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    DouchemanMacgee

    @DoManMacgee

    2025 2024 '23 '22 '21 '20 '19 '18

    Up and Down and All Around.

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    2025 2024 '23 '22 '21 '20 '19 '18

    Best posts made by DoManMacgee

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

      These moves accomplish the following:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

      posted in Axis & Allies 1914
      DoManMacgeeD
      DoManMacgee
    • RE: Triple A North Africa?

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

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

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

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

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

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

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

      posted in News
      DoManMacgeeD
      DoManMacgee
    • Shoutouts to the Graphics Team

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

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • RE: Low Luck Lies - The serious problems with this silly mechanic.

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

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

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

      posted in Blogs
      DoManMacgeeD
      DoManMacgee
    • RE: Allies strategy

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

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

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

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

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

      posted in News
      DoManMacgeeD
      DoManMacgee
    • RE: Bonus starting ipcs or other edits?

      IMO the change in OOL does nothing to prevent the main sources of imbalance in 42SE, namely:

      • Germany’s starting forces are too powerful and will overwhelm the Soviets every time.

      • The Soviet IC in Karelia is more of a curse than a blessing, as Germany will always seize it G1 and gain access to a free IC two territories away from Moscow, and adjacent to the main Soviet stack (West Russia). The most the Allies can do to oppose this is SBR the factory, but 4 IPC/turn is a small price to pay for the huge benefit that having an IC deep in Soviet territory provides.

      • The UK IC in India is in a similar position, as UK is forced to spend 9-18 IPC a turn stacking land units there to deter Japan from seizing the territory. UK is forced into this position, because the moment Japan seizes the IC, they will be able to pump out 3 Tanks/turn from it. India is two territories away from Caucasus, a vital territory on the board, and Russia cannot possibly survive the pressure of a Japanese push on Caucasus AND the Germans stacking Karelia.

      EDIT: Forgot the point of my rambling about the UK India IC. My point is that, because UK has to spend 1/3 - 1/2 of its income guarding India, its ability to send assistance to the USSR via re-assembling the Royal Navy is extremely impeded. This is especially troubling when you take into consideration the relative ease at which Germany destroys the Royal Navy on G1. It could take as many as 4-5 rounds for UK/US to just get into a position where they can start applying pressure to the periphery of the ETO (North Africa/Scandinavia), let alone actually do anything close to real damage. By G5 Germany will already have the Russians either dead or helplessly holed up in Moscow.

      The only thing the OOL change impacts is naval battles (which is why I did not list the overwhelming power of the IJN as a problem) and fringe cases where Fighters/Bombers were left guarding key positions (France, West Russia, etc.)

      tl;dr the key issues with 42SE’s setup arise from the land situation on the Russian Front, and land battles are generally unaffected by the OOL changes.

      posted in Axis & Allies 1942 Online
      DoManMacgeeD
      DoManMacgee
    • AAZ - Review and Thoughts (Work In Progress) [House Rules]

      Yo.

      Apologies for not being active lately, Christmas season was extremely busy in my line of work, so I had to put A&A on hold to juggle work/family (as I’m sure most of you had to do as well).

      Anyway, I finally got my hands on AAZ, undeniably the most controversial game that the franchise has ever seen, and I would like to take the next few days to share my thoughts on it.

      To anyone reading this, know that I was originally supportive of this game in the face of the massive backlash it received from the community when it was originally unveiled a few months ago. I’m not bringing this up to re-fight any flame wars. I just want to make it clear that if I end up criticizing or disliking this game it is not because I believe that “Wizards of the Coast ruined my childhood” or “They made fun of veterans” or whatever. Some people have those opinions and that’s fine, but I’m going to look at this game from a more objective standpoint (or at lease from as objective of an standpoint as an opinion about a dice-rolling abstract wargame can be).

      Anyway, this is my first post of 3 on this topic, a quick discussion of the components of the game. I’ll try to be brief, as components are relatively unimportant to me in these games (I own almost every edition of A&A at this point, and I just kind of keep all my unit sculpts, dice, etc. together in one massive collection). However, most members of this community highly value the sculpts that come in these games (for customization purposes, historical reasons, or otherwise), so I am going to take the time to address the quality of the product.

      The Units themselves aren’t much to write home about. They’re just reprints of sculpts from other games (1942SE and possibly G40 I think, but I’m not an expert on this so someone correct me if I’m wrong). Other people can detail this much better than I. One odd note is that my British Units came out a darker shade of tan than I’m used to seeing. Not sure if that was a printing error or if it was intentional.

