@simon33 the idea is to change as little as possible. Try it out and see where the bid resettles.
Posts made by crockett36
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RE: League General Discussion Thread
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RE: League General Discussion Thread
simple edits to out of box:
- You may never load transports in a hostile sea zone.
- Foreign units in Russia do not disrupt lend lease (since foreign units were gifted to Russia). Why have the rule if Russia never receives it?
- If Germany or Italy enter any territory that was originally Russia, it is a dow. You may not receive a bonus for not being at war while standing in a conquered territory.
- You may not convoy Russia unless at war with Russia.
These are what I consider to be silly rules.
Easy ways to boost allied income:
- all French territories are like allied friendly neutrals that can be taken over by allies. The troops stay French; the territories become allied owned.
- lend lease goes all three ways: pacific, atlantic, indian. 3 or 5?
Easy ways to depress Axis income:
- Capitals do not automatically forfeit their entire gdp. They must be surrounded in order to grab every penny. Otherwise, you only gain the ipc value of the capital.
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RE: League General Discussion Thread
@Arthur-Bomber-Harris said in League General Discussion Thread:
@AndrewAAGamer my problem with Axis and Allies League matches is either 1) I am playing against inferior opponents and I know by turn 4 that it will be an easy win for me but I have to wait ten turns for them to inevitably concede, or 2) I am playing against superior opponents like you and I have to play through the next full turn every round to make sure I am not making a dumb mistake and also have to take a 40/60 odds battle to have a chance of winning since you will inevitably grind me into the dirt if I don’t take any risks. I spend a month to get to that huge attack on Moscow or massive battle in the Pacific, get either good or bad dice, and then either win or lose based on the outcome.
I could play low-luck matches, but then I am guaranteed to win against inferior opponents and lose against people who have better gameplay so the outcome is essentially determined from the start of the game. There probably is no solution to this general situation in 2-player matches.
I wouldn’t think yours is an unusual problem for championship winning players. Tennis for instance. The real competition is amongst the few, surrounded by the ambitious. I’d love if there was a mathematical formula for greater-lesser bid/greater-lesser difference in tier=greater lesser points.
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RE: League General Discussion Thread
@gamerman01 said in League General Discussion Thread:
My point in showing the statistics since the beginning of G40 is to show
- Dwindling marginal returns no matter what game it is
- BM breathing a lot of new life into G40 as a whole
- PTV doing similar after BM had been out awhile.
My view is this is what happens when the world does not receive a new global Axis and Allies game in 13 years ( a child’s entire lifetime LOL). After a few years, the masses crave a new and improved, and a few years after that, the throngs cry out for a different way of taking over the world.
There are things about World War 2 that will continually draw young people in. And the views on certain YouTube channels are very encouraging. My hope is to have a channel that is a bridge between the steam 42 and reprint board game communities. And obviously somehow luring them into global oob here.
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RE: League General Discussion Thread
@AndrewAAGamer said in League General Discussion Thread:
This, I think, is a great discussion so I would like to throw in my two cents.
I think two very important points have been made… 1) People get tired of the same game over time. 2) There are some things people don’t like about OOB so they play other games.
Now, for me, the main reason I like OOB is because a) it is the official game, b) there are so many various strategies that can be used to win and 3) it is a different game every time after about Round 4; especially due to the Bid.
I guess the first question is what is it that people do not like about the current state of OOB? One thing that I have heard is the large Bid. To digress, the first time I ever played OOB we played with no Bid in our face-to-face group. Pretty soon it was a $6 Bid to take the Allies that grew over time to $12, $18, mid-twenties, thirties, forties, fifties and finally after about 5 years all the way up to $60! We had people who could not believe the Axis could win at $60, yet it did win more than it lost. Now here online there have been some very unique Bid placements that I think is going to drive that $60 down to about $50-$52. The reason I point that out is currently BM seems to be about $20-$22 so even after all the changes BM4 made OOB is only about $30 more to the Bid.
