I looked at the file and it is awesome!
Posts made by shermantank
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RE: A&A Enlarged Mapposted in Axis & Allies Revised Edition
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RE: One Month away! Any surprises?posted in Axis & Allies Anniversary Edition
I would highly doubt it. Larry said that we would not be making any changes to the game after sometime in April or May, and with the details online that we’ve discussed, there is likely going to be few suprises. Kreig, will there be any major suprises that we haven’t heard about and/or discussed on the Message Boards?
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What do You think?posted in World War II History
I want to know what you guys think… Explain why you voted the way you did.
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RE: AA50 for ABattleMap downloadable at FoEposted in Axis & Allies Anniversary Edition
One thing that be changed is that you need to be able to move units and edit the positions of units on the map. It won’t allow that to occur, or at least on my Mapview.
It’s awesome, nonetheless -
RE: AA50 for ABattleMap downloadable at FoEposted in Axis & Allies Anniversary Edition
@Imperious:
They have 5 Cruisers 1 Destroyer off Spain for example.
OMG what the …?
I agree
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RE: China's bug?posted in Axis & Allies Anniversary Edition
China looks like it something Japan will be forced to deal with. If they don’t China could become very painful. This will require resources that Japan may not be able to afford (opportunity cost). For example, if Japanese units are tied up early removing the Chinese, the US pacific fleet might be more free from pressure and can have some easy early war gains.
That will kill the Japanese if they don’t at least get the Chinese problem under control.
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RE: Ethiopiaposted in 1941 Scenario
It does not. The UK owns it outright. It could, however, be a house rule that Ethiopia becomes a Italian territory, but the military power Ethiopia has would be very weak.
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RE: Game balanceposted in Axis & Allies Anniversary Edition
I think that with the IPC bonuses, the game should be more balanced. The Axis bonuses are more easily obtained than the Allied bonuses.
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RE: Victory Cities: What I feared…posted in Axis & Allies Anniversary Edition
I suspect that some additional Victory Cities may be required (via a house rule like we did with Sydney, Honolulu and Stalingrad for Revised.) Ottawa and San Francisco may work on occassion, with a concerted naval effort by the Axis, and some mistakes or poor luck for the Allies, but I don’t think anyone here expects Washington to ever be in play. Probably the only way players are going to take Victory Cities seriously, is if they can consistantly win by focusing on them, as opposed to just taking a capital. The Axis in particular, need a way to achieve victory that doesn’t involve taking Moscow; otherwise the game will always be focused on triple teaming Russia. We need some more VCs on parts of the map which are likely to change hands regularly.
I would propose 3 additional Victory Cities.
-Benghazi (Libya)
-Singapore (French Indo-China)
-Cairo-Suez (Egypt) or Cape Town (South Africa)That would give us 21 to work with, and a few in Africa, which seems appropriate.
Sounds plausible with Singapore, but I don’t know about the other proposed two…
Good catch about needing more VC’s, though. -
RE: New Allied Strategies for Anniversary Editionposted in 1941 Scenario
That’s probably a very good thing, if you’re the Axis. It would be, in theory, worse for the Italians, since would spend over HALF to almost ALL of their IPC’s in one turn repairing their factory. So, Italy would be screwed.
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RE: New Allied Strategies for Anniversary Editionposted in 1941 Scenario
What about heavy bombers? Would that be in conjuction of rocket attacks be devistating to Germany?
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RE: The rebirth of the Airship?posted in General Discussion
Don’t count on it yet. Airplanes are still more versatile than airships are and that won’t change for a long time.
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RE: Brazil IC in Non-Mediterranian US stratposted in Axis & Allies Revised Edition
I agree. What the US should do instead is build an IC in Alaska (assuming that the Chinese territories are virtually not a viable option for the US to build an IC), and produce naval units to threaten Japan, which would divert resources from a JTDTM (Japanese tank drive to Moscow). Any thoughts?
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RE: Task Forceposted in Axis & Allies Anniversary Edition
Out of curiosity (and for those who don’t play A&A Pacific), what is a task force?
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RE: AA50/41 Japanese strategyposted in 1941 Scenario
Use multiple cruisers and a destroyer for an escort of carriers. That way, you stop the sneak attack of submarines and you get the 3/3 Attack/Defense capacities of the cruiser.
