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    SeaYa

    @SeaYa

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    Best posts made by SeaYa

    • RE: Anzac factory Brasil

      @Cornwallis

      Usually one tries to limit the ‘supply chain’ length in terms of moves, as moves equal time.

      Having said that, are you considering turn 1 ANZAC sending a transport with one infantry toward Brazil? In that case, any production by Brazil won’t occur until T4, two turns to land, one turn to build factory, one turn to build units. At this point, subs are actually getting to Gibralter on T5, one turn after US subs could be there.

      Given you mentioned KJF, I would keep ANZAC resources in the Pacific and support the US by assualting the money islands and if able, reinforcing US captured territories. Whatever subs you want to send against Italy, the US could produce instead, and do so a turn faster.

      Even without the factory, the long term value in ANZAC capturing Brazil is unclear. 2 IPC gain is just as well used by US. Any additional infantry from ANZAC Brazil are so far out of position they will not make any timely impact in the Pacific or even slow marching through Africa.

      Would be curious to see a demonstration of how you would play this out. Give it a go and let us know what advantage you find!

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: [Global1940] Idea for Balancing

      It’s been interesting over the years reading about all of the various rule modifications, bidding, and setup variants all in an efdort to balance the game.

      Of all the discussions, I may have missed where the goal of balancing, or definition of “balanced” means? Is it to enable the game to be won by either side assuming player skill and strategy are equal, or to allow for more historically aligned unfolding of events? The latter seems illogical, as trying to create calculated, pre-set outcomes in a game of a real war that itself was navigated through a global fog of war would require cumbersome rules that restrict player creativity and inhibit fun gameplay. The entire premise of playing a historical event themed game being to see how YOU would have done it differently would seemed to be lost. That being said, using iterative setup variants - 1940, 1941, 1942, 1943, etc, does create nuanced scenarios challenging a player with “How would you have done it, from this point on?” with victory conditions varrying through the years from complete conquest, to holding off conquest for as long as possible.

      That being said, the former goal of balancing - enabling the game to be won by either side - is achieved via setup modifications/bidding, permanent or phased gameplay rule changes, and altered victory conditions. Additional rule modifications for gameplay interest inherently have an effect on balancing even when equally apllied to all powers, as the economic and current unit positions magnify or reduce the impact of the rule.

      Finally, the question behind the question, why do all of the above balancing? While the answer may seem obvious to each of us in it’s own way, have we paused to ask ourselves, what is the ultimate purpose of bringing balance to game that is fundamentally about creating imbalance? How does answering that question change our approach to “balancing” techniques. Do we try to achieve balanance by equalizing - bringing all variables towards the center of the balance beam - or by diversifying - sending variables for each power further toward the extremes? The result of the latter would be playing with powers that have very distinct and unique strengths and weaknesses, versus all powers being more or less equal in terms of functioning, with current unit mass and economic prowess being the only differentiators.

      Two cents: I find playing with more distinct and variable national attributes to be far better (and more fun) at achieving balance. Consider in real life, how a tight-rope walker uses a long pole to balance rather than trying to squish their entire body down to a single point over the rope. Historically we see this as well in the war: the US didn’t build a Tiger tank to balance out the Germans Tiger, they mass produced the Sherman and gained air superiority. The Germans didn’t build a bunker buster to defeat the Maginot line, they used mechanized forces to manuever around it. The US didn’t send 2 million Marines to invade mainland Japan, they used the atom bomb. Finland didn’t build up armor divisions to counter the Soviets, they strapped on ski’s and lit bottles of booze on fire… I digress!

      Curious to hear others thoughts and philosophies on this, and maybe spark some new thoughts around game mods!

      posted in House Rules
      S
      SeaYa
    • RE: A&A: Acronyms and Abbreviations

      Hi all,

      Searched the League Rules and Acronym posts, but am unable to find a few abbreviations, ** or AQ’s as they’re known in the Navy :-P ** that are used in the TripleA game posts such as:

      L24 & L25 (rules/map variants?)
      LTR (shorthand for LHTR? Reference to bomber tech on/off?)

      Thanks!

      posted in Axis & Allies Discussion & Older Games
      S
      SeaYa
    • RE: Need help determining the fate of manufacturing in Kwangtung

      @barnee
      Also agree with your assessment. The key phrasing here establishes the condition for the rule being that the industrial complex is built on a Chinese territory, which in this case it is not.

      If the rule were to say, any territory with an IC that “becomes a Chinese territory” (ie: by liberation or capture) then the OP’s friend would have a case.

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: Portable variants

      @Nuts

      What are some parameters for the long car ride? An 8 hour, straight through drive in a Miata vs. a 3 week jaunt in a class A RV allow for vastly sdifferent adaptations.

