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    Topics created by Young Grasshopper

    • Young GrasshopperY

      Soviet Union Strategy (Video)

      Axis & Allies Global 1940
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      Charles de GaulleC

      Great! Can’t wait!  :-D

      de Gaulle

    • Young GrasshopperY

      Grasshopper's G40 Victory Objectives

      House Rules
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      Young GrasshopperY

      @NilOGrav:

      Big thanks for Young Grasshopper,

      Played this last weekend in combination with the Halifax rules (option 2, the greater Commonwealth). Fantastic. We have added a ton of luxury materials (NO-cards, scoreboards, country sheets, , IPCs, tokens, etc) to help speed things up and are looking for a year now how to create a one day game w/o losing the characteristics.

      This completely answered our questions! Congratulations on a job well done.

      chrz Eppo

      Thanks for the comments NiIOGrav, glad to help… I honestly think these VOs are a no brainer for those that want to sum things up in a 10 hour day. I will be releasing my new game accessory card deck soon, keep an eye out for my next “essential customizations” video.

      Cheers.

    • Young GrasshopperY

      Grasshopper's second game

      Axis & Allies 1942 2nd Edition
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      Private-PanicP

      OK - look forward to hearing what happens then  :-)

    • Young GrasshopperY

      Grasshopper's first game

      Axis & Allies 1942 2nd Edition
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      Private-PanicP

      Now that I understand the rules properly (well some of them anyway :lol:) I can see a whole new set of options for the UK, in Egypt, India & possibly the Med, perhaps including SZ37. wittman’s G carrier in the Med is also making a whole lot more sense. And my use of R fighters looks set to change. I will just have to be sad enough to play one more solo game to test these out I guess.

      I can not think of any previous game I have ever had which would have interested me enough to be as sad as that! :-D

    • Young GrasshopperY

      1942.2 Damaged Battleships

      House Rules
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      G

      About history I agree but my point is absolutely not to make many rule changes - In fact we hate house rules but sometime we “feel” obliged to introduce some very few. And we are really happy when some experienced players or our own experience shows us later that the official rules were better! Lesser and simpler the rules better the game!

      If it were only about 2 hits against a fleet like 1xBB + 1xAC + 2xFighters > We wouldn’t need any house rule because 1xBB damage and 1xFighter destroyed stays a reasonable response … But …

      When 2 hits against 2xBB + 1xAC + 2xFighters > We HATE the 1xBB + 1xBB damages for many reasons explained elsewhere. Worse with 3 BB (for ex. we experienced the 2 first Japan BBs surviving and regrouped with a third one) > That is a shield of 3 hits! And that’s what we want to change with a house rule as SIMPLE as possible …

      Clarification for the vets like Elk: Total respect for your stats and very precise calculations - And if our house rule makes players buy less BB in the futur … Well … Let’s say it’s the historical decline of the BB that started in the middle of the WWII! (Remember we are in 42) … And be sure some newbies (like me) will keep on buying BBs sometime to time because we don’t play maths + to overawe our opponent and finally because WE JUST LOVE BBs lol!

      To be said in the last example: With our rule the defender can choose 1xFighter destroyed + 1xBB damaged (because last hit) … But the next hit (if any) should be on the BB.

    • Young GrasshopperY

      The UK raid on 37

      Axis & Allies 1942 2nd Edition
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      W

      No, YG.
      The US doesn’t really have the money to do that.

    • Young GrasshopperY

      1942 2nd Edition - First impression (video)

      Axis & Allies 1942 2nd Edition
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      Black_ElkB

      I’m a big believer in paper money! I used those same AA50 bills for a while, until a got the HBG cash.
      Look at those classic factories!

      Great video man  :-D

      Beautiful Ruskie bomber! How giant she is haha. Genius

    • Young GrasshopperY

      Article nomination for A&A.org home page

      Blogs
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      Private-PanicP

      Hey BE - would love to try to help but am on holiday in Italy all month - currently by Lake Maggiore - so unable to put much time into this until May - will see whether there is still anything for me to contribute then.

      Cheers
      PP

    • Young GrasshopperY

      How to balance 1942.2

      Axis & Allies 1942 2nd Edition
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      IWillNeverGrowUpI

      We usually play AA50th, but …
      For 42.2, if we bother to worry about balance, we use a standard bid format (if everyone agrees) based on starting IPC’s (I’ll play axis at +X IPC’s to start … whoever uses the lowest +IPC bid plays the axis).

