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    Best posts made by DoManMacgee

    • RE: General Question - How does Platinum League Work?

      @JuliusBorisovBeamdog Ah, so it’s just ELO. I’m already familiar with the concept thanks to Chess.

      I’m guessing my progress slowing is probably because, now that I’m about 7 games in with each faction (not counting placement games), I’m no longer gaining/losing as much rating per-game, in addition to players having naturally high ranking. I’ll just keep chugging along, then.

      For vanity’s sake, do you have a rough estimate of what the ELO Thresholds are for each league/segments of each league? I’m currently ~#180 as Axis and ~#89 as Allies.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: India Complex for UK - usually a bad idea?

      @Xlome_00 An India Factory is possible, but you need to commit to its defense pretty hard. Especially in the 41 Scenario, where Japan starts with a massive advantage in terms of available units.

      If you’re going to commit to an India Factory, you basically need to be going full KJF (or like an 80-20 Pacific-Atlantic split) with USA to keep Japan’s navy tied down/away from India. Additionally, you’d need to be keeping a handful of Soviet TANKs stacked in Caucasus until India is 100% secured, so you can charge in and retake the Factory if it falls to Japan.

      An India Factory in Japanese hands is basically game-over for USSR if they’re allowed to start mass-producing TANKs from it. However, if you can hold the Factory past the initial Japanese assault, you’ll clear out mainland Asia extremely quickly and have a Factory 2-tiles away from Caucasus (3 from Moscow), making the task of reinforcing Russia in the late game much easier than usual.

      So, to answer your question, building a Factory in India is a viable option, just not in the way you want. It requires 100% dedication to work, it can’t be a sideshow.

      A better way to “slow down” Japan is to:

      • Concentrate as much of UK’s starting forces in India as possible in a mini-stack. Don’t be afraid to abandon Egypt early, you’re not going to hold it against Germany/Italy anyway. Also don’t be afraid to temporarily retreat the India stack to Persia if you think Japan is going to attempt to strike India with all its planes. Trading India is perfectly acceptable because it slows Japan down (from their end-goal of building an India Factory + spamming Tanks) by a full turn every time you trade it.

      • Build 60:40 Atlantic:Pacific with USA instead of 100:0 or 90:10. An extra Carrier + an extra 2 subs or so every round pumped into the Pacific forces Japan to spend money on Navy to keep up their advantage. This is money they’re not spending on land units, which slows Japan’s march East down.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 5] TGC (Entente) v DoManMacgee (CP) -oob, no bid, RR

      @the_good_captain Game History

      Round: 5
      
          Puchase Units - Germans
              Germans buy 4 artilleries, 2 fighters and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              Turning on Edit Mode
              EDIT: Changing ownership of Kazakhstan from Russians to Contested
              EDIT: Changing ownership of Moscow from Russians to Contested
              EDIT: Changing ownership of Belarus from Russians to Contested
              EDIT: Changing ownership of Finland from Russians to Contested
              EDIT: Changing ownership of Karelia from AustroHungarians to Contested
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Adding units owned by Neutral_Central to Moscow: 1 infantry
              EDIT: Removing units owned by Germans from Moscow: 1 infantry
              EDIT: Turning off Edit Mode
              1 artillery moved from Moscow to Ukraine
              4 artilleries moved from Ukraine to Galicia
              1 fighter moved from Ukraine to Galicia
              3 artilleries and 2 infantry moved from Galicia to Bohemia
              1 fighter moved from Galicia to Bohemia
              3 fighters moved from Berlin to Munich
              4 fighters moved from Ruhr to Munich
              5 artilleries and 2 infantry moved from Berlin to Hanover
              3 artilleries and 1 infantry moved from Silesia to Hanover
              3 artilleries and 2 infantry moved from Hanover to Munich
              13 artilleries and 13 infantry moved from Alsace to Ruhr
      
          Combat - Germans
              Battle in Munich
                  Germans attack with 3 artilleries, 7 fighters and 2 infantry
                  Italians defend with 1 infantry
                      Germans roll dice for 3 artilleries, 7 fighters and 2 infantry in Munich, round 2 : 4/12 hits, 5.33 expected hits
                      Italians roll dice for 1 infantry in Munich, round 2 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Germans and 1 infantry owned by the Italians lost in Munich
                  Germans win, taking Munich from Italians with 3 artilleries, 7 fighters and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Germans: 1 infantry
                  Casualties for Italians: 1 infantry
      
          Combat Move - Germans
      
          Place Units - Germans
              4 artilleries, 2 fighters and 4 infantry placed in Berlin
      
          Turn Complete - Germans
              Germans collect 39 PUs; end with 39 PUs
      

      Combat Hit Differential Summary :

      Italians regular : 0.50
      Germans regular : -1.33
      

      1914-game-5-g5.tsvg

      I flipped one of the German INF in Moscow to “Neutral Central” also, just to avoid needing to constantly flip said INF back and forth between German/not-German every turn for the rest of the game.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 6 month retrospective & Patch 8

      As you know, I’ve been playing since the beginning.

      It really is a marvel to think about how far the game has come in such a short amount of time. From the game literally crashing over the slightest of issues and turns taking 40+ minutes to a smooth experience that’s more-or-less ready for actual launch.

      Good work, guys. Hoping for more maps to play on in the future.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: India Complex for UK - usually a bad idea?

      I think you’re putting words in my mouth by implying that this is a great strategy. Personally, I believe it’s sub-optimal, and prefer to just use the starting Indian troops to hold out for as long as possible before eventually dying or retreating up to Caucasus until the European Axis are contained/defeated.

      @Xlome_00 said in India Complex for UK - usually a bad idea?:

      It sounds like the taking back and forth of India by the UK is actually a really great strategy to halt the Japanese spamming of tanks, and will hold off their ability to really open an effective new front against the USSR. Because they never get to establish a full turn with the IC.

      In reality, trading India repeatedly is sub-optimal, as you have no other source of unit production from UK and using Russians to do it is unsustainable long-term because of how strong Germany’s starting position is. Having to tie down Soviet TANKs to ensure India holds is a desperation move more than anything, and if you have to send them to liberate India more than once you’re opening the very “effective new front” between Japan-USSR that you’re trying to avoid.

