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    Topics created by PainState

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      War Room Channel

      War Room
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      I finally got it up and running now.
      https://www.youtube.com/channel/UCMDWs4JPjWgoxnx7602V5AQ

      If you want to see cap recaps, strategy sessions, tactics and meta gaming videos on War Room check it out and sub to the channel.

      Just finished a 5 part series on Imperial Japan and starting up a 5 part series on UK.

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      Calcutta Crush: War Room style

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      Taking a look at a opening strategy for Japan.

      https://www.youtube.com/watch?v=_W3o2k5jV2M

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      How to leverage biding for turn order

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      The Allies can leverage the Axis into bidding more than they want for turn order by every turn they trade (USA/UK/RUS) 5 OSR for 2 OIL from Venenzuela or Suadi Arabia.

      Thus the Allies every turn get 2 oil which they use to bid for turn order, they do it every turn no matter what, that will force the AXIS players to bid at least 3 oil every turn if they want to dictate turn order.

      Do not overlook the power of bidding and how it effects the orders and production. The Allies need to leverage their universal access to oil over the Axis, who have no access to oil at the start of the game.

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      Lets talk about Air Power

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      sjelsoS

      Any air combat hits are most likely taken against incoming bombers and from our games there are is usually only one or two bombers in a raid. If one protects important territories with perhaps 3 fighters then that should take care of one bomber. Any tanks or artillery will also get AAA.

      Losing rail or a factory space or a resource is not that devastating overall. Losing a stack of units under construction is painful and thus one has to consider where to build and how much to protect.

      Do not see an issue yet with strategic bombing or surface bombing. Bombers are costly and vulnerable (i.e. fist hit).

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      Global War game #2

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      sjelsoS

      We have found, beginning of the game bid for 1st for initiative, end game bid last to react to enemy moves and/or avoid mis-steps.

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      Global War game #1 report

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      https://www.youtube.com/watch?v=GPC_z1NXjC4

      1st attempt at a game video

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      A3 is the SZ91 of War room

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      The first puzzle to solve in War Room is A3. It is important for the Allies and how do the Axis respond.

      Put out a video going over my thoughts on this. Need to look closer at this and find some solutions.

      https://www.youtube.com/watch?v=Rvek-11klx4

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      One turn delay is messing with us

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      @oztea

      One way to get around the 1 turn delay in production is not be conservative on where you build your units. Germany and Russia have factories right on the front line. They can produce there and take the risk but the reward is those units appear right on the front line.

      It is a give and take. The big downside of this tactic is not only can they be strat bombed into kibble bits BUT your enemy can capture them and use them against you.

      You can also build right behind the front line in multiple locations in Germany and Russia. Not as much risk but good for building up a secondary/reserve force able to jump right into the action with out having to waste commands to move them. Once again some risk involved but a solution to this issue on the German/Russian front.

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      How to manage stress

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      Pop a couple valium and attack everybody. Sorry I should actually watch the vid before commenting : )

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      War Room You Tube Channel

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      Uploaded some thoughts on how to handle stress.

      I will keep putting out content for you guys to enjoy.

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      War Room is almost here

      War Room
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      Well according to the website War Room is at distribution and getting set for delivery.

      The anticipation is now building, it has been a long wait.

      Iam so excited I have decided to dip my toe into making some You Tube content for your amusement and enjoyment. Never done that before but I will give it a shot.

      Hopefully as we start getting our games that everyone chimes in on the fourms talking about the game and their ideas on tactics and so forth.

      I will let everyone know when I get those first few videos up and running and lets have some fun and learn this new game together.

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      Russia Needs a Commissar

      Axis & Allies Global 1940
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      aequitas-et-veritasA

      In order to delay a German crush on Moscow you will need the help of US/UK.

      The Allies need to at least threatening a landing on S.Fra, Normandy, Norway, Denmark, N.Ita or S.Ita. Everything else is bogus. If you can’t Force Germany to build some ships then they will have free hands on Moscow and it will not matter what they do or how they die.

      And, when Germany captured Moscow, they will be in London/Cairo in No Time!

      Germany has to send all his assets towards the East. Everytime Germany has or needs to build ships is one to two units less who can march towards Moscow.

      If you want to delay a German march towards Moscow, then build up a JFK devinsive line.
      J= Novo,Bela,W.Ukr, Ukr, Bessa
      F=Bela,Smolensk, W.Ukr,Ukr, Bryansk
      K=Smolensk,Bryansk,Rostov and Russia from where you refit and supply your troops.
      You have to time it and have to be powerful enough to knock out any Ita Canopeners.

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      1940 Global disconnect on the fourms

      Axis & Allies Global 1940
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      @DizzKneeLand33

      Yea, different ways to play. Triplea live makes for quicker decisions. Forum is fun too. You have enough time to make your optimal move.

      Idk, I’d look for people that prefer your /their play style if playing online.

      Personally : ) I like to play later in the game. I think of it as a different challenge.

      Could also try different Victory conditions by how many RDs it takes to win or lose.

