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    Topics created by Gargantua

    • GargantuaG

      HBG is calling for our help! Let's rally! and Let's ANSWER !

      General Discussion
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      GargantuaG

      There is still some fight to go for anyone who can pitch in!

    • GargantuaG

      WaW Team Game VIIII!

      Team Games
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      W

      @karl7 your choice of a nation .

    • GargantuaG

      TASK FORCE TIMES 1948 - Oct-Dec

      World War II History
      • • • Gargantua
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      General 6 StarsG

      This is really cool stuff to read and see !

    • GargantuaG

      Global 1940 - OOB Gargantua (X) vs Tanios (A) NO BID.

      Play Boardgames
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      GargantuaG

      Yeah so to follow up. Key arguments as to why balance in global is off.

      #1. Income issues

      In stand alone Europe, USA makes $60 With normal NO’s. In stand alone Pacific, USA makes $57 With normal NO’s (add another +$5 if you have PHI)
      TOTAL $117

      Both games are fairly balanced stand alone, with a tight race to the finish.

      -Yet in Global, USA suddenly only gets $72? Out the gate -$45 a turn when USA at war. Brutal. And certainly makes getting a $30+ bid one time, really not seem like much…

      And I haven’t even touched on the major balance issues with Axis NO’s vs Allied, which are totally outrageous, Axis has a major advantage in this category

      #2 Victory conditions skewed
      There are four routes to victory in the game.

      -If the Axis win on Europe Map - RESULT = Axis Win
      -If the Axis win on Pacific Map - RESULT = Axis Win
      -If the Axis win on Both Pacific and Europe Maps - RESULT = Axis win
      -If the allies win on BOTH Maps - RESULT = Allies Win

      Three of the four routes to victory all result in an Axis win, and I appreciate this formula is very simple, but it holds quite true that without additionally balanced factors that the axis will win 3/4 games

      #3 Centralized Power
      The Axis have a unique advantage in positioning, which is especially true for cheap and disposable aircraft. Units the Axis build can generally be combat effective immediately on defense and attack, where as the allies have to build far off in the distance, and then move into position, as well as being delayed by Political conditions.

      Your references to use of Air power against your fleets is a prime example. I can choose to smash a fleet at Gibraltar, in the channel, or in the med. with whatever portions of my air power I like, nominally, all of it all at once. And its the allies who are stuck with spending on transports and carriers, and other infrastructure to hold multiple key positions at the same time, to have any hope of breaking through.

      It’s also much easier for the Axis to bounce back from catastrophe. Again as placements are immediate. Vs when I nuked fleets, I knew it would take USA 2-3 turns to recover.

      #4 The Can Opener
      The Italian Can Opener, is probably the single most game breaking factor. I didn’t go this route in our game (though I originally planned to) because of the risks I took that let me have a great shot on Egypt I1. I had a few high risk chances on your capital as well (by again just using air) but I opted not to take them.

      In terms of strategy - most often, players simply pull whatever Italian forces they can out of Africa, and throw it on the eastern front, and it makes it impossible for Russia to hold back the swarm. The axis get through are are get $7 a territory for places like Caucasus and Stalingrad.

      Russia has to choose its capital, OR the middle east, and it just gets overrun whilst the Axis makes bank, and the allies struggle to start and setup.

      Many of us called this strategy “the schedule”, because it was run like clockwork, and certainly with no bid, always resulted in a G7/G8 Moscow take.

      #5 The France Conundrum
      This is also a game breaker. If at any point the Allies manage to liberate france, chances are the Axis can immediately get it back, Collect $$$ for all it’s territories, and the allies lose all forward factories.

      This cycle is ridiculous, and often means Germany doesnt even have to leave a single unit in Paris, OR can store units in Paris without fear of it really being attacked, the allied “france” landing is completely blunted by this gamey situation, and again all the advantage are lent to Germany to stutter stall any kind of landing.

      CONCLUSION
      All these factors considered… is why Balanced Mod, and Path 2 Victory were put together, after a decade of online play, and after seeing with competitive league bids (even championship games) of $45+ for the Allies, where the allies would still lose.

      I hope this is helpful…

    • GargantuaG

      WaW Team Game VII!

      Team Games
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      Karl7K

      @Gargantua

      Let her rip, man!

