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    Topics created by The_Good_Captain

    • The_Good_CaptainT

      TGC (Axis) vs Doman (Allies), AFRICA

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      DoManMacgeeD

      @The_Good_Captain Game History

      Round: 2 Combat Move - British Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Italians from Bir Hacheim: 1 scoutcar EDIT: Turning off Edit Mode 1 UK-battleship, 1 UK-destroyer and 1 UK-submarine moved from Sea Zone 24 to Sea Zone 12 3 UK-scoutcars moved from Desert Zone H to Jalo 2 UK-scoutcars moved from Jalo to Siwa 1 UK-fighter moved from Tobruk to Bir Hacheim 1 UK-scoutcar moved from Jalo to Bir Hacheim 2 UK-scoutcars moved from Siwa to Bir Hacheim Combat - British Non Combat Move - British Trigger AddCoastRoadCairo: British has 1 coast_road placed in Cairo Trigger AddCoastRoadTobruk: British has 1 coast_road placed in Tobruk Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RemoveCoastRoadCairo: has removed 1 coast_road owned by British in Cairo Trigger RemoveCoastRoadTobruk: has removed 1 coast_road owned by British in Tobruk EDIT: 1 UK-scoutcar moved from Bir Hacheim to Mersa Matruh 1 UK-fighter moved from Bir Hacheim to Tobruk 2 5-supplys and 2 UK-trucks moved from Tobruk to Mersa Matruh 1 UK-antitank moved from Mersa Matruh to Tobruk 1 UK-aaGun moved from Mersa Matruh to Tobruk 1 matilda moved from Cairo to Tobruk 1 UK-antitank and 1 infantry moved from Cairo to Mersa Matruh Place Units - British 1 5-supply, 1 UK-aaGun and 2 UK-fighters placed in Malta Convoy Assign Convoy Escorts - British Trigger AllowBritishBomberToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to UK-bomber Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to UK-fighter Trigger ReduceMovementBritishAircraft: Setting movement to 2 for unitAttachment attached to UK-bomber Trigger AllowBritishFighterToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to UK-fighter Trigger RemoveSupplySaharaDesert: has removed 6 1-supplys and 8 5-supplys owned by Uncontrolled in Sahara Desert 1 Trigger 2British5-supplyMersa Matruh: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British5-supplyMalta Convoy: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 4German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1Italian1-supplyBenghazi Convoy I: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German5-supplyMersa Brega: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British5-supplyGibraltar: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British5-supplyMersa Matruh: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 5German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Turning on Edit Mode EDIT: Turning off Edit Mode Trigger IncreaseAircraftMovementTo6: Setting movement to 6 for unitAttachment attached to UK-bomber Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to UK-fighter 2 UK-fighters moved from Malta Convoy to Sea Zone 12 EDIT: 1 5-supply and 1 UK-aaGun moved from Gibraltar to Malta Convoy End Turn - British British collect 0 PUs; end with 3 PUs Objective British Base Income: British met a national objective for an additional 6 PUs; end with 9 PUs

      Combat Hit Differential Summary :

      na-practice-game-7-B2.tsvg

    • The_Good_CaptainT

      Flanking artillery help infantry on mail assault?

      Axis & Allies North Africa
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      KrieghundK

      @The_Good_Captain From page 30 of the Rulebook:

      Each eligible infantry or mechanized infantry must be paired one-for-one with a supporting artillery (an artillery may not support both an infantry and a mechanized infantry), but paired units need not necessarily be attacking from the same territory.

    • The_Good_CaptainT

      Deploying Units to convoy zones from Gibraltar/Italy

      Axis & Allies North Africa
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      KrieghundK

      @The_Good_Captain Yes. See “Staging Territories”, on page 13 of the Rulebook, and “Deploying Land and Air Units and Supply Tokens”, on page 25.

    • The_Good_CaptainT

      Rommel's Last Push - DoMan (Axsi) vs TGC (Allies)

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      DoManMacgeeD

      @The_Good_Captain That’s the ballgame. Let’s just start from 0 so I don’t go into Tobruk too early.

    • The_Good_CaptainT

      Dawg vs Hiijohnson, Classic League Game 2026

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      The_Good_CaptainT

      @hiijohnson @dawgoneit this game is concluded and @hiijohnson is declared winner.

