Thanks guys, I think I will leave it knowing what you have passed on.
Posts made by Slip Capone
RE: Why is Global better than Revised?
I would say that the location of the VTs is more important than their value. With VTs like Australia, Hawaii, Norway, Egypt etc it feels like a more global fight.
In my opinion these rules opened up strategies that didn’t see the time of day with OOB. Just for example the most successful and most commonly used OOB strategy for the Allies was some version of the African Land-Bridge.
To stick with the Allies point of view, since switching to the VTs the below for the Allies have seen success:
Double Asian IC
African Land Bridge and
Scandinavian Land Bridge
Not sure if DoMan wants to give his 10 cents as he played at WBC and is a high level player.
RE: Why is Global better than Revised?
WBC rule as requested. We play for 6 rounds as opposed to the time limit as sometimes games are over 2 sessions or include lunch breaks etc.
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 purchase 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.
Note with these rules a bid of 3-5 to the allies is the most common, with placement usually in Caucasus or India.