Classic 2nd edition, Avin (Allies) vs AcesWild (Axis), no bid


  • I feel like I’ve been doing quite a bit better than average on rolls so far; let’s see if that holds up.

    What is your opinion on LowLuck dice? I feel like based on the videos of yours that I have watched so far, you tend to favor relatively conservative play in order to mitigate extreme swings of the dice, which LowLuck is meant to help with. If you’d like. we can play a followup game that way too.


  • @Avin

    Yes, this appears catastrophic thanks to the dice. I’ll send you the round stats when I get home as I don’t have my spreadsheet in front of me. Though it is frustrating as a player, this is good as a statistical data point. Toward that end I won’t concede any game prior to the completion of round 3 so if it’s all the same to you, I will do my absolute best until then.

    I have not heard of low luck. What is that?


  • I’m, happy to play this out further and appreciate your willingness to stick it out, but definitely let’s rematch after this as I’d much rather face you on a more level playing field.

    LowLuck is where instead of rolling one die per unit in each round of battle, you instead add up the strength of all your units for each round of battle, divide by 6, and get that many “guaranteed” hits, and then roll one die for the remainder. So for instance on that first battle with Russia against Manchuria, 5 inf 1 arm would be a single guaranteed hit, then I would roll one die and get a second hit at a 2 or less. On defense, you would get one guaranteed hit and roll a die at 4 or less for a potential second hit.

    The net effect for large battles especially is that it chops off the ends of the bell curve, so that there’s still room for a variety of results but you will never see the extremely lucky outcomes one way or another.

    It however does nothing for small unit count individual battles, like the lone fighter against LAB transport - that plays out exactly the same way. So you still have to be careful with potentially swingy battles like that.


  • Oh and I forgot to mention that TripleA supports LowLuck with a single option when you set up the game. It also has additional options to explicitly set LowLuck for antiaircraft guns (which works similarly: instead of rolling one die per aircraft, you add up the number of aircraft, divide by six if greater than or equal to six, and roll one die total for the remainder), LowLuck for Bombing and Territory damage (which I believe gives you either 3 or 4 ipcs of damage per bomber every time, depending on a die roll) and LowLuck for Technology (I’m not sure how this works, but my guess is divide the number of dice you purchase by 6 again for that many advancements).


  • Dice stats prior to J1:

    Axis
    1’s 1/11
    2s 6/18
    4’s 5/11
    plus “lone transport on defense” 0/4

    Allies
    1s 6/22
    2s 5/16
    3s 9/20
    4s 4/5

    plus “lone transport on defense” 1/1


  • TripleA Turn Summary: Japanese round 1

    TripleA Turn Summary for game: World War II Classic, version: 2.0

    Game History

    Round: 1
    
        Purchase Units - Japanese
            Japanese buy 3 infantry and 2 transports; Remaining resources: 0 PUs; 
    
        Combat Move - Japanese
            1 infantry moved from French Indo China to India
                  Japanese take India from British
            1 infantry moved from French Indo China to China
            2 infantry moved from Kwangtung to China
            1 fighter moved from French Indo China to China
            1 fighter moved from Japan to China
            1 bomber moved from Japan to China
            2 infantry moved from Japan to Japan Sea Zone
            2 infantry and 1 transport moved from Japan Sea Zone to Soviet Far East Sea Zone
            2 infantry moved from Soviet Far East Sea Zone to Soviet Far East
                  Japanese take Soviet Far East from Russians
            1 infantry moved from Philippines to Philippines Sea Zone
            1 infantry and 1 transport moved from Philippines Sea Zone to Okinawa Sea Zone
            1 infantry moved from Okinawa to Okinawa Sea Zone
            2 infantry and 1 transport moved from Okinawa Sea Zone to Japan Sea Zone
            2 infantry moved from Japan Sea Zone to Manchuria
            1 battleship moved from Caroline Islands Sea Zone to Japan Sea Zone
            1 fighter moved from Philippines to Manchuria
            1 fighter moved from Caroline Islands Sea Zone to Manchuria
    
