The dice have narrowed.
Net Allies dice swing: +5.79 swing
Net Axis dice swing: -5.79 swing
@the_good_captain Game History
Round: 4
Puchase Units - French
Condition TankProductionFrench: French has their production frontier changed to: lateWarProduction
French buy 1 artillery, 1 fighter, 4 infantry and 2 tanks; Remaining resources: 0 PUs;
Combat Move - French
Turning on Edit Mode
EDIT: Adding units owned by French to Ruhr: 1 fighter
EDIT: Removing units owned by French from Lorraine: 1 fighter
EDIT: Turning off Edit Mode
1 fighter moved from Paris to Belgium
EDIT: French undo move 3.
3 artilleries and 2 infantry moved from Lorraine to Alsace
French take Alsace from Germans
1 infantry moved from Lorraine to Alsace
French take Alsace from Germans
3 artilleries and 1 infantry moved from Lorraine to Belgium
3 artilleries and 3 infantry moved from Picardy to Belgium
2 artilleries and 5 infantry moved from Paris to Picardy
1 transport moved from SZ 17 to SZ 16
1 infantry moved from Algeria to SZ 16
1 infantry and 1 transport moved from SZ 16 to SZ 17
1 infantry moved from SZ 17 to Egypt
1 infantry moved from Gold Coast to SZ 23
Combat - French
French creates battle in territory Ruhr
Battle in Belgium
French attack with 6 artilleries, 1 fighter and 4 infantry
Germans defend with 1 infantry
French roll dice for 6 artilleries, 1 fighter and 4 infantry in Belgium, round 2 : 4/11 hits, 6.33 expected hits
Germans roll dice for 1 infantry in Belgium, round 2 : 0/1 hits, 0.50 expected hits
1 infantry owned by the Germans lost in Belgium
French win, taking Belgium from Germans with 6 artilleries, 1 fighter and 4 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Ruhr
French attack with 8 artilleries, 2 fighters and 12 infantry
Germans defend with 11 artilleries and 4 infantry
French roll dice for 8 artilleries, 2 fighters and 12 infantry in Ruhr, round 2 : 12/22 hits, 11.33 expected hits
Germans roll dice for 11 artilleries and 4 infantry in Ruhr, round 2 : 8/15 hits, 7.50 expected hits
9 artilleries owned by the Germans, 3 infantry owned by the Germans and 8 infantry owned by the French lost in Ruhr
Germans and French reach a stalemate
. Battle score for attacker is 21
Casualties for French: 8 infantry
Casualties for Germans: 9 artilleries and 3 infantry
Combat Move - French
Place Units - French
1 artillery, 1 fighter, 4 infantry and 2 tanks placed in Paris
Turn Complete - French
French collect 31 PUs; end with 31 PUs
Combat Hit Differential Summary :
French regular : -1.67
Germans regular : 0.00
Game History
Round: 4
Puchase Units - British
Condition TankProductionBritish: British has their production frontier changed to: lateWarProduction
British buy 3 artilleries, 1 fighter and 7 infantry; Remaining resources: 0 PUs;
Combat Move - British
Germans roll mine dice in SZ 10 : 1/1 hits, 0.17 expected hits
1 transport lost in SZ 10
Germans roll mine dice in SZ 10 : 1/1 hits, 0.17 expected hits
1 transport lost in SZ 10
Germans roll mine dice in SZ 10 : 0/1 hits, 0.17 expected hits
Turning on Edit Mode
EDIT: Adding units owned by Neutral_Allied to Kiel: 2 artilleries and 3 infantry
EDIT: Removing units owned by British from Kiel: 2 artilleries and 1 infantry
EDIT: Turning off Edit Mode
1 artillery and 4 infantry moved from Tatarstan to Sevastopol
4 artilleries, 1 fighter and 9 infantry moved from India to Persia
1 artillery and 1 infantry moved from Togoland to Nigeria
British take Nigeria from Germans
2 artilleries and 1 infantry moved from Rhodesia to Belgian Congo
1 infantry moved from Kamerun to Belgian Congo
2 artilleries, 4 infantry and 3 transports moved from SZ 2 to SZ 8
