What's the consensus on a standard bid?

  • '18 '17 '16 '11 Moderator

    @Ender:

    Egads! Another Orson Scott Card ID!

    Now Jennifer just has to change her name to Bugger Queen…

    Petra,

    And I refuse to change my name to Commander Petra until the Bad Karma that goes up incrementally daily stops. :P  Tired of getting +1 bad karma EVERY FRACKIN DAY by the same person with a vendetta.


  • @Cmdr:

    @Ender:

    Egads! Another Orson Scott Card ID!

    Now Jennifer just has to change her name to Bugger Queen…

    Petra

    Oh, I like the bugger queen.

    Oo yaaa.


  • Holy shnikies, did I get -1 Karma within 30 seconds of posting my first message?  Gotta be a record.  Make the trophy BIG.

    Card: Jennifer could also be Jane, given the amount she is online  :-D

    And then there was that whole topic thing being discussed, Bids: They’re creeping up in my circle.  We haven’t seen south of 11 in a looong time.  And if we’re playing 2 simultaneous boards with sides reversed, we’ll set a 14 bid for all boards.  Axis are about 50-50 in those situations (but with a very small number of trials).

    Peace

  • 2007 AAR League

    Good thing I gave you +1 for the Card reference!

    Interesting about the high bids - do you have any restrictions re: placement?


  • It is NOT me giving out the bad Karma.


  • Heh heh.  Honestly, it never crossed my mind, Switch  :-D

    By the way, I was poking around Daak a couple weeks ago and I saw you had climbed pretty high in the standings.  Nicely done!

    For Ender: The bid system we use is the Caspian Sub system, 1pc/territory, cash allocated however you want.  We have four common things that happen with the bid: break the Russian Triple by putting a unit somewhere in Europe, N. African piece or two, Med Transport, or Frindo/KWA combo.  It depends on what gambit we’re trying out.

    Peace


  • I had reached 7th, about this time last year, then had a run of bad luck in a number of games.  And losses hurt a lot more than wins help at DAAK.

    Since most folks here no longer play or record games at DAAk though, it is even harder to gain points there, since most players on this site are not recording all of their wins there and thus have lower point totals.

  • 2007 AAR League

    @Mazer:

    Heh heh.  Honestly, it never crossed my mind, Switch  :-D

    By the way, I was poking around Daak a couple weeks ago and I saw you had climbed pretty high in the standings.  Nicely done!

    For Ender: The bid system we use is the Caspian Sub system, 1pc/territory, cash allocated however you want.  We have four common things that happen with the bid: break the Russian Triple by putting a unit somewhere in Europe, N. African piece or two, Med Transport, or Frindo/KWA combo.  It depends on what gambit we’re trying out.

    Peace

    What’s the Russian Triple?


  • I am guessing Belo/WR/Ukraine… a hell of a risky triple though…


  • Switch on Daak: Quite stout nonetheless.

    Russian Triple: The Russian Triple is attacking WRU, BEL, and UKR all on R1.  You should win all three about 52% of the time, with the worst outcomes being mitigated by either occuring in WRU or occuring in UKR where you can withdraw.

    Typically in our group, Axis players are quite happy to break a Triple possibility with a bid, and Allied players are quite happy to have it broken so they don’t have to risk the dice  :-D  It’s a pretty big wild card early in the game.

    Most often it’s broken with a unit in BEL, occasionally in UKR depending on some minor factors.

    Peace


  • The Russian triple is R1: Norway, WRU and Ukr. Removes 2 G ftrs about 50% of the time.
    I tried it twice, both in LL games. It worked in the first game, not in the second, just ask Bean :P

    This brings back the subject of this thread, what’s the consensus on a standard bid?  :?


  • 6-8, depending on the players.  unrestricted placement.


  • @ncscswitch:

    I am guessing Belo/WR/Ukraine… a hell of a risky triple though…

    You know, it’s not quite as bad as it looks at first glance.

