Just to note you can't move through the Sahara. Also if that German battleship dies to the counter attack bomber, and doesn't hit the bomber the transport will die as well. Also there will be a dead transport in the baltics on GBs turn.
Ik zie in je playlist dat je wel 'n toffe smaak hebt, keer discord joinen? wellicht kunnen we iets spelen in onze genre met mijn buddys, we zijn namelijk 3. Missen altijd 1 persoon haha
Neutral territories can not be moved on. And I am not sure you can fly over Bosporus with the one plane which took out the British Destroyer next to Egypt ...
I was gonna call that out as well. And his amphibious assault. That doesn't resolve until sea combat resolves. He wouldn't get a battleship shot if there were units there.
An aircraft carrier is very expensive. Also if you crush Soviet the Allies are manageble anyway. I do love the Med fleet though, that opens up for Africa/Middle est which really hurts the UK and forces them to focus there.
Thank you for these interesting first-turn videos. I thoroughly enjoyed them and have used your German strategy to great success; although I built the carrier and a bunch of transports in sea zone 5 and do a Sea Lion in round 2 - only against the computer however, haven't played online yet. Still feel I'm not experienced enough.
Hi. You accidently moved infantry from Northwestern Europe to Germany in combat move phase. So later in non-combat move you moved it to Poland, what should not happen.
Basically every global version of A&A except Anniversary 1941 scenario and Global 1940 have the Russia->Germany->UK->Japan->USA turn order. Good video though. Solid tactics and an interesting build.
I really like the Carrier build, but how do you see it used afterwards? I would Maybe see it defend the strait between Africa and Europe, but what else?
Like this strategy. Two things: 16:32 Britain cant move an infantry, then load it into a transport. Units cant move before loading. 18:04 I dont think you can move into Sahara, as it's considered "impassable"
Wow, that is really frustrating, I had no idea that the Sahara was neutral, because it isn't colored like the other neutrals in this. Who decided to design the board like that? Another guy mentioned the infantry rule on transports in the Britain video, I'll add an annotation here as well. Thanks.
No worries. Seems like there are mistakes made by the producers in every addition of Axis and Allies. 1942 2. ed is probably the worst. The IPC values, for instance, are wrong. The board and rules wrongly state Britain has 30 and Germany 40 IPC. If you add the territories, Britain should have 31 and Germany 41.
No, the rules don't allow the use of land based fighters in surrounding sea zones. UK nearly always loses its Royal Navy on turn G1. It's mandatory for the player of Germany in this game.
Is the Germany transport in SZ 5 not completely vulnerable to being bombed out of the water by the bomber in the UK? If I read the board correctly, the bomber can move through SZ 6, attack it in SZ 5, and make it back to the UK in the noncombat phase, without encountering any German resistance along the way.
Yeah, that transport is completely undefended. Any competent British player would fly one of their aircraft over there, destroy the transport and fly back with zero risk of losing their air unit.
There's no real way to defend that transport anyway, apart from building numerous units in the Baltic. At least the transport accomplishes two things: 1. It brings 2 infantry to Karelia in turn 1, and it keeps one of the British aircraft used up to kill it in the first turn.
Build1 carrier, 2 transports, 1 bomber. Alternate is instead of 2 transports, 1 destroyer/ 1 transport, Alternative #2 is 2 artillery instead of 1 destroyer
3 games out of 4 in my playing experience that is an instant loss for the Russians. The main strength for the Russians is the density of troops in 2 territories. If you overextend you lose
Excellent video! I want to design an app that makes it possible to challenge other players online whilst playing the board game. The app has to be complimentary to the board game. I've noticed that many people have trouble finding other players in their local area. The app should record your turn and show it to the other player(s) by ''Play by mail'' type of system. I'm also looking to merge the 1942 and 1940 community. If you might have any suggestions, feel free to share them with me :)
I would recommend you to play G40, because 1942 might be too linear and G40 does have more options like this one (especially for making strategy videos, which makes more sense for a bigger game).
Yes I agree, I made these videos since no one on RUclips is really covering this version with any depth, and I'm also using it to train my friends to play the game before we move to G40. This version makes for great training wheels for people who are already experienced gamers, but not with Axis and Allies in particular.
How do you win if Germany did not attack the British Navy on their first turn or second turn? In my specific case, the British have amassed their entire fleet and combined with the Russian sub just North of England. Germany's submarines were forced to scatter and only three remain within 1-2 sea zones of attacking the British fleet. However, they have a destroyer. Another cruiser remains and is protecting a transport near Sweden, but can still attack the fleet. There are 3-4 fighters withing striking distance of the fleet. However, Moscow has zero troops inside and Japan has moved rapidly through Russian territory. The British still have India and are ready to attack. Britain's second turn is next. What do I do?
Interesting strategy. I know that if your planes are stationed on a land next to a sea zone and then you build a carrier, it is possible to land them there. However, with the carrier strategy for Germany I'm not sure if you can land on a carrier that was not there at the beginning of your turn and that you just purchased if you used all your moves with those fighters.
++Antoine Placing fighters on newly built carriers is definitely covered by the rules. It's for most players the common way of getting fighters on newly built carriers in order to protect them as they cost 16 IPC and would otherwise be very vulnerable to imminent sinking. They take only one hit and have a defense value of only 2.
Yes you can place the fighters on the CV.. IF you produce them with the CV! not land them on the CV as a Non combat move as that face has allready past the planes would run out of FUEL!! Soo that is cheating! if there is No CV to land on when combat move starts you CAN´T! land in the OPEN sea as there is NO CV there! however in the next turn you can land planes on the Carrier.
Correct me if I'm wrong, but Turkey is neutral. Therefore, the Turkish Canal is neutral. Therefore, that fighter could not have moved from sea zone 16 to 15 in 1 movement point.
