@Elrood That’s somewhat true, but G is mostly a one-trick pony, take Paris. While the Centrals have won many, but not most of our games without G taking Paris, as the other players and their strategies and abilities took center stage.
NML 1914 Team Game 7
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I am up for a new game. Perhaps reduce Turkey’s bonus rather than undo it altogether?
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@private-panic you mean leaving the three extra inf?
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@elrood Yes - unless someone comes up with a better idea
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Aw, I was having so much fun as Germany. Would enjoy playing that position again.
Count me in for game 8.
Turks should have the 3 infantry or industry tech, but not both. -
angry Turkish noises
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Yeah, Witt, was kinda neat to see CP win when Paris, St Pete are strong and Rome hanging on.
I’m ready for another. If you want to nerf turkey, it’s best to remove the industry tech -
@colt45554 I’ll play again.
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I agree with the others on Turk bid, keep the infantry but drop the industry tech
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Gg! I’m in for another!
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i had considered this map to basically be “capture paris or bust” but maybe this match throws a wrench in that line of thinking. although, germany had a monstrous round 1 at sea. i wonder how much of a factor that played.
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@colt45554 the best ever G1 we habr seen in 20 games (for me), gave me tunnel vision and I lost us Greece , as a consequence. I pleaded with Sfsm for hell too and , for once , he might have listened to me . A bit.
I think your Turkish play was very good , Colt. Turkey needs to be good . If hey aren’t, the CPs will struggle. -
@colt45554 I think since Germany is all over the map at the start, it’s first turn really sets the tone for the game, I had an abysmal first turn as Germany once and lost pretty much every naval battle… we could have conceded right then…
IMHO the German first Go is too influential for a balanced game…
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@redrum Everyone has re-upped except waiting to hear from Redrum. Forum dice 1-100, highest chooses first.
What do the rest of you say about cutting Turk back to 3 extra starting infantry and eliminating the industry tech? -
@Witt @private panic Paris didn’t fall under your watch. But as you said, there was a cost elsewhere, as sub Sahara Africa, Cairo/Suez and Scand fell. I was impressed how building max trenches and mostly HGs in Paris from the start, made it impregnable.
So I followed what Sun Tzu said in The Art of War; attack the enemy where he is weak, not where he is strong. I left a large army in Champ, and moved a smaller, but still sizable army south. I failed to take southern France, but it forced France to spend a fortune on 10 trenches and troops in Mars. It threatened Piedmont, helping to change the balance of power in Italy. And it redirected USA’s troops to south France and Med instead of North Sea or Scand. If the game had continued, I would have moved in force to Burgundy
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@Colt @Elrood My opening naval success helped, but who my primary opponents were and what strategies they chose and which I chose, as well as luck in tech dice, shaped the course of the game over time. France failed to get defensive tech early in the game, forcing him to depend solely on builds. Offhand, I can’t think of a game changing major battle that I fought, where totally abnormal dice was to blame.
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@fmerwinrommel do we have room for 1 more? captain walker i believe wants to join.
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whether or not red plays, should have room for Cpt by splitting turk/commie
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@colt45554 I agree with Colt, splitting T and C is the logical choice. Redrum has played every team game, so let’s assume he’s in. Welcome Captain Walker.
I’ll roll the forum dice. -
probably safe to assume turkey loses industry, retains the 3 pre-placed inf
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Captain Walker [dice 1d100]
Colt [dice 1d100]
dawgoneit [dice 1d100]
Elrood [dice 1d100]
Entek [dice 1d100]
FMERommel [dice 1d100]
Private-Panic [dice 1d100]
redrum [dice 1d100]
witt [dice 1d100]