Myself it really depends on what Germany does, though my standard moves are, Dest from SZ35 to SZ59, Sub from SZ40 to SZ45, The Subs a 50/50, some people like to take the carrier to the tran as well but, I prefer the Dest Alone. If Africa is going good, Namely if I can retake EGY, then the tran in SZ40 takes two inf from AUS and invades New Guinea (Something nice to try) If I cannot retake EGY I like to use the Tran to pick up 2 INF from AUS and then move to SZ30, then on UK2 drop them anywhere along the Africa coast (Even Persia if it needs them). If Germany takes EGY and you “can” retake it, then do it bringing 2 inf from IND, 1 INF from TRJ and the Fighter from SZ35 (You can also bring your Bomber but I usually don’t). Otherwise I like to stack 2 inf in TRJ and the 3 Indian Inf and A-A gun to Persia. The AC stays with the Tran wherever it decides to go. If Germany is stupid and doesn’t take EGY, then smile :lol: happily and move the INF from TRJ into it, stack 4 + A-A gun in Persia, move the FIG to EGY and move the Tran and AC to SZ33 (Out of reach of the IJN).
The SAF INF always moves up, regardless of what you do.
What out of the box National Advantages should I use…
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I am running A&A revised at a convention this weekend. 4 hour time slot (I know, I know )
I want to use special victory conditions, 9 cites total or 1 Ally capital falls, same with the Axis.I want to give out national advantages to each nation, possibly even more than one to speed the game up.
Any suggestions?
I know I want to give the US mechanized infantry… because that really helps them get into Africa quick.
Other than that. I dont know.Bear in mind, I want ones that are going to speed up the game.
Not bog it down, so Germany’s Atlantic wall is a no-no.
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A lot depends on the skill level of the players. Assuming that the players will be roughly the same skill level, how about:
Russia–-Trans-Siberian Railway (quicker defense/attack response)
Germany—Panzerblitz (allows greater use/mobility of German armor)
United Kingdom—Mideast Oil (allows greater use of aircraft, ftrs can attack Med. and return)
Japan—Lightning Assaults (allows rapid attack of coastal areas)
America—Mechanized Infantry (allows greater mobility/attack)
If you allow more than 1 national advantage each, stay away from Superfortresses for USA. It makes the game pretty lopsided. IMHO the same restriction applies to Banzai Attack for Japan.
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USA: mechanized infantry or chinese divisions.
UK: Radar or French Resistance
Russia: Railroad or Lend-Lease
Germany: Panzerblitz
Japan: Tokyo Express or Lightning Assaults. -
SPEED IT UP –> Lend Lease. Allies have a huge advantage
Superfortresses. You just can’t win with the Axis
Joint Strike. If used properly, See-ya
Make it interesting --> Wolfpacks and/or U-boat interdiction
Enigma -
Thanks guys, I will let you know what I decide and how the game turns out.
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@Wrongway:
I am running A&A revised at a convention this weekend. 4 hour time slot (I know, I know )
I want to use special victory conditions, 9 cites total or 1 Ally capital falls, same with the Axis.I want to give out national advantages to each nation, possibly even more than one to speed the game up.
Any suggestions?
I know I want to give the US mechanized infantry… because that really helps them get into Africa quick.
Other than that. I dont know.Bear in mind, I want ones that are going to speed up the game.
Not bog it down, so Germany’s Atlantic wall is a no-no.
Just say “I want a quick Allied slaughter of the Axis”, not “I want to speed up the game”. It’s more accurate.
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I usually play with all the options these days… makes each country feel quite different and unique.
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Some are just cheap, though, like the Superfortresses. Since fighters can’t intecept SBR’s, you can bomb at will with America, while being perfectly content to lose nothing.