@JuliusBorisovBeamdog I followed your list aboce with rightclick-left lcik etc. Just not playing this until it is updated again.
Posts made by Magro
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RE: They Fixed Transports in the New Patch
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RE: They Fixed Transports in the New Patch
@JuliusBorisovBeamdog Sorry but it still does not work. UK1 transport moves to Sea zoen 34 infantry in Persia lods can not unload in Egypt (or contunie to a new sea zone). No option to eitehr unloa or continue moving.
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RE: Starting to lose my mind with this game
@barnee I noticed too the dice results can be insane. Not once in a game but more like once per round.
Probably that is improved with pacthes but I have played teh boardgame enought o know the battle results are just “extreme” to often.
Might be because the computer picks losses and one just press on instead off retearting in a faster online battle too? -
RE: They Fixed Transports in the New Patch
I have to try that. Sounds overly complicated but whould help!
I hope they make these things smoother, being on Steam will attract players. -
RE: They Fixed Transports in the New Patch
@Nosho I cant move one step and then fill the transport. Unist must start adjacent to it. Also i cna’t chose movement path if several seazones are possible to unload from.
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RE: They Fixed Transports in the New Patch
As of Nov 13th 2020 transports still don’t work as in the boardgame.
Extremly annoying when you knwo the game “as it si supposed to be”. -
RE: 100% win with axis everytime
Obviously we are not doing well with Italy. Normally she stuggles. She can do fine shortly but is normally shut down by the UK.
Germany is often doing good so to get Itlay going seems key. In Global japan si sledom weak either so Italy is the missing Axis link for us.Persia is four (4) steps from Moscow for a plane, the Caspian sea is flyable. Persia -Caspian Sea-Kazahkstan-Samara-Moscow. By UK4 the first plane built in Persia are in Moscow. But also UK4 tanks and mech plus the Persian free inf could be in Caucasus. UK planes in Moscow can fly out to support a British attack and then land back in Moscow.
Germany has the forces to march to Moscow but an attack G5 is not assured to be at good odds.
If you loose the attack badly it’s game over. If you are strong next to Mocow G5 and the Russians not great!
Our issue is that if you cant take Moscow fast the allies build/reinforce a lot so Germany has to do serious production nearby (Ukraine/Novogrod even Volgogrod and/or Romiania) to outbuild them. That takes time = USA lands in the West.I like the suggested German bomber strategy, can see how it stops the Russian building 10 infantry in Moscow (or forces them to pay a lot extra to build many units). Will try that next time. This could crack the pesky Southen help from UK or Iraq… untouchabale income issue :-)
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RE: 100% win with axis everytime
My example with the Soviet colonies in the South is time. If it takes long the Allies win. Soviet have enough fast units and airpower to take Iraq on the map. The airplanes will be back in Moscow so you are loosing 2 tanks and 2 mechs in Moscow. If Germany is strong enough to attack Moscow G5 it’s not worth it. If Germany needs more time is it not? You might be right. If Italys navy is shut down Iraq is very mangable
How does the UK fail with Italy except by dice going bad? This is when Germany goes Barbarossa fast and does not build a fleet or keep loads of units in the West. Persia is a free “conquest” for UK turn 1 and gives two free infantry. Egypt is reconquerable for the UK, especially with a Middle East factory and Iraqs pro axis forces gone. If USSR get lend lease the Germans failed to keep a sub outside Norway alive. When Germany has declared war on Soviet G2 to invade London shoudl be very hard. Off course if the Germans trick you to build hardly any defence in London and never goes early Barbarossa it could be a short game…
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RE: 100% win with axis everytime
@J-o-C No problem. It’s not very intuative.
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RE: 100% win with axis everytime
@J-o-C If the area has income 2+ and is not an island you can build an industry in it. You have to take it first though in case of Persia or Iraq.
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RE: 100% win with axis everytime
If the Soviets take Iraq they get +3 IPC per turn for each “liberating an axis…”. UK take Persia UK1 and build a factory there UK2. Maybye UK could take Iraq as well but could she afford producing in two factories Iraq+Persia to help the soviets? When we play Itlay often is pushed hard from turn 1. Germany is strong and does well but the UK can handle Italy and help the Soviets. If Italy is doing to bad Germany has to divert away units from Russia to help her/protect Western Europe.
I play with the same players, we might have a weird meta or way of playing off course. Tournamnet statistics whould be nice to know. Not so keen on the Moscow or bust together with a weak Russia in Axis & Allies. It makes for the same strategy over and over…
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RE: 100% win with axis everytime
It is easy to reach Moscow, usually the Soviets have na incredible army there with loads of infantry and four (4) AAA plus the Soviet airforce.
