I’d play 1942, him as Axis, and with NO’s
Explain the NOs really well, and
Give him extra starting money, like an extra 5 ipcs for each of his players. (not a bid, just starting with 15 instead of 10 as italy, etc.)
Posts made by Veqryn
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RE: Best Scenario For Beginnersposted in Axis & Allies Anniversary Edition
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RE: Rare outcomes from dice rollsposted in Axis & Allies Anniversary Edition
played 1942 recently, as russia first turn, attacked Ukraine with everything that could reach it, attacked Western Russia with everything else.
I’m attacking west rus with 9 infantry, 1 art, 1 tank… I miss with all my rolls, he hits will all of his. I go again, i get 1 hit, to his all but 1 hit.
Ukraine i managed to win with just a fighter and tank left.immediately conceded and proceded to bitch the rest of the night
ps: four 1s for those AA hits is a 0.0772% chance, which is lowest so far mentioned.
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RE: Allied Strategy Discussionposted in Axis & Allies Spring 1942 Edition
Well, the Med fleet is weaker because the transport can’t defend. But the allies are also weaker because unlike revised they can not land round 1 in algeria (under normal conditions) with anything more than a suicide fleet.
So we have a UK1 option of attacking with a fighter and bomber, 80% chance kill BB or better, 40% chance no attackers left.
A Russia 2 option, of attacking with a sub and two fighters, 90% chance kill BB or better, 32% chance 1 fighter dies, (4% all die, 6% lose)
And we have a UK2 “safe” option, which can take many many forms, but does mean that Germany will probably have 1 tank, 1 art, 2 inf in an Egypt with no allied units until they hit either persia or kenya. I hate having german units in africa and having chasing them around for 4 turns. Buying bombers as the UK means not buying fleet and transport and units…
And lastly, we have a USA/UK3 option, which usually involves landing a big force round 2 in africa and then killing the german fleet round 3 and landing more in africa (second landing in africa can get turned into a landing in italy round 4).For the UK2 option, you could buy a bomber or more, which would give you at least 2 bombers plus a fighter to hit the german med fleet with.
The only other issue here would be that in order for this to line up, you need to have either egypt or transjordan as belonging to you at the beginning of UK2, which means that you have to take back egypt on UK1 from the germans. This is normally done anyway, so this isn’t an issue.What do you guys who like to do the UK2 option like to buy on UK1?
I am guessing: 1 bomber, 2 Destroyers, save 2 ipcs. Or 1 bomber, 1 Carrier, save 4 ipcs.
It kind of sucks because the germans will have 2 submarines, 1 bomber, and at least 2 fighters within range of your new fleet. by buying a bomber as the UK, your fleet is weak as heck and can be taken out, even if you have the USA cruiser join it. I guess you could buy 1 bomber, save 18 ipcs, and send your lone transport on a suicide mission to algeria/norway, or have him sit off washington dc. -
RE: Allied Strategy Discussionposted in Axis & Allies Spring 1942 Edition
I think you overstated it when you said 50% chance of losing a fighter… so i did the numbers:
1st round
Attack rolls for 2 fighters and 1 submarine
42% or 5/12 for 2 or three hits
42% or 5/12 for 1 hit
17% or 2/12 for zero hitsDefense rolls for BB:
67% or 8/12 for 1 hit (lose submarine)
33% or 4/12 for zero hitsSo you have a 42% chance of sinking BB first round, and a 58% chance of going to the second round. Of those going to the second round, 29% have no hits on the BB while 71% have 1 hit on the BB; and 67% you have lost a submarine
2nd round with submarine without hits on BB: 2/21 = 10% chance
Same as first round2nd round with submarine with hit on BB: 5/21 = 24% chance
83% or 10/12 for 1 or more hits attacking
67% or 4/6 for 1 hit defending2nd round without submarine without hits on BB: 4/21 = 19% chance
25% chance for 2 hits attacking
50% chance for 1 hit attacking
25% chance for no hits attacking
67% chance for 1 hit defending2nd round without submarine with hit on BB: 10/21 = 48% chance
75% chance for 1 or more hits attacking
25% chance for no hits attacking
67% chance for 1 hit defendingPlay these numbers out a bit and you have 32% that you will lose 1 or more fighters.