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RE: WORLD WAR 3posted in General Discussion
@Imperious:
Collapse of civilization if full nuke exchange occurs, but USA would win because it would have more survivors to finish the fight.
I agree with Imperious Leader. I can’t see us actually taking their whole nation with force but I can see them reaching terms of surrender with us to stop the bloodshed. I think both side would have been pretty motivated to reach an agreement for the fighting to stop but I voted for the US to come out on top.
That’s true. The Soviets, if we had waged a war to conquer their entire country, would have waged guerilla warefare.
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RE: Who was the GREATESTposted in World War II History
Why would John Lennon be in consideration for man of the century? That doesn’t make any sense.
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RE: German IC in Romania strategy ( Naval Base )posted in 1941 Scenario
Back (to Classic) to the Future(Anniversary) with Karelia being the focus of German aggression in the Eastern front…?
Interesting. -
RE: AA50: Fact Sheetposted in Axis & Allies Anniversary Edition
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D6 combat system similar to that used in Revised Ed., though Larry has left open the possibility of minor tweaks including the use of “special dice”
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The new turn sequence is: Germany, Soviet Union, Japan, UK, Italy, USA.
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Two setup scenario options: Spring 1941 and Spring 1942. The board graphics show 1941 ownership of territories.
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The Victory City concept has been maintained from Revised Ed. and will play an even larger role. Victory cities have been added, particularly in the Pacific, to make it more difficult for the Allies to ignore Japan. New victory cities include Warsaw, Ottawa, Honolulu, Hong Kong, and Sydney.
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New national objectives which award each nation an amount of bonus IPC for controlling a certain set of territories. These national objectives will encourage certain historical actions by nations, such as Italy trying to conquer Egypt or Japan attacking into the South Pacific rather than Russia.
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Technology has been revisited. Nations can now purchase “researchers” which assist them in rolling for technologies. There will be 12 technologies available.
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Strategic boming now functions drastically differently. Every strategic bombing “hit” reduces the unit production capacity of that industrial complex by 1. Once the damage to an industrial complex equals the value of the territory it is in, that industrial complex can no longer produce units. (i.e. if an industrial complex in Germany is bombed for 6 damage, it can only produce 4 units a turn until repaired). Damage to industrial complexes can be repaired for 1 IPC per damage point.
The maximum number of damage points an IC can sustain is twice the IPC value of the territory it’s in. The number of damage points inflicted on the IC is subtracted from its production capacity.
If an IC in India is bombed for 4 points of damage, the owner must repair 2 of the damage points in order to produce one unit there. The owner must repair all four points for full production.
- The Pacific theater has been significantly re-balanced with the addition of China as a more active entity (controlled by the US player) and additional land and sea zones.
China and how its played:
- China as a minor power controlled by the USA player with its own Infantry sculpt. China has been broken up into 7 territories, each worth 1 IPC. China itself does not earn any IPC but gets one free infantry per turn per two Chinese territories that it controls.
- The US player controls China, but it is treated as a separate power. It’s similar to one player controlling both Germany and Japan in Revised. In this case, though, the US player has a little more flexibility.
First, weapons development is done for the US. Next, “purchasing” is done for both powers simultaneously (the US purchases units normally, while China gets one infantry for each two territories it controls).
He must choose :
option 1: do Chinese combat movement, then Chinese combat resolution, then American combat movement, then American combat resolution, or
option 2: American combat movement and resolution first, then Chinese combat movement and combat resolution.-
The fighter that starts in China is considered to be Chinese for movement and attack purposes. Once it’s gone, it can’t be replaced.
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one Chinese infantry appearing for every two territories China controls. (there are Qty (9) Chinese territories-7+2 controlled by Japan.)
Any number of new Chinese infantry can be placed in any Chinese territory. However, they can’t be placed in territories that already contain three or more Chinese units.
Note: But as far as potential builds they are limited to one new infantry BUILD per territory under control.
China collects at 0 IPC. There is no Industrial Center in China in the starting set up. Also, apparently, the US may not build an Industrial Center in China.
