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    Topics created by Argothair

    • A

      Glider or Cargo Plane graphic that's suitable for a TripleA unit?

      TripleA Support
      • • • Argothair
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      HeppsH

      And I have created some gliders as well as part of a new game.

      Here’s the link.

      https://forums.triplea-game.org/assets/uploads/files/1527442241367-italian-air-units-sample.png

      Unfortunately I will not be releasing the full spectrum of unit images until the game is complete.

    • A

      Argo's Middleweight Map for 1939 & 1942

      Other Axis & Allies Variants
      • • • Argothair
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      General 6 StarsG

      @argothair said in Argo's Middleweight Map for 1939 & 1942:

      @general-6-stars Ok, thanks for clearing that up. I’m actually in Washington DC these days; I left the west coast. I don’t plan to travel to Wisconsin, but if you’re ever in my neighborhood I’d be happy to buy you a drink and hear more about your thoughts in person.

      In the meantime, please don’t post any more secret calculations on my map feedback thread. If you’re not willing to publicly explain where the numbers come from, then I don’t want the numbers on this thread.

      If anyone has any complaints, concerns, or feature requests, please send them in – otherwise, I will post the game to the server.

      Yep no problem was going by your comment above. I just try to help out most people with suggestions based on test playing. I won’t post nothing no more.

    • A

      I made a TripleA map on my hard drive, but I can't test it because it hasn't been downloaded. Help?

      TripleA Support
      • • • Argothair
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      PantherP

      @CrazyIvan Also for playing online you might want to check out our TripleA forum, especially the stickies there: https://www.axisandallies.org/forums/category/28/triplea-support

    • A

      Simplified Bombers, Flak Guns, and Submarines

      House Rules
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      @axis_roll said in Simplified Bombers, Flak Guns, and Submarines:

      I can see a mega Allied effort to reduce German income:
      UK subs, USA planes (mostly bombers and ftrs)
      There will be many AAA guns and ftrs for Germany… look out for the Russian steamroller coming to (help) bleed Germany dry with stacks of men willing(?) to be thrown to the wolves

      Heh. Yeah, fair point. If the economic warfare becomes too powerful for your taste, you could always add some or all of the following rules:

      intercepting fighters score hits on rolls of 3 or less (4 or less?) submarine raids are capped at half the value of a territory submarine raids are capped at one less than the value of a territory bombing raids are capped at half the value of a territory bombers only attack at 2, making them less of a dual-use unit and therefore less valuable each nation can only send one bomber to bomb each territory each turn
    • A

      Argothair (Axis +0 BM3) vs. Dawgoneit (Allies)

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      D

      @Argothair i’ll take the allies.

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      Plasmaboy2002 (Axis +0) vs. Argothair (Allies) bm3

      League
      • • • Argothair
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      ?