2 artilleries and 4 infantry moved from SZ 8 to Picardy
3 transports moved from SZ 10 to SZ 9
6 infantry moved from London to SZ 9
2 infantry and 1 transport moved from SZ 9 to SZ 10
2 infantry and 1 transport moved from SZ 9 to SZ 10
2 infantry and 1 transport moved from SZ 9 to SZ 10
Combat - British
British creates battle in territory SZ 10
Battle in Sevastopol
British attack with 1 artillery and 4 infantry
Ottomans defend with 1 infantry and 1 port
British roll dice for 1 artillery and 4 infantry in Sevastopol, round 2 : 1/5 hits, 2.00 expected hits
Ottomans roll dice for 1 infantry in Sevastopol, round 2 : 0/1 hits, 0.50 expected hits
1 infantry owned by the Ottomans lost in Sevastopol
British win, taking Sevastopol from Ottomans with 1 artillery and 4 infantry remaining. Battle score for attacker is 3
Casualties for Ottomans: 1 infantry
Battle in Persia
British attack with 4 artilleries, 1 fighter and 9 infantry
Neutral_True defend with 1 artillery and 3 infantry
British roll dice for 4 artilleries, 1 fighter and 9 infantry in Persia, round 2 : 3/14 hits, 6.67 expected hits
Neutral_True roll dice for 1 artillery and 3 infantry in Persia, round 2 : 2/4 hits, 2.00 expected hits
2 infantry owned by the Neutral_True, 2 infantry owned by the British and 1 artillery owned by the Neutral_True lost in Persia
Neutral_True and British reach a stalemate
. Battle score for attacker is 4
Casualties for British: 2 infantry
Casualties for Neutral_True: 1 artillery and 2 infantry
Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by British from SZ 10: 2 infantry and 1 transport
EDIT: Adding units owned by British to SZ 10: 1 transport
EDIT: Turning off Edit Mode
Place Units - British
2 artilleries and 1 fighter placed in London
1 artillery and 7 infantry placed in India
Turn Complete - British
British collect 41 PUs; end with 41 PUs
Combat Hit Differential Summary :
Ottomans regular : -0.50
Neutral_True regular : 0.00
British regular : -4.67
Germans mine : 1.50
I lost 2/3 UK Transports in Kiel so I had to do some wonky editing to get the remaining guys off the TT in a way that wouldn’t press combat in Kiel. This sure did turn into another one of those “Yakety Sax” type games.
Game History
Round: 4
Puchase Units - Ottomans
Condition TankProductionOttomans: Ottomans has their production frontier changed to: lateWarProduction
Ottomans buy 7 infantry; Remaining resources: 0 PUs;
Combat Move - Ottomans
1 infantry moved from Romania to Sevastopol
4 artilleries and 14 infantry moved from Mesopotamia to Sevastopol
1 artillery moved from Mesopotamia to Arabia
2 infantry moved from Ankara to Mesopotamia
1 fighter moved from Mesopotamia to Arabia
1 infantry moved from Trans-Jordan to Arabia
1 infantry moved from Smyrna to Trans-Jordan
1 infantry moved from Trans-Jordan to Arabia
1 infantry moved from Trans-Jordan to Arabia
1 infantry moved from Smyrna to Trans-Jordan
1 infantry moved from Bulgaria to Romania
1 infantry moved from Constantinople to Bulgaria
2 infantry moved from Constantinople to Ankara
1 artillery and 3 infantry moved from Constantinople to Smyrna
1 infantry moved from Arabia to Mesopotamia
Combat - Ottomans
Battle in Sevastopol
Ottomans attack with 4 artilleries and 15 infantry
British defend with 1 artillery, 4 infantry and 1 port
Ottomans roll dice for 4 artilleries and 15 infantry in Sevastopol, round 2 : 8/19 hits, 7.67 expected hits
British roll dice for 1 artillery and 4 infantry in Sevastopol, round 2 : 1/5 hits, 2.50 expected hits
1 infantry owned by the Ottomans, 1 artillery owned by the British and 4 infantry owned by the British lost in Sevastopol
