@gamerman01 I requested access to the tournament-related google docs, but while I wait, can you (or someone else in this thread) tell me who I am playing against?

Posts made by DoManMacgee
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RE: Invitational Classic 2nd edition
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RE: Pre-Announcement: The Axis & Allies Cup
@djensen said in Pre-Announcement: The Axis & Allies Cup:
The tricky part here is if teams want to get together in person but none of the 12 people have a copy of the game, then what do you do? Otherwise I would prefer random.
What I’m thinking is that I would randomly assign the team pairings and the game they must play but not the squads.
For instance:
AA vs. BB Guadalcanal
AA vs. CC Revised
AA vs. DD: Classic…and so on but you should have 3 games going at the same time at any given time.
Might need to back up a bit on this one.
Say Team A is scheduled to play Team B. Do each teams pair their three squads against the corresponding three squads of the opposing team, or do they only send out one squad each?
If it’s the former, do all 3 squad Vs. squad matches take place on the same edition?
If it’s the latter, what’s stopping a team of just putting their strongest two players as one squad and only using that squad for the entire tournament (effectively rendering the other four players as benchwarmers)?
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RE: Pre-Announcement: The Axis & Allies Cup
@djensen
Some clarification/interest asks:-
If there ends up being a lack of interest for whatever reason, might it be possible to downsize to 3-person teams to keep the same general format, just with 1v1 games instead of 2v2 (this is more of a hypothetical than an actual request)?
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When two teams play each other, how does picking the game edition(s) to play on work (beyond the restriction of 42SE for T8, AA50 for T4, G40 for finals)? Do the teams mutually agree on what editions get played, is it randomly generated, or a mix (i.e. team A picks 1 game, team B picks 1 game, 3rd game is picked randomly)?
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RE: Pre-Announcement: The Axis & Allies Cup
@djensen Sounds cool to me. Is 5-6 people too many for one team? Maybe 4-6 instead?
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RE: Invitational Classic 2nd edition
@Martin @gamerman01
I have no preference in whatever system is used as long as the baseline format is not Best of 1/Single Elimination. If there is an end-of-season bracket that is single-elim to determine a champion that is fine. If the final standing is just based on overall placement after all league games are played (with no playoff) that is also fine. -
RE: Invitational Classic 2nd edition
Just reaffirming that I am one of the folks interested in playing this hypothetical classic tournament.
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RE: Bombay Strategy - that leads to victory for the CPs
@FMErwinRommel I think the game you’re describing is a TripleA fan-game that’s more in-line with core series rules. 1914 is an official release from ~2017 that, despite the A&A name, plays very differently from normal A&A in an attempt to simulate trench warfare.
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RE: Has Anyone Played This ?
@SuperbattleshipYamato Thanks. That was all pretty helpful.
I’ll probably watch a gameplay video on YT to decide if I want to make the plunge of not.
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RE: Has Anyone Played This ?
@SuperbattleshipYamato said in Has Anyone Played This ?:
- Its hex based system
That’s a point of interest in and of itself. In A&A Hexes only appeared in Battle of the Bulge but most wargames use them, so they’re not completely alien to me. Are there bonuses in combat for flanking the enemy or penalties for moving your units into the enemy’s “Zone of Control”?
Adding to the above is the introduction of a Cobra “Weather Dominator”, allowing to turn hexes with water into ice (i.e land) hexes at the cost of 1 reinforcement point (basically IPCs). They’re generally used to faciliate the land movement of Cobra-Destro units and bridge areas.
This seems neat. Good gimmick to make games more dynamic.
One huge change that I’m still getting used to is that ships, aircraft, and land units occupy hexes that contain both land and water together, attacking and defending with each other (with some small exceptions). As such, amphibious assaults are made with ships and land units fighting together, and most battles (especially over islands) are conducted with all air, land, and sea units fighting together.
Yeah that one sounds very strange. Land units being able to freely shoot at ships seems very off.
The unit selection
The asynchronous units sound very interesting. Honestly I wish the mainline A&A games did this as the different powers were better at different things during the IRL WW2 (the North Africa game seems like a step in the right direction with different stats for different nations’ units (compare the tanks between the different sides for an easy example).
Infantry work in the exact same way, but they only cost 2 reinforcement points, so it’s easier to spam.
Probably not a good thing but the stacking limit might somewhat mitigate the usefulness of spamming outside of blocking.
