Back to the UK.
12:03am, June 9th.
Posts made by CrazyIvan
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RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
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RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
TripleA Turn Summary: Japanese round 4
TripleA Turn Summary for game: World War II v3 1941, version: 1.7
Game History
Round: 4 Purchase Units - Japanese Japanese repair damage of 4x factory; Remaining resources: 58 PUs; 0 techTokens; Japanese buy 1 armour, 2 fighters and 11 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat Move - Japanese 1 infantry moved from Borneo to 49 Sea Zone 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 transport moved from 48 Sea Zone to 52 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 fighters, 3 infantry and 2 transports moved from 50 Sea Zone to 52 Sea Zone 3 infantry moved from 52 Sea Zone to Wake Island 1 artillery moved from 52 Sea Zone to Wake Island 4 fighters moved from 52 Sea Zone to Wake Island 1 infantry and 1 transport moved from 49 Sea Zone to 48 Sea Zone 1 armour moved from New Guinea to 48 Sea Zone 1 armour, 1 infantry and 1 transport moved from 48 Sea Zone to 46 Sea Zone 1 armour moved from 46 Sea Zone to Solomon Islands Japanese take Solomon Islands from British 1 infantry moved from 46 Sea Zone to Solomon Islands 2 armour moved from Egypt to Trans-Jordan 1 artillery and 2 infantry moved from India to Persia 2 fighters moved from 35 Sea Zone to Persia 2 fighters moved from Ningxia to Chinghai 1 artillery and 2 infantry moved from Buryatia S.S.R. to Soviet Far East Combat - Japanese Battle in Chinghai Japanese attack with 2 fighters Russians defend with 1 armour Japanese roll dice for 2 fighters in Chinghai, round 2 : 1/0 hits, 1.00 expected hits Chinese roll dice for 1 armour in Chinghai, round 2 : 0/1 hits, 0.50 expected hits 1 armour owned by the Russians lost in Chinghai Japanese win with 2 fighters remaining. Battle score for attacker is 5 Casualties for Russians: 1 armour Battle in Trans-Jordan Japanese attack with 2 armour Russians defend with 1 infantry Japanese roll dice for 2 armour in Trans-Jordan, round 2 : 1/0 hits, 1.00 expected hits British roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Trans-Jordan Japanese win, taking Trans-Jordan from British with 2 armour remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Persia Japanese attack with 1 artillery, 2 fighters and 2 infantry Russians defend with 2 infantry Japanese roll dice for 1 artillery, 2 fighters and 2 infantry in Persia, round 2 : 2/1 hits, 1.83 expected hits British roll dice for 2 infantry in Persia, round 2 : 0/1 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Persia Japanese win, taking Persia from British with 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Battle in Soviet Far East Japanese attack with 1 artillery and 2 infantry Russians defend with 2 infantry Japanese roll dice for 1 artillery and 2 infantry in Soviet Far East, round 2 : 1/1 hits, 0.83 expected hits Russians roll dice for 2 infantry in Soviet Far East, round 2 : 1/1 hits, 0.67 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Soviet Far East Japanese roll dice for 1 artillery and 1 infantry in Soviet Far East, round 3 : 0/1 hits, 0.67 expected hits Russians roll dice for 1 infantry in Soviet Far East, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery and 1 infantry in Soviet Far East, round 4 : 0/1 hits, 0.67 expected hits Russians roll dice for 1 infantry in Soviet Far East, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery and 1 infantry in Soviet Far East, round 5 : 1/1 hits, 0.67 expected hits Russians roll dice for 1 infantry in Soviet Far East, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Soviet Far East Japanese win, taking Soviet Far East from Russians with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for Russians: 2 infantry Battle in Wake Island Japanese attack with 1 artillery, 4 fighters and 3 infantry Americans defend with 1 infantry Japanese roll dice for 2 battleships and 1 cruiser in Wake Island, round 2 : 2/1 hits, 1.83 expected hits Americans roll dice for 1 infantry in Wake Island, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Wake Island Japanese win, taking Wake Island from Americans with 1 artillery, 4 fighters and 2 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Americans: 1 infantry Non Combat Move - Japanese 4 fighters moved from Wake Island to 52 Sea Zone 2 submarines moved from 62 Sea Zone to 52 Sea Zone 1 destroyer moved from 62 Sea Zone to 52 Sea Zone 2 fighters moved from Chinghai to Kiangsu 2 fighters moved from Persia to 35 Sea Zone Place Units - Japanese 1 armour and 1 infantry placed in Egypt 4 infantry placed in East Indies 2 fighters and 6 infantry placed in Japan Turn Complete - Japanese Japanese collect 46 PUs; end with 46 PUs Japanese collect 2 PUs from War Bonds; end with 48 PUs Objective 2: Japanese met a national objective for an additional 5 PUs; end with 53 PUs Objective 3: Japanese met a national objective for an additional 5 PUs; end with 58 PUs Objective 1: Japanese met a national objective for an additional 5 PUs; end with 63 PUsCombat Hit Differential Summary :
British : -1.00 Americans : 0.67 Chinese : -0.50 Russians : -0.67 Japanese : -0.50 -
RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
Ok, on to turn #4 for Russia.
