Stalingradski vs Gargantua Alpha 3 No Tech
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Also, I take it we are playing per the latest clarification from Larry?
This will be posted on Alpha +3:
Soviet/Japanese Non Aggression Pact:
If the Japanese attack any Soviet territory that is adjacent to any Mongolian territory, all Mongolian territories (Olgiy, Dzavhan, Tsagaan-Olom, Central Mongolia, Ulaanbaatar, and Buyant-Uhaa) are placed under the control of the Soviet Union at the end of the Japanese Combat Move phase, in the same manner as though the Soviet Union had moved land units into a friendly neutral territory. These territories have Soviet control markers placed on them, and their standing army units are placed on the board and are controlled by the Soviet Union player from then on. This occurs regardless of the state of relations between the Soviet Union and Japan at the time of the attack, with one exception. If the Soviet Union attacks any Japanese-controlled territory bordering these Mongolian territories while Mongolia is still neutral, Mongolia will remain neutral and not ally itself with the Soviet Union. -
Yes to the latest revision from LH.
You are bold! And I was risky. So it is. We fight, and electronic units die.
And yes - I’m cool with any and all changes until dice are rolled. The game is better that way… just like we’re standing over a table.
Combat
SZ110
aRolls: 2@2, 2@3, 3@4; Total Hits: 32@2,: (1, 3)2@3,: (4, 4)3@4: (5, 3, 1)
dRolls: 1@3, 4@4; Total Hits: 41@3,: (6)4@4: (4, 4, 3, 4)Your battleship will be the final 4.
SZ112
aRolls: 1@2, 2@3, 1@4; Total Hits: 41@2,: (1)2@3,: (2, 1)1@4: (4)
dRolls: 2@3; Total Hits: 02@3: (4, 4)
SZ106
aRolls: 2@2; Total Hits: 02@2: (4, 4)
dRolls: 1@2; Total Hits: 11@2: (1)
Normandy
aRolls: 4@1, 2@3, 2@4; Total Hits: 34@1,: (6, 3, 5, 3)2@3,: (1, 1)2@4: (4, 6)
dRolls: 2@2, 1@3, 1@4; Total Hits: 22@2,: (6, 2)1@3,: (6)1@4: (2)
France
AARolls: 1@1; Total Hits: 01@1: (5)If it hits, remove the roll at 4 below… I sent in Stukas! Aggressive, and risky.
a: aaa 4@1, 6@2, 5@3, 1@4:
dRolls: 9@2, 2@3, 1@4; Total Hits: 59@2,: (4, 1, 1, 5, 6, 4, 3, 3, 2)2@3,: (3, 4)1@4: (3)
Yugoslavia
aRolls: 5@1, 4@2, 3@3; Total Hits: 35@1,: (6, 2, 6, 4, 5)4@2,: (1, 3, 2, 5)3@3: (6, 3, 6)
dRolls: 5@2; Total Hits: 25@2: (3, 2, 5, 4, 2)
In my normal playing group, we use our own revised (much improved and limited) version of low luck… it’s been a long time since I’ve rolled this many dice. Exciting! If you’re interested I’ll explain it to you - simple and easy to use, and you still roll a lot of dice. I don’t care for straight LL, and I don’t care for the insanity of straight dice. Nothing worse than putting 26 hours into a game (when now playing in and of itself is a challenge - I ain’t young no more), and having a single crazy run of dice make or break a game. I prefer skill to do the trick. To outskill or be outskilled, both are fine. To outluck or be outlucked… well… anyone can be lucky.
Enough. To the dice.
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Ok! I messed up my France attack. Here it is.
France
aRolls: 4@1, 6@2, 5@3, 1@4; Total Hits: 44@1,: (1, 5, 6, 3)6@2,: (4, 4, 6, 4, 4, 4)5@3,: (2, 3, 4, 5, 6)1@4: (2)
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Wish I hadn’t spent any time inciting the luck gods…
I await your OOL.
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What the hell. I’ll finish France, Normandy, Yugo.
