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    Argothair

    @Argothair

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    Best posts made by Argothair

    • Argo's Middleweight Map for 1939 & 1942

      Hello! I’m starting this thread to show off drafts of a new map for TripleA that I’m working on. I call it the “middleweight” map because it’s meant to have a medium size and complexity – somewhat larger than Revised, but somewhat smaller than World at War. I’ll be updating this top post as I progress through the design work. Some of my design goals for this map include:

      (1) Break up the “capital areas” into multiple tiles, so that central Germany, continental USA, mainland Japan, etc. are not so easy to defend.
      (2) Add a few buffer tiles that are meant to be traded back and forth in the opening so that players don’t lose their capitals or their entire economies on the first turn, e.g., Belgium and Argonne between France and Germany, or Vladivostok and Buryatia between Siberia and Manchuria.
      (3) Place virtually all islands between sea zones instead of inside sea zones, so that controlling islands is a useful way to improve your mobility and logistics – you don’t have to waste an entire flying into and out of each sea zone, for example.
      (4) Ensure that crossing the Atlantic and Pacific Oceans is difficult yet possible – players should have to put some thought and advance planning into how and where to cross, but the time lag should not be so extreme that you have to buy transports on turn 1 to have a chance of retaking a victory city on turn 5.
      (5) Eliminate most of the ‘extra’ tiles in Siberia, China, Africa, etc. that are meant to take up space and slow down enemy invasions…enemy invasions should be slowed by defending troops in plausible chokepoints, not by sheer distance alone.
      (6) Use clear visual signals to help call attention to the strategic features of the map, e.g., all Allies in light colors and all Axis in dark colors; all victory cities are in large circles that look visually distinct from other territories.
      (7) Enhance replayability by offering many different economically valuable theaters to fight in; all territories are worth at least 1 IPC, and it should not be obvious which direction(s) each nation should be trying to expand.
      (8) Reduce the importance of capital looting; you can still steal some cash when you sack a capital, but it shouldn’t totally shut down a players’ ability to manufacture new units.

      The screenshots below are very early drafts; I haven’t assigned territory values or put down starting units yet, but hopefully it will give you an idea of where I’m headed. Feedback on game balance, strategy, software bugs (e.g. territories are missing a connection) and user experience is extremely welcome at all times. Feedback on graphic design and historical accuracy is welcome primarily if you are volunteering to do some of the work of improving those areas of the game, e.g., if you want to contribute some images or edit the .xml file to include proper country names, great, I will be happy to send you the files; if you just want to complain that I got your favorite territory’s name wrong, that’s not as useful.

      I plan to make two different scenarios for this map, one for 1939 and one for 1942. If you want to make a different scenario, I will be happy to send you the source files! As always, thanks to all of my buddies here on the forum who have contributed ideas, images, and feedback over the years – I could not have started this project without you, and, frankly, if I didn’t have buddies like you to hang out with, then I wouldn’t even want to work on this type of map. :-)

      1939:
      032f7558-28bc-48ef-b025-adab1325a93e-image.png

      1942:
      b4117391-c940-4f95-b287-f19b29dd5a27-image.png

      posted in Other Axis & Allies Variants
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      Argothair
    • RE: Find League Opponents Thread

      @Stucifer I’m looking for a Path to Victory league game in response to Stucifer’s generous offer to sponsor a membership! I am rusty and don’t know which side has the advantage in PtV, so I will let you select the bid, and then we can flip a coin to see which side you play! In other words, if you bid 6 for the axis, you’ve got a 50% chance of getting the Axis with 6, and a 50% chance of having to play the Allies while I get the Axis with 6…so make the bid fair; it’s in your own interest!

      posted in League
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      Argothair
    • RE: Mechanized Russia

      6 tanks is a good R2/R3 buy if you think you can actually use those tanks to stop Germany from safely stacking Bryansk or Belarus or Eastern Ukraine or something like that. The most obvious reason why that might be true is if Germany attempted Sea Lion, but it could also happen if Germany got diced in Paris and lost most of their fast movers, or if Germany bought a ton of infantry and artillery on G1/G2, or if Germany bought a bunch of subs and bombers on G1/G2. Basically if you can slow Germany down by a full turn by preventing them from stacking the next territory in their lineup (or by taking that territory back from them after they’ve unsafely stacked there) then you gain almost a full additional turn of Russian income before the Russian capital and/or economy collapses, which more than pays for the inefficiency of tank purchases.

      On the other hand, if you buy 6 tanks and don’t stop Germany from advancing on schedule, then, yeah, you’ve just blown money Russia can’t afford to lose, and Germany will get Moscow for cheap.

      Buying 2 to 3 artillery and/or mech. infantry per turn as Russia is almost always a good idea, because it can force Germany to keep their forces together, or it can allow you to defensively stack, e.g., Leningrad for an extra turn and then safely retreat your mechanized forces (or send mechanized forces from Moscow to the rescue of a stack of infantry retreating to, e.g., Bryansk). You pull off one trick like that, and, again it pays for itself. You win a couple of battles against pairs of German units with 2 inf, 1 art, 1 ftr that you might have lost with 3 inf, 1 ftr, and, again, it pays for itself. Even if you don’t manage to pull that off, the difference between having 9 (or 27) Russian units and 10 (or 30) Russian units is not game-changing…we’re talking about a few percent on the Moscow battle or a few extra tanks for Germany after they conquer it; we’re not talking about throwing the game way.