11:36 pm, June 8th. -
RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
TripleA Turn Summary: Germans round 4
TripleA Turn Summary for game: World War II v3 1941, version: 1.7
Game History
Round: 4 Research Technology - Germans Germans spend 0 on tech rolls Germans rolls : 0/1 hits, 0.00 expected hits Purchase Units - Germans Germans repair damage of 6x factory; Remaining resources: 32 PUs; 1 techTokens; Germans buy 2 artilleries and 8 infantry; Remaining resources: 0 PUs; 1 techTokens; Combat Move - Germans 1 infantry moved from Baltic States to East Poland 3 infantry moved from Poland to East Poland 3 fighters moved from Norway to East Poland 1 bomber moved from Norway to East Poland 7 armour, 4 artilleries and 8 infantry moved from Baltic States to Karelia S.S.R. 7 infantry moved from Norway to Finland 2 infantry moved from France to 13 Sea Zone 2 infantry and 1 transport moved from 13 Sea Zone to 18 Sea Zone 2 infantry moved from 18 Sea Zone to Brazil Germans take Brazil from Americans Combat - Germans Battle in East Poland Germans attack with 1 bomber, 3 fighters and 4 infantry Russians defend with 5 infantry Germans roll dice for 1 bomber, 3 fighters and 4 infantry in East Poland, round 2 : 3/1 hits, 2.83 expected hits Russians roll dice for 5 infantry in East Poland, round 2 : 2/1 hits, 1.67 expected hits 3 infantry owned by the Russians and 2 infantry owned by the Germans lost in East Poland Germans roll dice for 1 bomber, 3 fighters and 2 infantry in East Poland, round 3 : 3/1 hits, 2.50 expected hits Russians roll dice for 2 infantry in East Poland, round 3 : 1/1 hits, 0.67 expected hits 2 infantry owned by the Russians and 1 infantry owned by the Germans lost in East Poland Germans win, taking East Poland from Russians with 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 3 infantry Casualties for Russians: 5 infantry Battle in Finland Germans attack with 7 infantry Russians defend with 1 infantry Germans roll dice for 7 infantry in Finland, round 2 : 1/1 hits, 1.17 expected hits Russians roll dice for 1 infantry in Finland, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Finland Germans win, taking Finland from Russians with 7 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Karelia S.S.R. Germans attack with 7 armour, 4 artilleries and 8 infantry British defend with 1 bomber and 1 fighter; Russians defend with 1 aaGun, 2 armour, 1 artillery, 1 factory and 9 infantry Germans roll dice for 7 armour, 4 artilleries and 8 infantry in Karelia S.S.R., round 2 : 7/1 hits, 7.50 expected hits Russians roll dice for 2 armour, 1 artillery, 1 bomber, 1 fighter and 9 infantry in Karelia S.S.R., round 2 : 5/1 hits, 5.17 expected hits 7 infantry owned by the Russians and 5 infantry owned by the Germans lost in Karelia S.S.R. Germans roll dice for 7 armour, 4 artilleries and 3 infantry in Karelia S.S.R., round 3 : 6/1 hits, 5.83 expected hits Russians roll dice for 2 armour, 1 artillery, 1 bomber, 1 fighter and 2 infantry in Karelia S.S.R., round 3 : 3/1 hits, 2.83 expected hits 2 infantry owned by the Russians, 2 armour owned by the Russians, 1 artillery owned by the Russians, 3 infantry owned by the Germans and 1 bomber owned by the British lost in Karelia S.S.R. Germans roll dice for 7 armour and 4 artilleries in Karelia S.S.R., round 4 : 5/1 hits, 4.83 expected hits Russians roll dice for 1 fighter in Karelia S.S.R., round 4 : 1/1 hits, 0.67 expected hits 1 artillery owned by the Germans and 1 fighter owned by the British lost in Karelia S.S.R. Germans win, taking Karelia S.S.R. from Russians with 7 armour and 3 artilleries remaining. Battle score for attacker is 35 Casualties for Germans: 1 artillery and 8 infantry Casualties for Russians: 2 armour, 1 artillery and 9 infantry Casualties for British: 1 bomber and 1 fighter Non Combat Move - Germans 1 bomber and 3 fighters moved from East Poland to Poland 1 bomber moved from Poland to France 2 infantry moved from Germany to France Place Units - Germans 6 infantry placed in France 2 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 38 PUs; end with 38 PUs Germans collect 3 PUs from War Bonds; end with 41 PUs Objective 1: Germans met a national objective for an additional 5 PUs; end with 46 PUs Objective 3: Germans met a national objective for an additional 5 PUs; end with 51 PUsCombat Hit Differential Summary :