      And if you take the 60-40 spending ratio for the US which @DoManMacgee was mentioning, and buy one bomber a turn to send to UK and SBR Germany every turn…I don’t see how the Axis can win.

      I do not recommend SBRs, or buying Bombers with USA. It’s too slow of a strategy if you’re being faced with an effective Axis player and if NOs are enabled Germany will be making far too much money by G3 for your ~6-8 IPCs of damage/turn to be more than a speed bump on Germany/Italy’s way to can-opener’ing their way to Moscow. You need either a Fighter Conga line via Carriers or a dedicated naval force to threaten multiple points in Europe simultaneously.

      …and if Japan then gives up on India realizing how much money is has wasted, US can flip the ratio and spend more on the Atlantic to start landing forces in western europe or add even more bombers and just go after Italy.

      I don’t see Japan “giving up on India”. If Japan cannot secure India then they’ve failed their objective (i.e. they’ve failed to accomplish one of their NOs, failed to significantly reduce UK’s income, and failed to establish a base of operations from which they can strike at Russia and link up with the European Axis).

      So I guess the real question is what can the Axis do against this? Roll for a Radar Tech and hope for the best with the Can Openers into the USSR?

      Tech Rolling is a bad habit to get into in general. Assuming US is spending its income on Bombers and UK is spending a fair amount of its income on keeping the India Factory up, by round 3, Germany/Italy are going to either be stacked in East Ukraine (if the Allies are employing the “do nothing and turtle in Moscow” strategy that’s favored on this site), or will have destroyed/significantly reduced the main Soviet Army (if they tried to stack East Ukraine). Both are losing positions because either Germany/Italy will have compromised the Russian position (by being able to threaten Moscow/Caucasus simultaneously), or they will have crushed the main Soviet army, which cannot be rebuilt due to how frail USSR’s economy is compared with Germany+Italy’s in this version, doubly so when you’re playing with NOs turned on.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 5] TGC (Entente) v DoManMacgee (CP) -oob, no bid, RR

      @the_good_captain Alright. Looks like Ottomans are going to die long before I’m going to be able to make anything happen in Italy or France. GG.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Starting to lose my mind with this game

      @Brian-Cannon If you’re having problems winning as Germany in this version (aside from atrocious luck which is certainly a factor), it’s probably because you’re not being aggressive enough with Germany.

      In Classic (the game from the 80s, what you call “the initial version”), Germany is weak and needs to play defensively. In this version, that is not the case. You should be building 1-2 Tanks each turn, and spending the rest of your money on Infantry and Artillery.

      Your path on the Russian front should be 2-pronged.
      Path #1: Germany -> Baltic States -> Karelia -> West Russia (paths converge) -> Moscow.

      Path #2: Germany -> Poland -> Ukraine -> West Russia (paths converge) -> Moscow.

      Although you are encouraged to be aggressive, as @Boston_NWO said, you should not be overly aggressive turn 1. For the first turn (or even the first few rounds if necessary), you should focus on amassing units in Karelia and either Poland or Ukraine, based on how USSR is doing luck-wise. Once you’re confident that you can advance (or if Russia falls back to Moscow), start sending small batches of units into Caucasus, West Russia and Archangel. Doing this will pump your income level up to the high 40s/low 50s (based on how Africa is going), while the Soviets will only be making low 20s/high teens.

      Side-Note #1: Your Fighters/Bombers should be in Germany or Karelia, as needed. From there they can cover most of your territories.

      Side-Note #2: What are you doing with Japan? If you’re having problems closing games out with Germany you can always change up your Japan game to put a greater emphasis on sending land units into Russia. You can’t exactly field huge armies like Germany can but chipping away at USSR’s income will help accelerate their fall.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Allies strategy

      @andrewaagamer said in Allies strategy:

      @domanmacgee said in Allies strategy:

      Okay, but how do you get to Karelia to hold it? It can only buy two units a turn to place there as Russia, and to get from Moscow to Karelia requires going through either Belorussia (a dreaded “$1 territory” that, according to you, should not be fought for) or Archangel. I suppose you could do the later, but if you’re willing to fight for Archangel, why not Belorussia, which directly borders Moscow and is on the German’s critical path from Berlin -> Moscow?

      As I mentioned you stack Archangel on R1 and buy two armor. You could buy three if you drop the two artillery down to infantry but personally I like the artillery for Caucasus for the southern defense/push.

      Also why TANKs? ART are the more economical purchase for offense because they boost the firepower of paired INF.
      2 INF/2 ART = 14 IPC, 4 HP, 8 Punch (offense and defense)
      compare with 3 TANK = 15 IPC, 3 HP, 9 Punch (offense and defense)
      I understand mixing in TANKs if you’ve hit > 35 IPC (the point you’d be able to build 5 INF/5 ART), but for the bulk of the game I don’t see your income getting that high. If USSR is consistently getting over 35 IPC then you’re “winning” (which lines up with my original post that says USSR should start adding TANKs once they’ve reached a winning position.

      Yes, the two INF/ART pair are a better offensive buy but the two armor is a better defensive buy AND more importantly the mobility gets the armor to Karelia on R2.

      Going purely by the numbers, INF/ART are better than TANKs odds-wise because they have more punch and more HP for less money. However, when you start factoring in your limited deployment spots for USSR (10-12), things start getting different. At that point, since USSR can generally count on getting their 10 IPC bonus for no foreign units + hold Archangel, it might be feasible to mix in a TANK or two. To me, it’s all about whether USSR’s income is over that 35 IPC level (since at 35 IPC exactly, you can buy 5 INF/5 ART).

