Joe gets Germany, which means Charles gets the U.S.
Axis:
Joe = Germany
Ty = Japan
Allies:
Brett = UK
Charles = US
Chris’ friend = Russia
Joe gets Germany, which means Charles gets the U.S.
Axis:
Joe = Germany
Ty = Japan
Allies:
Brett = UK
Charles = US
Chris’ friend = Russia
Ty gets Japan
Player
1: Charles
2: Joe
Country
1: Germany
2: US
Player #Rolling 1d2:
(2) get country #Rolling 1d2:
(1)
Brett gets UK
Players:
1: Charles
2: Joe
3: Ty
Countries:
1: Germany
2: Japan
3: US
Player # Rolling 1d3:
(3) get country # Rolling 1d3:
(2)
Chris’ friend gets Russia.
Players:
1: Brett
2: Charles
3: Joe
4: Ty
Countries
1: Germany
2: Japan
3: UK
4: US
Player #Rolling 1d4:
(1) get country #Rolling 1d4:
(3)
Okay, rolling for second game.
Players:
1: Brett
2: Charles
3: Chris’ friend
4: Joe
5: Ty
Countries:
1: Germany
2: Japan
3: Russia
4: UK
5: US
Player #Rolling 1d5:
(3) get country #Rolling 1d5:
(3)
Oh, just so everybody can see, I’m going to roll some dice, then try to edit the post.
Rolling 6d6:
(1, 1, 3, 6, 5, 5)
EDIT: ^^^ This is what happens when you try to edit…it gets all wonky. They use the die roller here for serious games, as well as tournaments, so I have a good bit of confidence in it.
Phillip = UK. By process of elimination, Chris gets Germany.
To recap:
AXIS
Chris = Germany
Robert = Japan
ALLIES
Ross = Russia
Cody = US
Phillip = UK
This work for everybody? Not trying to overrule Ross’ randomizer, but I think it’s good for everyone to be able to see the selection process as it takes place.
Cody = US
Players:
1: Chris
2: Phillip
Countries:
1: Germany
2: UK
Player # Rolling 1d2:
(2) get country #Rolling 1d2:
(2)
Ross = Russia
Players:
1: Chris
2: Cody
3: Phillip
Countries:
1: Germany
2: UK
3: US
Player #Rolling 1d3:
(2) gets country # Rolling 1d3:
(3)
So Robert = Japan. Moving on…
Players:
1: Chris
2: Cody
3: Phillip
4: Ross
Countries:
1: Germany
2: Russia
3: UK
4: US
Player numberRolling 1d4:
(4) get country numberRolling 1d4:
(2)
Ok, so players:
1: Chris
2: Cody
3: Phillip
4: Robert
5: Ross
And Countries:
1: Germany
2: Japan
3: Russia
4: UK
5: US
Player #Rolling 1d5:
(4) gets countryRolling 1d5:
(2)
Ok guys, gonna roll for countries here, so we everybody can see the rolls as they went down. We’ll go one person at a time in alphabetical order.
For those unfamiliar, this forum has a built-in die roller that will put results in a post and not allow them to be edited.
I think he’s talking about a kill Italy strategy. It’s actually kinda tempting, with Italy being the poorest of the Allies. They have no solid way to get reinforcements, either–at least not 'til America gets in the game.
Italy Crush could certainly work to some extent, at least. No way can they stand up to the combined might of Germany and the Hungries, and if you can arrange it so the Germans end up taking Rome, the jerries would have a place to build boats in the Med (you can build from captured seaports, right?), which would take a bit of heat off the Ottomans.
The question would be where to pull juice from. I’m liking the “stall France, build G-Boats” approach, but I’ve used it to roll up Russia instead of other Allies. If you’re willing to forego totally removing Russia A.S.A.P., some original German units could divert south.
Brainstorming.
You got it, Crusty. Otters were able to get down there and contest it for a couple of rounds, but never take it.
The only reason they even got that far is because Britain didn’t really build there heavy the first few rounds; the Germans were buying navy, and the Brits had to do the same to keep up. Even with the assist of eight or ten Germans, though, it still didn’t actually fall.
Last game I played, I ended up sending Germans down to India after the fall of Russia. Not my whole eastern force, but ten guys or so. A-H didn’t really have anybody left on the eastern front, or some of them would have come, too. The Ottomen definitely need the help against India, but even with the German additions, they weren’t able to take it. They did keep India contested for about three rounds, though, which helped monetarily. Just couldn’t keep it up.
With the two-movement rule, it might make sense. As it stands, you have a 77% chance to hit, defense has a 50%.
You hit, they miss: 38.5%
Both hit: 38.5%
They hit, you miss: 11.5%
Both miss: 11.5%
60+% chance you get no money back.
I frankly don’t believe the CPs want to trade 1-for-1 early on, but I could be wrong.
Most of those starting moves are decent, but I don’t see much point in taking a poke at Tuscany. Even if you win your 50/50, you gain two bucks for one round, not enough to replace the infantry you lose when they take it back with forces from Rome next round.
I’m willing to revise that the rules should come from official sources. So if Larry is putting out a set of “official” optional rules, I think that should be considered.
Cool. I think that’s a good idea, if we ever get any “official” updates. It seems like we might should decide on the rules of the game before trying to figure out how it’s won, though; any changes are almost certain to impact what you would want as victory conditions, aren’t they?
I guess it doesn’t hurt to toss around ideas, though.
Played a game Saturday with pretty heavy German navy, but they never did get past two transports.  It actually worked pretty well, with the Kaiserliche Marine able to hold off the British Navy 'til about turn six or so. Some ground was lost to the French on the mainland, but the British weren’t really able to support, and the French were quickly pushed back once tanks came out. Didn’t go after Sweden or Norway, though–just seems awful expensive, and puts troop out of position for two or three rounds.  Might be worthwhile, though–Germany does need the cash, for sure.