Each side has national advantages (although they’re not called that), encouraging certain moves.
Are they optional rules or mandatory?
All powers have a base, which essentially acts as their capital, which is where all units a power buys are placed (with some minor exceptions) and the capture of one base on the other side instantly leads to victory for the capturing power. Interestingly each side has a “shared” base, where units from two powers on the same side can be placed.
I know basically nothing about GI Joe other than the absolute bare basics. Is the game 2v2 or is their an uneven number of powers (example: most A&A games are 3v2 (R/B/A Vs. G/J)?
There are 2 ways to win: Capturing bases (I would compare this to a capital capture in normal games) or getting enough victory points from the board, the latter of which is both the most likely scenario of victory and similar to an economic victory in some Axis and Allies house rules.
Classic has economic victory as one of its official win conditions (for Axis) and its probably my favorite victory condition in the series. Big plus for me there.- It’s pretty fun. The round limits and victory conditions keep the games short and avoid the kind of prolonged deaths losing powers in Global 1940 experience. The changes provide an interesting twist, while what’s kept from other games make it easy for returning players to understand the rules.
If the game reaches the round limit and no one wins with one of the previously stated methods (capital/economic), how is the winner determined? Is it a draw?
- I would put it in between 1941 and 1942. Definitely one of the simpler Axis and Allies games. Probably most similar to D-Day of the games I’ve played in terms of complexity.
Sorry to ask a follow-up on this one, but to narrow the scale to the “lighter” A&A games, which of the following (assuming you’ve played them) would you say this is closest to (complexity-wise). Disregard the actual quality of the games. I’m only asking about scale/complexity here:
41
Zombies
Classic
Revised/42 1st Edition
OG Europe
42 2nd Edition
OG PacificEDIT: Sorry, butchered my original post because I typed it on my phone. Hopefully this is more readable.
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RE: Has Anyone Played This ?
@SuperbattleshipYamato How’s the balance?
How is it different from normal A&A games?
How is it similar to normal A&A games?
Disregarding the GI Joe Flavor (which I have no interest in), is the game fun in your opinion?On a scale from 1941 - G40, where does this game rank in terms of complexity?
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RE: Why Should I Buy U.S.A. Infantry?
@FranceNeedsMorePower said in Why Should I Buy U.S.A. Infantry?:
@DoManMacgee I think the French tank should hit on a 4 or less and defend on a 3 or less. I feel 3 for attack is to low maybe I’m wrong.
Maybe if this was a Normandy/Bulge game, but not NA. From what reading I’ve done, Free France didn’t have access to competent Allied tanks until 1944. During the time period this game takes place, the Free French were using “hand-me-downs” from the Allies, for lack of a better term. Putting the French Tank to 4 attack would put it on-par with the British Tank in terms of cost-effectiveness which is probably a bit much when they can move and attack immediately.
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RE: Why Should I Buy U.S.A. Infantry?
@FranceNeedsMorePower In addition to what others are saying also remember that the Gen Con tournaments for A&A are open tournaments for players of all skill levels. There’s no qualifying process for getting there so theoretically you can be watching gameplay from folks who had little-to-no experience on the edition. IIRC A&A:NA came out officially either just-before or just-after Gen Con occurred in early August, so the level of play at that tournament was never going to be as high as one of the editions that have been around for years like G40, AA50, etc.
To answer the actual question, US should absolutely take advantage of the French INF/TANK to take advantage of the fact that they can move and attack immediately, and can also fight without supply. However, it may sometimes be necessary to not buy INF (US or French) to mine the 8-unit-per-territory stacking limits.