      @andrewaagamer said in Allies strategy:

      @domanmacgee said in Allies strategy:

      As you say, rather than defending Karelia directly, USSR can stack a neighboring territory and go for a counterattack on R2 (when the German Air Force won’t be present). Let’s look into this scenario:
      USSR can stack either Belorussia or Archangel to try setting up a dead-zone on Archangel. If they stack Belorussia, you can dive on their stack with extremely variable odds depending how G1 went + how USSR distributed its forces. Assuming that they either stacked Archangel or you just don’t like the odds at Belorussia, you can walk into Karelia here no problem. Using your R1 build, the biggest Russian response I was able to get was 12 INF/2 ART/3 TANK Vs. the German force of 8 INF/2 ART/6 TANK. Of course, the German INF number is variable based on G1, but lets break down the calcs:
      12 INF/2 ART/3 TANK Vs. 9 INF/2 ART/6 TANK - 14% USSR win/1% draw/73% German win - Average result = 6 German Tanks survive
      12 INF/2 ART/3 TANK Vs. 8 INF/2 ART/6 TANK - 26% USSR win/1% draw/73% German win - Average result = 5 German Tanks survive
      12 INF/2 ART/3 TANK Vs. 7 INF/2 ART/6 TANK - 40% USSR win/1% draw/58% German win - Average result = 2 USSR Tanks survive
      12 INF/2 ART/3 TANK Vs. 6 INF/2 ART/6 TANK - 56% USSR win/1% draw/58% German win - Average result = 3 USSR Tanks survive
      So, if Germany had particularly poor luck in the opening, then USSR can block an advance into Karelia on G2, but even in the scenarios where USSR wins, the odds are effectively a coin flip.
      Germany can likely hold Karelia for G2 and G3, but by G4 they may need to withdraw in the face of UK’s naval buildup + how the rest of the game is going. At that point we’re way too far out to make concrete calculations.

      Well that is a very interesting opening. Do you vacate Norway completely? What about the fighter that attacked the SZ2 BB? Do you leave it undefended?

      Conditionally. It depends on how many INF Germany loses in the Baltic States fight in-particular. If things go absolutely sideways and they lose 2 INF then Norway needs to be 100% evacuated. I understand that this risks losing the SZ2 FTR to a British air attack but they’d need to send either 1 FTR/1 BOMB or send in a loaded transport from Canada + 1-2 FTR). If UK sends forces to Norway it (hopefully) means they’re missing out on either sinking the Baltic Fleet or are delayed a turn in sending their BOMB towards the center of the map (which is a more optimal position for it). Ideally, no INF are lost and you only need to send 1 of the 2 INF to Finland.

      If you were to push that many infantry against Karelia than yes, it would take a bit for Russia to take it back. Also, your 4 armor + 1 infantry against East Poland is interesting. I guess you don’t worry about the 16% chance you lose an armor there?

      Not particularly. That’s like saying don’t try for Egypt G1 because you only have a ~76% chance to actually take the territory (my math might be bad on that calc because I don’t have the setup in front of me right now), If that chance actually occurred taking/holding Karelia would probably be a bust and you’d have to shift to a different game plan.

      Of course, if you are sending that much firepower north than as Russia I would push south to get to Bulgaria and the Russian $10 NO.

      That possibility is part of while 4 of the TANKs go to East Poland instead of 100% all-in at Baltic States. If on R1 USSR positions its forces in either a balanced position or with a disposition towards the south, Germany is free to adjust how many troops its sending to Caucasus. Some of Italy’s started forces can also be used to plug the gap, as you don’t need to start spending 100% of their income on defending Rome/France until ~Round 3.

      @andrewaagamer said in Allies strategy:

      @domanmacgee said in Allies strategy:

      You know AA50’s game flow very well (as demonstrated earlier in this thread in a post I didn’t respond to). Japan is the one who ultimately takes Moscow in most games rather than Germany. The role of Germany/Italy is to make as much money as possible during the early game and then turtle until Japan wins the game. My main gripe with NOs (and your Russian strategy of not actively fighting for space on the board) is that the easy money Germany gets makes this task much too easy.

      I think we are in agreement the Allies definitely don’t want Germany taking and holding Karelia and/or Caucasus for any length of time; that is bad news. Our styles are different. I want lots of ground troops to eventually knock them out and your style seems to push for a faster more aggressive strategy that does not have as much firepower in the long run but has more in the short run.

      Pretty much. The way I see it is that if USSR can punch Germany in the nose enough times during the opening turns, then their income will be stunted enough that UK/US have an easier time winning the war on their side of the map. Even if this causes USSR to lose enough units over time that Japan has an easier time taking Moscow, the Allies can usually still win as long as they take Berlin on or before the round that Japan takes Moscow.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: TGC(CP) v DoManMacgee(Entente)

      @the_good_captain

      Game History

      Round: 1
      
          Puchase Units - Italians
              Italians buy 2 artilleries and 2 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Italians
              1 artillery and 1 infantry moved from Libya to Egypt
              1 infantry moved from Somaliland to British East Africa
              1 infantry moved from Naples to Tuscany
              2 artilleries and 6 infantry moved from Rome to Tuscany
              1 infantry moved from Tuscany to Piedmont
              2 artilleries and 6 infantry moved from Venice to Switzerland
              2 artilleries and 6 infantry moved from Piedmont to Switzerland
      
          Combat - Italians
              Italians creates battle in territory SZ 17
              Battle in SZ 17
                  Italians attack with 1 battleship, 1 cruiser, 1 mines and 1 transport; French loiter and taunt
                  Ottomans defend with 2 cruisers
                      Italians roll dice for 1 battleship, 1 cruiser and 1 transport in SZ 17, round 2 : 1/2 hits, 1.17 expected hits
                      Ottomans roll dice for 2 cruisers in SZ 17, round 2 : 2/2 hits, 1.00 expected hits
                  Units damaged: 1 battleship owned by the Italians
                      1 cruiser owned by the Italians and 1 cruiser owned by the Ottomans lost in SZ 17
                  1 transport owned by the Italians, 1 mines owned by the Italians and 1 battleship owned by the Italians retreated to SZ 17
                  Ottomans win with 1 cruiser remaining. Battle score for attacker is 0
                  Casualties for Italians: 1 cruiser
                  Casualties for Ottomans: 1 cruiser
              Battle in Switzerland
                  Italians attack with 4 artilleries and 12 infantry
                  Neutral_True defend with 1 artillery and 1 infantry
                      Italians roll dice for 4 artilleries and 12 infantry in Switzerland, round 2 : 5/16 hits, 6.67 expected hits
                      Neutral_True roll dice for 1 artillery and 1 infantry in Switzerland, round 2 : 0/2 hits, 1.00 expected hits
                      1 infantry owned by the Neutral_True and 1 artillery owned by the Neutral_True lost in Switzerland
                  Italians win, taking Switzerland from Neutral_True with 4 artilleries and 12 infantry remaining. Battle score for attacker is 7
                  Casualties for Neutral_True: 1 artillery and 1 infantry
      
