Navigation

    Axis & Allies .org Forums
    • Register
    • Login
    • Search
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    1. Home
    2. Make_It_Round
    3. Topics
    • Profile
    • Following 0
    • Followers 0
    • Topics 44
    • Posts 3174
    • Best 1
    • Groups 0

    Topics created by Make_It_Round

    • Make_It_Round

      Shifting Politics A&A: Grendal vs. rjpeters70
      Play Boardgames • • Make_It_Round

      11
      0
      Votes
      11
      Posts
      1130
      Views

      Make_It_Round

      It’s the 1940 game board; the one you normally play on.

    • Make_It_Round

      Zombie Apocalypse A&A: pr0c3ss vs. Gargantua
      Play Boardgames • • Make_It_Round

      12
      0
      Votes
      12
      Posts
      1140
      Views

      P

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

      Game History

      Round: 1

      Politics - Germans
                  Germans takes Political Action: Political Action Axis To War With Russians
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                      Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral

      Research Technology - Germans
                  Germans spend 5 on tech rolls
                      Germans rolls :  1/1 hits
                  Germans removing all Technology Tokens after successful research.
                  Germans discover Airborne_Forces

      Activate Technology - Germans
                  Germans activating Airborne_Forces

      Purchase Units - Germans
                  Germans buy 2 destroyers and 3 infantry; Remaining resources: 0 PUs; 0 techTokens;

      Combat Move - Germans
                  3 infantry moved from Holland Belgium to France
                  2 artilleries moved from Holland Belgium to France
                  3 armour moved from Holland Belgium to France
                  1 mech_infantry moved from Western Germany to Normandy Bordeaux
                  1 infantry moved from Holland Belgium to Normandy Bordeaux
                  1 artillery moved from Western Germany to France
                  3 infantry moved from Western Germany to France
                  2 infantry moved from Denmark to Western Germany
                  2 mech_infantrys moved from Western Germany to Southern France
                  1 armour moved from Greater Southern Germany to Southern France
                  1 armour moved from Greater Southern Germany to France
                  1 mech_infantry moved from Western Germany to Normandy Bordeaux
                  3 artilleries and 11 infantry moved from Germany to Poland
                  2 infantry moved from Slovakia Hungary to Eastern Poland
                  1 armour moved from Slovakia Hungary to Eastern Poland
                  6 infantry moved from Greater Southern Germany to Slovakia Hungary
                  2 artilleries moved from Greater Southern Germany to Slovakia Hungary
                  1 armour moved from Greater Southern Germany to Romania
                  1 tactical_bomber moved from Poland to France
                  1 fighter moved from Slovakia Hungary to France
                  1 submarine moved from 108 Sea Zone to 110 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 submarine moved from 118 Sea Zone to 111 Sea Zone
                  1 submarine moved from 117 Sea Zone to 109 Sea Zone
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 battleship moved from 113 Sea Zone to 110 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 bomber moved from Germany to 110 Sea Zone
                  1 tactical_bomber moved from Germany to 110 Sea Zone
                  1 fighter moved from Western Germany to 110 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 fighter moved from Western Germany to 111 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 tactical_bomber moved from Western Germany to 110 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  1 fighter moved from Norway to 110 Sea Zone
                  1 transport moved from 114 Sea Zone to 113 Sea Zone
                  1 cruiser moved from 114 Sea Zone to 115 Sea Zone