Ottomans win, taking Sevastopol from British with 4 artilleries and 14 infantry remaining. Battle score for attacker is 13
Casualties for Ottomans: 1 infantry
Casualties for British: 1 artillery and 4 infantry
Combat Move - Ottomans
Turning on Edit Mode
EDIT: Removing units owned by Russians from SZ 21: 1 mines
EDIT: Adding units owned by Ottomans to SZ 21: 1 mines
EDIT: Turning off Edit Mode
Place Units - Ottomans
7 infantry placed in Constantinople
Turn Complete - Ottomans
Ottomans collect 23 PUs; end with 23 PUs
Combat Hit Differential Summary :
Ottomans regular : 0.33
British regular : -1.50
@the_good_captain Game History
Round: 4
Puchase Units - Italians
Condition TankProductionItalians: Italians has their production frontier changed to: lateWarProduction
Italians buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Italians
1 artillery moved from Rome to SZ 17
1 infantry moved from Rome to SZ 17
1 artillery and 1 infantry moved from SZ 17 to Piedmont
1 artillery and 3 infantry moved from Tuscany to Piedmont
1 artillery and 4 infantry moved from Rome to Tuscany
Combat Move - Italians
Place Units - Italians
5 infantry placed in Rome
Turn Complete - Italians
Italians collect 15 PUs; end with 15 PUs
Combat Hit Differential Summary :
Game History
Round: 4
Puchase Units - Americans
Condition TankProductionAmericans: Americans has their production frontier changed to: lateWarProduction
Americans buy 1 artillery, 1 infantry and 2 transports; Remaining resources: 1 PUs;
Combat Move - Americans
Trigger AmericansRemoveRestrictions: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans
Trigger AmericansJoinWar: Changing Relationship for AustroHungarians and Americans from Neutral to War
Trigger AmericansJoinWar: Changing Relationship for Russians and Americans from Neutral to Allied
Trigger AmericansJoinWar: Changing Relationship for Germans and Americans from Neutral to War
Trigger AmericansJoinWar: Changing Relationship for French and Americans from Neutral to Allied
Trigger AmericansJoinWar: Changing Relationship for British and Americans from Neutral to Allied
Trigger AmericansJoinWar: Changing Relationship for Ottomans and Americans from Neutral to War
Trigger AmericansJoinWar: Changing Relationship for Italians and Americans from Neutral to Allied
Turning on Edit Mode
EDIT: Adding units owned by Americans to Coastal Barrage 1: 5 artilleries, 1 fighter and 6 infantry
EDIT: Turning off Edit Mode
1 transport moved from SZ 1 to SZ 2
5 artilleries, 1 fighter and 6 infantry moved from United States of America to SZ 1
5 artilleries, 1 battleship, 1 cruiser, 1 fighter, 6 infantry and 6 transports moved from SZ 1 to SZ 14
5 artilleries, 1 fighter and 6 infantry moved from SZ 14 to Spain
Combat - Americans
Americans creates battle in territory Coastal Barrage 1
Battle in Coastal Barrage 1
Americans attack with 5 artilleries, 1 fighter and 6 infantry
Contested defend with 1 coastal_artillery
Americans roll dice for 5 artilleries, 1 fighter and 6 infantry in Coastal Barrage 1, round 2 : 5/12 hits, 6.50 expected hits
Contested roll dice for 1 coastal_artillery in Coastal Barrage 1, round 2 : 1/1 hits, 0.50 expected hits
1 coastal_artillery owned by the Contested and 1 infantry owned by the Americans lost in Coastal Barrage 1
Americans win, taking Coastal Barrage 1 from Contested with 5 artilleries, 1 fighter and 5 infantry remaining. Battle score for attacker is -3
Casualties for Americans: 1 infantry
Casualties for Contested: 1 coastal_artillery
Turning on Edit Mode
EDIT: Removing units owned by Americans from Coastal Barrage 1: 5 artilleries, 1 fighter and 5 infantry
EDIT: Changing ownership of Coastal Barrage 1 from Americans to Contested
