@Axisplaya:
@LHoffman:
You on the other hand admitted that the Allies need a little “buff” but also that your strategy with the Allies is less perfected than yours for the Axis.
@LHoffman:
How are we to know that a similar situation was not at work with the 49% who voted likewise?
@LHoffman:
I know that Cow and Axisplaya are experienced, but less so, by their own admission, with the Allies
The less one could say is that you have put some emphasis on this aspect…So let’s talk about it for a minute.
You do realise that this is true for the huuuge majority of players right ?
The Axis is just plain easier to play than the allies. Playing allies demand more calculation and more tactical awareness than playing axis.
The way the game is structured, i’m not saying it’s a good thing to do, but you could play a whole game with axis without ever using a can opener, a concerted defensive NCM with one of your ally or without building any facility (AB, NB, IC) to “help” any of your ally…Now if you do that when playing the allies, you’re going nowhere.
From what i have observed, this is also true for experienced players. I mean, most of them handle the axis better than the allies, even if they score very well with the allies.
Perhaps it is true for the majority. And maybe I have made it seem like the Allies are unbeatable if you experienced enough… if so I wish to clear that up and say that I did not mean this discussion to be like that. I was speaking only from my own experience. I will say that it is not necessarily easier to play with the Axis, even though it may be simpler. If you dally or make a couple poor decisions which put you back a turn or two, it will likely cost the Axis the game.
@Axisplaya:
@LHoffman:
If anything, the game will always appear that the Allies need a bid to begin with because they are vastly underpowered and underprepared compared to the Axis. The Allies are designed to get their butts kicked for at least the first 2 turns, but usually 3 or 4. If the Allies can all hold out until Turn 5, it becomes very, very difficult for the Axis to win. The Axis have the advantage in the beginning and if they make good use of that and roll well, they can win, I do not argue that. What I dispute is that because the Axis can convert early does not mean the Allies are weak and need a bid to survive.
I agree with you, exepted for this :
@LHoffman:
If the Allies can all hold out until Turn 5, it becomes very, very difficult for the Axis to win.
I think this comes from experience (maybe numerous years) of AA original, revised, 42, anniversary, whatever….
When you’ll have played something like 30-50 games of Global, you will perhaps change this number, or at least be much less categorical about it. :wink:
My experience is not as vast as you assume, so you give me a little too much credit. I am fairly young, most likely younger than you, so I have not played years of A&A Original (only one game in fact), but I have played the others extensively. I have played perhaps 20 live games of Global, but not 30-50. Again, I do not, or have not, played online. That being so, you are probably much more experienced than I. So I give your insights a good deal of weight. Maybe I will change my numbers if I play a significantly greater number of games, but as of now that is my perspective, and that of some others too which I have pointed out.
@Axisplaya:
@LHoffman:
What the hell does a 6 IPC bid really give you anyway?
A 6 IPC bid makes about no difference, i agree with you.
Now a 10 IPC bid is a fighter in Scotia.
This thread started as “the complaint of poor UK fleet sunk G1”.
I’m not saying a fighter in Scotia is THE answer to this, but it helps a lot. This figther makes the situation more complicated for sz111, sz110 and even sz106 when you think about it.
Now, a fgt in Scotia will not save the UK fleet against a determined axis player, we’re clear on that, but it makes thing much more interesting.
Maybe much better players than i am will say that 10 IPC is too much of a bid for Allies, and maybe one day i’ll change my mind about it and i will be more confortable with allies. I don’t know.
Actually, i’m all ready to believe you that for a really good player, Allies wins more often. I’m just not there at the moment.
Would a fighter in Nova Scotia for bid deter you Axisplaya? If you would agree that Germany needs to take out the UK fleet to be successful, I don’t think the possible counterattack from an extra fighter would be a deterrant to sinking all the UK ships. It would not be to me. It could make a Sealion invasion a bit more difficult, but that apparently is a seperate issue from the topic of this thread. Did you mean a fighter in Scotland, or United Kingdom? Those seem like much more logical and effective choices. A fighter in Nova Scotia cannot even counterattack SZ 111 or 110 on turn 1.
Getting back to topic, which I apologize for having derailed… maybe a bid can be a solution for some people; Der Kuenstler for instance. In his case it is more likely that a change in the rules or setup will be needed… because from my perspective, … well, you already know my perspective. Maybe you predominantly Axis players can back me up on it. It is not historical for the UK fleet to be destroyed, but that is only because Hitler never attempted it. We can debate if Germany was even prepared to, but it will not change the fact that it is necessary in the game. Perhaps Der Kuenstler would need an even larger bid than 10; to throw some more significant deterrents in the mix?