    • GargantuaG

      SMASH! G40BM3 Karl7 vs Gargantua and Canuck 12 - The Final Battle(s?)!

      Team Games
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      GargantuaG

      TripleA Turn Summary: Italians round 3

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 3 Purchase Units - Italians Italians buy 1 airfield, 1 factory_minor and 3 infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 infantry moved from Egypt to Trans-Jordan Italians take Trans-Jordan from British 1 infantry moved from Greece to 99 Sea Zone 1 artillery moved from Crete to 99 Sea Zone 1 infantry moved from Cyprus to 99 Sea Zone 2 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 infantry moved from 98 Sea Zone to Syria 1 bomber moved from Southern Italy to Anglo Egyptian Sudan 1 armour, 1 infantry and 1 mech_infantry moved from Egypt to Anglo Egyptian Sudan 1 armour moved from Romania to Western Ukraine Italians take Western Ukraine from Russians Combat - Italians Battle in Syria Battle in Anglo Egyptian Sudan Italians attack with 1 armour, 1 bomber, 1 infantry and 1 mech_infantry British defend with 1 infantry Italians roll dice for 1 armour, 1 bomber, 1 infantry and 1 mech_infantry in Anglo Egyptian Sudan, round 2 : 1/4 hits, 1.50 expected hits British roll dice for 1 infantry in Anglo Egyptian Sudan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British and 1 infantry owned by the Italians lost in Anglo Egyptian Sudan Italians win, taking Syria from British, taking Anglo Egyptian Sudan from British with 1 armour, 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for British: 1 infantry Non Combat Move - Italians 1 artillery, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone 1 artillery and 1 infantry moved from 98 Sea Zone to Trans-Jordan 2 infantry moved from Tunisia to 94 Sea Zone 1 battleship, 2 cruisers, 1 destroyer, 2 infantry and 1 transport moved from 94 Sea Zone to 98 Sea Zone 2 infantry moved from 98 Sea Zone to Trans-Jordan 1 aaGun and 3 infantry moved from Northern Italy to 95 Sea Zone 1 aaGun, 3 infantry and 2 transports moved from 95 Sea Zone to 98 Sea Zone 1 aaGun and 3 infantry moved from 98 Sea Zone to Trans-Jordan 1 submarine moved from 94 Sea Zone to 98 Sea Zone 1 fighter moved from Gibraltar to Southern Italy 1 fighter moved from Gibraltar to Southern Italy 2 aaGuns and 2 infantry moved from Romania to Eastern Poland 1 aaGun moved from Yugoslavia to Romania 1 artillery moved from Egypt to Trans-Jordan 1 infantry moved from Egypt to Anglo Egyptian Sudan 1 artillery moved from Alexandria to Egypt 1 bomber moved from Anglo Egyptian Sudan to Egypt Place Units - Italians 1 airfield and 1 factory_minor placed in Egypt 3 infantry placed in Southern Italy Italians undo move 2. 3 infantry placed in Northern Italy Turn Complete - Italians Italians collect 21 PUs; end with 21 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs Objective Italians 3 North Africa Control: Italians met a national objective for an additional 5 PUs; end with 31 PUs Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 34 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 39 PUs

      Combat Hit Differential Summary :

      Italians : -0.50 British : 0.67

      Savegame

    • GargantuaG

      WaW Team Game VI

      Team Games
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      D

      redrum - Yamamoto
      Degrasse - Italy
      Gargantua - Germany
      entek - Anzac/Dutch
      captain walker- Hisachi
      Witt America
      Karl Russia
      Dawgoneit France/China
      Whackamatt UK

    • GargantuaG

      WaW Team Game V

      Team Games
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      GargantuaG

      Ahhh… what could have been in this game.

    • GargantuaG

      Anniversary 2017 Reprint - rule changes?

      Axis & Allies Anniversary Edition
      • • • Gargantua
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      axis_rollA

      @taamvan said in Anniversary 2017 Reprint - rule changes?:

      The reprint could have re-organized the setup charts, which are not very rationally laid out and appear to just wander around the area and put the units in a different order in each list. In the better organized versions, the lists are alphabetical, or some snake around the land then the sea–but it would be more rational to have some uniformity to that, rather than just a messy list without any rhyme or reason.

