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    Best posts made by The_Good_Captain

    • RE: Invitational Classic 2nd edition

      @Martin Yep, here is a quote from the official FAQ: https://axisallies.com/rules/axis-allies-rules-classic-2nd-edition-faqs.pdf

      Q. Can I have more stacks of bombers (or battleships, or whatever) than there are bomber
      pieces? If so, how would I mark them?

      A. Marking them isn’t a problem, because you can’t have them in the first place. The number of playing pieces is a limit on how many forces can be in play. No one, for example, can have more than three bomber forces, or more than two carrier groups. The only exception to this absolute limit is chips; if you run out of chips you can use anything else as a substitute: pennies, beads, slips of paper, or whatever works for your game. Note that this applies throughout the entire turn. A stack of six bombers can’t split up into more than three groups when they fly out to attack.

      posted in Tournaments
      The_Good_CaptainT
      The_Good_Captain
    • Classic openers of Axis and Allies classic

      I’ve just posted two videos that review the statistics around very common openers for both Germany and Japan in Axis and Allies Classic (MB 2nd Edition):

      Germany: https://www.youtube.com/watch?v=TG55y5vyyqQ&t=101s

      Japan (and why you shouldn’t attack that fleet around Hawaii): https://www.youtube.com/watch?v=bQ48LJurAhU&t=8s

      posted in Blogs
      The_Good_CaptainT
      The_Good_Captain
    • RE: VictoryFirst (Germany) vs. Kwas (Allies) | Original Europe, Game 5

      @VictoryFirst @kwaspek104 End of round one is Germany: -6.86

      By the numbers and from aggregate experience, there is a very solid chance the Allies win this game. Moscow ‘shouldn’t’ be 100% allies but it ‘should’ favor them is my prediction (assuming Germany balances defense of Germany and attack on Moscow equally).

      This also an example of why I don’t take the Germans against the USA fleet on G1. The British destroyer guarantees USA air an easy attack on their turn thanks to the odd game rules about allied naval units.

      posted in Play Boardgames
      The_Good_CaptainT
      The_Good_Captain
    • RE: Map for Guadalcanal?

      Here: https://www.mediafire.com/file/3g7hongk3pk1ft6/Guadalcanal+Board+Final.png/file

      You’re Welcome

      posted in Axis & Allies Guadalcanal
      The_Good_CaptainT
      The_Good_Captain
    • RE: "East & West" by Imp Games - Discussion

      @the-janus The Janus is shortchanging himself a bit. We played half a dozen games where I do what I normally do and just try to find whatever works to win either side. Once I find something, I don’t change it until I’m shown a flaw or defect during gameplay.

      In contrast @The-Janus was very much willing to test/play game theory. This can result in an what I call “artificial losses” or the willingness to risk a game in order to test a strategy and its affect on the game. This third party variant is shocking in its replayability, its accessibility (using the old 3rd edition classic rules for the most part), and overall fun factor. As someone who was vehemently against playing anything outside of canon series games I feel strongly East & West deserves far more daylight than it gets and that’s why my channel’s next video will review this underappreciated third party variant. @The-Janus Cheers my dude - thanks for showing me this and convincing me to stack some games. I look forward to taking the Cold War hot a few more times in the future.

      posted in Other Axis & Allies Variants
      The_Good_CaptainT
      The_Good_Captain
    • RE: Invitational Classic 2nd edition

      @Martin The stack limit for each power is the following (out of box pieces for each power):

      (15) Infantry
      (10) Tanks
      (10) Fighters
      (3) Bombers
      (6) Transports
      (6) Submarines
      (3) Battleships
      (2) Aircraft Carriers

      posted in Tournaments
      The_Good_CaptainT
      The_Good_Captain
    • Is the "J1 attack" in Global 1940 overpowered?

      The following is a video that is a “how-to” script on this extremely devastating strategy for Japan in Global 1940:

      https://www.youtube.com/watch?v=fRi3aIsj8P8

      posted in Blogs
      The_Good_CaptainT
      The_Good_Captain
    • RE: TGC (German) vs. Doman (Allies) Original Europe

      @DoManMacgee

      Game History

      Round: 6
      
          Purchase Units - Germans
              Germans buy 14 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Germans
              18 armour, 10 artilleries and 54 infantry moved from Belorussia to Moscow
              8 armour moved from East Poland to Moscow
              1 armour moved from Caucasus to Iraq
                    Germans take Iran from Middle_East
                    Germans take Iraq from Middle_East
              5 fighters moved from East Poland to Moscow
      