    • Young GrasshopperY

      A&A 1942 2nd Edition tournament format

      Axis & Allies 1942 2nd Edition
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      IWillNeverGrowUpI

      Thanks for posting these up YG.

      I just want to chime in here and say these are the rules for the FMGCon AA42.2 tournament this year that I “wrote”.  Essentially I took the rules from Smorey Swamp and adjusted them to a Swiss Tournament format and adjusted for time restraints.

      Otherwise, it’s basically the same tourney rules that Greg runs at his big convention games.

      If anyone has any issues or concerns, absolutely let us know. These are not yet 100% final, and the details of the tournament are still up in the air to be finalized.

      First draft of the tournaments details;

      Rules as above 16 player limit (8 tables with 2 players per table) 3 rounds @ 2.5 hours (with 1/2 hour between rounds for breaks and resetting the boards) Winner decided based on points Prize TBD (Trophy + ?) No extra entry fee (must have an FMGCon weekend pass) Advance sign up required
    • Young GrasshopperY

      UK1 purchase ideas

      Axis & Allies 1942 2nd Edition
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      drummerinheatD

      @Young:

      @drummerinheat:

      2 art 1 inf for India and 2 Fighters for UK.�  That’s pretty standard for me.�  I also understand saving for Round 2 Naval build, but I have found that rather than attack sz37 i send India navy southwest around Africa and Australia Navy south east around S America.�  By round 3 they join and round 4 they are ready to help invade western europe.

      I like those purchases and will likely do the same, but if you don’t attack sz 37, what are you doing to help save Calcutta?

      It’s been a bit.  You got me hooked on 1940 and that’s where my heads been at. Funny how you switched on me!  No worries…I’m sure you know that everything for the allies hinges on what the USA does.  Neat thing about 42 is that you can combo with the UK in the Atlantic so I usually have enough to run a distraction on Japan In the north as well.  I usually set manchuria as my destintion.  Send a transport and fighters/bomber over To Russia.  See how J reacts.  I have 3 rounds to disrupt the axis before that UK pacific Navy unites and preps for a European assault.

    • Young GrasshopperY

      Sealion

      Axis & Allies 1942 2nd Edition
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      Black_ElkB

      Did they build their Carrier in the Med or sz5?
      For me the Med is a more viable option, because it allows you to bring a fighter into the destroyer attack off suez.

      You can still field 9 infantry if you’re not really after Sea Lion but just want to make things hard on the Royal Airforce or Africa by expanding the German fleet. Or I have seen a destroyer, 5 inf and artillery piece. Or 1 carrier, 1 destroyer, 1 transport out of the Italy factory with the rest on whatever.

      Med fleet is fairly useless if sz 16 is closed though. So that could factor into it.

      Sea Lion posturing for me is more about maintaining fleet parity and screwing over India than actually being able to take London.

      Usually I go on the ground with Artillery and Tanks, or in the Air with bombers and fighters, rather than by sea with expensive ships. But I have seen players pull it off. I’d still say it’s very difficult though.

      is there a standard G1 purchase to achieve this no matter what Russia does R1?

      All you really have to do to prevent it is land your Russian fighters in Archangel on R1 instead of Moscow or Caucasus. Even landing 1 Yak in Archangel, would be enough to deter a transport buy for me with Germany. I think G2/G3 chances only work if Allies make a mistake.

      Then again, it depends if what you’re trying to achieve is just a German fleet that can make UK spend on defense, or a German fleet that can actually invade and take London in the first few rounds of gameplay. The former is doable, the latter is kind of a pipe dream. Soon as you start buying transports and carriers you essentially reverse roles with UK/USA. Now they are the ones who can just buy a ton of bombers to wipe you, whereas usually it’s the other way round haha.

      Here’s a thing you can try that is relatively inexpensive, just buy a lone Baltic destroyer. Sometimes this is enough to deter the Baltic air strike, and it only costs 8 ipcs. Then you can decide on G2 whether further investment in sz5 is workable or not, without giving up your position against Russia in the process.

    • Young GrasshopperY

      Mech Infantry

      House Rules
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      baron MünchhausenB

      @barney:

      Hi Baron
      You get the +1 A w/tank when you get Improved mech infantry tech. The tank just lets you blitz 1:1 same as OOB. Do you think the Mech at C5 needs to get the +1 A w/tank?  That seems a little too powerful. Also it would make the tech worthless but it could always be replaced w/ another one. Although improved mech would allow the arty to blitz as well.

