Showing posts with label Axis and Allies-1941. Show all posts
Showing posts with label Axis and Allies-1941. Show all posts

Monday, August 15, 2016

A Set of Four, Set Eight


Soviet Infantry
Source: Axis and Allies, 1941 edition
Size: approximately 1/72




Hoplite
Source: Age of Mythology, Greek
Size: 30mm




Egyptian Spearman
Source: Age of Mythology, Egyptian
Size: 30mm




Drow Duelist
Source: D & D Legend of Drizzt
Size: approximately 35mm

Tuesday, June 7, 2016

A Set of Four-set #3

This is my third set of plastic game miniatures. I hope to make at least one other post like this one this month and I do have a few others planned.


Horseman, Green
Source: Risk, 1999 Edition
Size: 20mm




Elven Archer, Green
Source: Risk, The Lord of the Rings Trilogy edition
Size: 21mm




Japanese Infantry
Source: Axis and Allies 1941, edition
Size: approx. 20mm (1.72)




Warrior, Purple
Source: Risk, GodStorm Edition
Size: 29mm

Tuesday, May 17, 2016

A Set of Four


Infantry of Great Britain
Source: Axis and Allies 1941
Size: approximately 20mm (1/72)




Game Piece, Red
Source: GearWorld
Size: approx.18mm




Rider of Rohan, Green
Source: Risk, The Lord of the Rings Trilogy Edition
Size: 24mm




Orc Infantry, Black
Source: Risk, The Lord of the Rings Trilogy Edition
Size: 19mm

Wednesday, May 11, 2016

A Set of Four Miniatures a New Sub-Collection

Four random miniatures will be featured. The four featured miniatures will be made exclusively of plastic, unpainted, and be from some sort of game.


Zombie Babe, Olive Green
Source: Resident Evil
Size: 28mm




Zombie Dog, White
Source: Resident Evil
Size: 19mm




American Infantry
Source: Axis and Allies 1941
Size: Approximately 20mm (1/72)




Dark Rider, Red
Source: Risk, The Lord of the Rings Trilogy Edition
Size: 24mm

Saturday, March 7, 2015

Axis and Allies 1941 House Rules, version 1

I have created the following house rules for my Axis and Allies 1941 game. These rules are in flux.

Land Units

Infantry:

For an additional 1 UPC a player can add a machine gun to their infantry unit. A machine gun adds 1 to their attack and defense value. The machine gun stays with an infantry unit as long as there is an infantry unit in play. Once the last infantry unit is out of play the machine gun is eliminated from play.

Tanks:

Attacks with Tanks accompanied with at least 2 infantry get a 1 added to their attack and defense values. If either of the infantry is removed from play the tank reverts to their standard attack and defense values.

Air Units

Bombers:

A bomber must be accompanied by at least 1 fighter and must withdraw after delivering its payload. A bomber gets a 1 added to their defense if accompanied by least one fighter, another 1 if they have 2 fighters.  The bomber still must resolve any defensive actions from the defender before withdrawing.  On sites of industrial complexes the defender may roll 1 die after the bomber delivers their payload. A roll of 1 scores a hit on a bomber. Any defending fighters also get their turn at the attacking a bomber before it withdraws.

1 fighter must accompany the bomber back to its base. Additional fighters may choose to stay behind after the bomber withdraws. If there are no fighters left, then the bomber must go back alone. If the bomber overflies an enemy territory with an industrial complex and without a fighter as an escort the controller of that territory gets to fire its anti-aircraft gun once at the aircraft. If roll a 1 scores a hit on the bomber.

Sea Units

Transports:

Transports must be accompanied by at least one surface escort ship (submarines do not count as surface ships).  Transports now have a defense of 2, but still have an attack value of 0. This defense value does not count toward submerged submarines, just surface ships.

If escort ships are eliminated instead of transports the transport can choose to continue to travel to their discharge point or withdraw from the conflict after resolving any attack rolls from the defender. Transports can now carry 2 infantry, 1 tank or 4 infantry or 2 tanks.


Aircraft Carriers:

An Aircraft Carrier must not enter a conflict zone without a surface escort ship. If an Aircraft Carrier no longer has an escort it must disengage from the battle. If it has fighters still out on a mission it can either wait for the fighters to land or let the fighters fend for themselves.

Battleships:

Battleships may not enter a conflict zone without at least one destroyer as an escort ship. If a Battleship is without an escort it must withdraw. A Battleship may fire its guns from a range of two spaces. It cannot fire through another ship or land mass.