Germans : 0.33 Germans rolls : : 0.00 Russians : 0.67 -
RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
Ok, back to the US turn.
8:02 pm, June 8th. -
RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
TripleA Turn Summary: Italians round 3
TripleA Turn Summary for game: World War II v3 1941, version: 1.7
Game History
Round: 3 Purchase Units - Italians Italians buy 3 armour and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat Move - Italians 1 artillery moved from Gibraltar to 13 Sea Zone 1 infantry moved from Morocco Algeria to 13 Sea Zone 1 artillery, 1 infantry and 2 transports moved from 13 Sea Zone to 14 Sea Zone 2 infantry moved from Italy to 14 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 14 Sea Zone to 16 Sea Zone 2 cruisers moved from 13 Sea Zone to 16 Sea Zone 1 battleship moved from 13 Sea Zone to 16 Sea Zone 2 armour moved from Italy to Bulgaria Romania 1 armour moved from Poland to Bulgaria Romania 1 artillery and 3 infantry moved from 16 Sea Zone to Bulgaria Romania 1 armour moved from Anglo-Egypt Sudan to French West Africa Italians take French Equatorial Africa from British Italians take French West Africa from British Combat - Italians Battle in Bulgaria Romania Italians attack with 3 armour, 1 artillery and 3 infantry Russians defend with 1 armour and 6 infantry Italians roll dice for 1 battleship and 2 cruisers in Bulgaria Romania, round 2 : 1/1 hits, 1.67 expected hits Italians roll dice for 3 armour, 1 artillery and 3 infantry in Bulgaria Romania, round 2 : 3/1 hits, 2.50 expected hits Russians roll dice for 1 armour and 6 infantry in Bulgaria Romania, round 2 : 3/1 hits, 2.50 expected hits 4 infantry owned by the Russians and 3 infantry owned by the Italians lost in Bulgaria Romania Italians roll dice for 3 armour and 1 artillery in Bulgaria Romania, round 3 : 2/1 hits, 1.83 expected hits Russians roll dice for 1 armour and 2 infantry in Bulgaria Romania, round 3 : 1/1 hits, 1.17 expected hits 2 infantry owned by the Russians and 1 artillery owned by the Italians lost in Bulgaria Romania Italians roll dice for 3 armour in Bulgaria Romania, round 4 : 1/1 hits, 1.50 expected hits Russians roll dice for 1 armour in Bulgaria Romania, round 4 : 1/1 hits, 0.50 expected hits 1 armour owned by the Russians and 1 armour owned by the Italians lost in Bulgaria Romania Italians win, taking Bulgaria Romania from Russians with 2 armour remaining. Battle score for attacker is 5 Casualties for Italians: 1 armour, 1 artillery and 3 infantry Casualties for Russians: 1 armour and 6 infantry Non Combat Move - Italians Place Units - Italians 3 armour and 3 infantry placed in Italy Turn Complete - Italians Italians collect 13 PUs; end with 13 PUs Italians collect 3 PUs from War Bonds; end with 16 PUs Objective 1: Italians met a national objective for an additional 5 PUs; end with 21 PUs Objective 2: Italians met a national objective for an additional 5 PUs; end with 26 PUsCombat Hit Differential Summary :
Italians : -0.50 Russians : 0.83 -
RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
@gribble said in AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!:
Russia is making some inroads on the Reich. This game is more interesting as I’m getting stomped a little less.
