• @Funcioneta:

    while a round 1 tech for allies is going to be good but not crippling for axis (I guess the betters are paras for UK or HBs for USA, but HBs is not going to make the mess german HBs can create against allied fleets in Atlantic, and Germany can absorb HB SBRs if done right)

    Well, LRA rd1 for USA can kill a lot of Japan navy (there are a lot of unescorted trannies after J1 most of the time for instance).


  • There are both n00bs and expert players who use TripleA, just as in the PBF games here. I don’t think the playing skills and experience are much better in the TripleA community, but, i.e. you are not a decent player if you lose to KJF in Revised.

    A better (allied) player will take advantage of an axis player who doesn’t do the right first rnd moves, and if the axis player plays inefficient in general, the better player will win. It is also fully possible to lose as allies in Revised in a no bid game, but not if both players are decent.

    As stated earlier in other threads, allies must take advantage of bad dice for axis, or bad decisions after the first rnd, or else, assuming decent players on both sides, axis will win for certain, but again not more certain than allied victory is assured in Revised. No victories or losses are guaranteed before the game starts, it’s just that somethings are more difficult or easy, depending on the task. Any A&A game with bid levels generally lower than $10 means that dice and experience will matter.

    You will have a very hard time finding opponents in the TripleA lobby, if you wanna play axis w/o a bid to allies (+NOs). LL or regular dice doesn’t seem to change the bid level either.


  • @Yoshi:

    Well, LRA rd1 for USA can kill a lot of Japan navy (there are a lot of unescorted trannies after J1 most of the time for instance).

    You have a point here. However, I’d say Japan will lose as much 3 trannies if well played, and it’s pretty possible they will lose only the 2 ones at Dutch East Indies. Some players buy 2 trannies J1 and that could indeed hurt (I guess that is one of the reasons I always buy Manchuria IC J1). I must add two more things:

    • Japan starts with too many trannies. So much that they can allow losing 2-3 without noticing too much. It’s going to aid allies, of course, but not to a crippling way for axis because Japan has plenty of money to recover
    • Japan loses less than allies in case of LRA. In case of LRA G1, germans can hit both Egypt and z2 (and also the default z12) with serious chance of winning all places; if that happens, that’s game over for allies. To exploit this, I guess germans could buy 1 bomber each round to annoy allied fleets so much they never arrive at time to save USSR, or they could buy 1 AC, then bombers to contest Atlantic, and they could have chances of win. As alternative, they could ignore z2 anyway and abuse of Egypt with figs (and ensure Africa early) and simply rush to Moscow. In resume: USA LRA, Japan simply loses a bit of money (trannies); in case of german LRA, allies lose many tactical ground (or sea I mean)

  • Well, it can also be 1BB, 1CA and 2 trannies in sz50 killed by 1bmb and 3fgt (these units are quite often here, and if the CA is not there, it means that one of the attacking units can kill an unescorted tp instead).

    I think that a US round 1 LRA can be really painfull for Japan, and give a good chances for the allies to make something in Pacific.


  • OK, that one is better  :-). I’ll try remember that one next time I play 1941 … if I play again that scenario, I mean  …


  • Not that America achieving Long Range on US is very common, (I usually roll 2 tech dice, then Chart 2, so that’s probably only about a 5% chance of geting it, but I recently got Long Range on US1, and combined with a Russian bomber in Caucausas, left the Japanese Navy transport-less before J2.  The Allies did go on to win the game with a KJF.

    Below is the attached map file if anyone is interested in looking at a Japanese Turn 2 response to having NO tranports on the board.  :-)

    The game still seems to be pretty balanced in that, usually it seems that either my own poor gameplay or really bad dice are what seem to lose me most of my games.  That said, I would not be opposed to an extra Chinese infantry unit in Yunnan, moving the Chinese fighter to a different territory, or even disallowing a J1 Yunnan attack.  A free bid for the Allies though, would seem to always go to Europe/Africa, which I and many others feel is pretty balanced.

    Bardoly(Allies)_02Br.AAM


  • Not that America achieving Long Range on US is very common, (I usually roll 2 tech dice, then Chart 2, so that’s probably only about a 5% chance of geting it, but I recently got Long Range on US1, and combined with a Russian bomber in Caucausas, left the Japanese Navy transport-less before J2.  The Allies did go on to win the game with a KJF.

    Below is the attached map file if anyone is interested in looking at a Japanese Turn 2 response to having NO tranports on the board.  :-)

    The game still seems to be pretty balanced in that, usually it seems that either my own poor gameplay or really bad dice are what seem to lose me most of my games.  That said, I would not be opposed to an extra Chinese infantry unit in Yunnan, moving the Chinese fighter to a different territory, or even disallowing a J1 Yunnan attack.  A free bid for the Allies though, would seem to always go to Europe/Africa, which I and many others feel is pretty balanced.

    Bardoly(Allies)_02Br.AAM


  • @Bardoly:

    Not that America achieving Long Range on US is very common, (I usually roll 2 tech dice, then Chart 2, so that’s probably only about a 5% chance of geting it, but I recently got Long Range on US1, and combined with a Russian bomber in Caucausas, left the Japanese Navy transport-less before J2.  The Allies did go on to win the game with a KJF.

    Ah $10 IPC’s for a 5% chance to win the game.

    Small risk, high reward.  These type of crazy outcomes are what I dislike the most about the game.  I know it’s part of the game, just making a comment about your tech comment.

    Good gaming!


  • @axis_roll:

    @Bardoly:

    Not that America achieving Long Range on US is very common, (I usually roll 2 tech dice, then Chart 2, so that’s probably only about a 5% chance of geting it, but I recently got Long Range on US1, and combined with a Russian bomber in Caucausas, left the Japanese Navy transport-less before J2.  The Allies did go on to win the game with a KJF.

    Ah $10 IPC’s for a 5% chance to win the game.

    Small risk, high reward.  These type of crazy outcomes are what I dislike the most about the game.  I know it’s part of the game, just making a comment about your tech comment.

    Good gaming!

    Yes, US1 Long Range did help the Allies a lot, but I don’t feel that it single-handedly won me the game at all.

    I do agree with you that tech coming in to play on the same round as it’s rolled for can make for some game winning/ending rolls, but probably not all that often if one’s opponent is on his toes, trying to be prepared in case of one’s technological breakthroughs.


  • It is not possible to be prepared against tech rolls, or any dice rolls regardless of regular dice or LL. The only way to be prepared, as such, is to look into the future, and we humans are not able to predict the future.


  • @Subotai:

    It is not possible to be prepared against tech rolls, or any dice rolls regardless of regular dice or LL. The only way to be prepared, as such, is to look into the future, and we humans are not able to predict the future.

    True.  True.

    That’s why I said, “…trying to be prepared…”

    Peace.

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