      As to the tournament rules, the game is VASTLY different in that setting than OOB. The NOs add a ton of money, the tech adds a lot of randomness. I think the tech favors the allies because they are well-positioned to invest in that starting on turn 1, and would probably make better use of most of the random outcomes than the Axis.

      I find both games to be quite imbalanced, towards the Allies. There are no other maps where fighters can fly in one move from US to London, then from London unblockably to Moscow (over the top, 4 moves). There are more layers of buffer territories for moscow–almost as many territories in the “maze” as global. In the 42 scenario, the Germans just punch themselves out really quickly trying to fight in the russian maze. And the 5$ tanks are a big boon for Russia because it can fight Germany on even terms. You might argue that goes both ways, but in most of our 41 and 42 games, Germany has to buy DEFENSIVELY, all game–not just $5 tanks. The Allies have easy choices of what to buy–tanks for russia and fighters for the other two powers, until Russia is absolutely untakable. India without a factory is a lost cause. Both setups are an easy 5-turn KGF, OOB.

      In the tourney, its a 6 turn game with less than a 6 bid for either side. The Allies won 1-2 more games than the Axis did, in 2018, under these parameters. I think the only way this is possible is for the Axis to grab Sydney, India, Karelia, and then hold those, plus the original Axis cities. They can lose 1 and still win a tie, I believe.

      Not having watched the invitational games in detail, that’s the only conclusion I can draw from the available data.

      This is an odd reply to a question about the rules being reprinted…

    • GargantuaG

      When the USA deliberately BOMBED itself - March 21st 1944

      General Discussion
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      GargantuaG

      During the dead of winter, March 21st 1944; Miles City, Montana; local residents woke to their quaint little town being overrun and submerged by the rising frozen waters of the Yellowstone river. Ice jams were building quickly, raising the subzero river water levels over 16 feet. As the blocks of ice, slush and freezing waters flooded into the city, residents were forced to flee their homes for safer grounds.
      .
      .

      .
      Miles City Mayor L.S. Keye knew immediate action must be taken, and brought in explosive experts from a nearby town. Two local pilots took a small aircraft over the river and attempted to drop and detonate 50 pound homemade bombs on the Yellowstone ice jam , but unfortunately it had little effect.

      Mayor L.S. Keye then decided to do the unthinkable, and placed an urgent request to the Governor’s office. His request was short, and to the point “Send in the Bombers!”
      .

      .
      At a USAAF base in Rapid City S.D., the crew of an Army Air Force B-17 were quick to accept the unusual mission, and preparations to bomb an American city were fast underway. The crew hastily began fusing and loading 250-pound bombs into the bomb bay of their USAAF Boeing B-17 Flying Fortress. Shortly thereafter, the loaded bomber with her crew of eight, took to the skies in a harsh blizzard and low ceilings.
      .

      .
      The plan was to deliver the bombs to Miles City where the load would be transferred to a waiting Dive-Bomber to execute the bomb delivery. As the lone B-17 was nearing Miles City, low clouds forced the plans to be changed. Under a blanket of 1000 foot overcast skies, the B-17 was then ordered to handle the bombing run themselves.
      .

      Originally planned to release the load at 10,000 feet, the low overcast forced the bomber crew to take their ship lower. At 1930 hours, in heavy snow, winds and cold, the bomber appeared over the river and executed two dummy bombing runs as crowds of locals watched in amazement. On the third pass, the B-17 released a test bomb that exploded precisely on target. Unsure of the effect, the crew brought their bomber around again.
      .
      .
      Making a two more passes, releasing all six of the 250 lb. bombs. Hundreds of residents watched motionless, and none speaking a word. The entire town, their homes and their families future hung in the balance as they watched the bombs fall. Seconds later a huge plume of ice, mud and water exploded skyward from the frozen Yellowstone river.
      .

      The ice jam quickly broke apart, and the frozen waters slowly receded, saving the small town. The next morning, local residents were thrilled to watch as the water levels had dropped a full 10 feet from the day before.

      That night the crew of the B-17 were welcomed by the thankful and relieved residents of Miles City Montana. The entire crew were put up at the local hotel, and each received a well-deserved steak dinner.

