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    ussgordoncaptain

    @ussgordoncaptain

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    Best posts made by ussgordoncaptain

    • RE: Global 2nd edition Q+A ( AAG40.2)

      Are land units with 2 move allowed to Non-Combat move onto friendly neutral through a friendly neutral that was captured this turn.

      Ex, let’s imagine that west india had a mech infantry in addition to the regular infantry, would you be able to move the indian infantry to east persia then move the mech to persia? What if it was only a single mech? Could you take east persia+Persia on a single NCM?

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: G40 vs AA50 discussion (from League players)

      @gamerman01 G40 has a lot of “dead” time it feels like. I’m somewhat surprised that league only has the 2 G40 variants and PtV and not 50th anniversary edition. There are a lot of turns in PBEM g40 where almost nothing happens (France/anzac, Italy, Russia after the fall of moscow) g40 is also just too long face to face since you have to roll a ton of dice turn G1/J1 and moving into the G1/J1 position F2F takes a while (you can agree to start off with G1/J1 already done but that is pretty hard to get people to agree to).

      A&A 50 is much shorter in terms of time, but not in terms of rounds. The thing is it removes a lot of the dead turns that have little action, and the smaller map with higher IPC value territories makes it easier to finish the game. the main thing about A&A 50 is that I wish it had mech infantry, which is the unit that G40 added that has the best impact on gameplay. Though 5 cost tanks are basically better versions of Mech infantry+Tank anyway. The other change that G40 made that I wish were in was 12 cost MICs that make 3 units/turn. Instead of the 15 cost ICs that make territory value units/turn.

      Though playing with NOs is more fun it definitely makes the game heavily axis favored.

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Global 1942 Bids and opening theory

      Interesting, I guess google wasn’t very good at helping me find things. the only source I had said that people typically put 10-12 extra IPC’s for the axis. In my sample of 10 self play games on triple A the allies won 9 out of 10 games (sample is obviously to low and self play isn’t the best but since this is a game of perfect information self play is quite useful), perhaps my axis play is worse than my allied play, which is probable given that I don’t have a clear A>B>C gameplan for the axis spelled out unlike in G40, where I have a strict memorized gameplan which can be executed every time. The axis are definitely more prone to needing speed to be good and that probably means that more skilled players than I will do better with them.

      the tournament rules have weird bidding, such that there are only a small handful of possible  bids when looking at small numbers. Bids can only be 3, 4 or 6+.

      If G42 doesn’t require a  bid  then is G42 the most balanced official axis and allies of all time?

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain

    Latest posts made by ussgordoncaptain

    • RE: G40 vs AA50 discussion (from League players)

      @gamerman01 G40 has a lot of “dead” time it feels like. I’m somewhat surprised that league only has the 2 G40 variants and PtV and not 50th anniversary edition. There are a lot of turns in PBEM g40 where almost nothing happens (France/anzac, Italy, Russia after the fall of moscow) g40 is also just too long face to face since you have to roll a ton of dice turn G1/J1 and moving into the G1/J1 position F2F takes a while (you can agree to start off with G1/J1 already done but that is pretty hard to get people to agree to).

      A&A 50 is much shorter in terms of time, but not in terms of rounds. The thing is it removes a lot of the dead turns that have little action, and the smaller map with higher IPC value territories makes it easier to finish the game. the main thing about A&A 50 is that I wish it had mech infantry, which is the unit that G40 added that has the best impact on gameplay. Though 5 cost tanks are basically better versions of Mech infantry+Tank anyway. The other change that G40 made that I wish were in was 12 cost MICs that make 3 units/turn. Instead of the 15 cost ICs that make territory value units/turn.

      Though playing with NOs is more fun it definitely makes the game heavily axis favored.

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Novel naval base placements?

      @flyingbadger There is one mean move you can do in a similar vein with the USA and GB (the threat of this play forces different play from the axis) If the allies have boats in seazone 104 and have attacked spain, they can build a naval base on the US turn and attack berlin on the british turn.

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Can German troops Enter Italian controlled eastern poland while germany is not at war with russia (and therefore collect the 5 IPC national objective)

      thanks Panther

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Are land units with 2 move allowed to Non-Combat move onto friendly neutral through a friendly neutral that was captured this turn.

