Pics and winner list
Triple A has had time to work out bugs/kinks, as well as having all game versions.
To me, the # of games available + the AI are most important.
Zombie First Day are sold out I bought in Friday 1400H. 4 day Badges are likely to sell out as the total attendee cap has been reached as a practical matter ~62000
Yeah, they sold out 2 years ago too. I got the “near sellout” email from gencon.
I hope to see many of you at Gencon.
London is toast is this scenario. The allies are toast too, because after the Germans do drop transports the Japanese will take the mic you built for them. The USA will have to try to save London which is great for the Japanese.
I’m not saying a middle earth strategy cant work but this is far too aggressive. And you are not utilizing the infrastructure you already have in SA which you can transport up to the middle east.
I’m not a fan of sea lion but I would happily do so if I saw you making those purchases.
Pretty much. I dont think it gets simpler than that. Either Axis power has the ability to make the US pay consequentially for choosing one side of the board over the other.
I stated earlier that having assumed Japan takes Calcutta as well as the other cities of course, all that’s left is taking Honolulu or Sydney to which the Americans by GHG’s standard will have been building mostly everything in the Atlantic. yes I know he says to also shuck units back and forward into Hawaii but that’s what the Pearl Harbor attack is for.
You don’t even need to attack. Just build for a J2 attack and stack everything in Carolines that can reach. USA cant stack Hawaii because they will get destroyed. If USA doesnt build in the Pacific they get destroyed J2 or J3.
Just eliminate this whole floating bridge stuff right from the get go.
Hi @sonjingohan you can watch live games on the triplea lobby. You can also DL league games and then go through them at your leisure. https://www.axisandallies.org/forums/topic/17147/gargantua-s-k-i-s-s-triplea-instructions
Some people play on you tube as well. You could try a you tube search here for more info.
The youtube links are just snapshots in time though. The only time ive seen live play is when Dave streamed his games at Gencon.
This was a good read.
I’d say the best players minimize the dice luck as much as possible, and can overcome the dice when it does happen. No matter what game version is being played.
I dont think that the worse player should make riskier attacks though. I think the worse player should focus on minimizing mistakes.
If you somehow cant get better…then go ahead and make the risky gamble.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3.0
Round: 4 Purchase Units - Italians Italians buy 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Italians 1 artillery, 1 infantry and 1 mech_infantry moved from Libya to Tobruk 1 bomber moved from Southern Italy to Tobruk 1 fighter moved from 92 Sea Zone to Algeria 1 fighter moved from 92 Sea Zone to Algeria 1 cruiser moved from 92 Sea Zone to 93 Sea Zone 1 marine moved from Southern France to 93 Sea Zone 1 cruiser and 1 marine moved from 93 Sea Zone to 92 Sea Zone Combat - Italians Battle in Tobruk Italians attack with 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry ANZAC defend with 2 infantry Italians roll dice for 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry in Tobruk, round 2 : 2/4 hits, 1.50 expected hits British roll dice for 2 infantry in Tobruk, round 2 : 1/2 hits, 0.67 expected hits 2 infantry owned by the ANZAC and 1 infantry owned by the Italians lost in Tobruk Italians win, taking Tobruk from British with 1 artillery, 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Casualties for ANZAC: 2 infantry Non Combat Move - Italians 1 bomber moved from Tobruk to Southern Italy 1 marine moved from 92 Sea Zone to Gibraltar 1 transport moved from 92 Sea Zone to 93 Sea Zone 1 transport moved from 92 Sea Zone to 93 Sea Zone 1 infantry moved from Southern France to 93 Sea Zone 1 infantry moved from Southern France to 93 Sea Zone 1 infantry moved from Southern France to 93 Sea Zone 1 aaGun moved from Southern France to 93 Sea Zone 1 aaGun, 3 infantry and 2 transports moved from 93 Sea Zone to 92 Sea Zone 1 aaGun moved from 92 Sea Zone to Gibraltar 1 infantry moved from 92 Sea Zone to Gibraltar 1 infantry moved from 92 Sea Zone to Gibraltar 1 infantry moved from 92 Sea Zone to Gibraltar 1 infantry moved from Southern Italy to Northern Italy 1 infantry moved from Southern France to Northern Italy 1 infantry moved from Northern Italy to Southern Italy 1 aaGun, 2 armour, 2 artilleries and 4 infantry moved from Eastern Poland to Romania Place Units - Italians 2 transports placed in 97 Sea Zone 4 infantry placed in Northern Italy Turn Complete - Italians Italians collect 13 PUs; end with 13 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 23 PUs
Combat Hit Differential Summary :
Italians regular : 0.50 British regular : 0.33
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3.0
Round: 4 Purchase Units - Italians Italians buy 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Italians 1 artillery, 1 infantry and 1 mech_infantry moved from Libya to Tobruk 1 bomber moved from Southern Italy to Tobruk 1 fighter moved from 92 Sea Zone to Algeria 1 fighter moved from 92 Sea Zone to Algeria 1 cruiser moved from 92 Sea Zone to 93 Sea Zone 1 marine moved from Southern France to 93 Sea Zone 1 cruiser and 1 marine moved from 93 Sea Zone to 92 Sea Zone
Pretty much, I mean what are you literally gonna do with 18 infantry on Amur aside from send the only armory and airforce you had access to over to fight Japan
Well he’s waiting for a 1-2 punch on korea with the USA.