      TripleA Turn Summary: Japanese round 10

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 10 Purchase Units - Japanese Japanese buy 3 armour, 2 destroyers, 3 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Kiangsi to Kwangsi 1 artillery moved from Kiangsi to Kwangsi 1 artillery moved from Kiangsi to Kwangsi 1 armour moved from Suiyuyan to Shensi 1 mech_infantry moved from Chahar to Shensi 1 infantry moved from Jehol to Chahar 1 tactical_bomber moved from Anhwe to Shensi 1 fighter moved from Anhwe to Shensi 1 infantry moved from Anhwe to Kweichow 1 infantry moved from Anhwe to Kweichow 1 tactical_bomber moved from Anhwe to Kweichow 1 fighter moved from Anhwe to Kweichow 1 fighter moved from Anhwe to Kwangsi 1 fighter moved from Anhwe to Kwangsi 1 tactical_bomber moved from Anhwe to Kwangsi 1 fighter moved from Anhwe to Kwangsi 1 mech_infantry moved from Hopei to Kweichow 1 submarine moved from 23 Sea Zone to 25 Sea Zone 1 artillery moved from Japan to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 destroyer moved from 33 Sea Zone to 16 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone 1 infantry moved from 36 Sea Zone to French Indo China 1 artillery moved from 36 Sea Zone to French Indo China 1 carrier moved from 35 Sea Zone to 36 Sea Zone 1 tactical_bomber moved from 35 Sea Zone to 36 Sea Zone 1 fighter moved from 35 Sea Zone to 36 Sea Zone 1 carrier, 1 fighter, 1 submarine and 1 tactical_bomber moved from 33 Sea Zone to 35 Sea Zone 2 battleships, 1 carrier, 1 fighter and 1 tactical_bomber moved from 55 Sea Zone to 35 Sea Zone 1 mech_infantry moved from Kiangsi to 20 Sea Zone 1 mech_infantry and 1 transport moved from 20 Sea Zone to 42 Sea Zone 1 mech_infantry moved from 42 Sea Zone to Java 1 bomber moved from Ceylon to Kweichow 1 artillery moved from New Guinea to Dutch New Guinea Japanese take Dutch New Guinea from ANZAC Combat - Japanese Battle in Java Battle in 25 Sea Zone Japanese attack with 1 submarine Americans defend with 1 transport 1 transport owned by the Americans lost in 25 Sea Zone Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese win, taking Java from Americans with 1 submarine remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in French Indo China Battle in Shensi Japanese attack with 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese roll dice for 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Shensi, round 2 : 1/4 hits, 1.83 expected hits Chinese roll dice for 1 infantry in Shensi, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Shensi Japanese win, taking French Indo China from UK_Pacific, taking Shensi from Chinese with 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Kwangsi Japanese attack with 2 artilleries, 3 fighters, 1 infantry and 1 tactical_bomber British defend with 3 infantry Japanese roll dice for 2 artilleries, 3 fighters, 1 infantry and 1 tactical_bomber in Kwangsi, round 2 : 4/7 hits, 3.17 expected hits Chinese roll dice for 3 infantry in Kwangsi, round 2 : 0/3 hits, 1.00 expected hits 3 infantry owned by the British lost in Kwangsi Japanese win, taking Kwangsi from Chinese with 2 artilleries, 3 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for British: 3 infantry Battle in Kweichow Japanese attack with 1 bomber, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 artillery and 1 infantry Japanese roll dice for 1 bomber, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Kweichow, round 2 : 2/6 hits, 2.33 expected hits Chinese roll dice for 1 artillery and 1 infantry in Kweichow, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Chinese and 1 artillery owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 1 bomber, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7 Casualties for Chinese: 1 artillery and 1 infantry Non Combat Move - Japanese 1 tactical_bomber moved from Kwangsi to Hunan 1 fighter moved from Kwangsi to Hunan 1 fighter moved from Kwangsi to Hunan 1 fighter moved from Kwangsi to Hunan 3 armour and 8 mech_infantrys moved from Kwangtung to Hunan 1 armour moved from Kiangsu to Hunan 1 armour moved from Kiangsu to Hunan 1 armour moved from Kiangsu to Hunan 1 fighter moved from Kweichow to Hunan 1 bomber moved from Kweichow to Hunan 1 tactical_bomber moved from Kweichow to Hunan 1 fighter moved from Shensi to Hunan 1 tactical_bomber moved from Shensi to Hunan 1 artillery moved from Anhwe to Hunan 1 mech_infantry moved from Anhwe to Hunan 1 mech_infantry moved from Anhwe to Hunan 1 infantry moved from Shantung to Anhwe 1 infantry moved from Shantung to Anhwe 1 mech_infantry moved from Jehol to Hunan 1 infantry moved from Manchuria to Jehol 1 infantry moved from Manchuria to Jehol 1 mech_infantry moved from Manchuria to Anhwe 1 mech_infantry moved from Manchuria to Anhwe 1 mech_infantry moved from Manchuria to Anhwe 1 infantry moved from Shantung to Anhwe 1 aaGun moved from Anhwe to Hunan Place Units - Japanese 3 armour placed in Kiangsu 3 mech_infantrys placed in Shantung 1 transport placed in 19 Sea Zone 2 destroyers and 1 submarine placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 2,1 Japanese collect 59 PUs (3 lost to blockades); end with 59 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 62 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 67 PUs

      Combat Hit Differential Summary :

      Chinese : -2.00 Japanese : 0.33

      Savegame

    • A

      Argothair (Axis +0) v. Simon33 (Allies) bm3

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      • • • Argothair
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      Thanks for the game. Perhaps it was a mistake to give you the shot at London G2. I don’t think I’ve ever seen that. UK was stretched pretty thin, but when it held on in London, I think the Axis were pretty doomed, unless Japan could bring out the victory. Would have been a more interesting game if you’d won. USA would have had to go hard to liberate London and Italy would have gone hog wild. I got unlucky in China when it counted and you looked like cleaning them up easily but India wasn’t in any danger anytime soon. USA was in danger of taking back money islands or at least making Japan fight for them.

