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    DouchemanMacgee

    @DoManMacgee

    2026 25 24 23 22 21 20 19 18

    Up and Down and All Around.

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    Best posts made by DoManMacgee

    • RE: [GUIDE] How to Climb the Ranked Ladder A&A 1942 SE Online Beamdog

      @Tahweh While your tips are generally helpful as a fellow top 200 plat player (got into top 70 as Allies at one point, but I haven’t been playing much lately due to life commitments) I’d give the following caveats:

      1. USSR can afford to build a Tank or two. The ability to move two spaces instead of one is sometimes vital for transferring forces from one part of the front to another.

      2. Absolute buys should not be suggested. There are multiple openers for each country that compliment different overall strategies. However, I can also see that you’re tailoring this guide towards beginners, so a basic, low-risk KGF/Russia Crush strategy is probably best for just starting out.

      3. Germany needs to buy Tanks to make up for the longer “supply line” (as you called it) between Berlin and the Eastern Front Vs. the Soviets’. Of course, you don’t do anything silly like buying all Tanks, but 1-3 Tanks each turn while you’re ahead is recommended, unless you’ve scouted that the Allies are going for a KGF and you don’t see yourself breaking Moscow anytime soon.

      4. India falling should not be accepted as a given. It’s a likely outcome, but if you go in with a defeatist mindset that India will fall, then you’re also effectively conceding the game, as once Japan takes India their IPC income usually hits critical mass. India should be fought for tooth and nail so that, once it finally falls, Germany will be near-defeat anyway.

      5. Pearl Harbor is not something you should do in 100% of your games. Over-committing to it means you’re not making progress in Asia fast enough and under-committing means whatever is still in the Sea Zone gets counter-attacked A1. Whether Japan does Pearl Harbor or not should depend on what the UK does B1. If UK is committing heavily to India you should ignore Pearl Harbor and focus on Southeast Asia before UK builds momentum there.

      6. The build you recommend is valid, but building 1-2 Factories in Manchuria/FIC is also valid. Capturing Moscow before Berlin falls to the Allies is the goal of the game, and you need to accomplish it as quickly/safely as possible based on what the Allies are doing. If the Allies are fortifying Asia, you need to take your time and build INF, but if they’re leaving Asia totally bare, then start building Tanks and make for Moscow as fast as you can.

      7. Ignoring Japan in the Pacific lets them turn into an IPC monster extremely quickly. Some naval presence in the Pacific is recommended. You don’t need to contest the Pacific, you just need to force Japan to actually spend some of their IPCs on Surface Vessels so they’re not flinging 45+ IPCs towards India/Moscow every turn.

      8. Japan can buy 1-2 factories a game. However I wouldn’t recommend that a beginner try doing such a strategy.

      9. Great article otherwise. Avoiding these common pitfalls + learning the optimal opening(s) for each country are the two biggest hurdles to “stop being bad” at Axis & Allies. The road to “getting good” involves learning how to play out the long game and not panic when individual battles go badly.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • Kill Italy First - An Alternative Central Powers Strategy

      I’ve recently gotten into playing competitive A&A1914 (with the help of fellow user @Slip-Capone, who has helped me playtest extensively). After playing several games and doing research, we’ve noticed that the Entente is heavily favored by most players. We are not here to dispute this assessment, and we are also not here to disagree with the typical Entente strategy of “UK kills Ottomans, Russia defends, Italy fights Austria, France fights Germany, USA goes where it’s needed”. This Entente strategy works well because, if everything goes well, the resulting endgame will see the Ottomans bleeding IPCs, Russia being battered but still holding on, and Italy/France/USA winning the game for the Entente in Italy/Germany/Austria.

      What we do disagree with, however, is the typical Central Powers strategies that we have observed. From what we’ve seen, there are only two approaches typically taken for the Central Powers: “Kill Russia first” (where Austria/Germany/Ottomans gang up on Russia and go for a quick knockout before pivoting to France) and “Kill France first” (where Germany aggressively attacks France while Austria and Ottomans defend). After working together with @Slip Capone, we have refined a third Central Powers strategy that has viability, which is the point of this thread. As the thread title says, we are dubbing this strategy “Kill Italy First”. It should be self-explanatory at a high level, but further discussion is needed to make our point.

      What is Kill Italy First (“KIF”)? As the name implies, you direct the Central Powers to defeat Italy first. Italy is by-far the weakest member of the Entente, only boasting 14 IPCs of starting income, and having a very small standing army on the first turn of the game. Additionally, if you are playing under LHTR, Italy also boasts a pathetically low threshold for collapsing (7 Economic/9 Political). However, Italy’s geographic position, coupled with their powerful starting navy, makes them a serious threat to the Central Powers if the game drags on into the later rounds. Left alone, Italy can bridge units into the Middle East (mostly Smyrna/Trans-Jordan), and can even make a run on Constantinople if the Ottoman player makes a mistake. Furthermore, Italy’s meager economy is just enough to be an annoyance to the Austrians, especially once you consider that Tyrolia and Trieste, both worth 4 IPCs, are directly adjacent to Italian territory (Venice). Rome is also a mere 4 tiles away from Vienna (Rome -> Tuscany -> Venice -> Trieste/Tyrolia -> Vienna), making it a source of Entente units that’s extremely close to the front lines.

