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    The Goosh

    @The Goosh

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    • War Plan Red-Orange - a new TripleA map!

      Sorry if this is the wrong place for this, couldn’t find a better area to put this.

      Version 0.1.2 Image jpg smaller.jpg

      The year is 1911. With the Boxer Rebellion and the rise of the Eight-Nation Alliance being a recent memory, China once again comes into focus. The new nationalist revolution will bring the Great Powers even closer to each other than at the turn of the century, far too close for comfort. This power struggle leaves the Empire of Japan with two options: one, as in our history, is to support the burgeoning revolutionaries against their and Japan’s great rival, the Qing Dynasty. But why must they pretend to support ROC for any reason other than their ability to further destabilize China as a political entity? When will there be a better opportunity for Japan to exert their will throughout Asia? And so emerges a second path forward: the Second Sino-Japanese War. The Nationalists and Imperialists are quick to form a united front to repel the invasion, though tensions remain high and the state weak.

      Seeing this as a desperate attempt for complete control of critical Chinese markets, the United States declares war on Japan in short order. This brings about a state of war between the US and the Anglo-Japanese Alliance. With the Royal Navy occupied in both the Atlantic and the Pacific, Germany makes a similar conclusion to Japan: they will never be given a better chance to rout the British surface fleet and hastily advance into Warsaw and Paris. Austria-Hungary follows suit, and the currently warring empires of Italy and Turkey quickly pick sides. And as the united Chinese front quickly collapses and the European theater draws to a stalemate, all eyes are on the United States; will the combined might of her main naval rivals collapse in on her, or will her swift conquest of Canada fund an expeditionary force capable of ravaging Africa, the Pacific, or Europe?

      Welcome to War Plan Red-Orange, a new alternate history TripleA map that explores the scenario posed by the United States’ War Plan Red-Orange, hypothesizing a war with both Japan and Great Britain. If you love maps like Domination 1914: No Man’s Land, but wished they were more global in scope, this is the map for you. Of course, it’s built from the ground up on the original Domination, so it’s more of a cousin to NML with its own identity than a sister. This means that when we get around to it, there will be a unique tech system and a unique implementation of the Balkan Wars, the Arabian jihad, and the communist uprisings in Russia.

      If you would like to help beta test this project, we’ve made a Discord server here: https://discord.gg/Mwkq4HM3pu If you don’t have a Discord account or would rather stay here, we will also run some test games through this site if there’s demand for it. Before I send out a download link, I’ll wait to gather any immediate feedback people have on the map, then I’ll make those changes and send that version out. To help with that feedback:

      Entente: Japan, Britain, France, Italy, Russia
      Centrals: China, United States, Germany, Austria, Ottomans
      Turn order: Japan->China->US->Britain->Germany->France->Austria->Italy->Ottomans->Russia
      V1.2 TUV Table.png

      posted in Other Games
      T
      The Goosh
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      Hey, I was pointed to this article from elsewhere and I absolutely love it! All the analysis in here is fascinating and really has helped me up my game. I think the most interesting part to me is the discussion on the value of units versus their actual cost, which is something I always kinda intuited but never really thought about and mathed out liked this.

      I wanted to ask where a lot of the numbers for the values of things come from, especially mobility and certain special abilities like bombing runs and bombardments. I ask this because I wanted to do a similar analysis of units on some TripleA maps I like with different unit types that have some stats beyond what Global 1940 units have. In particular, I’m looking at Domination 1914 No Man’s Land, where there are 3 things that I’m having trouble assigning value to:

