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    Best posts made by DoManMacgee

    • RE: All the Russian openings: For Begginers

      @Black_Elk Gosh, 40!? I only have like 8 as each side post-placement games. No wonder I can barely stay in the top 100.

      I should have mentioned the whole “resolve W. Russia first” thing in my other post, sorry. I thought that was just the standard operating procedure.

      Also agree on Ukraine (and the opening turn in general) being very swingy. I’ve had things like the Ukr. Attack, the Attack on SZ2, Egypt, and the India Fleet Vs. IJN in SZ37 go extremely wonky and basically tilt the game in one direction or the other. In F2F tournaments bids usually fix this (either with an extra ART to Caucasus or an extra SUB to the India Fleet), but in AAO we don’t have that luxury.

      Honestly, in AAO I haven’t had many games drag out long enough where SBRs would have helped. I’ve steamrolled most of my Axis games by Round 4/5, and as Allies the Axis have only really been getting within one tile of Moscow and sustaining their presence in games they were already going to win anyway.

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • RE: [Game 8] TGC (Entente) v DoManMacgee (CP) -oob, no bid, RR

      @the_good_captain Rolled a desperation AH attack and it went about as badly as you can imagine. GG.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: All the Russian openings: For Begginers

      Not Black_Elk but it sounds like you’re playing against competent Allied Players. Smashing the Allies by turn 3 in-general kind of stops once you hit upper Gold League/Platinum.

      I don’t want to go into too many details, as this is a Russia thread, but Germany/Japan should be focusing their efforts on killing Russia quickly, but safely. Don’t go in guns blazing with all-Tank builds. Exploit the fact that Germany and Japan have superior economies and starting units Vs. the Soviets and push towards Moscow with INF/ART pressure. For Japan in-particular, build more transports to replace the ones you lost, or get an IC on the Asian mainland (Manchuria or French Indochina are the best locations for these).

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • RE: Douche V. Kwas

      @kwaspek104 GG. Had some bad rolls in the Atlantic and blatantly missed the extra 2 Tanks from Romania that were able to make it to the big Belorussia battle. Hope to give it another whirl soon!

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: All the Russian openings: For Begginers

      Same boat as you, more or less. My path to victory as Axis is usually Leningrad/India/Moscow though. Whenever I go after Honolulu my opponent always seems to just start blowing 100% of the USA’s money on fleet to prevent it.

      To answer your question, if the Allies can’t do a 100% KGF before Japan has the time to build up an 8 Transport (for a 4 transport land-bridge between Japan -> Burma), then something’s gone horribly wrong IMO. As an estimate, it would take at least 5-6 turns for Japan to build up a transport fleet that large while also spending IPCs on defending the Pacific from any US attempts at poking around with its starting fleet. 5-6 turns should be more than enough time, on paper, for the Allies to at least kill Germany’s navy + clear out Africa + have the Germans holed up in Germany/Italy/France. At that point, the India stack can retreat, since VCs are no longer an issue, and the Russians can spend all of their money trying to hold Caucasus/Persia while the US/UK try to finish off Germany and win on VCs.

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germany) vs Kwaspek and DoMan (Allies) - Europe Game 2

      @The_Good_Captain @kwaspek104
      Game History

      Round: 8
      
          Combat Move - Russians
              Turning on Edit Mode
              EDIT: Changing PUs for Russians from 1 to 0
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Changing PUs for Russians from 0 to 1
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Changing PUs for Americans from 52 to 51
              EDIT: Turning off Edit Mode
              2 fighters and 2 infantry moved from Moscow to Belorussia
              1 fighter and 2 infantry moved from Moscow to Russia
              1 fighter moved from Moscow to Russia
              1 bomber moved from Moscow to Archangel
              1 transport moved from Baltic Sea Sea Zone to Danish Sea Sea Zone
      