I’m confused on several game mechanics I guess. I thought a.) non combat movements occur prior to placement of new units-therefore one couldnt land on the aircraft carrier for that one fighter b.) aircraft can see enemy subs in presence of friendly destroyer-as they’re unable to submerge and be undetectable. c.) takes a turn to load and turn to offload with troop transports.
I agree with the first one but with the second one, even though there might be a friendly destroyer, aircraft are unable to hit the submarine as the destroyer only spots the sub, not forcefully lifts it from the water. The third one is just in the rules.A transport is allowed to pick up units then drop them off for an attack phase.
YES! that's exactly what you want to to do, building a fleet for Germany is pointless. Turn 1 Germany build the maximum infantry you can afford, then every buy after that follow up with 1 fighter per max Infantry, slowly build your luftwaffe. Remember you have threats North, East, South and West and the goal of Germany is to keep those threats in mind, as Germany you must take each power and their moves into consideration. A fleet in the Baltic is pretty much pointless. after turn 3 start building tanks to catch up to the infantry you made turn 1.
@@SehxualPanda Panda ? you got banned from AA.org like 10 years ago. BTW a fleet gives Germany a dynamic game. Otherwise, according to you just buy tanks? Oh brother.
This point was brought up once before but I will say again now. You could not land your two fighters on the carrier AFTER you build it. Placing new units is a whole other phase. The planes would ditch in the water at the end of the Noncombat phase. So you couldn't make that attack with them. That strategy wouldn't work. I have seen strategies where the German player builds a Carrier in the Baltic sea.
@@Charlemagne_III the rules say on page 21 under non combat moves: Phase 5: Noncombat Move "In this phase, you can move any of your units that did not move in the Combat Move phase or participate in combat during your turn. This is a good time to gather your units, either to strengthen vulnerable territories or to reinforce units at the front. You will also land all your aircraft that participated in and survived the Conduct Combat phase."
@@johnsheridan6247 Pager 21: A fighter can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase.
Thanks for the videos! I like this set up in response to the russian stack in the caucuses and west russia. Usually i just buy 6 tanks or 3 bombers G1...bombers because it gives you range from the atlantic to moscow and can wipe out any fleet the uk sets up on their first turn not to mention anything sent to land troops in Africa...but being able to combine that airfcraft carrier with the battleship is really tempting...hmmmm the uk though can just send over their two mainland fighters and bomber and wipe out the bismark then land them in Gibraltar. Very risky!
Me too, I try and sink all the ships at the start to force the allies to try and re-build them. Making them a step behind. I would probably even split my subs against the UK and USA transport fleet to gamble for maximum damage
how many factions are there on this ww2 game iv only played the game of thrones one but i didint own it i want to buy this but want to know a lil about it like how many factions etc
The game supports 5 players but it can be played with as few as two. It is Axis vs Allies so it is a team based 3v2 game. This is probably the best version for beginners. although it has the worst balance.
Do not do 1 to 1 artillery to infantry. It is better to do a a 3211 strategy. For every 3 men do 2art 1tank 1plane. First turn do not buy anything but men and art though.
He has some problems with his non-combat moves. First, there is no reason the British bomber would be "be forced to land in Egypt". With 6 moves for the bomber it takes 3 to get to the battleship and 3 to get back Britain. I'm not sure how he thinks it can't get back. I think he is confused and is thinking about fighters. With a move of 4 they would be able to attack the battleship and then land in Gibraltar, taking Gibraltar prevents attack by fighter from Britain but not from bombers. Second, he segregates that you can move the infantry in Morocco into the Sahara so they can be used to help with the attack on Egypt on Germany's second turn but the rules on Neutral Territories clearly states that the Sahara unlike other Neutral Territories is completely impassable. If it wasn't it would open all of Britain's assets in Africa to Walk-Ons in the second turn.
I'm sure placing builds is one of the last steps other than collecting economic points. So leaving planes flying in non-combat and then landing them on the carrier you built won't work!! Check the rule book before you play the game!
You are wrong: From the rulebook: "A fighter can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase." www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-1942-Second-Edition.pdf So yes, you can land them there.
That rule makes no sense... planes that fought are supposed to land in the non-combat move phase, not stay in limbo waiting for a carrier that’s not even in the game during non-combat. Use common sense, rules can be wrong!
Hey, new to the game. With that fist move,where you took the transport with the soldiar on it, why did you need to purchase a carrier for it to land on, it looked like there was land the fighters could have retreated to without having to buy the carrier?
One question, how come the infantary enter to the trasport and later come off the trasnport to Gibraltar in the same turn? From land to trasnport 1 MOVE, from trasnport to land 1 MOVE, that will mean 2 MOVES, but infantary does only have 1 MOVE isn't it?
This is how amphibious assaults work, it's goofy to be sure. My buddy and I had a similar conversation just last week. If loading only counts as half a turn for infantry, and so does unloading, that means that a tank should have the same rule set apply and be able to blitz into a second zone if the coastal zone is not defended...yeah, it doesn't work that way. LOL
one other question, do you know of any tip to let the game be faster? I have the 1942 second edition, but it take that long that hard to find people to play with. Thereforei am thinking if there is any way to let it be faster, i dont know maybe start with less troops? is there any fast-mode standard which is fair to all parts?
Minute 5:00 - you cannot move those two fighters to attack the destroyer next to Egypt. The coming aircraft carrier build in sea zone 15 gets placed AFTER non-combat movement. As I understand the rules, the fighters MUST land during non-combat movement, NOT during placement. The bomber in Germany has enough moves to attack that destroyer but the fighters do not.
No. IPCs are collected at the end of the turn. Germany will collect 1 IPC for archangel, but a tank is worth 6 IPCs. Russia will kill the tank and get their 1 IPC back on the end of their turn anyway. It is not worth it for Germany at all. You should use your units decisively in this game, and not for minor distractions.