      The Zombie units look fine. Their color being pale is probably why the British Units were made a darker shade. They’re relatively generic-looking too, which is a bonus if you want to use the sculpts in other games (HBG Global War, house rules for your G40 setup, etc.) as Partisan/Resistance/Civilian Units. I certainly plan on doing so.

      I was disappointed to see that they cheaped out and didn’t print Industrial Complexes/AA Guns, but we are finally seeing the triumphant return of Paper Money to the A&A Series, so I’ll take what I can get on this front.

      Anyway, on to the last bit for this part, the map.

      The map quality was honestly my biggest fear coming into this edition of A&A. One of the first things we learned about AAZ is that it was going to be targeting mass audiences (simpler ruleset, 40 USD price tag, zombies added for flavor, etc.). The last edition of A&A that “targeted mass audiences” was 1941, which has the most abysmal map quality in the franchise bar none (except maybe the Nova Games version but honestly that doesn’t count). My obvious fear is that the map for this game would be hopelessly scrunched on an impossibly small board, making the game virtually unplayable.

      I’m glad to report that I was wrong to be afraid on this point. The map isn’t perfect, but they’re pitfalls that most A&A games fall in to (lots of dead space in the ocean, Africa is too big, Russian chokepoints like West Russia and Ukraine are too small, etc.). The territories on the map are easy to distinguish from one another, and where one country’s territory ends and another’s begins is clear. This is due to the stylistic change they made with regards to the map design. The territories are no longer given the “terrain” style they’ve had since AA50 (which featured in AA50, 41, 42, 42SE, and G40), but are given sharp colors (more akin to what was in Classic, Revised, and 1914). In my opinion, this is an improvement, as my play group and I had difficulty distinguishing territories from one another when attempting to setup games with the former style for the first time.

      The clutter of the board is not that bad, as the board was made reasonably large. Still, the map is not fantastic. It’s pretty small, and suffers from the clutter issues I mentioned previously. Because of this, I’d put AAZ’s components quality somewhere in the middle, better than abominations like 41 and 42 First Edition, on-par with the likes of 42SE and Revised, but below masterpieces like AA50 and G40. Yes, I called the maps of AA50 and G40 masterpieces. Regardless of my opinions on the art style of the map, AA50 and G40 have well-crafted maps that are big enough to actually play the game on, even if you need a special table for it in most cases. Is it fair to compare the quality of the components of AAZ, a game that retails for 40 USD, to games that retail for over 100? Probably not, but I did it anyway.

      I would also like to address the design and structure of the map from a gameplay/balance perspective and compare it to other games in the franchise, but I’ll cover that more in a later part (or an entirely separate topic).

      Stay tuned for part 2, where I post a review of the gameplay of this edition. I’m going to be meeting with my group tonight to play a game with Zombies enabled. My feedback will address the overall “feel” of the game, and whether I believe the Zombies actually have anything worthwhile to contribute to the series. That part will be out tomorrow probably. Thursday at the latest.

      Part 3 I will upload later this week, and will cover a solitaire run or two I plan on completing after my initial play with others. I’ll be aiming to compare how this game runs with and without the Zombie Mechanic, to see if this game as a whole has anything worthwhile to contribute to the series. As a bonus, I’ll also be trying the “introductory scenario” that is in the rulebook. I haven’t reviewed it yet, but the concept of a 1939 start date is probably the single thing I was most excited for in this game, tutorial or otherwise.

      If you actually read all this, way to go.

      posted in Axis & Allies & Zombies axis & allies zombies aaz review
      DoManMacgeeD
      DoManMacgee

    Latest posts made by DoManMacgee

    • RE: North Africa Operation Torch: battle report and strategic opinions

      @OlivieroRuggieri Based on the screenshot you showed, it looks like the Allies should be able to win relatively soon by virtue of the Axis running out of supply in Tunis. If the Allies begin a battle in Tunis and simply do not stop attacking, eventually Axis will run out of supply and be forced to surrender.

      However, it looks like you did have a very evenly matched game!

      posted in Axis & Allies North Africa
      DoManMacgeeD
      DoManMacgee
    • RE: North Africa Operation Torch: battle report and strategic opinions

      @OlivieroRuggieri Yes, I agree that in the Torch Scenario the Axis cannot hope to capture Cairo. Best they can manage is to stall out the Allied attack and deny UK income by controlling Malta.

