• The G1 attacks on zones 7-11 ate actually so good….wait…they are TOO good.
    Really makes the allies totally helpless in the Atlantic for 3 turns


  • Well - now - we have just a few plays under our belts here, let’s not go and start saying the game is unblanced and the Allies have no shot to win.

    I have seen this script before and people WILL find a way to get the Allies into the game and be competitive. Every game seems to go through these initial wild swings of concern…

    MM


  • @oztea:

    So some red flags that we are seeing so far.

    • The UK attack on the Japanese fleet looks good, but is a trap.

    http://www.youtube.com/watch?v=piVnArp9ZE0


  • Well US transports used to defend at 1, which made a 2 SS vs 1 DD 2 TR a bit of a toss up.

    Now its 2 SS sinking 22 IPCs worth of boats without blinking.


  • @oztea:

    Well US transports used to defend at 1, which made a 2 SS vs 1 DD 2 TR a bit of a toss up.

    Now its 2 SS sinking 22 IPCs worth of boats without blinking.

    Which is kinda what really happened to US ships in 1942……

    As to balance…eh its early. A few MONTHS of playing will be needed to determine a bid, not a few games.


  • @squirecam:

    @oztea:

    Well US transports used to defend at 1, which made a 2 SS vs 1 DD 2 TR a bit of a toss up.

    Now its 2 SS sinking 22 IPCs worth of boats without blinking.

    Which is kinda what really happened to US ships in 1942……

    As to balance…eh its early. A few MONTHS of playing will be needed to determine a bid, not a few games.

    Completely agree. The overall changes look balanced at first sight and the Allies continue to have the steeper learning curve.


  • Just now getting back into Axis and Allies with the 1942 2nd edition after a many years of hiatus.  Just curious to know what an Allied “Bid” is that everyone is talking about.


  • People bid so as to play the Axis. You say I will give you 6 (IPCs to spend) and your opponent says: I will give you 8 if I can be the Axis. Goes on until one side gives up.
    The Allied player then gets to choose how to spend his bid and where he wants to place it.
    Could buy a UK Destroyer or 3 Inf for Russia. Some bids go above 20(for Anniversary).
    Some people insist on it.


  • Well it wouldn’t be so bad if the UK wasn’t losing a BB and Trans also.


  • @oztea:

    Well it wouldn’t be so bad if the UK wasn’t losing a BB and Trans also.

    One of the most common German openings on 1st Edition is to attack the UK BB+transport, the Med cruiser and destroyer and Egypt. Here you can inflict even more damage to the Allies at sea but Egypt/Africa are safer - it is a matter of deciding what to do with the UK Indian Ocean resources.


  • except in 1st edition the transport defended and could be taken as a casualty.


  • I saw it coming…the game is “unbalanced”  :roll:

    There will never have balance is a game like this. It is impossible. The fact is there are three countries vs two…talk about imbalance, its there from the get go.

    If you want to just keep doing the same strat for every A&A game that comes out, well, dont buy new games with different map set-ups. Play the Original and stick to the super,ultra-boring UK1-Aircraft-Carrier-US/Europe Shuck, Jap-Factory-in Manchuria-JTDTM-“Infantry Push Mechanic”…zzzzzzz

    I have been playing since the mid-80’s and I have tried dozens of different strategies, some bad, some terrible,some that went exceedingly well. If you just do the same thing over and over and over you are missing the real joy of this game.

    Guess what?  This isnt a real war. Its a board game. If you lose, you can play a different strat next time.

    Sometimes losing is just as fun as winning. If you take chances, even when the odds are against you, thats what keeps the game fresh. Its about having fun, not saving the world.

  • '22 '21 '16 '15

    amen brother


  • One thing in the game I played as the Axis, in hindsight, was to also use the BB to kill the UK destroyer. If you do that, you kill every naval unit in the Med / Atlantic on the board except for a single UK tranny and dd off the coast of Canada. Pretty potent first turn kill for Germany. Plus, as mentioned before, Germany can easily set itself up to prevent the UK from putting boats in the water for at least 2-3 more turns.

    What I want to try is a KGF strategy whereby the US is spending their cash on the Atlantic and providing cover for a UK fleet to appear.

    MM


  • @oztea:

    except in 1st edition the transport defended and could be taken as a casualty.