I know this is an older video, so you may not see this, but how come you moved infantry from Norway to Karelia, isn’t that 2 moves? That could potentially ruin your strategy since that means there is no dead zone in the north loaded with infantry, since they’re broken up. However, I love this game and your video was great! My 8 year old brother is obsessed and wants to learn better German strategies! Have a good day!
I'm pretty sure I used the transport to move them and just didn't mention it. If I use the transport anywhere else in the video then that would be a problem.
Charlemagne Oh my bad man, idk how I missed that I was a little groggy this morning 😅. My brother and I really enjoy this game and we thought this was an interesting strategy. We have the smaller 1942 board so it’s s little different but this video also helped us get a better grasp on the rules of transports and amphibious combat, since he’s probably younger than most A&A enthusiasts and I’m just learning. Thanks for the video man!
@@davidklasovsky2199 The 1942 version is sadly the worst version of the game and hilariously imbalanced in favor of the Axis. There's really no way the Allies can win if the players are on equal skill levels and the Axis player uses a good strategy and isn't incredibly unlucky.
Charlemagne 😂😂 we completed our game yesterday, and I had thought that all versions favored the Allies, looking back, I can see how that’s not the case 😂 I will definitely have to play as the Allies then next time as I figured I was being fair when I just beat him for no reason 😅
I mucked up pretty bad as Germany. I bought one infantry and put it on Western Europe and used the rest of my first turns GDP on scientific research and only got long range aircraft. Needless to say I lost lmao
You make some mistakes in this one. The bomber doesn't have to go to Egypt after attacking the fleet in the Med, it can go back to GB. You can't move into the Sahara. Some of the options you mention don't really improve the situation, they are just options. If the Russians really abandon Leningrad like this, I would absolutely move a tank or two up there and beyond, because A: You grab some points and they lose some, and B: They need to spend resources to stop you from eating their hinterlands or from moving infantry back there and really causing a problem. You sacrifice a couple of tanks but it buys incredibly valuable time for your troops in the West to move to the front, while giving you time to build up Leningrad. Keep the Russians occupied, mess with them, don't allow them to just build up unopposed. Never let any enemy do that.
You can watch channels like The Cliffside Bunker if you want to learn rules, and Fusion32ify colvers Spring 1942 specifically. ruclips.net/channel/UCRvGAYMU9MyOw6G0BKhmu2A ruclips.net/user/Fusion32ify
Not really, even if they play well, this edition of the game is heavily balanced in favor of the Axis, so although this is sub-optimal, you can still win just fine.
Germany has spent 41 IPC in this video. Germany only starts with 40 IPC. Please explain. Also what has happened with the infantry in Northwestern Europe?
Germany starts with 41 IPCs if you add them up: www.axisandallies.org/wp-content/uploads/2011/12/AA1942_2ndEdition_FAQ.pdf I'm not sure what you mean about the infantry.
Im glad I commented. I would have just used the IPC on the setup card. Thanks! Germany started the round with an infantry in Northwestern Europe I did not see you move it. I saw it on your board and then it was gone. Where did it go?
It probably moved into Germany, but I'd probably leave it behind or move it to France to defend against an amphibious assault. What I did was very aggressive and smarter opponents will see an opening if you don't leave a few guys in France.
I have just simulated all of your moves for round one using actual dice. For the most part your moves hold up but as you would expect the dice are the dice and some things went in different directions.
@@Charlemagne_III but don't you only have 39 IPCs, because of the SU that has taken West Russia? I thought the National Production Thing is updated immediately after losing a territorry. (Sorry if I got some mistakes in my english, i am not a native ^^)
Hi. I want to start Axis and Allies, but I have no idea which set to buy. Does the Anniversary Box have the same Units (not numbers of units but same stats etc.) and Rules as the Europe, Spring or Pacific 2nd Ed. boxes?
Spring 1942 is easily the worst balanced version of the game, so don't buy it (the one in the video). It HEAVILY favors the Axis. I really like the reprint of the Anniversary Edition, because it is more balanced and has Italy as its own playable power, plus China as a minor power. I would buy that one. The Global combination of the Europe 1940 and Pacific 1940 is the best by far, but I would recommend Anniversary for starters.
Uhhh, fighters can't land on an aircraft carrier if it wasn't already existing before the mobilization phase. Fighters can only make a combat phase move if there is somewhere they can possibly land before the noncombat move phase. You should probably learn the rules before you make a strategy video.
You should probably learn the rules before trying to correct somebody. That move is legal, and the Rulebook for Axis & Allies 1942 2nd edition says so twice. Page 12 under the "Air Units" heading: "A fighter can move its full four spaces to attack in a sea zone instead of saving movement, but only if a carrier could be there for it to land on by the conclusion of the Mobilize New Units phase. " And also on Page 26 under the "Air Units" heading: "You cannot deliberately send air units into combat situations that place them out of range of a place to land afterward. In the Combat Move phase, prior to rolling any battles, you must be able to demonstrate some possible way (however remote the possibility is) for all your attacking air units to land safely that turn. This could include a combination of combat moves. It could also include noncombat moves by a carrier or the mobilization of a new carrier. If it does include a noncombat move by a carrier, then the carrier cannot move in the Combat Move phase."
Ah, well the defender in this case simply chose to use the sub in the battle, they of course could have chosen not to, but the forces I send in to the battle are based on overcoming the enemy given the assumption they did use it. I wanted to show the worst case for what you had to fight as Germany.
Wait a minute... the builds phase happens AFTER non-combat movement, so the two fighters in the Med are flying to a ship that has not been built yet. Do you see a Carrier on the board? Well, neither do those two hapless fighters! This is the dumbest rule in the history of dumb rules. Sounds a bit shady, but Der Fuhrer would be proud!
