Brando, why would you leave 1 inf in each territory? The only ones that matter are rostov and Baltic States. You will lose 6 ipcs in units for not much gain in epl/bess.
I leave 1 Inf in each territory, so the Axis/enemy can’t just walk in. Inf have a 33% chance of a hit. Prevents a country from just taking a territory w/1 Inf. Usually the attacking country has to attack w/2 ground units, just in case your Inf gets a hit. Also prevents the enemy from sending just one ground unit on a long walk across your territories(i.e. when Japan starts marching across the Soviet Far East). I don’t always do this. Like in China, I consolidate the Chinese Inf whenever possible. But in Russia, I always try to leave at least 1 Inf in each territory. One thing to point out, I don’t leave 1 Inf in each territory, unless the enemy has a chance to take that territory.
Because they only have a 33% chance to hit, I would not want to risk giving away nearly free infantry kills to Germany unless they are defending something valuable. Each infantry you put in his way is 1 less body defending something critical for a 33% chance to kill 1 thing.
It’s not just a 33% chance of killing something. It’s making the enemy commit more than 1 Inf/1 ground unit to take the territory How would this hurt a country like germany that will have mechs constantly reinforcing and the positioning does not screw him?. Maybe you didn’t read my entire post. Again, I don’t always leave 1 Inf behind in each territory(i.e. China and other territories) Japan can just send 1 inf and air, it really won’t hurt him if he wants to.. However, leaving 1 Inf behind on such things as islands, even 1 IPC islands. Your enemy would most likely have to commit at least 2 ground units to take the islandIt depends on the value of the island and the likelihood he/she would go for it.. Therefore, forcing your opponent to commit more resources to take territories and have less units to use elsewhere. I understand what you mean, but this is also a game of economics and efficiency. If your opponent does not need to go for it, or is not even affected by it, the one infantry won’t be an issue.Like I said in my explanation, Soviet Far East is a good example. There are 13 IPC’s from Soviet Far East to Vologda/Samara. If your strategy is to leave these unguarded for Japan to just take w/1 Inf, then go for it. In my opinion, over the 26 years I’ve played A&A, it’s the wrong stategySince russia can easily stop japan from taking it unless Japan commits more to the front, it really is not an issue. Also, with mongolia, it won’t be unguarded.
Global 2nd edition rules….Alpha +3 is done!
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I still dont’ fully understand the new AA gun rules, I’ve read them a few times.
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I still dont’ fully understand the new AA gun rules, I’ve read them a few times.
If you attack with 3 or less fighters then the AA Gun fires at each of them.
If you attack with 4 or more fighters then the AA Gun fires at three of them, the rest do not get targetted.This is per aa gun.
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Plus they can now be taken as casualties in combat, and can no longer be captured.
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…or even other aircraft besides fighters.
Also I believe defender chooses casualties right Jen? Shouldn’t you put the whole sequence down?
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…or even other aircraft besides fighters.
Also I believe defender chooses casualties right Jen? Shouldn’t you put the whole sequence down?
Example:
Germany sends 5 Fighters, 5 Tactical Bombers, 2 Strategic Bombers from Holland to England.
England has 4 AA Guns and 1 Fighter on it.Start of Combat:
Opening Fire:
England rolls 12 AA Gun shots.
Germany selects any fighter or bomber of its choice until all hits have been assigned.
Germany rolls attack dice against the defending fighter.
England assigns any hit to the fighter.
England rolls defense dice for the fighter.
Germany selects a hit if one was scored and removes said plane from battle.
Germany lands planes during NCM -
the alpha 3 is pretty much where this game is a larry quote sounds like some wiggle room to me
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@morrel:
the alpha 3 is pretty much where this game is a larry quote sounds like some wiggle room to me
I am, currently, leaning towards a Delta 1 ruleset for AA.org official functions. I might change my mind based on what comes out at the end, but yea.
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@Cmdr:
…or even other aircraft besides fighters.
Also I believe defender chooses casualties right Jen? Shouldn’t you put the whole sequence down?
Example:
Germany sends 5 Fighters, 5 Tactical Bombers, 2 Strategic Bombers from Holland to England.
England has 4 AA Guns and 1 Fighter on it.Start of Combat:
Opening Fire:
England rolls 12 AA Gun shots.
Germany selects any fighter or bomber of its choice until all hits have been assigned.
Germany rolls attack dice against the defending fighter.
England assigns any hit to the fighter.
England rolls defense dice for the fighter.
Germany selects a hit if one was scored and removes said plane from battle.
