A minor point: The Gulf of Mexico is considered to be part of the EUS SZ. That means that land units in the central US can load on transports in the EUS SZ without moving.
I enjoyed these turn one videos. I noticed in the comments you said you would make more videos. I can not find them on your channel. Did you ever end up making more?
In the Japan video you mentioned that the Japanese transports are in range of the US fighter (and that that was a mistake). That said, if I'm the US player I must punish that mistake. landing them with the Russian army in Buryatia would keep them safe enough and it would stand the Japanese army on the Home Island for another turn. Great video!
3:00 I prefer to pick up the guy on Wake and take him to Hawaii along with the AA gun from the West Coast. Also taking Kwangtung with one of the Chinese-American Infantry is worth doing. 2 IPC plus 1/3 chance to take out an Infantry when it gets retaken makes it worth losing the 3 IPC unit.
The german submarines shouldn't submerge... they have about a 61% chance of victory against the attacking cruiser according to aatolkit odds calculator
Can you build a carrier and then land fighters on a single turn? The non combat movement phase is ahead of the mobilization phase. The fighters are basically landing on water. Can you pleaee point out where this is written in the manual?
Haven't played it; Axis and Allies is the only historical war game series I have played. Glancing at it, I can say it looks much less visually appealing, and aesthetics are very important to me in games.
Hey question, were you allowed to land those American fights in sea zone 7, since the aircraft carrier wasnt actually there yet, as it would be mobilised, but after the non combat move??? is there some kind of loophole in the rules im not aware of? cheers. Also, good video.
You can land on a carrier that is mobilizing on that turn. The reason for this is that it would be hard to defend new carriers if you couldn't land on them the turn they were built. It's just a rules ordering thing that makes it weird.
@@Charlemagne_III ah ok cheers. I tried the move on trippleA, but It wouldn't let me. However I do remember reading it in the board game manual that you can.
The bomber can not bomb Japan from Hawaii. It requires a movement of 4. If you land him in Russian territory, it's a loss. The bomber is best used in Great Britian to IPC from Germany.
You're right, other people have pointed that out, I didn't notice the first time. I'll be doing another revised set of videos with some corrections and updates in a few months, after I move.
@ Mike St.Jacques Probably not what you were asking for, but there is a mod in the workshop for Tabletop Simulator (free of charge if you own TTS). It is still a tabletop game and nothing is automated!
Great series! I have a few comments in regard to this video though. First of all moving the cruiser into the two submarines is a very risky move imo. They get to surprise strike so that's 33,3 % chance that the cruiser will die instantly. Then there's the normal battle which is also super risky seeing as the subs can take two hits and the cruiser only has 50 % chance of scoring a hit. Next, planes can never attack subs, even with a destroyer present so the whole idea of getting a carrier and a destroyer is risky as well. If the cruiser loses - which is should accordin to the odds - then there will be 1 or maybe even two subs if unlucky present in the sea zone where you're planning to build the carrier. I would personally skip the three infantry in your build and just go for another destroyer to be sure that the sub(s) do(es)n't sink the newly built carrier. What are your thoughts on this?
You’re incorrect. The destroyer makes the enemy submarines visible and targetable by aircraft. It also takes away the submarine ability to attack or defend first.
What if during attack there is just 1 defending fighter on a territory? Can land units occupy that territory so the fighter must move to another friendly territory?
Now Imagine a british carrier and destroyer sitting where the transport is... a Brit sitting in france, or a british tank and a man in norway...... Then its the russians turn and they take 4 dollars in the balkans, and probably karalia, buying 3 tanks and 5 guys, up 6 bucks..... with germany starting their turn down possibly 12 bucks.... In three turns or less, Germany is toast, all because they bought that silly carrier, that wont really ever do them any good.
