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America/Soviet Role
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Honestly if US saw Germany with a huge fleet off Gib then they would jsut build a bigger fleet. Germany could attack a fleet containing a carrier loaded 2 subs 2 DD’s cruiser and 3 scrambling planes. No way!
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Honestly if US saw Germany with a huge fleet off Gib then they would jsut build a bigger fleet. Germany could attack a fleet containing a carrier loaded 2 subs 2 DD’s cruiser and 3 scrambling planes. No way!
If I remember correctly the strat was based on convincing the US that the Fleet would go London or or into the Med, so it was a work-once-and-never-again-against-same-opponent strat.
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Page 45 of this thread about half way down.
Have fun!!! -
Honestly if US saw Germany with a huge fleet off Gib then they would jsut build a bigger fleet. Germany could attack a fleet containing a carrier loaded 2 subs 2 DD’s cruiser and 3 scrambling planes. No way!
If I remember correctly the strat was based on convincing the US that the Fleet would go London or or into the Med, so it was a work-once-and-never-again-against-same-opponent strat.
Yea, that’s how I remember it.
Keep in mind, the idea was for the strategy to hit the US before they came into the war, or the round after, cant remember which. It pretty much destroyed the United States and gave the Axis powers eternities to deal with England/Russia.
I’ve seen it used, pretty effective in Alpha games, useless in 2nd edition since there is LITERALLY no way to take London on round 3, unless the British player has NO gaming experience at all.
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@Cmdr:
Honestly if US saw Germany with a huge fleet off Gib then they would jsut build a bigger fleet. Germany could attack a fleet containing a carrier loaded 2 subs 2 DD’s cruiser and 3 scrambling planes. No way!
If I remember correctly the strat was based on convincing the US that the Fleet would go London or or into the Med, so it was a work-once-and-never-again-against-same-opponent strat.
Yea, that’s how I remember it.
Keep in mind, the idea was for the strategy to hit the US before they came into the war, or the round after, cant remember which. It pretty much destroyed the United States and gave the Axis powers eternities to deal with England/Russia.
I’ve seen it used, pretty effective in Alpha games, useless in 2nd edition since there is LITERALLY no way to take London on round 3, unless the British player has NO gaming experience at all.
This may be a little off topic, but as the allies don’t you kind of want the Axis to go for UK? I have had success on tripleA not trying to hold london but just trying do do some damage when gerry takes it, since you get those 5 free hits with the AA gun that were not around before A3, and Russia gets those (IMO) silly NO’s.
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If the game is global, no you don’t want to loose UK, especially on G3. Loosing UK on G4 when he spent all his income turns 1 and 2 on ships and landed in scotland on turn 3 is different. Then I would say hell ya that is great for the allies.
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Losing the UK was only an issue in Alpha 2 and it was, statistically, unstopable so it was the go to move for Germany and why not? You essentially end the British for the entire game and lock the US out of the European theater for quite a while - though not indefinitely, but any round that gives you more than 4 rounds to deal with the US is a massive shift!
Once AA counted as casualties, any hope for the UK to go down was lost - at least early in the game. So it’s a moot point now. Honestly, I think it is FAR more likely for Sea Lion to succeed before the US is in the war than after - historically speaking. I mean, it almost becamse the US/UK against Japan, Italy and Russia! But the men who control the rules - and they are MEN - had a hissy fit and went too far in defending England from an early attack - IN MY OPINION.
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@Cmdr:
Losing the UK was only an issue in Alpha 2 and it was, statistically, unstopable so it was the go to move for Germany and why not? You essentially end the British for the entire game and lock the US out of the European theater for quite a while - though not indefinitely, but any round that gives you more than 4 rounds to deal with the US is a massive shift!
Once AA counted as casualties, any hope for the UK to go down was lost - at least early in the game. So it’s a moot point now. Honestly, I think it is FAR more likely for Sea Lion to succeed before the US is in the war than after - historically speaking. I mean, it almost becamse the US/UK against Japan, Italy and Russia! But the men who control the rules - and they are MEN - had a hissy fit and went too far in defending England from an early attack - IN MY OPINION.
