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    S
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    Posts made by SEP

    • RE: Parts?

      I found parts at Historical Board Gaming.  Just purchased some units I didn’t have like tactical bombers and mech infantry.  :-)

      posted in Player Help
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      SEP
    • Parts?

      Is there any availability for parts?  Specifically, I’m curious if you can get the little cardboard counters for air and naval bases anywhere or, if there is an easy way to make them yourself.  Options welcomed.  Thank you  :-)

      posted in Player Help
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    • RE: Transport planes

      @Baron:

      In my game, for instance, Air Transport (A0 D0 M5 C8, can be destroyed by AAA but not the Infantry unit, which always land safely) can only move 1 Infantry from departure TT to another, then AT can come back or stay there, if it is a friendly territory.

      So your Air Transport only costs 8, is there a limit to how many you can buy in your game?  What made you choose M5 rather than 4 or 6?  How is all that working for you?  Really thinking of adding this to the 1942.2 but want it to be a balance HR as well as a viable one.

      And I appreciate everyone’s input  :-)

      posted in House Rules
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      SEP
    • RE: Introduction

      Appreciate the links.  Those are some really excellent pics and ideas folks are coming up with.  Making me ‘Jones’ for a bigger/better map for sure!  I’ll need to look into the rule differences between 1942.2 and the Global version.  Also looking at an improved 1942.2 map in that section as well.

      Thanks again for the ideas.  I really like the idea of a one-piece map with no creases.  One thing I’ve noticed with the 1942.2 map is that a little bump separates them.  And of course a big bump puts Russian infantry in Tokyo  :-D

      posted in Player Help
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    • RE: Supreme map 1942 ed 2

      I was looking at the map on page 4 and you really did a beautiful job, really superb.  I clicked on the link in post #54 that said 5 of 5 but it said the image was temporarily unavailable.  Was that the correct link or is there another link to this map?

      Thank you  :-)

      posted in Axis & Allies 1942 2nd Edition
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    • RE: Alternate Setup for A&A 1942 2nd Edition

      @Argothair:

      SEP, thanks, that’s a good idea for a house rule. I will probably use it.

      NP, I think that is the simplest solution.  And I like an idea of some German/American confrontation in South America.  Makes it a tad more interesting for both players and provides for some play in areas that normally aren’t that active.

      posted in House Rules
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      SEP
    • RE: Transport planes

      Okay, I’ll toss this out for consideration;  if we’re to limit the number of infantry the transport-only plane can carry to one, could it be one unit as opposed to one infantry?  Would it be reasonable to allow it to carry one artillery or one tank (with the caveat that where it is dropped is where it stays until the next turn)?

      Thoughts…

      posted in House Rules
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      SEP
    • RE: Introduction

      Wow!  That is very cool.  So I’m assuming that both boards line up with each other? Â

      Edited to add:  Okay, you’ve got me really interested in this so I took a look at the links you provided as well as the forum on it.  That led me to Young Grasshoppers YT videos on this and it looks like the maps line up fine.

      In fact…I’ll need a bigger table if I do this  :-D

      posted in Player Help
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      SEP
    • RE: Transport planes

      Same price as a normal bomber is reasonable.  I should add the caveat that this should be a purchased unit and not part of the starting OOB.  Having a transport-only plane from the git-go would be pretty tough on G.B.

      posted in House Rules
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      SEP
    • RE: More troops in Egypt?

      @Baron:

      Does anyone try this bid instead of changing the opening battle?

      Put a UK Industrial Complex on Union of South Africa at the start.

      IDK, my concern is that the ability for troops to be placed in South Africa on GB1 would really neuter the Germans too much in having the opportunity to fight for Africa.  Being able to place troops there on GB1, along with America being able to land some troops on the west coast, along with possible troops from India (with only a temporary sacrifice against fighting the Japanese in southeast Asia) may be a little too much.  I could be wrong, but that’s my initial impression.

