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    The Janus

    @The Janus

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    Best posts made by The Janus

    • RE: đź‘‹ Introduce or Re-Introduce Yourself (Current)

      I’m not sure if it’s bad form to be posting in this thread after February ;) but anyway…

      My name is Janus (also known on other parts of the internet as P.d0t)
      I got into A&A with the MB version, back in about 1997 or so(?)
      However, the biggest chunk of my A&A play experience is/was with the Imp Games expansion “East & West”: https://boardgamegeek.com/boardgameexpansion/6441/east-west-global-war-1948

      That company seems to have gone defunct (and their forums went down long before that) so I joined the A&A .org forums a while ago – somewhat passively – but have been following the site’s news via Facebook. When the announcement for A&A Online came through on that channel, it rekindled my interest in E&W. As such, I’ve been trying to track down anyone who owns the game or has played it, and have been working on honing strategies for the USSR.

      One such strategy can be found here on the forums, which I ran just as a playtest against myself:
      https://www.axisandallies.org/forums/topic/19172/east-west-by-imp-games-soviet-strategy-playtest

      If you’re a fan of E&W, please get ahold of me here on the forums/PMs; it would be much appreciated :)

      posted in Welcome
      The JanusT
      The Janus
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @black_elk I think the way to do Italy justice is to just have a full-blown “Axis & Allies: North Africa” in the vein of the D-Day game.

      You could have German reinforcements come in waves sorta like D-Day, but more or less run the rest of the mechanics like A&A but with a cap on the number of rounds.

      posted in House Rules
      The JanusT
      The Janus
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @black_elk said in Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?:

      I tend to agree with most of the points Janus is making about streamlining the game. I think the prob comes from low-balling the money and trying to keep those numbers so low, instead of just amping the production a bit.

      After reading the thread saying “infantry should cost 3.2!” this idea popped into my head: increase the IPC values and unit costs by 10x except for infantry – which would then cost 32.

      In that same vein, I think if you want to have a game with more and more unit types, they should look at doing a move to d10 (as was done with Napoleon’s Imperium.) Having infantry at A1|D3 on a d10 might help negate the IPM.

      posted in House Rules
      The JanusT
      The Janus
    • RE: "East & West" by Imp Games - Discussion

      Tactics: Operation Fishnet (Soviet Pacific Fleet)

      For those who know me, I’ve historically mostly played as NATO in E&W. As part of the ongoing refinement of my Soviet strategy, I wanted to come up with some better opening moves for their naval units; here’s what I’ve been looking at just recently:
      (red arrows outline spaces that US navies could conceivably reach)
      6c58f165-9e4d-4054-afc3-cd4df2ae99b7-image.png

      Objectives: To stall US transport capability in the Pacific.

      This should be a fairly straightforwardly important goal, for any Soviet player: keeping the US off of your shores (or away from landing support into SE Asia.) It’s difficult to actually attack the US transports (because of their positioning) so instead we want to prevent them from steaming across the ocean, for as long as possible.

      Scatter
      The purpose of scattering your navy is to make it a less-attractive target for the US nuke. Many times, the Soviet moves in the Pacific involve slamming as much force as possible against another large force. Usually this is a no-win situation; either your remaining force is large enough to warrant dropping the bomb on, or is small enough that it is mopped up by US naval forces, with nary a whimper. Also, keeping subs separate from surface ships will tempt your opponent to split their air power from their naval power.

      Block
      By positioning the subs between your other ships, and the West US fleet, you’re able to effectively keep those units from using their full movement – unless the enemy attacks both ranks of your defensive line. Again, this is not the worst result, because you’ll have already prevented them from being able to concentrate their forces.
      If the Japan SZ fleet attacks the Soviet ships in the Bering Strait, this means that the transport at Okinawa cannot effectively be used to amphibiously assault Kamchatka or East Siberia; the ships at Hawaii are also blocked from providing shore bombardment, and the carrier cannot move in to provide a landing space for supporting fighter aircraft.

