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Author Topic: So how do the Allies win again?  (Read 3848 times)
Vareel
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« Reply #15 on: December 24, 2009, 01:10:02 pm »
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Look at the Amap module (slightly wrong but a good start) TUVs are:

JPN: 464 land / 177 naval
US: 180 land / 91 naval
China: 46 land
UK: 136 land / 54 naval
An: 59 land / 21 naval

Allies total TUV: 421 land / 166 naval

Income: 26 to 55

I don't know, doesn't look all that one sided to me.  Perhaps if someone would show me a game online I could gain a, clearer understanding.
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Uncle_Joe
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« Reply #16 on: December 24, 2009, 01:25:58 pm »
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Yeah, that's EXTREMELY one-sided considering all of the advantages Japan enjoys in coordination and position. On top of that, many of Allied assets are going to be killed quickly to little cost for Japan. Finally, the econ, while 2 to 1 at start will not stay that way for long. The Allies will outproduce Japan for a while, but the margin becomes slimmer and slimmer with which to counter that initial advantage.

A quick example would be the UK forces. There is no way to 'save' the UK navy if the Japanese want to kill it. That means that the UK will be out 54 IPC worth of ships at a likely cost of under 20 for Japan (losing subs, DDs, or Fighters and less if they take hits on the BBs).  Once that happens, the UK econ becomes virtually non-existent as Japan can quickly secure the DEI and then leave a few subs to blockade the bulk of the rest. Unless the US can mount a credible threat in that region (which I dont see how), Japan WILL kill the Brits as a combat-effective force within the first 4-5 turns with minimal losses. And a 2 to 1 loss ratio for the Allies is not acceptable when they already are trying to play catch-up.
« Last Edit: December 24, 2009, 01:29:01 pm by Uncle_Joe » Logged
Vareel
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« Reply #17 on: December 24, 2009, 01:34:58 pm »
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There is nothing in range other than bombers of the UK fleet turn 1.  After turn 1 UK could have purchased a carrier, an AB on ceylon, or many other things to keep her boats alive.  And no matter what the econ spread becomes even larger after turn 1.  Japan can get at most around 7 extra without declaring war.  China gets 6 from burma road, UK can gain 8, plus 5 from her NO, or get ANZAC there NO for an additional 5 there, plus the US gets 5 for her NO.  If she does declare war US income goes up by 40, compared to an extra 5 or so Japan gets.  Japan cannot gain eco advantage until turn 3 at the latest, more than likely turn 4 or 5.

And the US can load 2 more carriers with starting plans if desired.
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Uncle_Joe
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« Reply #18 on: December 24, 2009, 01:51:53 pm »
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Quote
There is nothing in range other than bombers of the UK fleet turn 1.  After turn 1 UK could have purchased a carrier, an AB on ceylon, or many other things to keep her boats alive.  And no matter what the econ spread becomes even larger after turn 1.


Yeah, we thought the same thing. The UK even bought TWO carriers over 2 turns and had 4 planes, an additional DD and 2 subs. In the end, it cost the Japanese a bit more, but the UK was finished and China was doomed too (since a lot UK money was going to the sea, not the land). Japan was able to bring 4 CVs, 2 BBs, 2 CAs, 3 DDs, 2 SSs and some LBA to the party. The UK rolled well and Japan was really hurt, but still nothing compared to the Brit losses (which were total) and then from there the UK ceased to be a factor. Japan can afford a trade like to for a knock-out blow to the Brits.

Where was the US you might ask? Well, Japan still had a few other CVs and a LOT of LBA to deal with the US forces (which were largely pinned outside of the Carolines). The Allies thought they had an opening when the Japanese fleet was so far West and so damaged, but in the end the US simply couldnt dent the Japanese money without risking annihilation.

Was is perfect play from the Allies? No, not hardly but it certainly proved to us that there is NO WAY the UK can keep the fleet alive if the Japanese are intent on killing it. BTW, the Kiwis had 2 CVs fully loaded supported by a few DDs and SSs, but again, the lack of coordination between the Allies is a KILLER.
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BadSpeller
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« Reply #19 on: December 24, 2009, 04:09:56 pm »
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Well, it looks like you are a very good player of A&A.

I had asked how many rounds, because some have said they played 4 rounds and think they know the outcome of the game.

With so many more territories, this game will take longer.