      For example, wrestling. Minor, Major or Draw. each is worth more than the other well except for draw lol

      @ PainState Sorry Dizz : )

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      Is Moscow the Alamo for the Allies?

      Axis & Allies Global 1940
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      LevHunterL

      Just finished up a game a couple days ago with some friends, and it always seems to come down to a valiant last stand at Moscow followed by either an admission of defeat or (as is the case with the game we played) Italy is contained and the Allies can still hold Egypt to some extent.

      That is an interesting idea that could be considered when the Germans look as though they are a couple turns away from taking Moscow. I’m not sure I’d do it just because of the amount of time to move those infantry would make it totally obvious to the Axis what you were doing. At that point you are completely giving up Russia’s IPC income to the Axis which is not very wise. The advantage to this Alamo battle is that the Axis also lose a lot of units and Germany remains licking it’s proverbial wounds for a turn of the game at least.

      So while it’s interesting and I have never considered it, I’m not sure it would be worth it.

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      USN VS IJN

      Axis & Allies Global 1940
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      LeatherneckinlvL

      As Japan starting turn 2 I buy 1 warship of some kind….typically a DD…Turn 1 I buy a Navy base so I can shoot my fleet back to Japan from SZ 36

      My moves are very methodical with Japan…I will not bring the US at war until their factories automatically become majors…reason is…he can only put 3 into the pacific…I know how to play Japan without the need for factories…my 1st factory might be turn 5 in Indochina…I make the US mirror my fleet

      with the US…I try and match the Japanese ship for ship…problem is positioning my fleet…attacking is not an option until way later in the game…usually turn 7…I know I am better off with defending…so Hawaii…3 plane scramble is economical and easy to reinforce
      If I move into SZ 54…now I have to rely on the Anzac and work in tandem

      Caroline Islands is good but now I am independent and longer supply path…so vulnerability is there

      So my favorite spot is Hawaii…a lot depends on what Japan does and where I position my fleet

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      [Global 1940] Why Strat Bombers VS Tactical Bombers?

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      Some good ideas here. A few things I’ve done were to have bmbrs hit at 3 unless paired with a ftr. Makes taking solo blockers out more risky and unless used with carrier aircraft, not as powerful with the big range they have.

      Also give tacs +1 when paired with inf the same way artillery does. Makes them a lot more popular in my test games.

      None of the Prices change. The ftr still has the big hit on D and can boost the bmbr. Also still the cheapest for fodder. Tac boosting the inf is really nice for small counterattacks and is somewhat realistic as well.

      So some minor changes but makes for a more balanced air buy as opposed to just going huge with bmbrs imo.

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      Call your shot on dice rolling?

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      Bob77B

      I say my my tanks hit on 2-4 instead of 3 or less. You dont hear me or somehow miss understand or one of us forget b4 the battle is over. This could lead to a heated argument when i hit with 4s. So like i said…it works in theory. How it works out in real life is more complicated. Better to kiss. Keep it simple.

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      ReRolls

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      ?

      Re-rolls or Extra rolls?  A re-roll has advantage of seeing the initial result.  I would make the cost $5, with use as a re-roll hits on a 1, or extra roll hits on a 2.  Can be used anytime.

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      [Global 1940] Research and Technology

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      Caesar-SerionaC

      Axis gets full advantage in the early turns, this forces them to get more aggression there for no reason for them to use peace as a shield and if I am playing as the allies, I’d rather have them be aggressive at turn 1 than turn 4.

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      Sub warfare out of whack?

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      Caesar-SerionaC

      @ShadowHAwk:

      @Caesar:

      @PainState:

      Ok, lets take a step back.

      So, should Subs be able to bypass Denmark and go into the Baltic? Who cares, really? Lets just say the house rule is subs can enter the Baltic Sea. Is the UK or USA going to invest in subs to enter the Baltic for the sole purpose of killing off the German fleet? There are no convoy routes in the Baltic so that is in essence the only purpose of them going in in the first place.

      Germany has a DEST with their fleet and a AB on W. Germany with planes. It is a suicide mission by the Allies to send in a sub or 2.

      In the big picture of the game, it is a total non factor.

      Same scenario with Italy. Lets say the house rule says subs can go through the Suez. What? UK is worried about a stack of 6 Italy Subs rampaging through the Suez? It is not even a point of discussion and thus a non factor.

      Except the Suez and Panama are a moot point because those are canals that have locks which I agree doesn’t make sense however in the context of the Turkey, Denmark, and Gibraltar, submarines could in theory sneak pass these zones and historically speaking, did.

      Denmark strait was pretty heavy mined, there where nets and underwater microphones. So yes a lone sub might get through but not nearly viable enough to make it for the context of this game. Units are not just a single unit they are a group of said units. Scapa flow was also at risk from subs with its many outgoing channels and yes 1 sub managed to get in it does not mean that the whole base was crap.

      Well Allies going into that German area is foolish. Home Fleet just blockaded that region anyways however the others had enemy and neutral ships passing all the time.

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