      Ex, let’s imagine that west india had a mech infantry in addition to the regular infantry, would you be able to move the indian infantry to east persia then move the mech to persia? What if it was only a single mech? Could you take east persia+Persia on a single NCM?

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Global 1942 Bids and opening theory

      Interesting, I guess google wasn’t very good at helping me find things. the only source I had said that people typically put 10-12 extra IPC’s for the axis. In my sample of 10 self play games on triple A the allies won 9 out of 10 games (sample is obviously to low and self play isn’t the best but since this is a game of perfect information self play is quite useful), perhaps my axis play is worse than my allied play, which is probable given that I don’t have a clear A>B>C gameplan for the axis spelled out unlike in G40, where I have a strict memorized gameplan which can be executed every time. The axis are definitely more prone to needing speed to be good and that probably means that more skilled players than I will do better with them.

      the tournament rules have weird bidding, such that there are only a small handful of possible  bids when looking at small numbers. Bids can only be 3, 4 or 6+.

      If G42 doesn’t require a  bid  then is G42 the most balanced official axis and allies of all time?

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • Global 1942 Bids and opening theory

      Searching for Global 1942 Bid on google turns up basically nothing, as sadly is hunting for opening theory about what to do in general.  I want to go to gencon in 2018 so it would be nice to have an idea about how to play G42 before I go to the convention (if you are willing to play on triple A please PM me)

      In order to start with some ideas here are my (probably bad) ideas regarding opening bids and opening theory

      Bids

      From what I could gather the axis are at a disadvantage in this scenario (my personal sample size is too low for it to be relevant) and therefore bids will be giving the axis extra stuff. I’m not generally a fan of trying to bid to shore up weaknesses, I rather just use my bid to get as much extra cash as quickly as possible and have it snowball.

      Bid #1 Transport Sea zone 33 (caroline islands) To me this is the most powerful possible bid. That Transport will take an infantry from Paulau and drop it off in celebes. 3 extra IPC’s for Celebes and 5 extra for giving Japan their National objective of holding the dutch east indies, costing the UK pacific 3 IPC’s for their loss of celebes. Thus far this seems like the most productive use of a bid. For a 7 IPC bid we get a guaranteed 18 IPC swing (7 for the TT 8 for Japan and -3 for india.) From there the transport can move dudes to Malaya and help invade india/go back to Sea zone 6 to invade the soviet union.
      If we didn’t get a transport in sea zone 33, it is probably because our opponent forced us to go lower, in LHTR that happens by them bidding 6, and you being put in the awkward spot of either accepting 6 or giving them bid #1. So for now I’m going to look at bids that have a total cost of 6.

      Bid #2 Submarine Sea zone 33, This 1 submarine makes Pearl harbor a much more reasonable choice. by combining the fleet in the caroline islands with the fleet in sea zone 6, The problem there becomes that you get into this really silly back and forth war with the united states where you take pearl harbor then they retake pearl harbor then you reretake pearl harbor and the USA’s economic might overwhelms you because you aren’t abusing the huge advantage of the IJN, which is that they are closer to mainland china and the dutch east indies than the USA.  This often ends up looking like japan ramming submarines into honolulu over and over and over again.  Submarine Sea zone 42 allows for japan to kill every single transport in the south pacific on J1.
      Bid #3 2 Infantry eastern poland This is the last bid I can see doing in the tournament, 2 inf in eastern poland gives germany much needed HP for their 11 armor and 9 aircraft. Germany has plenty of Punch with those, but they don’t have a lot of HP to tank hits with. So 2 infantry can pull their weight in the eastern front. They only have 9-12 infantry (depending on how you use the transport) that they can deploy to the eastern front on G1.

