70938d33-46c8-42a5-9680-e357e33a08f8-triplea_42321_3fre.tsvg
Wheatbeer (axis) vs kilroynothere (allies) G40 A3
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DGU remains under Dutch control if the US lands there. The US cannot take any Dutch territories unless they are recapturing it from Japan. The ANZAC NO isn’t met currently as a result. I don’t mind if you do something else with those units since it wouldn’t influence the other Axis powers.
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Alternatively, we could play ignoring that rule. I don’t understand entirely why the US isn’t the same as ANZAC/UK with regards to the Dutch.
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I was writing this when you replied…
Really? Didn’t know that. Has that been clarified with Krieg or others? It’s just noted in the original rules (and boy have those needed some clarifications) that only UK or ANZAC can control PRIOR to being at war with Japan. Figured not an issue after being at war because technically the Dutch are at war as well with Japan.
So, can ANZAC take control of the territory?
I’ve never actually done the move before, so just curious.
I’ll ask in the QA area, but if you have seen it, please let me know.
… I’m cool with ignoring, because I don’t understand it, but there MUST be a reason if that is the rule. I really do think, even with all the game testing changes, that the designers have firm reasons for what they are doing. This is a VERY tough game to balance and to design.
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see page 65 of the Global FAQ (Krieghund, post 963)
This was a rule in the original Pacific and hasn’t changed since.
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And yes, ANZAC (or UK) can still take it through NCM. I don’t know if Russia or France would theoretically be allowed to NCM control them, but the US isn’t supposed to.
This applies to all the Dutch territories (JAV, SUM, CEL, DGU, and Surinam).
This doesn’t come up to often.
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Very strange… I suppose that is primarily historical… US NOT wanting to do such a thing at all. Seems strange, but that is the rules, so let’s play by them. I’ll revise my little strategy (bummer) during the French and ANZAC turn.
And, on your thoughts about the game. I sorta agree, but it sure feels like Germany has the upper hand against Russia (will fall soon enough - but painful), and Japan is just so damn strong with it’s navy.
Allies are very hard to play in my estimation. I haven’t studied what other do, but I find it hard. I think I’m getting better, but just not there yet with a strategy. You have adapted well to all of my little ploys so far.
Been a great game so far! Oh, took a peek at your game against Jerc… now that is a crazy game!
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Just in case you missed it because I posted twice and it shifted to the next page:
page 65 of the Global FAQ will confirm itMaybe the idea was to stop early naval or air bases in the area.
Allies are hard to play no doubt (they are easier with the newest setup though).
My match against Jercules is kinda weird. I thought I was dead because Japan was badly convoy raided for many turns and was expelled from China through US/Soviet cooperation. But the European Axis are probably strong enough to hold off even 100% US focus now.
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I do like Germany’s position in our game … Baltic transports seem to be a better investment than a Romanian major IC. But you have a lot of UK fire power in the Middle East and Africa, plus naval support. My hope is that Britain can’t both save Russia and fight Italy.
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Agreed. I just started a new game with Questioneer and playing the Axis. The initial set up is much more daunting now. Probably a good change as it definitely seemed ever so slightly Axis skewed.
And you are dead on with the UK… can’t fight Italy AND save Russia… Definitely like the tt purchases more than the MjrIC. Gives a bunch more flexibility and options.
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Sorry for the delay….
US will change it’s move to take CEL instead of NGU. I have modified the IPCs on hand for US. Thanks again for bringing that to my attention. Had no idea.
ANZAC 4:
Purchase 13/14 save 1
1tt=7
2inf = 6NCM:
1inf to DGU via tt
3ftr CAR to QUE
1ss, 1ca z33 to z62collect 15 + 1left over = 16 on Hand.
France 5:
1inf CON to SUD -
Russia 5:
Purchase 32/32
8inf = 24
2mech = 8CM:
NUKR (1inf)
2inf BRY
2ftr MOS
a: auto hit
d
Rolls: 1@2; Total Hits: 11@2: (2) -
NCM:
2inf TIM to URA
4inf TIM to NOVO
1inf VOL to ROS
2inf SMO to ARCH
16inf, 2aa, 8art SMO to RUS
11inf, 7art, 2mech, 2arm BRY to RUSBuild:
8inf, 1mech RUS
1mech VOLCollect: 31
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Well, Russia has fallen back as far as it can go! Where are those Western Allies when you need them?!?!?
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It seems in the Russian’s haste, they forgot to update their IPCs and turn.
Revised map
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Japan 5
Buy (65/66)
1 minor IC
1 naval base
3 mech
1 sub
1 bshCM:
SZ25
1 dest, 1 fig, 1 tact sz6SZ44
1 fig sz35SZ45
1 fig sz35CEL
1 art phi load trans sz35 >> sz34 load 1 inf pau >> sz44 unload cel
1 fig sz35YUN
1 inf, 1 art kwe
1 tact ksu
2 fig phiSZE
1 inf kwe
2 strat phiSHN
1 inf phi load trans sz35 >> sz37 unload shn
1 fig, 1 tact sz35 -
SZ25
A 1 dest, 1 fig, 1 tact = auto
D 1 sub
Rolls: 1@1; Total Hits: 01@1: (3)CEL
A 1 inf, 1 art, 1 fig = auto
D 1 inf
Rolls: 1@2; Total Hits: 01@2: (5)YUN
A 1 inf, 1 art, 2 fig, 1 tact = auto
D 2 inf
Rolls: 1@4; Total Hits: 11@4: (4)SZE
A 1 inf, 2 strat = auto
D 1 inf
Rolls: 1@2; Total Hits: 01@2: (3)SHN
A 1 inf, 1 fig, 1 tact = auto
D 1 inf
Rolls: 1@2; Total Hits: 11@2: (1) -
sz25, sz44, sz45 cwol
cel, sze twol
yun twlo 1 inf
shn cwlo 1 inf (not taken) -
NCM:
1 fig, 1 tact sz25 >> sz6
2 strat sze >> fic
2 fig, 1 tact yun >> fic
1 dest, 1 carrier, 1 tact sz6 >> sz36
1 tact sz6 >> sz37
1 tact shn >> fic
1 fig sz45 >> sz37
1 fig shn >> sz37
1 dest, 1 cru, 2 carrier, 1 tact, 1 bsh sz35 >> sz37
1 fig cel >> sz44
2 dest, 1 carrier sz35 >> sz44
4 inf phi load 2x trans sz35 >> sz36 unload fic
1 art jap load trans sz6 >> sz19 load 1 inf man >> sz36 unload fic
7 inf, 2 art, 1 aa hop >> kwe
4 inf, 1 art ksu >> anh
4 inf man >> jehMobilize:
1 minor IC, 1 naval base fic
3 mech ksu
1 sub, 1 bsh sz6Collect 59 + 5 = 64 IPC (65 total)
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Hey Wheat. Sorry for the delay. Was out of town for a bit and now finding the time again… hope to have my moves in tomorrow. thx
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No problem :-)