          Combat Move - Italians
      
          Place Units - Italians
              2 artilleries and 2 infantry placed in Rome
      
          Turn Complete - Italians
              Italians collect 15 PUs; end with 15 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -1.83
      Ottomans regular : 1.00
      Neutral_True regular : -1.00
      

      Game History

      Round: 1
      
          Puchase Units - Americans
              Americans buy nothing; Remaining resources: 20 PUs; 
      
          Turn Complete - Americans
              Americans collect 20 PUs; end with 40 PUs
      

      Combat Hit Differential Summary :

      1914-game-6-usa1.tsvg

      Understood Re: the mulligan. Just wanted to let you know it was on the table in case things get any further off the beaten path.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 🎲😢 PRNG dice support group — and ranting

      @Brian-Cannon For your defense profile, you should have bombers set to die first. Yeah it sucks losing a 12 IPC unit on the first turn but it only rolls at a 1 on defense. You’re going to lose the territory anyway so you need to maximize your odds of taking more Russians down with you.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Allies strategy

      @AndrewAAGamer One other thing I should note is that I don’t advocate swapping every single territory. Only the absolutely critical ones, namely:

      • Karelia (as long as possible, to deny the German NO + use of your factory)

      • Archangel (if playing with NOs, since you need it for their main bonus)

      • Belorussia/East Ukraine (for as long as possible, as you don’t want a large German stack adjacent to Moscow until you absolutely can’t help it).

      • Caucasus (things should never get to this point, but you never know)

      The “first tier” of Russian territories (Baltic States, East Poland, Ukraine), are not good for trading until later in the game, as they’re either too close to the German production center to be worth it (Baltic States/East Poland) or too far removed from Germany’s critical path to Moscow (Ukraine).

      After re-reading the thread, I think I’m in decent-enough alignment with your USSR strategy, differences in build order aside:

      Phase 1 (~R1-R3): Stack Belorussia/East Ukraine (based on where Germany’s stack in heading).

      Phase 2 (~R3-R5): Fall back to Moscow/Caucasus, start trading Belorussia/East Ukraine/Archangel.

      Phase 3 (~R6 onward, or whenever you get big enough that Germany starts pulling back to turtle): Take and hold Belorussia/East Ukraine, generally start counterattacking towards the south (leave Karelia/Scandinavia to UK).

      Phase 4 (Whenever Japan reaches Persia/Kazakh/Novosbirisk): Start turtling Moscsow and hold on for dear life. Hope that the money you gained by counterattacking Germany is enough to survive long enough for US/UK to take Berlin/Rome.

      EDIT: Grammar.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: TGC(CP) v DoManMacgee(Entente)

      @the_good_captain Game History

      Round: 2
      
          Puchase Units - Russians
              Russians buy 1 artillery, 1 fighter and 5 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              3 infantry moved from Ukraine to Sevastopol
              1 infantry moved from Karelia to Moscow
              1 infantry moved from Livonia to Moscow
              2 artilleries and 3 infantry moved from Belarus to Ukraine
              1 artillery, 1 fighter and 5 infantry moved from Moscow to Ukraine
              1 infantry moved from Tatarstan to Ukraine
              1 battleship moved from SZ 10 to SZ 9
      
          Combat - Russians
              Russians creates battle in territory SZ 20
      
          Combat Move - Russians
      
          Place Units - Russians
              1 artillery, 1 fighter and 5 infantry placed in Moscow
      
          Turn Complete - Russians
              Russians collect 22 PUs; end with 22 PUs
      

      Combat Hit Differential Summary :

      1914-game-6-r2.tsvg

      If you want a chuckle go into the history tab and look at how many times I rearranged that turn before deciding on the completely generic option.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: General Strategy: KGF vs KJF

      I tend to make the call on KGF or KJF (if you can really call it “KJF”, you don’t take Tokyo in any KJF strategy. You usually just clear out their navy, take the money islands, and halt their momentum in Asia before moving on to killing Germany or winning on VCs) on A1 (America’s first turn), after Germany and Japan have both moved. I do this because hopefully, after seeing my opponent handle both Germany and Japan for a turn, I’ll be able to figure out which country they’re better at playing, at purposely go after the one they’re weaker at. It’s entirely possible to make an opening move as UK that leaves both KGF and KJF on the table. Just buy a Carrier for the Atlantic + land units for India. I used to like attacking the SZ37 fleet but with my luck and AAO’s “”“questionable”“” dice, I rarely have any luck winning there (or I totally blow-out Japan and win the game instantly, but I don’t like leaving the outcome of the game down to pure luck like that).

      This is a bit of a game-y answer to your question, but I tend to focus on playing against my opponent rather than just following a formulaic plan every single game (outside of the obvious moves you must make in all games, I mean).

      Side-Note #1: If Germany builds navy you need to go 100% KGF, as buying navy as Germany is inefficient and unsustainable. Germany’s strength in this version relies on the combination of their having nearly double USSR’s income and their extremely strong starting position. Take away either (i.e. spend Germany’s income on navy instead of units aimed at Moscow) and you suddenly give the Soviets (and thus the Allies) a fighting chance in a game where they really shouldn’t have one. Just keep building Navy as UK/US. If Germany is blowing all their IPCs on naval/air units USSR can build up and start pressuring Germany on the Russian Front.

      Side-Note #2: When Japan Pearl Harbors, you send in the fleet from US West Coat + all available air units (including the Bomber from East USA) to counterattack the Japanese fleet. In most cases Pearl Harbor is an over-extension by Japan than can by punished (there are exceptions to this line of thinking, but only when you hit like Platinum top 150 tier opponents).

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Allies strategy

      @andrewaagamer said in Allies strategy:

      Perhaps I have not been clear enough in my statements. I am not saying to buy only infantry. I am saying not to buy planes at all and to limit the amount of armor you buy to a minimum needed for counter attacking a major push by the Germans. You can’t stop the Germans from taking territory lightly but you do want to stop them from taking Karelia or Caucasus heavy and holding them.

