@Slip-Capone Haven’t played it myself but it looks like it’s worth checking out at least.
Yeah I really like the concept. Thought it would be getting more love considering Twilight Struggle was no.1 on BGG for years.
@DoManMacgee really nailed the responses. I cannot see anything I would add from our extensive testing.
Glad to see our time and effort has succeeded in opening a dialogue.
EDIT: fixed typos
Thank you for that also. I should be able to have a good tournament with these two sets. I like the idea of a weekend long tournament, and that would also allow a lot more playing time. Timing the rounds will be handy and it will help us do a lot more in a day(or two).
My group loves the WBC rules.
Play with a bid of 4 to the allies which is usually:
Inf in Cau save 1
Art in Cau
Inf in India save 1.
These rules allow you to save IPCs unlike others.
We play for six rounds instead of the time limit so we can go and have lunch etc after 3 rounds. Also cause we don’t get to play often it allows us to think whereas all the WBC guys would be playing more often.
P.S. The Allies require the bid due to the time limit factor, you can go back over WBC reports and see that the bid of 3-5 to allies is consistent and fair.
Interesting. Not something I have tried but I can see the argument that the capture of Rome is achievable, perhaps more so than Moscow given the number of units Russia can consolidate at the start of the game.
My doubt is holding on to Rome as the USA arrives and Turkey struggles against the UK.
Something new to try! Thanks for sharing.
There can be some back and forth with the Italian territories, this is what makes that purchase of the early game transport so important.
Furthermore, do not underestimate the power of AH Naval builds in the later rounds. Either wiping out the Entente Fleet or forcing them into a naval battle prior to landing troops can really shaft the Entente’s rescue attempts. Another strategy with the CP navy is to simply place them in a vital SZ making it hostile. The hostile SZ then causes the Entente to stop even if not partaking in battle. This can give the Ottomans some breathing room on their flank.
On the Ottomans, depending how the early naval battle went with the Russians their Fleet can also lend a hand.
Here are the tournament rules used at WBC:
4.5 Hours Time Limit (usually about 5-6 Turns) Bid of 3-6 to the Allies (yes the allies).
For games using the Revised Edition, the rule set that will be used for this tournament is the Larry Harris Tournament Rules (v 2.0). No Appendix 3: Optional Rules (National Advantages) will be used. Larry Harris Tournament Rules (LHTR) can be downloaded at http://www.axisandallies.org/LHTR.
The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.
If a player holds 18 (or more) VTs for a full round of game play (from the end of a country’s turn to the beginning of that same country’s next turn.), then that player automatically wins.
In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals, then the GM will make a determination of the winner based upon the game situation at the time the game ended.
If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit (4.5 hrs), a default score of 19 VTs and +30 IPCs will be awarded to the winner.
Bidding for Sides:
If the players cannot agree upon which side they will play, then they will bid to play the preferred side.
Players roll one die and the higher roll starts the bidding. The player who won the roll (Player #1) starts with an IPC amount that he is willing to give to the other player for the privilege to play the desired side. The other player (Player #2) then decides if the bid is an acceptable amount to receive for playing the undesired side. Player #2 can either accept the amount bid by Player #1 or Player #2 can counter with an IPC amount higher than that of Player #1. Bidding continues until one player decides to accept the amount of IPCs offered by the other player.
Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the bidding (The player who wins the privilege to start the bidding can choose to defer the first bid to the other player.). Player #1 puts forth a bid of “Allies (+4)".
What this means is that Player #1 wants to play the Axis and is willing to give Player #2 four IPCs to play the Allies. Player #2 must either accept the bid amount to play the Allies or counter with a bid greater than the one offered by Player #1.
Player #2 decides to counter with a bid of “Allies (+5)". Now it is up to Player #1 to decide if he will accept five IPCs to be the Allies or counter with a higher bid.
Player #1 changes his mind about wanting to play the Axis and decides to accept the offer of five IPCs to play the Allies.
The player who accepts the offered IPCs receives that amount from the bank. These IPCs can be split among the countries of the accepted side in any manner that the player chooses. The IPCs can be used to purchases units that are immediately placed upon the board and/or the IPCs can be saved for use during that country’s turn later in the game. Units can only be placed into territories or sea zones that that country controls. A controlled sea zone is one that has units of that country in it. There is no limit to the amount of units that can be added to one territory or sea zone.