@kwaspek104 absolutely. I aim to cover the rules, yes but also illustrate their implications. I will try to demonstrate different common situations and the most “proper” responses. Who understands this rule better will have a massive advantage, which is kinda lame imo. That being said, I think it is the most thought provoking and nuanced optional rule in the entire canon. Personally, I love it. It is incredible how much tension and excitement it creates - its almost an over the board negotiation. Both sides have a say in what happens and when. It’s not up to any one side’s control. I mean, the CP can always DENY the offer and carry on crushing Russia. Nuts.
Best posts made by The_Good_Captain
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RE: 1914 TGC (Central Powers) vs Kwas (Entente) - no bidposted in Play Boardgames
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RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
Game History
Round: 8 Puchase Units - Germans Germans buy 10 infantry and 1 tank; Remaining resources: 2 PUs; Combat Move - Germans 3 units repaired. Turning on Edit Mode EDIT: Removing units owned by Germans from Karelia: 1 infantry EDIT: Adding units owned by Germans to SZ 12: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Moscow: 9 artilleries and 1 infantry EDIT: Adding units owned by Germans to Karelia: 9 artilleries and 1 infantry EDIT: Turning off Edit Mode 1 infantry moved from SZ 12 to Poland 4 fighters moved from Moscow to Poland 2 infantry moved from Kiel to Holland 9 artilleries, 7 fighters and 32 infantry moved from Ruhr to Munich 3 infantry moved from Hanover to Munich 1 infantry moved from Kiel to Ruhr 6 artilleries, 6 infantry and 3 tanks moved from Kiel to Hanover 1 infantry moved from Berlin to Kiel 1 artillery, 3 fighters and 6 infantry moved from Berlin to Hanover 3 fighters moved from Hanover to Munich 1 battleship, 2 cruisers and 2 submarines moved from SZ 11 to SZ 10 Combat - Germans Germans creates battle in territory Karelia Germans creates battle in territory SZ 12 Battle in Holland Germans attack with 2 infantry British defend with 1 infantry Germans roll dice for 2 infantry in Holland, round 2 : 0/2 hits, 0.67 expected hits French roll dice for 1 infantry in Holland, round 2 : 0/1 hits, 0.50 expected hits French and Germans reach a stalemate Battle in Karelia Germans attack with 11 artilleries and 2 infantry Russians defend with 1 infantry and 1 port Germans roll dice for 11 artilleries and 2 infantry in Karelia, round 2 : 5/13 hits, 6.50 expected hits Russians roll dice for 1 infantry in Karelia, round 2 : 0/1 hits, 0.50 expected hits 1 infantry owned by the Russians lost in Karelia Germans win, taking Karelia from Russians with 11 artilleries and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Munich Germans attack with 9 artilleries, 10 fighters and 35 infantry British defend with 4 artilleries and 8 infantry; French defend with 1 infantry Germans roll dice for 9 artilleries, 10 fighters and 35 infantry in Munich, round 2 : 21/54 hits, 22.50 expected hits British roll dice for 4 artilleries and 9 infantry in Munich, round 2 : 8/13 hits, 6.50 expected hits 8 infantry owned by the Germans, 1 infantry owned by the French, 4 artilleries owned by the British and 8 infantry owned by the British lost in Munich Germans win, taking Munich from British with 9 artilleries, 10 fighters and 27 infantry remaining. Battle score for attacker is 19 Casualties for Germans: 8 infantry Casualties for British: 4 artilleries and 8 infantry Casualties for French: 1 infantry Combat Move - Germans Place Units - Germans 10 infantry and 1 tank placed in Berlin Turn Complete - Germans Germans collect 42 PUs; end with 44 PUsCombat Hit Differential Summary :
French regular : -0.50 Russians regular : -0.50 Germans regular : -3.67 British regular : 1.50 -
RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