      Making GB buy an IC on GB1 is safe enough for South Africa as neither Germany or Japan is in a position to get to it before GB2.  And thinking about it, even though the Russians could use the American fighter from China sitting in Moscow (or GB having it sit in India), a third (temporary) option would be making it all the way down to South Africa by A2 (I believe it will make it there by A2) for defense of the IC as well as for use with American troops on the west coast of Afica (assuming they’ve put some there).

      posted in Axis & Allies 1942 2nd Edition
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    • RE: Alternate Setup for A&A 1942 2nd Edition

      @Argothair:

      Anyone know how I can save the Morocco transport without dooming London? I really want Germany to have the option to play a little bit in the Atlantic, but not at the price of forcing a turn 1 Sea Lion.

      Perhaps you can simply make it a HR that this particular transport cannot participate in an attack on GB during G1, but could on any subsequent round.  This preserves the flavor that you’re looking for while avoiding the OP aspect you’ve described.  If GB fails to do some reinforcement on GB1…well, bad day to be the Brits  :-D

      posted in House Rules
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    • RE: Introduction

      Thank you for the welcome  :-)

      Welcome to the forum, and welcome to the greatly expanded (relative to its Milton Bradley early incarnation) A&A game universe!  The 1941 game is a good starting point for someone who’s brand-new to A&A, but the 1942/2 game you bought is probably a better choice for someone like you who already has considerable experience with A&A (even if only with its early form) – so that was a good selection you made.

      I agree.  What actually got me to choose this version was a game I recently purchased on ITunes for my Ipad.  It had the classic, 1941 and 1942 versions on it (slightly different than the board game but very close).  So it got me curious to see what version was the closest.  The 1942.2 looked pretty close and I really liked the additional units.  Local game shop had it for $40 so I picked it up, and glad I did.  I honestly don’t know how many games of the classic I’ve played (in the hundreds).  But I can see 1942.2 taking the spotlight.

      The next jump up would be to try the Pacific 1940/2 and Europe 1940/2 games on their own (and probably in that order, since Pacific involves fewer powers), and then ultimately combining them into Global 1940/2.  You should have great fun with all of these.

      Funny you mentioned this.  Initially, neither held any interest for me.  But from the forum I’m learning that folks combine them.  Now that sounds interesting!  I don’t know what either board looks like but I’m going to need to check further into it.  As well as what units/rules they use.  Thanks for the suggestion.

      posted in Player Help
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    • RE: Tracking IPC

      @drsnidely:

      Hi everyone. I’m just curious what everyone uses to track your IPC since the newer editions no longer have paper money. My group has always just written it down but I never liked that. It feels like math, and I’m always forgetting to carry over the 1 or 2 IPC i didn’t spend.  Recently my girlfriend got me a set of poker chips. We tried using them in our last game and it worked great. Really easy to keep track, and I like having something tangible instead of just numbers on a piece of paper.  Plus it was quite satisfying when the Russian player handed me a stack of chips after Moscow fell.  :evil:

      Just curious if anyone ever tried this and what your thoughts were.

      Still have my first A&A game from 1986, so we simply use the money from that version.  We also use the white/red chips as well.  We use the grey/green/red for industrial complex damage.  That way there is enough to go around and it doesn’t get confused with each other.

      posted in Axis & Allies 1942 2nd Edition
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    • RE: More troops in Egypt?

      I took a long look at this.  We’ve played two games with 1942.2 so far.  I’ve been the Allies both times.  As the Brits, I’d certainly love to have more units in Africa at the start.  However, I voted for ‘as-is’ because I like the challenge.  I have to make a choice:  Use my Indian Ocean fleet to bring support from India (which means the token American/Russian force is much easier pickens) or do I try to build an IC in South Africa?  Even at only 2 units per turn, it could be enough to turn the tide and kick the Germans out, without pulling troops from India and that A.O.

      Of course an IC in South Africa is going to cost initially, and at the expense of other interests.  But then, like I said, I like the challenge.
      :-)

      posted in Axis & Allies 1942 2nd Edition
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    • RE: US Bomber Strategy

      How will this strategy fare if Germany has managed to preserve most/all of his OOB fighters and keeps them parked in the countries with the IC’s and uses them for interceptors?

