@witt need a john Wayne unit
Best posts made by Imperious Leader
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RE: Should Germany attack Karelia first turn?posted in Axis & Allies 1942 2nd Edition
Attack every time, especially if they try to hold it.
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RE: Artillery or Tanks... Which are better?posted in Axis & Allies Discussion & Older Games
I think i know what hes asking. Their are no set rules because it depends on:
- Need. ( is Russia about to fall and you hold Caucasus and you need Tanks to finish her.
- Positional Advantage ( if by building land units your trying to rush or methodical approach in conjunction with Infantry as fodder
- Tempo ( Buying Tanks will get you faster to objective and its a race of opposing forces
but ideally IMO its a ratio of the three main types:
4 infantry, 2 Artillery, 1 TankI seldom buy like this, but you need fodder and punch
Also, you want to maximize production slots, especially for Russia -
RE: Korean 6.25 Warposted in Other Axis & Allies Variants
@allriver7457 i got a revamped map and rules, will get you a link.
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RE: All the Russian openings: For Begginersposted in Axis & Allies 1942 2nd Edition
Consider a J1 of: 1 fighter, 2 transports, 2 Infantry. Why? You use one fighter as “suicide” against US Pac fleet, and take it off as combat loss, leaving the Cruiser in Hawaii ( possibly the sub too) which forces (if US goes against Japan) to commit all remaining naval in Hawaii.
The Kicker is you position your Jap fleet 2 spaces away with planes including the one you placed in Japan. This completes the annihilation of all US naval assets
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RE: Vapid Delusional "Facts" or Ideas About A&Aposted in Axis & Allies Discussion & Older Games
Germany built secret Battleships and flying saucers there. The 6th Army was transferred there after Stalingrad. In a final act, they launched a rocket to the moon to scare the Allies into surrender because of their capabilities…This is why in 1947 the US sent an entire fleet to investigate…and it was sunk by a mysterious light beam.
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RE: Korean War Game 6.25posted in Other Axis & Allies Variants
https://drive.google.com/file/d/1UNpFBuP5VAgBLQPrKjM35hdYCrA3KSW0/view?usp=sharing
here is the link for the new updated map, it hasn’t changed much
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RE: All the Russian openings: For Begginersposted in Axis & Allies 1942 2nd Edition
UK attacking the Jap fleet is really silly, its better to just kill the transport and Destroyer ( with cruiser and fighter) and kill Jap sub so its not used against Hawaii, move the rest away. Invading Borneo is a waste, Japan will kill 7 IPC transport and your men…all that for one turn 4 ipc and leaving 2 less men in India?
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RE: Vapid Delusional "Facts" or Ideas About A&Aposted in Axis & Allies Discussion & Older Games
You haven’t forgot about Godzuki, which was Godzilla’s uncontrollable baby daughter? Thats why the Imperial Japanese Navy had to kill it because it was destroying Battleships with its smoke ring. The Aliens basically gave up trying to control it because it was too stupid.
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RE: Are most A&A games about Axis power momentum?posted in Axis & Allies Discussion & Older Games
@greyleaf3 OK the threat of force can alter opponents attacks, and sort of stymie his plans. This is the art of using your dynamic projection of power without even using it. Then you can force the opponent to attack you where you decide. You dictate the game to your terms. Force Projection is a military term. The ability to attack most anywhere at any time.
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IL's map files thread:posted in Other Axis & Allies Variants
These are a few files since many have asked…. If you need others just ask.
AA42 Supreme Map
http://www.mediafire.com/?wziyujmzmz0AA42 Supreme map with neutrals
http://www.mediafire.com/?vy52mkqm4niAA50 Supreme map
http://www.mediafire.com/?mhmjmln0wqjAA50 1939 Supreme Version
http://www.mediafire.com/?gbhfnm2hjdrGLOBAL 1942:
IPC record sheet for Global 42:
http://www.mediafire.com/?dfmnggm1gg5u8gzThis is the lend lease mobilization box:
http://www.mediafire.com/?bvg4b1qh8j3jl6qSet ups:
Germany:
http://www.mediafire.com/?27vdn1u3y4ev920Japan:
http://www.mediafire.com/?p17vuxrevhd9c76Italy:
http://www.mediafire.com/?86c8pi8ghttdmnqSoviet Union:
http://www.mediafire.com/?4un2eblj2z5p7c3USA: China/ ANZAC
http://www.mediafire.com/?886i21eklnl5fg7UK:
http://www.mediafire.com/?ce0vb70d2c52409Global 1942: Quick Start Guide
This module uses Alpha 2 and original out of the box rules unless specified here. This scenario begins in Dec 1941 with the Japanese attack at Hawaii. Germany is at the gates of Moscow and pushing her last strength to capture Moscow.
