In AA42 setting, marines would be a lot more powerful than the Japanese defensive advantage. I don’t feel like infantry that defends at 3 on islands would make a lot of difference in the game…
Posts made by coorran
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RE: Marines in AA42posted in House Rules
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RE: Russian moves to start gameposted in Axis & Allies Spring 1942 Edition
The idea is usually to have enough stuff remaining in WR after the fight to prevent a counter-attack. Having a good “stack” there also gives you options for R2.
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U.S. Sub in Hawaiposted in Axis & Allies Spring 1942 Edition
Just curious. I usually let him stick around for 1 turn of combat.
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RE: IL's map and magnetic aircraft carrierposted in Axis & Allies Spring 1942 Edition
It looks great!
What material did you print it on? Is the print version glossy, or mat (check spelling)?
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RE: Hosting Spring '42 party with new playersposted in Axis & Allies Spring 1942 Edition
run a few mock battles… to get use to the di values for each unit and the special combat scenarios… like fighters needing to land with only 1 space, sub sneak attacks, amphibious assaults, strategic bombing etc. etc. maybe even have a certain IPC amount to let them purchase units for the mock battles so they understand the monetary value. then run a full game… but make it a discussion game where everyone can speak on every countries turn but you pick a di roller for each country. then play a serious game with a person per country
That’s actually a pretty good way to do it. Like many other games, there’s nothing like playing to learn.
I’d throw in this mock games maybe explaining 2 common strategies for each country: Norway or WE+UKR for Russia, Navy vs all land for Germany, Atl vs Pac for US…
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RE: Hosting Spring '42 party with new playersposted in Axis & Allies Spring 1942 Edition
@Col.:
I have a trip all planned out for the end of Feb.
Also, what country do you think would be best for me to play with four people that haven’t played before?
You should come play here in Montreal. :wink: We don’t allow handguns so if you beat the inexperienced players, you’re less likely to get shot. Also, we have very good beer.
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RE: Rules clarification on carriers and planes + a sea zoneposted in Axis & Allies Spring 1942 Edition
Indeed SZ 3 is adjacent. And they could have made a little effort to make this clearer on the board…. At least IL did on his custom maps…
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RE: I build (fill in blank) the least - now WITHOUT AA guns as a choice!posted in Axis & Allies Spring 1942 Edition
Carriers? Really? UK needs carriers. And who builds more Battleships then carriers…. Maybe a monogam US player?
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RE: Which country would I most enjoy playing as?posted in Axis & Allies Spring 1942 Edition
@Bunnies:
Japan isn’t “easy” to play. If the Allies go KGF, you may not be punished by having your units destroyed, but if you muck around ineffectively, the Axis will lose as surely because of your lack of pressure at Moscow as if you had been Germany and lost all your tanks and air by Germany’s second turn. Skilled players at the table will know it too.
Ahhh Bunny, I didn’t say Japan was easy, I say I find it easiest. None of the countries are “easy”. But an unskilled player as Russia will find itself reduced to nothing quick. A Japan player facing a KGF, will still find things to do and buy after a couple rounds. That said, he’ll still need a skilled German player to make a win happen. Just my feeling about Japan.
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RE: I build (fill in blank) the least - now WITHOUT AA guns as a choice!posted in Axis & Allies Spring 1942 Edition
Hmmm, tough love for the naval units… They are expensive though.
But adjusting them to lower IPC might still unbalance the game in other ways. Lower them too much, and the Allies will get an undue advantage.
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RE: The unevitable question of piecesposted in Axis & Allies Spring 1942 Edition
I’m a big fan of a lot of minis and no chips. US trn usually run out at the end of US2.
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RE: Which country would I most enjoy playing as?posted in Axis & Allies Spring 1942 Edition
i want to know what country i would enjoy playing as most.
Here are the things I like- I like to have a high income
- I want a country that is very easy to play.
- There needs to be room for a few mistakes because I make mistakes.
- _I prefer lan_d and air battles. I do not like sea battles because they are very expensive and costly.
- I don’t enjoy taking on hard challenges.
Easy, room for mistakes, no hard challenges… you’re sure you want to play Axis and Allies? Just kidding ;)
I agree that U.S. will fit your request more often than not.
I, personnaly, find that Japan is the easiest nation to play. And since KJF is less common than KGF, you usually have an income that grows. You will have sea battles, but you’re usually on the giving end, not the receiving one. I find that Japan’s fleet is usually easier to defend as well. Make some mistakes with the UK or US navy in the Atlantic and you might find yourselfin dire straits. So I’d recommend trying Japan.
