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    Best posts made by CWO Marc

    • RE: 4th of July

      @Private:

      My American friends like to forget that the War of Independence was driven by merchants wanting to pay less tax rather than a deeper yearning for liberty. Furthermore, that those taxes were levied to recoup the cost of protecting the colonialists from Indian tribes who were less than happy at their land being stolen and way of life being threatened.

      Britain did learn from the loss of the Colonies though and Canada and other Dominions benefitted accordingly.

      My understanding of the general situation was the Britain – or at least George III – belived that the primary function of the American colonies was to serve Britain’s commercial and financial interests, and that this view was (to put it mildly) not shared by the colonists in question.  Whether or not Britain learned from the American Revolution is a question that could probably be debated at great length (particularly in the parts of the British Empire that chafed under British rule long into the twentienth century), and I don’t really know what the answer would be, but it should be noted that the first true Dominion, Canada, was given that status almost a hundred years after the American Revolution, and that it was only in 1907 that the term found broader application to territories like Australia and New Zealand.

      posted in General Discussion
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      CWO Marc
    • RE: Physically modifying 1942 2nd edition map.

      My pleasure. By the way, I wrote “acrylic” above but I’ve double-checked and the correct term is actually acetate sheets, a.k.a. projector transparencies; see: https://en.wikipedia.org/wiki/Transparency_(projection).

      posted in Customizations
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      CWO Marc
    • RE: House Rules - do you have limits?

      Great list of questions, DK.  One that particularly interests me is “What are the pitfalls of too many house rules?”, to which one of the answers given is “3) New players can get overwhelmed with poorly explained house rules.”  I think there are a couple of other potential issues that point 3 partially touches, but which I’d like to expand upon.

      Poorly explained HRs are certainly a problem – but a related point is that even when HRs are explained clearly, new players (and indeed veteran players) can get overwhelmed by sheer numbers when someone tries to add too many HRs to a game.  This applies both to HRs in the sense of general game mechanics and to HRs focusing more specifically on new units / new sculpts (or modifications of existing units).

      I can’t recall the details, but not too long ago there was a series of Dilbert cartoons that illustrates this point.  Dilbert had come up with an idea for a revolutionary device (I don’t remember what) which was simple, useful and highly effective.  The Boss, rather than putting the idea into production in its original form, asked his staff to contributes ideas for additional features that could be built into the device, and asked Dilbert to redesign the device to incorporate these countless extra features (all of which were idiotic, in addition to the problem of their sheer numbers).  The project eventually collapsed because this plethora of dumb and unnecessary additions totally ruined the brilliant, well-focused original device.

      Similarly, I think that the law of diminishing returns can quickly start to manifest itself when too many HRs try to do too much in a single game.  HRs are great fun, and they can help keep A&A fresh (especially given the current lack of new games), so I’m very much in favour of them, but I think they should be used judiciously; to put it another way, they should be used as seasonings to the main course, not as a replacement for the main course or (worse still) as two or three extra main courses to be consumed alongside the original dish.

      I think that one potentially good way to get the best of both worlds is to develop a large number of self-contained HRs, covering all sorts of game mechanic variations and/or new unit types, but to use only a few selected ones in any given game.  Prior to the start of play, the players would consult the list and agree upon a small number of HRs which will be used in that game.  This approach has several advantages: it keeps things manageable; it potentially adds lots of variety because, if different combinations of HRs are chosen each time, this means you never play the same game twice; and it allows the selection to be tailored to the skill level of the participants (in the sense that a group of experienced players might be comfortable using a greater number of HRs – and more complex ones – than a group of novices).

