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    Best posts made by DoManMacgee

    • RE: [Game 2] DoManMacgee (Central Powers) v TGC (Entente) 1914, no bid with Russian Revolution

      @the_good_captain Game History

      Round: 4
      
          Puchase Units - Ottomans
              Condition TankProductionOttomans: Ottomans has their production frontier changed to: lateWarProduction
              Ottomans buy 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Ottomans
              1 artillery and 2 infantry moved from Ankara to Syrian Desert
              1 artillery and 1 infantry moved from Trans-Jordan to Smyrna
              1 artillery and 6 infantry moved from Constantinople to Ankara
              1 artillery and 2 infantry moved from Serbia to Albania
              3 artilleries and 11 infantry moved from Romania to Sevastopol
              1 infantry moved from Bulgaria to Romania
              2 fighters and 1 infantry moved from Ankara to Constantinople
      
          Combat - Ottomans
              Ottomans creates battle in territory Trans-Jordan
              Battle in Syrian Desert
                  Ottomans attack with 1 artillery and 2 infantry
                  British defend with 1 infantry
                      Ottomans roll dice for 1 artillery and 2 infantry in Syrian Desert, round 2 : 0/3 hits, 1.33 expected hits
                      British roll dice for 1 infantry in Syrian Desert, round 2 : 0/1 hits, 0.50 expected hits
                  British and Ottomans reach a stalemate
              Battle in Trans-Jordan
                  Ottomans attack with 1 infantry
                  British defend with 2 artilleries and 1 infantry
                      Ottomans roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits, 0.33 expected hits
                      British roll dice for 2 artilleries and 1 infantry in Trans-Jordan, round 2 : 2/3 hits, 1.50 expected hits
                      1 infantry owned by the Ottomans lost in Trans-Jordan
                  British win with 2 artilleries and 1 infantry remaining. Battle score for attacker is -3
                  Casualties for Ottomans: 1 infantry
              Battle in Albania
                  Ottomans attack with 1 artillery and 2 infantry
                  British defend with 1 infantry
                      Ottomans roll dice for 1 artillery and 2 infantry in Albania, round 2 : 2/3 hits, 1.33 expected hits
                      Italians roll dice for 1 infantry in Albania, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the British lost in Albania
                  Ottomans win, taking Albania from Italians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
      
          Combat Move - Ottomans
              Turning on Edit Mode
              EDIT: Adding units owned by Ottomans to Trans-Jordan: 1 infantry
              EDIT: Turning off Edit Mode
      
          Place Units - Ottomans
              6 infantry placed in Constantinople
      
          Turn Complete - Ottomans
              Ottomans collect 18 PUs; end with 18 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -0.50
      Ottomans regular : -1.00
      British regular : 0.00
      

      I moved all but one INF out of TJ but forgot to edit it out/edit it back in so I just put it back during NCM (it didn’t score a hit on any of your guys anyway).

      1914-game-2-o4.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Game 192; Whoops Dave Does it Again

      @taamvan I think your mistake may have been actually taking the clay in Manchuria and SEA instead of just strafing them and leaving the Japanese to suffocate in a pile of Zombies.

      Plus, if you just strafed Manchuria, now Japan’s forced into a lose-lose situation. They can either waste their first big wave saving Manchuria from the Zombies (allowing the Siberians to reach Moscow in time for the final battle) or abandon Manchuria and defeat the main Soviet stack (a huge hit to their income for J2).

      Actually keeping your main stack in West Russia after R1 is probably bad too, just let the zombies defend the territory for you while you gather resources in preparation for the final battle.

      Zombies controlling originally Axis controlled territories is good for you, because it means you win if you trigger the Zombie Apocalypse.

