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    M
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    Posts made by mikawagunichi

    • RE: Looking for PTV / TripleA Game

      @malmessi74 Yeah, understandable. I am in US as well. If you want to start one by forum we can just keep posting the game file.

      posted in Find Online Players
      M
      mikawagunichi
    • RE: Looking for PTV / TripleA Game

      @malmessi74 I just meant logging on to triplea at the same time and playing live vs playing by forum. Not against doing the latter, though if that’s the only way it works for timing.

      posted in Find Online Players
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Rules Discussion

      @flyingbadger Great stuff, thanks for putting this together.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • Looking for PTV / TripleA Game

      Anyone up for a live game on triplea sometime soon? We a regular play group of 3 people and looking to see what sort of strategies others play.

      posted in Find Online Players
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @regularkid said in WW2 Path to Victory - Strategies:

      Hey hey guys. Have been following the recent discussion with interest!

      My two cents: Between Germany and Japan, I would definitely say Japan is the stronger nation. In fact, most of my Axis victories have been in the Pacific.

      Also, this may reflect more on my own idiosyncrasies as a player, but I personally find Axis much easier to play (and win) in PTV than Allies. I think as players become more familiar with the nuances of PTV and finetune their strategies, you will see a gradual shift in the Axis’s favor. That was certainly true in the case of Global 1940. . . the optimal strategies emerged over time, until it became clear that the game favored Axis.

      As it stands now, I’d gladly take Axis without a bid.

      One last point warrants mention: Low luck would naturally create imbalances in the game because it strongly favors the attacker–i.e. the Axis. For a more balanced gameplay experience, I strongly recommend regular dice.

      Interesting thoughts. I do agree that optimal axis strategy will take more time to figure out. A big issue in our games has been that Russia’s income stays too high for too long and Germany can’t get enough of an edge in total land units on the board to push much beyond Leningrad, and certainly not enough to split the army and hold both Leningrad and Stalingrad.

      Regarding low luck, I’d argue that’s a feature not a bug in P2V. Axis need some help so that helps balance the game IMO. Also, I generally see dice a way of making the game more random, less mundane following the same exact strategy every time, but that’s more of an issue for OOB. P2V already allows for much more variation. Plus LL gives a better test of strategies without as much of a luck element, and there is still much work to be done regarding strategy development.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @oysteilo said in WW2 Path to Victory - Strategies:

      how many rounds does a PtV game last compared to BM and OOB?

      IME it’s the longest version. Almost never have either side achieving victory condition, but one side admitting defeat when it’s clearly over. Can easily go 20 rounds.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @malmessi74 Yeah we pretty much only play LL as well.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @malmessi74 I still think the Allies are favored as well, just not to the same degree as when we first started playing this version. Tried to apply OOB Axis strategy at first, which definitely doesn’t work. Would be happy to play a game sometime. Same screen name on triple A.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @simon33 I generally agree with the discussion regarding what Russia typically does, but that means Japan needs to leave all the Northern/Southern Manchurian and Korean units up north to defend AND add several more units, possibly some planes to defend. And doing that leaves Japan short handed against China. Realistically need to dump all 3 TTs worth of stuff and then get a factory going J1 with another J2 just to keep up.

      We’ve had a small number of games where Russia marches the Siberians back to Moscow and it makes things so much easier on Japan I just can’t see many experienced Allied players ever doing that.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      Up to 33 P2V games now between playtesting, 1v1s and 2v1s.

      Nailing down optimal Axis strategy has been the hardest part, for a while we generally thought the game favored the Allies but things are finally starting to even out.

      Tending towards thinking that G1/J2 is optimal. Russia is so buffed that starting to eat into their income immediately has big benefits. Also tends to force them to not spend much in Siberia or else pay the price vs Germany.

      J1 is quite difficult given that the Allie are so incentivized to use the Siberian units against Japan. That, along with a buffed China, means you need to strengthen the mainland army before heading out for other objectives. OTOH, J3 just lets the Allies scoop up too much easy money and makes taking many of the primary objectives quite difficult as the Allies have time to reinforce them.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @regularkid said in WW2 Path to Victory - Strategies:

      @simon33 said in WW2 Path to Victory - Strategies:

      @regularkid said in WW2 Path to Victory - Strategies:

      @simon33 i like it! you’d need to be prepared to sacrifice air in the Pearl Harbor battle to save the destroyer though, or risk of a 58% hit on the japanese fleet by wake (by my calcs). But otherwise looks pretty solid to me. I might try this in a game.

      Well, you can reinforce on NCM if needed.

      i think even with max reinforcement of the wake seazone on ncm, u still need a destroyer by hawaii to prevent a 50/50 on the wake fleet. perhaps i’m overlooking something tho.

      Pretty sure he meant send the DD to Hawaii on NM, not Wake. We’re just saying you dont’ want to send anything extra during combat because if US doesn’t scramble those units would be wasted.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @trulpen My early reaction is that the game somewhat favors the Allies. However, I haven’t played nearly enough games to pass judgement at this point though. Optimal Axis strategies in OOB have been known for years, I’m not sure if there’s a consensus on that for P2V yet. So far, our games have been very long lasting indicating it’s pretty balanced, but in the end the Allies economic advantage tends to favor a long game.

      The split of the SZ off Malaya is definitely rough on Japan. Honestly that’s part of the reason I’ve been trying to perfect a Pearl Harbor opener rather than going straight for India.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @trulpen said in WW2 Path to Victory - Strategies:

      This discussion makes me want to try out P2V again.

