Impressive, in particular as it was done sans editing. With your US builds you mention “US built 1 carrier, 2 transports, 2 tanks, and 1 infantry”, of course you meant artillery, gotta hate it even with 90 wpm your fingers lag your mind as you were thinking about what you usually build.
It almost a pity that this scenario started out in a generally atypical state after R1. If you were to do a tutorial then perhaps laying out a typical, perhaps a poor choice of words, an idealized game with more statistically average dice rolls. Of course when the first dice are rolled all planning often goes out the window and one should never lock into a plan. There would be a combinatorical explosion if too much attention was given to statistically less likely scenarios so what to do?
I’m having troubles getting TripleAA to work so as to review spring 42 games there and worse, the older games played here are gone. Our local group is having a tough time against the ‘Fortress Europe’ strategy Hobbes outlined here.
I feel bad for my Allied opponent, last night in game 1 of 2, the typical R1 2 attack into Wru and Urk 2 tanks each, the russians cleared Ukr with only 1 Ftr remaining the rest of the rolls were slight axis favoured up until the end of G1. Game 2, Ukr was hit with 3 tanks in the usual R1 2-attack mode, great, he won with 3 tanks, inf and art. Then next was Wru….in with 9 of 11 possible units, captured with 1 of 9 attacking pieces left. I open with a 5 Inf 5 Tank build for G1 usually and generally follow Fortress Europe and while I am not in the top 25% I don’t make too many mistakes playing the Axis. But I also don’t play the allies that well nor do my friends we don’t know what to do to beat how we play the Axis.
I need to get over the learning curve of TripleA I guess and see what occurs there, but then so would all my friends in our local group, not going to happen too easily I am afraid. It was hard enough to get them to start visiting here, imagine that!
Perhaps an emulation of how the games play out here including maps but keeping ‘dice rolls’ outside the statically unlikely range.