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    Argothair

    @Argothair

    2020 '19 '18 '17 '16

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    Argothair Follow
    2020 '19 SFO '18 '17 '16

    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
      A
      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
      A
      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
      A
      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
      A
      Argothair
    • Balanced Mod [Anniversary 41]

      UPDATE: Balanced Mod is live on TripleA! Download the map from the bottom of the “Good Maps” section if you want to try it.

      e78f5629-88ea-4492-a1b8-72713fdf3c8f-image.png

      91fd3ea3-0342-4867-af25-be159556119f-image.png

      Third draft based on feedback from everyone and playtests with @axis_roll – thank you for commenting!

      The conventional wisdom is that A&A 50th Anniversary Edition, 1941 Scenario requires a large bid for the Allies, so I thought I’d try my hand at creating an alternate set of national objectives that could balance the game not by giving the Allies a large up-front gift of units, but by giving the Allies a chance to develop a mighty economy that can turn the tides of war in the middle-game. The goal is to have some more adrenaline and some more asymmetry in the game play – the Axis will expand very rapidly in the first few turns, but they’ll need to shut down most of the Allied NOs as part of their initial expansion, or else they’re likely to get crushed around turn 7 or 8 by the Allied rebound. I’ve also slightly changed China’s starting setup (and some of the Chinese movement/income rules) to make China more relevant. Note that the Turkish Straits / Black Sea are considered open for both ships and planes for all players.

      It’s not required, but I recommend adding the air interception rules from Global 1940’s Balanced Mod: fighters escort and intercept strategic bombing raids using one die per fighter that hits an enemy plane on a 2 or less, and strategic bombers roll one die per bomber that hits an enemy plane on a 1 or less if they are challenged by interceptors. Strategic bombers that make it through any interceptors and/or flak to roll damage should deal 1d6 + 1 points of damage to a factory, not 1d6: so if you roll a 3, you deal 4 points of damage to the factory. This makes bombing a little more attractive against unguarded factories, but much less attractive against a factory with a proper air force defending it.

      You could also throw in Marines from Global 1940 Balanced Mod if you like; I don’t think it would make much difference either way to the game play.

      Let me know what you think! All comments welcome. 🙂

      GERMANY

      • Scandinavian Iron – 5 IPCs if Axis control 2+ of: Norway, Finland, and NW Europe
      • Operation Barbarossa – 5 IPCs if Axis control 2+ of: Karelia, Ukraine, Caucasus
      • Secure Rumanian Oil – 3 IPCs if Axis control Romania and there are no Allied planes in the Balkans, Ukraine, Sea Zone 15, or Sea Zone 16.
      • Eurasian Wheat – 3 IPCs if Axis control 2+ of East Poland, Belorussia, and East Ukraine
      • Archangel-Astrakhan Line – 3 IPCs if Axis control 2+ of: Archangel, Moscow, and Kazakh

      RUSSIA

      • Northern Lend-Lease – 3 IPCs after the start of turn 2 if Allies control Archangel with no Axis ships in SZ 3 or 4
      • Southern Lend-Lease – 3 IPCs after the start of turn 2 if Allies control Persia & Caucasus w/ no Axis ships in SZ 34
      • Eastern Lend-Lease – 3 IPCs after the start of turn 2 if Allies control SFE & Yakutsk w/ no Axis ships in SZ 63

      JAPAN

      • Chinese Coastline – 3 IPCs if Axis control Manchuria, Kiangsu, Fukien, Kwantung, and French Indochina
      • Chinese Hegemony – 3 IPCs if Axis control literally all Chinese territories
      • Bornese Oil – 3 IPCs if Axis control Borneo and no Allied warships anywhere in SZ 49, 50, 60, 61, or 62
      • Javanese Rubber – 3 IPCs if Axis control East Indies and no Allied warships anywhere in SZ 38, 49, 50, 60, 61, or 62
      • Central Pacific Islands – 3 IPCs if Axis control 4+ of Iwo Jima, Okinawa, Midway, Wake, Carolines, Hawaii
      • Co-Prosperity Sphere – 3 IPCs if Axis control 2+ of India, Australia, Hawaii, Yakut SSR

      UK

      • North Atlantic – 3 IPCs if Allies control E. Canada, Greenland, and Iceland with no Axis ships in SZs 1 through 9.
      • Mediterranean Route – 3 IPCs if Allies control Gibraltar and Egypt with no Axis warships in SZ 13, 14, 15, or 16.
      • Soft Underbelly – 3 IPCs if UK or USA has at least one land unit in Italy, the Balkans, or Romania.
      • Indian Empire – 5 IPCs if Allies control India, Madagascar, and South Africa with no Axis ships in SZs 28 through 35.
      • ANZAC – 5 IPCs if Allies control Australia, New Zealand, New Guinea, and the Solomon Islands.