      It’s also just more fun to have something to do with the Russians other than turtle. If it’s not clearly worse to buy a few mechs and art, why not enjoy yourself?

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: Axis & Allies balance problems …

      This is basically my favorite topic.

      I agree that in most A&A games, transports are too expensive, especially for tournament play (since tournaments usually have fewer rounds, which means there’s less opportunity for the transport to slowly pay for itself over many rounds).

      I think it’s going too far to say that expensive transports are the reason why A&A games are unbalanced. I think the reason why A&A games are unbalanced is that most games are unbalanced by default, and it takes an enormous amount of skill and effort and testing to make a game balanced, and historically Avalon Hill etc. have not invested that level of effort into balancing their A&A games, and even if they did put more effort into balancing their games, it’s not always clear that they would be successful.

      If you imagine the game designer as an archer who is shooting arrows at a paper target, then getting a “balanced” game is like the bullseye. If the average bid is 5 IPCs or less, then the game is at least roughly balanced. That’s the bullseye – it’s the width of a one-time payment of 5 IPCs. But there’s no special reason why the arrow has to hit the bullseye. Maybe the game will need a one-time payment of 10 or 20 or 80 IPCs. Maybe the game is so unbalanced that you’ve got to add extra national objectives or extra unit types for one side, or change the turn order, or something drastic like that. There are lots of ways to shoot an arrow at a balanced game and “miss.” The total design space is much, much wider than 5 IPCs – it’s hundreds and hundreds of IPCs “wide.”

      At the start of an A&A game, the position is intentionally asymmetrical: the Axis will have more armies and planes, and the Allies will control more territory. That means you can’t necessarily tell whether the game is balanced just by glancing at it – it’s not obvious what the conversion factor should be between Total Unit Value (TUV) and Production (IPCs). Do the Axis need an extra 3 IPCs of TUV for every 1 IPC of Allied advantage in the production value of their starting territories? Or is the ratio closer to 2:1? 4:1? 5:1? It depends on what the best-available opening strategies are, and how effective they are, and how quickly and reliably the Axis can expect to conquer Allied territory, and, yes, on how much it will cost the Allies to build up a fleet of transports (or minor factories) with which to project their power from far-away sources of income such as New York City and London. It’s very hard to say what the exact ratio of TUV Advantage to Production Advantage should be without extensive playtesting and/or complicated, detailed analysis. It’s not something you can just eyeball.

      So when you make a new Axis & Allies game, it might look balanced to the naked eye, but if you’re even slightly wrong about the proper ratio of TUV to Production, you could easily be so wrong that re-balancing your game will require a bid of 30 or 60 or 200 IPCs.

      There’s a kind of horrible paradox in A&A design: if you design a great game, then people will play it to death over many years, and, in so doing, will invent all kinds of new openings that change how rapidly the Axis are able to conquer territory from the Allies. When people first started playing Global 1940 2nd Edition, even moderately-skilled players weren’t necessarily familiar with Dark Skies, or Middle Earth, or Bright Skies, or the Russian tank blitz, or the Yunnan stack – all of which are sort of core parts of the way the game is currently played. But if you’re looking at the game and trying to figure out how large of a bid the Allies need, well, that depends in part on how good the Allied opening strategies are and how good the Axis opening strategies are. So you’re trying to balance a game with literally hundreds of pieces so finely that you don’t want to need to add even two more pieces to one side – i.e., to within 1% tolerances – but you’re also hoping to build a game that’s dynamic and interesting enough that as people play it, they’ll develop new openings and new approaches to the game.

      After all, if players could work out the “one best strategy” for an A&A game within a few months after it was released, and nobody could ever improve on that strategy, then it wouldn’t be a very good game, or, at least, it wouldn’t have much replay value. But if you can’t work out the “one best strategy” with 1,000 players in 6 months, then you probably also can’t work out the “one best strategy” with 10 playtesters in 2 years – so the playtesters are necessarily going to miss some of the best opening strategies, which in turn will throw off the balance in the opening.

      I do fault the designers of Axis & Allies Spring 1942 2nd Edition, because the balance on that game isn’t even close – ordinary, straightforward play by the Axis should win at least 80% of the games at even a moderate skill level if the Allies don’t get a bid. You don’t have to do anything fancy to win that game as the Axis – just build 1/2 infantry, 1/6 artillery, and 1/3 tanks with both Germany and Japan, leave a couple of infantry at home to guard Berlin and Tokyo, and send the rest of the units to Moscow. Roll some dice, and then the Axis win. This is a strategy that the designers could have and should have discovered during playtesting, so they should have been aware that the game was not balanced out-of-the-box, and they should have changed the rules or the starting setup accordingly.

      For the other games, I don’t necessarily fault the designers; they made a reasonable effort to hit the target, and they just happened to miss. World War I is massively biased in favor of the Allies, but it took a little while to figure that out; it wasn’t necessarily obvious that Britain needed to spend its entire budget in India, or that the USA needed to spend its entire budget on shoring up Rome via the Mediterranean. These are ahistorical strategies that haven’t really been tried in previous A&A games, so it’s fine that they came as a surprise to the designers.

