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Axis & Allies - for Andrew too.

  • Nov 10, 2012 · 11:00 AM
  • Dave's house in Brandermill.

Another Axis and Allies classic match. Andrew couldn't make the one in October so we have the November one.

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  • Andrew T.

    Dave,

    If you'd like, I've got a buddy who's very familiar with A&A and might be willing to come along.

    I haven't played 1942 (2nd Edition), but I have played both the original and the revised versions. I think my favorite of the two is the revised edition. I like the addition of artillery and destroyers.

    What say you?

    Andy

    November 8, 2012

  • Dave H.

    Axis and Allies Classic: 147 IPCs globally - 57 Axis, 90 Allies, 37% IPC spread;
    Axis and Allies Revised: 166 IPCs globally - 70 Axis, 96 Allies, 27% IPC spread;
    Axis and Allies[masked]nd: 168 IPCs globally - 71 Axis, 97 Allies, 26.8% IPC spread;

    Total starting unit value comparisons are as follows:
    530 Axis to 560 Allies - spread 30 IPCs, 5.4%;
    620 Axis to 689 Allies - spread 69 IPCs, 10%;
    667 Axis to 714 Allies - spread 47 IPCs, 6.6%;

    November 2, 2012

  • Dave H.

    If we are able to get through the first game quickly enough I suggest we play one of the later editions of the game. Revised and 1942 Second Edition have many changes but the most dramatic is the improved versatility of playing Russia - there is a game of cat and mouse that doesn't exist in the original.

    Important things to note in A&A[masked]nd Ed.:
    1) no more technology
    2) new units (artillery, destroyers, cruisers)
    3) new unit costs (tanks 6, transports 7, subs 6, carriers 14, battleships 20, fighters 10, bombers 12)
    4) Transports no longer can be taken as casualty until all other viable targets remove - they also don't attack or defend (0 roll)
    5) Tanks defends and attack at 3
    6) Map adds more spaces (especially sea zones) and has more overall income

    November 2, 2012

  • Dave H.

    No Russia attack on the first turn.
    Optionally we may allow 2 hits to kills a battleship, and/or we could bid how many credits to take the Axis.

    If anyone wants to play the revised edition and with those rules let me know. I also have the 1942 edition.

    October 28, 2012

    • Dave H.

      We could also use the newer rules for research where you are rolling for only one technology - but you get to roll every turn until you get it. For example you purchase 2 research for 10 IPCs: you would roll a die to determine which research you are rolling for - say you roll a 3 and that means Super Submarines. Then you roll the two dice and if you get a 6 you get Super Submarines (you get another 6 you still only get Super Submarines), but if you don't roll any 6s you get to roll 2 dice next turn. If you spend more IPCs next turn you roll to determine what undiscovered technology you they are for (it could be Super Submarines again) but if it is a different technology you roll every turn until you get that technology. This changes the game up and makes technology more viable (not just a mad dash for heavy bombers or industrial technology). Another variation is to reduce heavy bombers to only 2 dice instead of 3.

      October 28, 2012

    • Dave H.

      A 3rd variation is to use the old research rules but to combine Super Submarines with Jet Power, and thus there are only 5 technology options and you are guaranteed to get a technology actually worth having.

      October 28, 2012

  • Andrew T.

    Agreed...

    October 1, 2012

  • Dave H.

    I am glad Andrew RSVPd for the "Andrew too" session: wouldn't make sense without him.

    October 1, 2012

3 went

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