@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.