It’s called “Independence Day”.
We don’t call yell “Merry 25th of December” on Christmas…
–Barnee, not a personal slant against you, just in general.
I just never understood why the Holiday is so mislabeled.
It’s called “Independence Day”.
We don’t call yell “Merry 25th of December” on Christmas…
–Barnee, not a personal slant against you, just in general.
I just never understood why the Holiday is so mislabeled.
@SS-GEN said in Operation Sea Lion - Is it possible for 1941?:
You want to see my tech chart ? I mean my game is 41 and have a 10 tech table. Not all techs good for some. We have had 16 tech in game and doesn’t unbalance it. At least you get it plus I have additional rules on tech tokens and a spy can steal tech one time in game. Just ideas if your interested in them.
Thank you for your offer. I have found when it comes to tech in any version of A&A, the differences in opinions about tech and how to ‘fix’ them vary greatly. And, might I add, none is more right than any other ‘system’.
Our Chicago rules has it’s own “Tech via a Point System” that we utilize
@taamvan said in Operation Sea Lion - Is it possible for 1941?:
@axis_roll Yes sir, Even with 20 they have no chance whatsoever in the left hand (1941) setup The geometry of the AA50 board is 1 turn for UK planes to russia and 1 turn for USA ships to UK. Also france is worth 11$ so its quite worth fighting over.
Hmm. I would LOVE an axis with a bid, let alone 4 tanks worth!
So Germany plays a defensive game in Europe after sinking most of the UK royal navy G1, gets what Africa money it can and lets Japan win the game. Japan also send 2-4 planes to Europe to help.
In the other versions its a 3 power dogpile onto Russia but in AA50 1941 its a 3 power dogpile on Germany and because there are plenty of russian infantry and 2 layer of russian territories this is more than enough space time and bodies to ensure that moscow is no cakewalk and germany has only 2-3 pulses of tanks to try and overcome it
5 cost tanks russia buys 6
43 income UK buys 4 fightersthese units are way better than the lesser units in the absence of some alternative or special powers so the choice is too clear and simple
Are you playing with National Objectives?
I hope not tech because that’s such a crap shoot… at least the out of the box tech rules
@taamvan said in Operation Sea Lion - Is it possible for 1941?:
The 1941 setup is really busted. …we got to a 20+ bid for Axis (still a complete blowout for the allies with 8-9 german planes on the board ie dark skies) and then gave up and went back to other versions and setups
Sorry, I am confused, Are you saying you have to give the AXIS $20 IPC’s to have a chance in the 1941 bid set-up?
@Xlome_00 said in Operation Sea Lion - Is it possible for 1941?:
That’s what I figured, even if the Italian fleet came up to join with the German fleet, and Germany built a Bomber a turn to SBR the UK…I still don’t see how they could conquer.
I figured I’d ask the strategists on here to see if anyone had a creative way to do it.
Max german pressure Sea Lion on G2:
{Assuming a C/V and 2 transport purchase (need something to protect your Baltic sea navy against the UK 2 ftr & bomber)}
3 inf, 3 tank (3 transports worth), Cruiser offshore, 4 ftrs (avoid losing any during G1 attacks), bmr
11 units.
If UK went strictly defensive, they could buy UK1: 4 inf, 2 tank, 2 ftr =42/43
adding to what is already in UK (and assuming no UK transports survived the G1 attacks), yields:
6 inf, art, 3 tank, 4 ftrs, bmr, AAA = 14 units
UK alone can withstand a G2 sea lion
USA could add inf,art, ftr, 2 bmrs if needed.
An all out Sea Lion is very hard to achieve, mainly because UK can drop 8 units on their buy once they see it coming.
thanks for the story. Made my day with a few guffaws and chortles
@IshidO said in Fun Awards suggetions plz:
I don’t think this makes any difference: We are playing A&A Revised with enhanced ruleset
Great rules set to play, might I add!
@Mursilis said in What is low luck dice:
I’ll just pop in here real fast. Low luck dice works like so: Add up the to-hit number of all the units in each attack column separately and divide by 6. So say you are attacking with 6 infantry 3 tanks and 3 fighters.
So the infantry attack on a 1. You have 6 so 1x6=6 Now divide this number by 6(the number if sides on the dice) and you get 1. So that is one guaranteed hit. Next add up the tanks and the fighters since they all attack on 3 you group them up. 3x6=18 18/6=3 So 3 guaranteed hits. I just grabbed these number out of the air so lets say you are defending with 8 infantry and 2 fighters. Infantry defend on 2 fighters defend on 4. so 2x8=16 16 divided by 6 = 2 guaranteed hits with a remainder of 4. Since you can’t divide 3 hits into it fully. That 4 remainder now acts as a normal dice roll. You have to roll a 4 or less for a hit. The 2 fighters now 2x4=8 So that’s 8/6 =1 with a remainder of 2. So 1 guarantee hit and now you must roll a dice with a to-hit on a 2 or less.
Hope this helps.
Not sure what the ‘official’ low luck perspective is, but we sum/total the hits for ALL units in a round of battle, not by their “HITS AT” value as Yamamoto_motto did in his example. By doing this, low luck limits the variability per round of battle to only 2 units (Attacker may get his ‘odd’ roll, while defender misses his ‘odd’ roll). This would change his defensive example to (8 * 2) + (4 * 2) = 24, or 4 exact hits.