      Same thing with A&A Anniversary Edition 1941: it turns out that the Italians are able to can-open for the Germans in a way that devastates Russia, and that it’s too hard to stop Japan’s amphibious explosion because there’s nowhere sane for the Allies to build a Pacific factory, but those weren’t necessarily problems that were obvious in advance: these problems were the result of changes in the Italian and Chinese setup that were new to Anniversary.

      I would like to see cheaper transports as an option, especially for tournament games, but I don’t think there’s any way to set a price on transports (or to scrap transports in favor of infantry-carrying cruiser groups) that would eliminate the hard problem of balance.

      posted in Axis & Allies Discussion & Older Games
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      Argothair
    • RE: Argo's Middleweight Map for 1939 & 1942

      @vodot @barnee @Black_Elk @General-6-Stars @Karl7 @Navalland

      After years of development, I am pleased to report that Argo’s Middleweight Map is live on TripleA! Look for it as “argomidweight” under the Experimental tab from the “Map Downloads” button, and let me know if you have any trouble. Karl, the paratrooper controls have been fixed; I promise they work now. Vodot, the Azores are a usable territory. Navalland, Case Blue is totally a thing now. I think you’re all going to have some fun. :)

      posted in Other Axis & Allies Variants
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      Argothair
    • RE: Find League Opponents Thread

      Hello! I’m looking for a second playtester for my new WW2v3 Deluxe map, available for download through the server. The scenario starts in October 1941 (one turn after Barbarossa) and mostly follows the WW2v3 ruleset, although there are cheaper ships, minor factories, new national objectives, and a few more territories added in key regions. Stucifer is very kindly playing the Allies against me in an ongoing game. Anyone want to start a second game as the Axis, so I can try out the Allies?

      If you want more info on the map, you can check out this post: https://www.axisandallies.org/forums/topic/39680/aa50-anniversary-modular-map-overlays-splitting-australia-the-balkans-and-sea-zones-adding-cairo-malaya-singapore-rio-cape-town-recruitment-centers-and-tons-more/55

      31b1ef56-a076-4bfb-be52-f9f66bd00d45-image.png

      posted in League
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      Argothair
    • RE: We need an allied playbook.

      Against my better judgment, here are some thoughts on the “meta” or “structure” of an Allied playbook.

      With respect to Germany and Japan, the Allies are like the black pieces in chess – they’re responding to Axis initiative, so a good Allied player needs a battle plan for each of the most popular German and Japanese openings.

      With respect to Italy, the Allies are like the white pieces in chess – the Allies set the initiative, and Italy has to respond. Depending on what the Allies do, Italy could start the game with one transport or three transports, with a big force in East Africa or no units in East Africa with a big stack in Tobruk or no forces in Tobruk, with Vichy control guaranteed, or with Vichy nearly impossible and an Allied landing force in Greece. So a good Allied player doesn’t need different plans to use against Italy; they just need one good anti-Italian attack. (A master-class player will need different plans so they can perfectly adapt their play to the situation on the board and keep their opponent off-balance, but that’s beyond the scope of a “playbook.”)

      As I see it, the most popular German openings are:

      • Sea Lion (build transports and some surface ships, focus on taking London on G3),
      • Barbarossa (build mechs and tanks, focus on taking Moscow G5 - G7 with enough tanks/planes left over to threaten Egypt),
      • Dark Skies (build mechs and bombers, focus on holding all Allies at bay with bombers while Germany accumulates income advantages from Norway, Leningrad, Stalingrad, and maybe Egypt and/or Iraq).

      The most popular Japanese openings, as far as I can tell, are:

      • a J1 attack on the Philippines and Borneo with the idea of taking all of the money islands by J2-J3 and taking India J3-J6 or at least knocking the UK Pacific’s income down to near-zero very quickly
      • a J1 attack on Pearl Harbor, with or without an invasion of Hawaii, with the idea of tying down US assets to help Germany win in Europe
      • a conservative J2 or J3 attack that focuses on knocking out China early and making high-value trades to keep Japan’s options wide open so they can threaten Russia, India, or Australia later in the game
      • a suicidal attack on Russia, often through China, with planes being sacrificed to airblitz open a path and/or strategically bomb Moscow to weaken Russia for a German win.

      So a good Allied playbook needs ways to address all 7 of these Axis openings, as well as one good anti-Italian attack. Personally, I prefer scrambling no planes against the German naval attacks and then launching the Taranto raid every game, combined with moving the Pacific transport to Persia and the Mediterranean transport to either Southern France (if needed to prevent Vichy) or Greece (if Vichy will not be triggered). On turn 1, always, I like to buy a factory in Egypt and 2 inf, 1 ftr in London. I like to follow that up with a factory in Persia, build mostly land units until Italy is cleared out of Africa, Iraq, and/or Syria, and then build mostly subs to shut Italy down in Sea Zone 97. It’s not a foolproof plan and there are times when something else might be slightly better, but this plan will always work well enough, no matter what your Axis opponents are doing. The Allies have enough to think about in the opening without trying to memorize five different anti-Italian openings.

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      @cloud7707 Thank you for sharing this! I am inspired by your work to try to develop a ‘Deluxe Anniversary’ edition that includes many of the changes proposed by @vodot, some of your changes, and even a playable France.