      I went through such lengths to describe Italy’s position above because I’ve found that most players regard Italy as an afterthought, dismissing their role in the game with claims along the lines of “they’re weak and have to harass Austria”. My point here is that, if the Central Powers, specifically Austria and Germany, can take advantage of Italy’s weak starting position and politically-collapse them early, the Central Powers can seize 13 IPCs (not 14, since the last pesky IPC is in Libya) of Victory Points and income, which almost makes up for the 20 extra income USA will bring to the table starting turn 3 (turn 4 OOB). Defeating Italy (under LHTR) also has the added benefit of removing the Italian Navy from the game, which takes a large amount of pressure off of the Ottomans and also opens up the possibility of the Central Powers gaining control of the Mediterranean (more on that later).

      Hopefully, my ranting and raving has given you an idea of why I’m advocating this approach. Next, I’d like to talk about what steps you can take as the Central Powers to achieve this. This is something resembling a recommended build order/opening move guide for Austria and Germany. I won’t be discussing the Ottomans here, since their only role in this plan is to survive the onslaught that Russia/U.K. will try to throw their way.

      Bid: Assuming you get a bid, throw it in SZ18 (Adriatic Sea, where the Austrian Navy is). Ideally, you want a 12 bid so you can get a Battleship there (mostly for the 2HP, but the extra bombardment helps your consistency in the opening as well). A 9-11 bid (to get a Cruiser in SZ18) is also acceptable, but not really recommended. You really should try for a 12 bid.

      This bid will enable you to keep the AH fleet alive, barring good dice by the Entente. This may seem a bit odd, but ensuring you can continuously amphib into Tuscany will cut off the Italian supply line to Piedmont and Venice, two territories that are mission-critical. Maintaining a strong navy in SZ18 will also protect Trieste from amphibious assaults by Italy/France/UK, and will also give you the opportunity to break out of the Adriatic and into the Mediterranean in the mid-late game, which will prevent the Americans/French from sending their fleets to harass the Ottomans or liberate Italy. This can make the difference between winning and losing in a tournament setting.

      AH1: Buy: 4 INF/2 ART/1 TT for 26 IPC. The extra TT is for SZ18, which will become important AH2 for ferrying as many units as you can into Tuscany. Everything else is going to head towards Russia to defend against whatever trick they try R1.

      AH1: Move: 2 INF from Trieste get on the TT in SZ18 and land in Tuscany. As stated earlier, the idea here is to cut off Italy’s main army in Rome from reaching Venice, guaranteeing its fall. Everything else from Trieste + everything from Tyrolia goes into Venice. If you’re lucky, you can kill Venice in one battle, but if you don’t it’s fine. Germany will pick up the slack.

      Meanwhile, send everything from Vienna and Bohemia + 1 INF/2 ART from Galacia into Trieste in particular. Trieste is within two spaces of several important territories in this part of the board (Venice, Piedmont, Tuscany, the TTs in SZ18, Serbia, Galacia) which is why you want a stack there.

      Finally, send 4 INF from Budapest to Galacia to hold the lines, but everything else into Serbia (the game rules demand you attack Serbia AH1).

      These moves accomplish the following:

      A: Clearly and definitively reposition Austria’s starting forces into a posture where Italy is being relentlessly attacked. Italy’s starting forces are no match for this force, meaning you can send most of your buys towards Russia to make up for the units you took away from that front.

      B: Fortifies Galacia against Russia. The hope here is that Russia overextends and attacks you, which will allow Germany to send its starting forces to attack G1. This, plus an about-face from the Austrian stacks in Trieste and Vienna, will totally destroy that Russian army. If Russia doesn’t take this bait, you can commit the Trieste stack to destroying Italy as-planned while playing out the Russian front based on what the Entente does.

      G1: Buy: 5 INF/2 ART/2 FTR. Germany is going to be buying the FTRs for the Central Powers. Air Superiority is absolutely critical to obtain in this game, due to it allowing your ART to roll @ 4 while also DENYING this benefit to your opponent. The latter is just as important as the former, if not more so.

      G1: Move: Everything from Munich + Alsace attack Switzerland. Yes, Switzerland. Switzerland is adjacent to Burgundy, Alsace, Piedmont and Venice. This positioning disrupts France’s first turn, as they now have to properly position their forces to prevent Germany from moving a large stack into Burgundy (which is adjacent to Paris), and also puts Germany within striking distance of Italy’s high-value territories (Piedmont, Venice, Tuscany).