        Combat - Japanese
            Battle in Manchuria
                Japanese attack with 2 fighters and 2 infantry
                Russians defend with 1 armour and 2 infantry
                    Japanese roll dice for 2 battleships in Manchuria, round 2 : 2/2 hits, 1.33 expected hits
                    Japanese roll dice for 2 fighters and 2 infantry in Manchuria, round 2 : 0/4 hits, 1.33 expected hits
                    Russians roll dice for 1 armour and 2 infantry in Manchuria, round 2 : 2/3 hits, 1.00 expected hits
                    2 infantry owned by the Japanese and 2 infantry owned by the Russians lost in Manchuria
                    Japanese roll dice for 2 fighters in Manchuria, round 3 : 0/2 hits, 1.00 expected hits
                    Russians roll dice for 1 armour in Manchuria, round 3 : 1/1 hits, 0.33 expected hits
                    1 fighter owned by the Japanese lost in Manchuria
                    Japanese roll dice for 1 fighter in Manchuria, round 4 : 1/1 hits, 0.50 expected hits
                    Russians roll dice for 1 armour in Manchuria, round 4 : 0/1 hits, 0.33 expected hits
                    1 armour owned by the Russians lost in Manchuria
                Japanese win with 1 fighter remaining. Battle score for attacker is -7
                Casualties for Japanese: 1 fighter and 2 infantry
                Casualties for Russians: 1 armour and 2 infantry
            Battle in China
                Japanese attack with 1 bomber, 2 fighters and 3 infantry
                Americans defend with 1 fighter and 2 infantry
                    Japanese roll dice for 1 bomber, 2 fighters and 3 infantry in China, round 2 : 1/6 hits, 2.17 expected hits
                    Americans roll dice for 1 fighter and 2 infantry in China, round 2 : 3/3 hits, 1.33 expected hits
                    3 infantry owned by the Japanese and 1 infantry owned by the Americans lost in China
                    Japanese roll dice for 1 bomber and 2 fighters in China, round 3 : 3/3 hits, 1.67 expected hits
                    Americans roll dice for 1 fighter and 1 infantry in China, round 3 : 0/2 hits, 1.00 expected hits
                    1 infantry owned by the Americans and 1 fighter owned by the Americans lost in China
                Japanese win with 1 bomber and 2 fighters remaining. Battle score for attacker is 9
                Casualties for Japanese: 3 infantry
                Casualties for Americans: 1 fighter and 2 infantry
    
        Non Combat Move - Japanese
            1 fighter moved from Manchuria to Japan Sea Zone
            1 carrier moved from Caroline Islands Sea Zone to Japan Sea Zone
            1 fighter moved from China to Japan Sea Zone
            1 fighter moved from China to Kwangtung
            1 bomber moved from China to Japan
            1 submarine moved from Solomon Islands Sea Zone to Japan Sea Zone
    
        Place Units - Japanese
            3 infantry placed in Japan
            2 transports placed in Japan Sea Zone
    
        Turn Complete - Japanese
            Japanese collect 27 PUs; end with 27 PUs
    

    Combat Hit Differential Summary :

    Americans : 0.67
    Russians : 1.33
    Japanese : -1.00
    

    Savegame


  • when it rains, it pours


  • Wow, that’s crushing! Would you like to take a mulligan on at least that Manchuria battle, or perhaps at least take a fighter back or something? You’ve just been so crushed thus far by dice more so than anything I’ve done that even if things swing back the other way, the damage has already been done since the first turn is so important.

    If you do want to continue to play things out just for the sake of completionism of your stats and records I’d respect that but I’ll also be anxious to quickly move on to a second game.

    I’ll start the US turn now based on your save as is but feel free to decide if you’d like to amend anything here.


  • At this point, I feel sorry asking YOU to play out the next two rounds, haha. Please finish your USA turn to have one round complete for stats purposes and then I will concede this game. I’ll still use it as a data point, hopefully one that remains at the end of the bell curve.

    Also, I am now ready to concede that the Axis probably needs Russia Restricted for balance purposes (i feel this is more historical anyway). Would you be willing to reboot with RR? It will be annotated in my stats.