      • More mobile land and air units: As always, the base mobility of a land unit on this map is 1, while the base mobility of an air unit is 3 instead of 4. The really tricky thing is that there are now two tiers of mobility for land and air units. There are land units that can move at 2 and some that can even move at 3, and the same goes for air: some units move at 4 and some at 5. What would be a fair mobility value for a land unit with 3 movement, and would an air unit with only one more mobility than base have a mobility value of 2, or would it have a value of 4 and the mobility value of something with two more movement than base jump to 8? To complicate things further, you can unlock technology that makes certain naval units move at 3, so what would be the value of naval mobility in this case?
      • Bombing runs: In this variant, industrial complexes don’t have internal anti-air capabilities, instead you need AA guns to shoot down bombers at the same hit rate. However, unlike on most WWII maps, the vast majority of industrial complexes don’t start on tiles with AA guns, meaning your opponent has to buy them for each factory you could potentially raid. At the same time, there are no bombers like strat bombers that add 2 to whatever they roll on bombing run rolls, and there is no escort/interceptor mechanic for fighters. I tried to do the math on this myself and the best I could get was that the value of 3 for a strat bomber’s SA came from getting an average of 5 raids until it gets shot down, as well as an average on one fighter getting shot down every six raids. This means it should be 5 times an average damage of 5.5 = 27.5 minus 12 and 10 for losing a strat bomber and a fighter = 5.5, divided by 2 because of the fact that instead of taking a territory, where you gain and your opponent loses, only your opponent loses without you gaining = 2.75 rounded up = 3. So in Domination 1914 No Man’s Land, that would mean a strategic bombing SA is worth 5 times an average roll of 3.5 = 17.5 plus one AA gun your opponent has to buy = 22.5 minus 16 (the cost of bombers in this variant) = 6.5 divided by 2 = 3.25 rounded down = 3? Is that how you came up with the value of a strategic bombing run SA, and does that seem fair for the value of it on this map?
      • Bombardments: There are suicide units called “gas” that do what are effectively submarine first strikes on land, but then they die immediately. Being charitable, I would compare this more to bombardments (that are even stronger because the units taken as casualties from them don’t get to counter-attack) as they can’t be negated by destroyer-like units. In fact, they’re really even stronger than that because there are special trench units that are cheap and very durable (they’re 2-hit) that normally soak up all the damage of an attack, but casualties from gas can’t be taken to trenches, so your opponent has to kill their actual defensive units first. The problem is that gas costs 4, so because you lose them after their first strike, this SA needs to be worth 4.5 or more innately for it to not be negative value overall, and that seems wrong. Now, this could just be explained by gas being really really bad, but the community consensus is that gas is quite good, so no matter what, the numbers here don’t seem to be adding up.

      Thanks for reading through this, I don’t demand that you answer everything and try to solve what the values of these units should be, I mostly was just curious where you got the value numbers initially for Global 1940 units so I could reverse engineer it and apply them to other units. Again, I absolutely love this post, this is probably one of the best articles I’ve seen in all of board gaming as a hobby!

      posted in Axis & Allies Global 1940
      T
      The Goosh
    • RE: War Plan Red-Orange - a new TripleA map!

      New update to the map!
      version 0.2.0 image jpg smaller.jpg
      Download this new version here: https://drive.google.com/drive/folders/1aufJg2xzguh71Rx556cVMc0obC1Bpsfq?usp=drive_link
      Download instructions:

      • Download the “war_plan_red_orange” folder within the “Version 0.2.0” folder and unzip it.
      • Add this to C:/Users/(your username)/triplea/downloadedMaps
      • Rename the map.properties.txt file in war_plan_red_orange/map to map.properties. There are a few different ways to do this, a good one is to look at the folder in file explore, hit View->file name extensions, and then rename the file without the .txt suffix. Credit to Lost for telling me about this method.
      posted in Other Games
      T
      The Goosh
    • RE: War Plan Red-Orange - a new TripleA map!

      Another update, version 0.3.0!
      0.3.0 jpg smaller.jpg
      The technology system has been reworked, every country now has a unique ladder of techs to climb and you unlock tech with tech tokens. Plus, the Portuguese and the Dutch have been added!
      Download it here: https://drive.google.com/drive/folders/1EowcYb0cA0qfcVIqZaasKfUgzp_aBd9G?usp=drive_link
      Download instructions:

      • Download the “war_plan_red_orange” folder contained in the link
      • Add this to C:/Users/(your username)/triplea/downloadedMaps
      • Once you hit “select maps” in TripleA, the file should automatically be unzipped and it should just work. If you are still running into issues, please report them to me!

      Also, we have a Discord server now! https://discord.gg/78EEWmuK7C

      posted in Other Games
      T
      The Goosh

    Latest posts made by The Goosh

    • RE: War Plan Red-Orange - a new TripleA map!