      Airborne Attack Move - Germans

      Combat - Germans
                  Russians scrambles 1 units out of Novgorod to defend against the attack in 115 Sea Zone
                  British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone
                  British scrambles 1 units out of Scotland to defend against the attack in 109 Sea Zone
                  Battle in France
                      Germans attack with 4 armour, 3 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber
                      French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
                          AA fire in France :  0/2 hits
                          Germans roll dice for 4 armour, 3 artilleries, 1 fighter, 6 infantry and 1 tactical_bomber in France, round 2 :  6/15 hits
                          French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 :  7/11 hits
                          5 infantry owned by the French, 6 infantry owned by the Germans, 1 aaGun owned by the French and 1 artillery owned by the Germans lost in France
                          Germans roll dice for 4 armour, 2 artilleries, 1 fighter and 1 tactical_bomber in France, round 3 :  5/8 hits
                          French roll dice for 2 armour, 2 artilleries, 1 fighter and 1 infantry in France, round 3 :  1/6 hits
                          1 infantry owned by the French, 1 armour owned by the French, 1 armour owned by the British, 1 artillery owned by the British, 1 artillery owned by the French and 1 artillery owned by the Germans lost in France
                          Germans roll dice for 4 armour, 1 artillery, 1 fighter and 1 tactical_bomber in France, round 4 :  4/7 hits
                          French roll dice for 1 fighter in France, round 4 :  1/1 hits
                          1 fighter owned by the French and 1 artillery owned by the Germans lost in France
                      Germans captures 19PUs while taking French capital
                      Germans converts factory_major into different units
                      Germans win, taking France from French with 4 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 23
                      Casualties for Germans: 3 artilleries and 6 infantry
                      Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                      Casualties for British: 1 armour and 1 artillery
                  Battle in 111 Sea Zone
                      Germans attack with 1 bomber, 1 fighter, 2 submarines and 2 tactical_bombers
                      British defend with 1 battleship, 1 cruiser and 1 destroyer
                          Germans roll dice for 2 submarines in 111 Sea Zone, round 2 :  0/2 hits
                          Germans roll dice for 1 bomber, 1 fighter and 2 tactical_bombers in 111 Sea Zone, round 2 :  1/4 hits
                      Units damaged: 1 battleship owned by the British
                          British roll dice for 1 battleship, 1 cruiser and 1 destroyer in 111 Sea Zone, round 2 :  2/3 hits
                          2 submarines owned by the Germans lost in 111 Sea Zone
                      retreated to 111 Sea Zone
                      British win with 1 battleship, 1 cruiser and 1 destroyer remaining. Battle score for attacker is -12
                      Casualties for Germans: 2 submarines
                  Battle in Eastern Poland
                      Germans attack with 1 armour and 2 infantry
                      Russians defend with 2 infantry
                          Germans roll dice for 1 armour and 2 infantry in Eastern Poland, round 2 :  1/3 hits
                          Russians roll dice for 2 infantry in Eastern Poland, round 2 :  0/2 hits
                          1 infantry owned by the Russians lost in Eastern Poland
                          Germans roll dice for 1 armour and 2 infantry in Eastern Poland, round 3 :  2/3 hits
                          Russians roll dice for 1 infantry in Eastern Poland, round 3 :  0/1 hits
                          1 infantry owned by the Russians lost in Eastern Poland
                      Germans win, taking Eastern Poland from Russians with 1 armour and 2 infantry remaining. Battle score for attacker is 6
                      Casualties for Russians: 2 infantry
                  Battle in 110 Sea Zone
                      Germans attack with 1 battleship, 1 bomber, 3 fighters, 2 submarines and 2 tactical_bombers
                      French defend with 1 cruiser and 1 fighter; British defend with 1 battleship, 1 cruiser and 2 fighters
                          Germans roll dice for 2 submarines in 110 Sea Zone, round 2 :  0/2 hits
                          Germans roll dice for 1 battleship, 1 bomber, 3 fighters and 2 tactical_bombers in 110 Sea Zone, round 2 :  6/7 hits
                      Units damaged: 1 battleship owned by the British
                          British roll dice for 3 fighters in 110 Sea Zone, round 2 :  3/3 hits
                      Units damaged: 1 battleship owned by the Germans
                          British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 2 :  1/3 hits
                          1 cruiser owned by the French, 1 cruiser owned by the British, 2 fighters owned by the British, 1 fighter owned by the French, 2 fighters owned by the Germans and 1 submarine owned by the Germans lost in 110 Sea Zone