      USSR isn’t going to stop Germany from getting Karelia “heavy” completely on their own. That’s just downright unfeasible. You need to get the US/UK fleets up before that becomes a possibility.

      You do not want to trade $1 territories. That is a losing battle for Russia. You do want to keep Germany from taking and holding Karelia or the Caucasus. If Russia has large stacks of infantry, with a few artillery and a few tanks, Germany does not have the ground forces to move in and hold Karelia or the Caucasus. The real danger Turns are 1-4 to 1-5. After that Russia starts pushing back and more armor purchases at that point are warranted.

      Okay, but how do you get to Karelia to hold it? It can only buy two units a turn to place there as Russia, and to get from Moscow to Karelia requires going through either Belorussia (a dreaded “$1 territory” that, according to you, should not be fought for) or Archangel. I suppose you could do the later, but if you’re willing to fight for Archangel, why not Belorussia, which directly borders Moscow and is on the German’s critical path from Berlin -> Moscow?

      Also why TANKs? ART are the more economical purchase for offense because they boost the firepower of paired INF.

      2 INF/2 ART = 14 IPC, 4 HP, 8 Punch (offense and defense)
      compare with 3 TANK = 15 IPC, 3 HP, 9 Punch (offense and defense)

      I understand mixing in TANKs if you’ve hit > 35 IPC (the point you’d be able to build 5 INF/5 ART), but for the bulk of the game I don’t see your income getting that high. If USSR is consistently getting over 35 IPC then you’re “winning” (which lines up with my original post that says USSR should start adding TANKs once they’ve reached a winning position.

      I would say R1 is a 2 armor, 2 artillery and 4 infantry build to give Russia a counter attack force. After that all infantry and 1 armor a Turn until there is enough infantry on hand to start pushing back. By the beginning of R5 that would give Russia 6 armor, 4 artillery and a ton of infantry to start pushing Germany back.

      • Start = 1 armor
      • Turn 1 = 2 armor
      • Turn 2 = 1 armor
      • Turn 3 = 1 armor
      • Turn 4 = 1 armor
      • Therefore, Turn 5 starts with 6 armor

      I mean my flow isn’t completely different from yours. I just like having the air force for efficient trades.

      @andrewaagamer said in Allies strategy:

      @domanmacgee said in Allies strategy:

      I am not going to trade territories. Most of the territories you are talking about are worth $1. Why am I going to lose a $3 infantry for a $1 territory?

      Because you kill at least one (sometimes two or three) $3 Germany Infantry and slow the German advance, which gives you more time for US/UK to get their fleets ready. You don’t need to swap every territory, just the ones on the critical path between the main German stack and Moscow. Even one or two good trades can be enough to delay the game for the one or two turns needed for the Allies to get their act together.

      At what cost? 2,3 or 4 Russian infantry? Even at 1 to 1 exchange odds that is a bad deal for the Russians as the Russian infantry defends as a 2 while the German infantry attack as a 1.

      USSR loses 1 INF at most, since you’re bringing the FTRs with you. The idea is that you burn German INF that are close to the front so that new German INF have to spend 3-4 turns walking to the front line, while your new Russian INF spawn on the exact location they’re needed.

      Also, Germany has multiple planes! At least 4 to 5. Russia has 1, if you buy one. Therefore, Germany has a huge advantage in trading territories. Why play to their strength?

      Because if Germany is using their planes to attack Soviet territories, they can’t use them to attack the UK fleet as it builds up. Almost the entire UK fleet goes down (maybe at most, you get one SZ of units that survive) on G1. You need at least 2-3 rounds of builds before UK’s fleet is ready to start landing troops in Europe. If you’re drawing the German FTRs into Russia to help their trades, they can’t destroy your budding UK fleet before it’s 100% ready.

      Looking at the board the Germans can still hit the Baltic and hit Russian land troops. That is all that matters.

      FTRs can’t attack two spaces simultaneously. 3 FTRs Vs. a fleet compared to 4 FTRs Vs. a fleet is a pretty significant difference unless you moved out with the UK Fleet too early.

      @andrewaagamer said in Allies strategy:

      @domanmacgee said in Allies strategy:

      In addition, there is only a 53% chance a single infantry + single fighter will take a territory defended by a single infantry. That means I am losing out on taking the territory just as much as I am taking it and it is costing me valuable infantry that defend far better than the German infantry that are attacking me. Paying $10 for something that most likely is going to lose me money doesn’t make sense.

      That statistic lacks context. This website’s calc and TripleA gave me:
      1 INF, 1 Fig Vs. 1 Inf
      A Survives: 90.5% D survives: 4.5%
      Attacker Results:
      52.82%: 1 Inf, 1 Fig
      36.69%: 1 Fig
      9.49%: no units
      Defender Results:
      4.48%: 1 Inf
      95.52%: no units
      I assume you got the “53%” figure from the percent chance that both the INF and the FTR survive, but even if both your and your opponent’s INF die, you still slowed their advance because Germany needs to put another unit in that position. Also, this only assumes 1 FTR. If you bring 2 FTRs, the odds improve to 61% chance the INF survives, 35.44% chance of both FTRs surviving.

      Correct. I said a 53% to TAKE the territory. You said trade territories with Germany which implies taking the territory.

      That’s fair, and I apologize for the poor wording on my part. Hopefully the bit above where I explained in slightly more detail why I favor these trades (tl;dr forcing new German INF to waste turns walking to the front) clarifies things.

      1.) Stacking Karelia is impossible. You can only build 2 units/turn there. Germany will take it with their overwhelming advantage on turn 2 no matter how many INF you try stacking there.

      I disagree. Germany can take it on G2 but they cannot hold it and then Russia can move in in force on R2 making a G3 attack a questionable move. Assuming a heavy German push on G1, on average, Germany can get 4 infantry, 1 artillery, 6 armor, 4 fighters and 1 bomber against Karelia.