      Deadzone
      As you’ll note on the map, the Marcus Island SZ can potentially be hit by all of the US ships in the area. However, if the US moves heavily into this zone with their surface fleet, they will not be able to keep the Japan SZ well-defended – potentially leaving it open to a counter-attack, with support from Soviet aircraft. If they instead consolidate their navy at Marcus Island, their transports will be far out of position to send reinforcements to SE Asia.
      The place where the US can launch the strongest amphibious assault (with both their Japan fleet and Hawaii fleet) is against North Korea. Fortunately, the free Chinese infantry make this a tough nut to crack, and the Soviets should always have units in East Siberia and/or Manchuria, available for a counter-attack. Also, the commitment of US surface ships to such an attack would mean a much weaker naval response, to the Soviet fleets; if the US only commits submarines to Marcus Island, and only aircraft to deal with the Soviet submarines, they risk leaving the West US transport exposed to the Bering Strait ships. In this situation, the US may opt to instead move this transport towards the Panama Canal – both to be out of reach, and to instead assist in moving forces to Europe. In this case, the Soviet fleet will have succeeded at its objective.

      Let me know what you think about this opening move :)
      Comments and critiques are always welcome!

      posted in Other Axis & Allies Variants
      The JanusT
      The Janus
    • Units, Mechanics, etc.

      I’m kind of an old skool, Classic-ish grognard; I’ve been poking around with the Europe 1940 game (in TripleA, against the ai) mainly as the Allies, but a little bit as Italy.

      I guess my question is, which units should each country purchase?

      For example, I’ve found that the UK can make use of subs against Italy’s surface fleet (although I guess I’m a n00b for not just YOLO’ing and blowing them up with all of the UK’s planes, on rd1.) But generally, it seems like no one should really want/need to build any navy other than destroyers, transports, and carriers (with aircraft to go on them). Destroyers just do everything…

      Is there any sense in bringing along extra carriers, i.e. more than just enough to hold your planes, in case one gets sunk? Why are carriers 2-hit anyway, if they’re effectively useless after the first hit? Are there any good spots to put down new airfields, or is scrambling underused in the Europe map, and really only applies to the Pacific?

      I don’t find artillery all that helpful; if you’re the US for example, you have the cash to build tanks, and if your intention is just to send as much stuff as possible to the USSR, then you want units that can race across North Africa quicker. I think for poorer countries, artillery makes sense but even as Italy I tend to go all infantry, and as USSR I maybe crank out 1 artillery per round; if you can get your income up, tanks seem way more helpful for counter-attacking in and around Novosibirsk, while using your planes to clean up along the main front line.

      What circumstances do people use mech. infantry in? Honestly, I rarely buy it other than to place at an Allied factory in Persia, Norway, or similar/nearby territories (Greece, Turkey, Finland). I particularly can’t justify putting one on a transport, instead of a tank (or even possibly an artillery.) I’ve heard that it’s a good unit for the Axis, on defense…

      I guess I just feel like there’s a lot of chrome/cruft to this version of A&A, and I believe it could improve by being stripped down a little.

      posted in Axis & Allies Europe 1940
      The JanusT
      The Janus
    • RE: 1941 "limited" scenario for A&A Classic

      Turn Order:
      (With the intention of keeping as close to the original turn order, while still slotting in the added countries)

      1. USSR
      2. a) Italy (and Vichy France)
        b) Germany
      3. a) UK (Atlantic)
        b) China (includes India, Dutch, ANZAC, etc.)
      4. Japan
      5. a) US Pacific
        b) US Atlantic

      Round Zero / “Impulse”:
      Prior to the first full round, the Axis get one round to act. This should be played out in the turn order described above, omitting the Allied turns.

      The Axis conduct all phases of their turns during this round, with some very important bonuses added:

      • Infantry & Armor: attack power is increased by 2, costs are reduced by 1 IPC
      • Fighters & Bombers: attack with 2 dice instead of 1, costs are reduced by 2 IPC
      • Naval units: attack power is increased by 1, costs are reduced by half

      During this round, Allied units defend as per normal, with one notable exception: since they are not yet at war, AA guns belonging to the USSR and USA do not fire.