      The next morning, the crew departed, and the B-17 made a final victory pass low over the town at 50 feet over the rooftops, rocking their wings as they flew back home to Rapid City SD… and so the story goes of the only time the continental United States was bombed.

      https://www.newspapers.com/clip/28091357/miles_city_bombing_march_21_1944/

    • GargantuaG

      "LOSERS PRIVILEGE"

      General Discussion
      • • • Gargantua
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      6553216

      I think Someone needs to make a video where they play AA and invoke Loser’s Privilege in spectacular fashion.

    • GargantuaG

      19L Blood-vs-Bone BM3 Juan+Rubiton vs Garg/Karl

      League
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      JuanSpainJ

      TripleA Turn Summary: UK_Pacific round 5

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 5 Purchase Units - Americans Americans buy 1 carrier, 1 destroyer, 3 fighters, 2 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber moved from Queensland to Java 1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone 1 artillery, 1 battleship, 2 cruisers, 1 infantry and 1 transport moved from 33 Sea Zone to 42 Sea Zone Americans take 42 Sea Zone from Japanese 1 artillery and 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 54 Sea Zone to 34 Sea Zone 4 fighters moved from 33 Sea Zone to 34 Sea Zone 1 tactical_bomber moved from 33 Sea Zone to 34 Sea Zone 2 infantry moved from Hawaiian Islands to 26 Sea Zone 2 infantry and 1 transport moved from 26 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Marshall Islands 1 infantry moved from Tunisia to Libya 2 fighters moved from Gibraltar to Libya 1 armour, 2 infantry and 1 mech_infantry moved from Morocco to 91 Sea Zone 1 armour, 2 infantry, 1 mech_infantry and 2 transports moved from 91 Sea Zone to 110 Sea Zone 1 armour and 2 infantry moved from 110 Sea Zone to Normandy Bordeaux 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 1 infantry moved from Morocco to 91 Sea Zone 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Holland Belgium 4 submarines moved from 91 Sea Zone to 110 Sea Zone 1 submarine moved from 105 Sea Zone to 110 Sea Zone 1 fighter moved from 91 Sea Zone to 110 Sea Zone 2 carriers and 1 cruiser moved from 91 Sea Zone to 110 Sea Zone Combat - Americans Battle in Marshall Islands Battle in 110 Sea Zone Americans attack with 2 carriers, 1 cruiser, 1 fighter, 5 submarines and 3 transports Germans defend with 1 cruiser Americans roll dice for 5 submarines in 110 Sea Zone, round 2 : 0/5 hits, 1,67 expected hits Americans roll dice for 2 carriers, 1 cruiser, 1 fighter and 3 transports in 110 Sea Zone, round 2 : 2/2 hits, 1,00 expected hits Germans roll dice for 1 cruiser in 110 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits 1 cruiser owned by the Germans lost in 110 Sea Zone Americans win, taking Marshall Islands from Japanese with 2 carriers, 1 cruiser, 1 fighter, 5 submarines and 3 transports remaining. Battle score for attacker is 12 Casualties for Germans: 1 cruiser Battle in Java Americans attack with 1 artillery, 1 bomber and 1 infantry Japanese defend with 2 infantry Americans roll dice for 1 battleship and 1 cruiser in Java, round 2 : 1/2 hits, 1,17 expected hits Americans roll dice for 1 artillery, 1 bomber and 1 infantry in Java, round 2 : 2/3 hits, 1,33 expected hits Japanese roll dice for 2 infantry in Java, round 2 : 1/2 hits, 0,67 expected hits 2 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Java Americans win, taking Java from Japanese with 1 artillery and 1 bomber remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Casualties for Japanese: 2 infantry Battle in 34 Sea Zone Americans attack with 1 destroyer, 4 fighters and 1 tactical_bomber Japanese defend with 1 submarine Americans roll dice for 1 destroyer, 4 fighters and 1 tactical_bomber in 34 Sea Zone, round 2 : 3/6 hits, 3,00 expected hits Japanese roll dice for 1 submarine in 34 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Japanese lost in 34 Sea Zone Americans win with 1 destroyer, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Battle in Normandy Bordeaux Battle in Holland Belgium Battle in Libya Americans attack with 2 fighters and 1 infantry Italians defend with 1 infantry Americans roll dice for 2 fighters and 1 infantry in Libya, round 2 : 2/3 hits, 1,17 expected hits Italians roll dice for 1 infantry in Libya, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Libya Americans win, taking Normandy Bordeaux from Italians, taking Holland Belgium from Germans, taking Libya from Italians with 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Non Combat Move - Americans 4 fighters and 1 tactical_bomber moved from 34 Sea Zone to 33 Sea Zone 1 carrier, 1 fighter and 1 submarine moved from 26 Sea Zone to 33 Sea Zone 1 fighter moved from Western United States to