                          Germans roll dice for 1 submarine in 110 Sea Zone, round 3 :  1/1 hits
                          1 battleship owned by the British lost in 110 Sea Zone
                      Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 48
                      Casualties for Germans: 2 fighters and 1 submarine
                      Casualties for French: 1 cruiser and 1 fighter
                      Casualties for British: 1 battleship, 1 cruiser and 2 fighters
                  Battle in Normandy Bordeaux
                      Germans attack with 1 infantry and 2 mech_infantrys
                      French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                          Germans roll dice for 1 infantry and 2 mech_infantrys in Normandy Bordeaux, round 2 :  1/3 hits
                          French roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 2 :  1/2 hits
                          1 infantry owned by the French and 1 infantry owned by the Germans lost in Normandy Bordeaux
                          Germans roll dice for 2 mech_infantrys in Normandy Bordeaux, round 3 :  0/2 hits
                          French roll dice for 1 artillery in Normandy Bordeaux, round 3 :  1/1 hits
                          1 mech_infantry owned by the Germans lost in Normandy Bordeaux
                          Germans roll dice for 1 mech_infantry in Normandy Bordeaux, round 4 :  0/1 hits
                          French roll dice for 1 artillery in Normandy Bordeaux, round 4 :  0/1 hits
                      1 mech_infantry owned by the Germans retreated to Holland Belgium
                      French win with 1 artillery remaining. Battle score for attacker is -4
                      Casualties for Germans: 1 infantry and 1 mech_infantry
                      Casualties for French: 1 infantry
                  Battle in 109 Sea Zone
                      Germans attack with 1 submarine
                      British defend with 1 destroyer, 1 fighter and 1 transport
                          Germans roll dice for 1 submarine in 109 Sea Zone, round 2 :  1/1 hits
                          British roll dice for 1 destroyer, 1 fighter and 1 transport in 109 Sea Zone, round 2 :  1/2 hits
                          1 destroyer owned by the British and 1 submarine owned by the Germans lost in 109 Sea Zone
                      British win with 1 fighter and 1 transport remaining. Battle score for attacker is 2
                      Casualties for Germans: 1 submarine
                      Casualties for British: 1 destroyer
                  Battle in Southern France
                      Germans attack with 1 armour and 2 mech_infantrys
                      French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                          Germans roll dice for 1 armour and 2 mech_infantrys in Southern France, round 2 :  0/3 hits
                          French roll dice for 1 artillery and 1 infantry in Southern France, round 2 :  0/2 hits
                          Germans roll dice for 1 armour and 2 mech_infantrys in Southern France, round 3 :  0/3 hits
                          French roll dice for 1 artillery and 1 infantry in Southern France, round 3 :  1/2 hits
                          1 mech_infantry owned by the Germans lost in Southern France
                          Germans roll dice for 1 armour and 1 mech_infantry in Southern France, round 4 :  1/2 hits
                          French roll dice for 1 artillery and 1 infantry in Southern France, round 4 :  0/2 hits
                          1 infantry owned by the French lost in Southern France
                          Germans roll dice for 1 armour and 1 mech_infantry in Southern France, round 5 :  1/2 hits
                          French roll dice for 1 artillery in Southern France, round 5 :  0/1 hits
                          1 artillery owned by the French lost in Southern France
                      Germans win, taking Southern France from French with 1 armour and 1 mech_infantry remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 mech_infantry
                      Casualties for French: 1 artillery and 1 infantry
                  Battle in 115 Sea Zone
                      Germans attack with 1 cruiser
                      Russians defend with 1 cruiser, 1 fighter and 1 submarine
                          Russians roll dice for 1 submarine in 115 Sea Zone, round 2 :  0/1 hits
                          Germans roll dice for 1 cruiser in 115 Sea Zone, round 2 :  1/1 hits
                          Russians roll dice for 1 cruiser and 1 fighter in 115 Sea Zone, round 2 :  1/2 hits
                          1 cruiser owned by the Germans and 1 submarine owned by the Russians lost in 115 Sea Zone
                      Russians win with 1 cruiser and 1 fighter remaining. Battle score for attacker is -6
                      Casualties for Germans: 1 cruiser
                      Casualties for Russians: 1 submarine
                  Moving scrambled unit from 109 Sea Zone back to originating territory: Scotland
                  Moving scrambled unit from 115 Sea Zone back to originating territory: Novgorod
                  Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French