      A related point is that, in the same way that the game can be overloaded by the addition of too many HRs, the game can be overloaded by HRs which are excessively complex.  To some extent this is a matter of personal taste: some players actually enjoyed highly-detailed, complex, intricate HRs, whereas others (myself included) prefer HRs that are short, simple, clear, easy to remember and easy to implement.  My feeling is that the longer and more complex a HR becomes, the greater become the chances that it will simply collapse under its own weight and that it will never actually get implemented (or that it will prove to be impracticable if it does get implemented and that it will quickly be abandoned).  I’d say that one test to apply to see if a HR is viable would be to ask oneself: when this HR gets used in play, do I find myself spending more time applying the HR than devoting myself to the game’s other tasks?  Do I find that the mental effort required to remember and implement the HR is preventing me from concentrating on the OOB elements of play?  If the answer to those questions is “yes,” then I’d say that the HR is an undesirable distraction rather than a pleasant additional treat.

      posted in House Rules
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      CWO Marc
    • Churchill-Bradley Hypothetical Incident

      I’ve attached a scan of a WWII photograph that caught my attention today because it raises an interesting historical “what if?” question. It’s the one on the right, showing Winston Churchill inspecting a bazooka during a photo-op with Dwight Eisenhower and Omar Bradley, at which the men were photographed firing (or pretenting to fire) various weapons. According to the data attached to this file…

      https://commons.wikimedia.org/wiki/File:Churchill_Shooting_M1_Carbine.jpg

      …the photo-op was on May 15, 1944; this was three weeks before D-Day, at which Bradley commanded the US First Army.

      It’s impossible to tell if the bazooka is loaded or not, but you’ll note that Bradley is standing almost directly behind Churchill – something he presumably would not have been foolish enough to do if the weapon had actually been loaded, unless perhaps Churchill moved suddenly and swung the weapon around in a careless way. If, however, it turns out that the bazooka was actually loaded, and if Churchill had accidentally (or in a burst of boyish enthusiasm) pulled the trigger at that moment, the backblast would have blown off Bradley’s head, or at the very least seriously injured him. The American reporters in the Allied press pool would have had a tough time figuring out a diplomatic way to report that story to their newspapers back in the States, to put it mildly. Churchill and Bradley.png

      posted in World War II History
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      CWO Marc
    • RE: Axis & Allies 1941 Trivia

      Very good points taamvan.

      posted in Axis & Allies 1941
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      CWO Marc
    • RE: Metal Flight Stands - Different height? Is there an interest?

      I don’t use flight stands personally, but having two heights is potentially useful because it allows different types of planes to operate at different altitudes. This has the benefit of reducing board crowding and of adding another visual cue for unit type identification. To reduce the risk of tipping, the short stands could be used for the large, heavy bomber sculpts and the tall ones for the small, light fighter sculpts. The intermediate-size tactical bombers could go either way, of perhaps even be used with an intermediate-height (30mm) flight stand, if there’s any interest expressed for such an accessory.

      posted in Customizations
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      CWO Marc
    • RE: [AA50] Looking for ways to add more income without national objectives

      @Private:

      But a friend (who often plays 1942.2 and 1914 but not Anniversary if he can help it!) dislikes the way they “skew” (in his mind) strategy.

      According to Larry’s introduction in the Anniversary rulebook, the “National Objectives & Bonus Income” optional rule was designed to encourage players to play the game in a “more historical” way by rewarding them with extra cash if they achieve certain “stated historical objectives of the real countries involved in the war.”  As a history buff, I think that this general concept this is a fine idea…but as a history buff, I do have some reservations about how the concept was translated into actual game rules.

      If you look at the NO/BI chart in the rulebook, you’ll note that for each country this information is presented in three parts: a thematic phrase, an explanatory paragraph, and a list of “Gain X IPCs if Y is achieved” objectives.  The objectives all involve the same thing: controlling certain blocks of territories and / or sea zones.  In other words, they’re all territorial objectives.  Players already collect income from controlling territories which have an IPC value, so in effect the NOs are a form of double-dipping: you get hard-wired individual-territory IPCs from the territories you hold, plus conditional collective-territory bonus IPCs if the territories you hold correspond to certain territorial clusters.  If these NOs are perceived by players as “skewing strategy”, this seems to suggest three things about these NOs, whose purpose is supposed to be to make the game more historical.  First, it could mean that players feel that NOs force them to pursue a strategy which is a less-than-optimal way of winning the game; if that’s the case, then this would indicate that the game’s rules are historically problematic because they give players a better chance of winning if they violate history rather than if they follow it.  Second, it could mean that game’s basic rules are all right in terms of winning conditions, but that the NOs themselves need to be improved.  Third, it could mean that the basic rules and the NOs are both all right, but that some players perceive this as scripting and have a personal preference for non-scripted games (which, as a personal preference, is a completely legitimate position to take).