New Mobilization Chart and Unit Prices

Here is a new mobilization chart indicating new costs for individual units.

Mobilization Zone
UNIT STATS
Cost
Move
Attack
Defense
Land Units
Infantry
2 for 5
OR
3 a piece
1
1
2
Tank
5
2
3
3

Air Units
Fighter
8
4
3
4
Bomber
10
6
4
1

Sea Units
Submarines
6
2
2
2
Transport
5
2
-
1
Destroyer
7
2
2
2
Aircraft Carrier
10
2
1
2
Battleship
14
2
4
4




Tuesday, June 10, 2014

More Historical Board Gaming Supplement Parts

What is nice about the Historical Board Gaming site is that you may order supplement parts from many different versions of Axis and Allies. I currently own a copy of Axis and Allies 1941, but I was able to add some unique pieces to my game from different versions of the game.

I made the order to obtain several sets of dice for other games, but since Historical Board Gaming were offering some of their parts on sale I decided to purchase a few of these game pieces. Some of the more unique pieces that I purchased were a set of American WWII P-38 fighters, several Liberty transport ships, and a set of Japanese Type 95 ha-Go tanks.

These parts will be a welcome addition to the game, as the game no longer provides enough pieces to go around. Instead you must use markers to represent multiple pieces. Markers are a good thing in that they keep the very congested board from becoming impossible to work with. However, it is still nice to have additional pieces to pull from, when the need arises.

Wednesday, August 28, 2013

Axis and Allies 1941 Battle Report-#01

Axis and Allies 1941 Game Board

I played my first game of Axis and Allies 1941 the other day. There were only two us and I won the best out of three in a coin toss and picked the axis powers. That left the three allies for my opponent. We played for four hours and had to quit; so much for a quick game.

Germany had the advantage of having a large force contained in a relatively small area and did not have to worry about supply lines as did Britain, US, and Japan. Coupled with the fact that Russia, although fields a large infantry, has nothing much of an air force or mechanized units, by the end of the second round Germany had sacked the Russian capital and Russia was basically out of the game.

Like I alluded to before, the game dragged on, and toward the end of the game the only countries that had any air units were Japan and the US. Japans navy was non-existent, Germany had no navy or air units, Britain did have a few transports, but little else. The only power that had substantial force was the US, but it had to transport units across the Atlantic and Pacific. Since neither Japan nor Germany had any way to bring the war to the US or England, I believe that the US would have eventually won the game.

I few things I would have done differently if I could have hit rerun. First of all I should have, after sacking Moscow and gaining one of Russia industrial complexes, built up my forces substantially here before moving on to take other territory. Secondly, after I had gained so many IPC points, I had at one time 21 IPC; I should have built up my forces not only in the territories I had just conquered, but also back in Germany’s original domains. Lastly, I should have made better use of my navy resources; I pretty much ignored these units.

Monday, August 5, 2013

Axis and Allies 1941 Supplement Parts

I set up the game the other day. It took me near twenty minutes to place all the units for all the nations. I wanted to get a feel on how the pieces were deployed on the board. Like I had mentioned, in an early post, the manufacturer does not provide as many game pieces as they once did, here is a breakdown:

The idea is to use the supplied cardboard unit counters. The problem I had that there were not enough of the one unit counters for the initial set-up and I forced to make use a multiple unit counter in its place. I fell short with the placement of infantry units.

Recently, I came upon a site that supplies supplement piece for Axis and Allies. The Historical Game Boarding site offers pieces for several different versions of Axis and Allies, including Axis and Allies 1941. Pieces can be purchased separately or they can be purchased in battle packs.

By choosing other versions of Axis and Allies you can find pieces in more authentic castings, like the Bf-109 Fighter or Sdkfz-251 Personal Carrier for Germany or the P38 fighter or the M4 Sherman tank for the US.

Saturday, August 3, 2013

Some more thoughts on Axis and Allies 1941-Disparities

Axis and Allies 1941 Combat Piece Totals

I am still waiting to play this version of Axis and Allies. Getting everyone together is proving to be a real dilemma. However, in the mean time I have time to strategize and I have been looking at the game from every conceivable angle.