Yes my point exactly t you cant do that combat move with 1 of the fighters as the max move is 4 and there is nowhere to land for that plane. You can move to a zone where the is no CV allready.And you cant make a suicede mission and claim that well it died anyway!
Aside from the fact that you make TONS of small errors in this video, the entire strategy is pointless. You can't do what you want to do. Page 21 of the rule book states "Air units that cannot move to an eligible landing space by the end of the Noncombat Move phase are destroyed." So by the time you place the carrier down, your two fighters are already dead.
It's a legal move. See page 26, 3rd paragraph and second to last sentence: "noncombat moves by a carrier or the mobilization of a new carrier". Also, page 26, paragraph 5, last sentence. Thirdly, page 27, fighters, paragraph 3, last sentence in brackets. I give the move credit for breaking up the boredom of the game and generic Germany moves, especially when the axis already has such an overwhelming advantage, why not try something fun and interesting?
The Rulebook states that this move is legal twice. Page 12 under the "Air Units" heading: "A fighter can move its full four spaces to attack in a sea zone instead of saving movement, but only if a carrier could be there for it to land on by the conclusion of the Mobilize New Units phase. " And also on Page 26 under the "Air Units" heading: "You cannot deliberately send air units into combat situations that place them out of range of a place to land afterward. In the Combat Move phase, prior to rolling any battles, you must be able to demonstrate some possible way (however remote the possibility is) for all your attacking air units to land safely that turn. This could include a combination of combat moves. It could also include noncombat moves by a carrier or the mobilization of a new carrier. If it does include a noncombat move by a carrier, then the carrier cannot move in the Combat Move phase."
These are horrible moves, taking out the fleet is good but that aircraft build you concede the game against decent players and for sure to really good allies players. if the allies go Germany first with few turns they will be there to destroy what you have. thus leaves the Russians too much IPC. all they have to do is survive
For being so sure that these are "horrible moves," you put a lot of conditions on that statement after the fact. Perhaps you make a video showing how to beat Graf Zepplin.
This is a severely mismanaged play style, relying on the allies playing suuuuuuper aggressively, which they should not do. I highly suggest that you read Don Rae's essays. Although they dont mention artillery, or bombing raids, it shows how to play the game the right way. This is just overly aggressive dog shit playing that ends the game in a few turns.
I know this is an old video but maybe somebody can answer it. I am really new to this game but is the thing you did with the aircraft carrier actually legit? Cause placement of the new units is after the move and combat phase, so what did the planes actually land on if the carrier was not there yet before they were supposed to land?
There are some errors in this video but yes it is legit, you just have to commit to having the carrier built there. You can't change your mind later and have them crash, that would be against the rules.
I wish I had people to play this game with :(
Same here. I got a really good one. We could probably play one day?
Me too with my family It’s hard to do because I have to teach them how and that takes a long time so I just play by myself 😢😢
I've got the same problem ://. I just started a game with a friend but it seems like he doesn't have fun with it anymore
I used to play this when I was a kid!
Get the online version on steam
Dude I did this strat in a game of AAA today, and I followed it up with a turn-two Sea Lion. The enemy conceded immediately.
Nice job, I'm sure that was satisfying.
Well Frederik, you still have that golden touch; unlike that Austrian corporal...
Just to note you can't move through the Sahara. Also if that German battleship dies to the counter attack bomber, and doesn't hit the bomber the transport will die as well. Also there will be a dead transport in the baltics on GBs turn.
7:57 "Skedaddle these guys right in the Karelia!"
Sounds painful...
Toffe profielfoto maat
Ik zie in je playlist dat je wel 'n toffe smaak hebt, keer discord joinen? wellicht kunnen we iets spelen in onze genre met mijn buddys, we zijn namelijk 3. Missen altijd 1 persoon haha
@@mwick1605 Thanks :), ook voor de uitnodiging maar eerlijk gezegd zit ik op het moment al in teveel Discord groepen 😅. Toch bedankt en game ze! 😎👍
Neutral territories can not be moved on. And I am not sure you can fly over Bosporus with the one plane which took out the British Destroyer next to Egypt ...
I was gonna call that out as well. And his amphibious assault. That doesn't resolve until sea combat resolves. He wouldn't get a battleship shot if there were units there.
An aircraft carrier is very expensive. Also if you crush Soviet the Allies are manageble anyway.
I do love the Med fleet though, that opens up for Africa/Middle est which really hurts the UK and forces them to focus there.
This strategy is definitely sub-optimal, but it is really cool to have atlantic supremacy as Germany.
@@Charlemagne_III You still managed to take Moscow this way?
Thank you for these interesting first-turn videos. I thoroughly enjoyed them and have used your German strategy to great success; although I built the carrier and a bunch of transports in sea zone 5 and do a Sea Lion in round 2 - only against the computer however, haven't played online yet. Still feel I'm not experienced enough.
Hi. You accidently moved infantry from Northwestern Europe to Germany in combat move phase. So later in non-combat move you moved it to Poland, what should not happen.
The only thing I would add is since the carrier was built in the Mediterranean it would be the Italian Aquila, not the Graf Zeppelin
Basically every global version of A&A except Anniversary 1941 scenario and Global 1940 have the Russia->Germany->UK->Japan->USA turn order.
Good video though. Solid tactics and an interesting build.
For every second I see this, I miss playing WiF.
Any A & A players in southern England?
I really like the Carrier build, but how do you see it used afterwards?
I would Maybe see it defend the strait between Africa and Europe, but what else?
Like this strategy. Two things: 16:32 Britain cant move an infantry, then load it into a transport. Units cant move before loading. 18:04 I dont think you can move into Sahara, as it's considered "impassable"
Wow, that is really frustrating, I had no idea that the Sahara was neutral, because it isn't colored like the other neutrals in this. Who decided to design the board like that? Another guy mentioned the infantry rule on transports in the Britain video, I'll add an annotation here as well. Thanks.