      Non Combat Move - Germans
                  1 fighter moved from 111 Sea Zone to Western Germany
                  1 tactical_bomber moved from 111 Sea Zone to Western Germany
                  1 bomber moved from 111 Sea Zone to Western Germany
                  1 tactical_bomber moved from 111 Sea Zone to Western Germany
                  1 tactical_bomber moved from 110 Sea Zone to Western Germany
                  1 tactical_bomber moved from 110 Sea Zone to Holland Belgium
                  1 bomber moved from 110 Sea Zone to Western Germany
                  1 fighter moved from 110 Sea Zone to Western Germany
                  2 infantry moved from Norway to 113 Sea Zone
                  2 infantry moved from 113 Sea Zone to Western Germany
                  1 tactical_bomber moved from France to Western Germany
                  1 fighter moved from France to Western Germany

      Place Units - Germans
                  2 destroyers placed in 113 Sea Zone
                  3 infantry placed in Western Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 3
                      Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,3
                  Germans collect 35 PUs (3 lost to blockades); end with 54 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 59 PUs
                  Turning on Edit Mode
                  EDIT: Adding units owned by Japanese to France: 5 infantry
                  EDIT: Adding units owned by Japanese to Southern France: 1 infantry
                  EDIT: Turning off Edit Mode

    • Make_It_Round

      Looking for A&A Variant Playtesters
      House Rules • • Make_It_Round

      1
      0
      Votes
      1
      Posts
      385
      Views

      Make_It_Round

      If you are interested in exploring some new ways to play the game, please check this thread for more information:

      http://www.axisandallies.org/forums/index.php?topic=32937.0

      Cheers, M_I_R

    • Make_It_Round

      Looking for A&A Variant Playtesters
      Play Boardgames • • Make_It_Round

      7
      0
      Votes
      7
      Posts
      632
      Views

      Make_It_Round

      Grendal vs. rjpeters70 is posted here, with rules and introduction:

      http://www.axisandallies.org/forums/index.php?topic=33368.0

      I leave it to each of you to get in touch with your respective opponents and begin the games on the appropriate threads.

      If you have any questions for me about the variants, rule-related or otherwise, feel free to post them here and I will respond as soon as I receive them.

      Thanks again, and have fun,

      M_I_R

    • Make_It_Round

      Bobby Fischer A&A: Randomized Set-Ups
      House Rules • • Make_It_Round

      13
      0
      Votes
      13
      Posts
      1169
      Views

      knp7765

      Actually, we are still working on the first game. We only get to play for a few hours each weekend so sometimes a game of Global 40 will last 2 or 3 weeks. Luckily, I have a room where I can keep the game set up.
      Aside from a number of odd ball placements, I noticed two main differences: 1 > the Soviet Union forces started a lot more spread out across Russia which made Germany’s initial attack a little easier. 2 > the United States had almost no presence in the Pacific. The bulk of the US Navy ended up in SZ 101, plus most of their ground units and air units in East USA. As a result, they decided on a “get Germany first” strategy and almost ignored the Pacific.
      That caused Japan to get HUGE. At present, Japan rules the Pacific, including Australia, and is threatening the US West coast. Japan also took out all of China and India.
      Germany managed to take Moscow and make the Russians extinct. However, USA and Britain overwhelmed Germany and Italy and liberated Paris. There are no Italian units left and only 3 German units left on the board.
      So, on the Europe board, we have a lot of German controlled but unoccupied Russian territory with the US, British and French occupying almost all of Europe and ready to start moving into Russia. Japan rules most of the Pacific board and is threatening the US West coast. Japan also has a small force traveling through the Middle East. They made some landings in Africa, but the Brits spanked them hard. The Brits are strong in Egypt with part of the US Navy there to back them up.
      Technically, this would have been an Axis win with Japan getting 6 of 8 VCs on the Pacific board. But when Berlin and Rome fell, we decided to see how this plays out.

    • Make_It_Round

      New Concept
      Play Boardgames • • Make_It_Round

      183
      0
      Votes
      183
      Posts
      5596
      Views

      P

      😞

      😉

    • Make_It_Round

      BotA 06: Make_It_Round vs. Dead Tom
      Tournaments • • Make_It_Round

      1
      0
      Votes
      1
      Posts
      477
      Views

      Make_It_Round

      Alright man. How do you want to do this :?

      I’m militantly against low-luck… Willing to put the choice of sides up to die roll if you’re okay with that.

      Best,

      MIR

    • Make_It_Round

      BotA 05: Make_It_Round vs. Bacala
      Tournaments • • Make_It_Round

      77
      0
      Votes
      77
      Posts
      2979
      Views

      B

      Thank you.