EDIT: Adding units owned by Contested to Coastal Barrage 1: 1 coastal_artillery
EDIT: Removing units owned by Americans from Spain: 1 infantry
EDIT: Turning off Edit Mode
Battle in Spain
Americans attack with 5 artilleries, 1 fighter and 5 infantry
Neutral_True defend with 1 artillery and 7 infantry
Americans roll dice for 1 battleship in Spain, round 2 : 1/1 hits, 0.67 expected hits
Americans roll dice for 5 artilleries, 1 fighter and 5 infantry in Spain, round 2 : 10/11 hits, 6.17 expected hits
Neutral_True roll dice for 1 artillery and 7 infantry in Spain, round 2 : 2/8 hits, 4.00 expected hits
2 infantry owned by the Americans, 7 infantry owned by the Neutral_True and 1 artillery owned by the Neutral_True lost in Spain
Americans win, taking Spain from Neutral_True with 5 artilleries, 1 fighter and 3 infantry remaining. Battle score for attacker is 19
Casualties for Americans: 2 infantry
Casualties for Neutral_True: 1 artillery and 7 infantry
Combat Move - Americans
Place Units - Americans
2 transports placed in SZ 1
1 artillery and 1 infantry placed in United States of America
Turn Complete - Americans
Americans collect 24 PUs; end with 25 PUs
Combat Hit Differential Summary :
Americans regular : 2.67
Contested regular : 0.50
Neutral_True regular : -2.00
I wasn’t actually planning on one-rounding the Spanish (Was counting on the French in Portugal to finish the job on F5) but I’ll take it I guess.
@domanmacgee casualty selection in Ukraine
@the_good_captain 1 INF/3 FTR survive.
Game History
Round: 5
Puchase Units - AustroHungarians
AustroHungarians buy 1 artillery, 8 infantry and 1 tank; Remaining resources: 1 PUs;
Combat Move - AustroHungarians
2 artilleries and 5 infantry moved from Belarus to Ukraine
1 infantry moved from Galicia to Ukraine
2 artilleries and 6 infantry moved from Livonia to Moscow
1 infantry moved from Karelia to Finland
AustroHungarians take Finland from Russians
1 infantry moved from Karelia to Moscow
1 fighter moved from Galicia to Trieste
2 artilleries and 1 infantry moved from Albania to Trieste
1 infantry moved from Vienna to Tyrolia
8 infantry and 1 tank moved from Vienna to Trieste
5 artilleries, 2 fighters and 8 infantry moved from Tyrolia to Venice
AustroHungarians take Venice from Italians
1 infantry moved from Trieste to Venice
Combat - AustroHungarians
Battle in Ukraine
Germans loiter and taunt; AustroHungarians attack with 7 artilleries and 17 infantry
Russians defend with 4 artilleries, 3 fighters and 8 infantry
AustroHungarians roll dice for 7 artilleries and 17 infantry in Ukraine, round 2 : 12/24 hits, 10.33 expected hits
Russians roll dice for 4 artilleries, 3 fighters and 8 infantry in Ukraine, round 2 : 11/15 hits, 7.67 expected hits
7 infantry owned by the Russians, 1 fighter owned by the Russians, 11 infantry owned by the AustroHungarians and 4 artilleries owned by the Russians lost in Ukraine
Russians and AustroHungarians reach a stalemate
. Battle score for attacker is 10
Casualties for AustroHungarians: 11 infantry
Casualties for Russians: 4 artilleries, 1 fighter and 7 infantry
Combat Move - AustroHungarians
Place Units - AustroHungarians
1 artillery, 8 infantry and 1 tank placed in Vienna
Turn Complete - AustroHungarians
AustroHungarians collect 41 PUs; end with 42 PUs
Combat Hit Differential Summary :
Russians regular : 3.33
AustroHungarians regular : 1.67
AH5.tsvg it was 12 hits total so I went with one inf and two fighters.
@the_good_captain said in TGC(CP) v DoManMacgee(Entente) [game 6]:
@domanmacgee
it was 12 hits total so I went with one inf and two fighters.
Yeah that’s fine. I miscounted the number of R INF that were alive somehow.