No worries. Seems like there are mistakes made by the producers in every addition of Axis and Allies. 1942 2. ed is probably the worst. The IPC values, for instance, are wrong. The board and rules wrongly state Britain has 30 and Germany 40 IPC. If you add the territories, Britain should have 31 and Germany 41.
isn't Britain able to scramble the two fighters in London to protect the battle ship and transport in sea zone 7?
No, the rules don't allow the use of land based fighters in surrounding sea zones. UK nearly always loses its Royal Navy on turn G1. It's mandatory for the player of Germany in this game.
There is no scramble rule as in the 1940 editions.
I love this kind of games
ich auch! Gibts ne Erklärung auch in Deutsch?
Is the Germany transport in SZ 5 not completely vulnerable to being bombed out of the water by the bomber in the UK? If I read the board correctly, the bomber can move through SZ 6, attack it in SZ 5, and make it back to the UK in the noncombat phase, without encountering any German resistance along the way.
Yeah, that transport is completely undefended. Any competent British player would fly one of their aircraft over there, destroy the transport and fly back with zero risk of losing their air unit.
There's no real way to defend that transport anyway, apart from building numerous units in the Baltic. At least the transport accomplishes two things: 1. It brings 2 infantry to Karelia in turn 1, and it keeps one of the British aircraft used up to kill it in the first turn.
Build1 carrier, 2 transports, 1 bomber. Alternate is instead of 2 transports, 1 destroyer/ 1 transport, Alternative #2 is 2 artillery instead of 1 destroyer
What if the Soviets keep Karelia defended?
Put Tanks in it
3 games out of 4 in my playing experience that is an instant loss for the Russians. The main strength for the Russians is the density of troops in 2 territories. If you overextend you lose
Excellent video! I want to design an app that makes it possible to challenge other players online whilst playing the board game. The app has to be complimentary to the board game. I've noticed that many people have trouble finding other players in their local area. The app should record your turn and show it to the other player(s) by ''Play by mail'' type of system. I'm also looking to merge the 1942 and 1940 community. If you might have any suggestions, feel free to share them with me :)
I would recommend you to play G40, because 1942 might be too linear and G40 does have more options like this one (especially for making strategy videos, which makes more sense for a bigger game).
Yes I agree, I made these videos since no one on RUclips is really covering this version with any depth, and I'm also using it to train my friends to play the game before we move to G40. This version makes for great training wheels for people who are already experienced gamers, but not with Axis and Allies in particular.
How do you win if Germany did not attack the British Navy on their first turn or second turn? In my specific case, the British have amassed their entire fleet and combined with the Russian sub just North of England. Germany's submarines were forced to scatter and only three remain within 1-2 sea zones of attacking the British fleet. However, they have a destroyer. Another cruiser remains and is protecting a transport near Sweden, but can still attack the fleet. There are 3-4 fighters withing striking distance of the fleet. However, Moscow has zero troops inside and Japan has moved rapidly through Russian territory. The British still have India and are ready to attack. Britain's second turn is next. What do I do?
My problem this strat is the eastern front...you assume that the russians will open a kaerelia and archangel up for the germans to just waltz through
If Russians defend Karelia they lose
In the first edition the germans are not able to do any of the moves against britains navy
Interesting strategy. I know that if your planes are stationed on a land next to a sea zone and then you build a carrier, it is possible to land them there. However, with the carrier strategy for Germany I'm not sure if you can land on a carrier that was not there at the beginning of your turn and that you just purchased if you used all your moves with those fighters.
++Antoine Placing fighters on newly built carriers is definitely covered by the rules. It's for most players the common way of getting fighters on newly built carriers in order to protect them as they cost 16 IPC and would otherwise be very vulnerable to imminent sinking. They take only one hit and have a defense value of only 2.
Yes thanks. Just read it in the manual. Sounds good I`ll try the Graf build on my next game.
Yes you can place the fighters on the CV.. IF you produce them with the CV! not land them on the CV as a Non combat move as that face has allready past the planes would run out of FUEL!! Soo that is cheating! if there is No CV to land on when combat move starts you CAN´T! land in the OPEN sea as there is NO CV there! however in the next turn you can land planes on the Carrier.
Correct me if I'm wrong, but Turkey is neutral. Therefore, the Turkish Canal is neutral. Therefore, that fighter could not have moved from sea zone 16 to 15 in 1 movement point.
I’m confused on several game mechanics I guess. I thought a.) non combat movements occur prior to placement of new units-therefore one couldnt land on the aircraft carrier for that one fighter b.) aircraft can see enemy subs in presence of friendly destroyer-as they’re unable to submerge and be undetectable. c.) takes a turn to load and turn to offload with troop transports.
I agree with the first one but with the second one, even though there might be a friendly destroyer, aircraft are unable to hit the submarine as the destroyer only spots the sub, not forcefully lifts it from the water. The third one is just in the rules.A transport is allowed to pick up units then drop them off for an attack phase.
Why not build fighters as opposed to sea vessels for the battle of Atlantic
YES! that's exactly what you want to to do, building a fleet for Germany is pointless. Turn 1 Germany build the maximum infantry you can afford, then every buy after that follow up with 1 fighter per max Infantry, slowly build your luftwaffe. Remember you have threats North, East, South and West and the goal of Germany is to keep those threats in mind, as Germany you must take each power and their moves into consideration. A fleet in the Baltic is pretty much pointless. after turn 3 start building tanks to catch up to the infantry you made turn 1.
@@SehxualPanda Panda ? you got banned from AA.org like 10 years ago. BTW a fleet gives Germany a dynamic game. Otherwise, according to you just buy tanks? Oh brother.
Imperious Leader - whatever you say boomer
@@SehxualPanda Yes but is Arthur still a quitter ?