Im just talking with you, not really trying to criticize. Dont take it that way. Ive played hundreds of a&a games in almost every version. I like that you made the videos, obviously you like the game as much as I do. In my experience, victory is very possible for Germany, if you follow a specific plan, with specific buys. One time Ive even taken Britain over on germanys first turn. It sacrificed my entire airforce, and America liberated them, but I did it. Great video, thanks
BestViewedWithCable That's fine, it is just slightly annoying to get a bunch of critical comments at once on multiple videos that all require a lot of thinking to respond to and to get them while in the middle of responding to a previous one. I think Germany can pretty much win just almost as easily with the carrier, this is a very badly balanced version of the game and requires a significant bid to help the allies. It's not ideal and it's more for fun than anything, but it does bring into play possibilities that some opponents might not be able to deal with as effectively as a normal style of play, and sometimes you will have to play differently to avoid being predictable. If you do it more than once every 5 games, the opponent will probably figure out very effective counters, but I don't think simply making Germany keep attacking the British fleet will be that counter. It's not really a good idea for the Allies to consistently engage in battles that are not in their favor, since this game is so heavily balanced in favor of the Axis.
I think the economy of the US is not massive in this game after playing Global 40 (they can collect 72 IPCs after going to war and getting pro-allies neutral Brazil). I never liked Classic/Revised when playing allies growing up because I always thought that the US should be collecting at least 60 IPCs to have a chance to make a difference. Especially in Classic where a battleship cost 24 and was a 1 hit ship.
This version of the game has the worst balance IMO and it is impossible for the Allies to win if the players are of equal skill and there is no bid, unless they get very lucky.
I know this is a two year old comment but I hope you learned the rules by now. In case anyone new starts and bumps into Kainoa's comment - Subs and Cruisers can fight. Let's imagine the following scenario: 1. One US Cruiser moves in to the same sea zone as two German Subs. 2. The US player then decides if that's a combat move, or if he will ignore the subs (as per the rulebook). 3. US player decides to attack (cruiser hits on a 3, 2, and 1, the subs only defend on a 1). 4. The German player has an option to submerge or surprise attack with his two vessels (no destroyer in play, so the Subs special abilities are NOT anullified). He decides to fight: he rolls the dice first for each Sub's surprise attack (the defender's surprise attack comes BEFORE the attacker's attack roll), with a defending '1' being a hit. If he get's a single 1 roll, the US Cruiser is out of the battle completely. //Rembember that if you're the german player, you do NOT want to enter this fight. The odds aren't at your side at all. The Cruiser has a 50% hit chance (1,2,3 VS 4,5,6), while you have a 30% hit chance (you have a 5/6 chance to miss with each sub, which is 83,33%. (5/6)*(5/6)=0.6944, or 69,44% chance to miss with both). It's always better to submerge. 5. the German player rolls the dice, get's a 3 and a 2. Close, but no cigar. 6. The US player rolls a two. One submarine is removed. 7. The US Soldier decides to press on the attack (as per the rulebook). The German player again, in the 2nd round of combat, has the choice with his remaining sub to either submerge, or stay and fight. Now his chances of success are even slimmer, 5/6 is 83.33% as I mentioned. He submurges. 8. The fight is over, the Sea Zone has the Sub and the Cruiser in it until Germany's turn comes around and then he has three options: 1. stay and fight - and then submerge (prolong the same battle scenario for another turn), 2. stay and fight - actually fight, because his chances are 2/6 or .33% to kill the Cruiser, or 3. run away.
A minor point: The Gulf of Mexico is considered to be part of the EUS SZ. That means that land units in the central US can load on transports in the EUS SZ without moving.
I enjoyed these turn one videos. I noticed in the comments you said you would make more videos. I can not find them on your channel. Did you ever end up making more?
In the Japan video you mentioned that the Japanese transports are in range of the US fighter (and that that was a mistake). That said, if I'm the US player I must punish that mistake. landing them with the Russian army in Buryatia would keep them safe enough and it would stand the Japanese army on the Home Island for another turn. Great video!
