I was going to answer in this thread, but you may still be my opponent in the final match of the tournament and it would be foolish of me to give such information away :-)
You need to add up the total Unit IPC value for each side (land and naval, not including ICs). If it’s a tie at the end of the Russian turn (or if the Axis is ahead), then the Axis is very likely to win the game. You can do this automatically if you are using a program like aBattleMap.
I developed a statistical model for predicting game outcomes which is pretty accurate (100% accuracy on my small sample of games, starting on round 5): http://www.campusactivism.org/blog/node/189
Yes, well HB tech added to that would be nice, but remember that Heavy Bombers only do 1d6+1 damage to industrials and you still max out at the territory’s value.
I prefer Marines combined with Mechnized Infantry myself. I see a realm of possibilities for that combination. (Infantry attack at a two or less, move two spaces and can blitz like tanks.)
“analyze their attack sir, there is a danger. Shall I have your ship ready?”
:-o
what does that mean? are you for it or against it? I see more pros than cons. Lets hear an argumant against the purchase of an AC on G1. I don’t have one
After checking the logs, I think if you had kept playing, both Berlin and Moscow would have fallen in Round 6. So the game could have gone on for a long time, but the Allies would have Europe, I think. I haven’t played a long, protected game of AAR yet, but Japan would eventually have to fall as the Allies eventually take back Moscow.
It is indeed moot because of LHTR, but it was precisely this move that inspired LHTR. It’s dumb for a game to be decided in less time it takes to set it up, and it’s also dumb to lose your capital before you even made a move.
Actually, this was the move that inspired Caspian Sub, and you’ve pretty much quoted their rules paper without crediting it.Â