      Axis Advantage / “Russia Restricted”
      On the first round, the USSR and the US (both Atlantic and Pacific) may only conduct the following phases of their turns: Purchase Units, Place Units, Collect Income.

      In addition to the bonuses on Round Zero, all three Axis countries gain these benefits:

      • all Axis battleships are 2-hit battleships
      • all Axis powers have Super Submarine technology
      • all Axis powers have Jet Power technology

      Setup & Territorial Changes:
      The original setup for Classic is used, however changes in ownership of a territory also govern changes in the nationality of ALL units listed for that territory (including naval units) with the following exceptions:

      • All German naval units are given to Italy (including any newly purchased units)
      • All Soviet naval units are given to the UK; the USSR may not produce naval units in this scenario

      45d781be-417a-41b8-9b35-f20d24a4fed4-image.png

      As you can see from the map above, the sea zones are broken down into two sections:

      1. those bordering the territories of USSR, Germany, Italy, UK, and US Atlantic – to be used only by the navies and air forces of those countries
      2. all other sea zones – to be used by the navies and air forces of China, Japan, and US Pacific

      You’ll note that this limitation creates one sea zone in the mid-Atlantic which is effectively impassable; feel free to adjudicate this differently, if you find a change to be helpful.


      Industrial Complexes / “Victory Cities”:
      Add an AA gun and Industrial Complex to the following territories:

      • Ukraine SSR
      • South Africa
      • India
      • Australia

      No new industrial complexes may be built.

      In this scenario, the number of units a complex can produce is limited to the IPC value of the territory in which it is located (including capitols.) As such, you may only purchase a number of units up to the total IPC value of the industrial complexes which you have controlled since the start of your turn. For example: the UK has an industrial complex on their capitol (8 IPCs) as well as in South Africa (2 IPCs) meaning they can purchase a maximum of 10 units on their turn.

      Further to this, the number of naval units you may purchase is limited not only to the IPC value of your coastal/island complexes, but also by whether the adjacent sea zones are clear of enemy ships. For example: Since Japan only has an industrial complex in their capitol, if the islands are surrounded by Allied naval units at the start of the Japanese turn, Japan may not purchase any naval units on that turn.

      A nation who loses their capitol may continue to collect IPCs from any territories they still control, provided they also still control at least one industrial complex after the Combat Phase of their turn. If a nation controls no industrial complexes after any nation’s Combat Phase, they must surrender their IPCs to the nation whose turn it currently is. They also can no longer collect IPCs, until they regain control of at least one industrial complex.

      Victory is achieved when either side controls at least “2 out of 3” Axis and “2 out of 3” Allied starting Industrial Complexes (8 Industrial Complexes in total) at the end of any round of play.

      Theatres of War
      It is intended that each theatre may be played separately, as their own sort of “mini-game” but they may also be played in concert, and merge together under certain circumstances of victory or defeat. A nation may not attack nor move units into any territory which is not a part of their theatre, until those theatres merge together.

      • Atlantic Theatre: UK, Italy, US Atlantic
      • European Theatre: USSR, Germany
      • Pacific Theatre: China, Japan, US Pacific

      If Germany or Italy collects an income of at least 5 IPCs less than their starting income, the Atlantic and European theatres merge at the start of the following round. This also happens if Germany collects an income of at least 10 IPCs more than their starting income.

      If Italy or Japan collects an income of at least 10 IPCs more than their starting income, the Atlantic and Pacific theatres merge at the start of the following round. This also happens if Japan collects an income of at least 5 IPCs less than their starting income.

      If playing any theatre individually, the Axis country wins if they collect an income of at least 15 IPCs more than their starting income; the Allies win if the Axis country collects no income.

      Starting Incomes:

      1. USSR - 28 IPCs
      2. a) Italy - 12 IPCs
        b) Germany - 21 IPCs
      3. a) UK - 18 IPCs
        b) China - 18 IPCs
      4. Japan - 15 IPCs
      5. a) US Pacific - 18 IPCs
        b) US Atlantic - 17 IPCs

      Mergers and Restrictions
      Whenever the European and Atlantic theatres merge, Germany and Italy combine their cash on hand, and effectively become one nation.