      I think you have the Axis strategy mostly down though. Kill USSR ASAP to end the game. If you can actually get through the Zombies the Russians are just as frail as they are in 41 (yes, that 41)

      posted in Axis & Allies & Zombies
      DoManMacgeeD
      DoManMacgee
    • RE: How to win Ranked Games

      Conversely to your example, I haven’t had any wins/losses by timeout yet. Anecdotal evidence is just anecdotal at the end of the day.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Axis & Allies .org 2020 Support Drive

      @djensen In it to win it.

      posted in Website/Forum Discussion
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 2] DoManMacgee (Central Powers) v TGC (Entente) 1914, no bid with Russian Revolution

      @the_good_captain Yeah we can do that.

      TBH I went for the KIF as a “let’s try it” sort of thing since that strategy was only built/tested on LHTR. I never bothered with it on OOB because I assumed the game would play out more-or-less exactly like ours did (I already gave my 3 paragraph rant on it above).

      I probably won’t make R1 until the morning but get the game ready and I’ll get on it.

      If you’re interested/don’t recall them, LHTR are here: https://axisandallies.fandom.com/wiki/Larry_Harris_1914_Tournament_Rules

      It’s a pretty big deviation from OOB though (other than the two-move thing, it basically applies a limited version of RR to every country in the game) so it’s pretty far from the sorts of changes you usually advocate (i.e. adhering to the base rules of the game as much as possible).

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Today makes this faux variant hurt even more.

      Okay.

      /thread

      posted in Axis & Allies & Zombies
      DoManMacgeeD
      DoManMacgee
    • RE: 🎲😢 PRNG dice support group — and ranting

      I lost 7 INF Vs. 2 INF the other day. That was a fun one.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: 🎖 Axis & Allies .org 2021 Support Drive

      In it to win it again. Sorry I was a bit late.

      posted in Website/Forum Discussion
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 3] TGC (CP) v DoManMacgee (Entente) - oob, no bid, RR

      @domanmacgee Game History

      Round: 1
      
          Puchase Units - British
              British buy 3 artilleries, 1 fighter and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Adding units owned by Contested to Persia: 1 coastal_artillery
              EDIT: Turning off Edit Mode
              1 cruiser moved from SZ 19 to SZ 14
              1 infantry moved from Rhodesia to Belgian Congo
              1 infantry moved from British East Africa to Belgian Congo
              1 infantry moved from Anglo Egyptian Sudan to Belgian Congo
              1 artillery and 1 infantry moved from Union of South Africa to Angola
                    British take Angola from Neutral_Allied
              2 infantry moved from India to SZ 29
              2 infantry moved from SZ 29 to Persia
              2 artilleries and 4 infantry moved from India to Persia
              2 infantry moved from Egypt to SZ 19
              2 infantry and 1 transport moved from SZ 19 to SZ 27
              2 infantry moved from SZ 27 to Arabia
                    British take Arabia from Neutral_Allied
              2 artilleries and 4 infantry moved from Egypt to Trans-Jordan
              1 infantry moved from Scotland to Yorkshire
              1 infantry moved from Yorkshire to Wales
      
