Since at the outset of the game, China is at war with Japan…. USSR flying in planes is fine… (just like US fighters landing in Gibralter after Japan has just attacked…) … although they were neutral before, the territory they land in is controlled by a power already at war… (my take on it)
Posts made by MeinHerr
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RE: Global 2nd edition Q+A ( AAG40.2)
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RE: The Japan Playbook
The 3rd Carrier makes a lot of difference. And killing the 3 ANZAC FTRs is very important if India has to fall Fast on J-3.
Otherwise, with even 1 extra Bid unit in India and $3 extra Bid money, (India builds 6 Inf on UKI-1, then 4 Inf on UKI-1) …it becomes very very very expensive for Japan to take it on J-3… potentially losing half or its Airforce or more. -
RE: 5th Annual Portland - Seattle "The Challenge Classic" July 21st,2018 in Seattle
Seattle won this event!
Leads the series 3-1-1
Gargantua made his first appearance in Seattle and won one of the games for the Seattle side with his Seattle teammate MeinHerr. Tight game till Turn 6, game was poised on knife’s edge…
His opponents were Teflon and Kyle from Portland.AndrewAAgamer with his teammate Ted won the second game against Josh and Stephen. This was a AA50 game.
Marshmallow of War had a great game against Andy and Joe playing Global.
Lots of fun with 11 players playing .
Next year, will be in Portland. Promises to be a 3 city game with Portland-vs-Seattle-vs Vancouver (Canada) and maybe San Francisco, if enough players show up.
Lots of wine, food , beer , fun and excitement!
My Special thanks to 2 players on this forum who helped advise me to prep for this game (Weddingsinger and Cow).
SEE YOU ALL IN PORTLAND IN MID-JULY 2019 !!!
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RE: The Japan Playbook
Or is it better to take Java on J1 (rather than Borneo), to prevent Anzac from getting the free landing spot for its 3 planes that eventually go to India and/or Moscow?
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RE: The Japan Playbook
How does Japan modify its attack on J-2 after it has launched J-1 DOW …. when there are 2 Anzac Inf + 3 FTR in Java on Anzac1…?
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RE: Axis Victories (what's the "magic" trick?)
There are situations when the Soviet/UK player rolls snake-eyes … 2 of 3 AAA shots… Once that happens to the Axis player in a couple of games… you realize the Strat Bombing campaign is riskier than you realize.
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RE: USA into the Middle East
There is one more route…have considered using it…but… (played only … only …if you know Japanese player will do a J4)
Hawaii TR (+2inf) to Queensland US1
To Java on US2
To India on US3
to Persia on US4MH
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RE: Balancing Bids… using Time as a part of the Bid
It is in the works. Gargantua and me are on it…
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RE: Balancing Bids… using Time as a part of the Bid
@Marshmallow:
Based on our experience yesterday using a chess clock for the first time, the only way to use time as part of the bid is to reduce the amount of time available to the Axis compared to the Allies significantly.
(On a separate unrelated note, forcing everyone to use the same die colors for the same numbers will NOT speed up play despite Meinherr’s repeated unsubstantiated assertions to the contrary.)
Marsh
Yeah, just not sure reducing the Axis’s “time” is going to really affect their play enough to allow for lower bids. I could be wrong.
As for the recent colored combat dice thing, yeah, we used that recently in a game it was more confusing and chewed up time trying count the exact right number of specific colored dice etc. I guess handling such dice would improve with experience, but honestly I like to see what rolled, including the misses. Nothing like yelling out “Boxcars!” when your opponent rolls double 6’s and then watch the tears well up.
“Combat” dice are different from using Agreed upon color code that applies to both sides.
Agreed upon Color code, simple means you use different colors for 1s,2s,3s,4s. Roll them all at once…
Common sense tells you that in over the 100+ combats… this will be faster. And it is.