@thedesertfox btw you are making the classic mistake of double counting units. Again please give me your t1 Japan moves assuming a Russian gathering in amur, and 2 mechs, 2 tanks, 2 figs and 1 tac heading towards yunnan. Russian dow.
I cant speak for him but assuming OOB and you stack 18 inf in Amur I would buy 3 transports and take the 4 standard Chinese territories. Move the fleet that can reach to Caroline’s, leave the other fleet off paulau. Leave the Japanese up north stacked in manchuria.
Alternatively I might consider attacking Amur if BM because the Dow eliminated your lend lease bonus.
Interesting, you’ve given me a much better understanding of bids.
From the way I interpreted it, most people treat bids as if they’re something that a player should have to get an age over someone else no matter what the circumstances, which obviously was in the aspect of the Allies since granted they are arguably a bit more complicated to play than the Axis and have a tougher time winning, but it absolutely does make sense that these individual pieces of say a fighter and sub act as insurance or that extra thing to remove in the fight in the event that battle takes place, it just cuts the UK’s losses and limits their attrition all the more since even a player of lower skill level to another doesn’t need an unrealistic bid to win over against an Axis player.
Also, sorry if I ever conveyed that all of us have the time to set up the board to test stuff out, I definitely do know that now especially in these circumstances that not everybody has that kind of time like other people such as General Hand Grenade or Young Grasshopper to sit down and just continually test out strategies and different bids, but I do still try to get in what time I can to revising my Axis strategies.
Other than that, a bid of 14-16 IPC’s feels like the sweet spot for the UK. Likely 14 since it still keeps them from killing both the Bismarck and doing the Taranto Raid without cutting their losses to sharply since even if the UK has loose ends, I don’t think they should be given a handicap just to get back on their feet to properly fighting Germany and Italy in Europe.
I just mean that during ftf play people cant take forever to decide moves. You play with gut instinct and experience. So people rely on that vs the right bid amount or the best math move.
I’d be interested, granted I don’t usually prefer bids but I definitely can see why they’d be of need since the Axis definitely do have the game in their hands from the beginning
If you wanna post the longer version I’d read it since I do actually want a more typical understanding of fair bids to use
So I’ve been playing tournament games at Gencon since 2004 revised. And that game was pretty balanced with a tank bid in Egypt which was considered “necessary” for the axis to get med income quickly and not fall behind considering there is a time limit to the game.
But in reality tank bid doesnt have much of an overall effect as beyond that first round it really comes down to the dice rolls. IIRC in that game UK had a 50% chance of getting one more hit or not, so the tank was really more of an insurance policy to get Egypt but in half of the games Egypt was taken with more than the rank surviving. So is it really necessary? You could win at least 40% of the games as axis between those of equal skill without any bid.
AA50 is the same way. A gencon AA50-42 bid with interceptors and no objectives is generally either 5 or 6 depending on whether you want the sub for germany or the tank for Japan. But having one means that the other attack is without aid. And people do both attacks anyway. So in reality it’s not really “necessary” to balance the game. You dont need either unit. But playing competitively you need a bid and most people would want that insurance. So for a tournament game I’d say it is “necessary”.
With that as background, a high bid in global isnt really necessary. No one needs tobs of extra units in china or Russia. And if you buy conservative for UK you should protect vs a sea lion. But it’s acceptable in my book to bid a fighter and/or sub to have that insurance. So that’s why I say 12-18.
Also ftf players dont have 48 hours to run endless simulations to get the right answer according to the dice statistics.
What bid would you normally use for the British?
See this thread.
I am a ftf player and my “short” answer would be a bid of 12-18. My long answer is alot more complicated in that what bid is necessary to “balance” the game differs in peoples minds. I can post my longer version if you really want to know my thoughts.