Now, again, for me I like the Bid because how the Allies choose to place their Bid makes it a different game every time. But, assuming most people do not like the large Bid, how do we decrease it without radically changing the game like BM did?
See, for me, I don’t play BM4 because it is really a different game due to all the changes. Same goes for PTV. While both may be fun and fine games there are lots of games that match that criteria on TripleA and we don’t play those.
So, back to how to clean up OOB to make it more acceptable for everyone to play without radically changing it? What is it that, besides the large Bid, people don’t like?
I think one thing is the Russia gets money from the Middle East and Africa and that seems kind of cheesy. Okay, we remove that. But that is one way Russia gets extra money so we have to make up for that or the Bid would grow even more.
The fact Germany can steamroll Russia if Russia does not get assistance from UK? Okay, so again, we need more for Russia. So, what I would suggest is something that does not radically change the game but cleans up those two points if the general feeling is Russia is too weak.
So how much does Russia need? Well, about $50 or so to match the Bid plus another $10-$15 for the loss of the Middle East and Africa. Okay — so we add 10 infantries to Russia ($30) to start the game and then give them a National Objective that as long as they hold it gives them $5 more a Turn; such as “Must hold Caucasus and Volgograd”. This would make it more worthwhile for Russia to fight for the south and even if they fail should get them at least 6-7 turns of collection for $30-$35 — Bingo plus $60-$65!
I am not saying this would eliminate any Bid, but I bet it would drive it significantly under the current BM4 Bid. For those people who are just tired of the old game I am not sure this would bring them back however, it may bring in more Players who don’t like these three issues (Large Bid, cheesy Russia NO in Africa and weak Russia.)
What are other things people don’t like about OOB???
Exactly the kind of comment I was hoping for from a top tier player! Great solution. Great temporary experimental adjustment to the bid system! Doesn’t affect turn 1 at all. Thank you Andrew.
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RE: League General Discussion Thread
@gamerman01 said in League General Discussion Thread:
“No” to standard bids set.
Individual player game by game bids are preferred because of individual and unique player strategies, it changes up the game, sometimes a LOT (you mentioned stale). It would actually be more stale if the starting set up was largely dictated to everyone for a year. Guard rail not needed, inexperienced player can just look at what the successful players bidMy purpose is to help out of box be the version people want to play. I get the impression it is the least played version on a site called Axis & Allies.org. I consider BM and PTV to be too different from the original.
Ten or twenty years ago, people were talking about the death of board games. Apparently not! Instead, we have an extraordinary breadth of options in the World War 2 category. I want to eliminate as many obstacles as possible for Axis & Allies global 1940 to be the game they settle on as their hobby.
So, when they buy the reprint and make it through the rule book and play a game or two on board or migrate to this new platform for lack of local competition, I’d like there to be
- optional simple, elegant intuitive fixes to the glaring problems with the game.
- an optional bid number and an optional bid placement for those who don’t have the time to study games.
I was literally that guy in 2009. I came here to have a little fun between having a heavy work schedule at UPS, seven kids and a wife and outside responsibilities and was told by someone “you gotta want it.” 6 years later I came back in preparation for grasshopper’s tournament.
Maybe when or if out of box dwindles down to a handful of league players, people will see the need to eliminate the small nagging skintags that push people to the hybrids.