      The troops from Ruhr will move in a strange direction. 1 INF goes to Alsace to prevent a walk-in by France. The rest go to Tyrolia. Yes, Tyrolia. Tyrolia is similar to how I described Trieste in my section on Austria. Tyrolia is within 2-spaces of Tuscany/Piedmont/Venice/Alsace/Ruhr/Galacia/Silesia/Budapest, all extremely high-value or strategically important territories.

      Silesia and Prussia leave one INF behind each and move everything else into Galacia to join the Austrians. Everything from Hanover goes there as well. We’re trying to hold the line against Russia with just enough to put up a fight while the bulk of the troops go towards Italy.

      Last but not least, everything from Berlin and Kiel move down to Munich. Munich, like Tyrolia and Trieste, is a good central location that covers all of your options for the second round.

      What you do in Africa is up to you. It’s not relevant to the overall strategy.

      NOTE: A lot of this goes out the window if Russia attacks Germany, Silesia or Galcia R1. If Russia makes such a move, which is an over-extension, you should absolutely abandon the “KIF” strategy and crush Russia as quickly as possible.

      Now, with those very-specific first moves covered, I will give a general overview for how the rest of the game should play out. No specific moves this time, as you’ll mostly be reacting to what your opponent does at this point.

      AH2: Finish off Venice (if you couldn’t break it AH1), defend yourself against Russia as best you can. Build all land units, leaning towards ART (Germany will give Air Support).

      G2: Push into Piedmont and Tuscany (2-move from Tyrolia -> Venice -> Tuscany). Defend yourself against France and Russia appropriately. Build at least 1-2 FTRs to maintain Air Superiority across the board.

      If you got lucky, or if France played poorly, Italy will Economic-Collapse after their turn. If you’ve accomplished this, you’re on your way to a win.

      AH3: Push into Rome if possible. If not-possible, move the Tuscany guys into Naples/Piedmont as appropriate. Don’t press combat in Piedmont, you want to minimize France’s chances of saving Italy from Political-Collapse. Continue building land units and sending them towards Russia.

      G3: Push into Rome/Naples if Austria couldn’t manage it. Most of your attention should be on stopping France from saving Italy/defending the Ruhr/Munich line from France’s assault. Keep buying FTRs.

      At this point, Italy should Political-Collapse. If you got Italy to die this quickly, you’ve basically won. If you didn’t manage it yet, you still have one last chance in round 4 to finish them before the Americans start really giving you trouble.

      AH4: You may want to build navy at this point, if your fleet is still alive. You should mostly be focused on attacking Russia at this point. Hopefully after 3 rounds of buys from Germany/Austria Russia will be on the defensive.

      G4: Same advice as G3. If you didn’t finish off Italy yet this is your last chance.

      After this point, Italy is dead (hopefully), and the Americans have arrived. Your objective at this point changes dramatically. Austria should start buying navy and attempt to dislodge the Entente from SZ17 in particular. Taking this critical Sea Zone will prevent the Americans from making any last-minute plays into the Middle East or Italy, securing the IPCs you’ve gained there. Meanwhile, do your best to evacuate the German/Austrian armies from the Italian peninsula and reposition them to beat the French out of Germany before the game ends. Between whatever gains you made in Russia while all this was going on, and the gains you secured in Italy, you should have done more than enough to offset whatever IPCs you lost in the Ottoman-U.K. front and win the game.

      posted in Axis & Allies 1914
      DoManMacgeeD
      DoManMacgee
    • RE: Renegade Con Virtual: Axis and Allies

      @thrasher1 Revived, Classic and the original Europe and Pacific weren’t even listed as options for the “favorite game” section. Does Hasbro not have the rights to them or something?

      EDIT: Spring 42 also wasn’t listed, although I can’t really blame them on that front as I can’t imagine there’s a soul out there who’d list that as their favorite (although 41 is listed so…)

      EDIT #2: Did the Lord’s work and plugged this site wherever I could on the poll. If enough people follow suit we might be able to get some of these guys to lend us an ear for future releases, events, etc.

      posted in News
      DoManMacgeeD
      DoManMacgee
    • RE: Triple A North Africa?

      disclaimer: I playtested the game alongside Andrew and others from this forum and also bought a copy, so I did my bit

      Late to this thread but respectfully, having a tripleA plugin for this edition is something I view as monumentally important for developing the level of play on this new edition beyond the relatively basic level that I’ve seen so far on YouTube/social media/etc.

