@barnee I would say thanks, but that was a Cluster.
All it does is spin unzipping maps endlessly.
Now my 2.5 is not working.
@barnee I would say thanks, but that was a Cluster.
All it does is spin unzipping maps endlessly.
Now my 2.5 is not working.
@Cornwallis
Sealion is a fools errand against competent players.
Don’t buy 11inf on R1…buy 6arty and 2 armor.
The buy is 3 inf 1 ftr and 1 Destroyer(only if needed), otherwise it is 6 inf and a ftr.
Gib Planes can get back to Uk easily for defense.
I welcome Sealion attempts, I know I have won once I see it.
@surfer Games won’t open on my Triple A…yes, I have the most updated version.
Something I am missing?
Ok, someone show me a game where Axis wins againsta 50 bid, I need to look at the Combat History.
@surfer
Sweet Baby Jesus, are these online games?
@surfer
45 Bid? Who are you playing? They must be Axis Gods.
@Cornwallis
At Triple A having the Krauts take and hold Gib is all the rage…you can thank me and Preatorian.
The counters
If Germany is buying fleet they are weak on East Front. Don’t just buy 11 inf every turn, immediately buy offensive pieces with Russia. Only a handful of people play Russia well…Yerf is the best. I am next.
Germany buying a crap load of fleet is all the rage. People don’t adjust their buys to it and get slaughtered as a result. ADAPT people, don’t be a robot buying the same stuff no matter what.
@dazedwit
Come to Triple A online opponents 24/7
https://triplea-game.org/
Download, update login…make a name.
If I am there, school will be in session.
@zlefin
I know you from TripleA.
You also know I play more G40 than most.
IMHO eliminating victory cities condition makes the game only matter on one side of the Map. Usually the Euro side.
This is probably obvious to you and everyone here, but…
As far as bids go…depends on your opponent. If they are excellent at Germans make them play Allies. Very few are good at both sides of the map. Players that are good with both…always make them play allies or make sure you get sizable bids as allies.
There is a player active now who is dominating as Axis. I figured out he can’t play Allies at all. I bid 30-32 as allies and if he bids anything at all…I make him play Allies. I know get 30plus verse him and he is yet to win. I Yunnan stack him and dominate the Jap side.
Know thyself…but also know your opponent.
@dazedwit So, you buy to turn 5, then surrender?
@dazedwit
You are 100% trolling. Nobody who buys 3 Rus bmb r1 is winning even rarely against competent play.
@Raider13 You won’t beat anybody with at least a room temp IQ.
Read closer, I mention bids, many times.
Observations on games where I lose:
German Openers that cripple the UK fleets are common.
This is a powerful German opener as it often creates space for Germany to be able to fully concentrate on the Soviets. The threat in the Atlantic is set way back.
106sz battle is Uuge.
The best bids to counter this German 110/111 opener is a 24 bid for UK.
1 Destroyer 110sz
1 Sub 111sz
1 Ftr Scotland
You see that Allied bid, you are playing a pro.
Often just the deploying of this bid make the Axis player modify their opener.
Then we have what I call the “Straun” opener. Straun is a Triple A online player of dubious personality but high skill. He may not be the originator of this opener, but he deploys it almost without fail.
Straun Opener-Kill all the Destroyers
This is a powerful opener, and imho the best German opener for a # of reasons:
Play this bid every time your opponent does not bid Destroyers in the Atlantic.
The bid to counter the Straun Opener is not clear. Here is a suggested one.
Bidding Destroyers in the Atlantic is starting to be an imperative for me.
Without Destroyers you are likely to get the Straun Opener and that is devastating.
With Destroyers, you are likely able to retaliate against the surviving Ger Subs and surface fleet. You also have a real good chance of winning sz106. The most important battle of Ger 1.
With a dual Destroyer bid you probably won’t see the Straun Opener. It is also likely you will have a chance to build and reinforce Brit Fleet on UK 1…either in sz 109 or sz 106.
If the Brits come out of UK2 with a survivable (defended) Fleet with Destroyers and Trannies…going to make for a tougher game for the Germans. The threats to Norway, Europe and Gibraltar mean the Germans will have to defend those areas…and not spend every point on the Ost front pile driving Ivan. In short, the best help the Brits can give the Soviets is a true two front threat.
I been winning as Allies against real good Axis opponents, by winning the early Atlantic turns and keeping pressure on the Germans from that front. As allies, when I get smoked in the Atlantic the overall outcome is usually defeat.
@TheDesertFox
The Best Allied Strategies are those that adapt to what the Axis are doing. You must be flexible and take what is available. My only axiom with Allies; “the 1st USA landing in Europe has got to stick”
No getting pushed back into the ocean.
I do prefer the northern route thru Norway if it makes sense, rather than go up thru the Med.
I am no advocate for it…I do not use it. Just commenting what I encountered.
The Middle-earth strategy is often seen online. Granted variations of it are always different. It is a solid strategy. I play a couple of games a week on Triple A and there is a good chance I see it weekly.
I have even seen the version detailed here, with the Harbor in Persia.
Interesting strategy.
How I see the Middle-earth strategy used over at Triple A is as follows.
1.The Allied player occupies the Middle East and gets IC’s up and running.
Planes fly down thru Africa and around to Middle East(Once threat of Sealion is gone)
The Russian players fight a delaying action. Very few counter attack ( I always attempt to counter attack).
When the fall of Moscow is inevitable, anywhere from turn 5-8 the Russian player abandons Moscow. They then usually fall back on the Middle East, looking to join the Russian stack with the now sizable Brit forces. This often slows the Germans considerably.
USA sets up a schuck/schuck thru the Med. USA-Gibraltar-Egypt. Where somewhere around 8 troops a turn are dumped into the Middle East.
Then with the Germans facing a huge Wall in the Caucasus and unable to advance further…the USA will attempt to finish off Japan.
Once Japan is neutralized or defeated then the full might of the USA is applied, usually thru the Med…but sometimes to the North thru Norway.
If done right, the Middle-earth strategy can lead to very long games. 18-25 turns. This is the most common style of Middle-earth strategy that I encounter. It can frustrate Axis players with low attention spans (looks in mirror) For the Axis to win, it will be a slog. Which is part of the strategy, bore your opponent to death and suck the fun out of the game. That being said, it is effective. I still lose to it on occasion, even when I know it is coming. I have probably lost to it 3-4 times in the last year, yet I have seen it dozens of times. Usually the economics defeats the Axis. When I have lost to it, people have done well to neutralize Japan.
KJF is the most common Allied strat. Japan won’t be able to amass such a huge force.
KJF, hang on in Russia until the Alluss turn the whole world against Germany.
I see Allied wins this way alot, even with Moscow falling.
Once the whole of the Allies are turned against Germany they never get the last victory city.