I thought so. Want to be sure.
Thank you very much!
Posts made by Croggyl
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RE: Rules clarify - order of loss in sea battles
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RE: Capturing an ennemy airfield + transport
3/ It’s said in the FAQ “You can load up your transports from different places as long as the transport has not moved yet”. My question is can you unload a transport onto different adjacent islands. I think yes , it’s just to be sure.
Yes.
Potz Blitz! You learn each day! :-)
I think I should read the rules ones more, and with more care. I haven’t see that. Something completely new from classic and revised!That will help in the micro management of transports, for instance the US turn two: Could load four supply tokens on two TRA and unload 3:1 to Malaita/Guadalcanal without need of an additional TRA or DD. Nice!
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Rules clarify - order of loss in sea battles
I have a question about the order of loss in sea battles.
Situation:
A naval force of two DD and two CV is attacked by several enemy units.
The attacker got following dices:- a “2” to a DD -> the first DD is damaged
- a “1” to a cruiser -> no cruiser available, the second DD is sunk
- a “2” to a BB
Go that last hit to the damaged but still exist DD (and sunk it)
or to one of the CV? -
RE: 1st game & impression/questions
Ok, one more question:
At the beginning of the game, Japan has at least 1 unit on each island. In the case of Choiseul or Santa Isabel, if you remove that single infantry, do you lose control? Do the reinforcement points suddenly go to the natives? Or is it still yours until someone else lands a unit on it, hence the Japanese flag icon indicating you have control in the box with the single unit?
If the US player has no ground units on that islands, than you keep control.
Second part:
If you have 1 AAA on and island, since it has no land attack value, can it keep control of an island for you?If the other player has no units on that island: Yes.
If the other player has land units on that island, but your navy near that island has in summary more supporting points than your enemy with ground units and navy: Yes.In short: You only lose control of an island if the enemy has ground units on it and the dice value of enemy force is bigger than yours. Naval units only count if there is at least one ground unit (can be an AA gun) on island. Air units not count in.
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RE: The UK and Industrial Centers
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Any decent strategies around Australia IC?Readed these strategy some time before (CaspianSub website ?!), tried it one time for myself. It worked for me, but …
Buy IC in the first round. Save money. Merge navy in SZ 30. US buys two carriers and a little tranny fleet.
Buy FIG and battleship. Move navy to SZ 38. Insert BB there. US invade Solomon islands.
Move UK navy to Solomons. Buy one more BB (if you can afford). From now on the UK follows the US navy and spend most of their income in europe/africa.Island hopping and IC build on East Indies and/or Borneo. Got control of aisa from there.
One problem could be: If England is under german pressure (tranny buy), you will perhaps not enough IPC to build the BB.
Don’t know exactly how I stop the germans. Moved UK and US to algeria first round. The german player was not as aggressive as he should be in these scenario, and if I remember right I got some lucky dices in afrika.
After all, not a solid play, I think. Win only because the axis player was totally suprised from KJF. But it can work. Perhaps more than one time, too … ;-)
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RE: To many airfield slots?
Im just throwing this out there, I havent played enough to know for sure, but if the Japs invest heavily into airfields and supplies, the equal and opposite maneuver would be for the Yanks to go all units. If NG has an airfield on the first turn, and they are spending even more on trannies and supply for more airfields, the Yanks should have a good shot at taking NG for themselves no (assuming you go with all unit purchases)?
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Have tried these unit heavy approach. Bought only one token, fall behind VP from second turn on. Attack New Georgia heavy: Lost three land units, one cruiser, several air units before land attack, and attacked with 25 or 26 dices against 25 japanese.
Was lucky with my two subs, could get one CV. Was more lucky with the japanese counter attack via air to my carriers - lost only the defending DDs.
Regardless of some disastrous dices (not controlled Santa Isabel on first turn; four japanese ART hit three ships on amphibic assault to New Georgia; 24 japanese dices hit 12 times) I got so much land units to New Georgia that I failed the control of the island only about one point. With normal dices I could get control of New Georgia. But is that enough? No! You have to eliminate all japanese ground units before get control over the airfield, and I didn’t come close to that.