      Yes the physical game should be purchased to ensure that hasbro/renegade continues making more editions but if there is no officially sanctioned online client for a&a NA I see no reason why an open source project that makes 0 income (not even on ad revenue) shouldn’t be allowed to exist. This very forum exists today largely on the back of continued G40 league play, which is also done exclusively via tripleA.

      posted in Axis & Allies North Africa
      DoManMacgeeD
      DoManMacgee
    • RE: Low Luck Lies - The serious problems with this silly mechanic.

      Commenting on the general debate Re: LL Vs. Dice.

      I think LL is fine in and of itself for the reasons @AndrewAAGamer stated (after all, no one enjoys being cheated out of a game because of a stray sub-10% result of a critical battle not speaking from recent personal experiences at all what’s a “Gen Con”?).

      However, it must also be noted that due to the discrepancies that come with using LL it is effectively a different combat system than dice. That’s still fine in and of itself. Most wargames resolve combat between units by comparing combat stats/modifiers and rolling a single die (sometimes 2) and checking a results table. The issue, I think, is conflating the two and making major game balance decisions (setup changes, bidding, modded rules, etc.) for a dice-based game when the tests that led to said decisions were performing exclusively using LL.

      posted in Blogs
      DoManMacgeeD
      DoManMacgee
    • Shoutouts to the Graphics Team

      For having good taste and going with the Revised-style map instead of that atrociously ugly design they use in the actual 42SE game.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Larry Harris gencon 3.0 axis start?

      @JaxsonConnor Your strategy is focusing on a part of the board that should not be given as much effort as you are giving it (the Mediterranean/North Africa). Germany is never going to triumph over the combined efforts of the US/UK navy-wise, so it’s better to not waste your effort. Instead, focus 100% on defeating the USSR.

      There are two ways to do this, depending on where you are on the ladder:

      1. “Noob Killer”: This will only really work against weak players (Silver League and below), but will assure you a quick victory.
      • G1: Build all TANKs and 1 ART. Your attacks should focus on claiming Karelia, retaking Ukraine, and wiping out the starting UK Navy (let the Cruiser in SZ13 live, but destroy everything else). Move as many things as you can into Poland.

      You built TANKs because you need them to 2-move from Germany -> Ukraine for next turn.

      • G2: Build all FTRs, spend your spare money on INF/ART. Attack Ukraine with everything you possibly can. With your stack in Karelia, move into West Russia/Archangel if possible. Don’t overextend on the Karelia side of things if you don’t have to. You will now have a massive TANK stack in Ukraine, and a formidable INF/TANK stack in Karelia. If the Soviets have been too aggressive with you, they probably won’t have many troops left.

      You built FTRs because you need them to 3-move from Germany -> Caucasus/West Russia for next turn, then 1-move to NCM into Urkaine after the fight.

      • G3: Build all BOMBs, Hit West Russia, Caucasus, or both, depending on how the Soviets distributed their forces.

      You built BOMBs because you need them to 4-move from Germany -> Moscow next turn, then 2-move to NCM back to Ukraine/Karelia/wherever after the fight.

      • G4: Build as many INF as you can to defend against the US/UK Fleet. Take Moscow. At this point your opponent should surrender. If they do not, spend the following turns building mostly INF, cleaning up the US/UK drops, and pushing on to India/wherever to get your last VC(s).

      I can go into detail about Japan, but you specifically asked about Germany, so I won’t for now.

      1. “Slow and Steady”: The second strategy is much less specific, as it involves settling down to play a longer game against the Allies.
      • Basically, the idea is that you build 2 TANK/1-2 ART/Rest INF every turn, and slowly make your way towards Moscow instead of trying to rush things. Germany has a massive income advantage over the Soviets, so you should be leveraging it to win.
      • Your first objective should be to take the Karelia factory and use it to pump out reinforcements on the front lines every turn for the rest of the game.
      • After Karelia, you should start heading towards West Russia, as that territory is adjacent to both Caucasus and Moscow (the two major Soviet Factories).
      • The Russian player won’t be able to defend both, which will let you either scoop up Caucasus or take out Moscow. Once one falls, the other will follow.

      I didn’t assign specific turn numbers for these objectives because what turn you accomplish them (if at all) will vary from game-to-game based on how skilled your opponent is, and what strategies they are employing against you.

      If you absolutely insist on building fleet (please don’t). Don’t focus on the Mediterranean Fleet. Focus instead on buying an Aircraft Carrier for the Baltic Fleet and slowly attempting to merge the Mediterranean Fleet with the Baltic Fleet. You probably won’t succeed with this plan against a skilled Allies Player, but it’s worth a shot if that’s how you wanna play.