      TripleA on a laptop is probably the most portable you could get without loosing to much fidelity.

      Physically, printing out the maps in 8.5"x11" and slipping them in clear page protectors to make an atlas book and using dry erase markers to indicate units may be the most compact way to play G40 in an analog variant. Imagining those old choose-your-path novels - to invade Russia, turn to page 7. Could have different pages to mark income and even a battle board.

      posted in Customizations
      S
      SeaYa
    • RE: A&A: Acronyms and Abbreviations

      @captainwalker
      Thanks Captain! I had a brief Y2K flashback of “saving space in software by not using 4 digits for the year.” Hopefully our great grandkids will roll their eyes and have a chukle when they have to post L2125 for their games! :-P

      posted in Axis & Allies Discussion & Older Games
      S
      SeaYa
    • RE: Opinions?

      @Shadowdoom286

      As the Russian player, continue to stack infantry on Russia and Novgorod. Also, a nice compliment of mobile (ie: tanks and mechanized infantry with movement 2) stationed at Bryansk with your air corp at Novgorod makes a nice counter-attack force that can hit nearly every territory along the Eastern front.

      For Germany, by turn 4, that player may have wanted to consider buying more mechanized infantry earlier, and more consistently, as it allows fresh troops to catch up with the asualt eastward, preserving your high value tanks up to the gates of Moscow. It also allows you to capitalize on gaps in soviet defenses to blitz through (tanks + mech inf) in order to unbalance and pose new threats to the Soviets.

      Enjoy!

      posted in Axis & Allies Europe 1940
      S
      SeaYa
    • RE: Need help determining the fate of manufacturing in Kwangtung

      @Krieghund

      That’s an interesting point! The rules often refer to “originally controlled” territories, to which the national emblem markers are referenced, regardless of current occupation. I wondered if the phrase “Chinese territory”, without the explicit “original” verbiage allowed for a Chinese occupied territory to be considered Chinese.

      I think it is a moot point in this case, as I believe the Chinese are restricted from building factories anyway, but an interesting point to consider: is a (insert power) territory only restricted to original territories when referenced in the rules, or, without the word “original” explicitly stated, does it also expand to include occupied albiet not original?

      Very fun lessons in rule interpretation as good designers often are very careful with choice of words.

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • When powers without capitals capture each others territories.

      By virtue of a crack performance by British forces in North Africa to drive Italy off the continent, the three French troops made a long march to Persia as the Brit’s worked up the Caucasus. After an all or nothing attack by the British on Germany’s main army group at Volgograd (destroying all but one fighter and loosing all in the gambit), the French blocking forces are now able to seize Kazakhstan.

      That is where my brain got stuck between gears, as neither France, nor Russia control their respective capitals.

      You may understand the question coming, and I may know the answer, but appreciate any feedback as I’ve viewed but never join this forum for years until today.

      Question: Does the territory become French?
      My analysis says, yes.

      Question behind the question: Is it tactically sound to do so?
      My analysis says, no. Since the French cannot collect IPC, it would be wiser to let the British capture it, to get the IPC gain which can be delivered to the battlefield in a turns time.

      Thoughts, feelings, and many musings appreciated!

      posted in Axis & Allies Europe 1940
      S
      SeaYa
    • RE: What is the point of not declaring war??

      @DallinD
      Hey Dallin, welcome!

      Assuming Global 1940 and setting aside some of the restrictions the US and Soviets have to making Declarations of War (DoW), I agree with you on the principle of the Axis not waiting around to attack. A well planned J1 attack (less attack on US) is devastating and renders UK / ANZAC decision to declare war a moot point. Furthermore, an immediayr attack by Japan is not only encouraged by the initial unit dispersion but is also historically accurate, as Japan was not raising fears by sitting idle and producing more units. So long as the J1 eliminates the UK and ANZAC wartime National Objective (NO) bonuses before they can collect them, ot makes sense not to wait around.

      On the Europe side, Germany taking a turn or two to attack the Soviets makes sense for the similar reasons regarding unit dispersion and historical activity.

      posted in Axis & Allies Global 1940
      S
      SeaYa

    Latest posts made by SeaYa

    • RE: Portable variants

      @Nuts

      What are some parameters for the long car ride? An 8 hour, straight through drive in a Miata vs. a 3 week jaunt in a class A RV allow for vastly sdifferent adaptations.

      TripleA on a laptop is probably the most portable you could get without loosing to much fidelity.