          Combat - Russians
              Strategic bombing raid in Archangel
                  Bombing raid in Archangel rolls: 4 and costs: 4 PUs.
                  Bombing raid costs 4 PUs
              Battle in Belorussia
                  Russians attack with 2 fighters and 2 infantry
                  Germans defend with 1 infantry
                      Russians roll dice for 2 fighters and 2 infantry in Belorussia, round 2 : 1/4 hits, 1.33 expected hits
                      Germans roll dice for 1 infantry in Belorussia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Belorussia
                  Russians win, taking Belorussia from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Battle in Russia
                  Russians attack with 2 fighters and 2 infantry
                  Germans defend with 1 infantry
                      Russians roll dice for 2 fighters and 2 infantry in Russia, round 2 : 1/4 hits, 1.33 expected hits
                      Germans roll dice for 1 infantry in Russia, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Russia
                  Russians win, taking Russia from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
      
          Non Combat Move - Russians
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              2 fighters moved from Russia to Moscow
              2 fighters moved from Belorussia to Moscow
              1 bomber moved from Archangel to Moscow
              EDIT: 1 submarine moved from South Atlantic Sea Zone to Western Mediterranean Sea Zone
      
          Turn Complete - Russians
              Russians collect 11 PUs; end with 12 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -0.67
      Russians regular : -0.67
      

      US paid the ME Toll ™. I edited the USSR sub into Western Med. because it was a sub-stall.

      AAE-game2-R8.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: New Players need help with the Axis

      One general piece of advice if you want to improve quickly at 42SE: Either play or look up footage of “Axis and Allies Online”. That game uses this game (42SE) as a base, so strategies used there will generally convert well to over the board play. To answer your specific questions though:

      @raply112 said in New Players need help with the Axis:

      I recently started playing A&A with 4 friends. We have played a few games so far and always play until Total Victory.

      Don’t do this. Use the standard VC rules as with “Total Victory” it will takes the Axis literal hours to actually win, as London and USA are very hard to reach.

      The Germans always fails to take Moscow without even needing help from the United States.

      Not entirely uncommon. Germany has the income advantage over USSR but generally you need help from Japan in the east to actually break Moscow. Just as a sanity check, what are you typically building with Germany each round?

      As a result, the Americans always concentrated on the Pacific and manage to push the Japanese back to Tokyo in a one-on-one battle.

      This is (sort of) true. Japan starts with a much larger fleet than USA and it should take USA at least 3-4 turns to catch up to Japan if Japan is at least dedicating some portion of their income to maintaining their fleet. Given enough time, though, USA will surpass Japan.

      When the Japanese then can’t get off their island because the entire American fleet is around Japan and the Japanese lost more and more IPCs

      This sounds off. Before the game reaches this point Japan should have built a Factory in Manchuria. What is your general game plan as Japan? You should be primarily focusing on funneling land units into Asia and making a beeline for Moscow. If the UK Player is doing a poor job of defending India, you can take it, but if they’re playing properly you won’t be able to take India until after Moscow falls (or it’s about to fall).

      The Americans begin to advance on Berlin with the other Allies. In the end, the last hours of the game consist only of defending Tokyo and Berlin.

      As a hint, if the game actually reaches this point it’s probably for the best if the Axis Team surrenders. That way everyone can go home and get some sleep. Just because the IRL Axis fought to the death doesn’t mean you have to.

      How do the Germans effectively take Moscow?
      Build INF/ART only. Focus on maintaining large, consolidated land stacks and pushing slowly. Try to take Karelia early to take the VC and Factory there. If USA is ignoring Europe completely and going full Pacific, try spending some money on land units in Italy to send into Africa via the Mediterranean. Typically, USA’s job in the early game is to keep Germany out of Africa, but if they’re going 100% Pacific, Germany shouldn’t be met with much (if any) resistance in taking Africa. This is important because Africa will get you about 8 extra income, and every little bit helps.

      And how do the Japanese manage to defend themselves against the Americans?

      Spend J1 destroying the UK Fleet. Keep your main fleet in Philippines (to threaten any potential USA buildup in Solomon Islands) while building mostly land units (probably build 1-2 SUB + rest land units). The land units should be sent into Asia to gobble up USSR/China. If you can get Japan’s income high enough off of taking those territories, you can achieve economic parity with the USA and drain USSR’s income to the 12-14 range. This achieves two things:

      1. Makes it easier for Japan to transition to building an increasing number of boats to further delay the US Fleet buildup.