      One thing I would recommend is having the Axis retreat from the MM battle during round 8. That way they can fight in Tobruk where you can bring reinforcements and take advantage of the ability to re-roll dice that show a “9” or “10”.

      posted in Axis & Allies North Africa
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison You’re being polite. Yes I got my bomber and some air shot down during the first two turns but I overextended very badly with Japan, mostly because I underestimated the value the tanks would give you in terms of exploiting openings in my positions.

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: Invitational Classic 2nd edition

      @gamerman01 My game with @leemorrison is over. He won.

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison On second thought, I think I’m more or less done. This is probably the most thoroughly I’ve been beaten in a game of Axis & Allies in a very long time. Congratulations.

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison Game History

      Round: 14
      
          Purchase Units - Germans
              Germans buy 8 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - Germans
              10 infantry moved from Germany to East Europe
              10 infantry moved from East Europe to Ukraine S.S.R.
              2 fighters moved from East Europe to Ukraine S.S.R.
      
          Combat - Germans
              Battle in Ukraine S.S.R.
                  Germans attack with 2 fighters and 10 infantry
                  Russians defend with 1 infantry
                      Germans roll dice for 2 fighters and 10 infantry in Ukraine S.S.R., round 2 : 2/12 hits, 2.67 expected hits
                      Russians roll dice for 1 infantry in Ukraine S.S.R., round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Russians lost in Ukraine S.S.R.
                  Germans win, taking Ukraine S.S.R. from Russians with 2 fighters and 10 infantry remaining. Battle score for attacker is 3
                  Casualties for Russians: 1 infantry
      
          Non Combat Move - Germans
              2 fighters moved from Ukraine S.S.R. to East Europe
      
          Place Units - Germans
              8 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 28 PUs; end with 29 PUs
      

      Combat Hit Differential Summary :

      Russians regular : -0.33
      Germans regular : -0.67
      

      lassic-L1-G14.tsvg

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison Game History

      Round: 13
      
          Purchase Units - Japanese
              Japanese buy 7 infantry and 2 submarines; Remaining resources: 0 PUs; 
      
          Combat Move - Japanese
              2 submarines moved from Philippines Sea Zone to Borneo Sea Zone
              4 infantry moved from Philippines to Philippines Sea Zone
              4 infantry and 2 transports moved from Philippines Sea Zone to Borneo Sea Zone
              4 infantry moved from Borneo Sea Zone to Borneo Celebes
              1 infantry moved from South Africa to South Africa Sea Zone
              1 infantry and 1 transport moved from South Africa Sea Zone to Red Sea Zone
              1 infantry moved from Kenya-Rhodesia to Congo
                    Japanese take Congo from British
              1 infantry moved from Red Sea Zone to Persia
                    Japanese take Persia from British
              3 transports moved from French Indo China Sea Zone to Japan Sea Zone
              7 transports moved from Philippines Sea Zone to Japan Sea Zone
              6 submarines moved from Philippines Sea Zone to Japan Sea Zone
              1 transport moved from West Australia Sea Zone to French Indo China Sea Zone
              20 infantry moved from Japan to Japan Sea Zone
              2 infantry and 1 transport moved from Japan Sea Zone to Soviet Far East Sea Zone
              2 infantry moved from Soviet Far East Sea Zone to Soviet Far East
                    Japanese take Soviet Far East from Russians
              18 infantry moved from Japan Sea Zone to Manchuria
              4 fighters moved from Kwangtung to Philippines
              1 infantry moved from Kwangtung to Manchuria
      