As you can see from the chart there are some major disparities’ between several of the opponents when it comes to battle pieces. Take for instance the totals for the Soviet Union. Compare these to Germany’s. Coupled with the facts that the Soviet Union only collects 7 IPC per turn, and it does not own a bomber. If that wasn’t enough its capital sits smack up against a pretty strong force on Germany’s side, I don’t expect the Soviet Union will last more than a couple of turns.

The United Kingdom and Japan both process large starting navies. Japan has a slight advantage over the UK in their infantry and the number of fighters they process, but Japan only starts with 9 IPC compared to UK’s 12. Japan has one industrial complex. UK has three, whereas two of those are located in the Far East.

The US is pretty well prepared, but goes last and will most probably have to make some type counter attack on its first turn. The US must transport all of the wares, whatever theater they decide to participate in. The US has the largest IPC count, they start with 15 IPC and can pick-up two additional IPC without too much trouble, however they may need to replace units they might have lost in the preceding turns of its opponents.

Tuesday, July 9, 2013

Axis and Allies Unit Purchasing Strategies

I am still waiting to play Axis and Allies 1941. It is very hard to get four or five people together when we all live very busy lives. In the mean time I have read through the rule book once and I am strategizing. I have looked at many different aspects of this game and will be sharing my thoughts on these points in upcoming posts. One point I wanted to mention today is the mobilization process.

As you can see from the accompanied chart, there are three types of units that can be purchased: Land, Air, and Sea. Each county is given a starting amount of Industrial Production Certificated (IPCs) and must plan ahead and purchase units best suited for their upcoming movements and strategies.

Land units consist of infantry (3 IPCs) and tanks (6 IPC’s). Infantry units defend at 2, but only attack at 1, however they are very economical units to purchase and a player should make sure that they have at least three infantry units for every one tank in the defensive mode.

Tanks are not too expensive, at 6 IPCs per unit. They attack and defend at 3. Their advantage is that they move 2 compared to infantries movement of 1. Like I mentioned before, purchase 1 tank for every 3 infantry in the defensive mode.

Next are the air units. There are only two of these units, the fighter and the bomber. Fighters are more economical (10) compared to the bomber (12). That is only a difference of 2 IPC you say; yes, but look at the other aspects like attack and defense ratios and you will notice that the fighter is more economical to purchase than the bomber. That being said, a bomber is better for offensive movements. It has a movement of 6 and they attack at 4. Just don’t send your bomber without support from a fighter or two.

That brings us to the sea units and we have quite a few types of units to think about. They all have their advantages and disadvantages. None of these units have all that great of an attack or defense rates, with the exception of the battleship, which has an attack and defense rate of 4. However, at 16 IPCs per unit, you don’t want to send them out without some type of support, perhaps with a submarine and at least one destroyer. The destroyer nullifies a surprise attack by a submarine. The same with aircraft carriers, at 12 IPCs per unit and with a defense rate of 2, you want to provide as much cover as possible.

Wednesday, June 19, 2013

Axis and Allies 1941-First Impressions

This is the second Axis and Allies game I have purchased, the first years ago was an old Milton Bradley Company edition. It was left at a friend’s house and because of my having to relocate several times, I never returned for the game. Years later when I asked about the game I was told that his sons had gotten a hold of it and had played with its miniatures. Meaning-the game was probably missing pieces and who knows what shape it was in.

The Axis and Allies 1941 edition seems to be quite different than I remember Axis and Allies being. The board is different, the Industrial complexes are now printed on the board and there are no industrial complexes pieces available, In addition there are no longer any anti-aircraft guns.

There are many differences between the original and this 1941 edition. The 1941 edition has an additional sea unit the destroyer, but fewer pieces. The old edition had a lot of pieces, this edition uses of cardboard chips to replace units. IPC’s are no longer offered and all commerce is officiated via pen and paper. In addition, each player receives fewer IPC’s to start off with and there are fewer territories that allow a player to gain additional IPC’s easily. (I remember playing one game as Great Britain and having picked up several unoccupied territories in Africa, which increased my total IPC’s to extent as to make the game considerably more challenging for the Japanese player.)

The rules seemed to be have been simplified and do not seem to be as complicated. The game, according to the rule book can now be played in about ninety minutes, compared to the original Axis and Allies, four or five hour time span. Technological advances have also been omitted from this edition, but I suppose you could add whatever house rules you wanted.

All differences aside I am still looking forward to playing this new edition of Axis and Allies. I have already started to think about different starting strategies for each country and will post my ideas as soon as I get them formulated.