There is absolutely no way that Japan before mid-to-late game can force the US to put its fleet in harm’s way. Of course, you may be referring to the paltry collection of ships in sea zone 26 that can be attacked on J1. If so, we clearly have different definitions of “fleet”.
It absolutely IS a dumb thing for the US to consolidate their fleet in sea zone 26 if sea zone 26 is a dead zone.
So, either toss dice (PM me your address and we’ll do a game. I’ll take the Allies with a 30 bid.) or keep talking to yourself.
I thought your bid was 24? Is it now 30?
Is this for another sub in 110?
@squirecam I don’t play “Balanced Mode”. I refuse to address any issues you raise regarding that particular house rules variant, which has its own sub forum and should not be discussed here.
I assumed OOB as stated.
Marsh, what do you do then on UK1 if i may ask?
And what do you buy?
I rarely do Taranto. Killing the ground forces in Ethiopia and Tobruk is much more devastating to Italy than killing its fleet, but you can’t be too predicatable.
First, the bid includes a fig in Scotland, a DD in sea zone 91, and a sub for sea zone 111. This makes it too risky for Germany to take out two sea zones on G1 and gives me one more surface ship to use in the Med on UK1.
UK1 build Atlantic is pretty much always is a minor IC for Egypt, two infantry and a fighter for the UK. If Germany wants to do Sea Lion it will be very expensive (the US will liberate London and Russia will effectively kill Germany by R9 or so).
I probably would kill the wounded German battleship, but again it’s not an absolute. If I’m stretched for resources, I’ll let it go.
The UK Pacific fleet and two planes from India goes to support the Ethiopia battle in sea zone 76, along with the CV/CC from sea zone 96. The DD from sea zone 99 blocks the Italian fleet from reaching Egypt via sea zone 99 and the ship left in sea zone 96 blocks the Italian fleet from reaching Egypt that way. Italy’s strat bomber is not enough to take on the sea zone 76 fleet and in any event could not land. (If Germany prepositioned her strat bombers on Southern Italy, they might do some damage but that precludes them from doing many other fire missions on G1.)
If Japan doesn’t kill it on J1, the BB for sea zone 37 will also wind up in the Med one turn after the rest of it unless I deem that I need it to head east to pair up with an Allied Pacific fleet.
Italy now has a very low chance of clearing the Med on I1, since it must clear three sea zones of four units using only eight
nineunits and while there’s a reasonable chance for each individual battle, added all together Italy generally fails at one of the attacks. To make these three attacks, Italy must distribute it’s fleet and air force across three different sea zones. The Allied ships are certain to kill at least one of those eight units and have a reasonable chance of getting as many as three! (For those not counting, that means Italy’s fleet is not massed together for defensive purposes and can be severely damaged with air and ship attacks on UK2 – so much for the “massed” Italian fleet.)
The UK2 build drops a CV and two DDs into sea zone 96, and the sea zone 76 fleet moves to sea zone 96. The UK now has two fully loaded CVs, two CCs, and three DDs in sea zone 96.
The surviving Italian fleet is now totally defensive on I2, with the survivors forced to retreat to the sea zone 95/97 where it has air cover. If it ventures out, it will die. If it doesn’t go back under air cover on I2, it dies on UK3.
The factory on Egypt now begins pumping out ships to make the UK fleet large enough to at least take the entire Luftwaffe with it, moving to sea zone 97 when it’s large enough (typically UK4 or 5). Fighters in the UK can now use sea zone 97 as landing zone one for a three step jump into Moscow.
Italy now has the unfortunate situation where it wants to protect its fleet but has to spend its paltry income to continue building ships for as along as possible to keep its paltry income. Any money spent on ships is money not spend defending Europe and not spent attacking Russia.
Defensive thinking is Axis death. If the Axis players want to protect their fleets, let them spend their time and resources doing so. They’ve lost the initiative at that point.
Well this assumes OOB since a 24 bid is high for a BM game. That said, I would buy a carrier and still attack both fleets in 110 and 111. If you want to scramble then go ahead. I’ve still got over 70% wins on both battles even with them.
If you scramble and the dice go bad, you cant go through with your Egypt IC. If you dont scramble then the attacks aren’t even a risk.
I also think it would be foolish for the Italian player to throw away the fleet you just gave him trying to chase a first round bonus. Far better to wipe the french fleet (assuming no Vichy) and work on getting bonuses on the second turn.
I’m sure you’ve won games with this. But I think its poor strategy to just give away the IT fleet.