There is no rule preventing Allied units from entering or overflying the Soviet Union, except of course the Chinese, who can’t leave China.
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Indochina has been effectively split into 3 zones, with a Burma zone (2 IPC) between French Indochina and India, and a Hong Kong zone (1 IPC and victory city) between French Indochina and Kwangtung. Both of these zones start UK controlled.
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Europe has been extensively redrawn. There is now a new Northwestern Europe zone (2 IPC) between France and Germany bordering the North Sea giving the Western Allies a new zone to invade and providing for maneuver warfare on the Western Front.
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Eastern Europe and the Western area of the Soviet Union have a completely new layout to better represent the situation in the 1941 scenario and give more depth to the 1942 scenario, with a number of new and redrawn zones.
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The Scandinavian territory has been split into a Finland territory (2 IPC) and a Norway territory (2 IPC?).
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Leningrad, Moscow, and Stalingrad now all have industrial complexes and are all victory cities.
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The naval units have been heavily rebalanced with the addition of the cruiser unit.
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New Cruiser Unit, which will have 3/3 combat stats and cost 12 IC. Cruisers have the shore bombard ability.
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The rules for shore bombardment has been revised. The number of ships engaging in a shore bombardment cannot exceed the number of ground units conducting the invasion, i.e. if 2 ground units are conducting an invasion a maximum of 2 ships could conduct shore bombardment.
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The Destroyer now costs 8 and has 2/2 combat stats in addition to its ASW powers
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The submarine now costs 6 and has 2/1 combat stats. Submarines can no longer be attacked by aircraft unless there is also an attacking destroyer in that same zone.
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Transports now have no combat ability and are automatically destroyed if ever present alone with enemy units, including air units just flying through their zone. Destroying unescorted transports requires a dedicated combat action. Simply flying over them isn’t enough.
How Transports work:
Transports have no attack or defense value. They can only be taken last as casualties, when there are no other eligible units. In effect, this means that once all the defenders capable of firing are gone, defending transports are “sitting ducks”, and are automatically removed if the attacker presses the attack. In your example, the transports would survive, because both the attacker and the defender are wiped out.
Attacking transports are a little different. They still can only be taken last as casualties, so they can’t act as cannon fodder. However, they can almost always retreat, so they are rarely defenseless. For example, say a fighter, a cruiser and 2 transports attack 3 destroyers while attempting an amphibious assault. If the fighter and cruiser both hit and all 3 destroyers hit, the defender loses 2 DDs, and the attacker loses the fighter, the cruiser and one transport. Since there’s no reason to stick around, the attacker retreats with the 2 remaining transports. If for some reason the attacker couldn’t retreat, the transports would be considered defenseless and eliminated also.
Their cost may also have been changed (not certain yet).
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Italy as a new Major Power with its own unique sculpts. Italy begins with Southern Europe, the Balkans, and Libya worth a total of 10 IPC.
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Italian pieces will a brownish color, barely differentiated from Soviet and Japanese pieces
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German pieces will be a dark shade of gray
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German fighters now use the ME-109 sculpt from “AA:Battle of the Bulge”
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The Black Sea will continue to be a freely accesible sea zone, with no restrictions on passage through the Dardanelles
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No convoy zones
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24"x46" game board with over 65% more area than Revised Ed. and a substantial number of new zones
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The board will come in three pieces that will be joined to create the playing surface
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The land surfaces are now topographically rendered, with starting control for the 1941 scenario designated using light shading and national icons. Thus the 1942 scenario is set up with some territories already being occupied.
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The oceans are a lighter shade of blue than the dark shade used in the Revised Edition, but still slightly darker than the original Axis and Allies
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Over 600 plastic pieces, 60% more than Revised Ed.
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Paper money similar to the previous editions
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48 page Rulebook
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Manufacturers Suggested Retail Price of $100.00 (though note online stores are selling it much cheaper, in the $70 range)
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Larry confirmed on April 25 that the game is finished and locked, no further changes will be made.
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RE: AA50 Endgame vs AAR Endgameposted in Axis & Allies Anniversary Edition
However, if the Allies are getting their bonuses (many of them which directly prevent the collection of bonuses by Axis powers), the game should go by faster for an Allied victory.