      ITALY

      • Vichy Collaboration – 3 IPCs if Axis control France, Morocco, and Libya
      • Mare Nostrum – 3 IPCs if there are no Allied ships in SZs 13, 14, 15, 16 and at least one Italian ship in SZ 13-16
      • Abyssinian Adventure – 3 IPCs if Axis control 2+ of Sudan, Italian East Africa, Rhodesia
      • Mideastern Oil – 5 IPCs if Axis control 2+ of Egypt, Trans-Jordan, Persia, Caucasus

      USA

      • Arsenal of Democracy – 5 IPCs after the start of turn 3 if Allies control Western US, Central US, and Eastern US
      • Manifest Destiny – 5 IPCs after the start of turn 3 if Allies control Mexico, Panama, Hawaii, and Alaska
      • South Atlantic – 2 IPCs if Allies control West Indies and Brazil with no Axis warships in SZ 10, 11, 12, 17, 18, or 19
      • Operation Torch – 3 IPCs if America has a land unit or flag in both Morocco and Libya
      • Operation Overlord – 5 IPCs if USA has land units both NW Europe and France
      • Alcor Aluminum – 2 IPCs if Allies control Australia, Solomon Islands, Hawaii, and Western US
      • Central Pacific Islands – 3 IPCs if Allies control 4+ of Iwo Jima, Okinawa, Midway, Wake, Carolines, Hawaii
      • MacArthur was a Donkey – 5 IPCs if Allies control the Philippines
      • West Pacific Airstrips – 5 IPCs if Allies control 3+ of Iwo Jima, Okinawa, Formosa, Manchuria, Buryatia

      CHINA

      • Burma Road – +1 Chinese artillery for any Chinese-owned territory if Allies control India, Burma, and Yunnan
        ** Setup Change – Sikang starts the game with 1 infantry, 1 fighter. Yunnan starts with (only) 2 infantry.
        ** Movement Change – Chinese troops may move into Burma, French Indochina, and/or Kwangtung.
        ** Income Change – China receives all reinforcements based on the map after combat, just like other nations.

      (Edited per axisroll’s comments about needing more relative weight in the Pacific)
      (Thanks to Baron Munchhausen for suggesting addition of Greenland)
      (Tweaked Russian and UK objectives to be somewhat harder based on playtests with Corpo24)
      (Special thanks to axisroll for playtesting these with me for two full games!)
      (There are minor changes to the German and British objectives based on recent feedback, which have now been copied as version 1.1 on TripleA. Please make sure you and your opponents are playing with the same version! Version 1.0 has only 3 German objectives instead of 5, and it contains an error in the Russian Southern Lend-Lease objective.)

      posted in House Rules
      A
      Argothair
    • RE: Argo's Middleweight Map for 1939 & 1942

      Update: I decided to manually trace a brand new vector map so that I can squash and enlarge continents as I see fit and then rescale when I’m done so that the smallest tiles will still be enough pixels wide to hold a few unit types each. Here’s Europe and Africa – you may notice that Africa is only half the height it ‘should’ be compared to Europe, and that the UK is about 140% of its proper size, and that the English Channel and North Sea are about triple their proper sizes. I plan to continue abusing geography for our wargaming convenience until I’ve finished the whole globe. This project is taking several years longer than I originally anticipated, but I do not plan to quit. Thanks again for all your support. 🙂

      path9151.png

      posted in Other Axis & Allies Variants
      A
      Argothair
    • RE: We need an allied playbook.