      The main reservation I have with the NOs has to do with the way they’re presented in the rulebook.  The formulation of the three Axis NOs (Lebensraum, The Greater East Asia Co-Prosperity Sphere, and Mare Nostrum) are fine in my opinion: all three Axis powers definitely had the objective of acquiring new territory (which fits with the territorial-control nature of the rulebook NOs), and this objective is expressed well by those three slogans, which were indeed real ones used by those three powers in WWII.

      The three Allies NOs, however, don’t work quite as well.  The American one is expressed by the phrase “The Arsenal of Democracy,” which is quite genuine (it was coined by Roosevelt) but which has nothing to do with the notion of terriorial control; as the explanatory paragraph in the rulebook itself indicates, the concept was actually economic (more specifically industrial) and political in nature.

      The British one is expressed by the phrase “The British Empire,” which by itself is rather bland and isn’t actually a thematic slogan at all.  The explanatory paragraph says, “At the time the war broke out, the United Kingdom had stretched its empire around the world. But the empire was stretched thin and was trying to retain its control on its old centers of power.”  That description is fair enough, and it does tie fairly satisfactorily with the notion of terriorial control.  My guess is that “The British Empire” is meant to be a shorthand version of the much more expressive phrase “The sun never sets on the British Empire,” which I would have much preferred as a NO slogan; my second choice, if a concise phrase was needed, would have been “Rule Britannia” or “Britannia Rules the Waves.”

      The Soviet NO is expressed by the phrase “The Great Patriotic War,” which was recycled in 1941 from the Napoleonic Wars and which is indeed what the Russians called their phase of WWII.  The problem here is that there’s a mistmatch between the slogan and the descriptive paragraph and the individual NOS.  The slogan refers to the 1941-1945 war between Germany and Russia.  The descriptive paragraph refers to the USSR’s pre-1941 campaigns to build – by invasion or annexation – a buffer zone between themselves and Germany.  The NOs partially reflect and partially don’t reflect what that buffer zone actually consisted of (though this may simply be a function of the Anniversary map, of which I don’t have an image file handy at the moment; in Global 1940, it consists of Vyborg, the Baltic States, Eastern Poland and Bessarabia).

      posted in House Rules
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      CWO Marc
    • RE: Churchill-Bradley Hypothetical Incident

      @barnee said in Churchill-Bradley Hypothetical Incident:

      @captainwalker thanks for this. I’ve heard of the KV but never actually saw a picture of one this close up, that I recognized anyway. I know it was a heavier tank than the T-34 but thought it would’ve had a longer barrel. Maybe the picture is is a bit deceptive in that regard. Idk. I’ve read where they were quite the terrors on the battlefield

      The picture isn’t deceptive. The KV-1 may have looked impressive in terms of sheer size and weight, and it was very tough in terms of armour protection, but it lacked firepower. To put things in perspective: the original version of the Panzer IV, which was intended to be a heavy infantry-support tank, was similarly armed with a short-barreled 75mm gun, with a barrel length of 48 calibers. The KV-1 gun had an almost identical caliber (76.2mm), but it was appreciably shorter, at 42.5 calibers, which meant a lower muzzle velocity. At the opposite extreme, the future Panzer V Panther’s high-velocity 75mm gun was an impressive 70 calibers in length.

      posted in World War II History
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      CWO Marc
    • RE: Variable's and Tall Paul's Naval Game Ideas