France
aRolls: 5@2, 5@3, 1@4; Total Hits: 55@2,: (4, 5, 5, 5, 2)5@3,: (1, 5, 3, 1, 6)1@4: (2)
dRolls: 6@2, 2@3, 1@4; Total Hits: 46@2,: (6, 3, 1, 2, 2, 5)2@3,: (4, 6)1@4: (1)
Normandy
aRolls: 2@1, 2@3, 2@4; Total Hits: 22@1,: (2, 2)2@3,: (4, 1)2@4: (4, 5)
dRolls: 1@4; Total Hits: 11@4: (2)
Yugoslavia
aRolls: 3@1, 4@2, 3@3; Total Hits: 53@1,: (5, 1, 3)4@2,: (1, 5, 1, 5)3@3: (3, 2, 5)
dRolls: 2@2; Total Hits: 12@2: (2, 4)
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France
aRolls: 1@2, 5@3, 1@4; Total Hits: 31@2,: (6)5@3,: (4, 4, 1, 1, 4)1@4: (3)
dRolls: 1@2, 2@3, 1@4; Total Hits: 21@2,: (6)2@3,: (6, 2)1@4: (2)
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France
aRolls: 4@3, 1@4; Total Hits: 34@3,: (3, 6, 6, 2)1@4: (1)
dRolls: 1@4; Total Hits: 11@4: (4)
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Hmm… let me think here for a second.
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A brutal G1.
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So My choice is this…
You will obviously take a SUB as a casualty, and 3 planes.
That leaves you with,
1 sub, 1 (fgt or tac) 1 bomber for a total of 2+3+4 = 9, against…
And me with 3 fighters, or 2 fighters and a battleship - defence 12.
If I go just with the fighters, it’s my 3 vs your 2, you’ll retreat.
If I keep the battleship… your sub “could” hit it, and soaks a hit, from my battleship if it misses.
Fuck it, we’ll do it LIVE!
http://www.youtube.com/watch?v=fXZj4Wy58Pk
1 Battleship, 2 fgt We’ll see whatchu’ve got!
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That was awesome O’Reilly… never seen it.
I like your attitude. We fight. The probability is against me, but if I don’t turn it around with a little luck of my own, Britain becomes a two Battleship monster. F that, I’d rather go down swingin’.
SZ110
aRolls: 1@2, 1@3, 1@4; Total Hits: 31@2,: (2)1@3,: (1)1@4: (1)
dRolls: 3@4; Total Hits: 23@4: (5, 1, 1)
I conveniently forgot the debacle off New Brunswick!
aRolls: 1@2; Total Hits: 01@2: (5)
dRolls: 1@2; Total Hits: 11@2: (2)
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Ok, wow. I forgot to say which 4 was your Battleship - it matters.
Man… SZ106! Yhis game is already yours to lose.
Here’s my proposal - I roll a d6 - a 1 or 2 = the Battleship was first roll, 3-4, 5-6 blah blah blah
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Rolls: 1@6; Total Hits: 11@6: (5)
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Ok, the final roll was your Battleship, which means I get to lose the sub.
NCM coming soon. Daughter going crazy, driving momma crazy.
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Man, I mangled that in my hotheaded bad-luck state. Please forgive me!
My sub hit, which means your damaged Battleship was gone, with no counter. That means you had two fighters. Since I didn’t declare before battle, are you cool with the random roll of which one would have been your battleship?
It also means that I can’t lose the sub, but will lose the Tac.
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Ok. Germany 41 + 10 NO + 19 France = 70 IPCs.
I’ll need your blessing to continue. I want you to either be ok with how the rolls happened and the way I resolved it, or propose a different way to resolve the fighter/battleship dice rolls.
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My understanding is, from the dice you rolled, That the Battleship was the THIRD roll. Which even makes sense because the battleship was the last roll on the last round, which by default, WOULD have been assumed.
Thus, you rolled 3 hits,
and I rolled 1 hit (5,1)
So, you lose a tac, I lose everything! :S
It was worth the gamble… 3 planes for 4 I guess?
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It was worth the gamble - you taught me a lesson in games w/o some form of LL - take things decisively. From now on, I’ll pull a Tac from Normandy. I think you made a great choice to scramble - I got lucky to bring that battle back around, but you created your own chance for good luck with the scramble. I tip my cap.