Just think, if there were 5 territories and 3 sea zones, and only 100 IPC of units on the game board---the game would be shorter. If there were 500 territories and 250 sea zones with 4000 IPC of units the game would be very long.  It looks like now that we will have Papa Bear, Momma Bear, and Baby Bear (1940 Global, AA50, and AA42) to choose from.
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BadSpeller
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« Reply #20 on: December 24, 2009, 04:11:05 pm »
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The UK even bought TWO carriers over 2 turns and had 4 planes, an additional DD and 2 subs.

You are leading us on the right path, with trying different purchasing options and strats for the Allies.
Many were applying their Revised strats to AA50 with wild claims one way or the other with regards to balance.  Then, after some time, people started to try new things a few with success, most not.
One we figure the timing and general strat of Japan, then the Allies can look for weaknesses.

This map is a new puzzle, and where would be the fun if we figured it out in the first 10 times we played it?

+1 to Uncle_Joe for his thoughts
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Uncle_Joe
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« Reply #21 on: December 24, 2009, 05:49:41 pm »
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Quote
+1 to Uncle_Joe for his thoughts

What is this by the way? I see mine is going down for some reason? Is this just some sort of way that people can 'snipe' at you without having the stones to say something that you can refute?
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Vareel
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« Reply #22 on: December 24, 2009, 06:11:52 pm »
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Quote
+1 to Uncle_Joe for his thoughts

What is this by the way? I see mine is going down for some reason? Is this just some sort of way that people can 'snipe' at you without having the stones to say something that you can refute?

Pretty much, although +1 means someone gave you a good karma.
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spectre_04
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« Reply #23 on: December 24, 2009, 11:37:51 pm »
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Please see my new post about playing the game as the Allies (lost) 1 on 1 with a familiar opponent, without national objectives.
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spectre_04
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« Reply #24 on: December 24, 2009, 11:43:51 pm »
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Please see my new post about playing the game as the Allies (lost) 1 on 1 with a familiar opponent, without national objectives.
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Razor
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« Reply #25 on: December 24, 2009, 11:43:57 pm »
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Its the National Objectives that make this game so great. Playing without them is like bathing without your rubber duck, man.
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allboxcars
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« Reply #26 on: December 26, 2009, 03:35:39 pm »
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Hahaha...Just mentioning IL and he gives me a smite for revealing what goes on.

Well I'll give you +1 and we'll call it even.

(And now I'll drop stealthily to -21 I'm sure.)  grin
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idk_iam_swiss
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« Reply #27 on: December 26, 2009, 03:41:04 pm »
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actually i won as the allies today. all i did was have the UK buy nothing but infantry. and china take and hold the burma road. Japan cant replace all the planes they will lose. as america I pretty much bought fleet after fleet and threw it at japan. They cant defend their island AND take calcutta. I have learned it never really matters what anzac does.
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MaherC
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« Reply #28 on: December 26, 2009, 04:58:49 pm »
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Have played 5 games so far, with the two of us switching sides each time.    Japs 5, US 0.      Small sample size, sure.  Is it early in the game's life?  Sure.  But it is shaping up to be an Axis game to us.
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dinosaur
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« Reply #29 on: December 26, 2009, 08:14:14 pm »
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I think we need to be patient before we all start jumping on the Japan bandwagon.  First off, I think a lot of folks are bringing too much baggage to this game, trying to play it the way they played the original AAP or the way they play Revised or something.  For my part, I started by looking at the victory conditions.  As long as the Allies hold 3 victory cities they are still in the game.  In the earlier AAP, the Allies had to get moving or japan would overrun India or win on VPs.  I think US can wait a little to gather a competent navy before throwing itself on the Japanese.

Next I looked at the NOs.  I suspect playing well requires you to maximize your income from the NOs while denying income to your opponent(s).  The NOs do have a tendancy to force you into a particular line of play which follow some historical timeline.  I hope that making the most of the NOs will allow ANZAC to make a difference, but who knows?

Third, I think these new rules regarding submarines, destroyers and convoy zones will create a new angle on the economic model inside the game.  We can't sub-stall anymore.  Now we have to "destroyer-stall."  But Destroyers cost 8 IPCs.  And we can't use trannys as cannon fodder anymore.  I think there will be a lot of revelations in how certain objectives may be obtained.  Look at the game as a marathon and not a sprint.  Maximize the income from NOs and learn how to use the new units and tactics this game introduces.  And if all else fails, we'll come up with the Mother-of-all-House-Rules!

Merry Christmas guys!
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