      I am experimenting with an October 1941 start date – it has always bothered me that Germany’s invasion of Russia (June 1941) and Japan’s attack on Pearl Harbor (December 1941) both happen on turn 1 of a standard Anniversary game. By starting the game in October 1941, I hope to make a J1 Pearl Harbor attack (and the explosive expansion to Singapore, the Philippines, the East Indies, etc.) feel more natural. I also hope players will find it interesting to consider how Germany can/should continue its invasion of Barbarossa – the G1 turn in standard Anniversary feels pretty scripted to me by now, so this will be a fresh puzzle, of sorts.

      As you say, coding in TripleA is challenging and there is much work to do, but here are some early screenshots:

      17339017-fab9-4070-8253-ebdf88c5cb2e-image.png

      2a825ed5-745a-4083-9b1b-ae2bcdbfab60-image.png

      posted in Customizations
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      Argothair
    • RE: German airbase in Holland r1

      @trulpen I really like the way you are thinking about how to pose thorny dilemmas for your opponent, but I don’t think spending 15 IPCs to save a damaged Battleship is ever a cost-effective play against an opponent who can calmly respond to an unexpected opening.

      The thing is, Germany barely has a use for a battleship. They’re not going to get into round after round of combat where they can keep repairing it and leveraging the efficiency of the free hit. They’re not going to be doing much shore bombardment. At least in the Baltic / North Sea region, they’re not brushing up against factory limits; you can drop 20 units a turn. As aequitas points out, in the long run Germany isn’t a naval power anyway; the US & UK will eventually win control of the Atlantic Ocean; it’s just a matter of time.

      Would I spend 5 IPCs to save a German BB? Sure. It’s of some use; it’s a large piece. But 15 IPCs is almost the whole cost of the BB. The Axis need to expand explosively in the first few turns in order to compete; any investments you make need to pay a very high interest rate. The interest rate on rescuing your BB is low because you buy the AB turn 1, then turn 2 the BB goes back into the Baltic to lick its wounds, then on G3 you get to move the BB somewhere. Where, exactly? To hit Leningrad? I mean, OK, maybe – but that does what, exactly…reduces your chances of losing an 8 IPC destroyer? And has decent odds of bombarding one Soviet infantry? So ballpark you’re earning something like 4 IPC + 2 IPC = 6 IPC, two turns later, on your 15 IPC airbase investment.

      Meanwhile, if you just leave the BB alone, and let it stay wounded in the British sea zone, it’s got a 2/3 chance of killing a British destroyer or fighter – there’s your 6 IPCs right there.

      So, yes, you’re laying an interesting trap for your opponents by inviting them to hit a BB that’s defended by 3 fighters and either come in too weak or pass up on the chance to do Taranto and hit mostly air…but if they see the trap and ignore your BB and do Taranto anyway, then you’ve spent 15 IPC to save a piece that’s really only worth about 10 IPCs at most to the German side.

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: Argo's Middleweight Map for 1939 & 1942

      Now with territory values and a lighter color for the sea zone!

      32919 draft.png

      posted in Other Axis & Allies Variants
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      Argothair

    Latest posts made by Argothair

    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      @Stucifer Yeah, scrambling is fun! I wanted to minimize the rules changes for this particular map – see how far I can get with just new territories and new sea zones. I agree that in general everywhere should be able to scramble.

      I’ve had fun with A2/D3/C8 planes on other maps (which I originally stole from World at War), but once I start tweaking the fighter stats I want to tweak all the other stats and pretty soon it’s a totally new unit roster. If you give a mouse a cookie…

      Anyway, happy holidays, and you just make your move if and when you find that you have time to resume the game. Good luck with the PTV championship.

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      @Stucifer Had enough? We don’t have to finish the game if you’re not into it.

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      @Stucifer Thank you! I thought the playtest went great; I had a nice time, learned how to improve the game, and got some positive comments from the players.

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      TripleA Turn Summary: Japanese round 6

      TripleA Turn Summary for game: World War II v3 1941 Deluxe

      Game History

      Round: 6
      
          Purchase Units - Japanese
              Japanese buy 3 armour, 2 artilleries, 1 bomber and 11 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Japanese
              1 fighter moved from 62b Sea Zone to 50b Sea Zone
              2 infantry moved from Yunnan to Szechuan
              2 infantry moved from Hunan to Szechuan
              1 armour moved from Henan to Szechuan
              2 fighters moved from 36 Sea Zone to Szechuan
              1 infantry moved from Henan to Hubei
              2 armour moved from Ningxia to Suiyuan
              2 armour moved from Suiyuan to Hubei
              1 fighter moved from India to 34b Sea Zone
              1 infantry moved from Japan to 62b Sea Zone
              1 infantry moved from Japan to 62b Sea Zone
              2 infantry and 1 transport moved from 62b Sea Zone to 51 Sea Zone
              1 infantry moved from 51 Sea Zone to Caroline Islands
                    Japanese take Caroline Islands from Americans
              1 infantry moved from 51 Sea Zone to Caroline Islands
              1 transport moved from 62a Sea Zone to 62b Sea Zone
              1 infantry moved from Ceylon to 35b Sea Zone
              1 artillery moved from Thailand to 36 Sea Zone
              1 infantry moved from Thailand to 36 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 62a Sea Zone
              1 infantry moved from Manchuria to Hulunbuir
                    Japanese take Hulunbuir from Russians
              1 artillery and 1 infantry moved from 62a Sea Zone to Manchuria
              1 infantry and 1 transport moved from 35b Sea Zone to 36 Sea Zone
              1 carrier, 1 cruiser and 1 destroyer moved from 36 Sea Zone to 62b Sea Zone
              1 infantry moved from 36 Sea Zone to Thailand
      