Game History
Round: 8 Puchase Units - Russians Russians buy 4 infantry; Remaining resources: 1 PUs; Combat Move - Russians Turning on Edit Mode EDIT: Adding units owned by Neutral_True to Karelia: 1 infantry EDIT: Removing units owned by Russians from Karelia: 1 infantry EDIT: Turning off Edit Mode Combat - Russians Russians creates battle in territory Moscow Russians creates battle in territory SZ 17 Battle in Moscow Russians attack with 9 artilleries, 1 factory and 37 infantry Germans defend with 9 artilleries, 4 fighters and 6 infantry; AustroHungarians defend with 4 artilleries and 36 infantry AustroHungarians and Russians reach a stalemate . Battle score for attacker is -58 Casualties for Russians: 1 artillery and 36 infantry Casualties for AustroHungarians: 13 infantry Casualties for Germans: 5 infantry Combat Move - Russians Turning on Edit Mode EDIT: Removing units owned by Neutral_True from Karelia: 1 infantry EDIT: Adding units owned by Russians to Karelia: 1 infantry EDIT: Turning off Edit Mode Place Units - Russians 4 infantry placed in Moscow Turn Complete - Russians Russians collect 4 PUs; end with 5 PUs -
RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
@victoryfirst lets go with 5 German infantry and 13 Austrian Infantry. If I get home (in about 8 hours) and you haven’t rolled the CP, I’ll go ahead and use the file you sent to complete the combat since there is nothing else to do for Russia’s turn. I can then do Germany’s turn and send it back to you for France/UK.
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RE: Axis and Allies Classic - 3rd Edition. Axis (thegoodcaptain) v. Allies (kwaspek104)posted in Play Boardgames
@kwaspek104 well you had 7 before attacking Japan and then you lost one so now you have six. I’ll adjust Manchuria down by 1. You can always check the history tab to see what was what. Rolling 8 dice and not getting a single 1 is 24.25%.
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RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
@victoryfirst The minefield became Austrian once Trieste became contested. From page 17.
“…the player controlling the corresponding territory (or the original controller if it’s
contested) rolls one die for each of your ships that moved into or through each enemy minefield sea zone.”If the cruisers want to sink the transport they’ll have to roll for mines. Also, don’t forget you have a Russian inf in Sevastopol (or perhaps you want him there).
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RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
@victoryfirst trust me, you are not the only one. I don’t think I have played a game yet where either I or my opponent screwed up a rule. It is a somewhat disorganized and confusing manual. But I work very hard to get the rules right and get better and share this stuff with others when it comes up.
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RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
@VictoryFirst I meant to say, “I or my opponent HAVEN’T screwed up a rule.”
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RE: 1914 TGC (Central Powers) vs VF (Entente) oob, no bid, RRposted in Play Boardgames
@victoryfirst to save time, I skipped the Russian turn and did the German turn. If there is a move you wanted to make as Russia, just make EDITS as needed. If there are dice rolls you need to make as Russia, you can use the “Roll Dice” option in the drop down menu - just let me know who is attacking what. =)
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RE: crockett36 l vs The Good Captain xposted in Play Boardgames
Game History
Round: 4 Purchase Units - Japanese Japanese buy 2 armour, 1 infantry and 3 submarines; Remaining resources: 0 PUs; Combat Move - Japanese 1 bomber moved from Yakut S.S.R. to Wake Island Sea Zone 1 submarine moved from Japan Sea Zone to North Pacific Sea Zone 1 submarine moved from North Pacific Sea Zone to Wake Island Sea Zone 1 submarine moved from Japan Sea Zone to Okinawa Sea Zone 1 submarine moved from Okinawa Sea Zone to Wake Island Sea Zone 2 battleships, 1 carrier, 1 fighter, 3 submarines and 3 transports moved from Japan Sea Zone to Wake Island Sea Zone 2 fighters moved from Yakut S.S.R. to Wake Island Sea Zone 1 armour moved from Yakut S.S.R. to Evenki National Okrug Japanese take Evenki National Okrug from Russians 1 armour moved from Evenki National Okrug to Yakut S.S.R. 1 infantry moved from Yakut S.S.R. to Novosibirsk Japanese take Novosibirsk from Russians Combat - Japanese Battle in Wake Island Sea Zone Japanese attack with 2 battleships, 1 bomber, 1 carrier, 3 fighters, 5 submarines and 3 transports Americans defend with 1 battleship, 1 carrier, 2 fighters, 7 submarines and 1 transport Japanese roll dice for 5 submarines in Wake Island Sea Zone, round 2 : 3/5 hits, 1.67 expected hits 1 carrier owned by the Americans, 1 transport owned by the Americans and 1 battleship owned by the Americans lost in Wake Island Sea Zone Japanese roll dice for 2 battleships, 1 bomber, 1 carrier, 3 fighters and 3 transports in Wake Island Sea Zone, round 2 : 6/7 hits, 3.67 expected hits Americans roll dice for 7 submarines in Wake Island Sea Zone, round 2 : 3/7 hits, 2.33 expected hits Americans roll dice for 2 fighters in Wake Island Sea Zone, round 2 : 2/2 hits, 1.33 expected hits 3 transports owned by the Japanese, 4 submarines owned by the Americans, 2 submarines owned by the Japanese and 2 fighters owned by the Americans lost in Wake Island Sea Zone 3 submarines owned by the Japanese retreated to Japan Sea Zone 3 fighters owned by the Japanese and 1 bomber owned by the Japanese retreated 1 carrier owned by the Japanese and 2 battleships owned by the Japanese retreated to Japan Sea Zone Americans win with 3 submarines remaining. Battle score for attacker is 66 Casualties for Americans: 1 battleship, 1 carrier, 2 fighters, 4 submarines and 1 transport Casualties for Japanese: 2 submarines and 3 transports Non Combat Move - Japanese Turning on Edit Mode EDIT: Removing units owned by Americans from Wake Island Sea Zone: 3 submarines EDIT: Adding units owned by Americans to North Pacific Sea Zone: 3 submarines EDIT: Turning off Edit Mode 4 infantry moved from Manchuria to China 1 fighter moved from Wake Island Sea Zone to China 1 bomber moved from Wake Island Sea Zone to Manchuria 1 fighter moved from Kwangtung to China 1 fighter moved from Wake Island Sea Zone to Japan Sea Zone 1 transport moved from Philippines Sea Zone to Japan Sea Zone 2 infantry moved from Japan to Japan Sea Zone 2 infantry moved from Japan Sea Zone to Manchuria 1 fighter moved from Wake Island Sea Zone to Japan Sea Zone 1 fighter moved from Yakut S.S.R. to Manchuria Place Units - Japanese 3 submarines placed in Japan Sea Zone 2 armour and 1 infantry placed in Manchuria Turn Complete - Japanese Japanese collect 35 PUs; end with 35 PUsCombat Hit Differential Summary :
Americans regular : 1.33 Japanese regular : 3.67J4.tsvg Yes, that was a hot roll for the IJN, no argument with that. However, the total unit value of the board is still pro-Allies by 20 IPC and the economy is +22 pro-Allies - and that’s not even factoring in the upcoming USA turn. All that to say, don’t let the cut on your lip bother you - just keep swinging. =)
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RE: crockett36 l vs The Good Captain xposted in Play Boardgames
@crockett36 did you take USA/Russia’s turns? I thought I saw some dice get rolled - a battle in Novosibirsk.
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RE: TGC(CP) v DoManMacgee(Entente) [game 6]posted in Play Boardgames
@domanmacgee that’s exactly the sentiment I wanted to convey. Your experience with the game definitely came through. You had to school me several times on the rules even (much appreciated btw).