3:00 I prefer to pick up the guy on Wake and take him to Hawaii along with the AA gun from the West Coast. Also taking Kwangtung with one of the Chinese-American Infantry is worth doing. 2 IPC plus 1/3 chance to take out an Infantry when it gets retaken makes it worth losing the 3 IPC unit.
The german submarines shouldn't submerge... they have about a 61% chance of victory against the attacking cruiser according to aatolkit odds calculator
Can you build a carrier and then land fighters on a single turn? The non combat movement phase is ahead of the mobilization phase. The fighters are basically landing on water. Can you pleaee point out where this is written in the manual?
can you even move planes after placing new units? fairly certain that is against the rules correct me if I am wrong
What do you think of global war 1936?
Haven't played it; Axis and Allies is the only historical war game series I have played. Glancing at it, I can say it looks much less visually appealing, and aesthetics are very important to me in games.
Hey question, were you allowed to land those American fights in sea zone 7, since the aircraft carrier wasnt actually there yet, as it would be mobilised, but after the non combat move??? is there some kind of loophole in the rules im not aware of? cheers. Also, good video.
sea zone 11*
You can land on a carrier that is mobilizing on that turn. The reason for this is that it would be hard to defend new carriers if you couldn't land on them the turn they were built. It's just a rules ordering thing that makes it weird.
@@Charlemagne_III ah ok cheers. I tried the move on trippleA, but It wouldn't let me. However I do remember reading it in the board game manual that you can.
i don't thnink you can.
@@PadovanoaRoma In Axis and Allies Online it will let you do this. It uses the 2nd addition rules.
Dizzy watching you swing that camera around
The bomber can not bomb Japan from Hawaii. It requires a movement of 4. If you land him in Russian territory, it's a loss. The bomber is best used in Great Britian to IPC from Germany.
the American plane in China can attack the 2 Japanese transports then land in the Soviet Union
You're right, other people have pointed that out, I didn't notice the first time. I'll be doing another revised set of videos with some corrections and updates in a few months, after I move.
Are you aware of any computerized version of this edition?
I believe there is probably one on Vassal, there are also Axis and Allies video games, and I think there is one for this version.
google "tripleA strategy game". Its axis and allies 1998 game remake. It also has lots of other maps.
@
Mike St.Jacques
Probably not what you were asking for, but there is a mod in the workshop for Tabletop Simulator (free of charge if you own TTS). It is still a tabletop game and nothing is automated!
Great series!
I have a few comments in regard to this video though.
First of all moving the cruiser into the two submarines is a very risky move imo. They get to surprise strike so that's 33,3 % chance that the cruiser will die instantly. Then there's the normal battle which is also super risky seeing as the subs can take two hits and the cruiser only has 50 % chance of scoring a hit.
Next, planes can never attack subs, even with a destroyer present so the whole idea of getting a carrier and a destroyer is risky as well. If the cruiser loses - which is should accordin to the odds - then there will be 1 or maybe even two subs if unlucky present in the sea zone where you're planning to build the carrier.
I would personally skip the three infantry in your build and just go for another destroyer to be sure that the sub(s) do(es)n't sink the newly built carrier.
What are your thoughts on this?
You’re incorrect. The destroyer makes the enemy submarines visible and targetable by aircraft. It also takes away the submarine ability to attack or defend first.
Does not play all the way through. Sometimes the UK does not either.
The American cruiser can’t attack subs right
I believe you are correct.
send me a link for the artillery pieces I don't have them or the fighters that you used for the Americans I just have the regular fighters.
sorry did not notice you said 2nd edition
What if during attack there is just 1 defending fighter on a territory? Can land units occupy that territory so the fighter must move to another friendly territory?
Defenders don't get to retreat, the fighter will stay and either kill all of the attackers or die itself.
try twilight struggle!!
Now Imagine a british carrier and destroyer sitting where the transport is... a Brit sitting in france, or a british tank and a man in norway......
Then its the russians turn and they take 4 dollars in the balkans, and probably karalia, buying 3 tanks and 5 guys, up 6 bucks..... with germany starting their turn down possibly 12 bucks....