          Combat - Germans
              Battle in Moscow
                  Germans attack with 26 armour, 10 artilleries, 5 fighters and 54 infantry
                  British defend with 1 fighter; Americans defend with 7 fighters; Russians defend with 1 aaGun, 3 armour, 4 artilleries, 1 factory, 5 fighters and 73 infantry
                      Russians roll AA dice in Moscow : 1/5 hits, 0.83 expected hits
                      1 fighter owned by the Germans lost in Moscow
                      Germans roll dice for 26 armour, 10 artilleries, 4 fighters and 54 infantry in Moscow, round 2 : 31/94 hits, 29.00 expected hits
                      Russians roll dice for 3 armour, 4 artilleries, 13 fighters and 73 infantry in Moscow, round 2 : 31/93 hits, 35.33 expected hits
                      31 infantry owned by the Germans lost in Moscow
                      31 infantry owned by the Russians lost in Moscow
                      Germans roll dice for 26 armour, 10 artilleries, 4 fighters and 23 infantry in Moscow, round 3 : 30/63 hits, 23.83 expected hits
                      Russians roll dice for 3 armour, 4 artilleries, 13 fighters and 42 infantry in Moscow, round 3 : 24/62 hits, 25.00 expected hits
                      1 artillery owned by the Germans and 23 infantry owned by the Germans lost in Moscow
                      30 infantry owned by the Russians lost in Moscow
                      Germans roll dice for 26 armour, 9 artilleries and 4 fighters in Moscow, round 4 : 13/39 hits, 18.00 expected hits
                      Russians roll dice for 3 armour, 4 artilleries, 13 fighters and 12 infantry in Moscow, round 4 : 19/32 hits, 15.00 expected hits
                      9 artilleries owned by the Germans and 10 armour owned by the Germans lost in Moscow
                      12 infantry owned by the Russians and 1 artillery owned by the Russians lost in Moscow
                      Germans roll dice for 16 armour and 4 fighters in Moscow, round 5 : 7/20 hits, 10.00 expected hits
                      Russians roll dice for 3 armour, 3 artilleries and 13 fighters in Moscow, round 5 : 11/19 hits, 10.67 expected hits
                      11 armour owned by the Germans lost in Moscow
                      1 fighter owned by the Russians, 3 armour owned by the Russians and 3 artilleries owned by the Russians lost in Moscow
                      Germans roll dice for 5 armour and 4 fighters in Moscow, round 6 : 4/9 hits, 4.50 expected hits
                      Russians roll dice for 12 fighters in Moscow, round 6 : 9/12 hits, 8.00 expected hits
                      4 fighters owned by the Germans and 5 armour owned by the Germans lost in Moscow
                      4 fighters owned by the Russians lost in Moscow
                  Russians win with 8 fighters remaining. Battle score for attacker is -82
                  Casualties for Germans: 26 armour, 10 artilleries, 5 fighters and 54 infantry
                  Casualties for Russians: 3 armour, 4 artilleries, 5 fighters and 73 infantry
      
          Non Combat Move - Germans
      
          Place Units - Germans
              14 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 44 PUs; end with 46 PUs
      

      Combat Hit Differential Summary :

      Russians regular : -0.00
      Germans regular : -0.33
      Russians AA : 0.17
      

      G6 GG.tsvg whatever you did, please do it again lol - same sides please. You’re doing the lords work.

      posted in Play Boardgames
      The_Good_CaptainT
      The_Good_Captain
    • RE: Classic 2nd edition discussion

      @VictoryFirst said in Classic 2nd edition discussion:

      @The_Good_Captain What would be in your opinion the necessary bid to balance the game with the current tournament ruleset?

      Given what I know the allies can do with IC that the Axis cannot, I wouldn’t take the Axis without at least a +3 bid where I put an extra Japanese infantry in FIC.

      posted in League
      The_Good_CaptainT
      The_Good_Captain
    • RE: "East & West" by Imp Games - Discussion

      I’ve just posted the second round (in two parts). If anyone was interested in a game, please reach out to either of us.

      Here is the link to the first part of round 2: https://www.youtube.com/watch?v=oQjGkXAKE3U

      posted in Other Axis & Allies Variants
      The_Good_CaptainT
      The_Good_Captain
    • RE: Invitational Classic 2nd edition

      @Martin said in Invitational Classic 2nd edition:

      @Ragnell804 @The_Good_Captain @dawgoneit @elche

      As there is some apparent interest in playing Classic competitively, e.g., from @kwaspek104 and potentially a number of additional players, we could consider starting a Classic league, in 2025, similar to the ones in place for 1940 Global OOB, Balanced Mode, and Path to Victory. The question is which rules shall be played, and if there shall be some bidding process.