Germany lands planes during NCMIs the 3 die/AA gun set. Say, you only have 2 fighters, and 1 AA gun, can it fire 3 shots, or is it limited to 2?
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It is limited to 2 shots in that situation.
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@Cmdr:
Example:
Germany sends 5 Fighters, 5 Tactical Bombers, 2 Strategic Bombers from Holland to England.
England has 4 AA Guns and 1 Fighter on it.Start of Combat:
Opening Fire:
England rolls 12 AA Gun shots.
Germany selects any fighter or bomber of its choice until all hits have been assigned.
Battle:
Germany rolls attack dice against the defending fighter and AA Guns.
England assigns any hits to the fighter and/or AA Guns.
England rolls defense dice for the fighter.
Germany selects a hit if one was scored and removes said plane from battle. English units assigned hits earlier are removed as well.
Repeat the Battle sequence until all units from one side are destroyed or Germany retreats.
Germany lands any surviving planes during NCMI’ve added corrections to the quote in bold.
Don’t forget that defending AA Guns can be taken as casualties now. In a battles where the attacker is strongly favored to win, AA Guns will typically be the first caualties since they don’t add any dice to the battle past the initial AA phase. In effect they become free hits. In battles where it is less clear that the attacker will win the defender has to decide when/if to lose the AA Guns, similiar the decisions now made regarding when to lose defending Strat Bombers.
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Don’t forget that defending AA Guns can be taken as casualties now. In a battles where the attacker is strongly favored to win, AA Guns will typically be the first caualties since they don’t add any dice to the battle past the initial AA phase. In effect they become free hits. In battles where it is less clear that the attacker will win the defender has to decide when/if to lose the AA Guns, similiar the decisions now made regarding when to lose defending Strat Bombers.
Aw man, I HATE that situation. You have a certain amount of men, tanks, etc. and a stack of 4 or 5 bombers. Do you protect those expensive bombers at all costs? Or do you get rid of the low defense hitters in favor of men and tanks that hit harder on defense? Usually, if I think I have a chance at holding out, I will protect the bombers at least until all the men and artillery are killed. It depends if I have fighters defending or not. If I do, I will also let the tanks die to save the bombers.
Now, If I don’t think I can hold out, yeah the bombers go first so hopefully I can take as many attackers with me as possible. Problem with this is on a few occasions, I ended up holding the territory but now I don’t have my bombers for a new attack. Sometimes that setback is all the enemy needs. -
Still dislike the new AA gun rules… I think all of my groups have pretty much decided to work around it somehow.
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Still dislike the new AA gun rules… I think all of my groups have pretty much decided to work around it somehow.
That’s the only rule I do like!
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Still dislike the new AA gun rules… I think all of my groups have pretty much decided to work around it somehow.
best work around is to go with the A2 set of aa guns cost 5 ipcs, fire at all incoming aircraft, and if the territory is captured they are destroyed.
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Still dislike the new AA gun rules… I think all of my groups have pretty much decided to work around it somehow.
best work around is to go with the A2 set of aa guns cost 5 ipcs, fire at all incoming aircraft, and if the territory is captured they are destroyed.
I can go with that, if you can target them with bombers during SBR campaigns and shut them off.
“I send 5 fighters to escort 2 strategic bombers headed for the British major complex in England. In addition, I am tasking two tactical bombers to attack the Anti-Aircraft gun.” It takes a damage point, it is shut down until repaired (as per AB, NB rules).
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Seems that this Alpha 3 was not done yet….
I just saw a new US NO today on Larry’s site…
11/17/11 US NO change: 5 IPCs for each turn that the US has at least one land unit in the territory “France”. Theme: Great Alliance collaboration
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149
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Still dislike the new AA gun rules… I think all of my groups have pretty much decided to work around it somehow.
best work around is to go with the A2 set of aa guns cost 5 ipcs, fire at all incoming aircraft, and if the territory is captured they are destroyed.
Yep - with the SBR element. That’s our work around…
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Seems that this Alpha 3 was not done yet….
I just saw a new US NO today on Larry’s site…
11/17/11 US NO change: 5 IPCs for each turn that the US has at least one land unit in the territory “France”. Theme: Great Alliance collaboration
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149
Dude needs to make up his mind! Granted, he’s been having to deal with Mantlefan’s crud so he was distracted…
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Why do you guys dislike the new AA gun rule? This is probably the first time I have actually agreed with Jennifer in saying I like this rule. Makes more sense historically and also adds some flavor to the game.
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There has been another update yesterday:
11/17/11 US NO change: 5 IPCs for each turn that the US has at least one land unit in the territory “France”. Theme: Great Alliance collaboration