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Japanese Surprise Attack: On the first turn all Allied Naval and Air units on the Pacific maps defend at ONE against Japanese attacks. Land units fight normally.
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Soviet-Japanese Non aggression Pact: The Japanese may attack the Soviets only by announcing one turn before this intention. The Soviets can attack Japan only if all Soviet territories are under Soviet control. Note: if Japan attacks the Soviet Union any Mongolian forces bordering any Japanese forces are automatically at war with Japan
(Exchange units with Russian Infantry). -
The new turn order, starting IPC total and control changes:
Soviet Union: 28
Control lost: Baltic States, Vyborg, Eastern Poland, Belarus, Smolensk, Western Ukraine, Bryansk, Bessarabia, Ukraine.
Germany 41
Control lost: Romania, Hungary
Control gained: Baltic States, Vyborg, Eastern Poland, Belarus, Smolensk, Western Ukraine, Bryansk, Bessarabia, Ukraine, Normandy, France, Yugoslavia, and Crete
Italy: 12
Control lost: Ethiopia, Italian Somaliland
Control gained: Greece, Tunisia, and Cyprus
Japan: 28
Control gained: French Indo China
USA: 52
UK: 30 Europe, 16 Pacific
Control gained: Ethiopia, Italian Somaliland
ANZAC: 10
China: 12 Territories
Vichy France: 7 (strict neutral)
Control gained: Southern France, Morocco, Algeria, Syria, and Madagaskar -
Lend Lease: The US or UK player can send a total combined aid to the Soviet Union of 30 IPC. Procedure: Buy a transport(s) and place it off board in a Lend lease Box. These transports can’t be used for any other purpose other than Lend Lease. Each Transport sends a fixed 5 IPC (place IPC under transports). No more than 6 transports can be allocated for this purpose. Lease aid is first available on turn 1. However, the Soviet player does not actually get the aid until turn 2. The IPC sent can only purchase non-infantry land units and air units of any type. Lend Lease cannot be used for Naval, Infantry, or factories, etc.
Interdiction: Any European Axis Submarine, Plane, or Surface ship located in open sea (Not Baltic, Black, Mediterranean) can deduct 2 IPC each from this total. If they are located in any convoy box, they can cost 3 IPC each from this total.
Note: If Japan and the Soviet Union are at war, Japanese Submarines, Planes, and Surface ships located in Sea Zones in 3, 4, and 5 can cause reductions to Lend Lease payments.
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Minor Axis Allies: Finland, Romania, Bulgaria and Hungary have unique forces (use German pieces) these automatically join the axis on turn 2. They can freely move on that turn and Germany can move into them or build units (Romania). Germany does not gain the income from these areas until they are activated on turn 2, or attacked earlier by the Soviet Union. The factory in Romania can start producing units on turn 2 as well.
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This module does not use technology or National Objective rules. However, Paratroopers and Mechanized Infantry technology are standard rules. Paratroopers however are restricted to a one sea zone rule, which means they can�t cross any more than one sea zone before landing.
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Changes in Strict Neutrality: Attacking a strict neutral only activates other strict neutrals within 2 spaces of the invaded neutral. Vichy France is a special case. It is strict neutral; however, axis units may fly over or move thru these areas without triggering any change. Also, an attack from any player results in only war with the area under attacked; all other Vichy areas still remain neutral.
EUROPE 1939 module:
This module uses all the Alpha 2+ rules along with Europe 1940 standard rules. Unless described here all other rules are in force.
Turn Order:
Axis nations currently at war
Allied Nations currently at warSituation: Germany is at war with Poland, France and United Kingdom.
When Paris falls, Italy is activated as a belligerent on her next full turn. While neutral Italy collects income and can only build and place units.
The Soviet Union is activated on her 4th turn. While neutral Soviet Union collects 16 IPC but can perform all turn functions and can attack bordering neutrals with one round of combat per turn. Bessarabia is not considered a neutral, but can be occupied as early as turn 2.
The United States is activated on her 5th turn. While neutral USA collects 15 IPC and can only build and place units.
Pro and Strict Neutrals:
Neutrals that are listed as Pro-Axis or Pro-Allies can be swayed to enter the war as follows: Pay three times the IPC value and roll one D6 each turn until a SIX result is obtained. However, you must control at least one adjacent land territory before and as long as you obtain this roll. The IPC value of these areas is only taken for occupation of these territories.
Strict Neutrals always remain neutral unless attacked. If they are attacked they immediately become allied to the other side. The IPC value of these areas is only taken for occupation of these territories.