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RE: Sealionposted in Axis & Allies Spring 1942 Edition
I still like the Baltic AC. It really puts pressure on Allies to go ALL navy for a turn (and still being at risk), or hold on their IPC for an extra turn.
And it is still an investment of only 14 IPC that your opponent will have to sink eventually, risking a DD or a FTR.
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RE: Sealionposted in Axis & Allies Spring 1942 Edition
@Bunnies:
Allow me to ask you a question.
What do you think of an XBox 360?
Well, you may say, um, it’s an entertainment system. Perhaps you don’t care for it. But you know what it is, and it’s good enough for some people, even if not yourself.
But I say bah. Because WHEN YOU TRY TO USE IT AS A HAMMER, IT IS NEAR USELESS.
If you use it often, after a certain amount of time, a red ring will appear on the Xbox 360. And, then, using it as a hammer is about the only use you will have for it.
Like Bunny implies, Sealion is simply a threat. Just 2 TRN in the Baltic makes the UK player think. He knows you probably won’t do it but… he can’t ignore it either. It is worth mentionning that threatening to use an Xbox 360 as a hammer to hit someone in the head usually makes that person think. The person knows that you probably won’t do it but… that person usually doesn’t ignores it either (and often calls the police, for some eason)…
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RE: Imperious Leaders 1942 Supreme Mapposted in Axis & Allies Spring 1942 Edition
I’m not an expert at converting images and I need some help. When I try to print a map (on our printer) from the pdf file, as a “patchwork” of 8 pages, it freezes…
Is there any way to have the AA42 w/ neutrals map on 8 different pages (not necessarily)? Anyone knows how to convert it?
Any help is welcome :)
Coorran
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RE: Industrial Complex Clarificationposted in Axis & Allies Spring 1942 Edition
I think the official rule states that you can mobilize units to an IC that was already in your control at the start of your turn. For instance, if you build an IC in India with the Brits on UK1, the Japanese conquer India on J1, and then you reconquer India on your next Brit turn (UK2), you woulnd’t be able to mobilize units to the India IC at the end of UK2 since the IC was not in your control at the beginning of UK2.
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RE: Japan Revisitedposted in Axis & Allies Spring 1942 Edition
My problem with that Strategy is that no tanks (well, probably 1) will be on the continent before turn 3. You also have to babysit the 4 TRN, and that’s annoying. Without any DD, the US and UK SUB will cause trouble. And I don’t have any IPC to spend on DDs….
I’m a big fan of 2 ICs. But I’m starting to think it lacks versatility (trouble helping in AFR, JP moves too predictable).
So, IC + 2 TRN for me from now on.
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RE: G1 sub buyposted in Axis & Allies Spring 1942 Edition
The point of the fleet is to delay UK/US invasion and make them spend on navy units. So the INF/ARM that Russia will bring won’t be supported by other Allied troops for a while longer. Also, the versatility the AC brings reduces the possibilities for the Allies.
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RE: G1 sub buyposted in Axis & Allies Spring 1942 Edition
Well as we all know, SUB are the ultimate attack unit, but they are way too weak on defense, and can’t serve as fodder against an air attack.
So carrier for me. I’m thinking, since we’re discussing all navy G1 buy (I assume R1 did not take Norway):
AC + DD to SZ 5.
3 SUB in the Med.BB and TRN move to take Gibraltar, thus preventing the BB to be sunk. Yes, it leaves AES to UK for one more turn, but it’s worth it to save the BB (we’re talking about a G fleet after all). Also, this put the BB in position to join the Baltic fleet on G2 OR to attack an Indian UK fleet (AC loaded w/ FTR) w/ the 3 SUB on the next turn (if Indian troops reinforced AES). If there are no FTR on the AC, then 3 subs will get the job done alone. The TRN will ferry units to AES no matter what, and take it with no problem.
This is as good a use of the SUB as I can think. If Indian UK fleet does something else, SUB insteab go toward W. EU. SO there: half the point spent on SUB on G1!
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RE: House Rules - Turn timeposted in House Rules
I’m one of them slooooow players. Usually, one drink will speed things up for me.
It may sound weird, but it gets me in a relaxed mood. I tend to forget that it’s just a game, and the world’s not going to end if i buy 2 Inf instead of 1 Arm. Really, it’s not!
So that’s my advice : ONE drink ( not more).