My clonclusion so far: If the japanese bunkered on New Georgia, no land victory is possible (normal dices).
Perhaps I will try an air based assault to the japanese airfields in next game, with an amphibious assault to New Georgia only for bind the air above this island and the japanese navy.
If the japanese act as I described above, I see these scenario:
Should be possible to get four fully loaded carriers with the US navy to sea zone I and four additional FIGs to the airfields on Santa Isabel and Guadalcanal to protect the fleet. Attack in the third round as second player and attack the two airfield on Bougainville with eight fighters. These airfields should not protected except with one AA gun, at these moment the japanese have to protect to many objectives: New Georgia themselve and two flotillas.
Protect the US fleet in zone I with the four FIGs from Guadalcanal and Santa Isabel, if needed. If not, save these FIGs four next turn, perhaps attack japanese navy in sea zone B (the japanese carrier group should be there) if not protected.
With some luck both airfields could be damaged. Will perhaps instantly repaired from the supply tokens that the japanese player might have in game right now, but with that tokens the fifth airfield on New Georgia will not build.
With some more luck the battleship and the cruiser in sea zone I can damaged one more airfield on New Georgia. Than the japanese should lose some air units because of missing landing slots.
Do not landing any ground units on that turn! They will be only cannon fodder. Fall back on turn four, bring four bombers to your airfields, replace any loss of FIG. Attack New Georgia again on turn five. Same procedure with the FIGs, additional attack with the bombers. Bomber from Malaita and Guadalcanal can reach Choiseul or sea zone B to attack airfield and/or carriers. Could be a good move to attack Choiseul (suicidal) with four bombers to bind japanese FIGs there.
Could be possible to hold position in the VP run or take the lead. Could buy some time for perhaps some US subs, that can be added to the plot for sinking of the japanese carriers.
Of course the japanese could decide to re-attack the amphibic force in zone I, but then I would return my own carriers to New Caledonia for better protection and put all naval and air unit in that attack. Should be all navy, 12 FIGs and five BMR. Sounds good … ;-)
Of course the japanese can try to protect the airfields with additional FIGs, but this will bring a gap on other places.
Of course the japanese can attack the CVs in zone I with their subs, but such thing happens: The american navy have to risk their carriers near Midway and lost one, if I remember right, but the reward …
We will see … :-)
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RE: To many airfield slots?
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I think the trouble is that turn 2 the US is first. To go after the J fleet in zone G they have the choice to run or engage and you would leave any Transports you were bringing up vulnerable if J runs from you. That could still leave you behind on the ground even if you defeat enough Navy.
I would be curious how your next game goes.
I don’t want to attack the fleet in zone G in turn 2. In the second turn I would attack New Georgia via sea zone G, the japanese stay in sea zone F so far.
The naval attack that I have in mind is in turn 3: US is seond player, moves loaded trannys from zone J to I to continue attack, moves (empty) transport from zone G back to H, followed by all navy except the DDs. The japanese navy should stay in zone F. They need to secure their supply line from Choiseul to New Georgia. If they move to zone I to attack the trannys without naval escort, then the US is free to counterattack the japanese trannys in sea zone F.
Ok, back to the DDs. US is second player and can move all (five) DDs into zone B, followed by heavy air. Could be the game winning move when sink one or more carrier.I’m curious for the next game(s) too. This evening …
And for the first turn attack on japanese navy at zone G - I have learned (hard earned experience, these one) that an air-only attack to a air-protected navy is only a good move if the air shield is thin and I have many own aircraft: The ships will have a free shot on my air units, and if I have no or only some aircrafts left after that, the enemy navy will not suffer many losses. Could be a game winning move when hit and sink a capital ship, but these ships are generally well defended.
In case of the first turn the japanese in zone G will have one more FIG and ground support, an attack would be suicidal. On the other hand an attack to New Georgia via air (if not protected from japanese aircrafts) is something completely different … :-)
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RE: To many airfield slots?