          Combat - Japanese
              Battle in 50b Sea Zone
                  Japanese attack with 1 fighter
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 50b Sea Zone
                  Japanese win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for Americans: 1 transport
              Battle in 34b Sea Zone
                  Japanese attack with 1 fighter
                  British defend with 1 transport
                      1 transport owned by the British lost in 34b Sea Zone
                  Japanese win with 1 fighter remaining. Battle score for attacker is 6
                  Casualties for British: 1 transport
              Battle in Hubei
                  Japanese attack with 2 armour and 1 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 2 armour and 1 infantry in Hubei, round 2 : 2/3 hits, 1.17 expected hits
                      Chinese roll dice for 1 infantry in Hubei, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Hubei
                      1 infantry owned by the Chinese lost in Hubei
                  Japanese win, taking Hubei from Chinese with 2 armour remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Chinese: 1 infantry
              Battle in Szechuan
                  Japanese attack with 1 armour, 2 fighters and 4 infantry
                  Chinese defend with 1 aaGun, 1 bunker, 1 flyingTiger and 1 infantry
                      Chinese roll AA dice in Szechuan : 0/2 hits, 0.33 expected hits
                      Japanese roll dice for 1 armour, 2 fighters and 4 infantry in Szechuan, round 2 : 2/7 hits, 2.17 expected hits
                  Units damaged: 1 bunker owned by the Chinese
                      Chinese roll dice for 1 bunker, 1 flyingTiger and 1 infantry in Szechuan, round 2 : 1/3 hits, 1.67 expected hits
                      1 infantry owned by the Japanese lost in Szechuan
                      1 infantry owned by the Chinese lost in Szechuan
                      Japanese roll dice for 1 armour, 2 fighters and 3 infantry in Szechuan, round 3 : 3/6 hits, 2.00 expected hits
                      Chinese roll dice for 1 bunker and 1 flyingTiger in Szechuan, round 3 : 1/2 hits, 1.33 expected hits
                      1 infantry owned by the Japanese lost in Szechuan
                      1 flyingTiger owned by the Chinese and 1 bunker owned by the Chinese lost in Szechuan
                  Japanese win, taking Szechuan from Chinese with 1 armour, 2 fighters and 2 infantry remaining. Battle score for attacker is 6
                  Casualties for Japanese: 2 infantry
                  Casualties for Chinese: 1 bunker, 1 flyingTiger and 1 infantry
      
          Non Combat Move - Japanese
              2 infantry moved from Indochina to Thailand
              1 fighter moved from Szechuan to Hunan
              1 fighter moved from Szechuan to Hunan
              2 infantry moved from Fukien to Hunan
              1 fighter moved from 34b Sea Zone to India
              1 fighter moved from 50b Sea Zone to 62b Sea Zone
      
          Place Units - Japanese
              1 artillery and 1 infantry placed in Thailand
              2 infantry placed in Burma
              1 armour, 1 artillery and 1 infantry placed in India
              1 armour and 2 infantry placed in Manchuria
              1 armour, 1 bomber and 5 infantry placed in Japan
      
          Turn Complete - Japanese
              Japanese collect 59 PUs; end with 59 PUs
              Objective 1 Japanese Oil: Japanese met a national objective for an additional 8 PUs; end with 67 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : -0.33
      Japanese regular : 1.67
      Chinese AA : -0.33
      

      Savegame

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      @Stucifer I’ll be delayed for a few days – I’m getting ready to playtest a physical board game I made.Sturmfront setup.jpg

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      TripleA Turn Summary: Germans round 6

      TripleA Turn Summary for game: World War II v3 1941 Deluxe

      Game History

      Round: 6
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans repair damage of 3x factory; Remaining resources: 62 PUs; 0 techTokens; 
              Germans buy 9 armour, 2 artilleries and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Germans
              1 infantry moved from Leningrad to Archangel
              1 artillery moved from Leningrad to Archangel
              1 infantry moved from Leningrad to Vologda
              1 infantry moved from Leningrad to Vologda
              1 infantry moved from Belorussia to Vologda
              1 infantry moved from East Poland to Eastern Ukraine
              1 infantry moved from Ukraine to Eastern Ukraine
              1 artillery moved from Ukraine to East Poland
              1 artillery moved from Romania to East Poland
              1 infantry moved from Romania to Ukraine
              1 armour moved from Ukraine to Belorussia
              1 armour moved from East Poland to Vologda
              1 armour moved from East Poland to Belorussia
              1 armour moved from East Poland to Belorussia
              1 infantry moved from Romania to East Poland
              3 armour moved from Germany to East Poland
              1 fighter moved from Romania to Eastern Ukraine
              1 destroyer, 1 submarine and 1 transport moved from 16b Sea Zone to 16a Sea Zone
              1 bomber moved from Leningrad to Vologda
              1 fighter moved from Norway to Archangel
              1 fighter moved from Belorussia to Vologda
              1 fighter moved from Germany to Eastern Ukraine
              2 infantry moved from Germany to 5a Sea Zone
              2 cruisers, 1 destroyer, 2 infantry, 2 submarines and 1 transport moved from 5a Sea Zone to 5b Sea Zone
              2 infantry moved from 5b Sea Zone to Leningrad
              5 infantry moved from Germany to Poland
              4 infantry moved from Norway to Finland
              1 infantry moved from France to NW Europe
              1 artillery and 1 infantry moved from France to Germany
      