      @hiijohnson this file is from you so I’m confused as to why you can’t open it. What version of TripleA are you using? Photo for reference on where to find out after opening TripleA:

      cbb9d0a8-26cf-4b22-877f-2b74caff8de5-image.png

    • The_Good_CaptainT

      Flying over Revolutionary Russia?

      Axis & Allies 1914
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      KrieghundK

      @The_Good_Captain No.

    • The_Good_CaptainT

      Advance Convoys - Suez Canal - Air Units

      Axis & Allies North Africa
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      KrieghundK

      @The_Good_Captain Here is the “Phase 1: Advance Convoys” section of the rules in the latest version of the Rulebook (which I don’t believe has yet been posted):

      All of your reinforcement land units and supply tokens in the Casablanca and Mediterranean convoy sea zones must advance into the corresponding ports now (with two exceptions, see below). You must also move your air units in those same convoy sea zones up to 2 spaces to land in friendly-controlled territories (possibly including the convoy’s destination port). Any air units that cannot land are immediately destroyed. The presence of enemy units in the convoy sea zone does not interfere with this movement.

      On the United Kingdom’s turn, land and air units and supply tokens in the Suez Canal convoy sea zone advance to Cairo, while sea units there advance to sea zone 31.

      Movement out of the above convoy sea zones in this phase doesn’t count against these arriving units’ movement allowance (see “Land Unit Movement," page 15, and “Air Unit Movement” and "Sea Unit Movement,” page 16), so they may move and fight normally in the remainder of your turn.

      Sea units do not move with convoys into ports. They only move under their own power.

      On the UK’s turn, all of the units in the Atlantic Ocean and Indian Ocean convoy sea zones must then follow the arrows and advance into the next convoy sea zone. These units may not move further in this or any other phase of the same turn.

      Exception: If a convoy arrival fills the destination port to capacity (the stacking limit, see page 10), any excess land units are stuck in the convoy sea zone until there is room for them to arrive in a future turn (assuming they survive until then). To avoid overloading a port territory, you may wish to hold reinforcements for later convoys (see “Phase 6: Deploy Reinforcements and Assign Convoy Escorts,” page 25), but if you are sure you’ll take some convoy losses, sending excess units might work out.

      As you can see, air units in the Suez Canal convoy sea zone must advance to Cairo.

    • The_Good_CaptainT

      I interviewed Gamerman01 about his heretical Pacific strategy for Classic!

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      B

      good one

    • The_Good_CaptainT

      (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)

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      The_Good_CaptainT

      @Narvik they made us all sign non-disclosure agreements which I think is silly but it was a pre-requisite to help out. I play tested. I didn’t help with design so as for how they compute the game economy or any use of computers or AI is unknown to me. Some playtesters brought their own methods of balancing or rating these things and provided input but that was largely left to Renegade.

      I wish there had been more time to playtest. I will say that about Africa and to a lesser extent, Stalingrad.

      As for all the other versions and imbalance in general: I will say that it appears that playtesting and balance took a back seat to production deadlines. It appears that the thousands of human playtesting games that you and I would agree need to be done, were likely not done.

      I hear D-Day is being re-released here soon. I have high hopes that that will be fully balanced. We’ll see.

    • The_Good_CaptainT

      Classic League, Game 1: TGC vs Darkpriorace

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      VictoryFirstV

      @The_Good_Captain It is possible that I (and maybe others too) can see the review? I am genuinely interested in your breakdown of this game.

    • The_Good_CaptainT

      Combat Move and transports question

      Axis & Allies Classic
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      G

      Thank you very much
      Did not want to assume so thanks

    • The_Good_CaptainT

      2026 Classic Tournament

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      G

      Bracket updated!

      Both of you will be waiting awhile. Probably “quite” awhile. Enjoy! Idea - Play someone in league!

    • The_Good_CaptainT

      1914 TGC (Entente) v Doman (CP), oob

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      DoManMacgeeD

      @The_Good_Captain Calling GG here. Germany is just going to die because of the 1-2 of IT + USA and then the game is over after that.

    • The_Good_CaptainT

      Piece count limit question

      Axis & Allies Classic
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      KrieghundK

      @VictoryFirst Yes, you can also do it that way.