Now, SZ106 and France were just plain bad luck for me… :)
Hopefully it evens out somewhere. The Axis can’t afford bad dice for very long, or it’s curtains.
But I ain’t complainin’. I’ll take my lumps, improve, and keep fighting.
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I hear what your saying Gradski!
This is my problem with Alpha +3, one or two bad round with the axis (Who are my favourite to play) and it’s over. Imagine if Japan folds hard on J1! :S
In my game against Jen, her G1 was nye perfect, and I’m still going to eat her alive…
I hope you are rethinking your position on Alpha + 3! Isn’t that why we’re playing this game? :P
As for the luck, someone on these forums told me about MEDIUM luck. basically, for each and every dice roll, each player can choose straight ODDS + added remainder, or choose DICE.
LOL, more often than not, like 90% of the time, I choose DICE, unless the battle is an auto kill. I like it. And definetely do it face to face.
Maybe that should be the rule then? for the battles where you have more than enough odds, to kill everything in the battle in the single or remaining round? consider it an auto kill? To avoid those chincy battles that really screw you, like when you send your last units in africa 1 inf 2 art at 1 inf to take south africa, and lose everything!
Dunno, your call, you’ve redeemed your position off Sea Zone 110, this ain’t over. We’ve got a sea-lion to “Suss out”, And a war to fight!
As for RUSSIA
Purchase: 7 inf, 1 arm, 1 fgt
**Placements and NCM per attached map[/b
Enjoy!
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For A&A.org’s villain, you’re pretty friendly to play against… I appreciate the banter! It’s a big part of what makes the game fun.
I’m ok with no LL rules - I need to get used to it if I’m going to play people online. Infrastructure and I play with a simple LL variant that we created - the first 6 pips in a battle count as a hit, as long as 7 pips are present. You count from the lowest to the highest… example:
Attacker 6 infantry and a fighter = a hit plus a roll at 3. Defender 2 infantry and an armor = a hit plus a roll at 1. The nice part is, as the battles get bigger, you roll more dice. And, with very small battles, you still have to sweat it out… a sub vs a destroyer is still just a sub vs a destroyer.
With 24 infantry, 4 artillery, 6 armor etc. only the first 6 attacking infantry count as an auto hit on offense, for example, so you still have plenty of dice rolling.
It tends to make games last a little longer, and be more strategy based… but luck certainly rears it’s head, and you deal with it. The thing I hate is the vast swings in luck, as it is a narrow indication of ability in either direction. I’m not better than someone else because I was able to knock two planes out of the sky with three rolls of an AA… though maybe placing the AA in the territory in the first place gave me the chance for luck… :)
I do recognize that many times, people create their own opportunity to get good dice, like your decision to scramble. That’s where dice meets choice to create an advantage.
Also, I do like the idea of a choice for dice or LL… but it’s for another time and place.
That’s my soliloquy for the day.
I see that my German turn allowed an aggressive first purchase for Russia… a villain after my own heart! Personally I like aggressive play when playing either side.
As far as rethinking my position, I have many playtests to go! What I’ve found is that as Germany, you really have to sweat the first round, and in A2 that wasn’t the case as much. It really stems from the French AA gun. I don’t mind it from a historical perspective, I just wish 1 infantry had been removed to account for the new casualty and the new probability of hitting a plane. I don’t think Germany needed harder decisions up front.
And you’re right, it ain’t over! I have one hand tied behind my back, but I’ll claw and scrape my way out, if I can.
Japan purchases a Minor IC and 2 Transports.
Combat
Swim into Siberia, walk into Chahar and Anhwe.
Hunan
aRolls: 2@1, 2@2, 3@3, 2@4; Total Hits: 32@1,: (2, 4)2@2,: (6, 6)3@3,: (2, 5, 4)2@4: (2, 4)
dRolls: 2@2; Total Hits: 02@2: (6, 6)
Yunnan
aRolls: 2@1, 2@2, 1@3, 3@4; Total Hits: 52@1,: (1, 2)2@2,: (2, 6)1@3,: (2)3@4: (1, 6, 4)
dRolls: 4@2; Total Hits: 24@2: (3, 2, 6, 2)