yeah, it makes a radical change for axis
see, with NO’s, axis need to kill russia (most of the cases)
without NO’s, axis need to keept russia from killing them :-)
41 is impossible without NO’s, and '42 is not certain.
yeah, it makes a radical change for axis
see, with NO’s, axis need to kill russia (most of the cases)
without NO’s, axis need to keept russia from killing them :-)
41 is impossible without NO’s, and '42 is not certain.
telamon is right. wether u play on abattlemap or the actual board, the color of the territory tells you who it belongs to. when occupied by the enemy, it is theirs, who ever it may be. but when liberated by allies, it reverts back to original owner. think of it like this. if germany invades moscow, its germany’s. but if the US liberates moscow, it does not become a US territory, it goes back to russia. hope that helps.
yes, but in '42, it starts with german control marker
and with red colour
apperently, i’m the only not-risky guy :-)
i prefer killing british destroyer east of england with sub and cruiser
2 subs, 1 fighter and 1 bomber to sz 12
take out all 3 eastern europe countries
hold france
doubting wether attack egypt or not.
if you do, sz 12 is more risky without bomber, but perhaps still acceptable?
@Subotai:
I don’t know very much about the WW2 in the Pacific/Asia, the WW2 was mainly decided in Europe. But we should have some relevant Asian warfare also, although the global power policies for several decades was determined by the outcome of WW2, and in this context the European relevance was the strongest, and both Europe and Asia was important theaters for the post WW2 world.
It’s obvious that China is treated better in AA50 than Revised, but China should be a few more TTs than in Revised, but I think AA42 will have the exact same map as Revised with different rules, even though I hope that AA42 have a few more TTs than Revised.
we all hope that last…
bigger china, and larger north africa :-)
to bad they don’t take AA50 map, i really liked it
(except eastern front, don’t ask me why, but liked revised eastern bit more.)
No rough terrain should be more for tactical type games, A&A is a strategic game. All you need to know is what terrain one can move through.
actually
never stood still by the difference between a strategic and a tactical game
you’re right :-D
@Trisdin:
GERMANY ( $ 31 )
Sea Zone 5 – 1 Cruiser, 1 Transport
Sea Zone 6 – 1 Battleship
Sea Zone 7 – 1 Submarine
Sea Zone 8 – 1 Submarine
Sea Zone 13 – 1 Destroyer, 1 Submarine, 1 Transport
Norway – 3 Infantry, 1 Fighter
Finland – 2 Infantry
North-western Europe – 2 Infantry, 1 Tank, 1 Fighter
France – 2 Infantry, 1 Fighter, 1 AA-Gun
Germany – 3 Infantry, 1 Artillery, 3 Tanks, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Poland – 4 Infantry, 1 Artillery, 3 Tanks, 1 Fighter
Czechoslovakia / Hungary – 2 Infantry, 1 Artillery
Bulgaria / Romania – 3 Infantry, 1 Artillery, 3 Tanks, 1 Fighter
Morocco / Algeria – 2 Infantry
Libya – 2 Infantry, 1 Artillery, 1 Tank
SOVIET UNION ( $ 30 )
Sea Zone 4 – 1 Submarine
Karelia S.S.R – 4 Infantry, 1 Artillery, 1 Tank, 1 Factory, 1 AA-Gun
Archangel – 2 Infantry
Baltic States – 3 Infantry
Belorussia – 2 Infantry
Russia – 4 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Novosibirsk – 2 Infantry
East Poland – 3 Infantry
Eastern Ukraine – 2 Infantry
Ukraine – 2 Infantry
Caucasus – 4 Infantry, 1 Artillery, 1 Tank, 1 Factory, 1 AA-Gun
Kazakh S.S.R – 2 Infantry
Yukut S.S.R – 1 Infantry, 1 Artillery
Stanovoj Chrebet – 1 Infantry, 1 Artillery