Hawaiian Islands 2 destroyers and 2 submarines moved from 10 Sea Zone to 26 Sea Zone 2 fighters moved from Libya to Tunisia 2 mech_infantrys moved from Morocco to Tunisia 2 fighters moved from Eastern United States to Gibraltar 2 destroyers moved from 101 Sea Zone to 91 Sea Zone 1 bomber moved from Java to Northern Territory Place Units - Americans 2 transports placed in 101 Sea Zone 1 destroyer placed in 101 Sea Zone 1 fighter placed in Eastern United States 2 infantry placed in Eastern United States 1 submarine placed in 101 Sea Zone 1 carrier placed in 10 Sea Zone 2 fighters placed in Western United States Turn Complete - Americans Americans collect 65 PUs; end with 65 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 70 PUs Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 75 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 85 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 90 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 95 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Non Combat Move - Chinese 1 fighter moved from Tsinghai to Burma 1 artillery and 15 infantry moved from Szechwan to Shensi 1 artillery and 1 infantry moved from Tsinghai to Shensi Place Units - Chinese 4 infantry placed in Shensi Turn Complete - Chinese Chinese collect 7 PUs; end with 7 PUs Purchase Units - British British buy 1 artillery, 1 destroyer and 5 infantry; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry; Remaining resources: 1 PUs; Combat Move - British 1 fighter, 4 mech_infantrys and 1 tactical_bomber moved from Iraq to Trans-Jordan 1 fighter moved from Tanganyika Territory to 72 Sea Zone 1 mech_infantry moved from Tanganyika Territory to Kenya British take Kenya from Italians 2 mech_infantrys moved from Tanganyika Territory to Anglo Egyptian Sudan British take Anglo Egyptian Sudan from Italians Combat - British Battle in 72 Sea Zone British attack with 1 fighter Italians defend with 1 transport 1 transport owned by the Italians lost in 72 Sea Zone British win with 1 fighter remaining. Battle score for attacker is 7 Casualties for Italians: 1 transport Battle in Trans-Jordan British attack with 1 fighter, 4 mech_infantrys and 1 tactical_bomber Italians defend with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry British roll dice for 1 fighter, 4 mech_infantrys and 1 tactical_bomber in Trans-Jordan, round 2 : 0/6 hits, 1,83 expected hits Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Trans-Jordan, round 2 : 2/4 hits, 1,50 expected hits 2 mech_infantrys owned by the British lost in Trans-Jordan British roll dice for 1 fighter, 2 mech_infantrys and 1 tactical_bomber in Trans-Jordan, round 3 : 0/4 hits, 1,50 expected hits Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Trans-Jordan, round 3 : 1/4 hits, 1,50 expected hits 1 mech_infantry owned by the British lost in Trans-Jordan 1 mech_infantry owned by the British retreated to Iraq Italians win with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is -12 Casualties for British: 3 mech_infantrys Non Combat Move - British 2 infantry moved from Persia to Iraq 1 fighter and 1 tactical_bomber moved from Trans-Jordan to Persia 1 fighter and 1 tactical_bomber moved from Persia to Eastern Persia 1 fighter moved from 72 Sea Zone to Eastern Persia 3 aaGuns, 1 fighter and 16 infantry moved from India to Burma 2 infantry moved from Rhodesia to Belgian Congo 2 infantry moved from Union of South Africa to Rhodesia 1 mech_infantry moved from Union of South Africa to Belgian Congo 1 aaGun moved from Morocco to Algeria 1 infantry moved from Morocco to Algeria 1 armour moved from Morocco to Tunisia 1 artillery and 2 infantry moved from Morocco to 91 Sea Zone 1 artillery, 1 carrier, 2 infantry and 3 transports moved from 91 Sea Zone to 110 Sea Zone 1 aaGun and 2 infantry moved from United Kingdom to 110 Sea Zone 1 aaGun, 1 artillery and 4 infantry moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from United Kingdom to Normandy Bordeaux 1 fighter moved from 91 Sea Zone to Normandy Bordeaux 1 fighter moved from 91 Sea Zone to Normandy Bordeaux 1 cruiser moved from 91 Sea Zone to 92 Sea Zone 1 submarine moved from 80 Sea Zone to 39 Sea Zone Place Units - British 1 destroyer placed in 110 Sea Zone 1 artillery and 2 infantry placed in Persia 3 infantry placed in Union of South Africa Turn Complete - British Total Cost from Convoy Blockades: 7 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1,1,5,2,6,3 British collect 22 PUs (7 lost to blockades); end with 22 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 25 PUs Place Units - UK_Pacific 2 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 6 PUs; end with 7 PUs Some Units in India change ownership: 2 infantry Turning on Edit Mode EDIT: Removing units owned by British from Normandy Bordeaux: 1 fighter EDIT: Adding units owned by British to United Kingdom: 1 fighter EDIT: Turning off Edit Mode