In three turns or less, Germany is toast, all because they bought that silly carrier, that wont really ever do them any good.
If you think the strategy is so bad, make a follow up video series showing how to beat it, with the mathematics to prove it.
Im just talking with you, not really trying to criticize. Dont take it that way. Ive played hundreds of a&a games in almost every version. I like that you made the videos, obviously you like the game as much as I do.
In my experience, victory is very possible for Germany, if you follow a specific plan, with specific buys.
One time Ive even taken Britain over on germanys first turn. It sacrificed my entire airforce, and America liberated them, but I did it.
Great video, thanks
BestViewedWithCable That's fine, it is just slightly annoying to get a bunch of critical comments at once on multiple videos that all require a lot of thinking to respond to and to get them while in the middle of responding to a previous one.
I think Germany can pretty much win just almost as easily with the carrier, this is a very badly balanced version of the game and requires a significant bid to help the allies. It's not ideal and it's more for fun than anything, but it does bring into play possibilities that some opponents might not be able to deal with as effectively as a normal style of play, and sometimes you will have to play differently to avoid being predictable. If you do it more than once every 5 games, the opponent will probably figure out very effective counters, but I don't think simply making Germany keep attacking the British fleet will be that counter. It's not really a good idea for the Allies to consistently engage in battles that are not in their favor, since this game is so heavily balanced in favor of the Axis.
Sorry, not trying to be critical. Im sure we could go back and forth about this and that. I appreciate the conversation.
other wise good with all other videos
I think the economy of the US is not massive in this game after playing Global 40 (they can collect 72 IPCs after going to war and getting pro-allies neutral Brazil). I never liked Classic/Revised when playing allies growing up because I always thought that the US should be collecting at least 60 IPCs to have a chance to make a difference. Especially in Classic where a battleship cost 24 and was a 1 hit ship.
This version of the game has the worst balance IMO and it is impossible for the Allies to win if the players are of equal skill and there is no bid, unless they get very lucky.
Need to read submarine rules because a cruiser can't hit submarines in this game to thats not a combat move.
I know this is a two year old comment but I hope you learned the rules by now.
In case anyone new starts and bumps into Kainoa's comment - Subs and Cruisers can fight.
Let's imagine the following scenario:
1. One US Cruiser moves in to the same sea zone as two German Subs.
2. The US player then decides if that's a combat move, or if he will ignore the subs (as per the rulebook).
3. US player decides to attack (cruiser hits on a 3, 2, and 1, the subs only defend on a 1).
4. The German player has an option to submerge or surprise attack with his two vessels (no destroyer in play, so the Subs special abilities are NOT anullified). He decides to fight: he rolls the dice first for each Sub's surprise attack (the defender's surprise attack comes BEFORE the attacker's attack roll), with a defending '1' being a hit. If he get's a single 1 roll, the US Cruiser is out of the battle completely.
//Rembember that if you're the german player, you do NOT want to enter this fight. The odds aren't at your side at all. The Cruiser has a 50% hit chance (1,2,3 VS 4,5,6), while you have a 30% hit chance (you have a 5/6 chance to miss with each sub, which is 83,33%. (5/6)*(5/6)=0.6944, or 69,44% chance to miss with both). It's always better to submerge.
5. the German player rolls the dice, get's a 3 and a 2. Close, but no cigar.
6. The US player rolls a two. One submarine is removed.
7. The US Soldier decides to press on the attack (as per the rulebook). The German player again, in the 2nd round of combat, has the choice with his remaining sub to either submerge, or stay and fight. Now his chances of success are even slimmer, 5/6 is 83.33% as I mentioned. He submurges.
8. The fight is over, the Sea Zone has the Sub and the Cruiser in it until Germany's turn comes around and then he has three options: 1. stay and fight - and then submerge (prolong the same battle scenario for another turn), 2. stay and fight - actually fight, because his chances are 2/6 or .33% to kill the Cruiser, or 3. run away.