i would like to see hawaii and australia and caucases having vc’s
i still think hold 'em for a full round eleminates alot of the imbalance of an 8vc game
but i do admit it still tends to force a race to moscow
i would like to see hawaii and australia and caucases having vc’s
i still think hold 'em for a full round eleminates alot of the imbalance of an 8vc game
but i do admit it still tends to force a race to moscow
with equal skill levels i don’t see an allied victory unless the axis must hold india and karelia through the following round (ala d-day) which is how are groups has played since the first few games
the simplest fix is for axis to hold 8 cities THROUGH the next round, giving allies a full round to retake one. i think the idea of VC’s is to change the point of attack from moscow to ANYTHING different. the OOB rules don’t accomplish this and neither does 9 VC games because moscow is the 9th city 99% of the time.
Yeah, Im still in highschool.
sarcasm can, i see, be lost when put into writing.
but seriously that type of comment is pretty juvenile and only reinforces negative opinions of you m
+1 allied sub = -1 allied transport
if germany can get both uk and usa to spend more on capital ships than they did(each) it is a good return on invetsment
anyone crazy enough to go g1 bb+cv? :-o
think of the possibilities :evil:
i have done this, it is fun :mrgreen:
throws a real monkey wrench into the atlantic with those 2 bb soaking hits
weekender,
what i usually do as russia is keep my stack together, taking a single territory in force and moving the aa into it to stop the stukas, dancing back and forth with the nazis. less total income but less attrition as well. i try and send 2 inf each turn to novo so they can move to either china (sink) or yak if needed or the opportunity arises to make a real move on japan (not likely) and then if eukrope collapses i have a sizable reserve to put back in moscow
and switch, you know i had to jab just a little :mrgreen:
Not to mention that Switch guy seems pretty smart to me . . .
please don’t give switch a bigger head than he already has :wink:
but seriously, russia can easily find itself out of fodder pretty quick this way as well with nothing left to send towards the onrushing japs.
moding seems to be a commitment greater than most realise and we all appreciate yours
good luck and God speed
a single infantry walk in to a territory worth less than 3 is not always a “no brainer” but a tank in/out is, which to me is the use of the “picket line” which i also use frequently because there are often tanks on the front line
if there are tanks than can “free” blitz in and out i might leave a place holder grunt but if he is going to take the territory in force it is a waste.
as far as trading spaces, you have to weigh the pros and cons, if you leave 3 you should get one hit and he will have to leave more behind because he had to bring more, if you can afford this escalating exchange more than your opponent then it works well, if not then don’t go there
i also had two levels of tech
on a 1 you then roled on the ‘lower’ chart that had things like apcr ammo for tanks (+1 attack) and trucks (inf +1 move)
on an 8 you got the ‘high’ chart (longrange air,fleet, etc)
i developed a d8 system for classic long ago
grunts a@2/d@3
tanks a@4/d@3
figs a@4/d@6
bomb a@6/d@1
bb a@6/d@6
sub a@3/d@3
tran a@1/d@3
didn’t matter, axis got crushed anyway maybe even worse for them
played out 3rd game, i was germany and totally stuffed the allies. hot dice early are better for germany than later, i held uk to the beach for 3 turns and surrounded st.lo as best i could sacrificing a few units to caen to pin the british armor down temporarily and feinted towards cherbourg to keep usa honest up there. turn nine they werent’ even adjacent to st. lo. 3 88’s in each reinforcmetn zone in the center scared the figs away (also shot down 2 in the first turn) we used fortuen and tactic cards which at lest ad a littel variety but this game looks like it plays itself out and stagnats quickly, i see us playing it maybe two or three more times and being done excpet maybe for playing it with my kids
4 figs overhead, avoided aa guns for the most part. i hit them with bombers whenever they were alone (targeted attack with bombers seems overpowered) first i harrassed the reinforcment zones and he didn’t stack aa guns there in the first game, kept moving them up. the second game i stacked the fighters between his zones and the towns and after picking off the 88’s in town with bombers i put 4 figs over the town and moved in. maybe the fact he conceeded instead of fighting to the bitter end made a differenc, did your games come down to the final turn on the final town?
i don’t frequent espresso shops and only go out occasionally (feeding children) but as my wife used to be a waitress i generally tip 15-20%
merry CHRISTmas anyway and don’t forget to tip your barrista 8-)