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RE: crockett36 vs myygames A+6 oob
TripleA Turn Summary: Japanese round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 4 Purchase Units - Japanese Japanese buy 2 destroyers, 1 fighter, 6 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 2 battleships, 2 carriers, 2 cruisers, 3 destroyers, 1 fighter, 1 submarine and 3 tactical_bombers moved from 42 Sea Zone to 35 Sea Zone 2 infantry moved from Java to 42 Sea Zone 1 artillery moved from Java to 42 Sea Zone 1 artillery and 1 transport moved from 42 Sea Zone to 37 Sea Zone 1 infantry moved from Shan State to 37 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone 2 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone 1 artillery and 3 infantry moved from 41 Sea Zone to Sumatra 1 transport moved from 20 Sea Zone to 35 Sea Zone 1 artillery moved from Yunnan to Szechwan 1 infantry moved from Yunnan to Szechwan 1 destroyer moved from 6 Sea Zone to 17 Sea Zone 1 destroyer moved from 6 Sea Zone to 18 Sea Zone 2 carriers moved from 6 Sea Zone to 35 Sea Zone 3 tactical_bombers moved from 6 Sea Zone to Korea 1 fighter moved from 6 Sea Zone to Korea 3 fighters and 1 tactical_bomber moved from Shan State to 35 Sea Zone 1 bomber moved from Shan State to India 1 bomber moved from Yunnan to India 1 tactical_bomber moved from Yunnan to 35 Sea Zone 1 fighter moved from 35 Sea Zone to Philippines 1 infantry moved from Suiyuyan to Kansu Japanese take Kansu from Chinese 1 armour moved from Yunnan to Kweichow Japanese take Kweichow from Chinese 1 armour moved from Kweichow to Yunnan 1 artillery and 3 mech_infantrys moved from Hunan to Yunnan 4 infantry moved from Kwangsi to Yunnan 1 artillery moved from Kwangsi to Yunnan 1 infantry and 1 mech_infantry moved from Japan to 6 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone 3 mech_infantrys moved from Kiangsu to Jehol 1 artillery moved from Chahar to Anhwe Combat - Japanese Air Battle in India Japanese attacks with 2 units heading to India Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in India UK_Pacific roll AA dice in India : 0/2 hits, 0.33 expected hits Bombing raid in India rolls: 8,4 and causes: 12 damage to unit: factory_major Bombing raid in India causes 12 damage total. Battle in Szechwan Japanese attack with 1 artillery and 1 infantry Chinese defend with 1 infantry Japanese roll dice for 1 artillery and 1 infantry in Szechwan, round 2 : 1/2 hits, 0.67 expected hits Chinese roll dice for 1 infantry in Szechwan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Sumatra Japanese attack with 1 artillery and 3 infantry British defend with 2 infantry Japanese roll dice for 1 artillery and 3 infantry in Sumatra, round 2 : 0/4 hits, 1.00 expected hits UK_Pacific roll dice for 2 infantry in Sumatra, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Sumatra Japanese roll dice for 1 artillery and 2 infantry in Sumatra, round 3 : 0/3 hits, 0.83 expected hits UK_Pacific roll dice for 2 infantry in Sumatra, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Sumatra Japanese roll dice for 1 artillery and 1 infantry in Sumatra, round 4 : 0/2 hits, 0.67 expected hits UK_Pacific roll dice for 2 infantry in Sumatra, round 4 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 artillery and 1 infantry in Sumatra, round 5 : 2/2 hits, 0.67 expected hits UK_Pacific roll dice for 2 infantry in Sumatra, round 5 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Sumatra 2 infantry owned by the British lost in Sumatra Japanese win, taking Sumatra from UK_Pacific with 1 artillery remaining. Battle score for attacker is -3 Casualties for Japanese: 3 infantry Casualties for British: 2 infantry Cleaning up after air battles Non Combat Move - Japanese 2 bombers moved from India to Yunnan 3 tactical_bombers moved from Korea to Kiangsu 1 mech_infantry moved from 35 Sea Zone to Philippines 1 infantry moved from 35 Sea Zone to Philippines Place Units - Japanese 3 mech_infantrys placed in Kiangsu 3 mech_infantrys placed in French Indo China 2 destroyers and 1 submarine placed in 6 Sea Zone 1 fighter placed in Japan Japanese undo move 3. Japanese undo move 2. Japanese undo move 2. Japanese undo move 1. 2 destroyers and 1 submarine placed in 36 Sea Zone Japanese undo move 1. 2 destroyers placed in 36 Sea Zone Japanese undo move 1. 1 destroyer placed in 19 Sea Zone 1 submarine placed in 6 Sea Zone 1 destroyer placed in 36 Sea Zone 2 mech_infantrys placed in Kiangsu 2 mech_infantrys placed in French Indo China 1 fighter and 2 mech_infantrys placed in Japan Turn Complete - Japanese Japanese collect 60 PUs; end with 60 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 65 PUs