      One idea for concealed movement and reconnaissance would be to use a mechanism similar to the “dummy task force” one in the 1992 3W game “Sink the Bismarck!” (http://www.boardgamegeek.com/boardgame/7140/sink-the-bismarck).  As I recall, the German player has at his disposal a number of tokens which are placed at several separate locations on the map and which are moved on each turn.  One of these (known to the German player but not to the opponent) represents the real Bismarck; the others are fake units.  The British player has to send out reconnaissance units to survey these German tokens, and it’s only at the moment of contact with a given unit that the British player will be able to see whether that particular token is a dummy (at which point it’s removed from play) or the actual Bismarck.  In a Midway game, these tokens would stand for entire task forces (whose component ships would be kept off the board until they were located by the enemy) plus several fake ones.

      posted in Other Axis & Allies Variants
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      CWO Marc
    • RE: Custom carriers from OOB's and painted pieces

      @Midnight_Reaper said in Custom carriers from OOB's and painted pieces:

      While all of that is true, when Hasbro/WotC/AH print in the manual that it’s supposed to be a Shinano, I’m left to assume that the sculptors fudged it up. Should they be the same? Yes. Are they the same? No. Does it matter? Not really.

      That’s a good way of looking at it. The A&A board games occupy a different niche than the older genre of tabletop tactical wargaming, which revolves around larger-scale, highly-detailed, and often exquisitely-painted miniatures – the genre which the A&A Miniatures product line falls into, for example. The A&A board game sculpts have a different type of appeal, which is that they provide players, at an affordable cost, with large numbers of a wide variety of WWII military units, at a level of detail and accuracy which is more than reasonable (I’d even say quite good) for their size and price. Just to give two examples, the Sherman and T-34 tanks are clearly recognizable as such, even though they’re small enough to fit on a dime. And the sculpts have proved quite suitable for substantial customization by the folks who enjoy this kind of upgrading work. The pictures of the custom paint jobs which I’ve seen posted on this forum over the years have always amazed me; it’s sometimes hard to believe that a close-up picture of a painted fighter or tank or warship or whatever is a photograph of an object the size of a coin or a golf pencil rather than a photo of a much larger assembled and painted plastic model kit.

      posted in Customizations
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      CWO Marc
    • RE: AAA Should Be Permitted to Attack

      @Caesar:

      Yeah, I have a change of heart about AA guns. I think they should be able to shoot at infantry.

      In the real world, anti-aircraft artillery would be an awfully expensive weapon to use for killing soldiers, when you consider the manufacturing price (and manufacturing time) difference between, let’s say, an 88mm explosive artillery shell and a 7.62mm rifle or machine gun solid-lead bullet.  Also note that an anti-aircraft artillery piece is a lot more difficult to aim at a small, fast-moving infantryman than a rifle or a machine gun.  And depending on how it’s fused, an AAA shell would probably cut right through a soldier without detonating, so it wouldn’t even have the benefit of causing secondary casualties among the men around him.  As a tactic of last resort by a desperate AAA unit that’s under ground assault by massed enemy soldiers, it might make sense, but not as a routine battlefield tactic.

      On the other hand, using AAA weapons against enemy armoured vehicles is perfectly credible, and in fact was actually done during WWII, notably when the Germans discovered that their 88mm FLAK gun was also a superb tank-killer (especially when fitted with a mounting better suited for the anti-tank role).

      posted in House Rules
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      CWO Marc
    • WWII Vet Receives Bronze Star 75 Years Later

      Here’s an interesting news story from yesterday. For technology buffs, note that Mr. Smoyer posed in front of a Sherman tank for the occasion (which was a nice touch), but that the tank in which he served as a gunner, and with which he destroyed a Panther, was a Pershing, a late-war 90mm-gunned well-armoured US tank which could take on the Panther on better terms than the thinly-armoured 75mm-gunned Sherman.

