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    T
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    Posts made by teslas

    • RE: Question about invading Sicily/Sardinia with a Russian infantry

      My question would be is there really absolutely nothing better that infantry could be doing for the two turns it takes to invade Sicily? It won’t “pay off” until two turns after that, even, and you’re not really harming Italy at all by doing it, unless you, for some reason, are going to use it for an invasion-of-Italy staging point and want to spend Russian IPCs on facilities instead of US’s/UK’s?

      And that’s saying nothing about the turn, or potentially two, you’re tying up the British transport.

      posted in Axis & Allies Global 1940
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      teslas
    • RE: Steam Simulator

      If I have to roll dice myself and count IPCs, I also want to be able to walk over to the fridge and get myself a beer. And if it’s a good simulation, it better damn well taste like an expensive beer.

      posted in Software
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      I really don’t mind if you change it. It’s a simple move.

      In fact, I prefer that you would change it, if you yourself also think it’s a good move, because it’s best to play against the best possible player. Even if I lose because I pointed out some good moves to my opponent he might not otherwise have seen in time, the point is to lose against good strategies so I learn something, not exploit petty forgetfulness (of which I’m also guilty of on occasion)!

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      Change it if you like and repost the french turn.

      posted in Play Boardgames
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      teslas
    • RE: G40: Caesar1 (Allies, USA +8/turn) vs. teslas

      Still alive, and thank you for your patience. Will be another busy week, but I’ll try to sneak away and get in here so you don’t have to wait yet another week.

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      Oh man, those German subs convoyed the shit out of Britain, excellent.

      I likely don’t have time to post tonight, sir, and I owe the other gentleman I’m playing against a turn before I give you one at this point, but I’ll come back as soon as soon as work and sleep aren’t overriding concerns!

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      Yeah, the ANZAC non-com is kosher.

      I would have left Tunisia for the US, by the way. The french can’t make any use of it or the money, America can, and both take it away from Italy. The only reason to take it with the french units is to get them to Egypt as soon as possible, which I don’t think you need to worry about much in this game since Italy has no transports.

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Italians
                  Italians buy 2 artilleries and 1 fighter; Remaining resources: 0 PUs;

      Combat Move - Italians
                  1 armour moved from Eastern Poland to Baltic States
                        Italians take Baltic States from Russians
                  1 armour moved from Baltic States to Eastern Poland
                  1 infantry moved from Eastern Poland to Western Ukraine
                        Italians take Western Ukraine from Russians
                  1 bomber moved from Southern Italy to 97 Sea Zone
                  2 fighters moved from Southern Italy to 97 Sea Zone

      Combat - Italians
                  Battle in 97 Sea Zone
                      Italians attack with 1 bomber and 2 fighters
                      British defend with 1 cruiser and 1 destroyer
                      Italians win with 1 bomber and 1 fighter remaining. Battle score for attacker is 10
                      Casualties for Italians: 1 fighter
                      Casualties for British: 1 cruiser and 1 destroyer

      Non Combat Move - Italians
                  1 bomber and 1 fighter moved from 97 Sea Zone to Southern Italy
                  1 infantry moved from Northern Italy to Southern Italy
                  1 infantry moved from Yugoslavia to Northern Italy
                  2 aaGuns, 3 armour, 2 artilleries, 1 infantry and 1 mech_infantry moved from Eastern Poland to Western Ukraine
                  1 armour and 1 mech_infantry moved from Romania to Western Ukraine
                  1 mech_infantry moved from Yugoslavia to Eastern Poland
                  1 infantry moved from Bulgaria to Romania

      Place Units - Italians
                  2 artilleries placed in Northern Italy
                  1 fighter placed in Southern Italy

      Turn Complete - Italians
                  Italians collect 15 PUs; end with 15 PUs total

      posted in Play Boardgames
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      teslas
    • RE: Are Mechs Too Strong?

      Did you do something to me, YG? Yeah, you son of a bitch, you made a series of great videos for newcomers, and now any new people that show up to my table have a decent foundation on which to start. It makes winning every game a little harder.

      And I wasn’t projecting any undue crap. I was just saying how the idea is bad in a vehement fashion. Debunking a person’s idea isn’t the same as debunking that person.

      As far as this forum not being the place, I was speaking about how the drastic changes, and then all of the resulting impacts and what not, belong on the houserules forum, not really this one.

      posted in Axis & Allies Global 1940
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      teslas
    • RE: Japanese IC placement

      JP plopping a mIC in FIC is a given for basically any game.

      Your second/potential third/rare fourth mIC, and the order in which you do them, depends on a few major factors and a half dozen more minor but still important ones. If you give me a style of game or a map layout or a savegame then I could offer my humble take on the matter.

