• G2 with 42, buy 8 INF, 2 ART, 2 ARM

    Combat moves -
    Cau - INF (WRus) INF (Ukr) 3 ARM, FTR (EEu) 5 ARM (Kar) 2 FTR (Blk)
    Arc - 5 INF (Kar) 2 FTR, BMB (EEu)
    Egy - 2 INF, ART, ARM (Lib)
    TrJ - 2 INF (Gib)

    It might not feel like it, but I’m holding back
    If I hold back too much, you won’t learn very fast  :-)

    No dice rolling from ambhibious assaults, so I may conduct combat in whatever order I want.  I will pick the riskiest - Caucasus
    Cau AADiceRolls: 3@1; Total Hits: 03@1: (2, 5, 5)


  • I will only roll my attack because I will be waiting for your casualty choice.
    Especially when there is a bomber on the ground or when there is a multi-national defending force you should only roll your attack and wait for the defender to choose casualties.  The defender does not get to see his roll until after choosing casualties.

    CauDiceRolls: 2@1 11@3; Total Hits: 42@1: (2, 1)11@3: (4, 6, 6, 5, 1, 1, 5, 4, 6, 4, 2)


  • Well your AA fire all missed, but at least my first round attack was well below average (average would be about 6 hits).

    At this point you need to decide whether to lose the bomber or not.  It doesn’t defend much worse than infantry, so you might want to hold on to it a little longer.  Keep in mind that if I continue until I destroy all units that you will have the opportunity to counter-attack my tanks that remain in Caucasus, trading men for tanks (always a good thing).

    But I don’t know what to advise you on the casualty choice…
    An experienced player probably would have attacked West Russia and Ukraine with 2 infantry and planes (each one) because if a Russian unit stays in each one then Caucasus is immune from attack from the 8 tanks.

    I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan.  This would have been a stronger move.

    Anyway, enough lessons for now - I’m trying to just teach you a little bit at a time.  Let me know whether you lose the bomber in the first round or not, and the game will continue.  :-)
    Really cool to be playing you here.

    Map attached (if you want to see how things are)

    1942 game 02b.AAM


  • @Gamerman01:

    I just realized that I could have used the Mediterranean battleship and transport to bring in two more infantry (cheap casualties) instead of taking Trans-Jordan.  This would have been a stronger move.

    Or not!  Did you say the Black Sea (zone 16) is closed off from 14 and 15 in this game?

    I’m used to the Anniversary Edition (AA50) where it is open by default.  Closing it is an optional rule in AA50…


  • For zone 16 my axis and allies game says its an optional rule.
    and I will lose the bomber in Cau


  • Russian defenseDiceRolls: 1@1 7@2 3@3; Total Hits: 31@1: (5)7@2: (6, 4, 5, 1, 3, 3, 3)3@3: (5, 1, 2)


  • Cau round 2DiceRolls: 10@3; Total Hits: 510@3: (3, 6, 2, 1, 4, 6, 1, 5, 3, 6)DiceRolls: 4@2 3@3; Total Hits: 34@2: (4, 1, 6, 6)3@3: (5, 3, 2)


  • Retreat 4 ARM to Ukr
    ArcDiceRolls: 5@1 2@3 1@4; Total Hits: 35@1: (2, 3, 2, 5, 6)2@3: (2, 1)1@4: (1)DiceRolls: 2@3 1@4; Total Hits: 12@3: (6, 6)1@4: (1)


  • Z5 - 2 SS (Z7)
    Z15 - BB (Z13)
    Ukr - ART (Blk) INF, ART (Bel)
    Bel - ARM (Ger)
    EEu - 3 FTR (Cau) 2 FTR (Arc) INF, AA (Ger)
    Kar - INF (Nwy) INF (EEu)
    Ger - 3 INF, AA (WEu) BMB (Arc)
    WRu - INF (Bel)

    Place 2 ARM (SEu)
    Place 8 INF, 2 ART (Ger)
    Collect 47, 47 on hand

    1942 game 02b.AAM


  • HI, i just purchased this game because it looked fun….and challenging, and by the way the rule book isn’t really clear.
    I do have several questsions as i am new to the game…

    1. can air units be attacked by ground units and if so which ones can attack them…(excluding anti aircraft guns, i get how those work).

    2. how does the ipcs system work, in each round does the icp reset itself, to 40 or 30 or whatever amount of territories one may have. or does it add up to the next round…it would seem to make more sense of a reset system, but i could be wrong…very wrong, in other words gently correct my errors.

    3. Someone for the love of god explain how combat works… for example if I attack with say a soldier, do i have to roll anything lower than its current attack rating to do damage, and if so how do i apply damage, i get that they the opponenet choose which ones get the **** fan. but is their health their defense rating? how do these people die?