      Published Wednesday, September 18, 201
      World War II veteran Clarence Smoyer, 96, receives the Bronze Star from U.S. Army Maj. Peter Semanoff at the World War II Memorial, Wednesday, Sept. 18, 2019, in Washington. Smoyer fought with the U.S. Army’s 3rd Armored Division, nicknamed the Spearhead Division. In 1945, he defeated a German Panther tank near the cathedral in Cologne, Germany — a dramatic duel filmed by an Army cameraman that was seen all over the world.

      https://www.ctvnews.ca/world/the-u-s-hero-of-cologne-receives-his-bronze-star-75-years-late-1.4599606

      posted in World War II History
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      CWO Marc
    • RE: HBG's Amerika Game ON KICKSTARTER NOW - FUNDED!

      @knp7765:

      So you are suggesting a 20th century world war using 16th century weapons? This reminds me of a quote which I think was from Albert Einstein. “I don’t know how they will fight WWIII, but WWIV will be fought with sticks and stones.”

      It also sounds a bit like the multi-decade war shown in the 1936 sci-fi film Things to Come.  WWII (predicted by H.G. Wells) breaks out in 1940 and is initially fought with late-1930s vintage weapons.  As the years and decades go by, it is fought with increasingly sophisticated weapons (including streamlined Art Deco tanks), but eventually civilization collapses under the strain.  By the 1970s, fur-clad local warlords are fighting each other in a plethora of localized conflicts, their “troops” consisting of ragtag rabbles armed with rifles and mounted on horseback.  The local population is kept informed of developments by means of communiques written in chalk on a large blackboard in the ruins of what used to be a public square.

      posted in Other Axis & Allies Variants
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      CWO Marc
    • RE: Azimuthal Equidistant G40 map

      Thanks for posting a picture of the northern polar version of the map and providing the additional background information. I think the northern version has good potential to be developed into something that could work quite well. I’ll get to the specifics in a moment, but first I’ll run through the decision hierarchy which I think is involved here. The highest-level choice is of course the decision to go with a circular map rather than the conventional rectangular shape (or possibly some of the other broad types of map projections which exist, such as the ones which are oval or losenge-shaped). A circular A&A map isn’t personally something I’d use for gaming, but that’s just a personal preference – and as a Global 1940 map customizer myself, I totally see the point of wanting to do something imaginative to improve the OOB game board. With a circular projection having been chosen in a general sense, the next decision becomes which specific circular projection to use, since there are several types, azimuthal equidistant being just one of them. Choosing azimuthal equidistant then leads to the decision of which particular view to use: north polar, south polar, equatorial or oblique. The equatorial or oblique views strike me as the least suitable options for A&A gaming purposes, by a wide margin, which leave a choice between the two polar views – which is actually where we are in this discussion.

      As your new picture shows, the northern polar view gives the following cost/benefit trade-off. The cost that it more or less throws Antarctica under the bus; this is actually a pretty trivial cost because Antarctica isn’t a usable territory in A&A, so you’re not losing anything (other than perhaps the potential for some house-ruled secret Nazi bases) by turning it into some white squiggles around the perimeter of the map. The benefit is that it gives (compared with the southern polar view) the most square footage and the least shape distortion to the northern hemisphere, where most of the world’s land mass is located and where most of the land-based action of WWII was fought. As a basic choice, this strikes me as being optimal.

      What would remain at this point would be the issue of adjusting the details of the northern polar view to make its land and sea subdivisions as usable as possible as a physical A&A game map on which sculpts and territory markers and so forth can be deployed in adequate numbers. As is the case with the rectangular OOB map, this will – regretably but unavoidably – involve making selective size and shape distortions. China on the OOB Global 1940 map is a good example of what I’m referring to: compared with how China really looks on a real map, the A&A version is a fair approximation in terms of shape, but in terms of size it’s extremely compressed in the east-to-west direction relative to its north-to-south size. For your northern polar map, I think the first element you should target for adjustment is the problem you’ve mentioned yourself: the fact that most of the map is water. In real-world terms, the Pacific Ocean carries much of the blame: I think it occupies about one-third of the world’s surface. The Global 1940 map massively shrinks the Pacific Ocean, and even cuts out sections of it entirely (notably the huge area between Samoa and South America). So what you may want to do is measure the surface area allocated to each ocean on the Global 1940 map relative to the total land area, then replicate the same size ratios on your northen polar projection. That by itself may give you more than enough room to expand the land areas to a conveniently usable size.

