If Germany Controls the Suez Cannal, (or panama for that matter) can Japan use it as well?
What if Germany controls Egypt and Japan Controls Persia? Can either use it then?
If Germany Controls the Suez Cannal, (or panama for that matter) can Japan use it as well?
What if Germany controls Egypt and Japan Controls Persia? Can either use it then?
I’m still waiting for somebody to explain to me why they even put russian naval units in the box. Heck, I’d like to see russia build a navy and live to tell the tale!
umm I was kindof looking for details. For instance, wouldn’t france fall pretty darn quick?
Yes, I’ve had that happen. My opponet did it, and I let him because his teamates had never played before. They won and one of the noobs now brags about having beat me once.
How do you make 8 work. I really want to know!
I like 2 or 5. Two because it truly tests your skills. There is no one else to blame. 5 because it makes a great party.
Ok, I conciede my opinion. I recant. I’m an AA Heritic :lol:. It must be due to the fact that I have played relitivly few games compared to some of you. For the record (and here is another can o’ worms) I don’t like SBR’s either. They don’t seem worth it to me.
To be honest, I was compleately taken by risk when I first played it. I’m not into it much anymore now that I have discovered AAA, but if it had not been for risk I would have never played AAA.
Oh, you got me there. :lol:
Realy its just that I don’t like it when the game is reduced to a big math equation. Drives me up the flippen’ wall. I love this game and I want to see it imporved, and I think revised does that, but to make it a big math problem takes away from the game rather than adding to it. I could be wrong, but ultamately even though I like to win, I don’t want to have to carry a calculatior to figure out if a given attack will result in victory. I like to just try it and if it doesen’t work, well, it’s only a game. I do think about strat and I don’t just play radomly, but nothing makes me happier than an opponet who does the unexpected.
As far as getting alot for free, that depends on who you play. Japan gets one and you can’t do much with it. Who wants to waist space on a trans? Same goes for England. Germany is the only power that gets “alot for free”. I just don’t think they are all that usefull, but I’ll admit that when you boil it down to the numbers (takes alot of the fun out of the game to analize it that much IMO) they do seem to make a diffrence.
I am just of the opinion that they should go away. They don’t make that much sense and they never change the outcome of the war. The only person I have ever seen buy them was a noob and he only did it once.
I take it that D-Day wasn’t that good? It allways seemed to me that Axis and Allies should be a grand scale game not individual battles. That’s why I thought that Europe and Pacific would be the end of the series. But then, if it make money… :wink:
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6) Trihero does a good job elsewhere, but basically you must state when you move a fighter into combat a valid place for the fighter to land. That can either be, as above, a territory, or it can be a sea zone. If it is a seazone, you must show how a carrier can reach that sea zone. If it is even vaguely conceivably possible for a carrier to reach, then it is fine. BUT, the carrier must follow through on the actions stated at the beginning of the turn. Example: A fighter moves 4 spaces to attack 1 transport, therefore it must land in that sea zone. There is a carrier two spaces away that will move there, but there are 20 subs in between the two. That player can attack the subs with a bomber, and say they are going to move the carrier into the fighter sea after the subs are cleared in noncombat. Of course, the subs are never going to be cleared because they will submerge, but it is still a valid possibility. At the end of this turn your fighter will die, because it has nowhere to land. But, there was a potentially valid place for it too land at the beginning of the turn, so it was able to make the attack. If there was no valid conceivable place to land, it couldn’t attack the transport.
Thats not entirely true. If the subs submerge the Carrier can sail over them like they arent even there. In fact I THINK that even if they don’t, the carrier can sail right over them like they arent there since they are assumed to be below the surface of the deep.
well thats not how I play :lol:. I actually find AA guns to be a waste anyway, since they dont seem to hit all that often or change the outcome of the battle all that much. I mean you have a one in six chance of actually hiting anything with them. Does anybody even by those things?
I keep looking but I think your right. So my only option is to play with one of you guys.
I’ve managed to get pretty good at playing Japan, but that is because I almost allways play Japan. I think I’ve played one game as the allies. My Skill with Japan has led be to be totaly inept at any other power however.
To be honest with you I never have a problem getting Japan into the game quick when I play. As to the Axis being too strong, I found it nearly impossible to win with the axis in 2nd ed. Granted I was not the most experianced player at the time and I own revised (which helps my ability), I think the sides are even now. An Allied player that has any sense of strat can kick my Axis butt.
I play Japan alot, and well after the transports our up and running and asia is under control, I like to build BB’s and Destroyers, just for the psyce value.
I think it has some merit to attack there. You won’t ever take the US out (you will have won if it comes to that) but you can distract them quite effectively.
Once in a great while I try something a little different. If the US is going whole hog after Germany (like it does 99% of the time), and after you have taken all available points in the pacific (Australia, Hawai, New Zealand) you can take a good size amount of your fleet (about 1/2) and circle it around S. America and land in Brazil. Build an IC there and play havoc with the allied shipping in the Atlantic (as well as taking away 3 points or more from the US). At the same time use your remaing fleet to push into Alaska and beyond. Being pulled in 3 different directions (Alaska, Brazil, the need to help their allies) is too much for them.
This is impossible to do in a short game, but if you are in for the long haul I think it is quite beneficial. Yes, it will take Troops out of Asia… but having your Jap navy sit in Tokyo harbor is just a waste of pieces.
Its funny that most of you say that US goes for Germany first, because in all the games I have played US goes after Japan first. After cleaning out the Pacific they turn their attention to Europe.