Heh heh, I’m hoping I don’t end up regretting trying the big Industrial expansion I did early on.
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RE: NYC Dad & Son (12) ISO A&A 1942 Mentorposted in Player Locator
I’m not able to ‘Mentor’ anyone, nor am I in NYC, but I am curious about exactly which A&A games you own and are talking about? Here is a link from Wikipedia. Axis and Allies Franchise.
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RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
TripleA Turn Summary: Japanese round 3
TripleA Turn Summary for game: World War II v3 1941, version: 1.7
Game History
Round: 3 Research Technology - Japanese Japanese spend 0 on tech rolls Japanese rolls : 1/1 hits, 0.00 expected hits Japanese removing all Technology Tokens after successful research. Japanese discover Heavy Bomber Activate Technology - Japanese Japanese activating Heavy Bomber Purchase Units - Japanese Japanese buy 2 armour, 1 destroyer, 1 factory and 2 submarines; Remaining resources: 0 PUs; 0 techTokens; Combat Move - Japanese 2 fighters moved from Kiangsu to Chinghai 2 infantry moved from Sikang to Chinghai 2 infantry moved from Ningxia to Chinghai 1 infantry moved from Philippine Islands to 50 Sea Zone 1 infantry and 1 transport moved from 50 Sea Zone to 49 Sea Zone 1 infantry moved from 49 Sea Zone to Borneo Japanese take Borneo from British 1 armour moved from Philippine Islands to 50 Sea Zone 1 armour, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 transport moved from 50 Sea Zone to 48 Sea Zone 1 armour moved from 48 Sea Zone to New Guinea Japanese take New Guinea from British 1 artillery and 3 infantry moved from Manchuria to Buryatia S.S.R. 1 artillery moved from Japan to 62 Sea Zone 3 infantry moved from Japan to 62 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 fighters, 3 infantry and 2 transports moved from 62 Sea Zone to 50 Sea Zone 1 artillery and 1 infantry moved from Egypt to 34 Sea Zone 2 infantry moved from Trans-Jordan to 34 Sea Zone 1 artillery, 1 carrier, 2 fighters, 3 infantry and 3 transports moved from 34 Sea Zone to 35 Sea Zone 1 artillery and 3 infantry moved from 35 Sea Zone to India 2 fighters moved from 35 Sea Zone to India 1 infantry moved from Burma to India Combat - Japanese Battle in Chinghai Japanese attack with 2 fighters and 4 infantry Chinese defend with 1 infantry; Russians defend with 1 armour and 2 infantry Japanese roll dice for 2 fighters and 4 infantry in Chinghai, round 2 : 2/1 hits, 1.67 expected hits Chinese roll dice for 1 armour and 3 infantry in Chinghai, round 2 : 2/1 hits, 1.50 expected hits 2 infantry owned by the Japanese, 1 infantry owned by the Russians and 1 infantry owned by the Chinese lost in Chinghai Japanese roll dice for 2 fighters and 2 infantry in Chinghai, round 3 : 1/1 hits, 1.33 expected hits Chinese roll dice for 1 armour and 1 infantry in Chinghai, round 3 : 1/1 hits, 0.83 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Chinghai Japanese roll dice for 2 fighters and 1 infantry in Chinghai, round 4 : 2/1 hits, 1.17 expected hits Chinese roll dice for 1 armour in Chinghai, round 4 : 0/1 hits, 0.50 expected hits 1 armour owned by the Russians lost in Chinghai Japanese win, taking Chinghai from Chinese with 2 fighters and 1 infantry remaining. Battle score for attacker is 5 Casualties for Japanese: 3 infantry Casualties for Chinese: 1 infantry Casualties for Russians: 1 armour and 2 infantry Battle in Buryatia S.S.R. Japanese attack with 1 artillery and 3 infantry Russians defend with 1 infantry Japanese roll dice for 1 artillery and 3 infantry in Buryatia S.S.R., round 2 : 1/0 hits, 1.00 expected hits Russians roll dice for 1 infantry in Buryatia S.S.R., round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Buryatia S.S.R. Japanese win, taking Buryatia S.S.R. from Russians with 1 artillery and 2 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Russians: 1 infantry Battle in India Japanese attack with 1 artillery, 2 fighters and 4 infantry British defend with 1 aaGun, 1 artillery and 3 