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Thread: Himeuta Board Game Thread
04-16-2016, 04:31 PM #21
Not really a board game, but there should be a Cards Against Humanity web version out there somewhere.
Edit: In case anyone wants to play a KanColle variation, @Penguinmafia's link to the deck here - this is what the host should use for the deck btw /addcardcast FR99Z
Last edited by soloblast; 04-17-2016 at 05:14 PM.
04-17-2016, 08:10 AM #22
- Join Date
- May 2014
- Paramushir Anchorage
- 828 Post(s)
05-01-2016, 04:52 AM #23
Guess interest in this died out.
07-25-2016, 10:23 PM #24
Reviving this thread. At the time of creation this thread died within a day because thread posts are obviously not the best way to get everyone together to play.
I made a boardgame channel for my chat: https://discord.gg/2QbtWtD
It would make it easier to coordinate everyone real time. Right now I'm thinking about trying that TripleA Axis and Allies thing with multiplayer. Hopefully we get something going and can play other games too regularly.
07-25-2016, 10:36 PM #25
I'm up for trying tripleA. I already figured out how to slap people in it! Hooray!
GCT Shelter: https://discord.gg/hRYGuPz - A sad, hopefully temporary excuse for a GCT replacement.
07-28-2016, 11:31 PM #26
07-29-2016, 09:54 PM #27
07-29-2016, 10:05 PM #28
- Join Date
- Apr 2016
- Hashirajima Anchorage
- 3543 Post(s)
07-30-2016, 12:43 AM #29
07-30-2016, 03:31 AM #30
OK general guidance for A&A Europe 1940
Germany should kill UK fleet in round 1, take France and Yugoslavia.
Round 2 air force should sweep any other fleets off Euro coasts
You have a big buy on Round 2 from capturing France capital (you get their starting money)
Once you have conquered France you don't need more than a token force in Western Europe for a few turns... go east
By Round 3 you want to start invading Russia - 4 at latest. Don't wait for Russia to attack first or you're probably dead meat.
Buy mostly if not all ground units. Buy ships only to support specific strategies. Protect your fleet.
Keep in mind that Italy starts weak and you should help it as much as you can.
Russia needs to defend itself adequately as long as possible.
If it can hold out until the US can open another front, Allies are in good shape.
Assuming Germany is attacking, play a fighting defense, slow Germany down.
Only need to hold onto capital, everything else can be sacrificed.
Build lots and lots of infantry and some artillery for counter strikes.
If Germany is foolish enough to ignore you, mass a big stack and march on Berlin, or invade Scandanavia.
USA needs to build a strong fleet to protect transports from German air - use CV and fighters with some DD and subs mixed in
A fleet at Gibraltar can threaten both Rome and Western Germany at the same time.
Pick an invasion point and hit it hard, while supporting allies.
Building or capturing factories in Europe will help the invasion.
UK should hit Italy hard early
Be careful to defend London from German air + transport drop
Capture Middle East and hold onto Africa
Building airbases and factories in useful places can help maximize starting forces
Italy should attempt to dominate the Med if the UK doesn't stop it
If unable to establish a fleet, Italy can help Germany against Russia, acting as a 'can opener' for mobile German forces.
Objectives for Italy are straightforward, so try to achieve them.
The longer you can stall the US entering the Med the better.
France should reinforce UK as best it can with the few units it has left on the board
A French DD can often be very useful as a sacrificial blocking ship to limit movement of enemy fleet
- - - Updated - - -
A&A rules... Installations
Factories build units. Major factories can build 10 units per turn. Minor factories can build 3.
You can build new factories on a territory you controlled at the beginning of the turn, if that territory has an income of 2 or more. Major factories require 3 or more.(you'll rarely see a major built)
Harbors give +1 move to any allied unit that starts the turn in an adjacent SZ (so ships by a friendly harbor can move 3).
Harbors are also required to repair 2-hit ships that have sustained 1 hit, which happens at beginning of the ship owner's turn.
Airbases give +1 move for air units that start the turn in its territory.
Airbases can scramble 3 fighters per combat phase to protect ships in an adjacent SZ.
If your ships are under threat, put your fleet next to an airbase with fighters to max defense.
Cheapest way to defend a fleet is with CVs and fighters
BBs and cruisers get to do amphibious shelling when they accompany transports which are unloading troops on a coast - 1 roll at start of combat, BBs @4, CAs @ 3. They cannot shell if they must fight in the sea zone.
You'll rarely want to spend on a BB and there is almost no reason to ever buy a cruiser.
If enemy has subs you need DDs to attack them or they can submerge
If you attack an enemy with subs and they have no DDs, ships hit by sub hits don't get to fire back (sub "sneak attack")
Subs don't block enemy movement and are not blocked by enemy ships except for DDs
I'm going to save myself more typing by just pointing everyone to the actual rulebooks:
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