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I guess the US has the choice to wait and try to maneuver or fight the even battle. With the extra reinforcement points the US can get an AC and get more FTRs into the battle from base or get a Cruiser for the extra land attack or just 2 TRN, 4 INF for its last 8 to come in further down the road.
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Every turn later the J’s will have more ART and AA gun on New Georgia that will make the arrival of ships dangerous and give additional dices to the air battle. Tough, indeed. :-|
Perhaps a concentration in sea zone G on turn 2 and a surprising combined DD/air attack on third round (US is second player) into sea zone B against the CV will be an option. I will try this out …
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To many airfield slots?
I have play a couple of games and cannot win against the following japanese strategy:
- Build airfield fast: one on New Georgia on turn one, two on turn two on Bougainville and Choiseul, the last on New Georgia on turn three, perhaps on turn four
- Have a constant flow of ground units to New Georgia
- Play defensive: Do not attack any islands, do not attack any fleet units (two exceptions: not or porly protected fleets can be attacked with air units, attack with SUBs)
- Stay with your fleet (battleship, cruisers, DDs) in sea zone F
- Bridge two or more AA gun to New Georgia
- (optional) Bridge as many ART as possible to get free shots at arriving american sea units.
- Bring two FIGs each to the airfields on New Georgia, Bougainville, Choiseul.
The americans have now several task:
- Get control over Santa Isabel and Malaita. Easy.
- Build airfields as fast as the japanese to hold step on victory point. Four airfields can build easily.
- From round three or four on: damage one airfield or sink one capital ship in each round to hold step on victory points. Tricky, because the japanese player can bring additional supply tokens to each airfield; capital ships are well protected. You need luck to fulfill these. I see at the moment no strategy to do these constantly (I have some good experience with a heavy sub build, concentrating subs in sea zone G/I and attacking japanese fleet and CV at the same time as I attacked New Georgia heavy).
- Damage/sink two airfields and/or capital ships in one round to win. Very tricky.
- Get control over an island to get control over an additional airfield.
The last point is my eyes a problem too.
To get control over an airfield you have completely wipe out all japanese ground units on an island. This should be in round three to five, after these rounds the japanese should have enough supply tokens on islands to repair all airfields and win with five airfields vs. four.
The best point to invade is from sea zone G as second player. In that case the japanese have to split ground forces to secure both New Georgia and Choiseul. Unfortunately the sea zones J and G are not connected, I can’t see any amphibic assault force big enough to wipe out all defenders in one turn. I think it must be in one turn, because the american supply line will be broken by have so many trannys in zone G, so that the japanese can bring reinforcment faster then the US player.This means the attack can be only at New Georgia via sea zone I. Well, let’s have a look:
The japanese have the advantage of shorter supply lines. They need three tranny flotillas: Two switching playes between Rabaul/sea zone B, one stays in sea zone F and bridge ground units from Choiseul to New Georgia. The imperial navy stays in zone F, too.
The americans need four tranny groups, shuttle between New Georgia/Guadalcanal and Guadalcanal/New Caledonia.
Two AA gun on New Georgia combined with six FIGs from the islands around zone F and four FIGs from CV in sea zone B form an deadly umbrella over New Georgia and zone F. Use the bomber for additional ground combat in case of american attack on New Georgia.
The ART on New Georgia (three or more) have free shots to the US navy. We have good (or should I say: bad) experience for aiming the US cruisers.I can’t see enough fire power from the american player to completely wipe out all japanese forces on New Georgia up to round five. After that … you remember: japanese supply tokens to repair damaged airfield …
I also can’t see to bring three supply tokens and enough ground units on rounds one or two to New Georgia to use the airfield slot. After that round it should be to late, the japanese have build their fifth airfield.
That all bring me to one conclusion: The second airfield slot on New Georgia bring the game out of balance.
Any suggestions or ideas?
Croggyl
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RE: Is there and optional rule for atomic bombs
the atomic bomb played a huge role in WWII and the Germans were close to completing it themselves before the end and probably would have if the british didn’t disrupt heavy water production at the Norsk facility, so why doesn’t it make and appearance in A&A?