Success rate for this btl is 90%, with average of 1.7-1.8 units left.While this is a great move, its also a huge a gamble, and I am not one to gamble with Russia. If russia screws this one up (and that is easy since there is a low number of units involved), you are really dead. If the UK screws up, its not the end of the world…
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RE: Allied Strategy Discussionposted in Axis & Allies Spring 1942 Edition
just thought i’d add this:
i played a game today against a guy who really kicked my ass
it was mostly luck, as he won a couple 95% plus battles between germany and russia, but he DID have an interesting purchase/play:Buy a Submarine as Russia and place it in the Med
(and leave your 2 fighters in the caucasus)what can you do with that you ask?
well, unless Germany keeps her fleet in SZ14 AND buys a destroyer, THENyou can destroy the german MED fleet.
yes, this does mean russia is out 2 infantry…. but you have just made short work of the med, so the UK and USA can support you a lot sooner in europe rather than wasting their time kicking germany out of africa
it also means that if he decides to leave his fleet in sz14, then you have control over the suez, which means you can sail the UK fleet right through into the med,
while if he does take egypt, you get to take it back during uk turn 1, and germany will never threaten africa again.in my game i kind of thought, well he just wasted 6 ipcs, I’m going to take my african guys and drop them off in Ukraine instead.
this might have worked, except as i said before, the UK just sailed into the med. This left japan with not enough targets and too many fighters, essentially wasting their turn 1. Russia did have some trouble dealing with the extra 2 units per turn, that would have otherwise been sent to africa each turn, but if she can hold out for 3 turns then the UK should have been able to drop off some goodies to keep germany busy and counteract that. -
RE: 6 IPC Tanks and other unit costsposted in Axis & Allies Pacific 1940
i wish there was a cost of 5.5….
perhaps there could be a a buy one for 6, get the next for 5 deal? kind of like those cheapo half assed coupons i get from restaurants except for tanks… yes, I do believe this might actually be the best solution, since 5 is too cheap and 6 too expensive
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RE: Actual AA pacific 1940 map picturesposted in Axis & Allies Pacific 1940
wow, magnets, a brilliant idea…
i would love to magnetize the entire board and all pieces, so that you can play during road trips…
also, how is the play testing going? has anything been changed during play testing (like the ipcs of territories?) I mean, how do they know that 57 is the correct ipc value for USA, why not 56 or 58? I sure hope you guys are doing a shit ton of play testing, as subtle things like that can not be caught right away.
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RE: Transport movement clarificationposted in Axis & Allies Spring 1942 Edition
you can also pick up a guy, move a space, pick up another guy, move a space, then drop off for an amphibious assault in the same turn
you can also pick up a guy, move 2 spaces, pick up another guy and then drop off for an amphibious assault in the same turn
etc etcyou can not however, do a battle, then pick up and drop off into an amphibious assault, as that would take two turns since all battles are done at the same time and ends the combat movement phase.
krieg: lets say you have a british troop in Karelia, and you wish to transport him into germany for an assault on berlin. The germans have a surface warship in the baltic sea, say a destroyer. You have at least a transport and surface warship/airplanes. Can you move into the baltic sea, pick up from karelia then drop off in germany, conditional on winning the sea battle?
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RE: Question about Shore Bombardment during amphibious assaultsposted in Axis & Allies Spring 1942 Edition
you you were, say, attacking from land territory AND using an amphibious assault from some transports, you could retreat your land attacking units, and any aircraft, but your amphibious assaulting troops may not retreat.
so krieg, does that mean it is a partial retreat, or do you just have to wait until your amphibious guys die first to do a full retreat? or am i wrong, you can’t do this at all?
