Thanks Brian. I have been enjoying your videos and playing with with my son using your 3.1 rules for about a year. My son always plays as the Allies and has done a great job of recognizing the importance of the bonuses, which snuck up on me in our current game; most especially with Anzac.
I picked this game up years ago and finally got into it with some buddies over the summer. Our games last so long, I feel like we misinterpret certain rules and mechanics.
Interesting strategy. Mine tends to start as follows. First turn. Careful allocation of all assets in range should allow Germany to eliminate the British home fleet, the naval units off Canada, and conquer central France, assuming die rolls aren't pathetic. Japan begins push into central China on a broad front and cuts the Burma road. Italy takes Yugoslavia, and if the Regia Marina has survived initial British action remove the RN from the med. I don't attack the Sovs right away until I have amassed forces to hit the Baltic States, East Poland, and Bessarabia all at once, and have collected a couple turns bonus for not being at war with Sovs. Usually launch Barbarossa on turn 3 or 4, but definitely while Sov Far East reinforcements are still a couple turns march away from Moscow. Take Leningrad, have a sub in 125 to block Lend Lease, and the war in Russia is an eventual assured victory. Same with Japan. Build transports, move all possible air, sea, and ground units south, and don't attack anyone but China at first so as to get strategic bonus. The turn before US reinforcements will reach Philippines, let loose on everybody. Take the Philippines, Hong Kong, and as much of the East Indies as can be grabbed. Leave enough air power to take Szechuan. My reasoning is as follows. Germany cannot win as long as they have to keep large forces in western Europe. If the British lose control of their home waters and cannot safely build transports, then all Germany needs in the west is small garrisons, and air power to bomb British factories continuously and maintain fighter superiority. With southern France, Greece, and Egypt in Axis hands and the RN / MN removed from the med, and Iraq / Persia in Italian hands, Italy has enough IPC to handily take all of Africa, and Britain is effectively out of the war. Japan has to ensure total conquest of China as soon as possible or else continuous Chinese reinforcements will doom them. I don't attack Pearl Harbor, because by the time I'm ready to go to war with the US/Britain/Anzacs (remember that 10 IPC bonus per turn for NOT being at war with US) there are capital ships in Hawaii to soak up hits and be repaired. It is usually a losing proposition to launch air and sub raids against a force with capital ships in port. I focus on East Indies, then India, then Australia, then Alaska. Forgive me for writing my first novel here; I got a solid bronze woodie from seeing your layout. You have some interesting supplemental pieces. May I suggest shopping on ETSY? They have an A&A supplement pack with 3D printed small and large factories, air bases, and ports. Makes things easy to immediately recognize.
Hey I was going through your house rules and I really like them. I’m just confused about the western hemisphere bonuses for Italy and Germany. Does it mean Germany gets 2 IPCs for basically all the territories they start out with because that seems a bit strong. Cheers.
Thanks for using the rules, and for your comment! That’s an embarrassingly poor choice of words on our part in that bonus; we knew what we meant by it, but you’re right that it’s not literally correct. It is intended to mean any territories in North or South America.
If i invade a neutral country i get those extra ipcs? Like if it was an enemy territory? Also why do u let france play for last? I usually play with the house rule of france and china start before everyone
Thanks Brian. I have been enjoying your videos and playing with with my son using your 3.1 rules for about a year. My son always plays as the Allies and has done a great job of recognizing the importance of the bonuses, which snuck up on me in our current game; most especially with Anzac.
Thanks, I love that you’re enjoying our rule set!
So nice to see new players trying out A and A. Personally when I'm teaching I find it more fun and gratifying
Glad you enjoyed it!
He's back! Whoop whoop
I picked this game up years ago and finally got into it with some buddies over the summer. Our games last so long, I feel like we misinterpret certain rules and mechanics.
Interesting strategy.
Mine tends to start as follows.
First turn.
Careful allocation of all assets in range should allow Germany to eliminate the British home fleet, the naval units off Canada, and conquer central France, assuming die rolls aren't pathetic. Japan begins push into central China on a broad front and cuts the Burma road. Italy takes Yugoslavia, and if the Regia Marina has survived initial British action remove the RN from the med.
I don't attack the Sovs right away until I have amassed forces to hit the Baltic States, East Poland, and Bessarabia all at once, and have collected a couple turns bonus for not being at war with Sovs. Usually launch Barbarossa on turn 3 or 4, but definitely while Sov Far East reinforcements are still a couple turns march away from Moscow. Take Leningrad, have a sub in 125 to block Lend Lease, and the war in Russia is an eventual assured victory.
Same with Japan. Build transports, move all possible air, sea, and ground units south, and don't attack anyone but China at first so as to get strategic bonus. The turn before US reinforcements will reach Philippines, let loose on everybody. Take the Philippines, Hong Kong, and as much of the East Indies as can be grabbed. Leave enough air power to take Szechuan.
My reasoning is as follows.
Germany cannot win as long as they have to keep large forces in western Europe. If the British lose control of their home waters and cannot safely build transports, then all Germany needs in the west is small garrisons, and air power to bomb British factories continuously and maintain fighter superiority.
With southern France, Greece, and Egypt in Axis hands and the RN / MN removed from the med, and Iraq / Persia in Italian hands, Italy has enough IPC to handily take all of Africa, and Britain is effectively out of the war.
Japan has to ensure total conquest of China as soon as possible or else continuous Chinese reinforcements will doom them.
I don't attack Pearl Harbor, because by the time I'm ready to go to war with the US/Britain/Anzacs (remember that 10 IPC bonus per turn for NOT being at war with US) there are capital ships in Hawaii to soak up hits and be repaired. It is usually a losing proposition to launch air and sub raids against a force with capital ships in port. I focus on East Indies, then India, then Australia, then Alaska.
Forgive me for writing my first novel here; I got a solid bronze woodie from seeing your layout. You have some interesting supplemental pieces. May I suggest shopping on ETSY? They have an A&A supplement pack with 3D printed small and large factories, air bases, and ports. Makes things easy to immediately recognize.
Great game! Next time the Soviet’s won’t extend past the sphere of influence! WHOOPS
Yay!
It took you 9 hours to play 3.1 rounds and make a 25 minute video?!?
I hear you, but this was a teaching game, and I’ve learned that my viewers like the explanation
Hey I was going through your house rules and I really like them. I’m just confused about the western hemisphere bonuses for Italy and Germany. Does it mean Germany gets 2 IPCs for basically all the territories they start out with because that seems a bit strong. Cheers.
Thanks for using the rules, and for your comment! That’s an embarrassingly poor choice of words on our part in that bonus; we knew what we meant by it, but you’re right that it’s not literally correct. It is intended to mean any territories in North or South America.
Thanks a lot man that makes a lot more sense.
What house rules are you using? Any links?
The link is in the video description
@@BrianPlaysG40 thanks
If i invade a neutral country i get those extra ipcs? Like if it was an enemy territory? Also why do u let france play for last? I usually play with the house rule of france and china start before everyone
Yes, you get the IPCs. I have never heard of allowing France & China to go first; that would certainly shake things up.
@@BrianPlaysG40 yes its a way to make the game a little more balanced giving a chance to france to resist and to china to play a little more defensive