This point was brought up once before but I will say again now. You could not land your two fighters on the carrier AFTER you build it. Placing new units is a whole other phase. The planes would ditch in the water at the end of the Noncombat phase. So you couldn't make that attack with them. That strategy wouldn't work. I have seen strategies where the German player builds a Carrier in the Baltic sea.
False; it is clearly in the rules that you can land your fighters on an incoming carrier. Read the rules again.
@@Charlemagne_III Citation Please
@@Charlemagne_III the rules say on page 21 under non combat moves: Phase 5: Noncombat Move
"In this phase, you can move any of your units that did not move in the Combat Move phase or participate in combat during
your turn. This is a good time to gather your units, either to strengthen vulnerable territories or to reinforce units at the front.
You will also land all your aircraft that participated in and survived the Conduct Combat phase."
@@johnsheridan6247 Pager 21: A fighter can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase.
Thanks for the videos! I like this set up in response to the russian stack in the caucuses and west russia. Usually i just buy 6 tanks or 3 bombers G1...bombers because it gives you range from the atlantic to moscow and can wipe out any fleet the uk sets up on their first turn not to mention anything sent to land troops in Africa...but being able to combine that airfcraft carrier with the battleship is really tempting...hmmmm the uk though can just send over their two mainland fighters and bomber and wipe out the bismark then land them in Gibraltar. Very risky!
Me too, I try and sink all the ships at the start to force the allies to try and re-build them. Making them a step behind. I would probably even split my subs against the UK and USA transport fleet to gamble for maximum damage
Cannot bring fighters if you land in Gibraltar
You bumped an infantry from Northwestern Europe into Germany, moving him twice
also, no builds in Medd, no fighters in medd except to support Bismarck
against UK fleet: 2 subs 2 fighters ( possible 1 bomber) The other 2 go against the US naval
how many factions are there on this ww2 game iv only played the game of thrones one but i didint own it i want to buy this but want to know a lil about it like how many factions etc
The game supports 5 players but it can be played with as few as two. It is Axis vs Allies so it is a team based 3v2 game. This is probably the best version for beginners. although it has the worst balance.
Turn #2 is 4 subs and 5-6 Infantry
Do not do 1 to 1 artillery to infantry. It is better to do a a 3211 strategy. For every 3 men do 2art 1tank 1plane. First turn do not buy anything but men and art though.
He has some problems with his non-combat moves.
First, there is no reason the British bomber would be "be forced to land in Egypt". With 6 moves for the bomber it takes 3 to get to the battleship and 3 to get back Britain. I'm not sure how he thinks it can't get back. I think he is confused and is thinking about fighters. With a move of 4 they would be able to attack the battleship and then land in Gibraltar, taking Gibraltar prevents attack by fighter from Britain but not from bombers.
Second, he segregates that you can move the infantry in Morocco into the Sahara so they can be used to help with the attack on Egypt on Germany's second turn but the rules on Neutral Territories clearly states that the Sahara unlike other Neutral Territories is completely impassable. If it wasn't it would open all of Britain's assets in Africa to Walk-Ons in the second turn.
I'm sure placing builds is one of the last steps other than collecting economic points. So leaving planes flying in non-combat and then landing them on the carrier you built won't work!! Check the rule book before you play the game!
You are wrong: From the rulebook: "A fighter can land in a sea zone (even a hostile one) that is adjacent to an industrial complex you own if you will be mobilizing an aircraft carrier that you previously purchased in that zone during the Mobilize New Units phase."
www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-1942-Second-Edition.pdf
So yes, you can land them there.
Guy Hermanson Have you read the rule book? This has been permissible for many years.
That rule makes no sense... planes that fought are supposed to land in the non-combat move phase, not stay in limbo waiting for a carrier that’s not even in the game during non-combat. Use common sense, rules can be wrong!
Lone transports are dead transports. A single british fighter in Baltic sea eliminate any sea lion treath.
Whenever I play as Russia or my buddies play as Russia they just move thier sub to sea zone 6 so you can’t move your Cruiser.
You can ignore subs
Difficult as likey the soviets would defend Karelia
Hey, new to the game. With that fist move,where you took the transport with the soldiar on it, why did you need to purchase a carrier for it to land on, it looked like there was land the fighters could have retreated to without having to buy the carrier?
Where can I buy this holy game.
Some Guy Amazon but I recommend the reprint of the anniversary edition that just came out
Thanks!
Some Guy www.amazon.com/Avalon-Hill-Allies-Anniversary-Strategy/dp/B0734BWNV9
Are you allowed to move into the sahara like you did at 18:08?
Nope that was an error.
Thanks for the great tutorial
You can’t move through a neutral territory
One question, how come the infantary enter to the trasport and later come off the trasnport to Gibraltar in the same turn? From land to trasnport 1 MOVE, from trasnport to land 1 MOVE, that will mean 2 MOVES, but infantary does only have 1 MOVE isn't it?
This is how amphibious assaults work, it's goofy to be sure. My buddy and I had a similar conversation just last week. If loading only counts as half a turn for infantry, and so does unloading, that means that a tank should have the same rule set apply and be able to blitz into a second zone if the coastal zone is not defended...yeah, it doesn't work that way. LOL
@@Draco.Invictus OK, GOT IT WITH MANY THANKS!
one other question, do you know of any tip to let the game be faster? I have the 1942 second edition, but it take that long that hard to find people to play with. Thereforei am thinking if there is any way to let it be faster, i dont know maybe start with less troops? is there any fast-mode standard which is fair to all parts?
Minute 5:00 - you cannot move those two fighters to attack the destroyer next to Egypt. The coming aircraft carrier build in sea zone 15 gets placed AFTER non-combat movement. As I understand the rules, the fighters MUST land during non-combat movement, NOT during placement. The bomber in Germany has enough moves to attack that destroyer but the fighters do not.
wrong
@@Charlemagne_III You are correct. My apology. I rechecked this. Not sure where when or how this was my misunderstanding.