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RE: Theroizing an axis strategyposted in Axis & Allies Spring 1942 Edition
a sub purchase as germany could be turned into 2 infantry
a carrier purchase could be 2 tanks and 1 artilleryif you buy navy as germany, expect russia to become huge and to lose ALL territories east of poland
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RE: 12 IPC Bombers…. Too cheap or just right?posted in Axis & Allies Spring 1942 Edition
i am going to say just right
my reasons being that the new SBR rules limit the damage done to germany to about 16 or so per turn (germany never repairs all the way, that is why it isn’t 20), which means that the allies never need more than 4-5 bombers total between uk and usa.
the allies still need boots on the ground more than they need bombers, and since bombers are still expensive pieces, can not use bombers alone (unless SBRing)i do enjoy that HB have been taken out of the game, and with them out, 12 ipc bombers are just right
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RE: Playing as Japanposted in Axis & Allies Spring 1942 Edition
i buy 1 IC and 1 transport and keep 8 ipcs for the next turn
i don’t like buying 2 transports because i find that i end up not being able to produce enough guys to fill my transports
i don’t like buying a DD because i don’t know if USA is going pacific, or how well i roll, etc. I would rather save that 8 ipcs for the next turn to purchase another transport if one of mine dies, or to help purchase another IC, or more boots, etc. more flexibilityi recommend take ALL of russia’s territories that are NOT touching Moscow
do not advance to the territories that are touching moscow unless there is no way he can respond
the reason is because you will find russia can wipe your early expeditionary force out, and you have no reinforcements for a couple turns, so he can conquer back all your hard earned territories
for that same reason i like to push to india and stop, build IC, and wait til i have enough before i march into persia (and time it with germanies last offensive)generally speaking, while australia and new zealand look like 3 almost free ipcs, I leave them alone, since the units needed to conquer them would be better spent heading to moscow. This isn’t AA50, Japan will never have the economic power to crush the allies. Instead you have to have enough boots 2 moves away from moscow to be able to move into moscow when germany makes their last push before turtling. If they aren’t there, you are screwed. For this same reason i do not put any pressure on USA. (i don’t want to argue about it for the 100th time either)
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RE: Question about Shore Bombardment during amphibious assaultsposted in Axis & Allies Spring 1942 Edition
similar to AA gun shots
shore bombardment happens BEFORE combat starts
It only happens once per area being amphibiously assaulted
there can be no more shore bombardment rolls than the total number of units being offloaded from the transports for combat in that territory
if the roll is a hit, the enemy unit is moved to the casualty board (meaning they still get their defending roll) -
RE: Help against the alliesposted in Axis & Allies Spring 1942 Edition
if the allies are good, you will not take africa
BUT you need to try to take africa because it will force the allies to spend 2 or 3 ipcs for each single 1 ipc you send to africa. its a very cost effective campaign and distracts them badly from europe. if you don’t go after africa, they can go straight to europe, meaning you will see a lot more pressure much more early, however if you go for africa and they don’t go after you there, you will eventually be making 7-11 more ipcs a turn and will win definitely, and if you do go after africa and they come after you, you and screw with them for a good 3 turns, costing them tons of money of soon to be out of place allied troops before losing africa
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RE: Carriersposted in Axis & Allies Pacific 1940
yes but something actually HAPPENED when there were stacks in reality.
in A&A the defensive rolls and capabilities are too high in relation to the offensive power
I would not mind stacks if people hit each others stacks more often, but instead it usually just turns into a game of never attacking each other and piling higher
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RE: Help against the alliesposted in Axis & Allies Spring 1942 Edition
Buy 60% tanks, 35% infantry, and 5% artillery, and head your ass to moscow, while defending france and putting marginal pressure on africa. Keep your strategy simple and try to keep all your fighters and bombers alive. Move them around, sometimes to eastern front, then sometimes back to western front. 6 ftrs and 1 bomber can take out almost all fleets, even really big ones, if necessary. Don’t actually get too aggressive with moscow, or you may lose everything. Let him have western russia and archangel, they are death traps for you. Only take the caucasus if you can reinforce it with japanese troops. With a little luck, you will keep the allies at bay while japan gets really big and takes moscow for you. If the USA tries to go after japan, then you can go ahead and take africa and possibly moscow too afterwards.