infantry AA fire in India : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery, 2 fighters and 4 infantry in India, round 2 : 2/1 hits, 2.17 expected hits British roll dice for 1 artillery and 3 infantry in India, round 2 : 1/1 hits, 1.33 expected hits 1 infantry owned by the Japanese and 2 infantry owned by the British lost in India Japanese roll dice for 1 artillery, 2 fighters and 3 infantry in India, round 3 : 2/0 hits, 2.00 expected hits British roll dice for 1 artillery and 1 infantry in India, round 3 : 1/1 hits, 0.67 expected hits 1 infantry owned by the Japanese, 1 artillery owned by the British and 1 infantry owned by the British lost in India Japanese win, taking India from British with 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for British: 1 artillery and 3 infantry Non Combat Move - Japanese 2 fighters moved from India to 35 Sea Zone 2 fighters moved from Chinghai to Ningxia Place Units - Japanese 2 armour placed in Egypt 1 destroyer and 2 submarines placed in 62 Sea Zone 1 factory placed in East Indies Turn Complete - Japanese Japanese collect 45 PUs; end with 45 PUs Japanese collect 2 PUs from War Bonds; end with 47 PUs Objective 2: Japanese met a national objective for an additional 5 PUs; end with 52 PUs Objective 3: Japanese met a national objective for an additional 5 PUs; end with 57 PUs Objective 1: Japanese met a national objective for an additional 5 PUs; end with 62 PUsCombat Hit Differential Summary :
British : 0.00 Japanese rolls : : 1.00 Chinese : 0.17 Russians : 0.67 AA fire in India : : -0.33 Japanese : 0.67 -
RE: AE 1941, testing game, CrazyIvan (Axis) vs Xlome_00 (Allies).posted in Play Boardgames
TripleA Turn Summary: Germans round 1
TripleA Turn Summary for game: World War II v3 1941, version: 1.7
Game History
Round: 1 Research Technology - Germans Germans spend 10 on tech rolls Germans rolls : 1/1 hits, 0.00 expected hits Germans removing all Technology Tokens after successful research. Germans discover Increased Factory Production Activate Technology - Germans Germans activating Increased Factory Production Purchase Units - Germans Germans buy 7 infantry; Remaining resources: 0 PUs; 0 techTokens; Place Units - Germans 7 infantry placed in Germany Turn Complete - Germans Germans collect 31 PUs; end with 31 PUs Objective 1: Germans met a national objective for an additional 5 PUs; end with 36 PUsCombat Hit Differential Summary :
Germans rolls : : 1.00 -
RE: AE 1941, testing game, CrazyIvan (Axis) vs Xlome_00 (Allies).posted in Play Boardgames
Testing Forum poster
Test summary from TripleA, engine version: 1.9, time: 1:08:45 PM
Savegame -
AE 1941, testing game, CrazyIvan (Axis) vs Xlome_00 (Allies).posted in Play Boardgames
Ok, so after a conversation, we have decided to try mixing things up and bit and getting a PBF game going, and testing if ‘online’ mode can be used to do one’s turns in PBF games.
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RE: Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2posted in Play Boardgames
Well, lord knows I need all the help I can get, lol. But like the man said, the only way to get better at a thing, is to keep doing a thing. For game three, I’m thinking some thoughts about what to do differently, but hopefully I can learn from my mistakes and their strategies, and start giving a better account of myself. Even turn 3-4 would be an improvement over currently. :)
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RE: Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2posted in Play Boardgames
Nice! I’ll be sure to check out those game, as so far I have not lasted even to turn 3.
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RE: Chicago, IL area players ?posted in Player Locator
Also, you may wish to post in this Thread. :)
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RE: Chicago, IL area players ?posted in Player Locator
Well hello! I’m not interested in in person games, as my health is not so good these days, but I thought I would stop by an greet a fellow A&A player new to the boards!