Ummm… How fun is a game where a country dies 100% of the time on turn 3…? Is that supposed to be a well made game? I think it was a great change. Also it is really historically inaccurate. UK’s navy was HUGE!
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@Cmdr:
Losing the UK was only an issue in Alpha 2 and it was, statistically, unstopable so it was the go to move for Germany and why not?� You essentially end the British for the entire game and lock the US out of the European theater for quite a while - though not indefinitely, but any round that gives you more than 4 rounds to deal with the US is a massive shift!
Once AA counted as casualties, any hope for the UK to go down was lost - at least early in the game.� So it’s a moot point now.� Honestly, I think it is FAR more likely for Sea Lion to succeed before the US is in the war than after - historically speaking.� I mean, it almost becamse the US/UK against Japan, Italy and Russia!� But the men who control the rules - and they are MEN - had a hissy fit and went too far in defending England from an early attack - IN MY OPINION.
Ummm… How fun is a game where a country dies 100% of the time on turn 3…? Is that supposed to be a well made game? I think it was a great change. Also it is really historically inaccurate. UK’s navy was HUGE!
Not to be that guy but I always thought Sealion was cool because it was a thinly plausible what-if scenario. But Alpha 3 ruined it when USSR was making 14 IPC from the 2 IPC of italian territories in North Africa. But I can see how it sucks to have a power die so early, especially in a multi game (Shut up France no one cares that you die round 1 :-D)
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The real problem I had with it was that even noobs could do it. That is not axis and allies in my oppinion. “Oh buy a carrier 2 transports, and then you buy 10 transports!” lol dumb!
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The real problem I had with it was that even noobs could do it. That is not axis and allies in my oppinion. “Oh buy a carrier 2 transports, and then you buy 10 transports!” lol dumb!
That’s a good point. It doesn’t take much knowledge of the game to win with, sort of like the often suicidal but sometimes game breaking russian triple in Revised.
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the tripple with russia in revised is foolhardy. If it fails you loose. Even if it works it has to work really really well to have been worth it.
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the tripple with russia in revised is foolhardy. If it fails you loose. Even if it works it has to work really really well to have been worth it.
It seemed like with maxagaz on GTO he would take 5 casualties or less quite a lot as Russia. He ended every game on round 1, I have never seen anything like it. I met a lot a people on their who would not play him. It wasn’t a remotely respectable play style, but it was unique.
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The reason people don’t like playing with someone like that is because of how risky it is. The player is basically a douche bag and trying to decide the game on the first turn. The tripple that he does is really high risk, and just not fun to play with someone who does that all the time. If they win it is really annoying, and if they loose most of the time the quit.
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But “I win” scenarios have long been a history of this game!
Classic “I win” strategies:
A) Canadian Shield, until someone figured out how to stop it.
B) Smush Russia First (Dogpile of Axis on Russia), until someone figured out how to make Germany pay and open a 2 front war, thus taking pressure off Russia.
C) Spanish Invasion - until players learned how to deal with it.
D. The Infantry Push Mechanic - again, until people learned to deal with it.Revised “I win” strategies:
A) Smush Russia First (same as Classic.)
B) Kill Japan First - still in use since most players cannot handle a revised battle of the Pacific, as far as I can see. But certainly no longer an “I win.”
C) British Bombardment Strategy (warships park off France and blow the crud out of the defenders.)
D. Note, Revised enhanced had to be created to spread the battle over the globe and make the game a lot more fun again due to the mechanicalness of Revised after a while.Anniversary:
A) Kill Germany first….really, that’s like THE go to strategy for any game of Axis and Allies (theater specific ver. are NOT axis and allies, I dont care WHAT the box says. IMHO.)Global:
A) Kill Germany First
B) Kill Italy First
C) Kill England First - round 3
D. Invade Russia round 2
E) Kill India First
F) Kill ANZAC First
G) Walk Around China
H) Walk THROUGH China
…Thing is, what seems unstopable just has not been stopped yet. All of the above strategies have their flaws, and they can all be stopped with the appropriate amount of thought and timeing.