@the_good_captain Game History
Round: 5
Combat Move - Russians
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Neutral_Allied to Ukraine: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Russians from Ukraine: 1 infantry
EDIT: Turning off Edit Mode
2 fighters moved from Ukraine to Tatarstan
4 artilleries, 2 fighters and 11 infantry moved from Tatarstan to Kazakhstan
Combat - Russians
Russians creates battle in territory SZ 10
Combat Move - Russians
Turn Complete - Russians
Combat Hit Differential Summary :
Not much of a move but I guess it stops AH/G from having back to back turns for a bit.
Game History
Round: 5
Puchase Units - Germans
Germans buy 1 artillery, 4 fighters and 7 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
Turning on Edit Mode
EDIT: Removing units owned by Germans from Ruhr: 2 artilleries and 1 infantry
EDIT: Adding units owned by Neutral_True to Ruhr: 1 infantry
EDIT: Adding units owned by British to Kiel: 2 artilleries and 3 infantry
EDIT: Removing units owned by Neutral_Allied from Kiel: 2 artilleries and 3 infantry
EDIT: Adding units owned by Germans to Kiel: 2 artilleries
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Ukraine: 4 infantry
EDIT: Removing units owned by Neutral_Allied from Ukraine: 1 infantry
EDIT: Adding units owned by Neutral_True to Ukraine: 4 infantry
EDIT: Adding units owned by Russians to Ukraine: 1 infantry
EDIT: Turning off Edit Mode
1 infantry moved from Tyrolia to Switzerland
Germans take Switzerland from Italians
2 artilleries moved from Tyrolia to Munich
1 infantry moved from Hanover to Munich
3 artilleries, 8 infantry and 1 tank moved from Berlin to Kiel
3 infantry moved from Silesia to Hanover
6 artilleries and 11 infantry moved from Moscow to Tatarstan
Germans take Tatarstan from Russians
3 artilleries and 7 infantry moved from Karelia to Moscow
Combat - Germans
Battle in Kiel
Germans attack with 5 artilleries, 16 infantry and 1 tank
British defend with 2 artilleries, 3 infantry and 1 port
Germans roll dice for 5 artilleries, 16 infantry and 1 tank in Kiel, round 2 : 8/22 hits, 9.00 expected hits
British roll dice for 2 artilleries and 3 infantry in Kiel, round 2 : 0/5 hits, 2.50 expected hits
2 artilleries owned by the British and 3 infantry owned by the British lost in Kiel
Germans win, taking Kiel from British with 5 artilleries, 16 infantry and 1 tank remaining. Battle score for attacker is 17
Casualties for British: 2 artilleries and 3 infantry
Combat Move - Germans
Place Units - Germans
1 artillery, 4 fighters and 7 infantry placed in Berlin
Turning on Edit Mode
EDIT: Removing units owned by Neutral_True from Ruhr: 1 infantry
EDIT: Adding units owned by Germans to Ruhr: 1 infantry
EDIT: Removing units owned by Neutral_True from Ukraine: 4 infantry
EDIT: Adding units owned by Germans to Ukraine: 4 infantry
EDIT: Turning off Edit Mode
Turn Complete - Germans
Germans collect 36 PUs; end with 36 PUs
Combat Hit Differential Summary :
Germans regular : -1.00
British regular : -2.50
@the_good_captain I made the France turn but got crap die rolls so I’m just gonna give it up now lol. Rhur’s gonna die next turn and after that things are just going to turn into a 6+ turn slog until eventually Rome goes down.
@domanmacgee looking at the TUV and IPC positions, I will generally concur - Pending some kind of massive dice upset.
@the_good_captain Yeah I had lots of stuff go completely sideways on me this time.
I poorly distributed my initial guys in Poland and botched the dice on dealing with the German fleet (in hindsight, I probably should have tried attacking with the R Battleship to try getting a lucky hit in), which more-or-less locked me out of getting any British guys to Karelia in time to impact things at all. That in turn snowballed the Russian front out of control to the point where Russia died way too early, which in turn negated the benefits I’d carved out for myself on the Western Front (you were able to literally send 100% of the German build west on G5, which was basically the last nail in the coffin).