      After reading through the rules and feedback threads I can see how someone would have had serious issues with this game before some of the key rule changes were made. Probably a good thing I only recently decided to try it out.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @simon33 Agreed on this, I move a DD on NM if needed. You don’t want to send extra ships in case US doesn’t scramble, they will be easy kills for US.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @simon33 I’ve played it out now a couple times and I agree some adjustments would be more optimal. Some thoughts based on my experience:

      -Have both TTs that go the Philippines unload on Davao. That way the battle can be won without any planes. Getting the naval and air base can be pretty important for the J2 moves depending on where UK/AZ boats are. Manilla can easily be mopped up on J2.

      -I think sinking the Prince of Wales is pretty important, so I would send 1 fig and 2 bombers there. Allowing that battleship to live when you’re only operating with around half your fleet strength in the south can be pretty limiting on J2/J3 if the allies get aggressive counterattacking. Makes it very risky to further divide the fleet.

      -I’m fine with sending just about everything from Kwangsi to Yunnan. Sending an inf to Hunan and/or Kweichow isn’t really worth it, they are nearly guaranteed to be killed on C1.

      -I still like using the Carolines CA/marine to take Gilbert islands. 5 IPC NO and it’s otherwise not an important area that you’re likely to be taking the fleet to any time soon, and by doing PH you’re also preventing US from taking it right back. It’s the same expected net payoff from taking Borneo (3 IPCs for J, -3 for allies, 33% chance of losing an inf if Borneo inf hits).

      -As far as taking Wake, it’s not a necessity with the re-drawn map since planes can land on the Marshalls, allowing us to take damage on the carriers if US counter attacks. If they choose not to scramble at Pearl they can come back with 4 fig, 1 tac, 1 strat. Expected result is 3 damaged carriers and a lost plane. -43 IPC expected result for the US and will kill their offensive capabilities for a couple turns. OTOH, you could guarantee no counterstrike and prevent US from getting a 5 IPC NO by taking it.

      Also I wasn’t sure what you meant by “if you attack from SZ24”. What would plan to even have there at the end of J1? It appears from your move list you are only sending 2 carriers land planes from the Pearl attack. In that case I would absolutely want to take Wake, as that fleet could be seriously damaged by a US counterstrike. My numbers above assume all 3. Also allows the 2 strats to be of more use on J2 strat bombing India or something.

      That being said, you can do Borneo, Davao, and Gilberts if you skip Wake and given how costly it would be for the allies to do that counterstrike, it would probably be worth it to skip.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @regularkid Thanks. TBH, I’ve been playing OOB exclusively lately and totally forgot about the Chinese guerilla rule. Certainly some adjustments are in order, but glad to hear you think it’s at least viable.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @regularkid Play_Testing_P2v.tsvg

      File attached. A few notes:

      -I only played it through mid round 3
      -Set on low luck
      -I edited out the Japan attack on Hawaii J3 cause it was dumb and no allied player would allow that to happen

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      I’m new to P2V but like what I’ve seen so far and think this will be my favorite version of global.

      I think the combination of the added NOs in the Pacific along with the Jap CA & marine at the Carolines brings back the possibility of the Pearl Harbor attack being viable. I did this in a play test vs myself with the following moves:

      3 fig, 3 tac, 1 SS, 1 DD to Pearl
      CA + marine to SZ 33/Gilbert Islands
      TT from SZ 7 to SZ 32/Wake Island
      2 BB, 1 CA, 1 DD, 1 SS, 2 TT to SZ 36, take both Philippines territories

      NC all 3 CVs to SZ 32 to land planes, replace any lost with those from Japan (should be 1)

      1 DD to SZ 27 to block

      1 CA left in SZ7 to pick up Marine built J1 which will take Guam on J2. CA/Marine that took Gilbert on J1 will take Wake on J2. That gives you both Pacific Island NOs.

      Japan made 48 IPCs J1, 62 J2. The fleet that went to the Philippines J1 can take Borneo/Celebes J2, and Java/Sumatra J3 and kill the tiny UK or AZ fleets that may get in the way. By doing the PH attack you’ve taken out 2 of the 4 US ships which can carry troops and delayed their advance in the pacific by a turn. Also pretty much forces US to spend in the Pacific which helps Germany.

      The re-drawn map has it’s advantages and disadvantages. The attacks I’ve laid out allow for single ships to take islands without fear of counterattack due to the extra SZs and the islands bordering multiple SZs. Since a Calcutta Crush is impossible with the extra SZ off Malaya, I think a more methodical strategy by Japan is optimal. Use your initial advantage to kill as many Allied ships as possible, thereby saving money which may otherwise be spent on ships to get more land units into China and heading south on TTs.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Rules Discussion

      @adam514 I read through the game notes but I still haven’t found what I am looking for. The change log notes all of the changes since the original iteration of P2V, but does not cover the changes from other versions of the game.

      For example, a Japanese cruiser has been added to the Carolines fleet. 1 fig and 1 tac have been removed from Manchuria (Southern Manchuria in this map) and apparently moved to Kwangsi. Is there anywhere that all of the changes to the initial setup are covered? Thank you.

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Rules Discussion

      @adam514 Thanks I’ll check it out

      posted in Other Axis & Allies Variants
      M
      mikawagunichi
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