      But no it shouldn’t be too hard to add the +1 A to mech.

      Hi Barney,
      Is it easy to change a Tech so such Mech Inf Tech gives Attack 2 by itself?
      And Attack 3 when paired 1:1 with either Artillery or Tank?

      I asked because that way, it can be easier to accept the changes coming in Opening Post Mechanized Infantry unit suggested by YG.

      @Young:

      New G40 unit profile created through discussion and collaboration.

      Mechanized Infantry

      Cost - 5 IPCs
      Move - 2
      Attack - 1 (2 when combined with an artillery or tank unit)
      Defense - 2

      Special abilities:

      _Each mechanized infantry unit may pull an artillery unit up to 2 spaces during the combat movement phase, or non combat movement phase (both units must originate from the same territory).

      Mechanized infantry may blitz when combined with a tank (both units must originate from the same territory), however, mechanized infantry may not pull artillery units when blitzing with a tank._

    • Young GrasshopperY

      Young Grasshopper is here!

      Axis & Allies 1942 2nd Edition
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      Young GrasshopperY

      @Black_Elk:

      Yeah its really pretty close, the only thing that feels like going backwards from Global will probably be the single hit carrier decks, and the fact that you don’t have cheap mech to play around with haha!

      Ah that’s cool, coming at it from AA50, I think the main thing you will notice that’s different is the lack of shucks. The only really good shucks that still exist are…

      For the Japanese: sz 61 to Tokyo and back.
      For the British: sz 5 to UK and back. Harder to set up than it was in Classic or AA50.
      For the USA: the only good shuck left is sz 36 to Borneo/East Indies/Philippines and back (to Push Burma)… But this requires factories and solid KJF positioning.

      Other than those, almost every transport move requires launching 2 spaces outright.

      The weird ones that might not seem as intuitive for a Classic player are the USA launch to sz 22 or sz 23. There is also the sz 10 to sz 3 launch (with the drop in Finland) for late game KGF, but I find myself going to sz 22 or 23 all the time. I would have considered this to be putting myself out of position in AA50, but in 1942.2 its actually optimal Africa coverage, since its hard to converge in sz 13 before the third round.

      Also, for a German naval game, the go to here is the Med rather than the Baltic, even though Italy is only worth 3. Sometimes I will see the Germans drop a carrier to clear to the Med, because otherwise you don’t quite have enough range with starting fighters to hit everything you want.

      Some people suggest a extra destroyer set up change for the Americans in sz 11, but I think this is kind of a buzzkill for the Axis, since it takes their best Atlantic U-Boat option off the table. (Another reason I prefer a Russian bomber, to all other bids.) Germany has enough to worry about with their subs and starting air, and I think giving the Allies more ships on the bid just really screws them and makes the German opening too one dimensional.

      Optimal German purchasing absent the carrier is probably heavy artillery with armor to race behind, or heavy luftwaffe and just grind slow on the ground (their bomber threat is potent here, similar to G40.)

      Optimal Japan purchasing is similar to previous boards, transports with naval or air, over starting factories. With the factories usually being dropped in the second round, once you get a chance to see which way Allies are going.

      USA is a little harder to play than in previous incarnations of the 5 man game. It just feels like they have a huge responsibility and not quite enough money to make it happen, but I guess we’re all a bit used to that by now haha. I think they have a really strong priority to cover Africa early, and its pretty easy to do without too much investment, but beyond that taking an Atlantic or Pacific strategy to the next level can be pretty daunting. I’m a big fan of bombers for the USA if you want to get out early and feel like you’re having an impact. Building a fleet takes a bit longer. In general it feels like it takes USA a full round or even maybe two rounds longer to make a decent crossing when compared with their situation in AA50. Slower at the outset, but the same basic principles apply, as in the older games, once you’re get things up and running.