      And are you sending in supporting fighters with your bombers?  And if so, how many do you think you can manage?

      posted in Axis & Allies 1942 2nd Edition
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    • RE: Question on sub rules - A&A 1986

      @Krieghund:

      Welcome, yeomans!

      Submarines can be attacked by air units in this game.  Of course, they will only get one shot before the sub(s) can withdraw.

      You may be thinking of the rule that says subs can’t hit air units, or you may have read something concerning later versions of A&A in which air units are unable to hit subs without a friendly destroyer present.

      The underlined portion was a totally new thing for us when we started playing 1942.2 (after playing the classic version for so long).  I can see the idea behind it though.  Helps preserve the sub a bit better from what we’ve seen.

      posted in Axis & Allies Classic
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      SEP
    • Special weapons or other?

      The 1984 classic, which I’m most familiar with has the special weapons development.  We’ve started playing 1942.2 and are really enjoying it (even more than we did the classic).  Has anyone continued to use the special weapons development (or some form of it) with other versions?  If so, how’d it go for you.

      Additionally, I see that some of the other editions have specialty things as options.  I haven’t explored this in-depth yet, but saw a few interesting things that caught my eye.  Does anyone use any of those rules with editions that don’t have them?  Again, if you do, what do you use and how do you like it?

      posted in House Rules
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    • RE: Alternate Setup for A&A 1942 2nd Edition

      @Argothair:

      Hi! I’ve been brainstorming alternate setups for Axis & Allies 1942 2nd Edition that could help (a) balance the game without the need for a further bid, and (b) promote counter-attacks and push-back across a larger portion of the globe, so that the game doesn’t quickly settle down into a stalemate with all the action in only two or three small regions. In particular, I wanted to give Russia the ability to counter-punch in Siberia, give Germany the ability to land a nuisance attack somewhere in the Atlantic, give Britain the ability to fight for Africa even after losing Egypt, give Japan the option to pull troops out of China to use on other fronts, and guarantee that America starts with at least some fleet in the Atlantic.

      Let me know if you think this setup would help achieve any/all of these goals, and how you would do it better!

      Russian – add 1 art to Yakutsk
      German – add 1 inf to Morocco, 1 transport off the western coast of Morocco
      British – add 1 inf to Italian East Africa, add 1 art to South Africa, add 1 art to Eastern Australia
      Japanese – add 1 transport and 1 destroyer to Chinese coast (using OOB rules, I think both Japanese transports are adjacent to Tokyo, and none are adjacent to China)
      American – add 1 destroyer and 1 transport to Caribbean Sea

      Allied bid – one Industrial Complex, to be placed in any Allied-controlled territory before the start of R1.

      This sounds interesting.  Have you played a game (or more) out using this OOB?  How did it go?

      posted in House Rules
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      SEP
    • RE: Transport planes

      I think reducing the range on a transport-only plane to R4 is reasonable.  How many transport-only planes would you suggest per nation?  Do you feel that a cost of 10 IPC’s is reasonable, or should it cost the same as an actual bomber?

      Given that I have all the 1984 version bombers, which differ from the 1942.2 bombers, it would be easy to know which was which.

      We really like this in the classic games as you really had to pay close attention to how you reinforced your countries, particularly crucial countries and capitals.

      posted in House Rules
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    • Transport planes

      I’ve been playing the 1984 MB version for almost 30 years.  We’ve done some interesting HR’s here and there.  One thing we use to do was have a transport plane.  Instead of a bomber being used as a bomber, we would allow it to be used to transport 2 infantry as paratroops to be dropped into a territory within R6.  The player would make the choice of whether the bomber was to be used as a bomber or as a transport, it couldn’t do both.  It made for many interesting tactical choices in these games.

      Now we’re playing the 1942 second edition as per the rules.  But I still have all my 1984 pieces (and the whole game actually).  So it would be easy to differentiate between actual bombers and those used as transports only. I’d just have to figure a reasonable cost in IPC’s.  In the classic game, a bomber was 15 IPC so we kept it at that for buying transports.  In the 1942 2E version the bomber is 12 IPC.  Perhaps 10 IPC for the transport-only?

      Just tossing this out there.  Curious if anyone ever did this as well?

      posted in House Rules
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