Currently, I own classic (the 1980’s version) that I learned on, and recently purchased the Anniversary Edition game as well, and have been playing the 1941 startup version using the TripleA electronic game engine, which allows players to play from anywhere in the world in three formats.
So far, I have not played ‘online’, as that is played live and in real time, but I’m starting to enjoy playing PBF & PBEM formats. Play By Forum takes a little bit of setting up (very little), while Play By E-Mail is also interesting.
@Panther and @djensen will probably drop by shortly and officially welcome you to the board, as well as point you in the right direction for whatever you are looking for!
Again, welcome aboard!
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RE: 👋 Introduce or Re-Introduce Yourself (Current)posted in Welcome
@dazedwit Welcome! I’m also new here, and glad to see another new member!
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RE: Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2posted in Play Boardgames
Anything is possible, of course.
@AcesWild5049 said in Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2:
You are the first I’ve heard to offer that RR breaks the game in favor of the axis.
I should probably clarify that, it doesn’t break the game in favor of the axis, it breaks the game for the Russian player, in a 5 player game.
Without it, the game very nearly is broken in favor of the allies due to the ahistorical R1 Ukraine attack.
I’ll agree, if you have a completely unrestricted Russia, then the game is indeed likely to be short and one sided, so something needs to be done, but does it have to be something that totally removes the Russian players ability to get their licks in? That is what I am saying. Keep the Russians in the game, keep folks playing the game. 2-4 players, not as big a deal, 5 players, and the fellow that draws the short straw is going to find something else to play. :(
You have mentioned a couple times the ahistorical nature of the Russian first turn, but I have a bigger concern, and that is the ahistorical axis conquest of the Mediterranean sea and north Africa. In game terms, yes, we need Germany to have a chance to expand into africa, but does this have to mean a virtually free ride? In the one game I have played so far where this happened, the allies lost 2BB, 2TR, 1SS for just one german sub, and then lost an infantry and tank in egypt for free. I cannot see 2 russian tanks being a threat to egypt in that situation, unless the UK can recapture, and to do that they likely need to forgo killing the German transport/BB. The other issue, at least to my mind, which is after all that of a long time player of the game against people even worse at it than me, is that something needs be done about the allies being able to “shuck-shuck” troops over to europe, and to me, that means trying to develop house rules that, should they prove to be good enough, might just become the next set of ‘optional rules’ for the game. But again, that would require me to be able to get folks playing classic in the first place…
For the record, I’ve lost as many games as I’ve won as the axis using RR and @Avin and @DizzKneeLand, who were my regular opponents, both agree and, further, have started to convince me that the axis needs even more help than just RR.
Keep in mind, my only experience playing classic against someone who knows how to play the game, is the two games I’ve played with you! I played for 30 years, and no one really had their defecation coagulated, and right now, folks won’t even play classic at all, so It’s not like I’m going to be able to playtest my ideas. :(
I have ideas for how to give that more help, but that involves a house rule pertaining to multi-national fleets, and without anyone to work with at playtesting, I cannot tell if my ideas are really going to work out or not. So I guess I would welcome the opportunity to learn how you folks are playing, by playing or at least being able to watch via PBF save game files. Or something. :)
I’m really opposed to the concept of low-luck dice and house rules. I don’t mind playing games of classic with you by any means but it doesn’t sound like a collaboration will bear any fruit.
When I first watched your YouTube video series, I was impressed with the time and effort that you put forth, in explaining things and making your points.
What I hope to do is learn what everyone else already knows about classic, and go from there in making changes that restore the fun and popularity of the game, so folks will want to play it.For me, a guy that used to be a fairly good amature chess player, back in the day when my health was not affecting my brain, I love the strategy part of strategy games, but like to restrict luck to a minor role, rather than being the central actor of the game.
Then too, there is a difference in playing a game in person, where 12 die rolls ending up in 6 1’s is a kodak moment as opposed to just sitting at the keyboard and shaking your head, lol. In person, playing the game as designed is entertaining, as it’s a social event. Playing online, though, the cold random number generator of fate isn’t as entertaining.