Some people want a research paper done on it to “prove” that… i say just try it and you will see.Problem is that once Human Beings are used to doing things a certain way… they are loathe to change it … unless they see a pitfall in continuing … or … other ways are more advantageous…
Hence… once there are time limits… and … you are forced to play faster… then the advantages of using multicolored dice will become self-apparent.
:evil: :evil: :evil:
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RE: Balancing Bids… using Time as a part of the Bid
@SS:
I agree MeinHett. Not for most. Youll get in an extra turn if setup is done before guys show up.
No.
Everyone shows up on time…. everyone helps in set up.
No extra turns.
No unrealistic 100 IPC bids… ( i mean seriously?!.. unless you are kidding…)If that is the level of play and players you are encountering… i feel for you Bro.
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RE: Balancing Bids… using Time as a part of the Bid
ABH - Very few games are perfectly played. Perfectly played games generally go on for a long time. Triple A is better for those games.
Live Board games if played with unlimited time per move… buy … Combat etc… ends up with about 5 Turns played in s single 12 -13 hour game day.
Iam sure you have played with players who take excruciatingly long time for a buy.
Worst case scenario is when all decisions are made by Committee approval.
You avoid the mistakes, sure … but you have just had a premature ejaculation of a game.Better put the onus on Axis to get things going… fast…and they do one of three things:
A) Play well… force Allies to also play fast… and played accurately… you will have a clear result by Turn 7 or 8
B) Play well… for Allies to make mistakes … Axis win
C) Make mistakes… Allies pounce on it… Allies winAs I said… this is not for slow players… and for players who want to triple analyze every step of every move.
This is more like speed chess… version… of AA Global in a Day game.
Not for everyone.
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RE: Balancing Bids… using Time as a part of the Bid
Thanks for the thoughtful questions -Argothair.
Since this is probably the first time this has been considered, there will be some kinks to be ironed out.
This is not for Newbies and Rookies.
If you have a player spending 15 minutes and doing basic math to figure out the buy … not for him.It’s meant for experienced players that know the flow of the game and can make solid decisions in a timely manner.
Also, we assume players show up on time… otherwise you adjust the time accordingly.
It is a handicapping System… so… if the player knows he will take a longer time… play Allies.
Ultimately, it’s the Axis game to lose.
The onus is on them to bid correctly to try to win…
It need not be all the 6 or 8 VCs… but usually by end of Turn 7… early Turn 8…one can see the direction of the game.Problem is that most games are not getting to Round 8
Also… yeah… the Emergencies etc will come.
Then pause the clock if you plan to resume.If the player wants to reset the Battleboard, that is on his time.
Once ALL combats have been declared… then the Clock STOPS … till all the Combats are resolved.
And as you know… once Combat phase starts… you cannot add or remove new units.The moment Combats are done… the Clock Re-Starts immediately.
Your suggestion of 100 combats taking 1-2 hours is correct.
That is taken into account.
So to take a common example of how it can be played…
Everyone gets there at 9am. Sets up board… about 30-40 minsStart 9:40 am
Pause for lunch at 1:10pm
So far 3.5 hours gone by… usually 2.5 turns done.
Resume 1:40 pm… Break for 5 mins about 4:40pm (3 more hours played)… Usually 2 more rounds done… (4.5 turns done)
Resume 4:45pm to 6:45 pm … 2 more hours of play… 1.5 turns additionally done… so 6 Turns done
Break for dinner… 30 mins
Restart 7:15 pm… till 8:45 pm … 1 more Turn done … 7 Turns
5 min break…
Resume 8:50 … till 10 pm… 1 more Turn done … 8 TurnsPlay time will be 3.5+3+2+1.5+1 = 11 hours
Let’s say for practical purposes… it’s 10 hours
And we do 7 turns… get into 8 … usually 4/5 times you will be able to see who is winning.Lastly… given 11 hours of Play Clock time that is divided up…
the Axis with less time will have to play faster from the get go to get a solid win.
