wonder if it might be more fun to roll a die each round to see if Italy enters. If they do, the side they choose could be determined by the status of the western front. Maybe select a few territories and Italy joins whichever alliance controls the majority of them. The selected territories should be an uphill fight for Germany to get more than half of, and depending on how many territories are contested, there could be a tie, in which case Italy joins the entente.
This would not only add some uncertainty into when and how Italy comes in, but also some variation to Gemany’s strategy. A little bit more for the western front could pay back bigger than it cost you, or it could turn out to be a waste.
It’s not a terribly historical idea, but it could be pretty fun.
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RE: Bonus Movement is Unrealistic Nonsense
While all that is true and valid, if you want to talk unrealistic rules, I don’t think anything comes close to the fact that all the countries stay idle until its their “Turn” to do things.
Some things have to be abstracted to make a game work.
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RE: Bonus Movement is Unrealistic Nonsense
Which was considered by the US to be the biggest naval base in the pacific!
@Poptech Your point about a base being surrounded is a good one, though it undercuts your own argument.
Being surrounded doesn’t mean your fuel and ammo ceases to exist, it means it won’t be replenished and you have to work with what was already on hand. Seems to me that since fuel and ammo are stockpiled at naval and air bases, territories that have them would be at a huge advantage when surrounded vs a territory that doesn’t and is surrounded, and units stationed there would be better off.
But since you either failed to read the responses or just dismissed the reasons the bonus movement makes sense, maybe it would be better to come at it from another angle?
Do you agree that naval and air bases existed in the second world war? If so, why do you object to their inclusion in the game? If you don’t object to their inclusion, what benefits do you think they should confer?
If you can answer those questions for yourself, you have a clear path to if you want to set up your game with the markers included, and what those markers will mean for your play group.
If you feel you’re already there, and you want to convince the rest of us that your way of playing is better, you might find you’re better able to persuade people by first understanding where they are coming from. Asking a question, failing to acknowledge the responses, and then acting like you’re the one who is not being listened too is not very persuasive.
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RE: Scramble question (on the way to combat?)
I’d say no he can’t for two reasons.
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Scrambling is a response to an attack, not a move
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Scrambling happens after a combat move is completed, so you can’t launch one against units that are mid-move.
Even though I think he’s wrong, it doesn’t mean he’s desperate or trying to bend the rules. It possible he thought this was a legitimate move, considered the move you’re making and thought “well I can stop that with a scramble”.
If so have pity. Losing a game because you misunderstood a rule is super frustrating, and can turn a player off of the game for good.
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RE: Bonus Movement is Unrealistic Nonsense
That is a great way to look at it. A fleet at sea or away from a fueling base has to rendezvous with a fuel tanker to refuel before moving full range. That rendezvous will cost the fleet time and fuel.
Meanwhile, a fleet departing from a naval base could be accompanied by a fuel tanker. Part way through your turn, the fuel tanker itself will need to head back to base to refuel that giant tank, but the fleet can continue on with the fuel it got from the tanker.
There wasn’t an option for refueling planes mid-air in the 40’s, but an airbase would have the resources and trained personnel to outfit your plane with one of these:
Not to mention, as polishpowerhouse points out, taking off from dirt track is not the same as a proper airfield.
The shorter and less refined your runway, the more you’ll have to lean on the throttle to hit the speed you need for takeoff. The more you lean on the throttle, the more fuel you’re burning just to take off.
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RE: Rumor about 1914 reprint?
Yes I received my copy Friday. I also have not had a chance to count the pieces, but the components look good and I’m thrilled to finally have a copy of this version of the game.
The early reviews stating the original printing didn’t have enough pieces to set up the first turn really turned me off, so I’m even more glad to see Renegade has taken steps to address that complaint rather than just reissuing it as it was, which they almost certainly could have done and still expected to see sales based on the prices used copies of 1914 were going for.
Most of all I’m thrilled to see that my fears of this and Anniversary never being printed again were not well founded.
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RE: Renegade Con Virtual: Axis and Allies
I’ll admit that I haven’t played Revised in quite a while, but I think a buy of all tanks would be pretty easy to counter considering that for 15 ipcs you could get 2 inf, 1 art, and a tank that will beat three tanks on both offense and defense.
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RE: Axis & Allies Anniversary - National Objectives Chart
That one looks great too! Thank you again for sharing these great resources!
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RE: Axis & Allies Anniversary - National Objectives Chart
Looks great, thank you for sharing it!
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RE: Anniversary edition re release or news
Unfortunately it sold out of retailers a long time ago. You’ll find it on ebay or maybe the marketplace on Board Game Geek, but the prices are usually very high, even for used copies.
I saw something that may or may not have been a leak listing the versions being released in January, and Anniversary was not on it. (It was 1941, 1942 SE, and Global.)
I am hoping that either that leak was fake, OR its just a starting point. With the prices Anniversary is going for on the used market, it seems like they’d be crazy not to reprint it.
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RE: Amphibious assault - sea battle lost what happens to transports
Yes, Panther is correct. An important additional note is that the attacking transports may not unload during non-combat. Anything that is on board stays on board and remains vulnerable to sinking.
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RE: Looking for A&A Europe and Pacific 1940 (2nd Ed.)
@stoffel said in New Axis & Allies games may become hard to find:
Hi, I’m looking for A&A Europe and Pacific 1940 (2nd Ed.) but they are sold out everywhere… Any chance that they will start printing again?
Looks like they’re still available here:
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RE: Allies strategy
You would not be the first person to misunderstand that particular rule. I’ve come across many players that interpret the rules as I think you have. However the correct way to play is
1)Make all of your moves that result in combat before conducting any battles.
2)Resolve battles one at a time
3) Pieces that didn’t move or fight in steps 1 or 2 can now move, but they are limited to moves that will not result in combat.As soon as the first die is rolled on a battle you are no longer allowed to make any moves that would result in combat of any kind, so while you can kill that US battleship and then move those transports through that sea zone after the battle, the transports can’t unload into hostile territory since that would require a battle and you’ve passed the point in your turn that you can have battles.
The best way to think about it is that your non-combat move is for units you’ve held in reserve to reinforce areas as needed based on how your battles turn out.