          Combat - Germans
              Battle in Archangel
                  Germans attack with 1 artillery, 1 fighter and 1 infantry
                  Russians defend with 1 armour
                      Germans roll dice for 1 artillery, 1 fighter and 1 infantry in Archangel, round 2 : 0/3 hits, 1.17 expected hits
                      Russians roll dice for 1 armour in Archangel, round 2 : 0/1 hits, 0.50 expected hits
                      Germans roll dice for 1 artillery, 1 fighter and 1 infantry in Archangel, round 3 : 1/3 hits, 1.17 expected hits
                      Russians roll dice for 1 armour in Archangel, round 3 : 0/1 hits, 0.50 expected hits
                      1 armour owned by the Russians lost in Archangel
                  Germans win, taking Archangel from Russians with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 5
                  Casualties for Russians: 1 armour
              Battle in Vologda
                  Germans attack with 1 armour, 1 bomber, 1 fighter and 3 infantry
                  Russians defend with 1 artillery and 1 infantry
                      Germans roll dice for 1 armour, 1 bomber, 1 fighter and 3 infantry in Vologda, round 2 : 5/6 hits, 2.17 expected hits
                      Russians roll dice for 1 artillery and 1 infantry in Vologda, round 2 : 0/2 hits, 0.67 expected hits
                      1 infantry owned by the Russians and 1 artillery owned by the Russians lost in Vologda
                  Germans win, taking Vologda from Russians with 1 armour, 1 bomber, 1 fighter and 3 infantry remaining. Battle score for attacker is 7
                  Casualties for Russians: 1 artillery and 1 infantry
              Battle in Eastern Ukraine
                  Germans attack with 2 fighters and 2 infantry
                  Russians defend with 1 infantry
                      Germans roll dice for 2 fighters and 2 infantry in Eastern Ukraine, round 2 : 2/4 hits, 1.33 expected hits
                      Russians roll dice for 1 infantry in Eastern Ukraine, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Eastern Ukraine
                      1 infantry owned by the Russians lost in Eastern Ukraine
                  Germans win, taking Eastern Ukraine from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Germans: 1 infantry
                  Casualties for Russians: 1 infantry
      
          Non Combat Move - Germans
              1 fighter moved from Eastern Ukraine to Belorussia
              1 fighter moved from Eastern Ukraine to Romania
              1 fighter moved from Archangel to Leningrad
              1 bomber moved from Vologda to Germany
              1 fighter moved from Vologda to Belorussia
      
          Place Units - Germans
              1 armour, 1 artillery and 1 infantry placed in Leningrad
              1 artillery and 2 infantry placed in Romania
              8 armour placed in Germany
      
          Turn Complete - Germans
              Germans collect 57 PUs; end with 57 PUs
              Objective 1 German Oil: Germans met a national objective for an additional 2 PUs; end with 59 PUs
      

      Combat Hit Differential Summary :

      Russians regular : -1.00
      Germans regular : 2.17
      

      Savegame

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      TripleA Turn Summary: Italians round 5

      TripleA Turn Summary for game: World War II v3 1941 Deluxe

      Game History

      Round: 5
      
          Purchase Units - Italians
              Italians buy 2 armour and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Italians
              1 bomber moved from Italy to 8 Sea Zone
              1 armour and 2 infantry moved from Romania to East Poland
              1 infantry moved from Balkans to Romania
              1 infantry moved from Greece to Balkans
              1 infantry moved from Italy to Balkans
              1 armour moved from Vichy to Balkans
              1 infantry moved from Italy to Vichy
              1 fighter moved from Italy to East Poland
      
          Combat - Italians
              Battle in 8 Sea Zone
                  Italians attack with 1 bomber
                  Americans defend with 1 transport
                      1 transport owned by the Americans lost in 8 Sea Zone
                  Italians win with 1 bomber remaining. Battle score for attacker is 6
                  Casualties for Americans: 1 transport
      
          Non Combat Move - Italians
              1 bomber moved from 8 Sea Zone to NW Europe
      
          Place Units - Italians
              2 armour and 3 infantry placed in Italy
      
          Turn Complete - Italians
              Italians collect 19 PUs; end with 19 PUs
      

      Combat Hit Differential Summary :

      Savegame

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      TripleA Turn Summary: Japanese round 5