    • A

      axis_roll vs. Argothair (AA50 Balanced Mod playtest)

      Play Boardgames
      • • • Argothair
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      @axis_roll and I have agreed to a draw in Game 2 after Germany’s 10th move – Axis_roll was still very much enjoying the game, but I felt that we had bogged down into trench warfare, and that we weren’t likely to learn anything more about the NOs by continuing the game further, so axis_roll graciously agreed to end the game early.

      I made a couple of mistakes in the opening, including leaving a vulnerable German force in Finland that Russia was able to crush without real consequences, and building a pair of Italian destroyers in the central Med as a blocking force that didn’t quite pay for itself – Britain was able to send its fighters to the far corners of Africa and then get them back into combat in the Indian Ocean much faster than I was anticipating. I’ve never seen a factory in Egypt crank out two carriers in the Red Sea in the same turn!

      Anyway, we had a lot of fun, and the income was balanced within a few IPCs and likely to stay that way as of round 10. I don’t think axis_roll made any serious mistakes, and I definitely did, so that means the game wasn’t quite balanced – if we wind up in a drawn position with only one player (the Axis) making mistakes, then the rules were favoring the Axis.

      So, to strengthen the Allies further, we’re bumping a couple of Britain’s Pacific NOs from 3 to 5 IPCs each, requiring Italy to put a boat in the water in order to collect its Mare Nostrum NO, and allowing China to collect reinforcements (both its usual infantry and its Burma Road artillery) based on the situation on the board after China’s combat move, just like all the other countries get to collect income based on the way the board looks after their move. The hope is that a more aggressive China will give Japan more trouble in the early game, and a more lucrative India / Australia will allow Britain to spend money in the Pacific without going broke in the Atlantic, so that it will be a viable tactic for Britain to buy a factory in India on UK1 (or perhaps UK2) if fit wants to. It should similarly be a viable tactic for Japan to attack that factory and try to steal it, but victory should not be guaranteed, and making the attempt should create a real problem for Japan in China. More playtesting is needed to determine whether we’ve achieved our goals!

      If anyone wants to playtest this on TripleA, let me know, and maybe I’ll code up the NOs for that software. Thanks for following along! Argothair out.

      7e28e988-f788-42cf-8492-31c0d6f34fcc-image.png

    • Balanced Mod [Anniversary 41]

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      I just tried to addressed to the one of the main complaint about Japan’s power in Anniversary and claimed that having Japan with that power is not a must for maintaining balance but happy to see different income distirbutions with No’s or not.

    • A

      [Global 1940] SiredBlood Rules Summary

      House Rules
      • global 1940 • • Argothair
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      General 6 StarsG

      I can text you pics of the map too if you need.
      You could look at map Sat if u wanted to show and play allies with me. I got a Gib plan too that u kinda wanted to try.

    • A

      J1 Attack + German Submarine Warfare?

      Axis & Allies Global 1940
      • • • Argothair
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      I kind of think its crazy to leave the UK with large expensive THREE capital ships that you could easily sink and only lose your subs and maybe a plane or the battleship.  At the very least I can see the value in trying to do the battleship retreat.

      If you really wanted to convoy UK into oblivion, I’d plan on Barbarossa G3 or G4… buy the G1 bomber and carrier.  Kill as much fleet as you can, retreat the German battleship if there is only 1 UK ship.  2 subs at Canada, ignore cruiser down south… G2 buy depends on if the battleship is alive but you need a destroyer and bombers and 2 or more subs.  1 sub is for sz 125, the destroyer for the Russians, 1+ sub joins the bombers in killing anything at Gibraltor.

      I’d also consider taking S. France on G1 so on G2 you can build a carrier and transport there, which protects the Italian fleet and can help out with ground forces.  Puts more pressure on UK in Africa to push their spending all over, not concentrated.

      By G3 you’ve got an idea whether you can get away with convoy sz 109.  Maybe the German carrier heads north after turn 3 if Italy gets things under control quickly.

      Or if things don’t go Italy’s way, they can buy subs to hit things off Gibraltor, too.

    • A

      Detailed Outline for J4 Attack on India?