His defensive example would yield 3 guaranteed hits and 2 more rolls ( 1@4) and (1@2). Summing all units minimizes the variability even further,
@Argothair said in Balanced Mod [Anniversary 41]:
Third draft based on feedback from everyone and playtests with @axis_roll – thank you for commenting!
- Operation Torch – 3 IPCs if USA has land units in both Morocco and Libya
Need to update this USA NO still
@Soviet-Steamroller said in What's the latest best Japan opening?:
@axis_roll You are absolutely right and your advice make full of sense but my mistake is that i forgot to mention one critical information which is that we (me and my gaming group) ruled out the building of factory on islands (like in global).
We think this is just too darn cheesy ;)
yep, we have the same limits in our Anniversary rules. Back to the OP. If you wanted to still buy an IC J1, FIC would be your best answer. It’s within range of the homeland ships for easy resupply.
As for the Russians i see what you mean. I thought it might make me waste time and resources to take it back but after all i asked for advice so i might just give it a try.
The Russians are wasting time and resources taking it for no gain, other than ‘forcing’ Japan to take it back. Their supply line is MUCH greater/farther, and they are using their defensive pieces offensively. If you have extra infantry or feel so inclined to make it more than a mere walk-in, I would leave 2-3 inf behind to induce an attack.
@CWO-Marc said in Simplified Bombers, Flak Guns, and Submarines:
@axis_roll said in Simplified Bombers, Flak Guns, and Submarines:
Are ‘flak guns’ the same as AAA guns?
Yes. “Flak” is the Anglicized version of the German acronym “FlaK”, which stands for “FliegerabwehrKanone”, which means “aircraft defence cannon”, often also referred to in English as anti-aircraft artillery (AAA).
I meant from a game perspective, in other words, is FLAK one piece, and an AAA gun another.
@Soviet-Steamroller said in What's the latest best Japan opening?:
1) where to put my IC? (F.I.C. or Burma directly under UK’s nose?).
East Indies. It produces 4 units per turn, you’ll have a navy nearby in SZ35 after J1 (for a J2 build of a tpt and 2 inf, perhaps AAA if the allies get cute with a USA bomber in australia
A decent UK player would probably put an IC in India in response but also could muster 1 inf from Persia and 2 Fighters (Egypt & Australia). On my J2 i would be facing 4 inf, 2 fighters and 1 AA!
2) What to do with the Russians?
At first i could have 2 inf and 2 fighters defending Manchuria vs 3 inf, not really scary.
But having 7 Russians staring back at me on my second turn is something else entirely!
Let the Russians come! They don’t get any money for it, nor will the chinese as Japan can usually just take it back easily on their turn.
Should i go in and take Buryiatia S.S.R. right away to peel it off? => Manchuria + A.A. (1 inf/ 1 tank) + 2 fighters and 1 Battleship bombing?
My Japan is expansive elsewhere initially, then expand on Russia later (Rd3?)
Are ‘flak guns’ the same as AAA guns?
Usually in games where subs can reduce income (aka convoy rules, sub interdiction, etc), Germany is not affected, nor is Russia.
I can see a mega Allied effort to reduce German income:
UK subs, USA planes (mostly bombers and ftrs)
There will be many AAA guns and ftrs for Germany… look out for the Russian steamroller coming to (help) bleed Germany dry with stacks of men willing(?) to be thrown to the wolves
@Soviet-Steamroller said in New Industrial Complex placement.:
I always wondered why Borneo and/or East Indies where not seen that often with factory built as it looks like a great base of operation for Japan or even UK!
There is a fairly common house rule to not allow Industrial Complexes on islands, specifically targeting Japan, to keep such a strong/game winning move out of the game.
@vodot You guys are playing with just the NO adjustments and no bid, right?
Correct, No tech, dice average, and Argothairs latest National Objectives (which contains a small chinese mod)
@vodot
overstate
verb (used with object), o·ver·stat·ed, o·ver·stat·ing.
to state too strongly; exaggerate:
India was never as near as susceptible to Japanese conquest in the real war as it is in AA50. So when I say that AA50 “overstates India’s vulnerability”, I mean that the game makes India far too easy to take by the Japanese.
@SS-GEN There are many ways to try and balance the game, as you have suggested. Argothair was trying to do so with his minimalist approach of only altering the National Objectives.
The new NOs are close, but not enough to help in India/South Pacific theater. India’s vulnerability in AA50 is way overstated, as well as Japans ability to help fight in Africa (even the med too!). I don’t know if just National Objective changes can ‘fix’ these issues.
@SS-GEN update posted in the play board games section
https://www.axisandallies.org/forums/topic/32757/axis_roll-vs-argothair-aa50-balanced-mod-playtest
Game 2 with axis_roll as the allies just entered round 6. UK’s initial pressure on the med fleet worked well, Germany has not been able to get enough pressure on Russia. With China’s strong resistance (strong dice casualties inflicted on Japan), Japan has been a bit slow putting back door pressure on Russia. USA has been doing an ok job keeping Japan occupied, while helping out in africa just enough and in Norway with an IC. This is the end of Russia 6.