      Assuming UK sinks the Baltic Fleet G1 (meaning they can’t use it G2):

      G1:
      2 INF Norway -> Finland
      Finland holds position (4 INF total)

      1 INF from NW Europe + 1 ART from Germany -> SZ5 TT -> Baltic States
      4 INF/ART/2 TANK Poland -> Baltic States (total is 5 INF/2 ART/2 TANK Vs. 3 INF)

      2 TANK Czechoslovakia/Hungary -> East Poland
      1 INF/2 TANK Bulgaria/Romania -> East Poland (total is 1 INF/4 TANK Vs. 2 INF)

      1 FTR Poland -> Ukraine
      2 INF/1 ART Bulgaria/Romania -> Ukraine (total is 2 INF/1 ART/1 FTR Vs. 2 INF)

      G2 total threat on Karelia
      4 FTR/1 BOMB from various
      4 INF from Finland
      4 INF/2 ART/2 TANK from Baltic States (assuming 1 INF was lost)

      4 TANK from East Poland

      total is 8 INF/2 ART/6 TANK/4 FTR/1 BOMB Vs. whatever Russia tried to defend with. Obviously, Germany would win that battle, and you agreed with this position.

      As Russia can only get 9 infantries, 1 artillery, 1 armor and 1 AA gun Russia has to pull out. However, on G2 Germany can only move in 4 infantry, 1 artillery, 6 armor to take and try to hold it. Russia can hit that force with 12 infantries, 2 artillery and 3 armor which means Germany has to go light or be annihilated. Then Russia takes it on R3 and holds it.

      As you say, rather than defending Karelia directly, USSR can stack a neighboring territory and go for a counterattack on R2 (when the German Air Force won’t be present). Let’s look into this scenario:

      USSR can stack either Belorussia or Archangel to try setting up a dead-zone on Archangel. If they stack Belorussia, you can dive on their stack with extremely variable odds depending how G1 went + how USSR distributed its forces. Assuming that they either stacked Archangel or you just don’t like the odds at Belorussia, you can walk into Karelia here no problem. Using your R1 build, the biggest Russian response I was able to get was 12 INF/2 ART/3 TANK Vs. the German force of 8 INF/2 ART/6 TANK. Of course, the German INF number is variable based on G1, but lets break down the calcs:

      12 INF/2 ART/3 TANK Vs. 9 INF/2 ART/6 TANK - 14% USSR win/1% draw/73% German win - Average result = 6 German Tanks survive

      12 INF/2 ART/3 TANK Vs. 8 INF/2 ART/6 TANK - 26% USSR win/1% draw/73% German win - Average result = 5 German Tanks survive

      12 INF/2 ART/3 TANK Vs. 7 INF/2 ART/6 TANK - 40% USSR win/1% draw/58% German win - Average result = 2 USSR Tanks survive

      12 INF/2 ART/3 TANK Vs. 6 INF/2 ART/6 TANK - 56% USSR win/1% draw/58% German win - Average result = 3 USSR Tanks survive

      So, if Germany had particularly poor luck in the opening, then USSR can block an advance into Karelia on G2, but even in the scenarios where USSR wins, the odds are effectively a coin flip.

      Germany can likely hold Karelia for G2 and G3, but by G4 they may need to withdraw in the face of UK’s naval buildup + how the rest of the game is going. At that point we’re way too far out to make concrete calculations.

      2.) Sitting in Moscow/Caucasus (and not at least East Ukraine/Belorussia) is a recipe for disaster. If Germany gets their main stack onto East Ukraine unopposed then they can threaten both Caucasus and Moscow simultaneously. This will force USSR to abandon Caucasus for Moscow, as attempting to defend both evenly would result in Germany walking into Moscow easily. Once Germany walks into Caucasus, USSR’s economy collapses and (especially in your version of the game where NOs are turned-on) Germany’s income explodes to such a level that the Western Allies no longer have any hope of taking France.

      Losing the Caucasus for one Turn is not a game loser. Losing it the entire game is. Germany cannot take and hold Caucasus; they just do not have the ground troops for it. If they are going for Karelia they are not going for Caucasus and vice versa. I am okay trading, worst case, Karelia and/or Caucasus for one or two Turns, as long as the Germans cannot move in heavy and hold it.

      I think I worded things badly here. My point was more that if USSR holes up in Moscow and is reduced to trading in Caucasus for 1-2 rounds while the USSR stack in Moscow grows large enough to dislodge Germany, the Germans will get enough NO bucks (or just the regular 4 IPC from Caucasus if playing without NOs) to keep their income afloat for long enough to survive against the allies (by steadily retreating in the east and stacking Berlin in the west) until ~round 8 or 9. If Germany holds out that long, Japan can get its air stack into Europe and start defeating the Soviets, which will increase the odds that Germany is still standing by the time that Japan takes Moscow.

      You know AA50’s game flow very well (as demonstrated earlier in this thread in a post I didn’t respond to). Japan is the one who ultimately takes Moscow in most games rather than Germany. The role of Germany/Italy is to make as much money as possible during the early game and then turtle until Japan wins the game. My main gripe with NOs (and your Russian strategy of not actively fighting for space on the board) is that the easy money Germany gets makes this task much too easy.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: TGC(CP) v DoManMacgee(Entente)

      @the_good_captain

      Game History

      Round: 2
      
          Puchase Units - French
              French buy 3 artilleries, 1 infantry and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - French
              8 artilleries, 1 fighter and 25 infantry moved from Picardy to Belgium
                    French take Belgium from Germans
              1 fighter moved from Paris to Belgium
              3 artilleries and 2 infantry moved from Paris to Picardy
              1 battleship moved from SZ 9 to SZ 15
              1 infantry moved from Spanish Morocco to Algeria
              1 infantry moved from Tunisia to Libya
              1 infantry moved from Libya to Egypt
      