          Combat - Japanese
              Battle in Manchuria
                  Japanese attack with 19 infantry
                  Americans defend with 1 armour
                      Japanese roll dice for 19 infantry in Manchuria, round 2 : 0/19 hits, 3.17 expected hits
                      Americans roll dice for 1 armour in Manchuria, round 2 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Manchuria
                      Japanese roll dice for 18 infantry in Manchuria, round 3 : 4/18 hits, 3.00 expected hits
                      Americans roll dice for 1 armour in Manchuria, round 3 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Manchuria
                      1 armour owned by the Americans lost in Manchuria
                  Japanese win, taking Manchuria from Americans with 17 infantry remaining. Battle score for attacker is -1
                  Casualties for Japanese: 2 infantry
                  Casualties for Americans: 1 armour
              Battle in Borneo Sea Zone
                  Japanese attack with 2 submarines and 2 transports
                  Americans defend with 1 transport
                      Japanese roll dice for 2 submarines in Borneo Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 2 transports in Borneo Sea Zone, round 2 : 0/0 hits, 0.00 expected hits
                      Americans roll dice for 1 transport in Borneo Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                      Japanese roll dice for 2 submarines in Borneo Sea Zone, round 3 : 2/2 hits, 0.67 expected hits
                      1 transport owned by the Americans lost in Borneo Sea Zone
                  Japanese win with 2 submarines and 2 transports remaining. Battle score for attacker is 8
                  Casualties for Americans: 1 transport
              Battle in Borneo Celebes
                  Japanese attack with 4 infantry
                  Americans defend with 1 infantry
                      Japanese roll dice for 4 infantry in Borneo Celebes, round 2 : 0/4 hits, 0.67 expected hits
                      Americans roll dice for 1 infantry in Borneo Celebes, round 2 : 0/1 hits, 0.33 expected hits
                      Japanese roll dice for 4 infantry in Borneo Celebes, round 3 : 2/4 hits, 0.67 expected hits
                      Americans roll dice for 1 infantry in Borneo Celebes, round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Borneo Celebes
                  Japanese win, taking Borneo Celebes from Americans with 4 infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Japanese
      
          Place Units - Japanese
              7 infantry placed in Japan
              2 submarines placed in Japan Sea Zone
      
          Turn Complete - Japanese
              Japanese collect 34 PUs; end with 34 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.50
      Japanese regular : -0.83
      

      classic-L1-J13.tsvg

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison Game History

      Round: 13
      
          Purchase Units - Germans
              Germans buy 10 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              9 infantry moved from Germany to East Europe
              1 armour, 2 fighters and 32 infantry moved from East Europe to Ukraine S.S.R.
      
          Combat - Germans
              Battle in Ukraine S.S.R.
                  Germans attack with 1 armour, 2 fighters and 32 infantry
                  Russians defend with 2 armour and 20 infantry
                      Germans roll dice for 1 armour, 2 fighters and 32 infantry in Ukraine S.S.R., round 2 : 7/35 hits, 6.83 expected hits
                      Russians roll dice for 2 armour and 20 infantry in Ukraine S.S.R., round 2 : 7/22 hits, 7.33 expected hits
                      7 infantry owned by the Germans lost in Ukraine S.S.R.
                      7 infantry owned by the Russians lost in Ukraine S.S.R.
                      Germans roll dice for 1 armour, 2 fighters and 25 infantry in Ukraine S.S.R., round 3 : 3/28 hits, 5.67 expected hits
                      Russians roll dice for 2 armour and 13 infantry in Ukraine S.S.R., round 3 : 4/15 hits, 5.00 expected hits
                      4 infantry owned by the Germans lost in Ukraine S.S.R.
                      3 infantry owned by the Russians lost in Ukraine S.S.R.
                      Germans roll dice for 1 armour, 2 fighters and 21 infantry in Ukraine S.S.R., round 4 : 8/24 hits, 5.00 expected hits
                      Russians roll dice for 2 armour and 10 infantry in Ukraine S.S.R., round 4 : 4/12 hits, 4.00 expected hits
                      4 infantry owned by the Germans lost in Ukraine S.S.R.
                      8 infantry owned by the Russians lost in Ukraine S.S.R.
                  2 fighters owned by the Germans retreated
                  17 infantry owned by the Germans and 1 armour owned by the Germans retreated to East Europe
                  Russians win with 2 armour and 2 infantry remaining. Battle score for attacker is 9
                  Casualties for Germans: 15 infantry
                  Casualties for Russians: 18 infantry
      
          Non Combat Move - Germans
              2 fighters moved from Ukraine S.S.R. to East Europe
      
          Place Units - Germans
              10 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 25 PUs; end with 25 PUs
      

      Combat Hit Differential Summary :

      Russians regular : -1.33
      Germans regular : 0.50
      

      classic-L1-G13.tsvg

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison Game History

      Round: 12
      
          Purchase Units - Japanese
              Turning on Edit Mode
              EDIT: Turning off Edit Mode
              Japanese buy 13 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Japanese
              1 infantry moved from French Indo China to French Indo China Sea Zone
              1 infantry and 1 transport moved from French Indo China Sea Zone to West Australia Sea Zone
              1 infantry moved from West Australia Sea Zone to Australia
                    Japanese take Australia from British
              1 infantry moved from French Indo China to French Indo China Sea Zone
              1 infantry and 1 transport moved from French Indo China Sea Zone to New Guinea Sea Zone
              1 infantry moved from New Guinea Sea Zone to New Guinea
                    Japanese take New Guinea from Americans
              4 infantry moved from French Indo China to French Indo China Sea Zone
              2 infantry moved from French Indo China to Kwangtung
              4 fighters moved from French Indo China to Manchuria
              1 infantry moved from China to Manchuria
              8 submarines moved from French Indo China Sea Zone to Philippines Sea Zone
              4 infantry and 9 transports moved from French Indo China Sea Zone to Philippines Sea Zone
              4 infantry moved from Philippines Sea Zone to Philippines
              1 infantry moved from Italian East Africa to Red Sea Zone
              1 infantry and 1 transport moved from Red Sea Zone to South Africa Sea Zone
              1 infantry moved from South Africa Sea Zone to South Africa
                    Japanese take South Africa from British
              1 infantry moved from Italian East Africa to Kenya-Rhodesia
                    Japanese take Kenya-Rhodesia from British
              1 transport moved from Red Sea Zone to French Indo China Sea Zone
              2 transports moved from Red Sea Zone to French Indo China Sea Zone
      
          Combat - Japanese
              Battle in Manchuria
                  Japanese attack with 4 fighters and 1 infantry
                  Russians defend with 2 armour
                      Japanese roll dice for 4 fighters and 1 infantry in Manchuria, round 2 : 2/5 hits, 2.17 expected hits
                      Russians roll dice for 2 armour in Manchuria, round 2 : 0/2 hits, 0.67 expected hits
                      2 armour owned by the Russians lost in Manchuria
                  Japanese win, taking Manchuria from Russians with 4 fighters and 1 infantry remaining. Battle score for attacker is 10
                  Casualties for Russians: 2 armour
              Battle in Philippines Sea Zone
                  Japanese attack with 8 submarines and 9 transports
                  Americans defend with 1 transport
                      Japanese roll dice for 8 submarines in Philippines Sea Zone, round 2 : 2/8 hits, 2.67 expected hits
                      1 transport owned by the Americans lost in Philippines Sea Zone
                  Japanese win with 8 submarines and 9 transports remaining. Battle score for attacker is 8
                  Casualties for Americans: 1 transport
              Battle in Philippines
                  Japanese attack with 4 infantry
                  Americans defend with 1 infantry
                      Japanese roll dice for 4 infantry in Philippines, round 2 : 1/4 hits, 0.67 expected hits
                      Americans roll dice for 1 infantry in Philippines, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Americans lost in Philippines
                  Japanese win, taking Philippines from Americans with 4 infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
      
          Non Combat Move - Japanese
              1 fighter moved from Manchuria to Kwangtung
              3 fighters moved from Manchuria to Kwangtung
      
          Place Units - Japanese
              13 infantry placed in Japan
      
          Turn Complete - Japanese
              Japanese collect 37 PUs; end with 37 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0.33
      Japanese regular : -0.50
      Russians regular : -0.67
      

      classic-L1-J12.tsvg

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee
    • RE: leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

      @leemorrison Game History

      Round: 12
      
          Purchase Units - Germans
              Germans buy 9 infantry; Remaining resources: 2 PUs; 
      
          Combat Move - Germans
              8 infantry moved from Germany to East Europe
              15 infantry moved from East Europe to Ukraine S.S.R.
              3 infantry moved from East Europe to Ukraine S.S.R.
              2 fighters moved from East Europe to Ukraine S.S.R.
      
          Combat - Germans
              Battle in Ukraine S.S.R.
                  Germans attack with 2 fighters and 18 infantry
                  British defend with 3 infantry
                      Germans roll dice for 2 fighters and 18 infantry in Ukraine S.S.R., round 2 : 4/20 hits, 4.00 expected hits
                      British roll dice for 3 infantry in Ukraine S.S.R., round 2 : 0/3 hits, 1.00 expected hits
                      3 infantry owned by the British lost in Ukraine S.S.R.
                  Germans win, taking Ukraine S.S.R. from British with 2 fighters and 18 infantry remaining. Battle score for attacker is 9
                  Casualties for British: 3 infantry
      
          Non Combat Move - Germans
              2 fighters moved from Ukraine S.S.R. to East Europe
      
          Place Units - Germans
              9 infantry placed in Germany
      
          Turn Complete - Germans
              Germans collect 28 PUs; end with 30 PUs
      

      Combat Hit Differential Summary :

      Germans regular : 0.00
      British regular : -1.00
      

      classic-L1-G12.tsvg

      posted in Tournaments
      DoManMacgeeD
      DoManMacgee