Path to Victory League Discussion


  • A picture of 4 league players in one spot!
    Don’t see many of those
    I think there was one of @karl and @Gargantua and a couple others in Canada one time


  • @Stucifer That is one of the best shirts i’ve ever seen lol, I’ll be serching the internet to find one

  • 2025 2024 '23

    @Jacob16 thanks!! My friend got it for me several years ago, but I imagine you can find it somewhere on the internet…😅


  • Nice job helping @Ghostglider become more untouchable on the PtV boards, @Stucifer ! 😀

    If @Gorshak can’t stop him, we have another @Ghostglider @axis-dominion clash imminent!

    Prepare for impact☄️


  • @gamerman01 said in Path to Victory League Discussion:

    Nice job helping @Ghostglider become more untouchable on the PtV boards, @Stucifer ! 😀

    If @Gorshak can’t stop him, we have another @Ghostglider @axis-dominion clash imminent!

    Prepare for impact☄️

    ghost is a beast to reckon with, and much more experienced at ptv that i am… alas it’ll be a while at the rate my game is going, on top of starting really late…

  • 2025 2024 '23 '22 '21 '20

    So played a few games and in the middle of a few more, so my sample size for PTV is small, but I have a few observations that i’m curious what the group thinks about.

    a) Adding the SZ around Malaya really does nerf the Japanese threat on India. Only a prolonged build up can win there–which I think was the idea: to make a longer game, i.e. one that isn’t really decided until T14+…but that leads to my other point
    b) Italy must be defended well by the Germans. In OOB or BM4, you can solely focus on Russia as Germany and just use the Italians as can openers. If the Allies nerf Italy, eh, annoying, but not game changing since Russia will fall soon.
    –That doesn’t happen in PTV. Russia may fall, but barring bad play by the Russians (or maybe I’m just terrible with the Germans), Moscow will hold for 12 turns. There’s just a lot of territory and the Russians have enough IPCs to stay in the fight for awhile. Thus, the Allies have plenty of time to control the Med and nerf the Italians. Add to the fact that Italy is an extra space away from France and W. Germany–critical to getting defensive troops into place, and Italy becomes indefensible

    It seems the Axis got a triple whammy. No quick wins, and the added spaces make the defense of their areas that much harder, and yet the southern spaces are still easy to reach for the Allies. This means that it’s hard to get economic parity, and a long game that favors the Allies.

    My point is that unlike OOB or BM4, it seems like there is a “formula” for the Allies to win PTV. Build up Russia, attack the Med, nerf the Italians, pick at the hard to defend Med landing zones, and wait until the money disparity allows you to just win attrition wars, which leads to overwhelming forces.

    To stop this, the Germans have to spend Moscow invasion money early on bolstering Italy, which further delays Moscow falling and plays into the Allies hands.

    I would say that Japan does ameliorate the above somewhat. They still cannot take India quickly, but they can grow rather large and dominant on the ocean, which could prevent an overwhelming force in the Med. But again, playing for the long game, the Allies just keep enough in the pacific to stay alive, nerf Italy and the game should go their way.

  • '19 '17

    Important PSA for PTV players. It has now been 2 games that I’ve won with the additional PTV global victory condition for the Axis, and my opponents were not previously aware of this rule. This rule has existed since the first public release of the game so it isn’t a new rule, but it looks like it might have been overlooked. Here is an extract of the game notes with the global victory rule highlighted.

    1e509314-7006-4dd0-b22e-56142e83dc1e-image.png


  • so does a disabled port prevent the production of capital ships?


  • @Adam514 said in Path to Victory League Discussion:

    Important PSA for PTV players. It has now been 2 games that I’ve won with the additional PTV global victory condition for the Axis, and my opponents were not previously aware of this rule. This rule has existed since the first public release of the game so it isn’t a new rule, but it looks like it might have been overlooked. Here is an extract of the game notes with the global victory rule highlighted.

    1e509314-7006-4dd0-b22e-56142e83dc1e-image.png

    Not that Adam needed this rule to beat me, but he got me with this. Hell I can’t ever remember if an AB can defend/scramble to unoccupied adjacent sea zones. SMH…

  • '19 '17

    @axis-dominion said in Path to Victory League Discussion:

    so does a disabled port prevent the production of capital ships?

    The intent is that it does prevent production of capital ships. I don’t recall if TripleA does that though.


  • @Adam514 said in Path to Victory League Discussion:

    @axis-dominion said in Path to Victory League Discussion:

    so does a disabled port prevent the production of capital ships?

    The intent is that it does prevent production of capital ships. I don’t recall if TripleA does that though.

    ok thanks for confirming. would be good to make that explicit in the rules then.


  • @surfer said in Path to Victory League Discussion:

    So played a few games and in the middle of a few more, so my sample size for PTV is small, but I have a few observations that i’m curious what the group thinks about.

    a) Adding the SZ around Malaya really does nerf the Japanese threat on India. Only a prolonged build up can win there–which I think was the idea: to make a longer game, i.e. one that isn’t really decided until T14+…but that leads to my other point
    b) Italy must be defended well by the Germans. In OOB or BM4, you can solely focus on Russia as Germany and just use the Italians as can openers. If the Allies nerf Italy, eh, annoying, but not game changing since Russia will fall soon.
    –That doesn’t happen in PTV. Russia may fall, but barring bad play by the Russians (or maybe I’m just terrible with the Germans), Moscow will hold for 12 turns. There’s just a lot of territory and the Russians have enough IPCs to stay in the fight for awhile. Thus, the Allies have plenty of time to control the Med and nerf the Italians. Add to the fact that Italy is an extra space away from France and W. Germany–critical to getting defensive troops into place, and Italy becomes indefensible

    It seems the Axis got a triple whammy. No quick wins, and the added spaces make the defense of their areas that much harder, and yet the southern spaces are still easy to reach for the Allies. This means that it’s hard to get economic parity, and a long game that favors the Allies.

    My point is that unlike OOB or BM4, it seems like there is a “formula” for the Allies to win PTV. Build up Russia, attack the Med, nerf the Italians, pick at the hard to defend Med landing zones, and wait until the money disparity allows you to just win attrition wars, which leads to overwhelming forces.

    To stop this, the Germans have to spend Moscow invasion money early on bolstering Italy, which further delays Moscow falling and plays into the Allies hands.

    I would say that Japan does ameliorate the above somewhat. They still cannot take India quickly, but they can grow rather large and dominant on the ocean, which could prevent an overwhelming force in the Med. But again, playing for the long game, the Allies just keep enough in the pacific to stay alive, nerf Italy and the game should go their way.

    I agree with most of that, but I would say Axis can definitely win even if Italy is completely neutered. The 13 global VC rule helps with this. Normally if the Germans take all 3 Russian VCs you still need London or Egypt, which may be be impossible if the Allies have naval supremacy and there is no help from Italy. BUT, if Japan can get 6 VCs (one short of Pacific victory), then that’s an Axis win.

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