          Combat - French
              French creates battle in territory SZ 17
              Battle in SZ 17
                  Italians loiter and taunt; French attack with 1 battleship and 1 cruiser
                  Ottomans defend with 1 cruiser and 1 mines
                      French roll dice for 1 battleship and 1 cruiser in SZ 17, round 2 : 1/2 hits, 1.17 expected hits
                      Ottomans roll dice for 1 cruiser in SZ 17, round 2 : 0/1 hits, 0.50 expected hits
                      1 cruiser owned by the Ottomans lost in SZ 17
                  French win with 1 battleship and 1 cruiser remaining. Battle score for attacker is 9
                  Casualties for Ottomans: 1 cruiser
              Battle in SZ 15
                  French attack with 1 battleship and 1 mines
                  Germans defend with 1 battleship
                      French roll dice for 1 battleship in SZ 15, round 2 : 0/1 hits, 0.67 expected hits
                      Germans roll dice for 1 battleship in SZ 15, round 2 : 0/1 hits, 0.67 expected hits
                      French roll dice for 1 battleship in SZ 15, round 3 : 1/1 hits, 0.67 expected hits
                      Germans roll dice for 1 battleship in SZ 15, round 3 : 1/1 hits, 0.67 expected hits
                  Units damaged: 1 battleship owned by the French
                      1 battleship owned by the Germans lost in SZ 15
                  French win with 1 battleship remaining. Battle score for attacker is 12
                  Casualties for Germans: 1 battleship
      
          Combat Move - French
      
          Place Units - French
              3 artilleries and 1 infantry placed in Paris
              2 transports placed in SZ 16
              Turning on Edit Mode
              EDIT: Removing units owned by French from SZ 16: 2 transports
              EDIT: Adding units owned by French to Paris: 1 fighter and 2 infantry
              EDIT: Turning off Edit Mode
      
          Turn Complete - French
              French collect 29 PUs; end with 29 PUs
      

      Combat Hit Differential Summary :

      French regular : -0.50
      Germans regular : -0.33
      Ottomans regular : -0.50
      

      Game History

      Round: 2
      
          Puchase Units - British
              British buy 2 artilleries, 2 infantry and 3 transports; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Removing units owned by Ottomans from SZ 17: 1 mines
              EDIT: Adding units owned by Italians to SZ 17: 1 mines
              EDIT: Turning off Edit Mode
              3 artilleries moved from London to SZ 9
              1 infantry moved from Yorkshire to SZ 9
              2 infantry moved from London to SZ 9
              3 artilleries, 3 infantry and 3 transports moved from SZ 9 to SZ 6
              3 artilleries and 3 infantry moved from SZ 6 to Karelia
              2 cruisers moved from SZ 9 to SZ 14
              1 artillery and 1 infantry moved from Somaliland to SZ 27
              1 artillery, 1 infantry and 1 transport moved from SZ 27 to SZ 26
              1 artillery and 1 infantry moved from SZ 26 to Portuguese East Africa
                    British take Portuguese East Africa from Neutral_Allied
              1 artillery and 1 infantry moved from German East Africa to SZ 26
              1 artillery, 1 infantry and 1 transport moved from SZ 26 to SZ 24
              1 artillery and 1 infantry moved from SZ 24 to South West Africa
              1 artillery and 1 infantry moved from Angola to South West Africa
              1 battleship moved from SZ 28 to SZ 17
              2 cruisers moved from SZ 19 to SZ 14
              1 artillery and 4 infantry moved from Afghanistan to Kazakhstan
              1 infantry moved from India to Afghanistan
              1 artillery and 1 infantry moved from Brest to Picardy
      
          Combat - British
              Battle in SZ 14
                  British attack with 4 cruisers
                  Germans defend with 1 cruiser
                      British roll dice for 4 cruisers in SZ 14, round 2 : 3/4 hits, 2.00 expected hits
                      Germans roll dice for 1 cruiser in SZ 14, round 2 : 1/1 hits, 0.50 expected hits
                      1 cruiser owned by the British and 1 cruiser owned by the Germans lost in SZ 14
                  British win with 3 cruisers remaining. Battle score for attacker is 0
                  Casualties for British: 1 cruiser
                  Casualties for Germans: 1 cruiser
              Battle in South West Africa
                  British attack with 2 artilleries and 2 infantry
                  Germans defend with 1 artillery and 1 infantry
                      British roll dice for 2 artilleries and 2 infantry in South West Africa, round 2 : 1/4 hits, 2.00 expected hits
                      Germans roll dice for 1 artillery and 1 infantry in South West Africa, round 2 : 0/2 hits, 1.00 expected hits
                      1 artillery owned by the Germans lost in South West Africa
                  Germans and British reach a stalemate
                  . Battle score for attacker is 4
                  Casualties for Germans: 1 artillery
      
          Combat Move - British
      
          Place Units - British
              3 transports placed in SZ 9
              2 artilleries and 2 infantry placed in India
      
          Turn Complete - British
              British collect 34 PUs; end with 34 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -0.50
      British regular : 0.00
      

      1914-game-6-b2.tsvg

      I changed my French build from 2 TT/1 INF/3 ART to 3 INF/3 ART/1 FTR. It wasn’t based on anything that happened during the turn, I had meant to use the latter build instead of the former, but ended the purchase phase before I could change it. If you take issue with this, just edit the build back during the Ottoman turn.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Too much first turn luck swing?

      Those are pretty common gripes with this version in-general. To be fair, if the Allies under-perform in those battles (especially the SZ37 fight, if UK goes for it) the Axis are basically guaranteed a free win. Just yesterday I lost a bit too much on the Ukraine fight (took everything that could reach, only the 2 FTRs survived) and that giant loss of units through no fault of my own basically assured my loss by round 5.

      My take is that you shouldn’t get too up-in-arms over getting your ranking up. Just set achievable goals and strive for them. It’s just a videogame-based-on-a-board-game, and said board game wasn’t really ever intended to be played hyper-competitively, at least I don’t think it was, anyway (doesn’t stop me and others from doing it anyway, though).

      Your best bet is to just hold out hope that Beamdog starts adding other maps down the line. 42SE (the map AAO uses currently) is one of the most poorly balanced maps in the series, and lacks the charm that other poorly balanced maps have (G40 has its sheer size/scale + interesting political scenarios + tons of playable countries, AA50 has Italy/China, NOs and better overall balance, Classic has the allure of being “the original”, etc.). Beamdog is apparently open to the idea, but is struggling with getting the rights/licenses, since Larry Harris no longer has any affiliation with Wizards of the Coast (the people who own the rights to A&A).

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: India Complex for UK - usually a bad idea?