    • The_Good_CaptainT

      Combat Unit definition / pre-game variable RP expenditure

      Axis & Allies North Africa
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      @The_Good_Captain

      No, the British player cannot buy supply with pre-game variable RPs.
      On page 9, the plastic game pieces are referred to as combat units and trucks. As supply is not a plastic piece, they are not combat units.

      Under LAND UNITS on page 30: “Infantry, mechanized infantry, artillery, anti-tank guns, anti-aircraft artillery, scout cars, and tanks are combat units, but trucks are not combat units.” Supply is not listed here as a combat unit.

      Looks like we should have defined combat units more carefully, but the phrase “combat unit” appears dozens of times in the rulebook and it is clear in those uses that supply is not considered a combat unit.

      Thanks,
      Matt

    • The_Good_CaptainT

      TGC (German) v. Kwaspek104 (Allies), Europe '99 Balanced

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      kwaspek104K

      gg!

      done.tsvg

    • The_Good_CaptainT

      1914 TGC (CP) vs Ragnell804 (Entente) balanced

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      @The_Good_Captain

      Game History

      Round: 14 Purchase Units - Americans Americans buy 6 infantry; Remaining resources: 2 PUs; Combat Move - Americans 2 infantry moved from Bordeaux to Burgundy 1 infantry moved from Marseilles to Burgundy 4 infantry moved from Canada to SZ 2 2 infantry moved from Canada to SZ 2 2 infantry and 1 transport moved from SZ 2 to SZ 15 4 transports moved from SZ 15 to SZ 2 7 infantry moved from United States of America to Canada 1 transport moved from SZ 16 to SZ 2 2 infantry moved from SZ 15 to Brest 8 infantry moved from Brest to Paris Combat - Americans Battle in Burgundy Americans attack with 3 infantry Germans defend with 1 infantry Americans roll dice for 3 infantry in Burgundy, round 2 : 1/3 hits, 1.00 expected hits Germans roll dice for 1 infantry in Burgundy, round 2 : 0/1 hits, 0.50 expected hits 1 infantry owned by the Germans lost in Burgundy Americans win, taking Burgundy from Germans with 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Combat Move - Americans Place Units - Americans 6 infantry placed in United States of America Turn Complete - Americans Americans collect 20 PUs; end with 22 PUs

      Combat Hit Differential Summary :

      Americans regular : 0.00 Germans regular : -0.50

      Entente14.tsvg

    • The_Good_CaptainT

      1914 Balanced, TGC (CP) vs Ragnell804 (Entente)

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      The_Good_CaptainT

      @Ragnell804

      AH34.tsvg gg

    • The_Good_CaptainT

      TGC v Ragnell (entente), 1914 balanced

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      The_Good_CaptainT

      @Ragnell804

      Game History

      Round: 12 Actions - AustroHungarians Purchase Units - AustroHungarians AustroHungarians buy 1 artillery, 1 fighter and 13 infantry; Remaining resources: 0 PUs; Combat Move - AustroHungarians 2 infantry moved from Tuscany to Naples 2 tanks moved from Tuscany to Rome 8 infantry moved from Tuscany to Rome 8 artilleries moved from Tuscany to Rome 1 fighter moved from Tuscany to Rome 3 infantry moved from Tuscany to Rome 2 infantry moved from Tuscany to Rome 1 infantry moved from Serbia to Romania 8 artilleries and 8 infantry moved from Serbia to Budapest 4 infantry moved from Trieste to Venice 2 infantry moved from Tuscany to Naples 16 infantry moved from Tuscany to Piedmont 14 infantry moved from Venice to Piedmont 10 infantry moved from Trieste to Budapest 4 infantry moved from Vienna to Trieste 2 fighters moved from Vienna to Trieste 7 infantry moved from Vienna to Budapest Combat - AustroHungarians Battle in Naples AustroHungarians attack with 4 infantry Italians defend with 1 infantry AustroHungarians roll dice for 4 infantry in Naples, round 2 : 2/4 hits, 1.33 expected hits Italians roll dice for 1 infantry in Naples, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the AustroHungarians lost in Naples 1 infantry owned by the Italians lost in Naples AustroHungarians win, taking Naples from Italians with 3 infantry remaining. Battle score for attacker is 0 Casualties for AustroHungarians: 1 infantry Casualties for Italians: 1 infantry Battle in Rome AustroHungarians attack with 8 artilleries, 1 fighter, 13 infantry and 2 tanks Italians defend with 1 factory, 9 infantry and 1 port AustroHungarians roll dice for 8 artilleries, 1 fighter, 13 infantry and 2 tanks in Rome, round 2 : 6/24 hits, 12.00 expected hits Italians roll dice for 9 infantry in Rome, round 2 : 5/9 hits, 4.50 expected hits Units damaged: 2 tanks owned by the AustroHungarians 3 infantry owned by the AustroHungarians lost in Rome 6 infantry owned by the Italians lost in Rome Italians and AustroHungarians reach a stalemate . Battle score for attacker is 9 Casualties for AustroHungarians: 3 infantry Casualties for Italians: 6 infantry Combat Move - AustroHungarians Place Units - AustroHungarians 1 artillery, 1 fighter and 13 infantry placed in Vienna Turn Complete - AustroHungarians AustroHungarians collect 49 PUs; end with 49 PUs