      TripleA Turn Summary for game: World War II v3 1941 Deluxe

      Game History

      Round: 5
      
          Purchase Units - Japanese
              Japanese buy 1 artillery, 1 battleship, 1 destroyer, 1 fighter and 9 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Japanese
              1 infantry moved from India to Persia
              2 fighters moved from 35a Sea Zone to Persia
              2 infantry moved from Burma to Yunnan
              1 fighter moved from Thailand to Yunnan
              1 armour moved from Suiyuan to Chinghai
                    Japanese take Chinghai from Chinese
              1 armour moved from Chinghai to Ningxia
              1 armour moved from Manchuria to Ningxia
              2 infantry moved from Java to 38b Sea Zone
              1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 2 infantry and 1 transport moved from 38b Sea Zone to 36 Sea Zone
              1 transport moved from 36 Sea Zone to 62a Sea Zone
              1 fighter and 2 infantry moved from 36 Sea Zone to Indochina
              1 infantry moved from Thailand to Hunan
                    Japanese take Hunan from Chinese
              2 infantry moved from Japan to 62a Sea Zone
              2 infantry moved from 62a Sea Zone to Fukien
              1 infantry moved from Kiangsu to Henan
              1 armour moved from Manchuria to Henan
              1 fighter moved from 62b Sea Zone to Fukien
              1 fighter moved from 62b Sea Zone to Fukien
              1 infantry moved from Thailand to Indochina
              1 infantry moved from Thailand to Hunan
              1 infantry moved from Thailand to Yunnan
              1 fighter moved from 62b Sea Zone to 36 Sea Zone
              1 infantry moved from India to 35a Sea Zone
              1 infantry and 1 transport moved from 35a Sea Zone to 35b Sea Zone
              1 infantry moved from 35b Sea Zone to Ceylon
                    Japanese take Ceylon from British
              1 artillery moved from India to Persia
              1 infantry moved from India to 35a Sea Zone
              1 infantry and 1 transport moved from 35a Sea Zone to 32 Sea Zone
              1 infantry moved from 32 Sea Zone to French Madagascar
                    Japanese take French Madagascar from French
      
          Combat - Japanese
              Battle in Fukien
                  Japanese attack with 2 fighters and 2 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 2 fighters and 2 infantry in Fukien, round 2 : 2/4 hits, 1.33 expected hits
                      Chinese roll dice for 1 infantry in Fukien, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Fukien
                  Japanese win, taking Fukien from Chinese with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in Persia
                  Japanese attack with 1 artillery, 2 fighters and 1 infantry
                  French defend with 1 infantry
                      Japanese roll dice for 1 artillery, 2 fighters and 1 infantry in Persia, round 2 : 3/4 hits, 1.67 expected hits
                      British roll dice for 1 infantry in Persia, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Persia
                      1 infantry owned by the French lost in Persia
                  Japanese win, taking Persia from British with 1 artillery and 2 fighters remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for French: 1 infantry
              Battle in Indochina
                  Japanese attack with 1 fighter and 3 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 cruiser in Indochina, round 2 : 0/1 hits, 0.50 expected hits
                      Japanese roll dice for 1 fighter and 3 infantry in Indochina, round 2 : 0/4 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Indochina, round 2 : 0/1 hits, 0.33 expected hits
                      Japanese roll dice for 1 fighter and 3 infantry in Indochina, round 3 : 0/4 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Indochina, round 3 : 0/1 hits, 0.33 expected hits
                      Japanese roll dice for 1 fighter and 3 infantry in Indochina, round 4 : 1/4 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Indochina, round 4 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Indochina
                      1 infantry owned by the Chinese lost in Indochina
                  Japanese win, taking Indochina from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Chinese: 1 infantry
              Battle in Henan
                  Japanese attack with 1 armour and 1 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 armour and 1 infantry in Henan, round 2 : 2/2 hits, 0.67 expected hits
                      Chinese roll dice for 1 infantry in Henan, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Henan
                  Japanese win, taking Henan from Chinese with 1 armour and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
              Battle in Yunnan
                  Japanese attack with 1 fighter and 3 infantry
                  Chinese defend with 1 infantry
                      Japanese roll dice for 1 fighter and 3 infantry in Yunnan, round 2 : 2/4 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Yunnan, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Yunnan
                      1 infantry owned by the Chinese lost in Yunnan
                  Japanese win, taking Yunnan from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 0
                  Casualties for Japanese: 1 infantry
                  Casualties for Chinese: 1 infantry
              Battle in Ningxia
                  Japanese attack with 2 armour
                  Chinese defend with 1 infantry
                      Japanese roll dice for 2 armour in Ningxia, round 2 : 0/2 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Ningxia, round 2 : 0/1 hits, 0.33 expected hits
                      Japanese roll dice for 2 armour in Ningxia, round 3 : 1/2 hits, 1.00 expected hits
                      Chinese roll dice for 1 infantry in Ningxia, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Chinese lost in Ningxia
                  Japanese win, taking Ningxia from Chinese with 2 armour remaining. Battle score for attacker is 3
                  Casualties for Chinese: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter moved from Indochina to 36 Sea Zone
              2 fighters moved from Persia to 35a Sea Zone
              2 fighters moved from Fukien to 62b Sea Zone
              1 fighter moved from Yunnan to India
      
          Place Units - Japanese
              1 destroyer placed in 35a Sea Zone
              1 battleship and 1 fighter placed in 62b Sea Zone
              2 infantry placed in India
              3 infantry placed in Manchuria
              1 artillery and 1 infantry placed in Thailand
              2 infantry placed in Burma
              1 infantry placed in Japan
      
          Turn Complete - Japanese
              Japanese collect 58 PUs; end with 58 PUs
              Objective 1 Japanese Oil: Japanese met a national objective for an additional 10 PUs; end with 68 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : -0.67
      Japanese regular : 0.83
      British regular : 0.67
      

      Savegame

      posted in Play Boardgames
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      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      @Stucifer Hmm. I moved before my coffee kicked in this morning. Instead of just moving the German fighter from Normandy to Germany, I should have had it kill the unprotected French transport in sea zone 12 and then land in Algeria.