      2. Makes it possible for Germany to actually beat USSR, as Germany will be consistently in the 45-50 IPC range while USSR sits at 12-14. If you can keep up this advantage for 3-4 turns, it will become impossible for Moscow to hold on, and the Axis will win.

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germany) vs Kwaspek and DoMan (Allies) - Europe Game 2

      @kwaspek104 After that naval battle, the feeling isn’t mutual lol (JK u da man)

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: USSR1 submerging submarine or nah, G1 6 to sz7 or 5, 2 fighters to Archangel

      Thanks for posting this here. Discord is miserable for actually maintaining/archiving information to the point where I have no idea how it’s become top dog over the years.

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germany) vs Kwaspek and DoMan (Allies) - Europe Game 2

      @The_Good_Captain To give more context:

      You lost an INF attacking Belo, didn’t attack Russia (2 INF) and sent a Tank to attack Archangel. Put that all together + the fact that we had 57% Odds + the fact that your air was out of position to actually punish a failure + the fact that the US/UK guys in Leningrad could have tried cleaning up if it was a near-loss and the original plan was to “try 1 round of combat and see what happens”.

      I was just going to back up to Moscow if the first round of dice went badly but after 1 round of combat our odds jumped to 82% so I just rolled on at that point.

      My/Our question to you Re: this game is why you pulled everything out of ME early only to about-face and go back into ME later in the game. We were anticipating a ~60% odds attack for Germany Vs. Moscow at one point earlier in the game, which made us bend over backwards to rush everything into position to keep the odds to just 60% your-favor (instead of something decisive like 85+). Yet, to our surprise, the attack never came, and you pivoted into an econ-game despite having pulled pieces out of the ME previously.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: Help-Cannot play with the UK

      @dylan64 Yeah Larry Harris setup nerfs the German starting setup to the point where they can no longer consistently kill 100% on UK’s starting navy. That goes a long ways towards making life more manageable for them. Give it a try.

      posted in Axis & Allies 1942 2nd Edition
      DoManMacgeeD
      DoManMacgee
    • DouchManMacgee (G) Vs. The Dream Team (TGC/Kasper) (Allies) - AAE Round 5 ~No Sealion No Problem~

      @kwaspek104 @The_Good_Captain

      Test Post. Will post for real in about 2.5 hours

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germans) vs Doman (Allies), Original Europe

      @The_Good_Captain Game History

      Round: 5
      
          Actions - Russians
              Russians takes action: Action USAPays1PUs
              Action USAPays1PUs activates a trigger called: Trigger USAPays1PUs
              Trigger USAPays1PUs: Americans met a national objective for an additional -1 PUs; end with 50 PUs
      
          Purchase Units - Russians
              Russians buy 6 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Russians
              1 armour moved from Ukraine S.S.R. to Turkestan
              1 armour moved from Karelia to Moscow
              7 infantry moved from Russia to Moscow
      
          Combat - Russians
      
          Non Combat Move - Russians
      
          Place Units - Russians
              6 infantry placed in Moscow
      
          Turn Complete - Russians
              Russians collect 21 PUs; end with 23 PUs
      

      Combat Hit Differential Summary :

      Game History

      Round: 5
      
          Purchase Units - British
              British buy 7 infantry and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              1 infantry moved from Vichy France to Northern Italy
                    British take Northern Italy from Germans
              1 infantry moved from France to Netherlands-Belgium
              1 infantry moved from Eastern France to Netherlands-Belgium
              2 bombers moved from United Kingdom to Moscow
              1 armour moved from United Kingdom to English Channel Sea Zone
              1 armour and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
              1 armour moved from Baltic Sea Sea Zone to Baltic States
                    Russians take Baltic States from Germans
              1 transport moved from Baltic Sea Sea Zone to English Channel Sea Zone
              1 artillery moved from United Kingdom to English Channel Sea Zone
              1 artillery moved from English Channel Sea Zone to Netherlands-Belgium
              1 submarine moved from Atlantic Sea Zone to British Convoy 4 Sea Zone
                    British take British Convoy 4 Sea Zone from Germans
              1 destroyer moved from Soviet Convoy Sea Zone to Atlantic Sea Zone
              1 bomber moved from Iran to Moscow
              2 carriers and 3 fighters moved from English Channel Sea Zone to Baltic Sea Sea Zone
      