Soviet Far East – 2 Infantry
Buryatia – 3 Infantry
UNITED KINGDOM ( $ 43 )
Sea Zone 2 – 1 Battleship, 1 Cruiser, 1 Transport
Sea Zone 9 – 1 Destroyer, 1 Transport
Sea Zone 12 – 1 Aircraft Carrier / 2 Fighters, 1 Cruiser
Sea Zone 27 – 1 Transport
Sea Zone 35 – 1 Destroyer, 1 Transport
Sea Zone 41 – 1 Destroyer, 1 Transport
Eastern Canada – 2 Infantry, 1 Fighter
U.K – 3 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 Bomber, 1 Factory, 1 AA-Gun
Egypt – 3 Infantry, 1 Artillery, 1 Tank, 1 Fighter
Trans-Jordan – 2 Infantry
Belgian Congo – 1 Infantry
Union of South Africa – 2 Infantry
India – 3 Infantry, 1 Artillery, 1 Fighter, 1 AA-Gun
Burma – 1 Infantry
Kwangtung – 1 Infantry
East Indies – 1 Infantry
Borneo – 1 Infantry
New Guinea – 1 Infantry
Australia – 3 Infantry, 1 Artillery, 1 AA-Gun
New Zealand – 1 Infantry
Western Canada – 1 Infantry
ITALY ( $ 10 )
Sea Zone 14 – 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
Italy – 2 Infantry, 1 Artillery, 1 Tank, 1Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Balkans – 2 Infantry, 1 Tank
Libya – 2 Infantry
JAPAN ( $ 17 )
Sea Zone 62 – 1 Battleship, 2 Transports
Sea Zone 61 – 1 Cruiser, 1 Destroyer, 1 Transport / 2 Infantry, 1 Transport / 2 Infantry
Sea Zone 36 – 1 Battle Ship, 1 Cruiser
Sea Zone 52 – 1 Aircraft Carrier / 2 Fighters, 1 Aircraft Carrier / 2 Fighters
Sea Zone 48 – 1 Submarine
Japan – 4 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Manchuria – 3 Infantry, 1 Artillery, 1 Fighter
Kiangsu – 2 Infantry, 1 Artillery
French Indo-China Thailand – 3 Infantry, 1 Artillery, 1 Fighter
Formosa – 1 Infantry
Okinawa – 1 Infantry
Iwo Jima – 1 Infantry
Caroline Islands – 1 Infantry
UNITED STATES ( $ 40 )
Sea Zone 10 – 1 Destroyer, 1 Transport
Sea Zone 45 – 1 Submarine
Sea Zone 50 – 1 Destroyer, 1 Transport
Sea Zone 53 – 1 Battleship, 1 Cruiser
Sea Zone 54 – 1 Aircraft Carrier / 2 Fighters, 1 Destroyer
Sea Zone 56 – 1 Battleship, 1 Transport
Eastern U.S – 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Philippine Islands – 2 Infantry
Wake Islands – 1 Infantry
Hawaiian Islands – 2 Infantry, 1 Fighter
Midway – 1 Infantry
Alaska – 1 Infantry
Western U.S – 2 Infantry, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Central U.S – 1 Infantry
CHINA
Place 1 Infantry unit on each Chinese territory.
China produces 2 Infantry units every round provided that China holds at least 1 Chinese territory.
The U.S player may move Chinese units during their turn and place new Chinese units on any territory China owns.
you want the axis dead before they start?
If you’re using Abattlemap, the colour of the territories represent the original owner. If a friendly power captures it, it reverts to the original owner. In this case, Russia will be the owner if the UK liberates.
are you sure bout this?
cause there’s allot of doubt bout it
seems like i’m playing wrong then for 6 months :-D
Can we get a new forum setup for AA Candyland, that should be awesome and sign me up for 3 copies! Ah heck, with Christmas coming up, better make it 5…
That game’s basically the same as Hungry Hungry Hitler. I wouldn’t bother.
i’ve been laughing sick…
hungry hungry hitler!
+1 karma, but to bad i can’t give karma (yet…)
@Subotai:
We know that the map territories will be exactly the same as revised. We know that the naval rules from AA50 will be implemented in AA42. It has not been confirmed that all the other rules from AA50 will make it into AA42. My guess is that all rules from AA50 will enter the new AA42, with possible exceptions of the 4 optional rules in AA50.