      EDIT: Grammar/Spelling/Formatting.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Allies strategy

      @thedesertfox From a purely mathematical standpoint, you’re correct. 4 TANK (or even 4 INF+2 ART) is a better combination than 2 FTR. However, the purpose of buying the air units is because they don’t have to stay in the territory they attack. This is an important point because most of the action on the Eastern Front is going to involve you sending 1-2 INF + 1-2 FTR against Germany territories containing 1-2 INF. In the 41 scenario specifically, the USSR starts with zero air units, so buying them on turn 1 (while you still can reasonably afford to) is a good idea. After Turn 1, you should stick to purely INF/ART (with maybe the occasional TANK if things are going extremely well for you).

      posted in 1941 Scenario
      DoManMacgeeD
      DoManMacgee
    • RE: Renegade Con Virtual: Axis and Allies

      @imperious-leader Revised is fine lol. Bid at moderate/high level is 4 to Axis for an extra ART in Libya (in online play with on time limit), even.

      Tank spam as Japan is good on paper but a good Allies player will have things in the Atlantic relatively under control by time Japan is anywhere near Moscow. Transports in Revised participate in combat, which means Germany can’t reliably kill UK’s BB fleet G1, which in turn lets you just build 1 CV then ramp up to 4 Transports and start landing across any of West Europe/East Europe/Karelia to severely kneecap Germany’s troop train. No starting Karelia Factory for Soviets to worry about + no starting India factory for UK to worry about means you can get a pretty seamless setup going by around B3 and even have the spare funds to dump a FTR or two into Moscow if you need it for dice odds. Japan can still threaten a win by hitting Moscow on ~turn 6 but by that point Allies should be just about to take Berlin to set up a US/UK Vs. Japan finale, assuming the game doesn’t just devolve into an INF stack stalemate instead.

      EDIT: That being said I don’t want Renegade to touch Revised other than just forcing Beamdog to roll it into the AAO Client (which will probably never happen). If they want to make a “42” sized game they should just make a 42 3rd Edition instead of messing with an older version.

      posted in News
      DoManMacgeeD
      DoManMacgee
    • RE: Low Luck Lies - The serious problems with this silly mechanic.

      @The_Good_Captain very insightful video with the math to back it up. Hope this one gets some traction for you.

      posted in Blogs
      DoManMacgeeD
      DoManMacgee

    Latest posts made by DoManMacgee

    • RE: Axis & Allies .org 2026 Support Drive

      @djensen Done. DM’d you the receipt info.

      posted in Website/Forum Discussion
      DoManMacgeeD
      DoManMacgee
    • RE: Axis & Allies .org 2026 Support Drive

      @djensen I hit “honored” by mistake because I did not realize “distinguished” was an option.
      Can I buy a second “honored” tier to get the “distinguished” role (120 X 2 = 240)?

      posted in Website/Forum Discussion
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Calling GG here. Germany is just going to die because of the 1-2 of IT + USA and then the game is over after that.

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 12
      
          Purchase Units - Germans
              Germans buy 5 artilleries, 10 infantry and 2 tanks; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              5 artilleries, 8 fighters and 14 infantry moved from Ukraine to Tatarstan
              6 infantry moved from Silesia to Galicia
              5 infantry moved from Berlin to Silesia
              2 artilleries, 9 infantry and 2 tanks moved from Berlin to Hanover
              3 artilleries, 8 infantry and 1 tank moved from Hanover to Ruhr
              1 artillery, 8 infantry and 2 tanks moved from Alsace to Lorraine
              1 artillery, 5 infantry and 2 tanks moved from Munich to Alsace
              17 artilleries, 4 fighters, 18 infantry and 3 tanks moved from Switzerland to Burgundy
      
          Combat - Germans
              Battle in Tatarstan
                  Germans attack with 5 artilleries, 8 fighters and 14 infantry
                  British defend with 1 infantry
                      Germans roll dice for 5 artilleries, 8 fighters and 14 infantry in Tatarstan, round 2 : 11/27 hits, 11.50 expected hits
                      British roll dice for 1 infantry in Tatarstan, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the British lost in Tatarstan
                  Germans win, taking Tatarstan from British with 5 artilleries, 8 fighters and 14 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
              Battle in Lorraine
                  Germans attack with 1 artillery, 8 infantry and 2 tanks
                  French defend with 1 infantry
                      Germans roll dice for 1 artillery, 8 infantry and 2 tanks in Lorraine, round 2 : 4/11 hits, 4.00 expected hits
                      French roll dice for 1 infantry in Lorraine, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the French lost in Lorraine
                  Germans win, taking Lorraine from French with 1 artillery, 8 infantry and 2 tanks remaining. Battle score for attacker is 3
                  Casualties for French: 1 infantry
              Battle in Burgundy
                  Germans attack with 17 artilleries, 4 fighters, 18 infantry and 3 tanks
                  British defend with 1 infantry; French defend with 2 artilleries and 16 infantry; Americans defend with 1 artillery and 19 infantry
                      Germans roll dice for 17 artilleries, 4 fighters, 18 infantry and 3 tanks in Burgundy, round 2 : 24/42 hits, 22.50 expected hits
                      French roll dice for 3 artilleries and 36 infantry in Burgundy, round 2 : 20/39 hits, 19.50 expected hits
                      1 fighter owned by the Germans, 13 infantry owned by the Germans and 3 tanks owned by the Germans lost in Burgundy
                      19 infantry owned by the Americans, 1 artillery owned by the Americans, 3 infantry owned by the French and 1 infantry owned by the British lost in Burgundy
                  French and Germans reach a stalemate
                  . Battle score for attacker is 10
                  Casualties for Germans: 1 fighter, 13 infantry and 3 tanks
                  Casualties for Americans: 1 artillery and 19 infantry
                  Casualties for British: 1 infantry
                  Casualties for French: 3 infantry
      