    4. and why does Russia have 24 ipcs, is it because they get to go first? it seems unfair… …and is there a way for everyone to go 1v1v1v1v1?

    sorry for the trouble, but otherwise, that’s why i’m looking for i hope to get some answers because i want to play this game, it does look really fun.


  • This isn’t the place to ask questions -
    two of us are trying to play a game, here

    1)  Yes.  Any ground unit can attack any air unit that is on a territory
    2)  Every time a power conquers territory the IPC earnings totals are changed.  If Russia takes a German territory worth 2 IPC’s, then the Russian income is moved up 2 and the German income is moved down 2.  You collect income at the end of your turn, so you will get more IPC’s for each territory that you conquer during your turn.  You can save money from turn to turn if you do not spend it all.
    3)  You roll a die for each unit in the battle.  If you are attacking with an artillery unit, for example, you need to roll a 1 or a 2 to score a hit.  Each hit scored results in a lost unit for the enemy.
    4)  Every power has a starting IPC amount.  One of the powers has to go first.  The starting units and money was all taken into account by the maker of the game in attempting to make a game where each side has about the same amount of power and money.  Yes, you can have one player play an individual power, so Spring 1942 can have 5 different players - 3 on 2.  The players need to work together to be effective.

    Axis and Allies is a blast.  It is a very fun strategic game that has the proper balance of skill, strategy, simplicity and fun.  This game is child’s play compared to a lot of other war games out there, but if the hardest game you’ve ever played is Risk, you may be overwhelmed.
    Ask all the rules questions you want in a rules or FAQ thread, or you may private message me any time.  As you can see, I’m a “rules deputy” on this site - I know the rules for AA50 and Spring 1942 thoroughly and have played various versions of Axis and Allies for many years.  But this is a game-playing thread, as I said before, so rules questions don’t belong here.  Thanks, and happy gaming to you.


  • United Kindom
    with 30 buy sub, fighter, transport
    save 7

    Combat moves-
    1 infantry from Ind, 1 tank from Per to FIC
    1 fighter from Gbr to Nwy
    1 fighter from Gbr to WEu

    Noncombat moves-
    1 aircraft carrier 2 destroyer 1 battleship 2 transport from zone 2 to zone 6
    Fighters from Nwy and WEu land on aircraft carrier in zone 6
    tranport in zone 33 picks up infantry in Rho drops him in Per
    1 infantry from Cng to Rho
    aircraft carrier with fighter, battleship from zone 33 to zone 34
    Sub in zone 47 to zone 31

    Place sub, tranport in zone 6
    fighter in Gbr

    Collect 39 on 46 on hand

    1942 game 02c.AAM


  • Only ground units can take control of territories


  • Since you are moving transports to Z6 anyway, did you want to take control of Norway and France with an infantry?
    I can move Japan since they are unaffected by this….  Then you can move USA and USSR


  • @Tex:

    aircraft carrier with fighter, battleship from zone 33 to zone 34

    It’s a cruiser, not a battleship


  • J2 with 33, buy 4 INF, 4 ARM (save 1)

    Combat moves -
    Yak - 4 INF, ARM (Bry) blitz Far, 2 FTR (Man) FTR (Jpn) BMB (Wak)
    Sin - 3 INF (Chi)
    FIC - 2 INF, ARM (Jpn) BB, 2 FTR (Z37)
    Haw - INF, ART (Jpn) CA, BB, 2 FTR (Z53)

    Amphibious assaults are supposed to be conducted first, so
    FICDiceRolls: 2@1 3@3 1@4; Total Hits: 22@1: (2, 3)3@3: (3, 5, 6)1@4: (4)DiceRolls: 1@2 1@3; Total Hits: 01@2: (3)1@3: (5)


  • HawDiceRolls: 2@2 3@3 1@4; Total Hits: 12@2: (3, 6)3@3: (4, 5, 6)1@4: (3)DiceRolls: 2@2; Total Hits: 02@2: (4, 5)


  • Haw2DiceRolls: 2@2 2@3; Total Hits: 12@2: (2, 4)2@3: (4, 6)DiceRolls: 1@2; Total Hits: 11@2: (1)


  • I will state, if I am not losing the cheapest unit.  So in this case when I don’t say anything about the results, it means I’m losing the infantry

    YakDiceRolls: 4@1 4@3 1@4; Total Hits: 24@1: (2, 5, 1, 6)4@3: (6, 3, 5, 4)1@4: (5)DiceRolls: 3@2; Total Hits: 23@2: (2, 2, 6)


  • Yak2DiceRolls: 2@1 4@3 1@4; Total Hits: 52@1: (5, 1)4@3: (3, 1, 4, 1)1@4: (4)DiceRolls: 1@2; Total Hits: 01@2: (3)

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