At this time it’s only speculations, but it would be cool if also the optional rules from AA50 will replace the current revised rules.At least we won’t have a broken China in AA42 :-D :-) :lol: :roll:
no new territories than revised???
serious?
would of loved some changes, like bigger north africa
but do like 1 thing bout revised map that i hate in AA50: scandinavia
(5 IPC is to much, and you can’t control it with germany for more than 2 rounds max)
Sometimes we’ll put a movie on in the background…
Memphis Bell
Hunt for Red October
Saving Private Ryan
Master and Commander
U-571
The Bridge over the river Kwai
The Great Escapeany others?
enemy at the gates, of course!
@marine36:
But you see, Roosevelt wanted war with Germany, to help his buddy Stalin, so it would have happened eventually.
And I do believe the Tommies whipped Rommel all by there lonesome at El Alamean, though it is doubtful such success would have lasted once he got back to Tunisia and was reinforced.
The 6th Army. Yes, it was a significant number of men. A quarter of a million Germans is nothing to sneeze at! Personally, I don’t think moral is a factor in modern warfare, at least it isnt in the Corp, but you may be right there as well. It is reasonable to assume that the German soldiers are different from U.S. Marines, and are still affected by moral.
Rampant behavior of rape and murder? I am certain SS divisions maintained their dicipline in Russia, it was not until after the fighting had ended in an area and the soldiers had moved on than Himmler would move in with his death squads. The men of the SS where fine soldiers, do not label all of them barbarians for the actions of Himmler. Perhaps you have information that proves otherwise? Well, despite Himmler’s ruthless treatment of Russians, many Russians still did side with the Germans.
i partly agree with that
the waffen-ss were made by 90 % not nazi’s
they were ukrainians, tatars, belorussians, balts, etc, all willing to fight the sovjet union.
and of course, the russian army under general Vlasov fough the USSR aswell.
@Imperious:
I think If Japan only attacked the Soviets in 41, Stalin would have to divert alot of his forces to fight and gave Germany an easier task in June. But realistically Japan could not even hope to get more than the immediate areas north of Manchukuo. Their is no way they had the resources to get to Moscow or anything like that. The loss of the Far east would have meant nothing to Stalin except that he would send reinforcements to push them back, but this was not in Japans interests because it didn’t translate into a solution for her crude oil shortage.
It was also a war aim for either the Army or Navy and took Japan away from her natural sphere of influence which was to remove all the colonial powers from Asia and dominate China. Japan was not in the war to fight for German interests and the so called “alliance” was nothing but a slip of paper describing the fact that in all likelihood they would all eventually be fighting the same enemies so by inference they are on a “team”.
but look at it simpler: they could of taken Vladivostok, took away the siberian divisions who were needed to stop operation typhoon, and could of stopped allied supplies to the USSR through the trans-siberian railway
2 words
‘lend’ and ‘lease’
don’t think russia would of made it in long term.
sure, they stopped Barbarossa on their own, but things like Kursk, and in less degree stalingrad…
don’t call me a nazi, but i would pick Rommel
and Model, but purely on his militairy abling, not his ideology
I’m not really sure its ever a good idea to let the Brit BB live on turn 1. It probably the only time you’ll be able to catch it alone. Killing the TR with it is just icing on the cake. It will require at least one of your planes however (and the 2 subs). But I’d rather leave the DD/TR alone than the BB/TR. 27 IPCs is too tasty to leave floating around. :)
what bout seazone 12?
if you don’t kill it, they’ll kill italy fleet
I’ve played 3 games so far, all 3 times the Axis won. All three games were played on a real board, the first two using dice, and the last game we used the “battle calculator” in tripleA to make sure we our dice were staying close to the “approximate” outcome.
As Japan:
Builds a Industrial Complex for Manchuria, a transport, and a destroyer (dest is a precaution against american subs, otherwise a 2nd transport)
Fleet in 38 attacks 35 (Indian sea), with an extra fighter from Thailand. Should win with maximum loss of a carrier.
Cruiser in 50, Fighter and Destroyer in 51, Sub in 46, and Bomber in Japan attack 53 (hawaii), should have just the fighter, bomber, and maybe cruiser left (carrier in 51 does not participate)
Inf in Kwangtung, plus inf and art from japan, attack Fukien. may use battleship bombard if wanted, or noncom it to better spot.