Charlemagne is correct.
This is a new rule with Anniversary n 1942 versions. A fun one, I think.
With Archangel open, shouldn't Germany send 1 tank into Archangel to annoy and take away IPCs?
No. IPCs are collected at the end of the turn. Germany will collect 1 IPC for archangel, but a tank is worth 6 IPCs. Russia will kill the tank and get their 1 IPC back on the end of their turn anyway. It is not worth it for Germany at all. You should use your units decisively in this game, and not for minor distractions.
You should use chips under the units.
It doesn't look as cool.
I say good call on avoiding chips in most circumstances. It does look nice.
I know this is an older video, so you may not see this, but how come you moved infantry from Norway to Karelia, isn’t that 2 moves? That could potentially ruin your strategy since that means there is no dead zone in the north loaded with infantry, since they’re broken up. However, I love this game and your video was great! My 8 year old brother is obsessed and wants to learn better German strategies! Have a good day!
I'm pretty sure I used the transport to move them and just didn't mention it. If I use the transport anywhere else in the video then that would be a problem.
Charlemagne Oh my bad man, idk how I missed that I was a little groggy this morning 😅. My brother and I really enjoy this game and we thought this was an interesting strategy. We have the smaller 1942 board so it’s s little different but this video also helped us get a better grasp on the rules of transports and amphibious combat, since he’s probably younger than most A&A enthusiasts and I’m just learning. Thanks for the video man!
@@davidklasovsky2199 The 1942 version is sadly the worst version of the game and hilariously imbalanced in favor of the Axis. There's really no way the Allies can win if the players are on equal skill levels and the Axis player uses a good strategy and isn't incredibly unlucky.
Charlemagne 😂😂 we completed our game yesterday, and I had thought that all versions favored the Allies, looking back, I can see how that’s not the case 😂 I will definitely have to play as the Allies then next time as I figured I was being fair when I just beat him for no reason 😅
Can't use Sahara
I mucked up pretty bad as Germany. I bought one infantry and put it on Western Europe and used the rest of my first turns GDP on scientific research and only got long range aircraft. Needless to say I lost lmao
Wait, is there no research in the second edition like there is in classic?
Johnston, Bryce nope
Johnston, Bryce Ik I miss my heavy bomber too
You make some mistakes in this one. The bomber doesn't have to go to Egypt after attacking the fleet in the Med, it can go back to GB. You can't move into the Sahara. Some of the options you mention don't really improve the situation, they are just options.
If the Russians really abandon Leningrad like this, I would absolutely move a tank or two up there and beyond, because A: You grab some points and they lose some, and B: They need to spend resources to stop you from eating their hinterlands or from moving infantry back there and really causing a problem. You sacrifice a couple of tanks but it buys incredibly valuable time for your troops in the West to move to the front, while giving you time to build up Leningrad. Keep the Russians occupied, mess with them, don't allow them to just build up unopposed. Never let any enemy do that.
I have this game but it's too heavy, need some rules to ease it up
You can watch channels like The Cliffside Bunker if you want to learn rules, and Fusion32ify colvers Spring 1942 specifically.
ruclips.net/channel/UCRvGAYMU9MyOw6G0BKhmu2A
ruclips.net/user/Fusion32ify
Your moves were illegal with your fighters they have to have somewhere in range to land that wasn't captured this turn.
Yup
What's the best strategy for Russia on their first turn?
Consolidate from the east towards Moscow. Potentially move a few units to far east Asia to slow Japan down.
This strategy is like your assuming that Russia and Brittain are just brain dead
Not really, even if they play well, this edition of the game is heavily balanced in favor of the Axis, so although this is sub-optimal, you can still win just fine.
Mozambique here
When I play, I’m not giving Ukraine for free. I would leave one or 2 inventory in ukraine.
Grant Ebbers Not sure what you mean, Ukraine is never lost.
Sahara is impassible ma man
Not sure you can move from 16 to 15 with the fighter. You are going across Turkey?
He's moving through the straight into the central Mediterranean sea zone
@@TomsTCG I read the new rules. It seems you couldn't do this in the old ones is what I was thinking?
Air units can move over the Turkish straits, and prohibiting players from moving into sea zone 16 is only an optional rule
Where can i get this??
Germany has spent 41 IPC in this video. Germany only starts with 40 IPC. Please explain. Also what has happened with the infantry in Northwestern Europe?
Germany starts with 41 IPCs if you add them up: www.axisandallies.org/wp-content/uploads/2011/12/AA1942_2ndEdition_FAQ.pdf
I'm not sure what you mean about the infantry.
Im glad I commented. I would have just used the IPC on the setup card. Thanks! Germany started the round with an infantry in Northwestern Europe I did not see you move it. I saw it on your board and then it was gone. Where did it go?
It probably moved into Germany, but I'd probably leave it behind or move it to France to defend against an amphibious assault. What I did was very aggressive and smarter opponents will see an opening if you don't leave a few guys in France.
I have just simulated all of your moves for round one using actual dice. For the most part your moves hold up but as you would expect the dice are the dice and some things went in different directions.
@@Charlemagne_III but don't you only have 39 IPCs, because of the SU that has taken West Russia? I thought the National Production Thing is updated immediately after losing a territorry.
(Sorry if I got some mistakes in my english, i am not a native ^^)
Can Germany win economically in this version?
This version is heavily balanced in favor of the Axis.
Does this game come with that much units?
I bought extra infantry but everything else is stock.
Angel Castaneda were did you get them?
Here ya go Legion www.historicalboardgaming.com/Spring-42-2nd-Ed-2012_c_188.html
Just click on the nation that you want peices for.
Wow. Dude needs a rulebook
For what?