          Combat - British
              Battle in Persia
                  British attack with 2 artilleries and 6 infantry
                  Neutral_True defend with 1 artillery and 3 infantry
                      British roll dice for 1 battleship in Persia, round 2 : 1/1 hits, 0.67 expected hits
                      British roll dice for 2 artilleries and 6 infantry in Persia, round 2 : 2/8 hits, 3.33 expected hits
                      Neutral_True roll dice for 1 artillery, 1 coastal_artillery and 3 infantry in Persia, round 2 : 2/5 hits, 2.50 expected hits
                      2 infantry owned by the Neutral_True, 2 infantry owned by the British and 1 artillery owned by the Neutral_True lost in Persia
                  Neutral_True and British reach a stalemate
                  . Battle score for attacker is 4
                  Casualties for British: 2 infantry
                  Casualties for Neutral_True: 1 artillery and 2 infantry
              Battle in Belgian Congo
                  British attack with 3 infantry
                  Germans defend with 2 infantry
                      British roll dice for 3 infantry in Belgian Congo, round 2 : 2/3 hits, 1.00 expected hits
                      Germans roll dice for 2 infantry in Belgian Congo, round 2 : 2/2 hits, 1.00 expected hits
                      2 infantry owned by the Germans and 2 infantry owned by the British lost in Belgian Congo
                  British win, taking Belgian Congo from Germans with 1 infantry remaining. Battle score for attacker is 0
                  Casualties for British: 2 infantry
                  Casualties for Germans: 2 infantry
              Battle in Trans-Jordan
                  British attack with 2 artilleries and 4 infantry
                  Ottomans defend with 1 artillery and 2 infantry
                      British roll dice for 2 artilleries and 4 infantry in Trans-Jordan, round 2 : 0/6 hits, 2.67 expected hits
                      Ottomans roll dice for 1 artillery and 2 infantry in Trans-Jordan, round 2 : 1/3 hits, 1.50 expected hits
                      1 infantry owned by the British lost in Trans-Jordan
                  Ottomans and British reach a stalemate
                  . Battle score for attacker is -3
                  Casualties for British: 1 infantry
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Turning on Edit Mode
              EDIT: Removing units owned by Contested from Persia: 1 coastal_artillery
              EDIT: Turning off Edit Mode
      
          Place Units - British
              3 artilleries, 1 fighter and 4 infantry placed in India
      
          Turn Complete - British
              British collect 32 PUs; end with 32 PUs
      

      Combat Hit Differential Summary :

      Germans regular : 1.00
      Ottomans regular : -0.50
      Neutral_True regular : -0.50
      British regular : -2.67
      

      1914-game-3-b1.tsvg

      I bungled the coastal artillery mechanic again but here’s the breakdown of what ended up happening:

      UK Battleship Bombard: 1 hit
      UK INF fire: 0 hits
      UK ART fire: 2 hits

      UK total: 3 hits

      Edited in Coastal ART + 3 neutral INF + 1 INF fire (all @3): 2 hits.

      So since no UK INF hit anyway I just accepted the outcome of the battle and edited the Coastal ART back out of Persia once the battle was over. Fortunately this time there was no actual impact on the outcome of the battle (Persia survives with 1 INF remaining). LMK if you’re all-good with this, otherwise just make whatever adjustments you need during O1.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Zombies 1942: How Does Axis Win?

      The problems you’re describing with the Zombies extremely favoring the Allies by virtue of existing is the main problem we all found with the main AAZ game way back when, too. We never really did find a way to overcome the odds aside from bidding.

      posted in Axis & Allies & Zombies
      DoManMacgeeD
      DoManMacgee
    • RE: Axis & Allies Stalingrad: Early Review and Balance Impressions

      @Hansolo88 said in Axis & Allies Stalingrad: Early Review and Balance Impressions:

      assuming you are talking about both scenarios (as I still think the tournament scenario feels superbly balanced right from the start).

      Assuming you’re calling the “Operation Uranus” scenario the “Tournament Scenario”. That was not the intent by the staff. “Race to Stalingrad” is the full game that is expected to be played. The Uranus Scenario is supposed to be a teaching/tutorial scenario for a quick game.

      I don’t claim to speak for the rest of the staff, but we actually spent far more time working on the base scenario Vs. the Uranus one. If anything, the Uranus one is an afterthought. I’d be alarmed/surprised if Gen Con and the other “powers that be” are promoting it as the “official” scenario. IMO USSR is better there, but there is a lot of variance due to the cards.

      Playing with awareness of and trying to take advantage of “No Step Back”

      This one is critical for German success, which you already seem to understand.

      Gaining some experience on approaching and attacking into the city from the 3 possible options
      Gaining familiarity with the force multiplier ability

      Speaking strictly from a High-level, I would generally recommend picking 1-2 entry points max and not all 3, since Germany will get its forces spread too thin otherwise.