      All right, sounds like an interesting learning game. Sometimes you do get diced in an early battle (or three of them) and then that reverberates across the game. Especially if Japan is not declaring war on the Anglo-Americans, then there’s not much wiggle room for the UK & Russia to defend Moscow; a few bad battles or a few bad choices and Moscow can fall really early, and that’s all normal. I would have discussed the overall strategic situation with the Russian player, and explained why it made sense for them to sit tight and wait for British aid to arrive from Persia/India, but it’s hard playing just one country all day, and sometimes you just want to make a frigging attack, you know? It can be a lot more fun making one big attack and losing badly because of it than literally sitting around all day biding time and then having your friends argue about whether the resulting position was slightly favoring the Axis or slightly favoring the Allies.

      I almost think you have to discuss strategies like that ahead of time, and figure out what countries to give people based on what their playstyle is. Especially in a game of Global with multiple newbies – if you’ve got a reckless attacker, give 'em the Germans or the Japanese. If you’ve got a timid turtle, give 'em the Russians or give 'em UK Pac + Anzac + China. That’s hard to suss out; a lot of people aren’t self-aware about what their playstyle is and may not admit to being a turtle even if they know it, but I think as the host you at least have to try to have that conversation.

      As far as strategy, I think the British destroyers have to be built in Canada (SZ 106) when the Germans are doing an aggressive forward deployment with carrier and airbases. Building in Wales (SZ 109) is just a gift; it lets the Germans sink 'em for cheap. I’d also be very careful about moving into the Southern France sea zone when the Luftwaffe is still intact, because the risk-reward ratio is all wrong. If your fleet holds, then you deny Italy its Mare Nostrum NO for 1 turn (5 IPCs), and you get some additional boats into the Battle of the Atlantic at the cost of giving Italy a credible threat against Eastern Med targets like Egypt, Jordan, Crete, and Syria. It’s not clear that those results are better than just doing Taranto and sinking 2 Italian transports, which likely denies them the New Roman Empire NO (5 IPCs) for the rest of the game, and that’s what you get when everything goes well – as you saw, if it goes poorly against either the Italians or the Germans on a follow-up G2 attack, then you lose both your Atlantic and your Med fleets and you have very, very little to show for it. But you knew that. 🙂

      Anyway, if Germany is buying an airbase and a carrier on G1, that’s the entire G1 economy, so they have no destroyers on the board. That means one interesting British purchase is submarines for the Atlantic! Hit the carrier, hit the battleship, hit the convoy zones in Norway and Normandy…just generally make life uncomfortable for the Kriegsmarine, and if you bait Germany into buying a couple of destroyers on top of the airbase and carrier, then at that point Russia should be rich enough to hold its own. Alternatively, if Germany retreats into the Baltic, the subs are useful against Italy in the Med.

      posted in Axis & Allies Global 1940
      A
      Argothair
    • RE: G40 rules for "away from table" gaming (in an office etc.)

      I would use these rules:

      (1) if the defender sees a key battle coming and can predict that they’ll want an unusual order of loss, they can leave a note, send an e-mail, etc., informing the attacker of their preferred order of loss, and the attacker will then follow that order.

      (2) if there is no note, the attacker will provisionally use a standard order of loss.

      (3) after seeing the results of the battle, the defender can pay 2 IPCs to the bank per casualty that they want to switch. You didn’t want to lose your bomber after all? Fine, pay 2 IPCs, and you can have your bomber back in exchange for one of your infantry. This should be expensive enough to deter casual abuse but still cheap enough that if you would really be upset about the order of loss, you can fix it without too much drama. Don’t think it’s fair that you should have to pay to set up your order of loss exactly the way you want it? Well, then, you should have foreseen the battle and given orders in advance. Don’t feel like thinking that hard every turn? Well, then, you can always just cough up 2 IPCs. It’s a way of speeding up the game while making sure that nothing unacceptably bad will happen because of order of loss issues.

      posted in House Rules
      A
      Argothair
    • RE: We need an allied playbook.

      We could argue all week about what the exactly right balance is, but I imagine most of us agree in principle that you need to slightly adjust your British opening based off of the G1 attack and purchase. Like, if Germany buys 2 bombers and sinks both British home fleets and the Canadian transport without losing any planes, well, yeah, buy 8 or 9 inf for London and leave the Egypt factory for UK2; it can wait. Conversely, if Germany declares war on Russia G1 or loses half its air force, well, maybe you don’t even need the 2 inf, 1 ftr for London on UK1 and you can buy the Egypt factory plus a destroyer or whatever else you want for the Atlantic, instead. In the vast majority of games, though, you wind up with an average result that justifies an average buy to defend London: 3 inf if you’re feeling aggressive, or 2 inf, 1 ftr for a moderate position, or 6 inf if you’re feeling conservative.

      posted in Axis & Allies Global 1940
      A
      Argothair
    • Supply Token for Lend-Lease

      Here’s an idea for lend-lease: add a new unit type called “Supply Crate.”

      Crates cost 5 IPCs each, can be built at any factory, can be loaded onto and unloaded from any transport as if they were an infantry unit (so a transport could carry 2 crates, or a crate and a tank, or a crate and an infantry, or any similar combination), and do not participate in combat. They move 1 territory per turn, but only during the non-combat move.

      At the start of your turn, if there is a supply crate in a territory with a factory that you control, then you may convert it into 5 IPCs for your treasury. Each factory can only convert 1 crate per turn per IPC value of the territory. For example, if the British build 4 Supply Crates in London on UK1 and ship them to Archangel on UK2 using 2 transports, then those Supply Crates could be unloaded in Archangel on UK2 and then, on UK3, walk to Leningrad. On R4, Russia would see that it had supply crates in one of its territories with a factory, and convert 2 supply crates into 10 IPCs. Then, on R5, Russia could covert the remaining 2 supply crates into another 10 IPCs, for a total of 20 IPCs of lend-lease.

      Also, if after combat there is a supply crate in a territory that you have just conquered, then you must immediately “loot” them by converting them into 3 IPCs each for your treasury. The money will remain in your treasury until your next regular opportunity to purchase units. There is no limit on how many crates you can loot in a single turn.

      The Supply Crate would help facilitate the creation of a Canadian power (by giving Canada something to do besides just build fighters and fly them to Moscow, and by giving them a reason to maintain a navy), would help fill the otherwise lackluster 5-IPC slot in the unit roster, and would more realistically simulate the war and sea and the ability of the Russians to field massive armies later in the war using the economic might of the Western Allies. Instead of a stack of 30 Russian infantry with 6 British fighters, you could have a stack of 30 Russian infantry, 10 Russian artillery, and 2 Russian tanks – but only if you can keep the sea lanes reasonably clear.

      Supply Crates could also be used as a less disruptive form of bidding in conventional G40: because supply crates don’t unbalance any turn 1 battles, they’re a gentler way of giving the Allies some extra economic oomph.

      posted in House Rules
      A
      Argothair

    Latest posts made by Argothair

    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      Yeah, but give me a few days to see if I can resolve the capital/liberation issue in the coding. I’m still working on that.

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      Boom! I think we might be done here – I don’t know how I miscalculated that battle so badly, but Russia didn’t have 90 IPCs of units to spare. I guess the -7 hits didn’t help any, but even at normal die results that would have been ugly.

      My read on it is I wind up with control of East Asia, but Italy gets into the Middle East, Germany takes Moscow with negligible losses and penetrates all the way to Siberia, the western front is a stalemate for a while because Italy can afford to hold the line in S. France and Germany can afford to hold the line in Benelux / Norway, and then eventually the German tanks turn around and that’s kind of doom for the Allies. The Americans don’t have enough units in place fast enough to actually take Tokyo before the German tanks make it from Moscow back to Normandy; you have too many Japanese infantry stacked up already and too much Japanese income for too long.

      Russia can actually win the battle this turn in Irkutsk, but I don’t think it matters.

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      Yeah, until further notice. They have no units and own no territories, so hard for them to spend those leftover 7 IPCs.

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      TripleA Turn Summary: Americans round 13

      TripleA Turn Summary for game: argo1939, version: 0.2.0

      Game History

      Round: 13
      
          Purchase Units - Americans
              Americans buy 1 artillery, 1 battleship, 1 carrier, 2 destroyers, 1 halftrack, 10 infantry, 2 interceptors, 2 submersibles and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 cutter moved from Banda Sea Zone to Malacca Sea Zone
              1 infantry moved from Borneo to Malacca Sea Zone
              1 infantry moved from Malacca Sea Zone to Indochina
              1 infantry moved from Borneo to Sulu Sea Zone
              1 cutter and 1 infantry moved from Sulu Sea Zone to South China Sea Zone
              1 infantry moved from South China Sea Zone to Formosa
              1 commando moved from Borneo to Banda Sea Zone
              1 infantry moved from Borneo to Banda Sea Zone
              1 commando, 1 infantry and 1 transport moved from Banda Sea Zone to South China Sea Zone
              1 commando and 1 infantry moved from South China Sea Zone to Hunan
              1 transport moved from Philippine Sea Zone to Sulu Sea Zone
              1 commando moved from Borneo to Sulu Sea Zone
              1 infantry moved from Luzon to Sulu Sea Zone
              1 commando, 1 infantry and 1 transport moved from Sulu Sea Zone to Philippine Sea Zone
              1 commando and 1 infantry moved from Philippine Sea Zone to Okinawa
              1 infantry moved from Truk to Pacific Sea Zone 5
              1 commando moved from Truk to Pacific Sea Zone 5
              1 commando, 1 infantry and 1 transport moved from Pacific Sea Zone 5 to South China Sea Zone
              1 commando and 1 infantry moved from South China Sea Zone to Canton
              2 infantry moved from Malaya to Bengal Sea Zone
              1 transport moved from South African Sea Zone to Indian Sea Zone 5
              2 infantry and 1 transport moved from Bengal Sea Zone to Malacca Sea Zone
              2 infantry and 1 transport moved from Malacca Sea Zone to Sulu Sea Zone
              2 infantry moved from Sulu Sea Zone to Indochina
              1 destroyer moved from Philippine Sea Zone to Yellow Sea Zone
              1 bomber moved from Truk to Yellow Sea Zone
              1 commando moved from California to Pacific Sea Zone 10
              1 commando and 1 cruiser moved from Pacific Sea Zone 10 to Pacific Sea Zone 5
              2 biplanes and 1 carrier moved from Pacific Sea Zone 10 to Pacific Sea Zone 7
              2 infantry moved from Honolulu to Pacific Sea Zone 12
              1 battleship, 1 carrier, 2 infantry, 2 interceptors and 1 transport moved from Pacific Sea Zone 12 to Pacific Sea Zone 5
              1 interceptor moved from Pacific Sea Zone 5 to Yellow Sea Zone
              1 interceptor moved from Pacific Sea Zone 5 to Yellow Sea Zone
              1 carrier moved from Pacific Sea Zone 5 to Philippine Sea Zone
              1 destroyer moved from Pacific Sea Zone 5 to Philippine Sea Zone
              1 biplane moved from Brazil to Atlantic Sea Zone 3
              3 infantry moved from Washington DC to Atlantic Sea Zone 10
              2 infantry and 1 transport moved from Atlantic Sea Zone 10 to Atlantic Sea Zone 3
              1 infantry and 1 transport moved from Atlantic Sea Zone 10 to Atlantic Sea Zone 3
              1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 10
      
          Combat - Americans
              Battle in Hunan
              Battle in Indochina
              Battle in Okinawa
              Battle in Canton
              Battle in Formosa
              Battle in Yellow Sea Zone
                  Americans attack with 1 bomber, 1 destroyer and 2 interceptors
                  Japanese defend with 1 destroyer
                      Americans roll dice for 1 bomber, 1 destroyer and 2 interceptors in Yellow Sea Zone, round 2 : 1/4 hits, 1.50 expected hits
                      Japanese roll dice for 1 destroyer in Yellow Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
                      1 destroyer owned by the Japanese lost in Yellow Sea Zone
                  Americans win, taking Hunan from Japanese, taking Indochina from Japanese, taking Okinawa from Japanese, taking Canton from Japanese, taking Formosa from Japanese, taking Yellow Sea Zone from Japanese with 1 bomber, 1 destroyer and 2 interceptors remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 destroyer
      
          Non Combat Move - Americans
              2 interceptors moved from Yellow Sea Zone to Philippine Sea Zone
              1 bomber moved from Yellow Sea Zone to Truk
              1 commando moved from Pacific Sea Zone 5 to Iwo Jima
              2 infantry moved from Pacific Sea Zone 5 to Iwo Jima
              3 infantry moved from Atlantic Sea Zone 3 to Morocco
      