      I will support this and advertise through my channel. I would 100% be up for this.

      posted in Tournaments
      The_Good_CaptainT
      The_Good_Captain
    • RE: Axis and Allies 1914 series videos

      Germany strategic video is up: https://www.youtube.com/watch?v=zpZw0ugggMM&t=397s

      posted in Blogs
      The_Good_CaptainT
      The_Good_Captain
    • RE: TGC (Germany) vs Doman (Allies) Europe, oob

      @DoManMacgee said in TGC (Germany) vs Doman (Allies) Europe, oob:

      @The_Good_Captain Just as a heads-up I am not likely going to have any meaningful response at the moment. Now that the goalposts have shifted from defending against a G6 attack -> defending against a G7 (and beyond) attack I am more or less going to need to go back to the drawing board on the Allied side of the house.

      That’s fine. I’m going to start cutting videos. I always discuss balance last so we have time.

      posted in Play Boardgames
      The_Good_CaptainT
      The_Good_Captain
    • RE: "East & West" by Imp Games - Discussion

      hey everyone! My conversation with @The-Janus is available as an audio only podcast type conversation here: https://www.youtube.com/watch?v=O4KrQ1V9IcI

      We discuss a range of different topics related to East & West as well as review the two games that are posted previous to this conversation.

      posted in Other Axis & Allies Variants
      The_Good_CaptainT
      The_Good_Captain
    • RE: Invitational Classic 2nd edition

      @Martin @elche @dawgoneit @Ragnell804 @kwaspek104

      That was a lot of fun, thank you all!

      Hopefully, we can do this again next year. Regarding balance, I feel very strongly that games need to be played with the “Restricted Attack” optional rule but also that neutral territories need to be impassable.

      In every game as the Allies, I invaded Spain early in the game. I have played hundreds of games of classic in the last five years and have not seen this strategy fail. It cripples Germany and almost guarantees an Allied win. Nobody used Spain against me when I was the Axis (Elche did but it was around turn 18 - far too late).

      At a minimum, I strongly recommend playing this game with “Restricted Attack” and Impassable Neutrals.

      I also recommend allowing tech starting on game turn 4. The affect of doing this is that it prevents the long, drawn out, slow death of one side or the other. When the ‘loser’ realizes he is losing, he can roll for tech and hope to catch heavy bombers to try to get back in the game. Otherwise, games go on and on and on (I would use the game between Elche and I as an example). Tech speeds up the game which is especially important in tournament games. In my experience, it does not break the game or create a lucky winner…so long as it is not accessible unit turn 4.

      Finally, I recommend using the optional rule “No New Complexes”. I feel strongly (and its been my experience) that they favor the Allies and don’t do the Axis much good. The Allies don’t need the help that the complexes provide. I understand this adds a lot of “flavor” so I’m totally fine to play with them - but if the Allies know how to use them early in the game, its difficult for the Axis to recover.

      In conclusion, I hope we have a tournament next year and I think perfect balance is achieved by using:

      1) Restricted Attack
      2) Impassable Neutrals

      3) No tech until turn 4
      4) No new complexes

      I think the first two are a necessity. I think the second two make the game perfectly balanced but are not a necessity.

      Thanks for the games and hope to play again next year.

      **If anyone wants to see what Spanish Harlem looks like and why its so awful, see this video and go to 8:44. If you use Spanish Harlem against me as the Axis, I will lose the game. It just cannot be beaten.

      posted in Tournaments
      The_Good_CaptainT
      The_Good_Captain
    • RE: Axis and Allies 1914 series videos

      The final video in my 1914 series is posted, a discussion on balance: https://www.youtube.com/watch?v=eKy093860mk

      posted in Blogs
      The_Good_CaptainT
      The_Good_Captain
    • RE: Ragnell804 (Germany) vs TGC (Allies) Game 14

      @DoManMacgee @kwaspek104 @VictoryFirst @Ragnell804 I’m very hesitant to recommend more than removing a bay of Biscay submarine and the German 12 IPC from the pregame buy.

      I don’t see easy wins for Germany with the bay of biscay sub removal and dropping the 12 IPC. They seem to come down to dice or are otherwise extremely close. I know VF is messing around with removing an infantry from Romania …that seems like the next best adjustment but I am not yet convinced it’s necessary.

      Anyway, just thought I’d drop a note at where we/I’m at. I’m going to start cutting videos this weekend but the balance video wont drop until probably february so should have it worked out by then.

      You guys rock.

      posted in Play Boardgames
      The_Good_CaptainT
      The_Good_Captain
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus

      This’ll be my last post on this topic out of time constraints. I love the back and forth, but I don’t see anything here that is new or otherwise convinces me that the game is balanced or that it favors the USSR.

      At this point, I don’t see there being any daylight made between us on game theory (which is fine with me). This is the main reason I don’t really like to write essays. I just don’t have the time, and minds generally don’t get changed via this method in my experience.

      You have a point, but you’re also completely discounting the fact that NATO can only really act at 1/3rd efficiency with those units.

      I did not discount this, but I didn’t share every detail of the valuation so it’s totally forgivable. My valuation does not include infantry from either side because there’s almost EXACTLY the same amount for each side at the end of R1. NATO has more stuff in every category at the end of the Soviet opener except tanks - it has way more stuff in every category at the end of the actual round once everyone has had a turn. Further, to be fair with regards to TUV, we’d have to count NATOs first round of purchases in the valuation. This essentially nearly doubles the TUV gulf. I didn’t mention this in the initial post.

      Fruity pebbles is a phenomenon that exists to some extent in every version of axis and allies. This is extremely challenging for AnA players to handle on a good day. The response is to understand you only need to be winning in one area of the map and holding everywhere else to win the game. There are finer details, but this is the general concept. In E&W, its hold in India, hold in Europe and kick in the back door as the USA in Kamchatka. After the first two to three turns, the economy is balanced as you point out, but NATO has 200 TUV over the Russians (not including the Navy) and the Russians should be contained with their demise coming on their east front via USA. This is the best way to “see” the imbalance. There is a loss of kinetic energy as the Russians as the economy balances and then the USA is piercing through.

      I could (and might) run the same valuation for Anniversary and Classic to have something to compare it to so this is better understood but I don’t know. Takes time to lay out and I’d rather be playing. I’m unchanged. NATO should win 6/7 games at least. If that’s not happening, there was some extreme dice event or NATO was mishandled. But I leave my mind open to being changed over the board. If something can be demonstrated repeatedly, I absolutely will abandon this position after investigating why/what was so misleading - but experience tells me that is unlikely.

      If the game ends up being balanced or less in favor of NATO, I believe it will come from increasing the risk profile of the soviet opener to an… unreliable but at least threatening chance of success as @Ragnell804 did. But you’ll still need very good dice.

      OR

      …get to the Fusion bomb asap. This is the “heavy bombers” of East and West. Maybe through some combination of spies and tech, the soviets can make up the massive TUV advantage by blowing away pieces in a truly economical way.

      As a side note: the NATO “at start” nuke is very impactful in the ways that are considered secondary. Removing 5 Russian infantry might be a letdown, but when you do this to the SFE industrial complex on the turn you land in Kamchatka, you ensure the Russian counterattack is less likely to succeed because they’re down five infantry and can’t move their fighters due to EMP. Finally, on the Russian turn, because the IPC value has been reduced, the Russians can only add two Russian infantries instead of four.

      This typically forces the Russian player into a horrific choice. Abandon the territory leaving the fighters to be destroyed because they couldn’t move. Or fight a losing battle in SFE and die with the fighters albeit at higher NATO cost. If NATO is using the nuke in some other way, imo - it’s being used inefficiently. Full stop. The NATO nuke is for the critical territory of SFE timed when landing in Kamchatka.

      posted in Other Axis & Allies Variants
      The_Good_CaptainT
      The_Good_Captain
    • RE: Invitational Classic 2nd edition

      *I should say they *can retreat. Owners pref to stay or flee between each round of combat.

      posted in Tournaments
      The_Good_CaptainT
      The_Good_Captain
    • RE: How to Play D-Day on TripleA

      @barnee according to the credits, the map was created by these two fellows: Dagon81 and ZjelcoP - very cool looking pieces you have there too ;)

      @Martin according to the credits, D-Day 3 is some kind of fan made, 3rd party variant. I just stick with the canon games and use out-of-box rules. I would advise against using D-Day 3 if you’re trying to play using out of box rules.

      posted in Blogs
      The_Good_CaptainT
      The_Good_Captain
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