1 Inf from Manchuria, 1 Inf from Kiangsu, Fighter from Formosa, Fighter from Japan, attack Suiyang
2 Inf from Kiangsu, 1 Fighter from Manchuria, attack Hupeh (this is optional, in the last game I did not attack Hupeh and instead used that fighter to attack Suiyang. the reason not to attack Hupeh is that China can bring 4 inf and a fighter into hupeh next turn).Noncom 1 inf from Thailand to Burma. Noncom 2 fighter to Burma, 2 fighters to Thailand, and 2 Fighters to Manchuria.
Next turn you will proceed cautiously against China (keep your attacks overwelming in nature and they will not be able to counter attack much or at all) while setting up for an attack on India (assuming britain stays there) with 3-5 inf, 1 tank, all air, and depending on USA’s moves, your battleship.
Turn 3, take over India.
Turn 4, Defeat any USA navy at solomons/carolinas/hawaii/newzealand assuming they are going KGF, otherwise reach a stalemate in pacific. Do not worry about retaking solomons, you are getting all 3 of your NOs anyway. You should be dropping at least 11 land units into asia per turn, start pressuring russia by turn 5 or 6 through both top and bottom. Japan is way OP and ends up making more money than America at turn 3.Germany:
Buy 5 inf, 3 art, 2 tanks, .or. minus a tank for a tech researcher token
Subs in 7 and 8 attack sea zone 1 (cruiser and transport in canada)
Destroyer in 13, Fighter in France, Fighter in Germany, Fighter in Norway attack sea zone 12 (cruiser and destroyer), should lose only destroyer
transport in 13 takes 1 inf from france, conquers Gibraltar (keeps 5 ipcs away from england for 3 turns or more, or until you take egypt)
[an alternative to the above 2 moves is to send your bomber to sea zone 12 instead of your destroyer, send the fighter in bulgaria and destroyer in 13 to attack the british destroyer in 15, and transport 1 inf and 1 tank from france to attack Trans-Jordan]
If Russia has 6 units or less defending Karelia, I would recommend attacking it by transporting the tank and inf from Northwestern Europe, cruiser bombard, the tank in Poland, the 3 inf in the Baltic States, and 2-4 planes depend on what you have left. If Russia did not kill your inf in Finland, use them too (and that means you can attack a Karelia with 7 units or less too).
As far as Finland, Belorussia, and East Ukraine are concerned, Attack whichever has the tanks and arty in it, assuming you can smash them. The board can vary a lot by this early point so use your judgement not to overextend too much, while killing Russia’s money units.
If by the odd chance Russia did not kill Ukraine, and left 5 or less units in the Caucus, you can attack it with 2 inf, 2 tanks, 3 planes, and win.Noncoms:
I switch the arty and the tank in northern africa. 2 fighters land in Morocco
I leave Northern Europe with nothing in it. If the Allies want to move their ships this close on the first or second turn, go ahead, I would enjoy destroying their fledgling navies.
I move the tank in France to Poland, and the 4 inf in Germany to France, 1 fighter lands there.
I move any units in Ukraine out of Ukraine. If Russia can blitz through I leave 1 inf.
Other than that I move everything towards Karelia, and land 2 fighters in the Baltic States.Next Turn: focus on getting Karelia every turn. You should be able to get all 3 of your NO’s almost every turn, and at the very least 2 of the NOs for sure.
Move 1-2 inf to france each turn. If you get all 3 NOs you can afford to build 1 fighter/bomber per turn too.
Make sure each turn you can defend France and Germany and Poland.Italy:
buy 1 inf, 1 transport.
I generally wait til the second turn to attack egypt. Just move guys to Libya for now.
Send 1 inf to France, 1 to Bulgaria.And there you have it. The unstoppable Axis Strategy.
My friends and I are thinking of giving China 2 extra infantry in Chinghai to balance the game better. I haven’t tried the 1941 setup yet, but the 1942 setup seems like Japan is just a little bit too powerful with their 3 NO’s per turn (Japan can outspend USA, wtf?). Seems like a 55-60% chance the Axis will win 1942 setup, but this is a pretty dice game so your results may vary. However, this game is still young and I am confidant people will come up with better strategies for the Allies.