      Thanks for playing and good luck in the next round.

      Bacala

    • Make_It_Round

      BotA 05: Make_It_Round vs. Wirkey
      Tournaments • • Make_It_Round

      3
      0
      Votes
      3
      Posts
      442
      Views

      Make_It_Round

      @Make_It_Round:

      😄

      Rolling 1d2:
      (1)

      I’m the good guys!

      Okay Wirkeymon, I’ve given you my email, and the thread, so now it’s up to you to kick things off…

    • Make_It_Round

      Porting 1914 rules to 1940 game
      House Rules • • Make_It_Round

      26
      0
      Votes
      26
      Posts
      2473
      Views

      Make_It_Round

      @BJCard:

      Well, the Russians will likely have few artillery and tanks, so if Germany attacked the Russian stack with all its air (5 Fighters, 5 Tac Bombers, 2 Str Bombers) they could kill all the armor in the first round, greatly diminishing the Russian’s defensive capability (or if the Russians were on offence, the German air could kill its armor AND artillery, effectively neutering the attack and dooming Russia).

      With the US- Japan starts with 11 Fighters, 8 Tac Bombers, and 2 Str Bombers, a much bigger Navy than the US with its measly 5 Fighters, 1 Tac Bomber, and 1 Str Bomber.  And that’s if the US doesn’t send any aircraft to London.  Just in aircraft alone, the US would need 149 IPCs to achieve parity- or the first 3 full purchases (if Japan did a J3).  No cheap DD/SS fodder- no new carriers (Japan has 3 to the US’s 1).  Japan will always have air superiority and thus always target high value ships (BBs/CVs) first.

      I’m not sure where you get that the Allies have the advantage in Global 1940- all the bids are to the Allies (go look at the games being PBF), and many times the bid isn’t even enough.

      If you wanted to use the air supremacy rules, it could be good, but you’d have to change the entire setup to reflect the power aircraft now have.

      The obvious Allied counter would be to prioritize aircraft production, like in the real war (see: Battle of Britain, Battle of Midway, Battle of Kursk), which isn’t as daunting as your projections would indicate.

      Because planes can’t land in newly-conquered territories, each side could use their air units to cherry-pick the other fellow’s best offensive units on their respective turns, resulting in a mutual neutering until somebody finally broke through.

      It would be a bloodbath in the sky for the first few rounds, but the Allies have the economic clout to pull off air superiority in the long run… and with this targeting prize, air superiority would really mean something worth fighting for, for a change.

    • Make_It_Round

      BotA 04: Make_It_Round vs. Kabloom
      Tournaments • • Make_It_Round

      47
      0
      Votes
      47
      Posts
      2532
      Views

      Make_It_Round

      Cheers, gg to u2…

    • Make_It_Round

      BotA 04: Make_It_Round vs. Noll
      Tournaments • • Make_It_Round

      7
      0
      Votes
      7
      Posts
      764
      Views

      Noll

      @Veqryn:

      Why concede?  It is not low luck.

      I do not enjoy playing against MIR due to some attrition we had on some napoleonic games. I’d rather concede. Sorry Veqryn but I really want to enjoy my games, not caring for win/lose.

    • Make_It_Round

      BotA 03: Make_It_Round vs. lalapalooza
      Tournaments • • Make_It_Round

      131
      0
      Votes
      131
      Posts
      4866
      Views

      lalapalooza

      Well played sir!

      Thank you for the game, and I wish you luck in the next round of the tournament.

      lalapalooza

    • Make_It_Round

      8-Player Napoleonic Empires Free-For-All
      Play Boardgames • • Make_It_Round

      423
      0
      Votes
      423
      Posts
      14162
      Views

      Noll

      Later on yes: probably G40. Now lets play the new Napoleonic. Please remember thats a new game and we are not necessary enemies.

    • Make_It_Round

      Riyadh, Saudi Arabia: Players Wanted for Tournament
      Player Locator • • Make_It_Round

      2
      0
      Votes
      2
      Posts
      551
      Views

      robbie358

      I so would, if I was anywhere near the Middle East.  How far is that from California?