          Combat - British
      
          Non Combat Move - British
              Turning on Edit Mode
              EDIT: Removing units owned by British from Moscow: 2 fighters
              EDIT: Removing units owned by Americans from Moscow: 3 fighters
              EDIT: Adding units owned by Russians to Moscow: 5 fighters
              EDIT: Turning off Edit Mode
      
          Place Units - British
              7 infantry placed in United Kingdom
              2 transports placed in English Channel Sea Zone
      
          Turn Complete - British
              British collect 37 PUs; end with 37 PUs
      

      Combat Hit Differential Summary :

      Game History

      Round: 5
      
          Purchase Units - Americans
              Americans buy 6 infantry and 4 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              6 infantry moved from United States to U.S. Eastern Coast Sea Zone
              6 infantry and 3 transports moved from U.S. Eastern Coast Sea Zone to Celtic Sea Sea Zone
              6 infantry moved from Celtic Sea Sea Zone to United Kingdom
              2 infantry moved from Netherlands-Belgium to English Channel Sea Zone
              2 infantry and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
              3 fighters moved from Russia to Moscow
              2 infantry moved from Baltic Sea Sea Zone to Poland
              3 fighters moved from Baltic Sea Sea Zone to Poland
              2 infantry moved from Libya to Egypt
                    Middle_East take Egypt from Germans
      
          Combat - Americans
              Battle in Poland
                  Americans attack with 3 fighters and 2 infantry
                  Germans defend with 2 infantry
                      Americans roll dice for 3 fighters and 2 infantry in Poland, round 2 : 3/5 hits, 1.83 expected hits
                      Germans roll dice for 2 infantry in Poland, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Americans lost in Poland
                      2 infantry owned by the Germans lost in Poland
                  Americans win, taking Poland from Germans with 3 fighters and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
                  Casualties for Germans: 2 infantry
      
          Non Combat Move - Americans
              3 fighters moved from Poland to Moscow
      
          Place Units - Americans
              6 infantry placed in United States
              4 transports placed in U.S. Eastern Coast Sea Zone
      
          Turn Complete - Americans
              Americans collect 46 PUs; end with 46 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 1.17
      Germans regular : 0.33
      

      AAE-Game9-A5.tsvg

      I got 91% German win but IMO you could have bought all INF with Germany last round and moved the fighters up for better odds @ Moscow. I didn’t calc the allied attack on Berlin though so not 100% sure if that would have actually worked.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (German) vs. Doman (Allies) Original Europe

      @The_Good_Captain Game History

      Round: 1
      
          Purchase Units - Russians
              Russians buy 8 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              1 submarine and 1 transport moved from White Sea Sea Zone to Barents Sea Sea Zone
              1 submarine and 1 transport moved from Barents Sea Sea Zone to Soviet Convoy Sea Zone
              1 armour moved from Archangel to Leningrad
              1 armour moved from Siberia to Leningrad
              1 armour moved from Moscow to Leningrad
              1 armour moved from Turkestan to Leningrad
              1 armour moved from Caucasus to Belorussia
              1 armour moved from Bessarabia to Belorussia
              1 infantry moved from East Poland to Belorussia
              1 infantry moved from Baltic States to Belorussia
              1 artillery and 8 infantry moved from Ukraine S.S.R. to Belorussia
              3 infantry moved from Caucasus to Stalingrad
              1 artillery and 2 infantry moved from Stalingrad to Belorussia
              3 infantry moved from Turkestan to Belorussia
              1 bomber and 1 fighter moved from Moscow to Belorussia
              1 artillery and 3 infantry moved from Siberia to Russia
              3 infantry moved from Archangel to Russia
              2 infantry moved from Karelia to Leningrad
              1 artillery and 4 infantry moved from Russia to Belorussia
              4 infantry moved from Moscow to Belorussia
              1 infantry moved from Iran to Caucasus
      
