What if you bought the trannies, but the Battleship you started the game with.
I consider that a win if you take out something you start the game with, vs. something you had to buy… and it cost the same or close.
I don’t accept the idea that units you start the game with are of lower intrinsic value than ones you purchase.Â If position has any bearing on the value of a unit, and I believe it does, start units that are forward deployed are of significant value compared to the same unit sitting at the IC.
As for the arguement that “Germany doesn’t need an XX”, I would instead offer the idea that imaginative players (good ones anyway) can make every piece on the board count.Â One measure of player effectiveness is what percentage of units are engaging the enemy each turn.Â If you have “starting” units that you are not engaging the enemy with, I would rethink your strategies.
I think that poor sentence structure may have led to an interpretation of Wazzup’s statement as that newly produced units are more valuable than starting and placed units. I think we can all concur that units that are already placed on the board are typically of HIGHER intrinsic value (thanks to better positioning) than purchased units.
Similarly, I am sure Baghdaddy does not mean to say that ANY piece is worth purchasing (as opposed to other pieces), but instead that any piece that is on the board can be used. That is, I am sure Baghdaddy is not recommending Russian bombers and battleships, but is instead recommending that one make the best of what one has.
Is that the sort of arrant pedantry up with which you shall not put?
Generaly you can select casualties for your opponent (take infantry before artillery, artillery before tanks …)
If there is a question (attacking sub gets 1 hit on a defending transport and a sub), then save the game when it is your opponents turn to select casualties, exit the game, and mail the saved game file to your opponent (this works better in 0.8.2 than earlier versions). Your opponent can open the saved game, select casualties, and continue the battle.
O dear I see. Yay I know what you mean, I guess I was kinda different as a newb. When I first played, I was against a somewhat experienced player. So my first game (as allies) I would do my turn very quickly so I could see how he would do one side. Then on the second game (as axis) I’d do kinda what he did to me, to see how he reacted. In that way of action and reaction I learned to play my turns quick and kept it that way. And I hate to just sit around.
The remaining fleet off Kwang is a nuisance to Japan, and requires that they do something about it… and with 2 rolls of 3’s, it has to be a fairly substantial something (at least 1 BB plus some air power or other navy).
There is no difference between a UK fleet near India or a UK fleet near Kwang when I play J…
their defending roll is still the same and both will perish someday…
Only nuissance they give?
you have to pay attention that no trannie goes unguarded…
but you always have to keep the latter in mind 😛
(with or without a UK fleet nearby)
Both land and naval units that engage in combat remain in the area of combat and cannot be moved in the non-combat phase. Retreated units have to stay in the territory/sea zone they were retreated to. The only units that can move after Combat (and in fact HAVE to move in almost all cases) are aircraft.
If you need a basis in reality for this rule, consider those forces to be being re-supplied, repared, reinforced, replacing casualties, etc. as well as securing the area, reparing damaged infrastructure (bridges, airfields, etc) during the non-combat phase. For retreated units, consider them to be regrouping, replacing lost equipment, etc.
i like 5 since i dont get to play very often and this makes it more of a social event where we can all talk friendly trash to each other. we also avoid blatant suggestions “buy 3 transports and two infantry, move these pieces here and these there” because then they become nothing but a dice roller. it is more like “hey jap buddy, get your butt into asia as fast as you can, i’ll meet you in moscow!”
im playing as japan this weekend and im pretty much going to abandon most of the stuff in the pacific other than borneo and phillipines my first turn im going to take china and put some pressure on russia, and take india with a massive invasion just to get the allies out of eastern asia, my long term goal is to make my way over to africa because the people i play with never seem to care about it and mount an invasion force against the US and England while germany holds back russia, only challenge is i have to do it quick before U.S puts all those I.P.C’s to use
The key is to keep your fleet(s) (because of reinforcements) 3 sqares away from the main Jap fleet.Â They can’t move out in force to destroy you because they need their air power in Asia.Â Than just gobble away at Japan until you have the force to destroy the Jap fleet when you consolidate.
Staying 3 squares from Japan’s main fleet leaves you these options…
Turn 1… move to SZ44
Turn 2… move to SZ48
Turn 3:Â Attack either New Guinea (1 IPC) or East Indies (4 IPC)
Turn 4:Â Attack the other one.
For everything else, you WILL be in range of both the Japan Fleet, and their bomber.Â And to move THAT far in the alotted time, you will have at most… 1 AC, 2 FIG, 1 BB, 1 SUB, 1 TRN 2/ 2 INF on board.
Not much for if Japan sends ANYTHING your way…
I agree with you for the most part, but the explanation would take too long and not really the question of this thread. So I will take it up at a later time.
The quick explanation is that the first turn for the US is gone, they don’t move. You can’t, the Japs have the Hawian sea space. But you build defensively, ACs and fighters. The Jap navy will pull back as it normaly does because they need their AF in Asia (don’t forget it takes a while for the Japs to overcome existing forces in Asia).
For the japs to fully equip their carriers against the US would take the Jap AF out of the Asian campaign. They can’t afford that. Early in the game a small allied push in Asia would wield great results if the Japs commited thier AF to the Pacific.
I think you’re right, the US going against Japan whole hog is not a good idea. I am a “traditional” player as far as that goes. But if played the right way it can win you the game. It is risky, I won’t argue that. But isn’t that what makes the game fun? Doesn’t it get boring as hell to have the traditional game of “does Russia fall to the japs before Germany falls to the allies”? I have seen the strategy work, it just takes more skill to pull it off.
I pretty much always play “total victory”. That is because I play with competent people who are willing to acknowledge when they have been beaten, and willing to convince me when I have been. There is no shame in surrendering and saving yourself hours of your life. This keeps us from drinking beer until 9 am the next morning. Well, at least from drinking beer and playing axis and allies.
LOL! Fiendish, you are my kind of player… but in a face-to-face mode rather than online (that way we can drink the beer…)
I was wondering about that too. How do you play on-line. Do you just trust each other to honestly report rolls?
In my first games with Trihero we did exactly that… rolled real dice and posted the results.
We have switched to an online dicey though… not for any problem with honest reporting, but that it is just so much FASTER. With real dice, we had to each be online for each half of a battle sequence… so a single battle could take several sessions to resolve (we were both often online together, so was fairly quick, but without that… a single move could take DAYS. With a Dicey, you can (in almost all cases) do an entire nation’s move in one sitting.