Attacking a strict neutral only activates other strict neutrals within 2 spaces of the invaded neutral. Vichy France is a special case. It is strict neutral; however, axis units may fly over or move thru these areas without triggering any change. Also, an attack from any player results in only war with the area under attacked; all other Vichy areas still remain neutral. Vichy Naval forces in Dakar are frozen unless French West Africa is attacked by either side.Vichy France:
When Paris falls, all French units are removed from play and the following areas are now considered a new pro-axis neutral entity and a new setup as follows:Southern France: 2 Infantry, 1 Artillery, 1 Fighter, 1 Naval Base
Morocco: 1 Infantry
Algeria: 1 Infantry
Syria: 1 Infantry
French West Africa: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Submarine, 1 Naval Base
Madagaskar: 1 InfantryAll other former French areas not listed or occupied by axis forces are automatically British controlled and they collect the IPC.
Lend Lease:
The US or UK player can send a total combined aid to the Soviet Union of 30 IPC once the Soviet player is at war. Procedure: Buy a transport(s) and place it off board in a Lend lease Box. These transports can’t be used for any other purpose other than Lend Lease. Each Transport sends a fixed 5 IPC (place IPC under transports). No more than 6 transports can be allocated for this purpose. Lend Lease aid is first available on turn 5. The IPC sent can only purchase non-infantry land units and air units of any type. Lend Lease cannot be used for Naval, Infantry, or factories, etc.Oil Centers:
Each controlled oil center provides additional income for the controlling player if that player is already at war. Roll one D6 per turn per oil center and add the income to players treasury.Interdiction:
Any European Axis Submarine, Plane, or Surface ship located in open sea
(Not Baltic, Black, Mediterranean) can deduct 2 IPC each from this total. If they are located in any convoy box, they can cost 3 IPC each from this total.Minor Axis Allies:
Finland, Romania, Bulgaria and Hungary have unique forces (use German pieces) these automatically join the axis on turn 4. They can freely move on that turn and Germany can even build factories in them. Germany does not gain the income or the forces from these areas until they are activated on turn 4.The German player DOES however receive the oil rolls from Hungary and Romania each turn.
Mechanized Infantry and Paratroopers Standard rule:
This module does not use technology or National Objective rules. However, Paratroopers and Mechanized Infantry technology are standard rules. Paratroopers however are restricted to a one sea zone rule, which means they can�t cross any more than one sea zone before landing.Setup:
GERMANY:14 plus 2 oil center rolls
West Germany: 6 Infantry, 2 Artillery, 2 Armor, 1 Major Factory, 1 Air Base, 1 Naval base, 1 AA gun, 1 Fighter, 1 Fighter-Bomber.
Germany: 14 Infantry, 3 Artillery, 5 Armor, 2 Mechanized Infantry, 3 Fighters, 2 Fighter-Bombers, 2 Bombers, 1 Major Factory, 1 AA gun, 1 Air base, 1 Naval base.
Southern Germany: 3 Infantry, 1 Artillery, 1 Minor Factory
Sea Zone 113: 1 Battleship, 1 Cruiser, 1 Destroyer, 2 Submarines, 2 Transports
Sea Zone 112: 1 SubmarineITALY:10
Northern Italy: 4 Infantry, 1 Artillery, 1 Mechanized Infantry, 2 Armor, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun, 1 Air Base
Southern Italy: 2 Infantry, 1 Fighter, 1 Naval Base, 1 Air Base
Sicily: 1 Infantry
Sea Zone 97: 1 Battleship, 2 Cruisers, 2 Destroyers, 2 Submarines, 2 Transports
Albania: 1 Infantry, 1 Mechanized Infantry
Libya: 1 Infantry
Tobruk: 2 Infantry, 1 Artillery
Ethiopia: 1 Infantry
Italian Somaliland: 1 InfantryFRANCE: 17
Normandy: 2 Infantry, 1 Minor Factory, 1 Naval Base
France: 8 Infantry, 2 Artillery, 3 Mechanized Infantry, 3 Armor, 2 Fighters, 1 Fighter-Bomber, 1 Air Base
Southern France: 2 Infantry, 1 Artillery, 1 Naval Base
Sea Zone 105: 1 Battleship, 1 Submarine, 1 Transport
Sea Zone 93: 1 Cruiser
French West Africa: 1 Naval Base
Sea Zone 92: 1 Battleship, 1 Destroyer
Sea Zone 94: 1 Destroyer, 1 Submarine
Morocco: 1 Infantry
Algeria: 1 Infantry, 1 Naval Base
Sea Zone 87: 1 Cruiser, 1 Naval Base
Syria: 1 Infantry
Madagaskar: 1 InfantryUNITED KINGDOM:29
Scotland: 1 Naval base
Sea Zone 111: 2 Battleships, 1 Destroyer
United Kingdom: 2 Infantry, 1 Mechanized Infantry, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun, 1 Naval Base, 1 Air Base