      Being sufficiently aware of the supply system to take advantage of attacking the Volga ferries on specific turns etc.

      Another point about supply that I see potentially being overlooked (from what little I’ve watched of others playing the game, anyway) is the rules nuance that each ferry only supplies one section of the city (color-coded), and that you cannot draw supply from a ferry to a different point, even if there is a clear land connection.

      Understanding how to play to the victory conditions

      This could potentially be a trap if Germany is aiming for something like a minor from the word go. If they can’t be aggressive and actively deny the Soviets their IPC-producing spaces in the city they’ll just get drowned (like what you are experiencing in your games).

      I’m going to throw in a few (again, general high-level points since there is no TripleA plugin I can use to illustrate and I don’t like “backseat gaming” too much) other points of interest that I see get overlooked:

      • Germany needing to know when to sacrifice its air ball (or at least risk sacrificing it) to break down a position on the city map.

      • Making the supply drop via air to the cut-off territory (I forgot the name sorry) on turn 1 to ensure (or almost ensure) a win there.

      • Not overstacking the river IPC territories on the north flank of the map (and just using the once-every-two-turns INF to bolster the numbers there).

      • Not attacking into the Soviet reinforcement zones on the Don map (since, if they are not contested or occupied, they can only produce one unit per turn).

      • Abandon normal A&A high-level concepts like slowly INF-pushing and pursuing a mobile war where you race to get on top of some of the IPC tiles in the city as quickly as possible.

      • OOL timing being much different for Germany Vs. what you’d expect from A&A. I was typically going Minor Axis (since they can’t force multiply) -> ART -> STUG -> INF -> MECH -> TANK.

      • Abusing the fact that the other player must attack in contested territories during their turn. This means that attacking into INF-heavy USSR territories can ultimately work out in the long-term as they are forced to attack @1 during their half of the turn.

      • Intentionally contesting territories to deny the IPCs to the Soviet player.

      @Hansolo88 said in Axis & Allies Stalingrad: Early Review and Balance Impressions:

      As for the Soviets getting 100s of RPs worth of units, I don’t see how the Axis can prevent it. The Axis can’t truly penetrate into the city until Turn 4 at the earliest; by that point the Soviets have already picked up ~50 RPs directly, plus another ~40 from the factories,

      40 from the factories? In 4 turns USSR would have 2 ART and 2 TANK, for 20 IPC. Minor nitpick but that might make a big difference if you were missing that detail.

      and they’ll continue to get a lesser amount depending on how the fighting in the city goes. That’s in addition to the easily ~100-150 RPs worth of units from Operation Uranus.

      If Germany is playing properly they should be able to properly layer blockers outside of the city to make the Uranus forces irrelevant with regards to the fighting inside the city. How exactly they go about doing that would vary greatly based on the game state, of course.

      There simply aren’t enough Axis units to push through the starting Soviet units, deal with these constant reinforcements, AND garrison the RP spaces so that the Axis can eventually get some RPs of their own.

      The reinforcements from the Soviets take ~3 turns to reach a relevant point in the city, if not longer depending on where the fighting is happening:
      1: USSR buys units, places them in Krasnaya, and moves them onto the ferry (at a rate of 1 INF per turn before the river freezes later). Also note that ONLY INF cross the river.

      2: The INF unloads in its relevant rally point. If any of these territories are going to be contested by the unloading then Germany is probably doing very well.

      3: The INF move up.

      Even then, if Germany doesn’t go overly wide in their attack, speaking strictly about reinforcements, only 1-2 Soviet INF per turn should be able to actively make it to a relevant area in the city in the first few rounds of the game. The TANKs from the tractor factory are a strong point for the Soviet player, since they have 2 Movement and good stats, but in the initial, critical turns where Germany is trying to get its foothold in the city there will only be two of them. Additionally, if the German player is targeting the factories (another point of interest; once a factory is lost once, it’s gone forever).

