@mike64 you have scramble options on three sea zones…
ger 1 attack.tsvg
TGC(CP) v DoManMacgee(Entente) [game 6]
-
@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:
- Russia turtles
- France tries rushing to Alsace/Kiel (if possible)
- UK rushes Ottomans
- Italians hold on as much as possible
- USA funnels guys to either Italy or France as needed.
With the overall game flow being:
- Central Powers kill Russia.
- UK (possibly) kills Ottomans.
- Final showdown happens in either Constantinople or Rome/Paris. If Entente can’t simultaneously get Constantinople and hold the line wherever the CP strikes, they lose, but if they get both they win. I used to be of the opinion that the game was a foregone conclusion in-favor of the Entente, but after getting curb-stomped by you (and watching games where you curb-stomp a good chunk of the forum), I’m starting to think the game might be more even than I originally though. However, I think Entente still might have an edge, but you might just be outright better at fundamentals than I am.
-
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.