      Whenever the Atlantic and Pacific theatres merge, the same happens with the UK and China, as well as with US Atlantic and US Pacific. Additionally, when this merger takes place, the restrictions on naval movement end; the navies of all nations can enter any sea zones on the map.

      Unlike most global Axis & Allies games, in this scenario Japan and the USSR may never attack each others’ territories or naval units. However, if the Pacific and European theatres have merged (i.e. all 3 theatres must have merged, for this to happen) the following actions are permitted:

      • Soviet units may enter Allied-controlled territories (such as those belonging to China)
      • Japan may destroy Soviet units in Allied-controlled territories, on Allied aircraft carriers, or aboard Allied transports.

      Other Recommended Rules

      1. No invading neutrals
      2. No technology advancement

      I’ve decided to leave out most of the “errata”-type changes I had written up in my earlier draft, since those are mostly down to a matter of taste; generally sticking to the 2nd Edition rules will be perfectly fine. But if anyone is interested, I’ll be happy to add those to the thread.


      If you have any questions or comments, please post them down below :)

      posted in House Rules
      The JanusT
      The Janus
    • RE: "East & West" by Imp Games - Discussion

      @tacojohn said in "East & West" by Imp Games - Discussion:

      Yeah, it might be that. But right now, the only TGW map is in MapView, right?

      FWIW, I was able to dig this out of archive.org, from the Imp Games website; I probably have it saved somewhere, but it was just quicker to dig it out that way. (Obviously not high-res, but was freely available online, when the site was up.)
      The Great War (small file).gif

      posted in Other Axis & Allies Variants
      The JanusT
      The Janus
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @hengst I mean if you’re building a game where your baseline assumption is that Germany would/should be overpowered, then sure :face_with_rolling_eyes:

      Edit: To clarify my point, I think one of the things that works to keep Germany competitive is that the Allies don’t get to attack them together. Even then, their job tends to be “don’t die, until Japan sweeps the board.” If you take that disadvantage and give it to Germany by splitting their economy and units into smaller chunks, it’s not actually a benefit to them. And I think if the only justification for doing it is to have a 3v3, I feel like the juice isn’t worth the squeeze.

      posted in House Rules
      The JanusT
      The Janus
    • RE: "East & West" by Imp Games - Discussion

      Our intrepid Axis & Allies player @The_Good_Captain has put out a video which includes a review of East & West!
      https://www.youtube.com/watch?v=lsm4is72-sc

      I’m about to check it out myself; I’ll let the crowd know if I have any thoughts on it :)

      posted in Other Axis & Allies Variants
      The JanusT
      The Janus
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @hengst I guess my point is that you don’t make the Axis more interesting by splitting Germany into a moderate power and a minor power; I think you can do that more effectively by making Germany a proper superpower.

      And like I said, any timeframe later than 1940 makes it harder and harder to justify Italy being a separate power, unless your idea is that their main contribution is to be an “also-ran” on the eastern front, as part of a bloc with the other minor powers. It just doesn’t vibe, IMO.

      posted in House Rules
      The JanusT
      The Janus

    Latest posts made by The Janus

    • RE: Units, Mechanics, etc.

      @SuperbattleshipYamato said in Units, Mechanics, etc.:

      I think what you wrote can be distilled down to 3 complaints:

      There’s not much of a historical reason for this.
      There’s not much of a game design reason for them.

      I think this is where you’re fundamentally misreading me.
      I care almost not at all about adding mechanics for historical reasons; if adding historical realism reduces balance, get rid of it.

      I think that N.O.'s are a mechanic that imbalances the game – historical or not, is irrelevant. It’s the Occam’s razor approach, that I take. If something isn’t making the game better, find a way to get rid of it. Simplify.

      posted in Axis & Allies Europe 1940
      The JanusT
      The Janus
    • RE: Units, Mechanics, etc.

