nielsvk
03-07-2005, 04:27 AM
Hi, I'm a AA newbie and Revised edition buyer. I like to play board games with my friends and I heard I should try out AA so I got one (turns out to be the revised edition).
Now, I played the game once with a total of 5 people (all newbies :) ). We like the game a lot but we have some speed problems. :)
Anyways, the rulebook is a bit vague on some subjects. It would help a lot if the sample turns were a bit more detailed. I would like to know how a turn with an attacking fighter turns out, for example. Like: I attack with a fighter using 2 friendly zones into a hostile zone during the Combat Move phase. No AA gun present so during the Conduct Combat phase, I can use my fighter. After win or retreat, what does the fighter do?
A) I should already have laid out the entire flypath of my fighter in the Combat Move phase.
B) In Non-combat Move phase, I can use all left-over move points to fly to a friendly zone.
C) Something else?
Why are there flypath markers? They take way to much space on the board, and when I fly more than 1 fighter out of more than 1 zone, I don't have enough of them. They seem rather pointless. I point out where I want to fly (counting my steps) and AA guns die are rolled if I encounter some during my flight...
And why isn't there more material in the box? There is one(!) cardboard box in which ALL units, chips and other things must be placed?! I heard the earlier editions had a box for each country? Why was this taken out of the Revised edition? I now have bought my own case with lots of compartments so I can divide the units better, but I really think this should have been included in the game itself...
Any help on reading material would be great! I've read through a lot of Don Rae's material, but a lot isn't applicable to the Revised edition anymore.
Now, I played the game once with a total of 5 people (all newbies :) ). We like the game a lot but we have some speed problems. :)
Anyways, the rulebook is a bit vague on some subjects. It would help a lot if the sample turns were a bit more detailed. I would like to know how a turn with an attacking fighter turns out, for example. Like: I attack with a fighter using 2 friendly zones into a hostile zone during the Combat Move phase. No AA gun present so during the Conduct Combat phase, I can use my fighter. After win or retreat, what does the fighter do?
A) I should already have laid out the entire flypath of my fighter in the Combat Move phase.
B) In Non-combat Move phase, I can use all left-over move points to fly to a friendly zone.
C) Something else?
Why are there flypath markers? They take way to much space on the board, and when I fly more than 1 fighter out of more than 1 zone, I don't have enough of them. They seem rather pointless. I point out where I want to fly (counting my steps) and AA guns die are rolled if I encounter some during my flight...
And why isn't there more material in the box? There is one(!) cardboard box in which ALL units, chips and other things must be placed?! I heard the earlier editions had a box for each country? Why was this taken out of the Revised edition? I now have bought my own case with lots of compartments so I can divide the units better, but I really think this should have been included in the game itself...
Any help on reading material would be great! I've read through a lot of Don Rae's material, but a lot isn't applicable to the Revised edition anymore.