      If you think it’s too late to change that, I understand. If not, would you please edit that in?

      Cheers.

      posted in Play Boardgames
      A
      Argothair
    • RE: WW2v3 Deluxe Argothair (Axis) v. Stucifer (Allies) - playtest #1

      TripleA Turn Summary: Germans round 5

      TripleA Turn Summary for game: World War II v3 1941 Deluxe

      Game History

      Round: 5
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 3 armour, 2 artilleries and 13 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Germans
              1 infantry moved from Romania to 16a Sea Zone
              1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 16a Sea Zone to 16b Sea Zone
              1 infantry moved from 16b Sea Zone to Armenia
                    Germans take Armenia from Russians
              1 infantry moved from East Poland to Ukraine
              1 armour moved from East Poland to Ukraine
              1 fighter moved from East Poland to Eastern Ukraine
              1 fighter moved from Germany to Eastern Ukraine
              1 infantry moved from Belorussia to Eastern Ukraine
              1 artillery moved from Belorussia to Eastern Ukraine
              1 armour moved from East Poland to Eastern Ukraine
              1 artillery moved from Leningrad to Vologda
              1 infantry moved from Leningrad to Vologda
              1 bomber moved from Romania to Vologda
              1 artillery, 1 fighter and 1 infantry moved from Romania to Ukraine
              1 infantry moved from Leningrad to Archangel
              1 infantry moved from Finland to Leningrad
              2 armour moved from East Poland to Belorussia
              1 infantry moved from Poland to East Poland
              3 armour moved from Germany to East Poland
              1 infantry moved from Germany to France
              1 infantry moved from Germany to 5a Sea Zone
              1 infantry moved from Germany to 5a Sea Zone
              2 infantry moved from 5a Sea Zone to Norway
              1 fighter moved from Normandy to France
              1 fighter moved from France to Germany
      
          Combat - Germans
              Battle in Ukraine
                  Germans attack with 1 armour, 1 artillery, 1 fighter and 2 infantry
                  Russians defend with 1 artillery and 1 infantry
                      Germans roll dice for 1 armour, 1 artillery, 1 fighter and 2 infantry in Ukraine, round 2 : 0/5 hits, 1.83 expected hits
                      Russians roll dice for 1 artillery and 1 infantry in Ukraine, round 2 : 0/2 hits, 0.67 expected hits
                      Germans roll dice for 1 armour, 1 artillery, 1 fighter and 2 infantry in Ukraine, round 3 : 3/5 hits, 1.83 expected hits
                      Russians roll dice for 1 artillery and 1 infantry in Ukraine, round 3 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Germans lost in Ukraine
                      1 infantry owned by the Russians and 1 artillery owned by the Russians lost in Ukraine
                  Germans win, taking Ukraine from Russians with 1 armour, 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 4
                  Casualties for Germans: 1 infantry
                  Casualties for Russians: 1 artillery and 1 infantry
              Battle in Eastern Ukraine
                  Germans attack with 1 armour, 1 artillery, 2 fighters and 1 infantry
                  Russians defend with 2 infantry
                      Germans roll dice for 1 armour, 1 artillery, 2 fighters and 1 infantry in Eastern Ukraine, round 2 : 3/5 hits, 2.17 expected hits
                      Russians roll dice for 2 infantry in Eastern Ukraine, round 2 : 2/2 hits, 0.67 expected hits
                      1 artillery owned by the Germans and 1 infantry owned by the Germans lost in Eastern Ukraine
                      2 infantry owned by the Russians lost in Eastern Ukraine
                  Germans win, taking Eastern Ukraine from Russians with 1 armour and 2 fighters remaining. Battle score for attacker is -1
                  Casualties for Germans: 1 artillery and 1 infantry
                  Casualties for Russians: 2 infantry
              Battle in Vologda
                  Germans attack with 1 artillery, 1 bomber and 1 infantry
                  Russians defend with 1 artillery
                      Germans roll dice for 1 artillery, 1 bomber and 1 infantry in Vologda, round 2 : 2/3 hits, 1.33 expected hits
                      Russians roll dice for 1 artillery in Vologda, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Vologda
                      1 artillery owned by the Russians lost in Vologda
                  Germans win, taking Vologda from Russians with 1 artillery and 1 bomber remaining. Battle score for attacker is 1
                  Casualties for Germans: 1 infantry
                  Casualties for Russians: 1 artillery
      
          Non Combat Move - Germans
              1 bomber moved from Vologda to Leningrad
              1 fighter moved from Eastern Ukraine to Belorussia
              1 fighter moved from Ukraine to Romania
              1 fighter moved from Eastern Ukraine to Germany
      
          Place Units - Germans
              2 infantry placed in Algeria
              1 artillery and 2 infantry placed in Leningrad
              1 artillery and 2 infantry placed in Romania
              3 armour and 7 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 61 PUs; end with 61 PUs
              Objective 1 German Oil: Germans met a national objective for an additional 4 PUs; end with 65 PUs
      

      Combat Hit Differential Summary :

      Russians regular : 1.67
      Germans regular : 0.83
      

      Savegame

      posted in Play Boardgames
      A
      Argothair