axis strategy is super simple, don’t make it complex
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RE: What are the difference between 1942 and Revised?posted in Axis & Allies Spring 1942 Edition
ya, don’t buy revised, just buy 1942
if you want to play revised, you can use the board and pieces from 1942 and just use the revised rulesactual differences:
In Revised, there was no such thing as Cruisers, and in Revised the Destroyers were a 3-3-2-12 unit with anti-submarine capabilities
In 1942, there are now Cruisers, which are a 3-3-2-12 unit with Shore Bombardment, and the Destroyers became a 2-2-2-8 unit with anti-sub abilityIn Revised, Subs were a 2-2-2-8 unit, in 1942 they are a 2-1-2-6 unit
In Revised, Carriers were a 1-3-2-16 unit, in 1942 they are a 1-2-2-14 unit
In Revised, Transports were a 0-1-2-8 unit that could participate in combat and be taken as a casualty
In 1942, Transports became a 0-0-2-7 unit that may not participate in battle and may not be taken as a casualty until ALL of the fighting units on your side have either died or submerged
In Revised, Battleships cost 24, in 1942 they cost 20 (never get bought anyway)In Revised, Shore bombardments instantly killed the unit if they hit, meaning the unit could not hit back. In 1942 they unit is considered a casualty and gets to roll its dice before dying against the attackers troops.
In Revised, you could do as many shore bombardments as you wanted even if only dropping off 1 infantry. In 1942, you may only do one shore bombardment per unit you are dropping off.In Revised, Strategic bombing instantly killed IPCs. In 1942, Strat Bombing damages the factory, meaning that for each point of damage on the factory, the enemy can produce one less unit there. Factories can take up to twice their territory’s IPC value in damage, and each point of damage may be repaired for 1 ipc.
In Revised, Bombers cost 15 and AA guns cost 5, in 1942 Bombers cost 12 and AA guns cost 6 (noone buys AA guns anyway)In Revised, the sea zone (63) that touches Alaska also touches Western Canada, In 1942 it doesn’t touch western Canada.
There are also some minor changes to north america, such as western canada does not touch central america, etc. There are all completely unimportant.Lastly, neither Revised or 1942 have National Advantages, the poster above must be thinking of AA50.
Because there are now Destroyers AND Cruisers, the setup is pretty much the same as before except:
Japan SZ 50 is now a Cruiser
Germany SZ 5 is now a Destroyer (nerf)
UK SZ 35 is now a Cruiser
UK SZ 15 is now a Destroyer (nerf)USA SZ 20 is now a Destroyer (nerf)
USA SZ 10 is now a Cruiser (also a nerf, it may have same a/d as before, but now it doesn’t have anti-sub capabilities, so, Germany has 50% chance of destroying your cruiser and both transports turn 1)UK SZ 13 is now a Cruiser instead of Battleship (big nerf)
Russia SZ 4 is still a Submarine (minor nerf)I think thats everything. 1942 is a much better game, but it is a little bit harder to play as the Allies if you are just learning. Overall, it promises to be more balanced than Revised, which was weighted towards the Axis and required a small bid of 6 ipcs or so for the Axis (if the Allies player was very experienced).
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RE: Carriersposted in Axis & Allies Pacific 1940
i suppose there could be rules for things like collateral damage, where if your stack is sooo big the enemy could just blindly shoot and hit because you have crowded too many ships in too small a space?
not a bad idea actually, but i have no clue how you would implement it successfully and in a balanced yet fun way