          Combat - Russians
      
          Non Combat Move - Russians
              1 aaGun moved from Archangel to Russia
              1 aaGun moved from Moscow to Belorussia
      
          Place Units - Russians
              8 infantry placed in Leningrad
      
          Turn Complete - Russians
              Russians collect 24 PUs; end with 24 PUs
      

      Combat Hit Differential Summary :

      Game History

      Round: 1
      
          Purchase Units - British
              British buy nothing; Remaining resources: 25 PUs; 
      
          Combat Move - British
              1 destroyer moved from Davis Strait Sea Zone to Celtic Sea Sea Zone
              1 bomber and 2 fighters moved from United Kingdom to Celtic Sea Sea Zone
              1 armour moved from Canada to United States
              1 infantry moved from Iraq to Iran
              1 infantry moved from Syria to Eastern Mediterranean Sea Zone
              1 infantry moved from Palestine to Eastern Mediterranean Sea Zone
              2 infantry moved from Eastern Mediterranean Sea Zone to Egypt
              1 armour moved from Egypt to Libya
                    British take Libya from Germans
              1 armour moved from Libya to Egypt
      
          Combat - British
              Battle in Celtic Sea Sea Zone
                  British attack with 1 bomber, 1 destroyer and 2 fighters
                  Germans defend with 2 submarines
                      British roll dice for 1 bomber, 1 destroyer and 2 fighters in Celtic Sea Sea Zone, round 2 : 3/4 hits, 2.17 expected hits
                      Germans roll dice for 2 submarines in Celtic Sea Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
                      2 submarines owned by the Germans lost in Celtic Sea Sea Zone
                  British win with 1 bomber, 1 destroyer and 2 fighters remaining. Battle score for attacker is 16
                  Casualties for Germans: 2 submarines
      
          Non Combat Move - British
              1 bomber and 2 fighters moved from Celtic Sea Sea Zone to United Kingdom
              1 bomber moved from United Kingdom to Leningrad
      
          Turn Complete - British
              British collect 16 PUs; end with 41 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -0.67
      British regular : 0.83
      

      Game History

      Round: 1
      
          Purchase Units - Americans
              Americans buy 3 fighters; Remaining resources: 4 PUs; 
      
          Combat Move - Americans
              2 infantry moved from United States to U.S. Eastern Coast Sea Zone
              1 destroyer moved from U.S. Eastern Coast Sea Zone to British Convoy 3 Sea Zone
                    British take British Convoy 3 Sea Zone from Germans
              2 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone
              2 infantry moved from South Atlantic Sea Zone to Morocco
                    Americans take Morocco from Germans
              1 bomber and 1 fighter moved from United States to United Kingdom
      
          Combat - Americans
      
          Non Combat Move - Americans
      
          Place Units - Americans
              3 fighters placed in United States
      
          Turn Complete - Americans
              Americans collect 41 PUs; end with 45 PUs
      

      Combat Hit Differential Summary :

      AAE-game10-A1.tsvg

      I screwed up and rolled the UK DD+Air Vs. German Sub battle in-engine instead of doing it manually. I won in one round of combat though so the result was legal. Sorry about that.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: VF (Germany) vs. DoMan (Allies) | Original Europe, Game 1

      @VictoryFirst Assuming you want to submerge?

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: VF (Germany) vs. DoMan (Allies) | Original Europe, Game 1

      @VictoryFirst Game History

      Round: 1
      
          Purchase Units - Americans
              Americans buy 3 fighters; Remaining resources: 4 PUs; 
      
          Combat Move - Americans
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              1 bomber and 1 fighter moved from United States to Davis Strait Sea Zone
              1 destroyer and 1 transport moved from U.S. Eastern Coast Sea Zone to Davis Strait Sea Zone
              EDIT: 1 bomber, 1 destroyer, 1 fighter and 1 transport moved from Davis Strait Sea Zone to Denmark Strait Sea Zone
      
          Combat - Americans
      
          Non Combat Move - Americans
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              EDIT: 1 destroyer and 1 transport moved from Denmark Strait Sea Zone to Davis Strait Sea Zone
              1 bomber moved from Denmark Strait Sea Zone to United Kingdom
              1 fighter moved from Denmark Strait Sea Zone to Iceland
      