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RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain Game History
Round: 6 Purchase Units - Russians Turning on Edit Mode EDIT: Changing PUs for Americans from 45 to 37 EDIT: Turning off Edit Mode Russians buy 6 infantry; Remaining resources: 2 PUs; Combat Move - Russians 2 artilleries moved from Caucasus to Turkestan 1 armour moved from Moscow to Russia Russians take Russia from Germans 1 armour moved from Norway to Karelia 1 armour moved from Russia to Moscow Combat - Russians Non Combat Move - Russians Place Units - Russians 6 infantry placed in Moscow Turning on Edit Mode EDIT: Removing units owned by Russians from Turkestan: 1 aaGun EDIT: Adding units owned by Russians to Russia: 1 aaGun EDIT: Removing units owned by Russians from Stalingrad: 1 aaGun EDIT: Adding units owned by Russians to Turkestan: 1 aaGun EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 22 PUs; end with 24 PUs
Combat Hit Differential Summary :
Game History
Round: 6 Purchase Units - British British buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs; Combat Move - British 1 armour moved from Leningrad to Baltic States Russians take Baltic States from Germans 1 armour moved from Baltic States to Poland 2 infantry moved from United Kingdom to North Sea Sea Zone 2 infantry and 1 transport moved from North Sea Sea Zone to Baltic Sea Sea Zone 2 infantry moved from Baltic Sea Sea Zone to Poland 2 carriers, 1 fighter and 3 transports moved from Baltic Sea Sea Zone to English Channel Sea Zone 1 armour moved from Northern Italy to Austria British take Austria from Germans 1 armour moved from Austria to Czechoslovakia British take Czechoslovakia from Germans Combat - British Battle in Poland British attack with 1 armour and 2 infantry Germans defend with 1 infantry British roll dice for 1 armour and 2 infantry in Poland, round 2 : 1/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Poland, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Poland British win, taking Poland from Germans with 1 armour and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in English Channel Sea Zone British attack with 2 carriers and 3 transports; Americans loiter and taunt Germans defend with 1 submarine British roll dice for 2 carriers and 3 transports in English Channel Sea Zone, round 2 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 2 : 0/1 hits, 0.33 expected hits British roll dice for 2 carriers and 3 transports in English Channel Sea Zone, round 3 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 3 : 1/1 hits, 0.33 expected hits 1 transport owned by the British lost in English Channel Sea Zone British roll dice for 2 carriers and 2 transports in English Channel Sea Zone, round 4 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 4 : 0/1 hits, 0.33 expected hits British roll dice for 2 carriers and 2 transports in English Channel Sea Zone, round 5 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 5 : 1/1 hits, 0.33 expected hits 1 transport owned by the British lost in English Channel Sea Zone British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 6 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 6 : 0/1 hits, 0.33 expected hits British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 7 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 7 : 0/1 hits, 0.33 expected hits British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 8 : 1/2 hits, 0.33 expected hits Germans roll dice for 1 submarine in English Channel Sea Zone, round 8 : 0/1 hits, 0.33 expected hits 1 submarine owned by the Germans lost in English Channel Sea Zone British win with 2 carriers and 1 transport remaining. Battle score for attacker is -8 Casualties for British: 2 transports Casualties for Germans: 1 submarine Non Combat Move - British 2 infantry moved from United Kingdom to English Channel Sea Zone Place Units - British 2 artilleries and 6 infantry placed in United Kingdom Turn Complete - British British collect 35 PUs; end with 35 PUs
Combat Hit Differential Summary :
Germans regular : -0.67 British regular : -1.17
Game History
Round: 6 Purchase Units - Americans Americans buy 2 bombers; Remaining resources: 7 PUs; Combat Move - Americans 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 2 fighters moved from United States to Celtic Sea Sea Zone 1 destroyer moved from Mid-Atlantic Sea Zone to British Convoy 3 Sea Zone British take British Convoy 3 Sea Zone from Germans 1 destroyer moved from British Convoy 3 Sea Zone to Celtic Sea Sea Zone 1 submarine moved from British Convoy 4 Sea Zone to Celtic Sea Sea Zone 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to Celtic Sea Sea Zone 1 fighter moved from English Channel Sea Zone to Leningrad 3 fighters moved from United Kingdom to Leningrad Combat - Americans Battle in Celtic Sea Sea Zone Americans attack with 1 destroyer, 2 fighters, 1 infantry, 1 submarine and 1 transport Germans defend with 1 battleship Americans win with 1 destroyer, 2 fighters, 1 submarine and 1 transport remaining. Battle score for attacker is 24 Casualties for Germans: 1 battleship Non Combat Move - Americans 1 infantry moved from Celtic Sea Sea Zone to United Kingdom 2 fighters moved from Celtic Sea Sea Zone to United Kingdom Place Units - Americans 2 bombers placed in United States Turn Complete - Americans Americans collect 43 PUs; end with 50 PUs
Yeah I got nothing. At this point I think the skill curve has just got the better of me. You gave me 100% of the balance changes and it had 0 impact on the outcome of the game (as in, if you showed the current game state to a 3rd party and asked them whether or not any balance changes were applied, they wouldn’t be able to tell).