If I were to try that “hold Poland R1” move again, I’d probably have to be content with leaving Ukraine empty, which creates its own problems as I’m sure you can imagine.
@the_good_captain Last note on this: Charging Kiel is an absolutely awful idea due to the extremely devastating impact mines can have on the game if a few go off in an untimely fashion.
@domanmacgee I agree with the Russian battleship move. At this point, its a “fixed” move as the Entente in my opinion.
I’m starting to move towards the opinion that fighting or otherwise being aggressive at all with Russia is perhaps not most optimal. I’m up to twenty games completed now and whenever Russia is belligerent, it seems to go down sooner rather than later - even when the dice are cutting down the middle or even in Russian favor.
Actually, something you said in one of our first games comes to mind. In the game where I botched my understanding of the Revolution, you said something about the “nature of the game mechanics with a large army on defense” and “how much time it takes to grind it down” or words to that effect.
It’s not a complete thought - just a pattern I feel like I’m seeing start to materialize. I’m also close to the opinion that in a KRF, the Russians are going down - they just need to make it to round 8ish to keep the game going. I’m fully aware that you are working on the UK helping Russia strat though and feel there might be something too that. I can’t bring myself to try it just yet as I feel like it waters down UK influence in Turkey and the West - where they are badly needed (in my current opinion).
@the_good_captain said in TGC(CP) v DoManMacgee(Entente) [game 6]:
I’m starting to move towards the opinion that fighting or otherwise being aggressive at all with Russia is perhaps not most optimal. I’m up to twenty games completed now and whenever Russia is belligerent, it seems to go down sooner rather than later - even when the dice are cutting down the middle or even in Russian favor.
Actually, something you said in one of our first games comes to mind. In the game where I botched my understanding of the Revolution, you said something about the “nature of the game mechanics with a large army on defense” and “how much time it takes to grind it down” or words to that effect.
It’s not a complete thought - just a pattern I feel like I’m seeing start to materialize. I’m also close to the opinion that in a KRF, the Russians are going down - they just need to make it to round 8ish to keep the game going. I’m fully aware that you are working on the UK helping Russia strat though and feel there might be something too that. I can’t bring myself to try it just yet as I feel like it waters down UK influence in Turkey and the West - where they are badly needed (in my current opinion).
Alright, I’ll admit that you’ve caught me on these points. I more or less agree with your assessment is that the optimal Russian gameplan (as far as I can tell) is to just hold on for as long as possible while UK tries to kill Ottomans as a form of compensation for Russia dying (I’ve said this much before to both you and in way older threads/youtube videos I’ve commented on). I’ve largely been trying to use these games as means of experimenting with out-of-the-box moves for the Entente in the face of the well-established Central Powers strategy of dog-pilling Russia ASAP (such as the UK convoy into Karelia). Admittedly, though, these alternative strategies haven’t been working out the greatest for me (in most of the games where I’ve won so far, I’ve either gotten you on the technicalities of game mechanics or taken advantage of you getting diced in a critical early battle). With that being said, I’m leaning towards the “traditional” Entente plan of:
With the overall game flow being:
I was/am probably going to make the opposite concession.
This is a bit soon but I have as of this writing played 19 games. In 12 games where I played the CP, I won five and two of those losses were very close games that almost went the way of the CP (almost exactly as you described as regards Rome/Constantinople).
I have played seven games as the Entente and won them all. But its a bit worse than that. I just cleared a game where the Entente lost something like 90% of their starting fleet in the first two turns - a complete and utter disaster and it was STILL a fairly solid Entente win - finished by turn 6-7.
It feels completely intuitive to play the Entente. To play the CP is to play a brittle set of countries that might be able to take one “dicing” in a big battle and that is if you play them immaculately.
To expand, half the time you get a turn from me, I not only took several practice turns, but I have played through the next world turn to project your side. I do this to uncover “the best” move my opponent can make so I am not caught off guard by anything. Of course I do less and less of this as I stack more games but - this game favors the Entente in my opinion. At the very least I will argue that the Entente is more intuitive and more forgiving of poor dice (of course not in certain quantities as we have seen).