      Without any context, in general: I love Manchuria if the plan is to pick on Russia, and it also potentially messes up an American landing in Korea if you leave SZ 6 exposed. More often than that, though, at least for me, Kwangtung and/or Malaya are great for a variety of different and similar reasons, and doing both sometimes, but by no means always, can also be pretty damn great. Shangtung I’d do least often, but it has its merits for certain situations.

      edit-
      wurdz spellings is hard

      posted in Axis & Allies Global 1940
      T
      teslas
    • RE: Are Mechs Too Strong?

      Another way to look at it is this:

      So even if 4 IPCs is too cheap, 5 IPCs would put them into solidly useless territory. 1/2/2 for 5, or 3/3/2 for 6. It’s just not an option to move the price from 4. At all. I don’t think anyone is going to argue that tanks are too cheap, and if they do, it would surprise the hell out of me. You cannot raise their price.

      Is 4 IPCs too cheap for their attributes? I don’t particularly agree with this, but let’s just go with it and see where it leads us.

      How do you fix it? You can only change things with integer values. You can’t touch speed because that’s their defining feature. So, bumping up/down any one attribute, be it price, attack, defense, is all you have left, and that is massive. Seriously, Massive.

      Putting their defense on 1? Yeah, okay, they are still fodder for attacks supported by air/armor, and yeah, they can still attack with artillery, but their defensive value being lowered is still a humongous change. Russia’s ability to push back against Germany is solidified hardcore by that change. I don’t have the time or willpower at the moment to really think about what all that change might imply, but my gut feeling, and first thoughts, make me think it’s too drastic of a change and would require a bunch of ripple effects all across the board that puts this discussion firmly into the not-for-this-forum territory.

      That only really leaves: What if you make mechs not pair with artillery? Would they still be “too strong” then? Nope. Would they be “too weak”? Yeah, I think you’d risk putting them into cruiser territory. The ones you start with? Cool! Would you ever build new ones? Yeah, if your buy immediately matters the next turn and you had to finagle the last 2-3 IPCs around to maximum effect, but other than that? There are just too many instances where 3 art and then 3 mech inf. out of a mIC is a game-changer, or where without mech inf catching up to your art stack somewhere means your front is effectively deadlocked.

      And then to the original proposition which I don’t agree with: are mechs actually too strong for 4 IPCs? They are, situationally (hi germany! :D), quite great for 4 IPCs, but I in no way feel that they are “broken” at this price. Are mechs plus a few tanks clearly the best option for Germany headed toward Moscow for something like G1-G5, depending on the game and turn of DoW? I’d say so, yeah, but then you also have guys doing the dark skies shtick so obviously there are truly viable alternatives. Then, although rare, you do get those games with German investment in the med/eastern atl due to weird shit (like a dice-failed or nearly 50/50 odds scramble on Taranto) or a Sea Lion. Mechs are also the only thing that keep UK Pac and the UK stronghold in the middle east to help out Russia a thing that works. You mess with mechs by making them weaker, and UK’s middle east/india options are shitcanned pretty hard.

      Mechs would not be the first thing I would touch on if I were aiming to mess with or complain about the game.

      (Speaking of YG’s houserule that mechs can drag artillery, that has been discussed elsewhere, and it literally does break the game. This is unilaterally awful for the Allies. If you want to argue about that, start a thread in the homebrew section and PM it to me–I’ll gladly shoot it the fuck down–but this thread/forum is not the place to do it.)

      posted in Axis & Allies Global 1940
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      Super, super hectic week this week (first week of a new job and I’m buying a house), so my apologies for being slow. I’ve got you and another guy waiting on my turns, and I’ll try my damnedest to get to them this weekend.

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      No scrambles for Italy, sir. I hope I at least sink your destroyer.

      You may change the UK purchases if you like this time. Just don’t make a habit of changing purchases after you see the combats all set up (and some potentially resolved). That’s part of the challenge of the game :p

      You may non-com the bomber wherever, yeah, no problem.

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Caesar1 (Allies, USA +8/turn) vs. teslas

      Probably going to sign to buy a house in the next couple of days, and I just started on a new contract. Might be a few days, sir.

      posted in Play Boardgames
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      teslas
    • RE: G40: Caesar1 (Allies, USA +8/turn) vs. teslas

      Oh, and yeah, me too. It’s always great when a game goes “off the rails” a bit and you see some non-standard plays. They make for the best games.

      posted in Play Boardgames
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      teslas
    • RE: G40: Caesar1 (Allies, USA +8/turn) vs. teslas

      I probably won’t be able to get to my turn until Monday night, sir, as it’s going to take some long-term planning beforehand, and I won’t have a bunch of time all at once until then.

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      I forgot to non-com my Japanese AA gun into Yunnan. Would you please do this for me?

      Enjoy your free Mongolians.

      Since America is going pretty hard in the Atlantic, Japan has not had to build fleet, and so has had cash to build a lot of land units.