You mentioned that you don’t like LL, but have you played very much with that? In person, classic has the column rolling system, and that works well, but online, the dice servers seem, in my admittedly limited experience, much over prone to shooting down my bombing raids, while never hitting the AI’s bombers.:jack_o_lantern: LL does limit the whole “Lucky shot, Sir!” kind of thing, but some fundamental work would need to be done to fix the game, when the special cases come up, sub first shot, and AA fire.
I think RR pretty much balances the game as of this writing. If the axis need a boost, the adjustments I would make would be adding one German infantry to the Ukraine and removing one soviet infantry from Evenki National Okrug, that’s it. That’s as intense as it would need to get IMO.
I can see what you are saying, and perhaps with more experience playing the game online, and not just solely with the current incarnation of RR, I could provide some interesting ideas that may lead to renewed interest in classic, but any such thing would need to provide new, fresh ideas for balancing things out.
Anyway, I’ve gotten way off topic here, and will be creating game three on Tuesday, June 11th and continue my education on what NOT to do as the allies playing a master axis player @AcesWild5049
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RE: Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2posted in Play Boardgames
I’m about to get nailed in my other game, I think. Took a risk, and may have to pay for it.
Ok, back to our latest game:
@AcesWild5049 said in Classic 2nd edition, CrazyIvan (Allies) vs AcesWild (Axis), RR no bid regular dice, Game 2:
yes, the dice were hot for the Germans when the actual capital attack occurred, not on the karelia attack. in fact, you brought down two fighters with the AA gun. That one came through almost exactly par for the course.
I noticed the extra fighter loss (two AA hits out of 6) in the Karelia battle, but have to disagree with the assessment that the dice were not ‘hot’ in that battle, as well. I’ll post an analysis via screen shots of the ingame dice rolls. I’m not great at that, so it may be some time before I can get them up and running, and if gribble hits me tonight, I’ll have to respond, so it may not be till tomorrow…heh heh, it’s already tomorrow, lol. That said, even had you suffered bad luck instead of good luck in the Karelia battle, it is almost always going to be a German win, the only question is what they have left, and if the UK can come in and retake.
And to go a step further, on the entirety of turn one, of the 10 dice where you needed a four or less to secure a hit, you did so 9 out of 10 times. All your other columns were more or less on par. I record all the hit stats and will publish them after I rack up more games but would be willing to share them with you if you give me an email to send them to.
I did? :)
Just to clarify, during the battle for Moscow, I agree I had very good luck with the 3 column, but 60% of the time, I would have had the same result, it was just a matter of what was left over and I was ready to burn my entire air force to save one tank and secure that territory.
Oh, I agree. Both the Karelia and Russia battles were likely German wins, but that is what happens when we break the game with the whole RR. If we play without RR, the Germans are not handed a choice of which (freebie) they want to pursue in a particular game, but have to make some hard choices.
I’ve seen Russia be able to be as badly over aggressive that the game ends early on, like ours just did, but I think that there are three areas I would address to try to balance out the game, and those would be a less restrictive RR, LL vs regular dice, and the house rule stuff I’m working on for the naval situation.
Basically, the way I see it is that with the current RR rule, Russia has to turtle up, and the most daring thing they be allowed to do is, (maybe) send some tanks to the middle east, instead of, you know, getting some licks in! :)
Otherwise, can you imagine a 5 player game, where one player is stuck with playing a RR Russia? No one is going to enjoy that experience, with the possible exception of experts, and that is likely as not going to kill the game. If no one wants to play Russia, and folks start to drop out for having to play that way, then the game dies (as it has). Make the RR less restrictive, and more folks will be willing to at least try their hand at Russia, what with only one hand tied behind their back. :)
Anyway, I don’t like to lose (especially in less than two turns), but I do want to work with you towards a fun and balanced version of classic! Hopefully, we can succeed in getting a variation that works for most folks, and brings this great game back into popularity.
I have some work to do from now till tuesday, and so will have to wait till next week to start our game three. What is your playing time calendar looking like next week? :)
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RE: AE, CrazyIvan (Axis) vs gribble (Allies), All have War Bonds at the start of the game!posted in Play Boardgames
Ok, so G3 is done, and Russia looks poised to make me pay dearly for the extra IC’s on my previous turn. May have been a bad gamble, but fun to try. :)
11:43 pm, June 6th.