I don’t think that the atomic bomb played a huge role. The war in europe was over before the bomb was ready to drop, and japan would have beaten without the use of the bombs, too. It was not necessary to drop the bomb over inhabited area, a demonstration over an empty island would enough. It was not necessary to drop the bomb at all, but that’s another discussion …
it would have to be done in a way that avoided making it way to overpowered but not so underpowered that it becomes like another conventional weapon. Perhaps once u research the tech u can buy atomic bombs at a cost of say 30-60 and can be dropped from a bomber (still subject to AA) destroying all units in a territory?
It would be a game killer. As Germany, GB and US you would research the bomb fast, buy one and drop it over Berlin or London. After that you capture the capital, a quick game over.
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RE: Can the Americans get Santa Isabel? - turn 1
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Picking a fight at Santa Isabel is required. The Japanese can’t get any of their land attack Naval support up so US ships in the slot will confer an advantage in the pretty much even in land units battle.Not only Santa Isabel. I think, the american player also should go to New Georgia to give pressure from the first move on. I played a couple of games last weekend as american, my friend played defensive as japanese, combined with very fast building of airfields (one in first round, two in round two, the fifth in round three) which means you have a short play of four, perhaps five rounds.
Seems that the american player must
- build airfield as fast as the japanese (to hold step on victory points)
- build many transport and ground units to invade New Georgia
- and damage at least one airfield from round three on (or destroy a capitel ship, which also isn’t a easy task) to eliminate the japanese advantage of five airfield against four for US.
That also means that the american have only round three (perhaps round five too) for heavy attack as second player.
That seems a very narrow time slot to launch an attack. We tried to play to 30 victory points, but is seem the same problem: If the american can’t get New Georgia, he will lose.Perhaps the american can build airfields slower and build more ground units to attack New Georgia successfully, but that I will know after the next games tomorrow … :-)
Have a nice week!
Croggyl -
RE: Can the Americans get Santa Isabel? - turn 1
@Herr:
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My bro abandoned gaudalcanal as Americans … even if it was risky to leave guadalcanal purely to naval bombardment and aerial ordnance.That seems a little bit to risky in my eyes. If you have no land unit on Guadalcanal and one japanese survive, than you have a really big problem.
I had that situation in one of a couple of games on weekend: attacked the three japanese infantry with 15 dices and got only two hits … :-( -
RE: Japan Pearl Heavy… 4 tpt buy?
Which US fighter and bomber are you talking about?
If the japanese haven’t attack Buryatia then the Hawaiian fighter and the bomber from EUS (via ECA, WCA, SZ63, SZ57) can attack at SZ 60 and land in Buryatia.
It’s a very frustrating move if you see that at the first time (as japanese player, of course). :-D -
RE: Japan Pearl Heavy… 4 tpt buy?
Could you have 5 transports in A60 ? (The original one and 4 bought if 2 IPC left from bid)
As allied player I would attack five lonely transports in any cases. Every transport the japanese have less hurts, especially in the first rounds.
If I have 32 IPC to spend, no capital ship left and allied planes in range of SZ 60/61, I prefer to buy 2 transports and an aircraft carrier instead of four transports. Two additional fighters and the carrier itself should prevent any allied attack. And there would be a naval strongpoint in case of KJF (three fully loaded carriers) and a lot more flexibility.
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RE: Guadalcanal Tips and Tactics article
Please correct me if I’m wrong: Only air and sea units can attack airfields…
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RE: Guadalcanal Tips and Tactics article
14. On turn 1 Japan should probably attempt to destroy the airfield on
Guadalcanal instead of attacking the American units.I think, this is nearly impossible?!
I cannot see any air or sea units in position to bomb that airfield
in the land combat phase - they should be destroyed in air and
sea combat by any competend american player.Greetings
Croggyl -
Rules clarify - airfields
Hello all,
an airfield can been damaged so that no plane can land on it.
It can be repaired by using a supply token.Can an airfield been destroyed completely, so that I have
to use three supply token to build it (again)?Thanks