  • TripleA Turn Summary: Americans round 1

    TripleA Turn Summary for game: World War II Classic, version: 2.0

    Game History

    Round: 1
    
        Purchase Units - Americans
            Americans buy 6 infantry and 2 transports; Remaining resources: 2 PUs; 
    
        Combat Move - Americans
            1 infantry moved from Sinkiang to French Indo China
                  Americans take French Indo China from Japanese
    
        Combat - Americans
    
        Non Combat Move - Americans
            2 infantry moved from West US to West Canada
            2 infantry moved from East US to East US Sea Zone
            2 infantry and 1 transport moved from East US Sea Zone to North Sea Zone
            2 infantry moved from North Sea Zone to Finland Norway
            1 fighter moved from Hawaii Sea Zone to China
            1 infantry moved from Sinkiang to China
            1 fighter moved from West US to United Kingdom
            1 bomber moved from East US to Russia
            1 fighter moved from East US to United Kingdom
            1 battleship and 1 transport moved from West US Sea Zone to West Panama Sea Zone
            1 carrier and 1 submarine moved from Hawaii Sea Zone to West Panama Sea Zone
            1 armour moved from East US to West Canada
    
        Place Units - Americans
            2 transports placed in East US Sea Zone
            2 infantry placed in East US
            4 infantry placed in West US
    
        Turn Complete - Americans
            Americans collect 39 PUs; end with 41 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • Sure! I’ll start the new game now. Would you like to play with LowLuck dice this time or continue with normal dice, just with Russia Restricted then?


  • @Avin

    ill pass on the low luck for the moment but thank you for making me aware of it


  • TripleA Turn Summary: Russians round 1

    TripleA Turn Summary for game: World War II Classic, version: 2.0

    Game History

    Round: 1
    
        Purchase Units - Russians
            Russians buy 8 infantry; Remaining resources: 0 PUs; 
    
        Combat - Russians
            Trigger Russians Can Move: Setting movementRestrictionTerritories cleared  for rulesAttachment attached to Russians
            Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians
    
        Non Combat Move - Russians
            2 infantry moved from Soviet Far East to Yakut S.S.R.
            1 armour moved from Soviet Far East to Novosibirsk
            2 infantry moved from Evenki National Okrug to Yakut S.S.R.
            4 infantry moved from Russia to Karelia S.S.R.
            1 fighter moved from Russia to Karelia S.S.R.
            1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone
            4 infantry moved from Caucasus to Karelia S.S.R.
            2 armour moved from Russia to Karelia S.S.R.
            1 aaGun moved from Russia to Caucasus
    
        Place Units - Russians
            8 infantry placed in Karelia S.S.R.
    
        Turn Complete - Russians
            Russians collect 24 PUs; end with 24 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • @AcesWild5049 Sure no problem. Some people really dislike the idea because they feel like Axis and Allies is made for random lucky swings and it removes part of the game without it. I disagree, particularly because of the interesting effect that when you do use LowLuck, you can engage in what would otherwise be riskier battles, but the potential swings within those are still present and do make more of a difference because of the ability to calculate things more certainly.

    I’ve also heard the dismissal “If I wanted to decrease luck I would play chess!” That’s a silly argument because I happen to very much enjoy chess too!

    But I’m happy to play either, regardless.


  • If the Eastern med sub has the option to retreat again, please do so as before. But I’m sure you won’t give me the opportunity this time!


  • im going to try something I’ve been working on


  • TripleA Turn Summary: Germans round 1

    TripleA Turn Summary for game: World War II Classic, version: 2.0

    Game History

    Round: 1
    
        Purchase Units - Germans
            Germans buy 1 carrier, 2 infantry and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 fighter moved from Finland Norway to East Canada Sea Zone
            1 submarine moved from West Spain Sea Zone to West Mediteranean Sea Zone
            1 bomber moved from Germany to United Kingdom
            1 fighter moved from East Europe to East Mediteranean Sea Zone
            1 fighter moved from Ukraine S.S.R. to East Mediteranean Sea Zone
            1 fighter moved from West Europe to West Mediteranean Sea Zone
            1 fighter moved from Germany to West Mediteranean Sea Zone
            1 armour moved from Libya to French Equatorial Africa
                  Germans take French Equatorial Africa from British
            1 armour moved from French Equatorial Africa to Libya
    