          Place Units - Americans
              3 fighters placed in United States
      
          Turn Complete - Americans
              Americans collect 40 PUs; end with 44 PUs
      

      Combat Hit Differential Summary :

      AAE-game11-A1.tsvg

      I don’t know if you’re keen on tracking stats like TGC is but in general USSR did very poorly while WA did very well.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: VF (Germany) vs. DoMan (Allies) | Original Europe, Game 1

      b921aa6e-aae3-4654-993b-885e40bdffe6-image.png @VictoryFirst

      For reference, here is where we are in the current combat: (First round of combat was 1 hit a side. I tipped the BB for Germany since it was obvious).

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germans) vs Doman (Allies), Original Europe

      @VictoryFirst Caveat to what’s being said here: UK buying Fighters in addition to buying enough navy to not get wiped by the German airforce proved unrealistic during testing. I tried a variant of that (a mix of US/UK Fighters/Carriers) before moving on to what I’m doing now.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: TGC (Germans) vs Doman (Allies), Original Europe

      @VictoryFirst As I’ve said to TGC in private chats, I am still very much of the impression that the game is massively pro-Axis. I just think that the changes to the setup are (potentially) fewer and need to focus more on the Med/Atlantic than the eastern front. More games will help 100% determine that, though.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: VF (Germany) vs. DoMan (Allies) | Original Europe, Game 1

      @VictoryFirst Game History

      Round: 4
      
          Purchase Units - Russians
              Russians buy 6 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Russians
              5 armour moved from Leningrad to Karelia
              1 fighter moved from Moscow to Karelia
              1 submarine moved from British Convoy 4 Sea Zone to Celtic Sea Sea Zone
              1 armour and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
      
          Combat - Russians
              Battle in Karelia
                  Russians attack with 5 armour and 1 fighter
                  Germans defend with 5 infantry
                      Russians roll dice for 5 armour and 1 fighter in Karelia, round 2 : 0/6 hits, 3.00 expected hits
                      Germans roll dice for 5 infantry in Karelia, round 2 : 1/5 hits, 1.67 expected hits
                      1 armour owned by the Russians lost in Karelia
                      Russians roll dice for 4 armour and 1 fighter in Karelia, round 3 : 0/5 hits, 2.50 expected hits
                      Germans roll dice for 5 infantry in Karelia, round 3 : 1/5 hits, 1.67 expected hits
                      1 armour owned by the Russians lost in Karelia
                      Russians roll dice for 3 armour and 1 fighter in Karelia, round 4 : 3/4 hits, 2.00 expected hits
                      Germans roll dice for 5 infantry in Karelia, round 4 : 1/5 hits, 1.67 expected hits
                      1 armour owned by the Russians lost in Karelia
                      3 infantry owned by the Germans lost in Karelia
                      Russians roll dice for 2 armour and 1 fighter in Karelia, round 5 : 3/3 hits, 1.50 expected hits
                      Germans roll dice for 2 infantry in Karelia, round 5 : 0/2 hits, 0.67 expected hits
                      2 infantry owned by the Germans lost in Karelia
                  Russians win, taking Karelia from Germans with 2 armour and 1 fighter remaining. Battle score for attacker is 0
                  Casualties for Russians: 3 armour
                  Casualties for Germans: 5 infantry
      
          Non Combat Move - Russians
              1 fighter moved from Karelia to Leningrad
              3 artilleries and 32 infantry moved from Leningrad to Russia
      
          Place Units - Russians
              6 infantry placed in Moscow
      
          Turn Complete - Russians
              Russians collect 19 PUs; end with 21 PUs
      

      Combat Hit Differential Summary :