They have the incentive to literally be Clock-Nazis smilesAs per my previous topic… Colored Dice will help in speeding up Combat…
Combination of both these precepts -Colored Dice and Time Handicap in Bidding process… experienced players will find it more fun…
than say after 5 Turns… nothing conclusive achieved… say… it’s 9:30 pm… gotta go… nice game…Thank you for wasting a whole day for nothing…
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Balancing Bids… using Time as a part of the Bid
Salutations,
Applies to Live Board Games… (i do not play triple A) . That is unless TripleA programming is changed…(not personally aware).
Have read a lot about what an Optimal Bid is… and it seems to keep going in one direction… up. This sometimes removes the joy from the game… especially for Italy smiles
Secondly, it is very convenient for everyone playing a live Board game… that the game ends in a single day of play…
My thought process is - Why not give a lower than normal bid to Allies… and factor in Time as a handicap.
ie: So, in a timed game… (preferably using Chess Clocks)… the time for Both sides can be changed so that they will have the luxury of planning their moves… while the other side has to plan faster. Chess clocks can be paused during Combat rolling… just like Timers.
For example… lets say, two teams play, starting at 9.50AM… and wind up at 10PM… with 4 breaks in between ( 1 hour , 20 minutes) … Half hour for lunch, Half hour for Dinner… and 2x 5 minute breaks - 1 timeout per team.
So essentially 11 hours of actual playtime… 5.5 hours each side as baseline
So average of 9-10 turns of playWhen the clock runs out… the game stops and game is called.
Now for the nub of the issue… Time.
The clock can be set so that Axis have just 4.5 hours and Allies have 6.5 hours or any other combination as they decide on the Bid.Hypothetical Bids can be :
- Axis ( - $ 10 AND - 2 hours)… Allies obviously + $10 AND + 2 Hours
- Axis (- $18 AND - 1hour) … Allies obviously + $18 and + 1 Hour
- Axis (- $ 6 and - 2.5 hours) … Allies obviously + $6 and + 2.5 hours
etc
Hence the with Option 1, the Allies will play (5.5+2 =) 7.5 hours and with $10 to place before game begins. Axis will have only (5.5-2 =) 3.5 hours to play with.
With less time, Axis team do not have ample time to strategize or fail to see some traps of their opponents… OR… opt for riskier openings…
Wanted to see what others think of this…
- Mein Herr
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5th Annual Portland - Seattle "The Challenge Classic" July 21st,2018 in Seattle
5th Annual Portland - Seattle “The Challenge Classic”
Hello folks,
The cities of Portland and Seattle started this rivalry in the Summer of 2014 and has alternated between them every year. Join us for some fun!
This year, the Portlanders climb the steep hills and arrive on July 21st,2018 to take on their neighbors to their north. The fair denizens of Seattle will rush to defend their home advantage and try to take total ownership of the bragging rights.
Games are going to be:
Game 1 : 50th Anniversary Edition - 1942
Game 2 : Either 50th Anniversary Edition or Global
Game 3 : Global
Game 4 (if needed) : GlobalPlease bring small change for Pizza that we shall order for lunch.
If needed, we shall order for dinner also.Lunch will be at 1.30 pm. We shall break for 20 minutes.
Dinner, if needed , will be at 6.30 pm and We shall break for 20 minutes.BYOB !!! There are lots of micro brew connoisseurs among us!
Please bring a Log-book, if you wish to log purchases and track Income.
Please bring colored dice to speed up the game!
Please bring timers, as this will be a timed game.Time:
Germany - 12 minutes
USSR - 5 minutes when at not with Germ/Italy, 8 minutes when at war
Japan - 8 minutes when not at war with USA, 12 minutes when at war
USA - 5 minutes when not at war, 12 minutes when at war
China - 4 minutes
UK - 12 minutes
Italy - 5 minutes
Anzac - 4 minutes
France - 2 minutesThere will be 4 timeouts allowed. Each of 5 minutes per per team.
NOTE: THERE MAY BE CHANGES TO THE ABOVE TIMES… but by July 1st, it will be final.