          Combat Move - Germans
              Turning on Edit Mode
              EDIT: Removing units owned by Germans from Burgundy: 2 fighters
              EDIT: Adding units owned by Germans to Burgundy: 2 infantry
              EDIT: Turning off Edit Mode
      
          Place Units - Germans
              5 artilleries, 10 infantry and 2 tanks placed in Berlin
      
          Turn Complete - Germans
              Germans collect 55 PUs; end with 55 PUs
      

      Combat Hit Differential Summary :

      French regular : 0.00
      Germans regular : 1.00
      British regular : -0.50
      

      AH-Secret-Strat-G12.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 12
      
          Actions - AustroHungarians
      
          Purchase Units - AustroHungarians
              AustroHungarians buy 1 battleship and 3 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - AustroHungarians
              1 artillery and 1 infantry moved from Switzerland to Tyrolia
              4 artilleries and 3 infantry moved from Switzerland to Venice
              1 infantry moved from Vienna to Tyrolia
      
          Combat - AustroHungarians
              AustroHungarians creates battle in territory Trieste
              Battle in Tyrolia
                  AustroHungarians attack with 1 artillery and 2 infantry
                  Italians defend with 1 infantry
                      AustroHungarians roll dice for 1 artillery and 2 infantry in Tyrolia, round 2 : 1/3 hits, 1.33 expected hits
                      Italians roll dice for 1 infantry in Tyrolia, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Italians lost in Tyrolia
                  AustroHungarians win, taking Tyrolia from Italians with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Italians: 1 infantry
              Battle in Venice
                  AustroHungarians attack with 4 artilleries and 3 infantry
                  Italians defend with 1 infantry
                      AustroHungarians roll dice for 4 artilleries and 3 infantry in Venice, round 2 : 3/7 hits, 3.50 expected hits
                      Italians roll dice for 1 infantry in Venice, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Italians lost in Venice
                  AustroHungarians win, taking Venice from Italians with 4 artilleries and 3 infantry remaining. Battle score for attacker is 3
                  Casualties for Italians: 1 infantry
      
          Combat Move - AustroHungarians
      
          Place Units - AustroHungarians
              1 battleship placed in SZ 18
              3 infantry placed in Vienna
      
          Turn Complete - AustroHungarians
              AustroHungarians collect 24 PUs; end with 25 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -1.00
      AustroHungarians regular : -0.83
      
      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 11
      
          Purchase Units - Ottomans
              Ottomans buy 1 fighter and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Ottomans
              1 infantry moved from Albania to Trieste
              1 artillery and 1 infantry moved from Ankara to Constantinople
              2 artilleries and 4 infantry moved from Smyrna to Constantinople
              1 artillery and 1 infantry moved from Serbia to Bulgaria
      
          Combat - Ottomans
              Ottomans creates battle in territory Syrian Desert
              Battle in Bulgaria
                  Ottomans attack with 1 artillery and 1 infantry
                  Italians defend with 1 infantry
                      Ottomans roll dice for 1 artillery and 1 infantry in Bulgaria, round 2 : 2/2 hits, 1.00 expected hits
                      Italians roll dice for 1 infantry in Bulgaria, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Italians lost in Bulgaria
                  Ottomans win, taking Bulgaria from Italians with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Italians: 1 infantry
      
          Combat Move - Ottomans
      
          Place Units - Ottomans
              1 fighter and 4 infantry placed in Constantinople
      
          Turn Complete - Ottomans
              Ottomans collect 18 PUs; end with 18 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -0.50
      Ottomans regular : 1.00
      

      AH-Secret-Strat-O11.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @DoManMacgee Game History

      Round: 11
      
          Purchase Units - Germans
              Germans buy 2 artilleries, 14 infantry and 2 tanks; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              1 unit repaired.
              6 infantry moved from Berlin to Silesia
              5 infantry moved from Silesia to Galicia
              2 fighters and 1 infantry moved from Galicia to Ukraine
              1 artillery and 1 infantry moved from Ukraine to Romania
              4 artilleries, 14 infantry and 1 tank moved from Lorraine to Switzerland
              5 infantry and 1 tank moved from Belgium to Alsace
              1 artillery, 3 infantry and 1 tank moved from Ruhr to Alsace
              1 artillery, 5 infantry and 2 tanks moved from Hanover to Munich
              3 artilleries, 8 infantry and 1 tank moved from Berlin to Hanover
      