      Germans regular : -2.67
      Russians regular : -3.00
      

      Game History

      Round: 4
      
          Purchase Units - British
              British buy 1 bomber and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - British
              Turning on Edit Mode
              EDIT: Removing units owned by British from Leningrad: 1 bomber
              EDIT: Removing units owned by Americans from Leningrad: 4 fighters
              EDIT: Adding units owned by Russians to Leningrad: 1 bomber and 4 fighters
              EDIT: Turning off Edit Mode
              1 submarine moved from English Channel Sea Zone to British Convoy 3 Sea Zone
                    British take British Convoy 3 Sea Zone from Germans
              1 armour moved from Baltic Sea Sea Zone to Leningrad
              1 fighter moved from Caucasus to Moscow
              EDIT: British undo move 2.
              1 armour moved from Baltic Sea Sea Zone to Leningrad
              2 infantry moved from United Kingdom to English Channel Sea Zone
              2 infantry moved from English Channel Sea Zone to Netherlands-Belgium
                    British take Netherlands-Belgium from Germans
              1 armour, 1 artillery and 3 infantry moved from Algeria to Morocco
      
          Combat - British
              Battle in Morocco
                  British attack with 1 armour, 1 artillery and 3 infantry
                  Germans defend with 1 armour, 1 artillery and 2 infantry
                      British roll dice for 1 armour, 1 artillery and 3 infantry in Morocco, round 2 : 1/5 hits, 1.50 expected hits
                      Germans roll dice for 1 armour, 1 artillery and 2 infantry in Morocco, round 2 : 0/4 hits, 1.33 expected hits
                      1 infantry owned by the Germans lost in Morocco
                      British roll dice for 1 armour, 1 artillery and 3 infantry in Morocco, round 3 : 2/5 hits, 1.50 expected hits
                      Germans roll dice for 1 armour, 1 artillery and 1 infantry in Morocco, round 3 : 2/3 hits, 1.00 expected hits
                      2 infantry owned by the British lost in Morocco
                      1 artillery owned by the Germans and 1 infantry owned by the Germans lost in Morocco
                      British roll dice for 1 armour, 1 artillery and 1 infantry in Morocco, round 4 : 3/3 hits, 1.17 expected hits
                      Germans roll dice for 1 armour in Morocco, round 4 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the British lost in Morocco
                      1 armour owned by the Germans lost in Morocco
                  British win, taking Morocco from Germans with 1 armour and 1 artillery remaining. Battle score for attacker is 6
                  Casualties for Germans: 1 armour, 1 artillery and 2 infantry
                  Casualties for British: 3 infantry
      
          Non Combat Move - British
      
          Place Units - British
              1 bomber placed in United Kingdom
              1 transport placed in English Channel Sea Zone
      
          Turn Complete - British
              British collect 28 PUs; end with 28 PUs
      

      Combat Hit Differential Summary :

      Germans regular : 0.33
      British regular : 1.83
      

      Game History

      Round: 4
      
          Purchase Units - Americans
              Americans buy 1 infantry, 1 submarine and 3 transports; Remaining resources: 1 PUs; 
      
          Combat Move - Americans
              Turning on Edit Mode
              EDIT: Removing units owned by Russians from Leningrad: 4 fighters
              EDIT: Adding units owned by Americans to Leningrad: 4 fighters
              EDIT: Removing units owned by Russians from Leningrad: 1 bomber
              EDIT: Adding units owned by British to Leningrad: 1 bomber
              EDIT: Turning off Edit Mode
              4 fighters moved from United States to English Channel Sea Zone
              3 fighters moved from English Channel Sea Zone to Leningrad
              EDIT: Americans undo move 2.
              EDIT: 4 fighters moved from Leningrad to Moscow
              EDIT: 1 bomber moved from Leningrad to Moscow
              EDIT: 1 fighter moved from Leningrad to Moscow
              3 fighters moved from English Channel Sea Zone to Russia
      
          Non Combat Move - Americans
      
          Place Units - Americans
              1 submarine and 3 transports placed in U.S. Eastern Coast Sea Zone
              1 infantry placed in United States
      
          Turn Complete - Americans
              Americans collect 36 PUs; end with 37 PUs
      

      Combat Hit Differential Summary :
      AAE-game11-A4.tsvg

      I had to do some edit mode shenanigans on the USA turn because I severely messed up some calcs on my end. I thought I was going to be able to hold Leningrad but when I remembered you can just bring all the air from Germany and have like 99+% chance to kill all my air units. Sorry about that.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
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