    Set it up like this:
    BEL: 3inf 1tnk vs 3inf => Take land 72%
    WRU: 6inf 1art 1ftr vs 3inf 1art 1tnk => Take land 85%
    UKR: 3inf 1art 3tnk 1ftr vs 3inf 1art 1tnk 1ftr => Take land 86%

    Take land in all three = .72 * .85 * .86 = 52%

    Your worst risk is BEL, but that’s also the least important fight.  UKR is a fight you can pull back from with no problem.

    Really you care most about taking WRU and UKR in that setup, which is .85 * .86 = 73% of the time take land in both critical spots.  The 52% overall success rating is misleading; the opening is better than that.

    Not to mention there are several non-land taking options that are fine.  A mutual kill in WRU is ugly, but quite survivable.  And there are many permutations of retreating from UKR.

    Succeed or fail, it has the effect of hollowing out Europe.  If the Allies are coming to Germany quickly, that’s a great thing.

    In our group, if the Triple is open we take it.

    Peace


  • Of course I said little about the benefits.  Suppose you have Russia collecting +$7 with 1inf 1tnk in BEL, 3tnk in UKR, and 2inf 1art in WRU with both fighters alive.  That is an UGLY R1 for Germany.  Hitting all that gear is tough with any German opening.

    And that outcome happens plenty often enough.

    Peace


  • I’ve seen a few games with R1 –> Wru, Ukr, Belo. G took Moscow rnd 4-5 in the two games i watched.
    G didn’t even bother with AE or the UK BB in med.
    Seemed like G changed from a wolfpack to a swift and efficiently big feline, going straight for the neck,
    instead of tearing the animal down (the Russian bear).  :evil:


  • @Lucifer:

    I’ve seen a few games with R1 –> Wru, Ukr, Belo. G took Moscow rnd 4-5 in the two games i watched.
    G didn’t even bother with AE or the UK BB in med.
    Seemed like G changed from a wolfpack to a swift and efficiently big feline, going straight for the neck,
    instead of tearing the animal down (the Russian bear).  :evil:

    It’s a bit counterintuitive, but the best German response to a very agressive Russia opening is to reply in kind… go for the throat.

  • '18 '17 '16 '11 Moderator

    @axis_roll:

    @Lucifer:

    I’ve seen a few games with R1 –> Wru, Ukr, Belo. G took Moscow rnd 4-5 in the two games i watched.
    G didn’t even bother with AE or the UK BB in med.
    Seemed like G changed from a wolfpack to a swift and efficiently big feline, going straight for the neck,
    instead of tearing the animal down (the Russian bear).  :evil:

    It’s a bit counterintuitive, but the best German response to a very agressive Russia opening is to reply in kind… go for the throat.

    And your recommendation for a Balls to the Wall response would be?

  • Moderator

    A 5 inf/5 arm buy might work well in this case.

    You still take Egy (with bid unit help), but you can take Kar/Belo and Ukr (with SE forces if nec).

    Allies still need a token force in Egy since you can still counter on G2 if they take out your two armor left over.

    If you’re trading German for Russian in rds 1-3 you can really hamstring Russia’s offensive capability then Japan’s job is extremely easy.

    I can see the potential for an early lurch here as well.
    Trading German units for Russian while offering WE as bait to keep the allies seperated.  Germany may have to eventually turtle themselves but if they inflict enough damage on Russia early on, Japan may be able to finish off a very weak Moscow.


  • That was my thought also Darth.

    Also, with Russia expending itself so hard early, and with the near 50% chance of at least one of the battles going south for Moscow…  Germany should be able to capitalize and make some massive gains, forcing Russia into Turtle Mode starting on R2.

  • Moderator

    I’d be much more worried about the Triple in LL, where you can pretty much guarantee favorable results. 
    In ADS, I don’t know why any Allied player would go with a 52% play to start the game.  Even with a bid (whatever amount and bid style), there is still a bit of an advantage to the Allies b/c the Axis still have to do something to level the playing field which either means superior economy for several turns (and total unit value) or superior position.  Both take time, at least a couple of rds.

    Why give the Axis the 48% chance to get some good dice in rd 1?

    I can see the usefullness of an extra inf to Belo (if you got a 9+ bid) regardless of the R1 Triple threat which could make it a moot point anyway, since it is always nice to have some extra G troops in Europe to start.

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