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RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain Game History
Round: 5 Purchase Units - Americans Americans buy 2 fighters, 1 infantry and 1 transport; Remaining resources: 2 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Removing units owned by Americans from Moscow: 3 fighters EDIT: Adding units owned by Russians to Moscow: 3 fighters EDIT: Turning off Edit Mode 2 infantry moved from Algeria to Tunisia 1 submarine moved from U.S. Convoy 2 Sea Zone to British Convoy 4 Sea Zone British take British Convoy 4 Sea Zone from Germans 1 destroyer moved from U.S. Convoy 2 Sea Zone to Mid-Atlantic Sea Zone 3 fighters moved from United States to Mid-Atlantic Sea Zone 2 fighters moved from Russia to Moscow 2 fighters moved from Baltic Sea Sea Zone to Moscow Combat - Americans Battle in Mid-Atlantic Sea Zone Americans attack with 1 destroyer and 3 fighters Germans defend with 1 submarine Americans roll dice for 1 destroyer and 3 fighters in Mid-Atlantic Sea Zone, round 2 : 4/4 hits, 2.00 expected hits Germans roll dice for 1 submarine in Mid-Atlantic Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in Mid-Atlantic Sea Zone 1 submarine owned by the Germans lost in Mid-Atlantic Sea Zone Americans win with 3 fighters remaining. Battle score for attacker is -4 Casualties for Americans: 1 destroyer Casualties for Germans: 1 submarine Turning on Edit Mode EDIT: Adding units owned by Americans to Mid-Atlantic Sea Zone: 1 destroyer EDIT: Turning off Edit Mode Battle in Tunisia Americans attack with 2 infantry Germans defend with 1 infantry Americans roll dice for 2 infantry in Tunisia, round 2 : 0/2 hits, 0.33 expected hits Germans roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 2 infantry in Tunisia, round 3 : 2/2 hits, 0.33 expected hits Germans roll dice for 1 infantry in Tunisia, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Tunisia Americans win, taking Tunisia from Germans with 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Non Combat Move - Americans 3 fighters moved from Mid-Atlantic Sea Zone to United Kingdom Place Units - Americans Turning on Edit Mode EDIT: Removing units owned by Americans from United States: 2 infantry EDIT: Adding units owned by Americans to United Kingdom: 2 infantry EDIT: Removing units owned by Americans from U.S. Eastern Coast Sea Zone: 1 transport EDIT: Adding units owned by Americans to Celtic Sea Sea Zone: 1 transport EDIT: Turning off Edit Mode 1 transport placed in U.S. Eastern Coast Sea Zone 2 fighters and 1 infantry placed in United States Turn Complete - Americans Americans collect 43 PUs; end with 45 PUs
Combat Hit Differential Summary :
Americans regular : 3.33 Germans regular : 0.00
I gave you 55-56% @ Moscow because I thought it’d make the position more interesting.
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RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain German Sub returns fire:
[dice 1d6<=2] -
RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain Game History
Round: 5 Purchase Units - Russians Turning on Edit Mode EDIT: Changing PUs for Americans from 45 to 37 EDIT: Turning off Edit Mode Russians buy 4 infantry; Remaining resources: 2 PUs; Combat Move - Russians 1 armour moved from Karelia to Norway Russians take Finland from Germans Russians take Norway from Germans 3 armour moved from Karelia to Moscow 2 artilleries moved from Ukraine S.S.R. to Caucasus 6 infantry moved from Turkestan to Moscow 1 artillery and 6 infantry moved from Russia to Moscow Combat - Russians Battle in Caucasus Russians attack with 2 artilleries Germans defend with 1 armour Russians roll dice for 2 artilleries in Caucasus, round 2 : 1/2 hits, 0.67 expected hits Germans roll dice for 1 armour in Caucasus, round 2 : 0/1 hits, 0.33 expected hits 1 armour owned by the Germans lost in Caucasus Russians win, taking Caucasus from Germans with 2 artilleries remaining. Battle score for attacker is 5 Casualties for Germans: 1 armour Non Combat Move - Russians 1 aaGun moved from Ukraine S.S.R. to Stalingrad 1 aaGun moved from Stalingrad to Turkestan Place Units - Russians 4 infantry placed in Moscow Turn Complete - Russians Russians collect 20 PUs; end with 22 PUs
Combat Hit Differential Summary :
Germans regular : -0.33 Russians regular : 0.33
Game History
