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    2. mikawagunichi
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    Posts made by mikawagunichi

    • RE: Seeking map/game editor

      @barnee yeah we have a small consistent play group, that would be fine. Can you make strat bomber movement 7 also please (8 from airbase). Thanks a ton!

      posted in TripleA Support
      M
      mikawagunichi
    • RE: Seeking map/game editor

      @barnee Thanks for the response. I do chat with creators from time to time but they seemed to have moved on to other interests for the most part.

      Any chance I could get you interested if we just cut it down to #1 and #3, and possibly a change to strat bomber movement?

      posted in TripleA Support
      M
      mikawagunichi
    • RE: Seeking map/game editor

      @barnee Thanks for the quick response. The map we would like changes is WW2 Path to Victory. The changes are as follows:

      1. Reduce Fighter and Strat Bomber attack power to 2 (no change to defense).
      2. Merge SZ 115 and SZ 116 into one.
      3. Eliminate the feature of harbors giving ships extra movement.
      4. Make repairs to airbases occur during the “place units” phase.
      5. Change the calculation for convoy damage to occur at the end of each power’s turn for the subs which they own. For example, at the end of Germany’s turn, compute convoy damage for each German sub which ends Germany’s turn in a convoy zone, and subtract the the number of IPC from the powers owning the neighboring territories at that time. If neighboring territories are owned by more than one power, divide the damage proportionally (rounded to the nearest whole IPC) based on each territory’s IPC value.
      6. Make Battleships roll two die at a value of 4 when bombarding (not regular combat).
      7. If a transport is carrying an AA gun and is attacked by enemy planes, the AA gun will fire at planes using standard AA gun rules (roll a die at 1 at up to a maximum of 3 planes).

      Thanks for your time and let me know if anything requires clarification.

      posted in TripleA Support
      M
      mikawagunichi
    • Seeking map/game editor

      If you have experience editing/creating games & maps on triple A, we have a project for editing an existing game we would like assistance with. Willing to pay for your time.

      posted in TripleA Support
      M
      mikawagunichi
    • RE: WW2 Path to Victory - Strategies

      @simon33 said in WW2 Path to Victory - Strategies:

      Still a bit surprised by going for PH with 3CVs when 2+1 bomber would do. Seems like a compromise to enable attacking the UK BB. Third CV is really useful around the DEI.

      If you need to go for Guam to stop the US objective, does that mean you aren’t taking Wake?

      And you still aren’t taking Borneo then. Dislike that.

      We are taking Borneo. To be clear the TTs/marine are allocated as follows:

      2 TTs to Davao
      1 TT to Borneo
      1 TT to Guam
      Marine to Gilberts

      I’ve found PH attacks with only 2 CVs to not accomplish much. Having all 3 off Wake forces to US to play less aggressively for a turn, which gives you an extra turn to build up in the DEI and FiC. Also, assuming you buy mostly TTs J1, you have a real threat of taking Hawaii if US doesn’t block. If you only have 2 you need to start retreating them immediately on J2.

      As Japan I’m fine with Anzac attacking Gilberts, that gives me an easy kill of their TT, and also their CA if they send it for the bombard. And one less TT for the allies to retake any DEIs.

      Lastly, regarding Wake vs Guam J1: Wake is far easier for the US to retake later. And a TT off Guam can get units into China J2, whereas a TT off Wake will need 2 turns to do anything useful.

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

      @simon33 we normally play with a 6 bid. We also normally do take Gilberts with the Marine. Send all 3 Carriers to land planes that attacked Pearl Harbor so you don’t need to take Wake to prevent counter attack. Extra TT is used to take Guam to prevent US from getting that NO.

      We don’t take Celebes J1, save that for J2.

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

      @simon33 said in WW2 Path to Victory - Strategies:

      If the Bid is at least 6 to the Axis, adding a TT in SZ7 and doing a J1 should be pretty awesome. You can claim the Carolines objective as well as doing the Pearl Harbour attack. Main risk being if the Borneo attack goes bad (even though above it was listed as 100%, it should be 98%). This also means you don’t have to worry about claiming that objective in later turns, which saves hassle for Japan. It is likely this will delay getting the DEI but that isn’t so important any more and it is better to grab all the other islands to stop ANZAC and USA objectives.

      This is a pretty popular bid use in our group, with a slight variation. We usually put the TT with the Carolines fleet to use the inf there that are normally stranded while increasing the amount available for TTs to pick up from Japan on J2/J3. You can still get all the DEI on J2 if you are willing to sacrifice a TT in 45 (worth it from a net IPC perspective). The rest of the southern fleet can consolidate in 42 and be safe from a UK or AZ attack.

      posted in Other Axis & Allies Variants
      M
      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
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      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
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      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
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