      Combat Hit Differential Summary :

      Italians regular : 1.00 AustroHungarians regular : -5.33

      AH12.tsvg Entente +1.79, gg I concede

    • The_Good_CaptainT

      TGC (CP) vs Ragnell804 (Entente), 1914 balanced

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      The_Good_CaptainT

      @Ragnell804

      Game History

      Round: 5 Purchase Units - Germans Germans buy 13 infantry; Remaining resources: 0 PUs; Combat Move - Germans 12 artilleries, 1 fighter and 16 infantry moved from Ruhr to Belgium 16 infantry moved from Kiel to Ruhr 1 infantry moved from Munich to Ruhr 2 infantry moved from Berlin to Kiel 6 infantry and 2 tanks moved from Berlin to Hanover 2 infantry moved from Livonia to Karelia 10 artilleries, 2 fighters and 18 infantry moved from Livonia to Moscow 5 infantry moved from Poland to Livonia Combat - Germans Battle in Karelia Germans attack with 2 infantry Russians defend with 1 infantry and 1 port Germans roll dice for 2 infantry in Karelia, round 2 : 2/2 hits, 0.67 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 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Belgium Germans attack with 12 artilleries, 1 fighter and 16 infantry British defend with 2 artilleries and 4 infantry; French defend with 1 artillery and 6 infantry Germans roll dice for 12 artilleries, 1 fighter and 16 infantry in Belgium, round 2 : 16/29 hits, 15.67 expected hits British roll dice for 3 artilleries and 10 infantry in Belgium, round 2 : 4/13 hits, 6.50 expected hits 4 infantry owned by the Germans lost in Belgium 6 infantry owned by the French, 2 artilleries owned by the British, 4 infantry owned by the British and 1 artillery owned by the French lost in Belgium Germans win, taking Belgium from British with 12 artilleries, 1 fighter and 12 infantry remaining. Battle score for attacker is 30 Casualties for Germans: 4 infantry Casualties for French: 1 artillery and 6 infantry Casualties for British: 2 artilleries and 4 infantry Battle in Moscow Germans attack with 10 artilleries, 2 fighters and 18 infantry Russians defend with 14 artilleries, 1 factory and 9 infantry Germans roll dice for 10 artilleries, 2 fighters and 18 infantry in Moscow, round 2 : 12/30 hits, 15.00 expected hits Russians roll dice for 14 artilleries and 9 infantry in Moscow, round 2 : 17/23 hits, 11.50 expected hits 1 fighter owned by the Germans and 16 infantry owned by the Germans lost in Moscow 8 infantry owned by the Russians and 4 artilleries owned by the Russians lost in Moscow Russians and Germans reach a stalemate . Battle score for attacker is -14 Casualties for Germans: 1 fighter and 16 infantry Casualties for Russians: 4 artilleries and 8 infantry Combat Move - Germans Trigger RemoveKareliaMine: Setting switch to true for conditionAttachmentKareliaSwitch attached to Russians Trigger RemoveKareliaMine: has removed 1 mines owned by Russians in SZ 12 Trigger RemoveKareliaMine: has removed 1 mines owned by Russians in SZ 6 Place Units - Germans 13 infantry placed in Berlin Turn Complete - Germans Germans collect 37 PUs; end with 37 PUs

      Combat Hit Differential Summary :

      Russians regular : 5.00 Germans regular : -1.33 British regular : -2.50

      G5.tsvg -16.67

      gg, ill start another

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