      @argothair As a counter, I’d argue that the logistics challenges that come from a forced 5-6 turn time limit make for an interesting an alternative way to play. Having to try to scrounge together forces to make a critical, last-second attack in a crucial territory results in games that are wildly different from the hyper-optimized INF stack showdowns that define how A&A is played normally.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: TGC(CP) v DoManMacgee(Entente)

      @the_good_captain Game History

      Round: 3
      
          Puchase Units - French
              French buy 2 artilleries, 1 fighter and 5 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - French
              1 unit repaired.
              1 fighter moved from Paris to Lorraine
              8 artilleries, 2 fighters and 25 infantry moved from Belgium to Alsace
                    French take Alsace from Germans
              3 artilleries and 2 infantry moved from Picardy to Lorraine
              3 artilleries and 3 infantry moved from Paris to Picardy
              1 battleship moved from SZ 15 to SZ 9
      
          Combat - French
      
          Combat Move - French
      
          Place Units - French
              2 artilleries, 1 fighter and 5 infantry placed in Paris
      
          Turn Complete - French
              French collect 31 PUs; end with 31 PUs
      

      Combat Hit Differential Summary :

      Game History

      Round: 3
      
          Puchase Units - British
              British buy 4 artilleries, 1 fighter and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Adding units owned by Neutral_Allied to Karelia: 3 artilleries and 6 infantry
              EDIT: Removing units owned by British from London: 6 infantry
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Removing units owned by British from Karelia: 3 artilleries and 3 infantry
              EDIT: Turning off Edit Mode
              6 infantry moved from London to SZ 9
              6 infantry and 3 transports moved from SZ 9 to SZ 6
              3 transports moved from SZ 6 to SZ 9
              EDIT: British undo move 2.
              EDIT: 6 infantry and 3 transports moved from SZ 9 to SZ 5
              EDIT: British undo move 3.
              EDIT: British undo move 1.
              EDIT: 6 infantry moved from London to Yorkshire
              EDIT: British undo move 2.
              3 transports moved from SZ 9 to SZ 6
              1 artillery and 4 infantry moved from Kazakhstan to Tatarstan
              2 artilleries and 2 infantry moved from India to Afghanistan
              1 infantry moved from Afghanistan to Kazakhstan
              1 artillery and 1 infantry moved from Portuguese East Africa to SZ 26
              1 artillery, 1 infantry and 1 transport moved from SZ 26 to SZ 24
              1 artillery and 1 infantry moved from SZ 24 to Nigeria
                    British take Nigeria from Germans
              1 infantry moved from Belgian Congo to Kamerun
                    British take Kamerun from Germans
      
          Combat - British
              British creates battle in territory South West Africa
              Battle in South West Africa
                  British attack with 2 artilleries and 2 infantry
                      British roll dice for 2 artilleries and 2 infantry in South West Africa, round 2 : 2/4 hits, 2.00 expected hits
                      Germans roll dice for 1 infantry in South West Africa, round 2 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Neutral_True and 1 infantry owned by the British lost in South West Africa
                  British win, taking South West Africa from Germans with 2 artilleries and 1 infantry remaining. Battle score for attacker is -3
                  Casualties for British: 1 infantry
                  Casualties for Neutral_True: 1 infantry
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Adding units owned by British to Karelia: 6 infantry
              EDIT: Turning on Edit Mode
              EDIT: Removing units owned by British from Karelia: 6 infantry
              EDIT: Removing units owned by Neutral_Allied from Karelia: 3 artilleries and 6 infantry
              EDIT: Adding units owned by British to Karelia: 3 artilleries and 9 infantry
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
      
          Place Units - British
              3 artilleries placed in London
              1 artillery, 1 fighter and 4 infantry placed in India
      
          Turn Complete - British
              British collect 37 PUs; end with 37 PUs
      

      Combat Hit Differential Summary :

      Germans regular : 0.50
      British regular : 0.00
      

      1914-game-6-b3.tsvg

      I had to fumble around with Edit Mode a lot to get my move to go through properly but tl;dr:
      -6 INF loaded from London into the 3 TTs.
      -3 unloaded TTs from Karelia went back to London.
      -3 loaded TTs from London went to Karelia and reinforced (but no combat was pressed).

      Rest of the turn is pretty cut-and-dry.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Too much first turn luck swing?

      @Dimitri It’s better for the bigger size and unit/strategy variety, but the balance is awful, even compared to Classic. IMO, the Axis-Favored games are more unbearable to play than the Allied-Favored ones because you’re basically stuck in a situation where you’re going to win/lose in 4 turns no matter what you do. At least in the Allied-Favored games it usually tends to take a long time before the Allies can actually kill you, which gives both players a lot more time to make mistakes that can swing things one way or the other.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: India Complex for UK - usually a bad idea?

      @argothair I would typically agree with you about ideal game length, but as someone who’s gone to a decent number of IRL tournaments, you have to consider a few mitigating circumstances:

      A: Most tournaments (excluding stuff like the invitational tournaments @Young-Grasshopper and @siredblood have run out of their own homes) happen at large-scale conventions, so A&A only has a certain amount of allocated time to even hold its tournament.

      B: The sheer number of participants in the tournament demands that at least 3-4 rounds of preliminary games (if doing a swiss system) and/or another 2-3 rounds of playoff games need to be played over the course of the tournament. If you run a 8-9 round game in every round, you would need to have your tournament running for a fairly long amount of time, which leads me to my last point.

      C : Player fatigue. While stamina is a skill that should be factored in for Face-to-Face play, there has to be some level of realistic expectations of how much time players can allocate to the game during the tournament. People need to take time off of work/school to even attend a tournament in the first place, so realistically this only gives you 2-5 days to actually hold your tournament when you factor in travel time. A 5-6 turn game takes about 4-5 hours to play out (including the time it takes to set up the board/cleanup), and a 8-9 round game would probably take about 7 and a half hours or so unless the game is a one-sided curbstomp. Having matches go on for that long simply becomes unfeasible in a face-to-face environment (unless we one day have the honor of living in a world where A&A becomes as revered as something like Chess, of course, and corporations are willing to throw hundreds of thousands of dollars at players to participate in large-scale tournaments).

      EDIT: Grammar.

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
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