For moving into the sahara
Hi. I want to start Axis and Allies, but I have no idea which set to buy.
Does the Anniversary Box have the same Units (not numbers of units but same stats etc.) and Rules as the Europe, Spring or Pacific 2nd Ed. boxes?
Spring 1942 is easily the worst balanced version of the game, so don't buy it (the one in the video). It HEAVILY favors the Axis. I really like the reprint of the Anniversary Edition, because it is more balanced and has Italy as its own playable power, plus China as a minor power. I would buy that one. The Global combination of the Europe 1940 and Pacific 1940 is the best by far, but I would recommend Anniversary for starters.
@@Charlemagne_III Wow, didn´t expect an answer that quick! Sounds like Anniversary Box it is then. Thanks alot! :)
Uhhh, fighters can't land on an aircraft carrier if it wasn't already existing before the mobilization phase.
Fighters can only make a combat phase move if there is somewhere they can possibly land before the noncombat move phase. You should probably learn the rules before you make a strategy video.
You should probably learn the rules before trying to correct somebody. That move is legal, and the Rulebook for Axis & Allies 1942 2nd edition says so twice.
Page 12 under the "Air Units" heading:
"A fighter can move its full four spaces to attack in a sea zone instead of saving movement, but only if a carrier could be there
for it to land on by the conclusion of the Mobilize New Units phase.
"
And also on Page 26 under the "Air Units" heading:
"You cannot deliberately send air units into combat situations that place them out of range of a place to land afterward. In the
Combat Move phase, prior to rolling any battles, you must be able to demonstrate some possible way (however remote the
possibility is) for all your attacking air units to land safely that turn. This could include a combination of combat moves. It
could also include noncombat moves by a carrier or the mobilization of a new carrier. If it does include a noncombat move by
a carrier, then the carrier cannot move in the Combat Move phase."
Pretty sure u can't see a sub with a sub u have to have s destroyer
I'm not sure which part of the video you are talking about.
+Charlemagne when Germany attacks the navy off of the UK
Ah, well the defender in this case simply chose to use the sub in the battle, they of course could have chosen not to, but the forces I send in to the battle are based on overcoming the enemy given the assumption they did use it. I wanted to show the worst case for what you had to fight as Germany.
Needs more panzer
Jonathan, you assume to much. if everything goes your way, you win, wars are not like that and not this game. the GAME is designed to last lounger. .
Wait a minute... the builds phase happens AFTER non-combat movement, so the two fighters in the Med are flying to a ship that has not been built yet. Do you see a Carrier on the board? Well, neither do those two hapless fighters! This is the dumbest rule in the history of dumb rules. Sounds a bit shady, but Der Fuhrer would be proud!
Yes my point exactly t you cant do that combat move with 1 of the fighters as the max move is 4 and there is nowhere to land for that plane. You can move to a zone where the is no CV allready.And you cant make a suicede mission and claim that well it died anyway!
Someone get this guy a rulebook! He also loads a transport and moves it in one turn!
@@timfurlong1451 There's nothing wrong with doing that. You just can't offload twice or offload and move.
This game allows you to land fighters on carriers you purchased at the beginning of the round
Aside from the fact that you make TONS of small errors in this video, the entire strategy is pointless. You can't do what you want to do. Page 21 of the rule book states "Air units that cannot move to an eligible landing space by the end of the Noncombat Move phase are destroyed." So by the time you place the carrier down, your two fighters are already dead.
cionxdistan
I caught that as soon as he said it... that’s basic stuff he missed!!!
It's a legal move. See page 26, 3rd paragraph and second to last sentence: "noncombat moves by a carrier or the mobilization of a new carrier". Also, page 26, paragraph 5, last sentence. Thirdly, page 27, fighters, paragraph 3, last sentence in brackets. I give the move credit for breaking up the boredom of the game and generic Germany moves, especially when the axis already has such an overwhelming advantage, why not try something fun and interesting?
The Rulebook states that this move is legal twice.
Page 12 under the "Air Units" heading:
"A fighter can move its full four spaces to attack in a sea zone instead of saving movement, but only if a carrier could be there
for it to land on by the conclusion of the Mobilize New Units phase.
"
And also on Page 26 under the "Air Units" heading:
"You cannot deliberately send air units into combat situations that place them out of range of a place to land afterward. In the
Combat Move phase, prior to rolling any battles, you must be able to demonstrate some possible way (however remote the
possibility is) for all your attacking air units to land safely that turn. This could include a combination of combat moves. It
could also include noncombat moves by a carrier or the mobilization of a new carrier. If it does include a noncombat move by
a carrier, then the carrier cannot move in the Combat Move phase."
These are horrible moves, taking out the fleet is good but that aircraft build you concede the game against decent players and for sure to really good allies players. if the allies go Germany first with few turns they will be there to destroy what you have. thus leaves the Russians too much IPC. all they have to do is survive
For being so sure that these are "horrible moves," you put a lot of conditions on that statement after the fact. Perhaps you make a video showing how to beat Graf Zepplin.
Placing new units comes after non-combat moron! So the aircraft couldn't take out the destroyer!
This is a severely mismanaged play style, relying on the allies playing suuuuuuper aggressively, which they should not do. I highly suggest that you read Don Rae's essays. Although they dont mention artillery, or bombing raids, it shows how to play the game the right way. This is just overly aggressive dog shit playing that ends the game in a few turns.
oh god why is this so boring
I know this is an old video but maybe somebody can answer it. I am really new to this game but is the thing you did with the aircraft carrier actually legit? Cause placement of the new units is after the move and combat phase, so what did the planes actually land on if the carrier was not there yet before they were supposed to land?
There are some errors in this video but yes it is legit, you just have to commit to having the carrier built there. You can't change your mind later and have them crash, that would be against the rules.
@@Charlemagne_III Ah, OK. Thank you.