      UK likewise takes a bit longer to establish an Atlantic fleet, most people like to spawn Spitfires and stay focused on India for the first 3 or 4 rounds, or at least until USA has a strong enough carrier force to cover them, or until their starting Pacific ships can swing around the globe and get back to England. Its kind of cool though, because by buying a ton of fighters early, you can really give Stalin some breathing room and have a better chance of holding onto India for a few rounds to make use of the factory there. Then when the time comes to drop an Atlantic fleet, you can just sail a few of these fighters back to land on double carriers buys (instead of having to buy fighters and carriers at the same time.) There is something just really satisfying about saving Russia’s ass, and then returning to sz 6, 7, or 8 the following round to land on two brand new carriers! A nice trick to help you stack up quickly on fleet defense when you need later in the game.

      Well anyhow, enjoy the new board and let us know how it goes! I’m eager to hear the results of those early games, and to learn your thoughts on the map/balance. Hope your friends enjoy that Ruskie bomber idea.

      She’s a total Russian “Night Witch” and a mean flying machine! Gives the Axis plenty of headaches over the long haul, I think you’ll find ;)

      Hey Black Elk, I read through all your thoughts in this post, thanks a lot… I was able to sit in front of my setup and really get in to what you wrote. I’m playing the Allies on the 28th and I can’t wait to take advantage of all your game experience… especially after I read your massive Russian thread  8-)

    • Young GrasshopperY

      Good advice for new players

      Axis & Allies Global 1940
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      Arthur Bomber HarrisA

      Germany needs to destroy remaining Allied ships in the Med on turn 2.  They don’t need their air force for anything else that turn.  Losing a couple of planes stinks, but getting the Italian income back up is worth it.  Italy should be able to give stress to Egypt around turn 3-4.  UK can usually defend there, but at a cost of spending heavily in Africa instead of rebuilding the Atlantic fleet.

    • Young GrasshopperY

      HBG Colors?

      Customizations
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      Young GrasshopperY

      Ideally yes, however… the HBG set is missing G40 sea units that the UK Pacific might buy during a game, where the French won’t need any units after the initial setup.

    • Young GrasshopperY

      Lets talk about dice

      Axis & Allies Global 1940
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      Young GrasshopperY

      @ShadowHAwk:

      Are you buying extra dice for the game?

      If so your better of with a lot smal dice in 4 colors then the big dice that come with the game. Ever tried holding 40 of those big dice in your hands, o and less risk of disruptions in case they hit the board.

      Hey Shadowhawk, I have lots of 12 mm minis already, and besides… my custom table is bullet proof.

    • Young GrasshopperY

      Grasshopper is going to Customizer School

      Customizations
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      dangermouse650D

      @Tall:

      **––They’re already great,…and on their way to being “PREMIUM”

      ----You know, I wonder if I my desire for ultimate detail on my units might not be partially to blame for everyones’ “detail addiction” of late. If so I’ll take my ‘bows’ for enfluencing you (in the smallest of ways) in your future endeavors, and I’m anxiously awaiting your future “Premium” works.

      Tall Paul**

      If you wish to believe that then good for you. Fact is a lot of us don’t have the money to pay for a professional painter let alone a team of them. Fact is, some of us don’t have a whole lot of time to devote to it, but we do learn as we go and so our products keep getting better.  Yes the units you receive may be the best of what any of us could achieve, but like my earlier argument, comes down to time and learning.

    • Young GrasshopperY

      Do you have a Grasshopper & Ambilzi custom map?

      Customizations
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      Tall PaulT

      YG,

      @Young:

      Would love to hear from those who have used the file to print their own copy of my custom map… do you have one?
      ––I would have to say,…NOT YET ! But once I get my latest project going, which will include a large area for a
      “GRAND SIZE” War Simulations Room I’ll certainly get in contact with ya’ll.
      ––I must say, on behalf of all of the other gamers that you’ve already helped with your wonderful map;
      THANK YOU !

      Tall Paul

      Thanks.

    • Young GrasshopperY

      Cardboard piece tray question

      Axis & Allies Global 1940
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      BravehartB

      Hey YGH…

      hope this helps. The trays for pieces right?

      1942 2nd edition has no trays but the cards size is
      12 cm x 6 1/2 cm ( Russia )
      12 cm x 7 1/2 cm ( USA )
      12 cm x 9 1/2 ( Germany & UK )
      12 cm x 10 1/2 ( Japan )

      1941 ( no cards as ipc value and units on back of manual )

      1914 trays size

      15 cm x 9 cm ( x 8 )
      30 cm x 9 cm ( the box with all chips and dice etc in )

      Depth to all is 3 1/2 cm.

      BH

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