      Physically, printing out the maps in 8.5"x11" and slipping them in clear page protectors to make an atlas book and using dry erase markers to indicate units may be the most compact way to play G40 in an analog variant. Imagining those old choose-your-path novels - to invade Russia, turn to page 7. Could have different pages to mark income and even a battle board.

      posted in Customizations
      S
      SeaYa
    • RE: Anzac factory Brasil

      @Cornwallis

      Usually one tries to limit the ‘supply chain’ length in terms of moves, as moves equal time.

      Having said that, are you considering turn 1 ANZAC sending a transport with one infantry toward Brazil? In that case, any production by Brazil won’t occur until T4, two turns to land, one turn to build factory, one turn to build units. At this point, subs are actually getting to Gibralter on T5, one turn after US subs could be there.

      Given you mentioned KJF, I would keep ANZAC resources in the Pacific and support the US by assualting the money islands and if able, reinforcing US captured territories. Whatever subs you want to send against Italy, the US could produce instead, and do so a turn faster.

      Even without the factory, the long term value in ANZAC capturing Brazil is unclear. 2 IPC gain is just as well used by US. Any additional infantry from ANZAC Brazil are so far out of position they will not make any timely impact in the Pacific or even slow marching through Africa.

      Would be curious to see a demonstration of how you would play this out. Give it a go and let us know what advantage you find!

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: Winning the game: most common victory scenario

      @The-Captain

      Fun question!

      C, but mostly due to A, and rarely if ever B.

      I have a hard time remembering ever playing a game out to full OOB victory condition (short of playing through by myself to prove a point.) The most common is a surrender precipitated by a defeat of a large stack or strategic position, which itself is typically preceeded by an ever widening margin of collective IPC / economic gap.

      The only time I’ve seen the economic gap be the direct (or at least strongly contributing) cause of surrender is when some large jump in IPC due to a national objective being soundly secured or a smaller power being taken out (ANZAC or Italy) but I’m sure one could argue that being a military victory as well.

      Interested to hear other’s thoughts as well, as the three options are somewhat intertwined.

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: [Global1940] Idea for Balancing

      @crockett36
      Exactly the question behind the question - why do it at all? What is the motivation?

      Is it that once you reach a level of mastery that the outcome is garaunteed as to which power will win? Is it knowing that you won because of better play, or because of playing the side “destined” to win? Does playing the through twice, once as Allies and once as Axis, help determine who was better - did you win when you “should” have, and how soundly?

      To your second point on handicaps - that’s how I always saw bidding - a comination of handicapping the game and/or one player. I think the question remains the same however - why do either (balancing or handicapping) in the first place? As a novice player, I’ve read references to “you’ll know the imbalances when you get that good.” However, if you know what those points are (the enemy advantage) then radically modifying your strategy to maximize what advantages you do have and counter the enemy’s advantage / exploit their weakness would be the sporting thing to do, no? Also to your point on historicity - this is how real commanders had to “rebalance” battles in their favor. In doing so, you force the other player to respond in kind.

      I’m unsure of your third question’s intent, but will take a gander. I imagine everyone wants to win, but does doing so the same way (or loosing the same way) become stagnant? Per the second point above, I can also understand the desire to MOD games for new challenges and to add new dynanics into games without having to wait for commercial game developers to issue new kit. Perhaps that is similar to some video games that offer an arcade, normal, and historical/simulator playing options?

      Thanks for indulging a bit in the thinking behind the scenes! Hope to hear more philosophies / motivations!

      posted in House Rules
      S
      SeaYa
    • RE: A&A: Acronyms and Abbreviations

      @captainwalker
      Thanks Captain! I had a brief Y2K flashback of “saving space in software by not using 4 digits for the year.” Hopefully our great grandkids will roll their eyes and have a chukle when they have to post L2125 for their games! :-P

      posted in Axis & Allies Discussion & Older Games
      S
      SeaYa
    • RE: [Global1940] Idea for Balancing

      It’s been interesting over the years reading about all of the various rule modifications, bidding, and setup variants all in an efdort to balance the game.

      Of all the discussions, I may have missed where the goal of balancing, or definition of “balanced” means? Is it to enable the game to be won by either side assuming player skill and strategy are equal, or to allow for more historically aligned unfolding of events? The latter seems illogical, as trying to create calculated, pre-set outcomes in a game of a real war that itself was navigated through a global fog of war would require cumbersome rules that restrict player creativity and inhibit fun gameplay. The entire premise of playing a historical event themed game being to see how YOU would have done it differently would seemed to be lost. That being said, using iterative setup variants - 1940, 1941, 1942, 1943, etc, does create nuanced scenarios challenging a player with “How would you have done it, from this point on?” with victory conditions varrying through the years from complete conquest, to holding off conquest for as long as possible.