      I’m comin’ for you, India!

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Japanese
                  Japanese buy 5 armour, 1 fighter, 4 mech_infantrys and 2 submarines; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

      Combat Move - Japanese
                  1 infantry moved from Sakha to Buryatia
                        Japanese take Buryatia from Russians
                  1 infantry moved from Manchuria to Amur
                        Japanese take Amur from Russians
                  4 artilleries and 3 infantry moved from French Indo China to Yunnan
                  2 artilleries and 7 infantry moved from Hunan to Yunnan
                  1 infantry moved from Kweichow to Yunnan
                  1 mech_infantry moved from Anhwe to Yunnan
                  1 armour moved from Malaya to Shan State
                        Japanese take Shan State from UK_Pacific
                  1 armour moved from Shan State to Yunnan
                  2 bombers moved from Kwangsi to 55 Sea Zone
                  2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 46 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 35 Sea Zone to 55 Sea Zone
                  3 tactical_bombers moved from Kwangsi to Yunnan
                  3 fighters moved from Kwangsi to Yunnan

      Combat - Japanese
                  Battle in 46 Sea Zone
                      Japanese attack with 2 fighters and 2 tactical_bombers
                      Americans defend with 1 destroyer
                      Japanese win with 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is -2
                      Casualties for Americans: 1 destroyer
                      Casualties for Japanese: 1 fighter
                  Battle in 55 Sea Zone
                      Japanese attack with 2 bombers, 1 fighter and 1 tactical_bomber
                      ANZAC defend with 1 destroyer
                      Japanese win with 2 bombers, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 8
                      Casualties for ANZAC: 1 destroyer
                  Battle in Yunnan
                      Japanese attack with 1 armour, 6 artilleries, 3 fighters, 11 infantry, 1 mech_infantry and 3 tactical_bombers
                      Chinese defend with 2 infantry
                      Japanese win, taking Yunnan from Chinese with 1 armour, 6 artilleries, 3 fighters, 10 infantry, 1 mech_infantry and 3 tactical_bombers remaining. Battle score for attacker is 3
                      Casualties for Chinese: 2 infantry
                      Casualties for Japanese: 1 infantry
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral
                  Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Olgiy
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Dzavhan
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Tsagaan Olom
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Central Mongolia
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Buyant-Uhaa
                  Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Ulaanbaatar
                  Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa
                  Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Ulaanbaatar

      Non Combat Move - Japanese
                  1 fighter and 2 tactical_bombers moved from 46 Sea Zone to 35 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 55 Sea Zone to 35 Sea Zone
                  2 bombers moved from 55 Sea Zone to Philippines
                  1 fighter moved from Kwangsi to 35 Sea Zone
                  1 artillery moved from Philippines to 35 Sea Zone
                  1 artillery and 1 transport moved from 35 Sea Zone to 37 Sea Zone
                  1 infantry moved from Malaya to 37 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 36 Sea Zone
                  1 artillery and 1 infantry moved from 36 Sea Zone to French Indo China
                  2 artilleries moved from Philippines to 35 Sea Zone
                  2 infantry moved from Philippines to 35 Sea Zone
                  2 artilleries, 2 infantry and 2 transports moved from 35 Sea Zone to 36 Sea Zone
                  2 artilleries and 2 infantry moved from 36 Sea Zone to French Indo China
                  1 fighter moved from Kwangsi to Japan
                  1 infantry moved from Soviet Far East to Siberia
                  2 submarines moved from 6 Sea Zone to 36 Sea Zone
                  3 fighters and 3 tactical_bombers moved from Yunnan to Kwangsi

      Place Units - Japanese
                  1 fighter placed in Japan
                  2 submarines placed in 6 Sea Zone
                  2 armour and 1 mech_infantry placed in Manchuria
                  3 armour placed in French Indo China
                  Japanese undo move 4.
                  1 armour and 2 mech_infantrys placed in Kwangtung
                  2 armour and 1 mech_infantry placed in French Indo China

      Turn Complete - Japanese
                  Japanese collect 64 PUs; end with 65 PUs total
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 70 PUs

      posted in Play Boardgames
      T
      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      Yeah, that’s true. You have to use the persians that britain obtains to swing the neutral to british control so the russians can drive through it.

      posted in Play Boardgames
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      teslas
    • RE: G40: Private Panic (Allies, USA +10/turn) vs. teslas

      One bit of advice: That American bomber would have ruined your 5 IPC Russian NO if I hadn’t have put that destroyer in SZ 125.

      Careful with putting early units in Russia unless you’re sure they’re going to do some good, or you’re sure Germany will be able to keep a boat in SZ 125 (which you may have been rightfully sure of and this post is then entirely unnecessary :P)

      posted in Play Boardgames
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      teslas
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