      My point with this wall of text is that the IPC counts you’re referencing do not reflect the full reality of how the game actually plays out if Germany is not playing a conventional, slow-but-steady INF push strategy.

      @Hansolo88 said in Axis & Allies Stalingrad: Early Review and Balance Impressions:

      You are correct that bidding was included in the rules as an optional rule, per page 28. I have not attempted this yet but it’s in theory an easy fix for boosting the Axis starting forces.

      Reducing/Boosting the Axis starting forces is actually very delicate. Given how small the IPC count is across the board (16 in the city, 4 on the outside), if Germany takes even 6 IPC off of USSR you will see that they begin to completely collapse across the board due to lack of reinforcements. The Uranus forces are extremely powerful (the general idea is that, if Germany can pressure USSR to blow their Uranus deployment early (round 5/6), then Germany will be at a huge advantage going into the late game, but if USSR is able to defend well enough to deploy on the last possible turn (round 7), then Soviets will have the edge unless Germany somehow racked up a huge IPC count for Winter Storm.

      @Hansolo88 said in Axis & Allies Stalingrad: Early Review and Balance Impressions:

      . However it does feel like the entire box ix focused on a narrow popular view of the campaign rather than the full picture of what the Axis were trying to accomplish

      Two Last/minor points: Even though I defended them from a balance perspective in another thread, I do wish the Minor Axis pieces had something else to them to give them more flavor (beyond being yellow for Romania, anyway). They were actually added pretty late in development and there was a desire this time to avoid making the game feel overly bloated with minor/one-off rules (since the complexity level of North Africa was divisive).

      There was also some discussion to make the starting date earlier, as the in-game start date reflects a point where the Germans already took a surprisingly large number of casualties by attrition (meaning the battle was basically already lost), but that was also sacrificed because the feeling was that the game was already running long (which was apparently the correct call, since F2F cons are apparently talking about using the shorter scenario for tournaments with the game as-is).

      Happy to keep discussing if needed. I apologize that I keep generalizing but I generally do better with this sort of thing when I can have TripleA open in front of me to show specific moves/battles/probability calculations.

      EDIT: I misstated that there were only 14 IPCs in the city. That was a typo. There are 16.

      posted in Axis & Allies Stalingrad
      DoManMacgeeD
      DoManMacgee
    • RE: djensen vs. JuliusBorisovBeamdog

      Yikes. Looks like that game is going to take a while to grind out. Looks more like a Cold War scenario at this point than a WW2 one.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 3] TGC (CP) v DoManMacgee (Entente) - oob, no bid, RR

      @the_good_captain Game History

      Round: 1
      
          Puchase Units - French
              French buy 1 fighter and 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - French
              1 infantry moved from Brest to SZ 15
              1 battleship, 1 infantry and 1 transport moved from SZ 15 to SZ 14
              1 infantry moved from SZ 14 to Portugal
                    French take Portugal from Neutral_Allied
              1 transport moved from SZ 16 to SZ 14
              1 infantry moved from French West Africa to Gold Coast
              1 infantry moved from Tunisia to SZ 16
              1 infantry moved from Algeria to SZ 16
              2 infantry moved from SZ 16 to Marseilles
              1 battleship and 1 cruiser moved from SZ 16 to SZ 17
              2 artilleries, 1 fighter and 6 infantry moved from Paris to Picardy
              2 artilleries and 6 infantry moved from Lorraine to Picardy
              2 artilleries and 6 infantry moved from Burgundy to Picardy
              1 infantry moved from Bordeaux to Burgundy
      