          Combat - Germans
              Battle in Romania
                  Germans attack with 1 artillery and 1 infantry
                  Italians defend with 1 infantry
                      Germans roll dice for 1 artillery and 1 infantry in Romania, round 2 : 1/2 hits, 1.00 expected hits
                      Italians roll dice for 1 infantry in Romania, round 2 : 1/1 hits, 0.50 expected hits
                      1 artillery owned by the Germans lost in Romania
                      1 infantry owned by the Italians lost in Romania
                  Germans win, taking Romania from Italians with 1 infantry remaining. Battle score for attacker is -1
                  Casualties for Germans: 1 artillery
                  Casualties for Italians: 1 infantry
              Battle in Switzerland
                  Germans attack with 17 artilleries, 4 fighters, 18 infantry and 3 tanks; AustroHungarians loiter and taunt
                  Americans defend with 1 infantry
                      Germans roll dice for 17 artilleries, 4 fighters, 18 infantry and 3 tanks in Switzerland, round 2 : 30/42 hits, 22.50 expected hits
                      Italians roll dice for 1 infantry in Switzerland, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Americans lost in Switzerland
                  Germans win, taking Switzerland from Italians with 17 artilleries, 4 fighters, 18 infantry and 3 tanks remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
      
          Combat Move - Germans
      
          Place Units - Germans
              2 artilleries, 14 infantry and 2 tanks placed in Berlin
      
          Turn Complete - Germans
              Germans collect 62 PUs; end with 62 PUs
      

      Combat Hit Differential Summary :

      Italians regular : 0.00
      Germans regular : 7.50
      

      AH-Secret-Strat-G11.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 11
      
          Actions - AustroHungarians
      
          Purchase Units - AustroHungarians
              AustroHungarians buy 2 battleships and 1 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - AustroHungarians
              2 artilleries and 3 infantry moved from Tyrolia to Switzerland
              1 infantry moved from Vienna to Trieste
      
          Combat - AustroHungarians
              Battle in Switzerland
                  Germans loiter and taunt; AustroHungarians attack with 7 artilleries and 5 infantry
                  Italians defend with 6 infantry; Americans defend with 2 infantry
                      AustroHungarians roll dice for 7 artilleries and 5 infantry in Switzerland, round 2 : 7/12 hits, 6.00 expected hits
                      Italians roll dice for 8 infantry in Switzerland, round 2 : 3/8 hits, 4.00 expected hits
                      2 infantry owned by the AustroHungarians and 1 artillery owned by the AustroHungarians lost in Switzerland
                      1 infantry owned by the Americans and 6 infantry owned by the Italians lost in Switzerland
                  Italians and AustroHungarians reach a stalemate
                  . Battle score for attacker is 11
                  Casualties for AustroHungarians: 1 artillery and 2 infantry
                  Casualties for Italians: 6 infantry
                  Casualties for Americans: 1 infantry
      
          Combat Move - AustroHungarians
              Turning on Edit Mode
              EDIT: Removing units owned by AustroHungarians from Switzerland: 1 artillery
              EDIT: Adding units owned by AustroHungarians to Switzerland: 1 infantry
              EDIT: Turning off Edit Mode
              Turning on Edit Mode
                      EDIT: 0/2 hits, 0.33 expected hits
                  EDIT: Turning off Edit Mode
              EDIT: 2 battleships moved from SZ 18 to SZ 17
      
          Place Units - AustroHungarians
              2 battleships placed in SZ 18
              1 infantry placed in Vienna
      
          Turn Complete - AustroHungarians
              AustroHungarians collect 22 PUs; end with 22 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -1.00
      EDIT: : -0.33
      AustroHungarians regular : 1.00
      
      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 10
      
          Purchase Units - Ottomans
              Ottomans buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Ottomans
              1 artillery and 1 infantry moved from Trieste to Serbia
              1 infantry moved from Trieste to Albania
                    Ottomans take Albania from Italians
              1 infantry moved from Trieste to Serbia
              2 artilleries and 5 infantry moved from Constantinople to Smyrna
              1 artillery and 2 infantry moved from Ankara to Syrian Desert
              4 fighters moved from Mesopotamia to Syrian Desert
              1 artillery moved from Mesopotamia to Ankara
      