      Another update, version 0.3.0!
      0.3.0 jpg smaller.jpg
      The technology system has been reworked, every country now has a unique ladder of techs to climb and you unlock tech with tech tokens. Plus, the Portuguese and the Dutch have been added!
      Download it here: https://drive.google.com/drive/folders/1EowcYb0cA0qfcVIqZaasKfUgzp_aBd9G?usp=drive_link
      Download instructions:

      • Download the “war_plan_red_orange” folder contained in the link
      • Add this to C:/Users/(your username)/triplea/downloadedMaps
      • Once you hit “select maps” in TripleA, the file should automatically be unzipped and it should just work. If you are still running into issues, please report them to me!

      Also, we have a Discord server now! https://discord.gg/78EEWmuK7C

      posted in Other Games
      T
      The Goosh
    • RE: War Plan Red-Orange - a new TripleA map!

      New update to the map!
      version 0.2.0 image jpg smaller.jpg
      Download this new version here: https://drive.google.com/drive/folders/1aufJg2xzguh71Rx556cVMc0obC1Bpsfq?usp=drive_link
      Download instructions:

      • Download the “war_plan_red_orange” folder within the “Version 0.2.0” folder and unzip it.
      • Add this to C:/Users/(your username)/triplea/downloadedMaps
      • Rename the map.properties.txt file in war_plan_red_orange/map to map.properties. There are a few different ways to do this, a good one is to look at the folder in file explore, hit View->file name extensions, and then rename the file without the .txt suffix. Credit to Lost for telling me about this method.
      posted in Other Games
      T
      The Goosh
    • War Plan Red-Orange - a new TripleA map!

      Sorry if this is the wrong place for this, couldn’t find a better area to put this.

      Version 0.1.2 Image jpg smaller.jpg

      The year is 1911. With the Boxer Rebellion and the rise of the Eight-Nation Alliance being a recent memory, China once again comes into focus. The new nationalist revolution will bring the Great Powers even closer to each other than at the turn of the century, far too close for comfort. This power struggle leaves the Empire of Japan with two options: one, as in our history, is to support the burgeoning revolutionaries against their and Japan’s great rival, the Qing Dynasty. But why must they pretend to support ROC for any reason other than their ability to further destabilize China as a political entity? When will there be a better opportunity for Japan to exert their will throughout Asia? And so emerges a second path forward: the Second Sino-Japanese War. The Nationalists and Imperialists are quick to form a united front to repel the invasion, though tensions remain high and the state weak.

      Seeing this as a desperate attempt for complete control of critical Chinese markets, the United States declares war on Japan in short order. This brings about a state of war between the US and the Anglo-Japanese Alliance. With the Royal Navy occupied in both the Atlantic and the Pacific, Germany makes a similar conclusion to Japan: they will never be given a better chance to rout the British surface fleet and hastily advance into Warsaw and Paris. Austria-Hungary follows suit, and the currently warring empires of Italy and Turkey quickly pick sides. And as the united Chinese front quickly collapses and the European theater draws to a stalemate, all eyes are on the United States; will the combined might of her main naval rivals collapse in on her, or will her swift conquest of Canada fund an expeditionary force capable of ravaging Africa, the Pacific, or Europe?

      Welcome to War Plan Red-Orange, a new alternate history TripleA map that explores the scenario posed by the United States’ War Plan Red-Orange, hypothesizing a war with both Japan and Great Britain. If you love maps like Domination 1914: No Man’s Land, but wished they were more global in scope, this is the map for you. Of course, it’s built from the ground up on the original Domination, so it’s more of a cousin to NML with its own identity than a sister. This means that when we get around to it, there will be a unique tech system and a unique implementation of the Balkan Wars, the Arabian jihad, and the communist uprisings in Russia.