          Combat - French
              Battle in SZ 17
                  Italians loiter and taunt; French attack with 1 battleship and 1 cruiser
                  AustroHungarians defend with 1 battleship and 1 cruiser
                      French roll dice for 1 battleship and 1 cruiser in SZ 17, round 2 : 1/2 hits, 1.17 expected hits
                      AustroHungarians roll dice for 1 battleship and 1 cruiser in SZ 17, round 2 : 1/2 hits, 1.17 expected hits
                  Units damaged: 1 battleship owned by the French
                      1 cruiser owned by the AustroHungarians lost in SZ 17
                      French roll dice for 1 battleship and 1 cruiser in SZ 17, round 3 : 1/2 hits, 1.17 expected hits
                      AustroHungarians roll dice for 1 battleship in SZ 17, round 3 : 1/1 hits, 0.67 expected hits
                      1 battleship owned by the AustroHungarians and 1 cruiser owned by the French lost in SZ 17
                  French win with 1 battleship remaining. Battle score for attacker is 12
                  Casualties for AustroHungarians: 1 battleship and 1 cruiser
                  Casualties for French: 1 cruiser
      
          Combat Move - French
      
          Place Units - French
              1 fighter and 6 infantry placed in Paris
      
          Turn Complete - French
              French collect 26 PUs; end with 26 PUs
      

      Combat Hit Differential Summary :

      French regular : -0.33
      AustroHungarians regular : 0.17
      

      No thanks Re: the German Subs. I had to prioritize getting rid of the AH fleet. B1 to follow.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Broken, Busted, or Both

      Geez, that’s an insanely strong strategy by your opponent. I definitely didn’t come up with that idea in particular (best I ever managed was an Allied strat to purposely suicide into territories to trigger the “Zombie Apocalypse” game-end condition.

      I honestly don’t know how I’d deal with a strategy like that by the UK/US as the Axis. Seems like a game design oversight to me, and a pretty bad one.

      posted in Axis & Allies & Zombies
      DoManMacgeeD
      DoManMacgee
    • RE: Axis & Allies Stalingrad: Early Review and Balance Impressions

      @Krieghund If you don’t mind me asking, was there turnover during the years between Revised and Zombies (the last game pre-renegade)? Revised and AA50 (42 1st Edition as well to a lesser extent, although that game is barely talked about these days) are highly regarded as among the most balanced games in the series, even at a high level, while everything after that point (2009) began to see issues in higher-level play (starting with P40 and continuing for the rest of that era).

      posted in Axis & Allies Stalingrad
      DoManMacgeeD
      DoManMacgee
    • Possible Glitch - "Sub Vortex"

      Gonna file the two glitches I found in two separate threads.

      First, the QoL changes and addition of ranked mode have breathed new life into this game for me. Thanks a ton for implementing both.

      Anyway, this glitch is something I call “Sub Vortex”. Allow me to explain:

      Scenario: USSR has a sub in SZ7 (English Channel). I Combat Move my German Sub into that SZ to attack. Both the Allies Player and myself have my Combat Profiles set to “Submerge Subs if no Destroyer Present”.

      • Battle Occurs, battle is canceled because Soviets submerge.
      • USSR Player’s turn, battle is canceled because Germans submerge.
      • Germany Player’s turn, I should have the opportunity to have my Submarine leave the hostile Sea Zone. This is where the possible glitch comes into play.

      For whatever reason, I cannot leave the SZ with the Soviet Submarine. I can click the sub and see SZ7 come up in “yellow”, but the surrounding SZs are not “blue” and I cannot click any of them to move away from the Soviets. As this is a ranked game, I do not know if my opponent is also experiencing this glitch, or if it’s only affecting me.

      Not a huge bug, but a bug nonetheless.

      Thanks for listening.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 3] TGC (CP) v DoManMacgee (Entente) - oob, no bid, RR

      @The_Good_Captain I had to do B2 first.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Map of AAZ

      While there are folks who have done map files for the other editions, and could probably do this for you, the majority of the community here despises this game for no good reason (because it has Zombies in it and was made post-Larry Harris, mainly).