Sea Zone 110: 1 Carrier, 1 Fighter-Bomber, 1 Cruiser, 1 Destroyer
Sea Zone 109: 1 Transport
Sea Zone 91: 1 Destroyer, 1 Transport
Gibraltar: 1 Naval Base, 1 AA gun
Sea Zone 98: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
Alexandria: 1 Infantry
Egypt: 1 Artillery, 1 Armor, 1 Fighter, 1 Naval Base
Anglo-Egyptian Sudan: 1 Infantry, 1 Mechanized Infantry
Sea Zone 71: 1 Transport
Sea Zone 80: 1 Transport
West India: 2 Infantry, 1 Fighter, 1 Minor FactorySOVIET UNION: 26 ( collect 16 while neutral)
Sea Zone 115: 1 Cruiser, 1 Submarine
Sea Zone 127: 1 Submarine, 1 Transport
Karelia: 2 Infantry
Novgorod: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor, 1 Fighter, 1 Fighter-Bomber, 1 Minor Factory, 1 Naval base, 1 Air Base, 1 AA gun
Belarus: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor
Western Ukraine: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Armor, 1 Fighter
Ukraine: 3 Infantry
Sea Zone 100: 1 Destroyer
Moscow: 2 Infantry, 1 Mechanized Infantry, 1 Armor, 2 Fighter, 1 Fighter-Bomber, 1 Air Base, 1 AA gun, 1 Major factory
Volgograd: 1 Infantry, 1 Major Factory, 1 AA gun
Caucasus: 2 Infantry
Turkmenistan: 2 Infantry
Kazakhstan: 1 infantry, 1 Minor FactoryUSA: 35 ( 15 while neutral)
Central USA: 1 Major Factory, 1 Air Base
Eastern USA: 2 Infantry, 1 Mechanized Infantry, 1 Armor, 2 Fighters, 1 Bomber, 1 Major Factory, 1 Air Base, 1 Naval Base, 1 AA gun
Sea Zone 101: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
Sea Zone 89: 1 Submarine, 1 Transport
Sea Zone 64: 1 DestroyerMAP LINK: http://www.mediafire.com/view/?39g56bzzd141vrt ( NOTE: This is a Europe only Map)
46,392 unique downloads since
Since June 21, 2007 -
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RE: Is Artillery Useful?posted in Axis & Allies 1942 2nd Edition
@inveratulo What about combination of artillery and infantry? Your study has 4 tanks , 8 infantry, 5 artillery. You missed the whole idea of combinations of different units/hit points
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RE: Are most A&A games about Axis power momentum?posted in Axis & Allies Discussion & Older Games
To further elaborate in practical terms: Position units so they have the greatest utility from equidistant points and have an arsenal of units that can “reach” positions that your opponent might attack, but declines too. This achievement results in him doing only what you want. If you didn’t have the units that could threaten him, the reverse would be true and you would be playing his game.
Read Clausewitz Principles of War. Think of AA in his terms and you cant go wrong -
RE: G1, attack Egypt or not?posted in Axis & Allies 1942 2nd Edition
Don Rey has no relevance to anything in 1942.2 or anything past Revised. The new units and map configuration allow for greater force projection. the new rules about sub stall and blocking with transports hold no water. Forget Don Ray. and nobody plays anything but LHTR, so if you dont kill the bomber in UKR, its possible to kill Egypt but its something like 58% if you bring a tank and infantry with everything. Its a decent move to kill that fighter, because now UK can hit the BB with nothing but 1 fighter, and 1 bomber. If you know any better you will lose the Bomber sooner than latter in the UKR battle of 9/12. Ardvarkpupper plays all sorts of fringe ideas in 42, which is why they are mostly lost games ( like attacking Baltic german fleet, Belo, Baltic, et al… i know i beat him twice.
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RE: Just Got Axis And Allies Novaposted in Axis & Allies Discussion & Older Games
The game is broken, you can build a factory anywhere and USA build one in eastern china and rolled over Japans attempt of establishing her hold in Asia.
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RE: 3D Printed Axis and Allies Board Game Pieces Availableposted in Marketplace
Can you come up with replacement artillery. As far as the OOB Artillery, they suck and having both light and heavy Artillery types would be great. Also, Flak Towers are needed…nobody does those. Battlecruisers would be nice.
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RE: Redone 1942 2nd Edition Map file..posted in Axis & Allies 1942 2nd Edition
@EmanuelRS Yes mate this is VECTOR ARTWORK. Its not some Jpeg. it can be printed 50 miles wide and have no issues with pixelation