Combat Hit Differential Summary :
Chinese regular : -0.33 Japanese regular : -0.83 UK_Pacific AA : -0.33 UK_Pacific regular : 0.33
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RE: L24 OOB Stucifer (X) v Crockett36 (L+120)
TripleA Turn Summary: Russians round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 4 Purchase Units - Russians Russians buy 2 aaGuns and 8 infantry; Remaining resources: 2 PUs; Combat Move - Russians 10 infantry moved from Amur to Korea 2 infantry moved from Bryansk to Russia 1 mech_infantry moved from Smolensk to Rostov 1 artillery moved from Karelia to Novgorod 1 infantry moved from Karelia to Finland Russians take Finland from Germans 1 infantry moved from Karelia to Novgorod 2 fighters moved from Karelia to Novgorod 1 tactical_bomber moved from Karelia to Novgorod Combat - Russians Battle in Novgorod Russians attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry Russians roll dice for 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber in Novgorod, round 2 : 2/5 hits, 2.33 expected hits Germans roll dice for 1 infantry in Novgorod, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Novgorod 1 infantry owned by the Germans lost in Novgorod Russians win, taking Novgorod from Germans with 1 artillery, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Battle in Korea Russians attack with 10 infantry Japanese defend with 7 infantry Russians roll dice for 10 infantry in Korea, round 2 : 3/10 hits, 1.67 expected hits Japanese roll dice for 7 infantry in Korea, round 2 : 2/7 hits, 2.33 expected hits 2 infantry owned by the Russians lost in Korea 3 infantry owned by the Japanese lost in Korea Russians roll dice for 8 infantry in Korea, round 3 : 3/8 hits, 1.33 expected hits Japanese roll dice for 4 infantry in Korea, round 3 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Russians lost in Korea 3 infantry owned by the Japanese lost in Korea Russians roll dice for 7 infantry in Korea, round 4 : 1/7 hits, 1.17 expected hits Japanese roll dice for 1 infantry in Korea, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Korea Russians win, taking Korea from Japanese with 7 infantry remaining. Battle score for attacker is 12 Casualties for Russians: 3 infantry Casualties for Japanese: 7 infantry Non Combat Move - Russians 2 aaGuns moved from Amur to Korea 2 aaGuns, 1 armour, 2 artilleries, 25 infantry and 8 mech_infantrys moved from Smolensk to Russia 2 fighters and 1 tactical_bomber moved from Novgorod to Russia 1 mech_infantry moved from Caucasus to Northwest Persia Russians take Northwest Persia from Neutral_Allies 1 cruiser moved from 115 Sea Zone to 113 Sea Zone 1 submarine moved from 115 Sea Zone to 113 Sea Zone Place Units - Russians 2 aaGuns and 8 infantry placed in Russia Turn Complete - Russians Russians collect 35 PUs; end with 37 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 40 PUs
Combat Hit Differential Summary :
Japanese regular : -1.00 Germans regular : 0.67 Russians regular : 2.50
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RE: Out of the Box 2nd Edition League Discussion
@crockett36 sorry dictation The bid would not have to be so high if you got rid of a few of these rules. Or adjusted the rules for instance, if the bonuses for Germany were three instead of five, that would make a huge difference.
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RE: Out of the Box 2nd Edition League Discussion
@crockett36 yeah, the bit could be lowered if we got rid of a few of these rules. For intensive left lease were really a thing
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RE: Out of the Box 2nd Edition League Discussion
I would just push back and say that’s a minor adjustments can be minor adjusted back. This ad flavor and we might get rid of some silliness in the game. There are five or six rules that are just plain insulting to people’s intelligence as a for instance, the fact that Germany can go into an Italian East Poland and still receive the Russian bonus.