          Place Units - Americans
              1 artillery and 1 infantry placed in Brazil
              1 submersible placed in Atlantic Sea Zone 12
              1 halftrack and 3 infantry placed in Washington DC
              1 battleship and 1 submersible placed in Atlantic Sea Zone 10
              2 destroyers placed in Pacific Sea Zone 5
              Americans undo move 5.
              1 destroyer and 1 transport placed in Pacific Sea Zone 5
              1 destroyer placed in Sulu Sea Zone
              3 infantry placed in Borneo
              1 infantry placed in Truk
              1 carrier placed in Pacific Sea Zone 10
              2 interceptors placed in Pacific Sea Zone 10
              2 infantry placed in Honolulu
      
          Turn Complete - Americans
              Americans collect 126 PUs; end with 126 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0.50
      Japanese regular : -0.50
      

      Savegame

      posted in Play Boardgames
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      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      I figured I wouldn’t hold it, but I could make you pay through the nose for it. I didn’t have the cash to spare to build a second factory there to actually defend it properly. Looks like Britain might be able to reclaim a lot of southeast Asia, though.

      posted in Play Boardgames
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      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      TripleA Turn Summary: British round 13

      TripleA Turn Summary for game: argo1939, version: 0.2.0

      Game History

      Round: 13
      
          Purchase Units - British
              British buy 2 artilleries, 1 barracks, 1 biplane, 3 commandos, 1 destroyer, 11 infantry and 1 interceptor; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 infantry moved from Malaya to Siam
                    British take Siam from Japanese
              1 infantry moved from North Australia to Banda Sea Zone
              1 commando moved from Java to Banda Sea Zone
              1 commando, 1 infantry and 1 transport moved from Banda Sea Zone to Bengal Sea Zone
              2 artilleries, 1 commando and 2 infantry moved from Malaya to Bengal Sea Zone
              1 transport moved from Bengal Sea Zone to Indian Sea Zone 4
              2 infantry moved from Java to Indian Sea Zone 4
              1 transport moved from Bengal Sea Zone to Malacca Sea Zone
              2 infantry moved from Borneo to Malacca Sea Zone
              2 infantry and 1 transport moved from Malacca Sea Zone to Bengal Sea Zone
              2 infantry and 1 transport moved from Indian Sea Zone 4 to Bengal Sea Zone
              1 infantry moved from Batavia to Malacca Sea Zone
              1 cutter and 1 infantry moved from Malacca Sea Zone to Bengal Sea Zone
              2 artilleries, 1 biplane, 2 commandos and 8 infantry moved from Bengal Sea Zone to Burma
              2 infantry moved from New South Wales to Coral Sea Zone
              2 infantry and 1 transport moved from Coral Sea Zone to Leyte Gulf Sea Zone
              2 infantry moved from Leyte Gulf Sea Zone to Visayas
              1 destroyer moved from Banda Sea Zone to Leyte Gulf Sea Zone
              1 infantry moved from Central Africa to Equatorial Africa
              1 infantry moved from West Africa to Central Africa
              1 artillery, 1 flak and 4 infantry moved from Bordeaux to South France
              1 infantry moved from Argonne to Maginot
                    British take Maginot from Germans
              1 infantry moved from Normandy to Argonne
              1 cutter moved from North Sea Zone to English Channel Sea Zone
              1 transport moved from Biscay Sea Zone to Labrador Sea Zone
              1 artillery moved from West England to English Channel Sea Zone
              1 infantry moved from West England to English Channel Sea Zone
              1 artillery, 1 infantry and 1 transport moved from English Channel Sea Zone to Norwegian Sea Zone
              1 bomber moved from London to Denmark
              1 infantry moved from West England to English Channel Sea Zone
              1 cutter and 1 infantry moved from English Channel Sea Zone to North Sea Zone
              1 infantry moved from North Sea Zone to Denmark
              1 transport moved from English Channel Sea Zone to Norwegian Sea Zone
              2 infantry moved from North England to Norwegian Sea Zone
              3 infantry moved from London to English Channel Sea Zone
              1 biplane, 3 infantry and 1 interceptor moved from English Channel Sea Zone to Benelux
              1 artillery, 3 infantry and 2 transports moved from Norwegian Sea Zone to English Channel Sea Zone
              1 artillery, 1 flak and 3 infantry moved from Normandy to Bordeaux
      
          Combat - British
              Battle in Visayas
              Battle in South France
                  British attack with 1 artillery, 1 flak and 4 infantry
                  Germans defend with 2 infantry
                      British roll dice for 1 artillery, 1 flak and 4 infantry in South France, round 2 : 1/6 hits, 1.33 expected hits
                      Germans roll dice for 2 infantry in South France, round 2 : 1/2 hits, 1.00 expected hits
                      1 infantry owned by the Germans and 1 infantry owned by the British lost in South France
                      British roll dice for 1 artillery, 1 flak and 3 infantry in South France, round 3 : 1/5 hits, 1.17 expected hits
                      Germans roll dice for 1 infantry in South France, round 3 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Germans lost in South France
                  British win, taking Visayas from Japanese, taking South France from Germans with 1 artillery, 1 flak and 3 infantry remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
                  Casualties for Germans: 2 infantry
              Battle in Benelux
                  British attack with 1 biplane, 3 infantry and 1 interceptor
                  Germans defend with 1 infantry
                      British roll dice for 2 battleships and 1 cruiser in Benelux, round 2 : 1/3 hits, 2.17 expected hits
                      1 infantry owned by the Germans lost in Benelux
                  British win, taking Benelux from Germans with 1 biplane, 3 infantry and 1 interceptor remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Battle in Denmark
                  British attack with 1 bomber and 1 infantry
                  Germans defend with 1 infantry
                      British roll dice for 1 bomber and 1 infantry in Denmark, round 2 : 2/2 hits, 0.67 expected hits
                      Germans roll dice for 1 infantry in Denmark, round 2 : 0/1 hits, 0.50 expected hits
                      1 infantry owned by the Germans lost in Denmark
                  British win, taking Denmark from Germans with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Battle in Burma
                  British attack with 2 artilleries, 1 biplane, 2 commandos and 8 infantry
                  Japanese defend with 3 artilleries, 1 halftrack, 1 infantry and 2 tanks
                      British roll dice for 1 battleship in Burma, round 2 : 1/1 hits, 0.83 expected hits
                      1 artillery owned by the Japanese lost in Burma
                      British roll dice for 2 artilleries, 1 biplane, 2 commandos and 8 infantry in Burma, round 2 : 3/13 hits, 2.67 expected hits
                      Japanese roll dice for 2 artilleries, 1 halftrack, 1 infantry and 2 tanks in Burma, round 2 : 3/6 hits, 2.33 expected hits
                      2 artilleries owned by the Japanese, 1 tank owned by the Japanese and 3 infantry owned by the British lost in Burma
                      British roll dice for 2 artilleries, 1 biplane, 2 commandos and 5 infantry in Burma, round 3 : 2/10 hits, 2.17 expected hits
                      Japanese roll dice for 1 halftrack, 1 infantry and 1 tank in Burma, round 3 : 2/3 hits, 1.33 expected hits
                      1 infantry owned by the Japanese, 1 tank owned by the Japanese and 2 infantry owned by the British lost in Burma
                      British roll dice for 2 artilleries, 1 biplane, 2 commandos and 3 infantry in Burma, round 4 : 3/8 hits, 1.83 expected hits
                      Japanese roll dice for 1 halftrack in Burma, round 4 : 0/1 hits, 0.50 expected hits
                      1 halftrack owned by the Japanese lost in Burma
                  British win, taking Burma from Japanese with 2 artilleries, 1 biplane, 2 commandos and 3 infantry remaining. Battle score for attacker is 17
                  Casualties for Japanese: 3 artilleries, 1 halftrack, 1 infantry and 2 tanks
                  Casualties for British: 5 infantry
      
          Non Combat Move - British
              1 biplane moved from Burma to Bengal Sea Zone
              1 biplane moved from West Australia to Bengal Sea Zone
              1 infantry moved from Queensland to North Australia
              1 artillery and 3 infantry moved from English Channel Sea Zone to Normandy
              1 interceptor moved from Benelux to Normandy
              1 biplane moved from Benelux to English Channel Sea Zone
              1 bomber moved from Denmark to English Channel Sea Zone
      
          Place Units - British
              1 barracks placed in Malaya
              1 interceptor placed in London
              1 destroyer placed in English Channel Sea Zone
              1 artillery, 1 commando and 1 infantry placed in Java
              1 artillery and 2 infantry placed in Bordeaux
              2 commandos and 2 infantry placed in London
              4 infantry placed in North England
              2 infantry placed in West England
              1 biplane placed in New South Wales
              British undo move 8.
              British undo move 7.
              3 infantry placed in South Africa
              3 infantry placed in North England
      
          Turn Complete - British
              British collect 97 PUs (1 lost to blockades); end with 97 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 0.83
      Germans regular : -1.00
      British regular : 1.17
      

      Savegame

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      Ok, weird, I didn’t see it before, but now I do.