      posted in Customizations
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      CWO Marc
    • RE: G40 Redesign (currently taking suggestions)

      @Black_Elk:

      But I agree, at some point players will develop a playbook and break the opening. The only way around that is to randomize the start conditions such that in each game, round 1 is essentially unpredictable. But I’m not sure how popular that would be. To a certain extent I think players rather like that the first round set up in A&A never really changes (or only changes in a very narrow way, like with a bid at some value etc.) My preference would be a randomized start like most other boardgames have. This would be an approach of “taking balance considerations out of the equation, by making the set up substantially different in each game.” But again, I don’t know how many others feel that way, so I wouldn’t push it too hard. Even using the normal A&A model, I think we can create a mod that has strong replay value, even with opening conditions that are always the same.

      Randomized variables would certainly be one way to introduce variety into a game and prevent it from sinking into predictability, but of course the down side is that players who get a bad break from the randomized elements would curse them in the same way that bad dice rolls are cursed.  So here’s a possible alternative: variable elements that are under player control.  I’ll illustrate this concept in concrete terms by discussing special unit types (because it’s an idea that’s already been floated elsewhere), but the concept is probably applicable in other ways…so what follows isn’t really a proposal about special units but rather an example of what I mean by variable elements that are under player control.

      Let’s assume that, in addition to the standard OOB unit types that all the players have access to, there are various supplementary unit types to which players have access under special conditions.  Just to invent some figures, let’s say there are a dozen or so of these special unit types.  They might include things like tank destroyers, self-propelled artillery, battlecruisers, night fighters or whatever.  Each of these units would have prices, combat values and abilities that distinguish them from standard units in a definite way (but not as radically as tech upgrades do).  Each player would be allowed to choose ONE of these unit types for his potential roster of units; he wouldn’t have to buy them, he’d simply have the option of doing so.  One way of handling this idea would be to allow every player to choose any one (but only one) of these special unit types.  Another way of handling this idea would be to allow Player 1 to choose one of these twelve unit types, to allow Player 2 to choose one of the remaining eleven unit types, and so forth, so that none of the players had the same kind of special unit.  This would introduce variability from game to game, but on a player-controlled rather than on a random basis.

      Representing these units on the board could of course be done with actual sculpts (like HBG ones, or sculpts from A&A 1941), but it could also be done a lot more simply (if people prefer) by using markers of abstract design (like poker chips painted and/or marked in a suitable way, as a very cheap option).  Since each nation is only allowed one special unit, the markers only need to be nation-specific, not unit-specific; for example, the German special units could be (let’s say) represented by white poker chips marked with a “G”.  The actual unit types would be represented by cards.  So to continue with the same example, the German player during the set-up phase looks through the deck of available special unit types, picks the card for the Tank Destroyer type, places it face-up at his play station and announces his choice to the other players.  Everyone will know from that point onward that G-marked white poker chips (denoting Germany) placed on the game board represents tank destroyers.  The Japanese player’s J-marked white (or whatever colour) poker chips could represent midget submarines.  And so forth.  Real sculpts are cooler, of course, but they’re not vital to make the concept work.

      posted in House Rules
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      CWO Marc
    • RE: On this day during W.W. 2

      @taamvan said in On this day during W.W. 2:

      @CWO-Marc @SS-GEN @captainwalker Hose down the deck and clear the barrel for the next encounter, sailor!

      Reminds me of a traditional three-part rule of thumb on shipboard conduct for enlisted sailors: if you see something, salute it; if it doesn’t salute back, pick it up; if you can’t pick it up, paint it.

      posted in World War II History
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      CWO Marc
    • RE: A List of "Games" that are Axis & Allies Expansions in Disguise

      @Midnight_Reaper said in A List of "Games" that are Axis & Allies Expansions in Disguise:

      Yup, Rick Medved’s Superpowers and Supremacy, either the old one or the Supremacy 2020 reprint, would be welcome on this list.