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RE: League General Discussion Thread
@crockett36 we could just do a Saturday that way you don’t have to take vacation fly in on a Friday night. Hang on Saturday. Make your way back home on Sunday. or make it a three day extravagant my church would fit the bell for a one day event. I think we’d have to rent a hall for three days.
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RE: League General Discussion Thread
@Daaras and again, I’m aiming for less tournaments more gathering so the games would be fun not necessarily Extremely competitive walk away with a trophy.
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RE: Out of the Box 2nd Edition League Discussion
@simon33 said in League General Discussion Thread:
Since its the time in the year for reviewing rules, can I suggest we change this one to allow land units on empty territories, really only an issue for New Guinea.
The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid.
Reason for change is that pretty much every player accepts the bid and so does Triple-A. So why not make the standard rules what is normally practiced?Let me jump on this post. Thank you, Simon. Is there a reason we don’t take January to adjust the rules for OOB slightly? People say it’s stale or boring, so why not change it? I’ve said this before (International Federation of Axis & Allies Players) but since we are the aforementioned, may I suggest the rule of 3. Per year only one rulebook change, one adjustment to bid, one adjustment to a unit. You don’t have to make all three changes, but you can.
I would personally suggest the top 3-5 players in the OOB bracket make the adjustments. I would also ask that they come up with an option bid number and placement. That can serve as an optional guardrail or a base for other players. Lastly, I would suggest they have one of the tripleA guys in the discussion.
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RE: League General Discussion Thread
To broaden the post, why not take January to adjust any of the various game?
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RE: Novel naval base placements?
@dazedwit I almost did a video on this called You want to put that where? Will post some locations later.
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RE: League General Discussion Thread
Might I also suggest an in-person Axis & Allies gathering to bring us all together? It could be exotic or in Dan’s Jensen’s hometown. Or perhaps mostly based around the person who can or is able to host it? Or just swarm onto a local, smaller con like Totalcon up here in New England? We can invite Larry and make it a thing.
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RE: League General Discussion Thread
@simon33 said in League General Discussion Thread:
Since its the time in the year for reviewing rules, can I suggest we change this one to allow land units on empty territories, really only an issue for New Guinea.
- The nation placing a unit in a territory or sea zone must have started with a unit in said territory or sea zone prior to placing the bid.
Reason for change is that pretty much every player accepts the bid and so does Triple-A. So why not make the standard rules what is normally practiced?
Let me jump on this post. Thank you, Simon. Is there a reason we don’t take January to adjust the rules for OOB slightly? People say it’s stale or boring, so why not change it? I’ve said this before (International Federation of Axis & Allies Players) but since we are the aforementioned, may I suggest the rule of 3. Per year only one rulebook change, one adjustment to bid, one adjustment to a unit. You don’t have to make all three changes, but you can.
I would personally suggest the top 3-5 players in the OOB bracket make the adjustments. I would also ask that they come up with an option bid number and placement. That can serve as an optional guardrail or a base for other players. Lastly, I would suggest they have one of the tripleA guys in the discussion.
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RE: L24 OOB Stucifer (X) v Crockett36 (L+120)
TripleA Turn Summary: French round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 1 artillery and 1 fighter; Remaining resources: 0 PUs; Combat Move - ANZAC 1 infantry moved from South Australia to New South Wales 1 fighter moved from South Australia to New South Wales 1 submarine moved from 61 Sea Zone to 60 Sea Zone 1 cruiser moved from 63 Sea Zone to 30 Sea Zone 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Malaya to Shan State Combat - ANZAC Non Combat Move - ANZAC 1 aaGun moved from South Australia to New South Wales 1 fighter moved from Western Australia to New South Wales Place Units - ANZAC 1 artillery and 1 fighter placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Combat Move - French 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan 1 infantry moved from Egypt to Trans-Jordan 1 cruiser moved from 98 Sea Zone to 92 Sea Zone 2 destroyers moved from 98 Sea Zone to 92 Sea Zone Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :