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    Topics created by DoManMacgee

    • DoManMacgeeD

      leemorrison (A) Vs. DoManMacgee (X +7) - Classic Tournament - Losers' Round 1

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      DoManMacgeeD

      @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.

    • DoManMacgeeD

      DouchManMacgee (G) Vs. The Dream Team (TGC/Kasper) (Allies) - AAE Round 6 ~Post-Tank World Order~

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      DoManMacgeeD

      @The_Good_Captain @kwaspek104
      Game History

      Round: 5 Purchase Units - Germans Germans buy 15 infantry; Remaining resources: 0 PUs; Combat Move - Germans 2 infantry moved from Egypt to Eastern Mediterranean Sea Zone 2 infantry and 1 transport moved from Eastern Mediterranean Sea Zone to Central Mediterranean Sea Zone 2 infantry and 1 transport moved from Central Mediterranean Sea Zone to Adriatic Sea Sea Zone 2 infantry moved from Adriatic Sea Sea Zone to Northern Italy 1 artillery moved from Trans-Jordan to Iraq Germans take Iraq from Middle_East 1 artillery and 1 infantry moved from Syria to Iran 9 armour moved from East Poland to Moscow 15 armour, 5 artilleries and 30 infantry moved from Belorussia to Moscow 1 bomber moved from East Poland to Moscow 1 bomber moved from Germany to Moscow 4 fighters moved from East Poland to Moscow 1 infantry moved from Baltic States to Leningrad Germans take Leningrad from Russians 1 infantry moved from Norway to Finland 1 fighter moved from East Poland to Germany Combat - Germans Battle in Moscow Germans attack with 24 armour, 5 artilleries, 2 bombers, 4 fighters and 30 infantry British defend with 1 armour, 1 bomber, 3 fighters and 1 infantry; Americans defend with 1 bomber and 4 fighters; Russians defend with 1 aaGun, 2 armour, 1 artillery, 1 bomber, 1 factory, 1 fighter and 42 infantry Russians roll AA dice in Moscow : 2/6 hits, 1.00 expected hits 2 fighters owned by the Germans lost in Moscow Germans roll dice for 24 armour, 5 artilleries, 2 bombers, 2 fighters and 30 infantry in Moscow, round 2 : 26/63 hits, 21.83 expected hits Russians roll dice for 3 armour, 1 artillery, 3 bombers, 8 fighters and 43 infantry in Moscow, round 2 : 28/58 hits, 21.50 expected hits 28 infantry owned by the Germans lost in Moscow 22 infantry owned by the Russians, 1 bomber owned by the Russians, 1 bomber owned by the British, 1 bomber owned by the Americans and 1 infantry owned by the British lost in Moscow Germans roll dice for 24 armour, 5 artilleries, 2 bombers, 2 fighters and 2 infantry in Moscow, round 3 : 17/35 hits, 16.67 expected hits Russians roll dice for 3 armour, 1 artillery, 8 fighters and 20 infantry in Moscow, round 3 : 14/32 hits, 13.33 expected hits 5 artilleries owned by the Germans, 2 infantry owned by the Germans and 7 armour owned by the Germans lost in Moscow 17 infantry owned by the Russians lost in Moscow Germans roll dice for 17 armour, 2 bombers and 2 fighters in Moscow, round 4 : 13/21 hits, 10.83 expected hits Russians roll dice for 3 armour, 1 artillery, 8 fighters and 3 infantry in Moscow, round 4 : 8/15 hits, 7.67 expected hits 8 armour owned by the Germans lost in Moscow 3 infantry owned by the Russians, 1 fighter owned by the Russians, 2 armour owned by the Russians, 1 artillery owned by the Russians, 2 fighters owned by the Americans, 3 fighters owned by the British and 1 armour owned by the British lost in Moscow Germans roll dice for 9 armour, 2 bombers and 2 fighters in Moscow, round 5 : 11/13 hits, 6.83 expected hits Russians roll dice for 2 fighters in Moscow, round 5 : 2/2 hits, 1.33 expected hits 2 armour owned by the Germans lost in Moscow 2 fighters owned by the Americans lost in Moscow Germans captures 16PUs while taking Russians capital Germans win, taking Moscow from Russians with 7 armour, 2 bombers and 2 fighters remaining. Battle score for attacker is 70 Casualties for Germans: 17 armour, 5 artilleries, 2 fighters and 30 infantry Casualties for British: 1 armour, 1 bomber, 3 fighters and 1 infantry Casualties for Russians: 2 armour, 1 artillery, 1 bomber, 1 fighter and 42 infantry Casualties for Americans: 1 bomber and 4 fighters Non Combat Move - Germans 2 fighters moved from Moscow to East Poland 2 bombers moved from Moscow to East Poland 1 bomber moved from East Poland to Germany Place Units - Germans 15 infantry placed in Germany Turn Complete - Germans Germans collect 46 PUs; end with 62 PUs

      Combat Hit Differential Summary :

      Russians regular : 8.17 Germans regular : 10.83 Russians AA : 1.00

      I’m ready to go back to playing Allies.tsvg

    • DoManMacgeeD

      DoManMacgee (E) Vs. King of Tanks (CP) - 1914 - Test Game for CP -> India push

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      @VictoryFirst

      Nice! I don’t think I have this yet. Thanks for sharing it!

    • DoManMacgeeD

      DouchManMacgee (G) Vs. The Dream Team (TGC/Kasper) (Allies) - AAE Round 5 ~No Sealion No Problem~

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      The_Good_CaptainT

      @DoManMacgee in a far too submissive position, 27% is not good enough and there were inefficiencies on our part. go again?

    • DoManMacgeeD

      DouchManMacgee (G) Vs. The Dream Team (TGC/Kasper) (Allies) - AAE Round 3 Ft. "The Play" (TM)

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      DoManMacgeeD

      @kwaspek104 said in DouchManMacgee (G) Vs. The Dream Team (TGC/Kasper) (Allies) - AAE Round 3 Ft. "The Play" (TM):

      Yeah I goofed bad by over-committing to Moscow with the air. I only really needed 1-2 FTR to get ~90% odds instead of just sending everything.

      This is why I shouldn’t be playing A&A while at work lol

    • DoManMacgeeD

      Organized Tournament Play Discussion

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      Great thought put into this mate.

      Regardless of version there really needs to be better than the OOB VCs like you stated.

      I am sure the Victory Terriory system from WBC could be replicated/transferable (even if not exact locations) to something like Anniversary.

      Especially since it is being released.

      Revised is also my favourite but for some reason is a hard sell to players and I think it is purely age.

    • DoManMacgeeD

      [Game 8] TGC (Entente) v DoManMacgee (CP) -oob, no bid, RR

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      DoManMacgeeD

      @the_good_captain Rolled a desperation AH attack and it went about as badly as you can imagine. GG.

    • DoManMacgeeD

      [Game 5] TGC (Entente) v DoManMacgee (CP) -oob, no bid, RR

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      DoManMacgeeD

      @the_good_captain Alright. Looks like Ottomans are going to die long before I’m going to be able to make anything happen in Italy or France. GG.

    • DoManMacgeeD

      [Game 2] DoManMacgee (Central Powers) v TGC (Entente) 1914, no bid with Russian Revolution

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      DoManMacgeeD

      @the_good_captain Yeah we can do that.

      TBH I went for the KIF as a “let’s try it” sort of thing since that strategy was only built/tested on LHTR. I never bothered with it on OOB because I assumed the game would play out more-or-less exactly like ours did (I already gave my 3 paragraph rant on it above).

      I probably won’t make R1 until the morning but get the game ready and I’ll get on it.

      If you’re interested/don’t recall them, LHTR are here: https://axisandallies.fandom.com/wiki/Larry_Harris_1914_Tournament_Rules

      It’s a pretty big deviation from OOB though (other than the two-move thing, it basically applies a limited version of RR to every country in the game) so it’s pretty far from the sorts of changes you usually advocate (i.e. adhering to the base rules of the game as much as possible).

    • DoManMacgeeD

      They Fixed Transports in the New Patch

      Axis & Allies 1942 Online
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      TeferiT

      @juliusborisovbeamdog said in They Fixed Transports in the New Patch:

      We’ve put together a quick guide explaining Transport Rules and UI for Axis & Allies 1942 Online.

      https://steamcommunity.com/sharedfiles/filedetails/?id=2384347603

      I got this as a reply onto my steam review, too!
      I will say this: That Guide is helpful.

      But writing or filming a Guide instead of FIXING the problem is not professional, it is at best a band aid for an annoying problem which has been known SINCE DAY ONE

      If this Developer Studio were my Company, I would be firing people left right and center.

    • DoManMacgeeD

      War Room - Brief Review

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      @domanmacgee
      I only recently got the game, sounds like an interesting experience. Although, there is never force advantage for the air battle stage therefore air units may always be hit fighters with 3-4 and bombers with 2-3 still crazy odds but I found with enough dice in a battle they seem to die in large numbers most battles with large amounts of dice just ends with both sides losing everything.

    • DoManMacgeeD

      Kill Italy First - An Alternative Central Powers Strategy

      Axis & Allies 1914
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      Anyone out there given this a crack after DoMan and I put it together?

    • DoManMacgeeD

      A&A 1914 (LHTR) - Moving through multiple mined enemy-mined SZs

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      DoManMacgeeD

      @Krieghund Thanks. I don’t play a lot of 1914 so some of the mine rules are pretty wonky for me. The bit about mines halting movement in particular is pretty important.

    • DoManMacgeeD

      New Patch - Huge QoL Improvement

      Axis & Allies 1942 Online
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      @djensen

      Awesome ! I’d still be trying to decipher lol :)

    • DoManMacgeeD

      General Question - How does Platinum League Work?

      Axis & Allies 1942 Online
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      Dwight LooiD

      I am Platinum 137 for Axis
      44 Wins 13 Loses
      57 Games Total

    • DoManMacgeeD

      Possible Glitch - "Phantom Fighter Move"

      Axis & Allies 1942 Online
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      DoManMacgeeD

      Gonna file the two glitches I found in two separate threads.

      First, the QoL changes and addition of ranked mode have breathed new life into this game for me. Thanks a ton for implementing both.

      Anyway, this glitch is something I call “Phantom Fighter Move”. Allow me to explain:

      Scenario: I have two separate stacks of German Fighters. One in Karelia, the other in Germany. During Combat Move Phase I move both of them to attack Caucasus (2 moves away from Karelia, 3 moves away from Germany).

      Battle Occurs, all of my air units survive.

      NCM Phase: I should only be able to move my Fighters that started in Germany one more space, and my Fighters that started in Karelia two more spaces. If I individually make my moves, this will work as intended. After I’ve individually moved each of my Fighters with two moves left, I will only be able to move the remaining Fighters one space.

      However, if I use the new “SHIFT+CLICK” feature to move the entire Fighter Stack at once, the glitch comes into play.

      For whatever reason, SHIFT+CLICK"-ing the Fighter Stack in Ukraine lets me move all of them 2 spaces, even though some of them should not be able to move that far. This trick allows for illegal Fighter Movement that is earth-shatteringly overpowered in arenas like the Pacific, where fleet positioning is entirely based on the limited air range of opposing FTRs/Bombers.

      NOTE: I do not know if this occurs for Bombers as well as Fighters. I have not tried it because building additional Bombers is usually poor play and I am only playing Ranked Games at the moment.

      If this bug is not reproducible on your end, it may have just been a one-time thing for me. Sorry for the false alarm if that’s the case.

      Not a huge bug, but a bug nonetheless.

      Thanks for listening.

    • DoManMacgeeD

      Possible Glitch - "Sub Vortex"

      Axis & Allies 1942 Online
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      DoManMacgeeD

      Gonna file the two glitches I found in two separate threads.

      First, the QoL changes and addition of ranked mode have breathed new life into this game for me. Thanks a ton for implementing both.

      Anyway, this glitch is something I call “Sub Vortex”. Allow me to explain:

      Scenario: USSR has a sub in SZ7 (English Channel). I Combat Move my German Sub into that SZ to attack. Both the Allies Player and myself have my Combat Profiles set to “Submerge Subs if no Destroyer Present”.

      Battle Occurs, battle is canceled because Soviets submerge. USSR Player’s turn, battle is canceled because Germans submerge. Germany Player’s turn, I should have the opportunity to have my Submarine leave the hostile Sea Zone. This is where the possible glitch comes into play.

      For whatever reason, I cannot leave the SZ with the Soviet Submarine. I can click the sub and see SZ7 come up in “yellow”, but the surrounding SZs are not “blue” and I cannot click any of them to move away from the Soviets. As this is a ranked game, I do not know if my opponent is also experiencing this glitch, or if it’s only affecting me.

      Not a huge bug, but a bug nonetheless.

      Thanks for listening.

    • DoManMacgeeD

      Where to Buy

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      DoManMacgeeD

      Duh. Didn’t think to try the actual website. I sent you my email anyway in case you still wanted to forward me that email you got.

      Thanks for the help!

    • DoManMacgeeD

      Bug I discovered today - "Dangling Fighters"

      Axis & Allies 1942 Online
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      Hello! This is a know situation, mentioned even in the AMA: https://www.reddit.com/r/boardgames/comments/b65dzh/were_beamdog_developers_of_axis_allies_online_ama/eji7z5r/

    • DoManMacgeeD

      Day 2 Feedback (Post Hotfix)

      Axis & Allies 1942 Online
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      @DoManMacgee said in Day 2 Feedback (Post Hotfix):

      I did start a multiplayer game last night, and that all works fine. Dice roll a bit slowly compared to offline play, but that’s probably because the online mode uses dice servers or some sort of anti-cheat mechanism.

      Perhaps the dice servers are why, but regularly I have issues where it takes 10-15 seconds to move units because of the absurd lag. Move inf, wait 10 secs, move inf, wait 10 secs, repeat. It seems like quitting the game and restarting helps and this is actually quicker than waiting when you have a lot of moves.

      Lag is a major issue IMO, even today (8/2)

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