To encircle Moscow and strangle the economy takes a long time. A competent Soviet player will do a small timed counterattack or two delaying the Germans to build in a factory or taking Novosibirsk.If the UK is active from turn 1 the Italians will usually cry from the start onwards and the US can land in Gibraltar US4, US5 if the Germans have a big airforce and/or a navy in the west (meaning less units in Russia). With the British in Persia and US in Gibraltar Germany can not wait until G8 or so. The Soviet"liberated axis" in Iraq/Ethiopia/Italian Somalia gives the Soviets income of +12. Possibly add Tobruk +3 and Libya +4 later (Sardinia +3 Sicily+3 more possibly available). Unless Italy does well the UK can help the Soviets a lot from Persia and South Africa. You are right about the bombers though, that can soften up the Moscow factory or hit the western navies. I should build more bombers for Germany!
The game has the Soviets to weak and the Axis starting to strong. But I like that the two sides are different, axis has the initiative and forces deplyed to strike while the allies have the economy and long term advantage. I prefer the Soviets in A & A Anniversary. Still crazy little airpower and tanks but much tougher to crack Russia. My favorite is to play the UK. You are everywhere but always needs “one more turn”. Doable but hard.
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RE: 100% win with axis everytime
@Red-Harvest Really?
We find the Axis is very hard to play in Europe only.
It is ahistorical for sure but not easy to play Axis in E40… -
RE: 1940 vs anniversary balance
@DoManMacgee I actually prefer AA Anniversary, as no nations are neutral “an hour or three” to begin with. Also it only takes a full day, not 15 hours after setup. The political situation with Japan in AA Global 40 is hard for new players to grasp. It Axis, Allies, Japan axis and special Mongolia neutral plus Dutch East indies neutral. It is two different scaled games, the bigger scale means normally you have some time to react in G40. It is always nice to start just one step earlier (1940) to decide your strategy more though. The dice goods are always a menace. “Playing the odds” is part of the charm off these games. I’d love an Anniversary scenario starting earlier. Maybye some additions from G40 are transferable but I do want to be able to finish in 8-10 hours.
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RE: 1940 vs anniversary balance
@Hopper1999 1940 is better balanced than Anniversary edition 1941 by far. Annversary has fewer units and smaller maps so just a few key movements and dicerolls can destroy you much more compared to AA 1940.
I did not play Anniversary 1942 properly but I guess it is the same thing compared to AA 1940. I prefer the Anniversary scale and that al are in teh war straight away but it does mean the very first turn becomes even more important… -
REBALANCING THE GAME
I like this game, it has good a WW1 feel to it and some nice features new to the Axis & Allies series (mines, artillery punishing amphibious assaults etc).
However in my opinion the two sides are not balanced at all, the Allies have a massive advantage.
That is the basis of these suggestions, the assumption is the Central Powers do need help.0a Switiching one (1) French battleship in the Atlnatic with a British cruiser next to England and adding three (3) infantry to Russia behind the front (in S:t Petersburg)
0b All countries can build even if heir capital is contested.1, The US costal sea zone one (1) costs two (2) movement points to enter. NB only to enter (not to leave).
This will make the ferrying across the Atlantic slower.2, India has limited build capabilities.
My suggestion is only infantry units can be built plus maximum the current turn number of other units (1 on turn 1, 2 on turn 2 etc). In effect only a limitation early.
More easy whould be say maximum of 20 or 18 IPCS per turn spent in India.3, Germany can build units in Hannover, Austria-Hungary in Budapest and the Ottomans in Ankara
If it seems to much perhaps limit these extra building sites like India per 2 above.I am not new to this game but interrested in hearing what other players think about this
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RE: Opening Moves
The normal AH opening for me is to move into Venice in force (all possible units), attack Serbia and Romania while reinforcing Galicia and Trieste.
Even if you go for Russia you need to at least contest Venice. You can not allow the Russians to keep Romania or worse Galicia.
Turkey moves into Bulgaria so they will have a presence in the Balkans comes turn 2. -
RE: Countering German Opening
I have never seen the Central powers take Paris. Usually they go east as Russia is isolated.
However, France if given time to build up, will become a monster with a lot of US and possible british support.
I have playes several games where Russia falls and the Central powers just give up anyway.It is very tough for the Central powers. If you have new players and experienced ones do let the veterans play CP.