      My current gameflow looks something liek

      Russia: Build walls of infantry/artillery and prevent germany from getting too far into you
      Japan: Literally the entire axis powers rest on your shoulders, good luck commander. build mech infantry/Submarines and try to get some guys in russia (seriously how are the americans supposed to counter japanese submarine spam?) Take control of all of india and win a land war in asia
      USA : Kill japan and prevent them from winning,  build Aircraft carriers/transports/fighters/destroyers push off the japanese horde
      Germany : build mech infantry and fight a land war in asia against the soviet union.
      UK: Build Minor IC’s in Egypt/Persia and help the russians in asia/build defense in India
      Italy : Build mech infantry and reinforce the german army.
      ANZAC: Build transports and try to take a money island on round 7 sneakily

      Opening theory interests me, currently I don’t like the standard lines of Pearl harbor and attacking 5 territories with russia, since you are not Overstacking territories which gives you way more value (by decreasing your causualties) than the small IPC gain you get by attacking more territory/enemy units. But i’m having trouble finding productive alternatives that result in +EV net trades (after all counterattacks). But it’s hard to formulate good plans other than the obvious ones which have problems. I want to do fewer more concentrated attacks rather than more less concentrated ones.

      The openings i’m considering right now

      1. Russia 4 territory attack (not attacking western ukraine) I’d like to go to 3 territory but at that point you risk losing leningrad
      2. 2 Japanese Naval attack, Honolulu and Soloman islands only
      3. Spam mech infantry with germany and take out volgograd

      posted in Axis & Allies Global 1940
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      in my experiments it made a big difference in the russian front, and almost no difference in the pacific. In the pacific Japan is mostly just crushing india/china and building submarines to hold off USA/ANZAC. If i didn’t make the positioning errors I think Japan would be massively favored to just kill calcutta and hold off the USA by spamming submarines.

      In my personal plays of the game by myself I find the big issue for the axis in BM2 was getting the Japanese to get submarines to deny UK/USSR National Objectives. So I don’t think that there is much difference between just SBR rules and regular other than rushing south russia being more important. The 8 territories stretching from South ukraine to volgograd to persia is worth 30 IPC’s a turn in the hands of the germans, combined with Leningrad european axis make 94 IPC’s a turn. Which if the Japanese take Calcutta means the axis overall are getting 170 IPCs/turn which allows the axis to outecon the allies. Even with SBR rules I don’t like the allies chances there. So it’s clear to me that the allies need to fight in south russia somehow to prevent this “economic” win of controlling the middle east and india.

      posted in League
      U
      ussgordoncaptain
    • RE: 2017 League Post Game Results Here

      Simon33(allies+24) over ussgordoncapain (axis) (forum won’t let me post a link)

      Lesson learned don’t make careless
      errors and actually review your NCM before posting

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      I concede, I made too many careless errors to keep on playing.

      Thanks for my first game

      posted in League
      U
      ussgordoncaptain
    • RE: Ussgordoncaptain (Axis) vs simon33 (Allies+24) G40

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition with Combat Move First, version: 3.9

      Game History

      Round: 2

      Politics - Italians
                  Italians takes Political Action: Political Action Axis To War With Russians
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                      Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral

      Combat Move - Italians
                  1 armour moved from Romania to Bessarabia
                        Italians take Bessarabia from Russians
                  1 armour moved from Bessarabia to Eastern Poland
                        Italians take Eastern Poland from Russians
                  1 armour and 1 mech_infantry moved from Northern Italy to Slovakia Hungary
                  1 armour moved from Southern France to Greater Southern Germany
                  2 infantry moved from Yugoslavia to Northern Italy
                  2 artilleries moved from Southern France to Northern Italy
                  1 armour, 2 artilleries, 4 infantry and 1 mech_infantry moved from Tobruk to Libya

      Purchase Units - Italians
                  Italians buy 4 mech_infantrys; Remaining resources: 1 PUs;

      Combat - Italians
                  Battle in Libya
                      Italians attack with 1 armour, 2 artilleries, 4 infantry and 1 mech_infantry
                      French defend with 1 infantry
                      Italians win, taking Libya from French with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
                      Casualties for French: 1 infantry
                      Casualties for Italians: 1 infantry

      Non Combat Move - Italians

      Place Units - Italians
                  4 mech_infantrys placed in Northern Italy
                  Turning on Edit Mode
                  EDIT: Removing units owned by Italians from Northern Italy: 2 infantry
                  EDIT: Adding units owned by Italians to Southern Italy: 2 infantry
                  EDIT: Turning off Edit Mode

      Turn Complete - Italians
                  Italians collect 13 PUs; end with 14 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUs

      triplea_39917_Ita2.tsvg

      posted in League
      U
      ussgordoncaptain