Ex) Sea Lion Round 3
Sol) The United States liberates on Round 5Ex) Kill India First
Sol) Reinforce from Russia/ANZAC - later US -
I think the difference with the Russian triple is that it is a strategy that relies 100% on exceptionally good dice. With average dice or less the Russian player is doomed, and the game is effectively over Round 1 (sometimes the player about whom I was speaking woulf make it a Russian quadruple with a Manchuria attack as well). Ugh.
The “Kill _______ First” strategies do not live or die with hoping to get extremely lucky on R1, so I think there is a big difference.
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By extremely lucky, you mean that other than 15% of the time and even then, unless you have catastrophic dice (1-3% of the time) even if you fail, you are out ahead. It is akin to Germany having catastrophic dice when trying to sink the British fleet and losing all their planes without clearing the water even. It happens, and yes it is catastrophic, but I would not shy away from a strategy just because of the very off chance of failure. To do so would be to never go on the offensive again!
As for the Kill __________ First strategies, each are susceptable to both poor dice (or catastrophic dice) and superior game play by your opponent. The whole point of the above post is that there is no “one” strategy that has to be played or you lose. Many “gambits” have come and gone and come again and mainy “do this” strategies have been absolutely destroyed by a “gambit” strategy. Point in fact, I rarely ever win a game by using the Infantry Push Mechanic or the Kill Germany First mindset - I usually win by evaluating the position of the board, the players (if applicable, ie multiplayer) and my memory banks. If there is ANYTHING more entertaining than repeatedly bashing on Germany or Russia - and if I think the odds are in favor or equal to beating on Germany or Russia, I will take the other path. It is more entertaining TO ME - even if I lose, it does nothing but teach me a hole, something to be closed, and they have come and gone.
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@Cmdr:
By extremely lucky, you mean that other than 15% of the time and even then, unless you have catastrophic dice (1-3% of the time) even if you fail, you are out ahead. It is akin to Germany having catastrophic dice when trying to sink the British fleet and losing all their planes without clearing the water even. It happens, and yes it is catastrophic, but I would not shy away from a strategy just because of the very off chance of failure. To do so would be to never go on the offensive again!
Again I must maintain a distinction between the strats you listed and this AA revised strat in dice games. You mention the German navy, but for Germany to be really hosed, the dice have to be a lot worse than average.
There is a difference between a strat relying on decent dice or even slightly poor dice or better and a strat relying on getting exceptionally good dice or bust.
I would insist that a strat the relies purely on getting lucky on near-suicide attacks repeatedly (it’s not as if the dice Russian triplers play conservatively after the triple) is not a legitimate strat. If a player’s entire plans on beating the odds severely almost every battle, they can’t be counted as actually trying to win the game, even if they think that is what they are doing, IMO.
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That’s what I am saying, a well thought out Russian opening strategy, resulting in the loss of, or the near loss of (with retreat) most of their forward units does not rely on lucky dice, it relies on average dice, hell, even if it’s 2 standard deviations below the mean, it hurts Germany a lot worse than it does Russia. You have to get within that 0.03% range (on the bad end) for Russia to get seriously hosed in the attack.
In fact, I would liken it exactly to the percentages Germany has against the Royal Navy - perhaps better if Germany gets greedy and tries for other territories with planes as well (as far as I remember, they dont need planes for ground attacks round 1.)
The Germans, meanwhile, have serious complications with each Fighter Russia kills round 1, to the point they may have to pick and choose naval targets on their own Round 1.
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Perhaps we are talking about separate Russian Triples.
The one I am referring to goes after E Europe ( I realize substituting belo for EE is the LL staple and can actually be a good strat), West Russia, and Ukraine. This player also often attacks Manchuria with 2 infantry. (although that is no longer the Russian Triple.)