      Axis & Allies Global 1940
      • • • Argothair
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      Very late to the party here but I don’t think I’ve ever seen a J4 take down of India in about 200 games played. I can’t see the model which allows it. If you miss the J3 window, which the allies might be able to close with a UK1 Burma stack, you’re talking about a J5 attack, assuming a J1 DOW. J5 all the Japanese coastal troops from Jehol to Kwangsi are in range walking overland. That’ll kill anyone barring ridiculous dice or Axis stuff ups.

      I’m not completely sure of the distinction between J3 and J4 other than 2-3 extra inf on India but maybe that small number of inf really does change things. Probably does given that you’re normally losing planes to take India down J3 if it isn’t evacuated.

    • A

      Argo's Custom Unit Roster

      House Rules
      • • • Argothair
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      I’d rather have cheaper, defenseless transport planes myself.

      I think that’s totally reasonable, Midnight_Reaper. You could introduce cheaper air transports into this roster without breaking anything important. My preference is for more expensive air transports because the extra price thematically represents (a) the up-front cost of developing the technology and tactics (nobody has to spend money on researching paratroopers for this roster), and (b) the relatively limited supply of air transport available during World War II. There’s a fun little article below about how most of the American Air Force’s transports were either hastily converted civilian planes, or wooden gliders manufactured in piano factories. If the Americans had to make do with makeshift equipment, you can only imagine what the Italians were using.

      https://amcmuseum.org/history/world-war-ii-transport-and-troop-carrier/

      Strategically, air transports provide a much deeper threat into enemy territory that requires a much larger garrison. E.g. if you put an assault boat in the English Channel, it threatens Normandy, Holland, Norway, Hanover, and Denmark. If you put an air transport in London, it threatens all of those plus Paris, Marseilles, Gibraltar, Morocco, Milan, Berlin, Poland, Finland, Austria, and Czechoslovakia. It’s not that I expect anyone to fly many air transports into a battle to use as fodder; it’s just that spending 12 bucks on one air transport can force your opponent to spend more than 12 bucks on extra defending infantry.

      In terms of rules simplicity, I have tried to eliminate the concept of the “defenseless unit” from my unit roster. I find automatic combat losses to be something of a downer, and I’d rather use that spot in the rulebook for a more interesting rule.

      All of that said, again, this is mostly personal preference – if you want a $9 defenseless air transport with 4 movement, that’s almost certainly fine.

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      G40L18 BM3.0 (Axis +0) Argothair v. Dawgoneit

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      Oh, and if I’m Axis, then Germany’s first buy is 1 carrier, 1 transport, 1 infantry, and 1 artillery.

      If you’re Axis, here’s the files you’ll need for Germany’s turn.

      Argothair v Dawgoneit Game Start.png
      G40 2nd Edition Default Setup.AAM

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      Handling Japan vs. Americans + Siberians + Yunnan Stack

      Axis & Allies Global 1940
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      JenniferJ

      Pretty much all Japan can do against a concerted effort - keep em distracted and hope Germany can win.

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      [Global 1940] Alternate Vichy Rules

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      @Ichabod:

      What�s wrong with the Vichy rulesin BM3 which are regularly played?

      Nothing. This is just another option.

    • A

      [AE50] Training Scenarios

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      USS NevadaU

      These look good, I’ll definitely give them a try. I love the simplified rules but the feel of A&A is still there. I have a few people in mind who might like these because they are overwhelmed on the full board.

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      [Anniversary Ed.] More Sea Zones between Japan and Egypt?

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      I wouldn’t, no. I think the fact the you can’t sail from Crete to Calcutta in one turn is a feature, not a big.

      I’m also not sure the UK needs a free starting factory with these map changes.

      You do you, though. :-)

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      Basic Russian Opening Strategy

      Axis & Allies 1942 2nd Edition
      • • • Argothair
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      Hi Argothair,

      I like to have more tanks so they can work as a group and help defending India, China and Key Russia territories at the same time when needed.  4 is a bit too little to me and 6-8 makes a decent number to strike back.  I like the mobility of tanks as well as its better attack/defense power.  Also, in round 2, Germany has less chance to stack the Karelia if I have 6 tanks available compared to 4 tanks.

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      Pact of Steel 3? Need Feedback on New Map

      Other Axis & Allies Variants
      • • • Argothair
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      Good Action Argo ! Sounds way cool. Do you plan on making a triplea version ?

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