      -Midnight_Reaper

      You might want to include Fortress America, and its Xeno Games clone (the Sushi-Jalapeno War).

      By the way, on the subject of both the Sushi-Jalapeno War and the above-mentioned Superpowers game, they provided me with two-thirds of what I call the most expensive unit in my A&A collection (the remaining third being provided by Risk Metal Gear Solid). The Superpowers game includes eight small white plastic missiles (the only component of the game that I really like), which look approximately modeled on the V2. As missiles I don’t care for them (they’re too short, too thick, and have oversized fins), but if you position them horizontally rather than vertically they make a great-looking atomic bomb. The one defect, of course, is that the fins put the sculpt into an awkward nose-down position when you set it down on the table. The solution unexpectedly came from Risk Metal Gear Solid, which I had bought because I wanted its various sculpts: it includes little black plastic card-holders (exactly eight of them, in fact) with a slot running across the top. A Superpower missile fits neatly across the slot, with one fin projecting down into the slot, which keeps it horizontal rather than tipped over. Getting just eight atomic bombs (8 missile and 8 holders) out of two whole games makes those eight bombs a bit pricey, but that actually fits with the expense and rarity of WWII atomic weapons. The third component I added to create a complete weapon system came from the Sushi-Jalapeno War, which includes some nice-looking little black atomic mushroom clouds (here again, a case of that being the only component I liked). So basically I needed to cannibalize three separate games to create this small nuclear arsenal – but that sort of thing is part of the fun of being a game collector, i.e. it can create opportunities to make unorthodox use of what you have.

      posted in Other Axis & Allies Variants
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      CWO Marc
    • RE: Charts

      Just as a technical point, by the way, the straight-armed German symbol in question is called a Balkenkreuz (roughly “beamed cross”), as opposed to the curved-arm Iron Cross (a type of cross pattee).

      posted in Customizations
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      CWO Marc
    • RE: Germany bunker/loading-up strategy

      I’d make the following two arguments, which don’t rely on any complex technicalities.

      1. In order for your friend to buy units to implement his pure-defense strategy, Germany will need income. Income is generated from territories which are controlled and from the bonuses which are granted by attaining certain national national objectives. If your friend never goes on the offensive, it means he won’t be able to conquer new territories beyond the ones he already controls or attain any objectives beyond the ones he’s already fulfilled; therefore, his income will either remain static (if he successfully beats off all enemy attacks) or it will decrease (if he doesn’t successfully beat off all enemy attacks). It will never increase. Theoretically, no matter how powerful his defenses are in the territories he controls, the Allies could counter his unorthodox strategy by taking the equally unorthodox approach of concentrating everything thay have against a single German-held territory, overwhelming it, depriving Germany of the income from that territory, then repeating the process until the Allies win by sheer attrition.

      2. Avoiding defeat isn’t the same thing as winning. The best your friend could achieve under his strategy would be a perpetual stalemate, not the fulfilment of the game’s winning conditions.

      posted in Axis & Allies 1942 2nd Edition
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      CWO Marc
    • RE: On this day during W.W. 2

      @captainwalker said in On this day during W.W. 2:

      1 February, 1943
      T-34s on the main square of Stalingrad, a six-barrel Nebelwerfer mortar standing by.
      While the last fighting goes on in the industrial district, the city center is cleared of German troops. Victory is near.!

      In another indication of approaching victory, Friedlich Paulus had surrendered the previous day, the same day on which Hitler promoted him (by radio) to the rank of Field Marshall. The promotion wasn’t exactly in congratulations for a job well done: no German field marshall had ever been taken alive, and Hitler – who wasn’t known for his subtlety – therefore expected Paulus to shoot himself. Paulus declined the implied suggestion.

      posted in World War II History
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      CWO Marc
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