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      Cool, no worries. Did you post the Japanese move?

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      TripleA Turn Summary: Russians round 13

      TripleA Turn Summary for game: argo1939, version: 0.2.0

      Game History

      Round: 13
      
          Purchase Units - Russians
              Russians buy 1 artillery and 17 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Russians
              1 jeep moved from South Russia to Caucasus
              1 infantry moved from South Russia to Caucasus
              1 biplane moved from South Russia to Caucasus
              1 artillery, 2 infantry and 1 jeep moved from Kazakh to Qinghai
              1 infantry moved from Omsk to Irkutsk
              1 artillery and 1 infantry moved from Omsk to Yakutsk
              1 bomber moved from Moscow to Finland
              6 artilleries, 8 halftracks, 9 infantry, 1 jeep and 1 tank moved from South Russia to Central Russia
              1 artillery and 2 infantry moved from Volga to East Russia
              1 biplane moved from Archangel to Central Russia
              1 biplane, 2 halftracks, 2 infantry and 1 tank moved from Moscow to Central Russia
      
          Combat - Russians
              Strategic bombing raid in Finland
                  Bombing raid in Finland rolls: 5 and costs: 4 PUs.
                  Bombing raid costs 4 PUs
              Battle in Qinghai
                  Russians attack with 1 artillery, 2 infantry and 1 jeep
                  Japanese defend with 1 jeep
                      Russians roll dice for 1 artillery, 2 infantry and 1 jeep in Qinghai, round 2 : 1/4 hits, 1.17 expected hits
                      Japanese roll dice for 1 jeep in Qinghai, round 2 : 1/1 hits, 0.17 expected hits
                      1 infantry owned by the Russians and 1 jeep owned by the Japanese lost in Qinghai
                  Russians win, taking Qinghai from Japanese with 1 artillery, 1 infantry and 1 jeep remaining. Battle score for attacker is 2
                  Casualties for Russians: 1 infantry
                  Casualties for Japanese: 1 jeep
              Battle in Caucasus
                  Russians attack with 1 biplane, 1 infantry and 1 jeep
                  Germans defend with 1 infantry
                      Russians roll dice for 1 biplane, 1 infantry and 1 jeep in Caucasus, round 2 : 1/3 hits, 0.83 expected hits
                      Germans roll dice for 1 infantry in Caucasus, round 2 : 1/1 hits, 0.50 expected hits
                      1 infantry owned by the Germans and 1 jeep owned by the Russians lost in Caucasus
                  Russians win, taking Caucasus from Germans with 1 biplane and 1 infantry remaining. Battle score for attacker is -2
                  Casualties for Russians: 1 jeep
                  Casualties for Germans: 1 infantry
              Cleaning up after air battles
      
          Non Combat Move - Russians
              1 biplane moved from Caucasus to Central Russia
              1 bomber moved from Finland to Moscow
      
          Place Units - Russians
              2 infantry placed in South Russia
              3 infantry placed in Omsk
              1 artillery and 2 infantry placed in Volga
              6 infantry placed in Moscow
              4 infantry placed in Urals
      
          Turn Complete - Russians
              Russians collect 42 PUs; end with 42 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : 0.83
      Germans regular : 0.50
      Russians regular : -0.00
      

      Savegame

      posted in Play Boardgames
      A
      Argothair
    • RE: Karl vs. Jason G39 [EXPERIMENTAL]

      TripleA Turn Summary: Chinese round 12

      TripleA Turn Summary for game: argo1939, version: 0.2.0

      Game History

      Round: 12
      
          Purchase Units - Chinese
              Chinese buy nothing; Remaining resources: 7 PUs; 
      
          Turn Complete - Chinese
              Chinese collect 0 PUs; end with 7 PUs
      

      Combat Hit Differential Summary :

      Savegame

      posted in Play Boardgames
      A
      Argothair