        Combat - Germans
            Strategic bombing raid in United Kingdom
                    AA fire in United Kingdom : 0/1 hits, 0.17 expected hits
                Bombing raid in United Kingdom rolls: 6 and costs: 6 PUs.
                Bombing raid costs 6 PUs
            Battle in East Canada Sea Zone
                Germans attack with 1 fighter
                British defend with 1 transport
                    Germans roll dice for 1 fighter in East Canada Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                    British roll dice for 1 transport in East Canada Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    Germans roll dice for 1 fighter in East Canada Sea Zone, round 3 : 1/1 hits, 0.50 expected hits
                    British roll dice for 1 transport in East Canada Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
                    1 transport owned by the British lost in East Canada Sea Zone
                Germans win with 1 fighter remaining. Battle score for attacker is 8
                Casualties for British: 1 transport
            Battle in West Mediteranean Sea Zone
                Germans attack with 2 fighters and 1 submarine
                British defend with 1 battleship
                    Germans roll dice for 1 submarine in West Mediteranean Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Germans roll dice for 2 fighters in West Mediteranean Sea Zone, round 2 : 0/2 hits, 1.00 expected hits
                    British roll dice for 1 battleship in West Mediteranean Sea Zone, round 2 : 1/1 hits, 0.67 expected hits
                    1 submarine owned by the Germans lost in West Mediteranean Sea Zone
                    Germans roll dice for 2 fighters in West Mediteranean Sea Zone, round 3 : 1/2 hits, 1.00 expected hits
                    British roll dice for 1 battleship in West Mediteranean Sea Zone, round 3 : 0/1 hits, 0.67 expected hits
                    1 battleship owned by the British lost in West Mediteranean Sea Zone
                Germans win with 2 fighters remaining. Battle score for attacker is 16
                Casualties for Germans: 1 submarine
                Casualties for British: 1 battleship
            Battle in East Mediteranean Sea Zone
                Germans attack with 2 fighters
                British defend with 1 submarine
                    Germans roll dice for 2 fighters in East Mediteranean Sea Zone, round 2 : 0/2 hits, 1.00 expected hits
                1 submarine owned by the British retreated to Black Sea Zone
    
        Non Combat Move - Germans
            1 fighter moved from East Canada Sea Zone to West Europe
            1 bomber moved from United Kingdom to West Europe
            2 fighters moved from East Mediteranean Sea Zone to East Europe
            2 infantry moved from South Europe to Central Mediteranean Sea Zone
            2 infantry moved from Central Mediteranean Sea Zone to Libya
            1 infantry moved from Algeria to Libya
            3 infantry moved from Ukraine S.S.R. to East Europe
            1 aaGun moved from South Europe to East Europe
            2 armour moved from Ukraine S.S.R. to East Europe
            1 armour moved from South Europe to East Europe
            4 infantry moved from Germany to East Europe
            1 armour moved from Germany to East Europe
            2 infantry moved from Finland Norway to Baltic Sea Zone
            2 infantry moved from Baltic Sea Zone to East Europe
            1 fighter moved from West Mediteranean Sea Zone to West Europe
            1 fighter moved from West Mediteranean Sea Zone to Germany
            1 armour moved from West Europe to East Europe
    
        Place Units - Germans
            2 infantry placed in Germany
            1 carrier and 1 transport placed in Central Mediteranean Sea Zone
    
        Turn Complete - Germans
            Germans collect 33 PUs; end with 33 PUs
    

    Combat Hit Differential Summary :

    Germans : -2.33
    British : -0.67
    AA fire in United Kingdom : : -0.17
    

    Savegame


  • it might be a flop, but there it is.


  • Interested! I’m pretty excited to see something very different however it goes now.


  • Actually knowing that you weren’t going to attack Egypt I would have preferred to retreat my sub to the Red sea instead. Main reason I wouldn’t normally is I can’t get back with Egypt lost, but the Red sea gives strictly superior flexibility if I knew I was holding Egypt. Would you mind if I made that edit?

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