      If you would like to help beta test this project, we’ve made a Discord server here: https://discord.gg/Mwkq4HM3pu If you don’t have a Discord account or would rather stay here, we will also run some test games through this site if there’s demand for it. Before I send out a download link, I’ll wait to gather any immediate feedback people have on the map, then I’ll make those changes and send that version out. To help with that feedback:

      Entente: Japan, Britain, France, Italy, Russia
      Centrals: China, United States, Germany, Austria, Ottomans
      Turn order: Japan->China->US->Britain->Germany->France->Austria->Italy->Ottomans->Russia
      V1.2 TUV Table.png

      posted in Other Games
      T
      The Goosh
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      Hey, I was pointed to this article from elsewhere and I absolutely love it! All the analysis in here is fascinating and really has helped me up my game. I think the most interesting part to me is the discussion on the value of units versus their actual cost, which is something I always kinda intuited but never really thought about and mathed out liked this.

      I wanted to ask where a lot of the numbers for the values of things come from, especially mobility and certain special abilities like bombing runs and bombardments. I ask this because I wanted to do a similar analysis of units on some TripleA maps I like with different unit types that have some stats beyond what Global 1940 units have. In particular, I’m looking at Domination 1914 No Man’s Land, where there are 3 things that I’m having trouble assigning value to:

      • More mobile land and air units: As always, the base mobility of a land unit on this map is 1, while the base mobility of an air unit is 3 instead of 4. The really tricky thing is that there are now two tiers of mobility for land and air units. There are land units that can move at 2 and some that can even move at 3, and the same goes for air: some units move at 4 and some at 5. What would be a fair mobility value for a land unit with 3 movement, and would an air unit with only one more mobility than base have a mobility value of 2, or would it have a value of 4 and the mobility value of something with two more movement than base jump to 8? To complicate things further, you can unlock technology that makes certain naval units move at 3, so what would be the value of naval mobility in this case?
      • Bombing runs: In this variant, industrial complexes don’t have internal anti-air capabilities, instead you need AA guns to shoot down bombers at the same hit rate. However, unlike on most WWII maps, the vast majority of industrial complexes don’t start on tiles with AA guns, meaning your opponent has to buy them for each factory you could potentially raid. At the same time, there are no bombers like strat bombers that add 2 to whatever they roll on bombing run rolls, and there is no escort/interceptor mechanic for fighters. I tried to do the math on this myself and the best I could get was that the value of 3 for a strat bomber’s SA came from getting an average of 5 raids until it gets shot down, as well as an average on one fighter getting shot down every six raids. This means it should be 5 times an average damage of 5.5 = 27.5 minus 12 and 10 for losing a strat bomber and a fighter = 5.5, divided by 2 because of the fact that instead of taking a territory, where you gain and your opponent loses, only your opponent loses without you gaining = 2.75 rounded up = 3. So in Domination 1914 No Man’s Land, that would mean a strategic bombing SA is worth 5 times an average roll of 3.5 = 17.5 plus one AA gun your opponent has to buy = 22.5 minus 16 (the cost of bombers in this variant) = 6.5 divided by 2 = 3.25 rounded down = 3? Is that how you came up with the value of a strategic bombing run SA, and does that seem fair for the value of it on this map?
      • Bombardments: There are suicide units called “gas” that do what are effectively submarine first strikes on land, but then they die immediately. Being charitable, I would compare this more to bombardments (that are even stronger because the units taken as casualties from them don’t get to counter-attack) as they can’t be negated by destroyer-like units. In fact, they’re really even stronger than that because there are special trench units that are cheap and very durable (they’re 2-hit) that normally soak up all the damage of an attack, but casualties from gas can’t be taken to trenches, so your opponent has to kill their actual defensive units first. The problem is that gas costs 4, so because you lose them after their first strike, this SA needs to be worth 4.5 or more innately for it to not be negative value overall, and that seems wrong. Now, this could just be explained by gas being really really bad, but the community consensus is that gas is quite good, so no matter what, the numbers here don’t seem to be adding up.

      Thanks for reading through this, I don’t demand that you answer everything and try to solve what the values of these units should be, I mostly was just curious where you got the value numbers initially for Global 1940 units so I could reverse engineer it and apply them to other units. Again, I absolutely love this post, this is probably one of the best articles I’ve seen in all of board gaming as a hobby!

      posted in Axis & Allies Global 1940
      T
      The Goosh