During the Anniversary series I realized I had to run my TripleA games in this way to save time. I needed to learn as many lessons as I could as quickly as I could to get good fast and so playing in the way I described quickly became the standard. Yes, there is a level of dedication. I am particularly motivated with regards to 1914 because even before I played my first game, I saw that most of the YouTube videos on the topic were severely lacking - even the bigger channels seemed to make a mess of things (rules errors were particularly irritating and prevalent). I felt 1914 deserved better than that.
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RE: crockett36 l vs The Good Captain xposted in Play Boardgames
@crockett36 that’s not to denigrate what you and the other axis and allies teams did. I have extraordinarily high respect for any name in the credits of any game branded ‘axis and allies’. They’re exceptional games, the whole lot. I say this as someone who has stacked a lot of time over many war board games.
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RE: crockett36 l vs The Good Captain xposted in Play Boardgames
@crockett36 final answer (sorry): G13 NCM edit FINAL.tsvg
and Merry Christmas to you too my dude
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RE: TGC (CP) vs VF (Entente) -1914, oob, no bidposted in Play Boardgames
@victoryfirst use edit mode - remove the mine. Then add it back in as an Italian mine. Its a bug.
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RE: TGC (CP) vs VF (Entente) -1914, oob, no bidposted in Play Boardgames
@victoryfirst do that ^ as soon as you open the file, before you move pieces into the SZ or it won’t let you do it.
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RE: crockett36 l vs The Good Captain xposted in Play Boardgames
@crockett36 sounds good, let er rip when you’re ready
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RE: Axis and Allies Classic - 3rd Edition. Axis (thegoodcaptain) v. Allies (kwaspek104)posted in Play Boardgames
@kwaspek104 gg my dude - this was an incredible game
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RE: Axis and Allies Classic - 3rd Edition. Axis (thegoodcaptain) v. Allies (kwaspek104)posted in Play Boardgames
@kwaspek104 I may have time later to give it a deeper dive (switching versions is difficult) but off the bat, one thing I am going to do as a direct inspiration from this game is release a ‘how to’ video with regards to the dual IC build as the UK. On J4 the Japanese had a legitimate 80ish percent chance of knocking out India and I remember feeling at the time that that was “gg”. I then realized that the dual IC complex build that I was touting so much was less of a single purchase and more of a strategy so ya, thanks for running that so I could observe it from the other side against someone trying it for the first time.
There were about two or three other points in this game that made my eyes pop in terms of the dice but that just makes for a more entertaining game and a different puzzle to solve than the one you thought you were solving.
I really liked your train of thought on the tech dice at the end. “Looks like I’m on the way out. Might as well huck some tech dice before I tap.” Yes…yes…YES! Exactly. There is no other version of axis and allies that allows the player without ‘inevitability’ (a term imported from Risk grandmasters referring to the balance of the global economy being on one side) a chance at a legitimate hail mary.
My only criticism was exactly what you noticed after the breakthroughs: If there are no bombers on the board and you didn’t leave IPC to purchase one, its two turns until you can translate that tech into some kind of action taken. This is precisely why in almost every game where I am the Axis but especially Japan, I start to build a bomber or so every other turn or when its most convenient. Once things go sideways, I hit the panic button (tech) and every now and then, I catch HB. This happened most recently against crockett. That is the only reason the axis won that game. You played the hail mary well.
Overall that was a ripping good time. Thank you for the game. I’m always down to play classic so if you wanted to go again, I’m always available.
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RE: Axis & Allies Classic: Third Edition. Kwas (Allies) V. TGC (Axis)posted in Play Boardgames
@kwaspek104 your russia attack made sense. There was risk. It didn’t work out but it was far, far from crazy. Sometimes it works. You’re not the first and won’t be the last. Its there for an opponent to take or not. Creating a few 50/50s as the axis is the “cross to bear” as the axis if you want a shot at the W and you’re playing a top level player. And again your moves are clean as hell so good job and well done.
And yes, the Germans could have played it safer but that is not the winning strategy for the axis imo (when playing a good Allied player). On the current board, there are moves that are safer than others and some that will have a higher risk/reward.
And that’s the fun of it.