    • Make_It_Round

      BotA 01: Make_It_Round vs. Dimax
      Tournaments • • Make_It_Round

      2
      0
      Votes
      2
      Posts
      409
      Views

      Veqryn

      i think dimax started a thread right before you posted this one:
      http://www.axisandallies.org/forums/index.php?topic=28533.0

      gl

    • Make_It_Round

      XDAP-02: Creature Commandos vs Team Third Floor!
      Tournaments • • Make_It_Round

      92
      0
      Votes
      92
      Posts
      3758
      Views

      Make_It_Round

      Let’s call this, due to apparent lack of interest.

      We’ve all got other games to play, better to just officially drop this methinks.

      GG, MIR

    • Make_It_Round

      Master List of New Sculpts for Global 40 2nd Edition
      Axis & Allies Global 1940 • • Make_It_Round

      14
      0
      Votes
      14
      Posts
      1805
      Views

      Canuck12

      Cool shit.

    • Make_It_Round

      Calculating the Number of Unique Decisions Made Each Game of Global 40
      Axis & Allies Global 1940 • • Make_It_Round

      7
      0
      Votes
      7
      Posts
      1292
      Views

      Canuck12

      @Make_It_Round:

      I think it is possible, however tedious, to count the number of meaningful choices that players have in any given game, and to guess at one’s enjoyment threshold in terms of these.

      It is utterly impossible to count the number of meaningful choices that players have in any given game because each “meaningful choice” is a product of the other “meaningful choices” that were made previously. Furthermore, each “meaningful choice” is then subject to all of the possible dice outcomes, and thus multiplied by all of those possibilities and then multiplied by all of the “meaningful choices” offered by the various non-combat possibilities as they are determined by the dice outcomes. As you can see we get into these massive factorial situations where we are multiplying massive exponentials by even more massive exponentials until what is essentially infinity.

      To make a comparison: In chess there are only 20 possible moves to make on the first turn. (16 pawn moves and 4 knight moves) The opponent is faced with the same. So the possible combinations for the opening 2 moves (1 each) in chess is 400. None of which are absolutely stupid. there are 8,902 possible moves by 2 each and by move 7 there are almost eleven MILLION possible positions. That’s without dice, with only 2 players, with a much much much more limited scope for unit movement, no scope for adding units and far far fewer spaces.

      Now you asked about the “meaningful choices”. Some work has been done in this regard in chess and it seems that in the average game of about 30 moves (moving a single piece at at time. There are over 4.5 MILLION games outcomes in smart competitive situations. Now, multiply that by the factor of dice, multiple movement of units, game spaces, purchases and the fact that most AA games will see over 100 times that 60 units move factor and you have an utterly infinite combination of outcomes.

      Which is part of the reason it is so much more entertaining than chess.

      …or maybe just because we get to play with little tanks and planes.

    • Make_It_Round

      Old Friends, New Enemies Reunion Game
      Play Boardgames • • Make_It_Round

      11
      0
      Votes
      11
      Posts
      796
      Views

      Make_It_Round

      Need scramble orders for all SZs surrounding UK… Cheers, MIR

      GScramble1.tsvg

    • Make_It_Round

      Nation-Specific Unit Stats
      House Rules • • Make_It_Round

      11
      0
      Votes
      11
      Posts
      1312
      Views

      General 6 Stars

      Ya I agree. You still need the T-34’s.

    • Make_It_Round

      Global 40: Vichy France = Pro-Axis Neutral; Co-Belligerent Italy = Pro-Allied
      House Rules • • Make_It_Round

      18
      0
      Votes
      18
      Posts
      2209
      Views

      Make_It_Round

      @MacNaughton:

      But for the sake of game mechanics, it is important that we say that Germany “liberates” Rome. Also, for the sake of game mechanics, we can only take historical accuracy so far. Which means that if Rome is liberated by Germany, then we pretend that all the Italian territories all over the board will be perfectly happy to come back under the rule of Italy no matter the actual feeling of those people in actual history.

      Exactly. Thank you, sir.

      @Imperious:

      All those dice rolls thing would imbalance the game, only a fixed result can be balanced and must be.

      Hmm… We are both talking about Axis and Allies, right?