      I know myself, @thrasher1 and @taamvan appreciate/play this game on some level, but I don’t think any of us have the technical know-how to make said file for you. That being said, I’ve tagged the two of them just in case. You never know.

      Glad to see you enjoy the game for mostly the same reason I do. Smaller maps are good to have around for occasions when you want to play A&A, but don’t want to dedicate 1-2 entire days to playing a larger scenario like G40/GW36.

      posted in Axis & Allies & Zombies
      DoManMacgeeD
      DoManMacgee
    • RE: Axis & Allies Stalingrad: Early Review and Balance Impressions

      @Hansolo88 Anyway to give one last anecdotal addendum if you’re still out there, I busted out my own copy of the game yesterday and gave it a run. I haven’t touched the game in about a year so I’m pretty rusty, but I still remembered the basic strategies + all the rules enough to play at least a mid-level game.

      I do agree that USSR is the much easier side to play, as they won. However, the game was a decent enough toss up that I felt it could have gone in Germany’s favor if I hadn’t botched some key decisions (mostly, I failed to heed my own advice and had Germany trying to break into all 3 city entrances instead of just focusing on 1-2 in-force. This left Pitomnik underdefended, which let the Soviets surround the city early (I had captured all but two territories in the city, those being the two factories). Once Germany was cut-off, they quickly burned through their supply crates and stalled out afterwards, letting the Uranus forces walk into the city and clean things up.

      I’ll play more and hope I can get a better grasp on Germany in case others come asking for advice later.

      UPDATE: In a second playthrough, I was able to win a total (although it took until about turn 12 to close the game out because some Soviets kept running around in the RP territories making me play whack-a-mole). I would generally recommend the following:

      • All Optional Rules - OFF (basically all of them benefit the Soviets IMO).
      • Have Germany focus on the northern flank of the city to rush towards the Tank/Artillery factories. If those can be shut-off quickly (turn 4/5/6) it shuts down USSR’s ability to effectively fight in the city.
      • To that end, in the initial stages of the game, use Germany’s air to target the northern ferry and/or any stragglers you can find in that portion of the board. If USSR isn’t building Artillery on the river, you may also want to make a point of killing the one they start with to reduce their AA odds long-term.
      posted in Axis & Allies Stalingrad
      DoManMacgeeD
      DoManMacgee
    • Possible Glitch - "Phantom Fighter Move"

      Gonna file the two glitches I found in two separate threads.

      First, the QoL changes and addition of ranked mode have breathed new life into this game for me. Thanks a ton for implementing both.

      Anyway, this glitch is something I call “Phantom Fighter Move”. Allow me to explain:

      Scenario: I have two separate stacks of German Fighters. One in Karelia, the other in Germany. During Combat Move Phase I move both of them to attack Caucasus (2 moves away from Karelia, 3 moves away from Germany).

      • Battle Occurs, all of my air units survive.

      • NCM Phase: I should only be able to move my Fighters that started in Germany one more space, and my Fighters that started in Karelia two more spaces. If I individually make my moves, this will work as intended. After I’ve individually moved each of my Fighters with two moves left, I will only be able to move the remaining Fighters one space.

      • However, if I use the new “SHIFT+CLICK” feature to move the entire Fighter Stack at once, the glitch comes into play.

      For whatever reason, SHIFT+CLICK"-ing the Fighter Stack in Ukraine lets me move all of them 2 spaces, even though some of them should not be able to move that far. This trick allows for illegal Fighter Movement that is earth-shatteringly overpowered in arenas like the Pacific, where fleet positioning is entirely based on the limited air range of opposing FTRs/Bombers.

      NOTE: I do not know if this occurs for Bombers as well as Fighters. I have not tried it because building additional Bombers is usually poor play and I am only playing Ranked Games at the moment.

      If this bug is not reproducible on your end, it may have just been a one-time thing for me. Sorry for the false alarm if that’s the case.

      Not a huge bug, but a bug nonetheless.

      Thanks for listening.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
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