      Combat Hit Differential Summary :

      Germans : -0,50 Italians : -0,33 British : -3,33 Americans : 0,67 Japanese : 0,17

      Savegame

    • GargantuaG

      If Enigma had never been cracked…

      World War II History
      • • • Gargantua
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      ABWorsham4A

      If Enigma had never been cracked add millions of additional tons of shipping to the bottom of the Atlantic.

    • GargantuaG

      *MYSTERIOUS A&A.ORG DISAPPEARANCE* - WHEATBEER

      General Discussion
      • • • Gargantua
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      ABWorsham4A

      @Gargantua:

      Nien

      🤔

    • GargantuaG

      Global Victory Conditions MATH analysis

      Axis & Allies Global 1940
      • • • Gargantua
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      T

      @Navymule:

      If there are 241 IPC’s worth of territories (before NO’s), that would mean the Allies would be earning well over 200 IPC’s a turn.  No way the Axis could recover from that deficit.  That would mean another 50-70 IPC’s worth of NO’s as well.

      I wouldn’t think the Axis could recover, either, but I also wouldn’t say it’s impossible. The Allies begin the game with a 175-66 IPC advantage, but seem to lose more than half the time. Why does this happen?

      The short answer is that the Axis victory conditions are easier to achieve, in part because Axis income is concentrated in Germany and Japan. This allows the two main aggressors to develop strategy, purchase units needed to implement that strategy and get them to the front rapidly. Put another way, in the hands of an experienced player, the Axis have a very efficient military-industrial complex.

      On the other hand, the Allied IPC advantage, at least for the first 5-6 turns, is negated by the dispersal of those IPCs to every corner of the globe…and the Allies’ powerhouse must cross two oceans to join the fight. Until the US is fully engaged in battle, the Allied IPC advantage is virtually nonexistent.

      I could talk/write at length on the economics of G40, but I’ll jump to the key question: If the goal is to improve game balance by creating a new victory condition, wherein the Allies win if the number of Axis-controlled Victory Cities falls below X and the combined IPC value of Axis-controlled territories falls below Y, what are X and Y? In other words, what is the Axis’ “point of no return?”

    • GargantuaG

      Random COOL photo! WW2 armies issued Paper Models

      World War II History
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      W

      Very nice find, Garg.

    • GargantuaG

      Dice throw test

      Play Boardgames
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      arathornA

      :@@@ 1@2 2@2:

    • GargantuaG

      Battle for the wasteland! Walker vs Gargantua Round 1

      Play Boardgames
      • • • Gargantua
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      captainwalkerC

      I’ll get it started later today…

    • GargantuaG

      1914 Domination: 9 Player BLOODBATH

      Team Games
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      W

      You think we can defeat you in six turns? Perhaps. I like your confidence in us . Thanks.

    • GargantuaG

      18L -G40- GARGANTUA(Axis) vs SOVIETISHCAT(0 Bid) *TG6CON - TITANIUM MEDAL GAME*

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      GargantuaG

      GG

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