Round: 5 Purchase Units - British British buy 5 infantry and 1 transport; Remaining resources: 0 PUs; Combat Move - British 1 submarine moved from North Sea Sea Zone to Soviet Convoy Sea Zone Russians take Soviet Convoy Sea Zone from Germans 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 Leningrad 1 artillery and 1 infantry moved from United Kingdom to English Channel Sea Zone 2 infantry moved from United Kingdom to English Channel Sea Zone 1 artillery, 1 infantry and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone 2 infantry and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone 1 artillery and 3 infantry moved from Baltic Sea Sea Zone to Poland 2 carriers and 3 fighters moved from English Channel Sea Zone to Baltic Sea Sea Zone Combat - British Battle in Poland British attack with 1 artillery and 3 infantry Germans defend with 2 infantry British roll dice for 1 artillery and 3 infantry in Poland, round 2 : 1/4 hits, 1.00 expected hits Germans roll dice for 2 infantry in Poland, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Poland British roll dice for 1 artillery and 3 infantry in Poland, round 3 : 0/4 hits, 1.00 expected hits Germans roll dice for 1 infantry in Poland, round 3 : 0/1 hits, 0.33 expected hits British roll dice for 1 artillery and 3 infantry in Poland, round 4 : 1/4 hits, 1.00 expected hits Germans roll dice for 1 infantry in Poland, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Poland British win, taking Poland from Germans with 1 artillery and 3 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Non Combat Move - British Place Units - British 5 infantry placed in United Kingdom 1 transport placed in North Sea Sea Zone Turn Complete - British British collect 19 PUs; end with 19 PUs
Combat Hit Differential Summary :
Germans regular : -1.33 British regular : -1.00
NOTE: I forgot to have the UK dudes in Europe take land. I did it in edits.
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RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain Game History
Round: 4 Purchase Units - Americans Americans buy 3 fighters and 2 infantry; Remaining resources: 3 PUs; Combat Move - Americans 1 transport moved from Celtic Sea Sea Zone to U.S. Eastern Coast Sea Zone 2 submarines moved from Celtic Sea Sea Zone to U.S. Convoy 2 Sea Zone 1 destroyer moved from Azores Sea Sea Zone to U.S. Convoy 2 Sea Zone 2 fighters moved from English Channel Sea Zone to Russia 3 fighters moved from Leningrad to East Poland 2 infantry moved from Morocco to Algeria Americans take Algeria from Germans Combat - Americans Battle in East Poland Americans attack with 3 fighters Germans defend with 1 infantry Americans roll dice for 3 fighters in East Poland, round 2 : 1/3 hits, 1.50 expected hits Germans roll dice for 1 infantry in East Poland, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in East Poland Americans win with 3 fighters remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in U.S. Convoy 2 Sea Zone Americans attack with 1 destroyer and 2 submarines Germans defend with 1 submarine Americans roll dice for 2 submarines in U.S. Convoy 2 Sea Zone, round 2 : 2/2 hits, 0.67 expected hits 1 submarine owned by the Germans lost in U.S. Convoy 2 Sea Zone Americans win, taking U.S. Convoy 2 Sea Zone from Germans with 1 destroyer and 2 submarines remaining. Battle score for attacker is 8 Casualties for Germans: 1 submarine Non Combat Move - Americans Turning on Edit Mode EDIT: Removing units owned by Americans from U.S. Convoy 2 Sea Zone: 1 submarine EDIT: Turning off Edit Mode 3 fighters moved from East Poland to Moscow Place Units - Americans 3 fighters and 2 infantry placed in United States Turning on Edit Mode EDIT: Removing units owned by Americans from United States: 3 fighters EDIT: Adding units owned by Americans to English Channel Sea Zone: 3 fighters EDIT: Turning off Edit Mode Turn Complete - Americans Americans collect 42 PUs; end with 45 PUs
Combat Hit Differential Summary :
Americans regular : 0.83 Germans regular : -0.33
Two notes:
1.) Ignore the sub combat in tripleA. I manually rolled everything on the forums with the dicebot.
2.) I forgot to NCM the FTRs from USA to English Channel. I did it in an edit at the end of the turn so no worries there. -
RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain German Sub returns fire:
[dice 1d6<=2] -
RE: Doman (Allies) vs TGC (Germans), Europe 'over' balanced?
@The_Good_Captain DD Fires:
[dice 1d6<=3]