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    pondweed

    @pondweed

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    Best posts made by pondweed

    • Advice on ensuring a game gets finished in 6 hours

      Hi all

      So Iv done about 4 games so far. But the last one was amazing. Managed to get 4 other friends round to local games store/hub (dice saloon, Brighton). 3 of which had never played A&A before. How it worked out that everyone was free on same Saturday is miracle if I’m honest.
      Everyone loved it, there was an electric buzz in the air. Tension, excitement, collusion, one of the best gaming experiences of my life.

      However, we were not able to finish the game. By the 6th hour we were on about turn 4 (or maybe 5?), When everyone needed to head off to other commitments. Granted, for 3 of us 5 being first game, we got pretty far through.

      This game is fantastic, but the drawback is the long game time and the practicality of fitting it in with a group of people with busy lives.

      Got me thinking about ways to speed up game.
      2 things I found so far. One is for combat, both defender and attacker can roll at same time, no need to use casualty strip. Just need to make sure there are enough dice for every unit to roll before end of combat round. We each roll our number of dice for each unit category separately, then place the hits next to unit box. At end of rolls, both players remove casualties. Really speeds up combat.
      A box of 30 small dice quite cheap. Me and friend spent a good 30 mins trying to figure out why casualty strip actually needed, only conclusion was lack of dice.

      The other one was each player will need to figure out what they are going to buy by the time Thier turn comes, have all units and money separated.

      Other than these 2, could nt think of any.
      Anyone have any other suggestions?

      posted in Axis & Allies Europe 1940
      P
      pondweed

    Latest posts made by pondweed

    • RE: Advice on ensuring a game gets finished in 6 hours

      @PizzaPete thanks for reply.

      We are playing 1940 2nd edition. It’s a ‘capture and hold Victory cities’ game rules

      Axis need 8 victory cities, Allies need both Rome and Berlin.

      I’m thinking, adding rules that might cause game to end in less turns (as opposed to same amount of turns, but speeding up gamplay), might cause some funky imbalances in regards to USA.
      From what I have seen so far. Before USA enters war, balance is in favour of Axis. Then when they enter it balances out (or perhaps a tad in favour of allies).

      Just assumptions, never tried anything different yet

      posted in Axis & Allies Europe 1940
      P
      pondweed
    • Advice on ensuring a game gets finished in 6 hours

      Hi all

      So Iv done about 4 games so far. But the last one was amazing. Managed to get 4 other friends round to local games store/hub (dice saloon, Brighton). 3 of which had never played A&A before. How it worked out that everyone was free on same Saturday is miracle if I’m honest.
      Everyone loved it, there was an electric buzz in the air. Tension, excitement, collusion, one of the best gaming experiences of my life.

      However, we were not able to finish the game. By the 6th hour we were on about turn 4 (or maybe 5?), When everyone needed to head off to other commitments. Granted, for 3 of us 5 being first game, we got pretty far through.

      This game is fantastic, but the drawback is the long game time and the practicality of fitting it in with a group of people with busy lives.

      Got me thinking about ways to speed up game.
      2 things I found so far. One is for combat, both defender and attacker can roll at same time, no need to use casualty strip. Just need to make sure there are enough dice for every unit to roll before end of combat round. We each roll our number of dice for each unit category separately, then place the hits next to unit box. At end of rolls, both players remove casualties. Really speeds up combat.
      A box of 30 small dice quite cheap. Me and friend spent a good 30 mins trying to figure out why casualty strip actually needed, only conclusion was lack of dice.

      The other one was each player will need to figure out what they are going to buy by the time Thier turn comes, have all units and money separated.

      Other than these 2, could nt think of any.
      Anyone have any other suggestions?

      posted in Axis & Allies Europe 1940
      P
      pondweed
    • Question on transports Bridging troops across water

      Hello all

      currently doing first A&A game with friends, enjoying it a lot.
      (really enjoying the benefits of having a dedicated gaming table for leaving long games out, TBC another day etc)

      so im playing Axis and my Allied opponents are gleefully about to invade Europe. we not sure on transport rules regarding bridging land units across from UK.

      can units be 1-turn-bridged across from Uk to normandy as an amphibious assault (ie axis still own normandy) ?

      can units be 1-turn-bridged across from Uk to normandy as a non-combat move (ie allies have already captured normandy) ?

      thanks in advance
      PW

      posted in Axis & Allies Global 1940
      P
      pondweed