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Subject: Is Revised now totally replaced by A&A1942 (1st & 2nd Ed.)? And tactics. rss

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Steve
Thailand
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I have seen several posts scattered around BGG saying that the game is seriously broken. You, at least, have to use LHTR 2.0. Do you all agree?

Tactics?
I have suggested that Revised is not a good simulation of WWII. Many have attacked me by saying that it is not a tactical game. Yes, I agree; but you still use tactics. It is just that the tactics you use are not real ones, they are quirks of the game rules (like Sub stalling).

It seems to me that if a game designer could do a better job of making game tactics reflect real historical tactics, it would be just as much fun and it would be much more educational.

Examples --
1] Planes can sink Subs, get just 1 try though, and should return to where they came from. No free shots during transfer moves. And reduce their range by 2, to find the elusive Subs. Also, Subs can never hit a Sub and ships can move over Subs and ignore them. Subs can move under ships other than special anti-submarine-warfare ships, either CVE or DD (destroyers).

2] Tech takes time to implement.

3] Perhaps limit how many Tanks you can buy in 1 turn.

4] These DD would have to include some CVE (escort carriers) and then be spread out all over the ocean to stop Subs trying to move under them. They could NOT keep Subs in a battle, but they could keep them deep. So, after the 1st shot by a Sub it can be "blocked from firing" by 1 DD that chooses to fixate on that Sub (1 for 1). The Sub could still "submerge" (as they call it) and avoid further attacks. The DD would have to fire at the Sub, so it only can hit a Sub.

5] Art. might get to pick their target if they hit on a 2; also could make 1 attacking Inf. into a 2 hit unit. Make them 2-3-1 @$4.

6] Additional unit types if you have the pieces
. . . a]Dive bombers 2-3-4 @$8 They can pick their target if they hit on a roll of 2.
. . . b] Pure fighters -- as escort fighters and interceptor fighters -- 2-2-4 @$7 They only hit planes, they fire in the open fire phase, and they can land in newly captured terr.
. . Now CV can carry 3 of these new planes, $23 worth. Also, Pure FTR can take part in SBR, both as escorts and as defending Intercepting FTR. Old FTR could also take part but they are reduced to 2-2-4 when they do. SBR can also be made on terr. without an IC. For each 5 "IPC" that would be destroyed 1 defending Bomber on the ground is destroyed. These are attacks on airfields like on islands maybe. Dive Bombers SBR here only at roll minus 1 or 2.
. . . c] Elite uints -- Motorized Inf 1-1-2 $3, Heavy Tanks 4-4-2 @$6, and Heavy Art. 3-5-1 @$6. This Art. is as above.
. . . d] Marines/Para Inf. 1-2-1 @$2, but this unit rolls on a 10 sided die. Only Inf. can invade in the combat move phase, up to $4 worth, then the rest of the units on the Trans can land in the Non-Combat Move Phase.
. . . e] Air Transports 0-0-6 @$9 Can airlift 1 Inf. to a friendly terr. (including newly captured) or air drop 1 Para Inf. into a battle that you have started by moving on land or invasion. They can always keep moving to the limit of their range, though.
. . . f] Reduce Bombers when the attack ships (including Subs)to 2-1-6.
. . . g] Ideally have separate DD 2-2-2 @$8 and CVE 3-3-2 @$12 and cruisers CA 3-3-2 @$11 pieces.
. . . h] Medium Bombers 3-1-5 @$11 SBR at roll minus 1.
. . . i] Trans are either 0-0-2 @$7 or 0-1-2 @$8, but no more than 1 Trans can fire in any round of combat.
 
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Dangerous Partners
United Kingdom
Swindon
Wiltshire
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It's not a tactical game - more towards operational level. Play it for what it is, and look at other options if you wanting something at a tactical level.
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Bill Eldard
United States
Burke
Virginia
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Steve1501 wrote:
Tactics?
I have suggested that Revised is not a good simulation of WWII. Many have attacked me by saying that it is not a tactical game. Yes, I agree; but you still use tactics. It is just that the tactics you use are not real ones, they are quirks of the game rules (like Sub stalling).


I would argue that none of the Axis & Allies is a good simulation of WW2 period.

- They are fun to play, and I enjoy them.

- They do capture some of the strategic issues of WW2.

- A novice historain can learn much about WW2 warfare from the games: strategic air power, air superiority, armored warfare, etc.

BUT . . . the games do not simulate actual time-space relationships, while combat capabilities, logistics, and production are very abstract. Manpower issues, national morale, differences in national leaderships, et al. are totally absent, and I'm thankful that they don't, because their absence make for a very playable game system.
 
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