    • Make_It_Round

      New Piece: Conscription Center
      House Rules • • Make_It_Round

      8
      0
      Votes
      8
      Posts
      1180
      Views

      Gargantua

      What they are getting at is the respective VALUE of conscripts.

      Chinese “soldiers” without rifles, equipment, or even food, do not equate with American GI’s for example.

    • Make_It_Round

      The Joy of Combat
      Blogs • • Make_It_Round

      3
      0
      Votes
      3
      Posts
      478
      Views

      Make_It_Round

      I’m inclined to agree, Mike!  😄

      By the way, for those who are joining the discussion at this stage, Part 1 of this series of articles on the Conduct Combat phase can be found here:

      http://www.axisandallies.org/forums/index.php?topic=19769.0

    • Make_It_Round

      20+ hours of gameplay: is this game too long?
      Axis & Allies Global 1940 • • Make_It_Round

      33
      0
      Votes
      33
      Posts
      4414
      Views

      builder_chris2

      no offence taken.

      I too (as you can tell) like the long posts like just like I like the long games of A&A…BOTH show the kind of thought I like to put into things…but than again I’m a game geek as my wife so often and fondly calls me and something about the written word brings out the talker in me (I can’t’ figure that one out yet since I cant spell to save my life and if anything I’m under educated when compared to most people).  ANYWAY…

      The points you make (as well as several others that have been posted on this topic) about “flow control” of the game do help.  I’m not saying they don’t.  When you get in a check out line at any store, the line that has “the best checker” is always the faster line in comparison to the other lines regardless of how many persons are in line and how many items they have. in other words how well, the assembly line works is as important to how many parts need to be put on and how complicated it is to put each part on.

      The more Powers you have in a game, the more parts in the assembly line.  The minor powers are well…just that…minor parts in the assembly line and in the case of France they take seconds compared to the several minutes that the BIG powers take to do their turn.

      However, when you lay out the game in an assembly line with each power (no matter how small or BIG they are) in a line (as the turn order is “out of the box”) that makes the LONGEST critical path possible.

      If you can cut the game into two halves (Europe and Pacific) and make them into two separate critical paths, you can shorten the time it takes to play each round by half or more (depending on how many “BIG POWERS” there are in each assembly line). Its a the over lapping of critical path activities where ever possible that will save you the most time.

      Example:
      If Germany takes 15 minutes to do their turn
      And if Russia takes 10 minutes to do their turn
      And if Japan takes 15 minutes
      UK takes 10 minutes
      ANZAC takes 5
      Italy takes 5
      USA takes 10
      China takes 2
      France takes 1

      Because everyone has to wait in line for each other in one assembly line that’s a critical path of 73 minutes per round (give or take several minutes for slow play or fast play).  Now a good checker could clear that check out line in maybe 70 minutes just buy their skill, so having a banker, a task master and a chess clock to help keep everyone moving through the assembly line can obviously help. But it can only do so much.

      Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…700 minutes or 11.66 hours.

      Now, break the critical path into two assembly lines and it would look more like this.

      Europe Pacific
      Germany, 15 Japan 15
      Russia, 10 UK, 5
      UK, 5 ANZAC, 5
      Italy, 5 USA, 5
      USA, 5 China, 2
      France, 1

      41 minutes 32 minutes

      You still have the 73 minutes to play “each round, but you did it in 41 minutes on one board and 32 minutes on another board.  You just shorted each round by 32 minutes (73 – 41 (the longest critical path) = 32 minutes).

      Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…410 minutes 6.8 hours.

      Breaking the game into two critical paths IS more than possible in this EPIC game (IMO) because there really is that much of a separation between the two theaters of war in this game when compared to any games before it.

      Players on the pacific should probably wait till the round on the Europe board is finished before starting another round (this will probably help with any “overlaps”). But in short, by having the tow half played at the same time (overlapping critical paths) you just shaved an approximate 4.86 hours off the game compared to the 30 minutes that you could shave off by keeping them in one critical path chain and having a good “system” to get everyone through the check out line faster.

      BUT…while this idea has plenty of merit…like in construction, the more tasks you have running at the same time, the more crew you need. So having both half’s of the board being played at one time would require a minimum of 4 players compared to 2 players, so for some people, this idea just wont work because they don’t have the available players.

    • 1
    • 2
    • 1 / 2