      That being said, the former goal of balancing - enabling the game to be won by either side - is achieved via setup modifications/bidding, permanent or phased gameplay rule changes, and altered victory conditions. Additional rule modifications for gameplay interest inherently have an effect on balancing even when equally apllied to all powers, as the economic and current unit positions magnify or reduce the impact of the rule.

      Finally, the question behind the question, why do all of the above balancing? While the answer may seem obvious to each of us in it’s own way, have we paused to ask ourselves, what is the ultimate purpose of bringing balance to game that is fundamentally about creating imbalance? How does answering that question change our approach to “balancing” techniques. Do we try to achieve balanance by equalizing - bringing all variables towards the center of the balance beam - or by diversifying - sending variables for each power further toward the extremes? The result of the latter would be playing with powers that have very distinct and unique strengths and weaknesses, versus all powers being more or less equal in terms of functioning, with current unit mass and economic prowess being the only differentiators.

      Two cents: I find playing with more distinct and variable national attributes to be far better (and more fun) at achieving balance. Consider in real life, how a tight-rope walker uses a long pole to balance rather than trying to squish their entire body down to a single point over the rope. Historically we see this as well in the war: the US didn’t build a Tiger tank to balance out the Germans Tiger, they mass produced the Sherman and gained air superiority. The Germans didn’t build a bunker buster to defeat the Maginot line, they used mechanized forces to manuever around it. The US didn’t send 2 million Marines to invade mainland Japan, they used the atom bomb. Finland didn’t build up armor divisions to counter the Soviets, they strapped on ski’s and lit bottles of booze on fire… I digress!

      Curious to hear others thoughts and philosophies on this, and maybe spark some new thoughts around game mods!

      posted in House Rules
      S
      SeaYa
    • RE: What is the point of not declaring war??

      @DallinD
      Concentratiom of force.
      As the Soviets are restricted (G40) from declaring war on Germany or Italy until their 4th turn unless attacked by either country first, Germany can have a turn or two to concentrate forces on other battles (UK navy, France, Balkans) to decisively eliminate threats to their western front, while purchasing units for use in turn 3+, and deploying forces for a decisive push towards Moscow, all while not having to worry about any incursion on their eastern border. Concentration of force also preserves your units, as defeating an enemy formation in one round of combat gives them less opportunities to inflict casualties against your attacking units.
      Not that a G1 Barbarossa is unheard of, but depends on one’s style and overall Axis strategy of how much pressure to put on various Allied theaters of operation.

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: What is the point of not declaring war??

      @DallinD
      Hey Dallin, welcome!

      Assuming Global 1940 and setting aside some of the restrictions the US and Soviets have to making Declarations of War (DoW), I agree with you on the principle of the Axis not waiting around to attack. A well planned J1 attack (less attack on US) is devastating and renders UK / ANZAC decision to declare war a moot point. Furthermore, an immediayr attack by Japan is not only encouraged by the initial unit dispersion but is also historically accurate, as Japan was not raising fears by sitting idle and producing more units. So long as the J1 eliminates the UK and ANZAC wartime National Objective (NO) bonuses before they can collect them, ot makes sense not to wait around.

      On the Europe side, Germany taking a turn or two to attack the Soviets makes sense for the similar reasons regarding unit dispersion and historical activity.

      posted in Axis & Allies Global 1940
      S
      SeaYa
    • RE: A&A: Acronyms and Abbreviations

      Hi all,

      Searched the League Rules and Acronym posts, but am unable to find a few abbreviations, ** or AQ’s as they’re known in the Navy :-P ** that are used in the TripleA game posts such as:

      L24 & L25 (rules/map variants?)
      LTR (shorthand for LHTR? Reference to bomber tech on/off?)

      Thanks!

      posted in Axis & Allies Discussion & Older Games
      S
      SeaYa
    • RE: Norway, a knife at Germany's Throat

      @Galendae
      Sound thinking - any new front puts pressure on Germany, but one that complicates the counterattack logistics is even better, let alone one that also takes away a National Objective bonus.

      When playing on the Europe only map, I’ve found this to be a nice way to pull the rug out from under an Axis advance through the Middle east, as it puts pressure on Berlin, and the Baltic area VC’s, as well as opening routes for nuisance blitzes through northern Soviet territories or liberating Moscow. In tandem with a US strike at Rome, it leaves some German units in western Europe flatfooted, needing to remain to prevent the UK from shifting to a mainland invasion, while dividing Germany’s focus on the Eastern front.

      All in all, I agree, Norway is an effective barb for the Allies.

      posted in Axis & Allies Global 1940
      S
      SeaYa