          Combat - Ottomans
              Ottomans creates battle in territory Mesopotamia
              Battle in Syrian Desert
                  Ottomans attack with 1 artillery, 4 fighters and 2 infantry
                  British defend with 1 artillery and 4 infantry
                      Ottomans roll dice for 1 artillery, 4 fighters and 2 infantry in Syrian Desert, round 2 : 4/7 hits, 2.83 expected hits
                      British roll dice for 1 artillery and 4 infantry in Syrian Desert, round 2 : 3/5 hits, 2.50 expected hits
                      1 artillery owned by the Ottomans, 1 fighter owned by the Ottomans and 1 infantry owned by the Ottomans lost in Syrian Desert
                      1 artillery owned by the British and 3 infantry owned by the British lost in Syrian Desert
                  British and Ottomans reach a stalemate
                  . Battle score for attacker is 0
                  Casualties for Ottomans: 1 artillery, 1 fighter and 1 infantry
                  Casualties for British: 1 artillery and 3 infantry
              Battle in Serbia
                  Ottomans attack with 1 artillery and 2 infantry
                  Italians defend with 1 infantry
                      Ottomans roll dice for 1 artillery and 2 infantry in Serbia, round 2 : 3/3 hits, 1.33 expected hits
                      Italians roll dice for 1 infantry in Serbia, round 2 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Ottomans lost in Serbia
                      1 infantry owned by the Italians lost in Serbia
                  Ottomans win, taking Serbia from Italians with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Ottomans: 1 infantry
                  Casualties for Italians: 1 infantry
              Battle in Smyrna
                  Ottomans attack with 2 artilleries and 5 infantry
                  British defend with 1 infantry
                      Ottomans roll dice for 2 artilleries and 5 infantry in Smyrna, round 2 : 1/7 hits, 3.00 expected hits
                      British roll dice for 1 infantry in Smyrna, round 2 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Ottomans lost in Smyrna
                      1 infantry owned by the British lost in Smyrna
                  Ottomans win, taking Smyrna from British with 2 artilleries and 4 infantry remaining. Battle score for attacker is 0
                  Casualties for Ottomans: 1 infantry
                  Casualties for British: 1 infantry
      
          Combat Move - Ottomans
      
          Place Units - Ottomans
              2 artilleries and 4 infantry placed in Constantinople
      
          Turn Complete - Ottomans
              Ottomans collect 18 PUs; end with 18 PUs
      

      Combat Hit Differential Summary :

      Italians regular : 0.50
      Ottomans regular : 0.83
      British regular : 1.00
      

      AH-Secret-Strat-O10.tsvg

      I think the statistics just got worse IDK

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee
    • RE: 1914 TGC (Entente) v Doman (CP), oob

      @The_Good_Captain Game History

      Round: 10
      
          Purchase Units - Germans
              Germans buy 3 artilleries, 14 infantry and 1 tank; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              2 units repaired.
              3 artilleries, 6 fighters and 6 infantry moved from Galicia to Ukraine
              3 artilleries and 8 infantry moved from Moscow to Ukraine
              1 infantry moved from Silesia to Galicia
              2 fighters moved from Berlin to Galicia
              5 infantry moved from Berlin to Silesia
              1 artillery, 5 infantry and 2 tanks moved from Berlin to Hanover
              1 artillery, 3 infantry and 1 tank moved from Hanover to Ruhr
              5 infantry and 1 tank moved from Ruhr to Belgium
              4 artilleries, 14 infantry and 1 tank moved from Alsace to Lorraine
      
          Combat - Germans
              Germans creates battle in territory Switzerland
              Battle in Belgium
                  Germans attack with 5 infantry and 1 tank
                  British defend with 1 infantry
                      Germans roll dice for 5 infantry and 1 tank in Belgium, round 2 : 1/6 hits, 2.00 expected hits
                      British roll dice for 1 infantry in Belgium, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the British lost in Belgium
                  Germans win, taking Belgium from British with 5 infantry and 1 tank remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
              Battle in Lorraine
                  Germans attack with 4 artilleries, 14 infantry and 1 tank
                  British defend with 1 infantry
                      Germans roll dice for 4 artilleries, 14 infantry and 1 tank in Lorraine, round 2 : 7/19 hits, 7.67 expected hits
                      French roll dice for 1 infantry in Lorraine, round 2 : 1/1 hits, 0.50 expected hits
                  Units damaged: 1 tank owned by the Germans
                      1 infantry owned by the British lost in Lorraine
                  Germans win, taking Lorraine from French with 4 artilleries, 14 infantry and 1 tank remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
      
          Combat Move - Germans
      
          Place Units - Germans
              3 artilleries, 14 infantry and 1 tank placed in Berlin
      
          Turn Complete - Germans
              Germans collect 62 PUs; end with 62 PUs
      

      Combat Hit Differential Summary :

      French regular : 0.50
      Germans regular : -1.67
      British regular : -0.50
      

      AH-Secret-Strat-G10.tsvg

      posted in Play Boardgames
      DoManMacgeeD
      DoManMacgee