Other rule ideas I thought up was an errata for China: China gets 1 inf Plus 1 additional inf for every 2 of their territories they control during the Mobilize New Units Phase of their turn. (this would give chinese players more reason to attack during their turn to get that extra infantry) and an errata for the Japanese 2nd NO: they need to control 5 of the those territories instead of 4.thx all,
Veqryn
HAHAHA
i’m okay with your strategy, it’s all right, but it are those last words 'i think japan in ‘42 is to powerfull’
you do know, in 41, japan is like triple as strong than in 42?
@Cmdr:
I mean seriously, do they even have a chance?
We’re two rounds in and China’s obliterated, England’s stuck on their little island and anything bigger than a paper boat they put in the water is sunk IMMEDIATELY and Russia’s standing on her own while Japan and Germany come marching at her.
(Oh yea, and Italy’s so powerful they have a Complex in Egypt and are laughing and having a good old time with it….)
Of course, it’s only game one of 1942 for us, but I’m seriously wondering if maybe we need to buff the British a bit?
haha, 2 rounds?
i can’t get those results if i even wanted to as allies!
china, is true: you should retreat back, and make a hold at chingai
British are strong, they keep most of their ships alive
Japan superpower? with 1 transport first round?
even india IC is good idea, atleast with KJF
Germans: the russians are in the offensive first rounds. and 8 inf a day, keeps the jerrys away :-D
What turn and what do you use to destroy the Italian fleet?
There are a couple options:
You build 2 bombers as the UK, and use 3 bombers + 1 fighter to destroy them UK turn 2 (landing in Caucasus if Italy is SeaZone 14, landing in Trans-Jordan if Italy is SeaZone 15). You should have only 1 bomber left after this attack, but you could easily also have nothing left. If you try this, you will most likely lose that one bomber to a German attack on G3 on trans-jordan. The other problem with this is, you only have 7 ipcs left over the first turn, meaning you can’t buy anything, meaning your entire europe theater navy consists of the transport and cruiser you leave at SeaZone 1, which you have to leave there because if you come any closer you will get attacked by a German submarine + fighter + bomber on G2. Turn 2 you can build more navy, but it really looks bleak since you can not move your first set of troops until either Norway turn 2, or Algeria Turn 3 (which means Germany can get Africa for a few turns anyway).
You build 1 carrier, 1 fighter, 1 transport UK1, and 2-3 bombers UK2. You can destroy the Italian navy on turn UK3 with 2-4 fighters and 3 bombers. This would seem far superior at first glance, but there is a major problem. It really is not that difficult for Italy/Germany to take Egypt on their Turn 2, and then take Trans-Jordan on their Turn 3. Without both of those, you have no place to land the planes, and without any place to land you can not attack in the first place.
The USA can not launch a solo attack on Italy before their Turn 3. They can mop up after an partially successful UK attack on US2, but if USA tries to attack on their Turn 3 the run in to the same problem as before: they have no landing zones. If the USA wants to attack with ships, this is not possible before USA4 (assuming Italian navy is in SZ15).
So…… what the heck are you guys doing to BOTH kill the Italian navy, and Retake Africa before the Axis conquer much. It seems that if you try to kill the navy quickly you will not have enough ground to retake africa successfully before the Axis kill off Egypt and Transjordan, but if you go for a longer approach the Italian navy stays alive until turn 4, which is much too long and the axis get to control africa anyway.
Please help. Ideas anyone?
you have a fault
you shoulmd have battleship and such aswell in UK1
attacking those with germany is suicide
they’ll probably attack sz 12 or the US seazone (2 good looking transports)
i once rolled 7 1’s at an AA gun of 11 figs
i once shot down 4 bombers in 3 SBR’s, the first 3 that is (rounds 1 and 2)
i always throw godo against at the battle of moscow
while my friend…
he only rols 1’s at SBR and technology
he rols 7 6’s, with whatever troops
and always had terrible luck in moscow (once, he rolled 12 tanks, and had no hits)