Every game has bidding and the bids are to play Axis.
The team that wishes to play Axis bids an amount which if accepted will go to the opposing Allied team.Bids can go as IPCs to any Allied team or as units.
Only 1 unit can be placed in a SeaZone or Territory.
There has to be an pre-existing unit (not necessarily the same exact Bid unit) in that Sea-Zone or Territory.
Also Bids can be placed as Minor Industrial Complexes or Air or Naval Bases.Timeframe:
Teams will be decided by June 23rd and announced.
Bidding will start on June 24th and should be completed by June 30th.
This gives all the teams 3 weeks to prepare.Any questions can be directed to the Host for the Seattle teams,
The games will stop by 9.30pm and will be called.
Process involving calling games will include 2 players from Seattle and Portland who are not involved in that game.Please first contact me on this forum if you wish to attend. Usually there are 2-3 spots available…. and the “Rules of the Ronin” will apply.
Rules of the Ronin : Should you be selected into a team… the Captain of the Team will have Veto power over you on any matter. This is almost never used… but it is to protect the interests of the team that takes in the Ronin. -
Finland and SZ-127
Does Finland have coastal access to SZ 127 (North of Karelia)?
Was not sure looking at the map.
-Mein Herr
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RE: UK Ethiopian Opener
If Axis allows Bid, and you can spare $7, put down a TR in Douth African waters… on UK1, mobilize the 2 Inf there to kill the Italians in Ethiopia (need Egypt TR to bring down Tank+ Inf from Alexandria) …OR the Lone Inf in Somaliland… with a CRU shot from Indian CRU…
You still can do baby-Taranto… (single UK FTR)
and take Sumatra etc… -
RE: How to do a succesful Barbarossa?
Tank buying - maybe not 3 turns… could be 2… Art on 3rd…
Was referring to “Red Blitz”, which can kill Germany in Ukraine on R4https://www.axisandallies.org/forums/index.php?topic=38080.0;prev_next=prev
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RE: How to do a succesful Barbarossa?
R1, R2, R3 Buys - 6 Tanks each round is for Russia 1,2,3 (not Germany).
The modern Offensive is the best Defence theory (for USSR) that seems to be a la mode in our times smiles
(I did forget to add the original 2 Tanks to that USSR Attack on German forces in Ukraine on R4)
But, point is that the extra 10 units you get because of the MIC in Romania, the G4 purchase (given the US - KJF)… that go to Ukraine on G5, forces Bryansk evacuation on R5
Unless Bryansk is cleared on R5, Germany’s options for the Caucasus/Stalingrad/Moscow dwindles down to only Moscow.
A strong Southern push should empty out Leningrad… or Mosciw falls G6
This only situational… no UK Navy in Atlantic, minimal US1 build up in Atlantic, strong Italian play in Med, Japan threatening a J2 to put pressure on India… *** especially the Soviet 20 in Far East withdrawing West to Yakut… headed to Moscow***
Not meant for all situations.
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RE: Help! (Defend the Revolution)
Buy can also be 5 Art + Inf + Tank
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RE: Help! (Defend the Revolution)
Where is your other FTR and Tac ?
Pray that there are no Italian can openers that can kill and open Bryansk.
Kill the 8 Tanks in Baltic states with all your Leningrad Land and Belarus Land (10 Inf+ 4 Art). It will be close. But killing this stack will be your first best bet of survival.
Kill the Finland planes with 3 Inf in Vyborg and FTR.
Land FTR in Archangel or NenetsiaAll Samara and Stalingrad (have no idea why you have 3 ART in Stalingrad)
Go to Tambov… next to Moscow.You can go aggressive defense buying 4 Tanks and Mech and kill the Ukraine Force which is your first concern.
The bigger headache is the E. Poland troops joining the Karelia forces and converging on Moscow 3 turns later.
There are lots of unknowns as US fleet strength in Pac and Atlantic… UK strength in Middle East… etc…
Fight on!