      My take is more that the N.O.'s are being used incorrectly in this game, from a design perspective.

      For context, I would say that in Revised, they generally do reward you for pathing a certain way (potentially sub-optimal ways) but were generally just a nice bonus – the cherry on top.

      In 1940, the entire economic viability of nations such as Italy relies entirely on “off-map” income, whereby (effectively) territories are worth more or less depending on which side controls them… only with more steps. So in addition to being unintuitive, it’s also clunky and poorly implemented.

      The German N.O. for “Swedish Iron Ore” feels like nostalgia bait, to anyone who was longing for World At War to make a return. Other A&A versions don’t have this sort of rule, so why is it “”“necessary”“” here?

      Basically, I’d like to see a better “minor power” structure, in this sort of game. Rather than buffing Italy to the moon with fake economics, maybe the solution is to just let them attack together, with Germany. (Same with ANZAC – they’re not a real country, and certainly not without eating all the Dutch islands, which won’t ever happen in a “J1 attack” meta.)

      Like I said, a country’s entire economic viability shouldn’t be based off of their Objectives, they should be a nice bonus – perhaps even something that pushes things to the brink, once they’re past a tipping point.

      Another one I have a problem with is the Soviet objective for taking any German, Pro-Axis, or Italian territory. This effectively doubles the IPC value of capturing those territories, as long as the USSR is the ally who does it. Ok, but why? Is this meant to encourage the other allies to just juice up the USSR and let Italy run roughshod over Africa…? For what reason? If anything, why is this not limited to only German territories?

      Like, if US territories just need to be worth double for the US compared to what they’re worth to everyone else, and German territories need to be worth double to the USSR what they are to everyone else…? then just put that in the rules, and maybe print two values on each territory, as needed.

      Again, this all just feels like useless chrome.
      It’s change for the sake of change, complexity for the sake of complexity – and game balance is completely in the toilet.

      posted in Axis & Allies Europe 1940
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      @SuperbattleshipYamato @FranceNeedsMorePower
      Alright, I’m resigning from this game. Y’all can continue if you want, but I think the Allies are cooked, and I have no useful moves I can make with ANZAC, or UK for that matter.

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      Italy 3 is on next:

      START Italy-turn-3-complete-game-32.tsvg

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      @SuperbattleshipYamato said in Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower:

      @FranceNeedsMorePower

      @The-Janus

      Japan Scramble? 2.tsvg

      You’ll have to decide whether to scramble.

      OH YEAH, BROTHERRRR

      we’ll scramble everything

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      because I name the file after whose turn is STARTING not who just finished.

      Also plz ignore France, he’s just being a dunce.

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      ANZAC/France done:
      germany-turn-3-complete-game-32.tsvg

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      @FranceNeedsMorePower @SuperbattleshipYamato

      Italy2 is ready to go:
      italy-turn-2-complete-game-32-2-1.tsvg

      Hopefully my UK moves were adequate ;)

      posted in Play Boardgames
      The JanusT
      The Janus
    • RE: Allied play in Europe 1940

      @Cornwallis said in Allied play in Europe 1940:

      On G2 germany destroys cheaply the remaining UK ships and fly on to alexandria bolstering the defense.

      My sense is that any opportunity to get a shot at the Luftwaffe is worth it. BUT the Allies need to have Italy effectively out of the game ASAP to really be successful, though – and I’m not convinced that can even happen in time to save the USSR.

      Perhaps it’s a topic for my other thread, but I’m beginning to disagree more and more with the change in mechanics, where transports no longer have a defense value; navy costs too much, and air power is too effective for the Axis. These interacting factors seem to be what is slanting the game against the Allies.

      posted in Axis & Allies Europe 1940
      The JanusT
      The Janus
    • RE: Global 1940 out of box game: SuperbattleshipYamato (Axis) vs The Janus and FranceNeedsMorePower

      ANZAC and France moved all of the things:
      Germany-turn-2-complete-game-32.tsvg

      posted in Play Boardgames
      The JanusT
      The Janus