    On Spring 1942, 1st Edition you have defenseless transports, that’s why sinking the UK Battleship and transport got so popular as an opening move. On previous Revised the rule is as you described.

  • Liaison TripleA '11 '10

    Sometimes losing is just as fun as winning

    Sometimes… ;)


  • @malfnuction:

    I saw it coming…the game is "unbalanced"�  :roll:

    There will never have balance is a game like this. It is impossible. The fact is there are three countries vs two…talk about imbalance, its there from the get go.

    If you want to just keep doing the same strat for every A&A game that comes out, well, dont buy new games with different map set-ups. Play the Original and stick to the super,ultra-boring UK1-Aircraft-Carrier-US/Europe Shuck, ���-Factory-in Manchuria-JTDTM-“Infantry Push Mechanic”…zzzzzzz

    I have been playing since the mid-80’s and I have tried dozens of different strategies, some bad, some terrible,some that went exceedingly well. If you just do the same thing over and over and over you are missing the real joy of this game.

    Guess what?�  This isnt a real war. Its a board game. If you lose, you can play a different strat next time.

    Sometimes losing is just as fun as winning. If you take chances, even when the odds are against you, thats what keeps the game fresh. Its about having fun, not saving the world.

    Exactly. I had this discussion on the “opening moves thread”, and that is the same thing I was saying, one cannot use the same strategy for each version, because versions are totally different, even one or two spaces makes the thing completely different. So I agree with you, same goes for having fun of course :)


  • @miamiumike:

    So, last night was able to play my 2nd official game of AA42-2E. Now - we are playing using the FTF tournament rules that are used at Origins and GenCon - 5 hour game - most VC at the end of the time wins - unless one side gets the OOB victory conditions. We also used a chess clock to time our moves and this added a sense of urgency.

    Russians started out well with 2 attacks on the Germans with minimal losses. Germany responded by eliminating the UK BB/Trans, the Us DD and 2 Trans and bought a carrier and destroyer and men (more on that later).

    Japan decided to build a complex in Manchuria, and attacked all 4 US territories- while not taking them all, they did kill the US fighter. They also bought a 3rd carrier. The US consolidated its pretty significant fleet off the West Coast and added to it a ton.

    MM

    That’s blasphemy! LOL, just kidding, I was “attacked” on the “opening moves thread” for bying naval units for Germany and factory for Japan. But this is the only way, bying some naval units for Germany, to make the way to Karelia a LOT shorter as you said + threatening UK. Also factory on Japan producing units combined with dumping in units with transports as fast as possible on J2 turn is also essential.


  • @oztea:

    Well it wouldn’t be so bad if the UK wasn’t losing a BB and Trans also.

    Allow me to counter the Germany. Some here say, take out UK BB+Transport on London.  Take out UK DD on Syria, which I do, I even take Syria with troops on G1 turn. Great so far, I agree.
    And then it was argued that 2 Atlantic subs should take out the USA DD + 2 Transports.

    Ok, now my turn, UK1 turn starts:

    I don’t buy 2 FTR which is stupid thing to do.

    I would according to this situation, buy 2 Carriers + 1 INF. I put the 1 INF on India, and 2 Carriers on London, SZ7.
    Land 2 UK FTR from London on those carriers. Move a Canada DD and Transport together with Carriers and take one Canada tank with you to London on the way.
    When US1 turn starts, fly that 1 FTR from Eastern U.S to one of the UK Carriers.

    Now before G2 turn starts, UK should have there 2 Carriers with total of 3 FTR + DD + Transport.
    This is some serious naval power, and if Germany starts to attack this with German fleet + air power, Germany would start losing boats + planes.

    The only way to prevent this from happening is to strike Canada DD + Transport instead of attacking the USA DD + 2 Transports. Still, UK can build 2 Carriers + having 3 FTR on them waiting for any German attack, even with no UK DD from Canada with them.

    As an experienced player, I find it totally unacceptable UK being cut of from the seas for like 3 or 4 rounds, by that time, Allies are pretty much dead. UK needs naval power right away.


  • Another UK DD, with the two Carriers isn’t really that big of a deal.
    It doesn’t make or break the defense there.

    2 carriers is a bad buy. one and a destroyer gets the same effect (minus the US fighter)

    Really depends what lives on G1 for the UK. are 2 subs still in 11?
    Are 2 subs still in 7?

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