*To be clear, this is not my preferred method of play (running my turns several times and then running my opponents turns to make sure its “right”). I’m just doing this to figure out what is going on and what moves are “best”. If axis and allies had a “gym”, then TripleA is where you go to “work out”. I’d like to stack over the board games without all these tools and work on translating these findings into a “real-world” game. I might do so at the 2023 tournaments in LA… anyway
Otherwise, I very much agree with what you just wrote as regards flow. I wouldn’t change a word actually. Well written as usual.
@the_good_captain said in TGC(CP) v DoManMacgee(Entente) [game 6]:
I have played seven games as the Entente and won them all. But its a bit worse than that. I just cleared a game where the Entente lost something like 90% of their starting fleet in the first two turns - a complete and utter disaster and it was STILL a fairly solid Entente win - finished by turn 6-7.
It feels completely intuitive to play the Entente. To play the CP is to play a brittle set of countries that might be able to take one “dicing” in a big battle and that is if you play them immaculately.
That’s an interesting point. I’ve had a similar experience in these games where it takes several screw-ups from the Entente dice-wise before the game is lost but a single bad die roll in Ukraine or on the Ottoman Vs. UK front basically ends the game immediately. That is probably a point in favor of the Entente being favored overall.
I guess my point was more that my initial assessment of the Central Powers’ chances were even more bleak than what you’re outlining here. If you’ve ever looked into them, you’ll find that the LHTR for this game version specifically are a for more drastic departure from the OOB rules then you’ll find in basically any other version of A&A, to the point where it might as well be a completely different game. This is largely due to the view held by the folks on here at that time (~2014) that the Central Powers literally could not win the game under basically any circumstances, barring miraculous dice. Compared to that, saying “The Entente has a major advantage” is still a major improvement for the CP.
To expand, half the time you get a turn from me, I not only took several practice turns, but I have played through the next world turn to project your side. I do this to uncover “the best” move my opponent can make so I am not caught off guard by anything. Of course I do less and less of this as I stack more games but - this game favors the Entente in my opinion. At the very least I will argue that the Entente is more intuitive and more forgiving of poor dice (of course not in certain quantities as we have seen).
*To be clear, this is not my preferred method of play (running my turns several times and then running my opponents turns to make sure its “right”). I’m just doing this to figure out what is going on and what moves are “best”. If axis and allies had a “gym”, then TripleA is where you go to “work out”. I’d like to stack over the board games without all these tools and work on translating these findings into a “real-world” game. I might do so at the 2023 tournaments in LA… anyway
Yikes.
Okay I take the part about being blatantly inferior regarding tactics/fundamentals/etc. back (although that still may be the case!). I was thinking ahead a bit during our games but aside from using Battle Calc I was more-or-less treating these as an Over-the-Board type of deal. I didn’t think to go as far as simulating turns in advance. That’s some rock-solid dedication (especially considering you were juggling multiple games against multiple opponents).
At least now I feel a lot less bad about getting pummeled. If anything, I’m surprised I was able to keep up as well as I did.
@domanmacgee that’s exactly the sentiment I wanted to convey. Your experience with the game definitely came through. You had to school me several times on the rules even (much appreciated btw).
During the Anniversary series I realized I had to run my TripleA games in this way to save time. I needed to learn as many lessons as I could as quickly as I could to get good fast and so playing in the way I described quickly became the standard. Yes, there is a level of dedication. I am particularly motivated with regards to 1914 because even before I played my first game, I saw that most of the YouTube videos on the topic were severely lacking - even the bigger channels seemed to make a mess of things (rules errors were particularly irritating and prevalent). I felt 1914 deserved better than that.
@the_good_captain Yeah 1914 is really REALLY weird with the rules. As you saw during our games I stepped on a lot of rakes myself.
Anyway, if you wanna start up another round I’m game (let’s swap off again though). I won’t be ready to go until tomorrow or Tuesday though.
@domanmacgee lets shoot for wednesday evening? I have a trade show Monday/Tuesday.