Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Telamon
    • Profile
    • Following 0
    • Followers 0
    • Topics 2
    • Posts 62
    • Best 0
    • Controversial 0
    • Groups 0

    Telamon

    @Telamon

    0
    Reputation
    21
    Profile views
    62
    Posts
    0
    Followers
    0
    Following
    Joined Last Online
    Location Australia Age 24

    Telamon Unfollow Follow

    Latest posts made by Telamon

    • RE: Open letter to Larry Harris: Feedback on your excellent creation

      Vegryn - all excellent points.

      @Veqryn:

      However, I disagree with reducing the price of Cruisers without reducing the price of Carriers.  If cruisers go to 11, then carriers should go to 13.  And I would never accept cruisers going to 10, ever.

      I’ll have to do a bit more analysis on your 13 cost Carriers, but my initial reaction is that I see them bought plenty already.  They are pretty competitive on defense (stacked with 2 fighters of course), and have the flexibility that when the pressure is off the water, the planes can up and leave.

      With the IC in East Indies - why not get one in all three places?  9 units flooding into Caucusus every turn… ouch!

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: Open letter to Larry Harris: Feedback on your excellent creation

      You’re spot on Holkann - hit taking ability is as important as hit giving ability.  That’s why 5 cruisers (attack points 15, cost 60) will consistently lose to 3 battleships (attack points 12, cost 60).  Extra hits.  It’s what makes destroyers the best value for buffing a fleet.  I agree that 10 is a realistic option for cruisers - it would make them a fraction weaker than destroyers, but a definite step ahead of battleships.  At 11, they are a fraction weaker than battleships.  I don’t mind where they are placed 10-11, but at 12 IPC they are pricing themselves out of the market.  Bombarding doesn’t make up for a weak, expensive unit.

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: Open letter to Larry Harris: Feedback on your excellent creation

      No, Britain gets it if any ally occupies a japanese territory.  That’s the main reason why it’s a little odd: generally the US is the only power in a position to accomplish this on the brits behalf.

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: Germany must ALWAYS build IC to win game in Anniversary?

      Ok, before you all tie yourselves in knots.  This has been said before… charity mathematics for those who don’t like probabilities.

      The expected return per bombing raid is about 0.9 IPC per bomber

      The average hit is 3.5 (it’s called an average - 1,2,3 is just as likely as 4,5,6.  What’s halfway in between…?).  However you only make that hit 5 in 6 times (1 in 6 your bomber is dead first).  That means the average is ~2.9 (3.5 times five, divide six).  Your expected loss is 2 IPC (one in six chance of losing 12 IPC hardware).

      2.9 minus 2 = 0.9 per run.

      Does your bomber have something more useful to do than collect an IPC lying on the ground?  Very often yes.

      posted in 1941 Scenario
      TelamonT
      Telamon
    • Open letter to Larry Harris: Feedback on your excellent creation

      Please see below an open letter to Larry Harris.  If someone (Krieg?) could draw it to Mr Harris’ attention, I would be honored if he were to read it.

      I’d welcome the A&A.org community’s views.


      Dear Mr Harris,

      You have created a wonderful game in Axis and Allies Anniversary.  I’ve played it many times and gotten much joy out of.  In my view, it’s in good company with ultimate classics such as chess and bridge.  The game has come so far since its first release, yet has remained true to its original form.

      In the context of my great affection for the game, and a considerable amount of time playing, analysing and reflecting on it, I offer some humble observations.  There is one small hole in the boat which I think is taking in water.  I hope to persuade you of its existence so that you can offer an official solution for the enjoyment of the large community playing your game.  It’s important to our community that everyone play the same official game – and that it’s yours.

      The battle for Egypt decides all
      The dice for Germany’s first round attack on Egypt has an enormous influence on the game.  In the order of 100 IPCs value rides on the outcome of this single battle.  Allow me to explain.

      Assume Germany attacks Egypt with the maximum force possible: 2 infantry, artillery, bomber, 2 armor – with that order of loss.  If my opponent decides not to, well frankly I’m delighted - they don’t collect 100 IPCs of low hanging fruit.  About 25% of times, Germany will fail to capture Egypt.  Britain will then control most of Africa for at least the first 4 turns, until the Japanese juggernaut arrives.  In 60% of games, Germany will capture Egypt with 2 armor, or better.  The tanks will have captured the majority of Africa by turn 2, and nearly all of it by turn 3, with proper play.

      The difference between these two scenarios is simply staggering.  Below is the relative value for the Axis in the second scenario compared to the first:

      • Germany killed a british fighter (and you might count the armor), which otherwise survive (10-15 IPC).

      • Germany also didn’t lose 2 tanks (and maybe count the bomber), which are casualties in the other scenario (10 or 22 IPC).

      • Germany captured Egypt (2 IPC income)

      • Britain will not recapture Egypt on their turn - happy to demonstrate why this would be silly and unlikely (2 IPC denied plus 5 IPC for their National Objective which otherwise would be collected).

      • Italy is therefore highly likely to collect its National Objective in turn 1, by taking Trans-jordan (5 IPC)

      So that’s about 35-50 so far, just for one battle.  But the consequences over turns 1-4 make it even more stark:

      • Germany will still have Egypt on turn 2 as a result (2 IPC gained, 2 more denied to Britain)

      • Germany will have at least 3 other African territories on turn 2 after the victorious tanks roll on.  Maybe four territories if the artillery survived in the attack and the transport can take it to Madagascar (3-4 IPC gained in turn 2, with those 3-4 also being denied to Britain).

      • Germany will take more of Africa on turn 3.  This compounding effect applies every turn for turns 1-4 until reinforcements can reach Africa.  Germany is gaining about 10 income a turn which is simultaneously denied to Britain.  They do not achieve this if the Egypt battle fails in turn 1.

      It’s like stacks of poker chips.  Assume the axis armies and allied armies are both worth 600 IPC (that’s pretty close to true at the start).  By the end of turn two, and all else being equal, one team will be worth 575 and the other worth 625 (a fifty point margin).  By the end of turn 3 its more like 565/635 (70 point margin) and will look worse on turn 4 (~90).  This is a huge game-deciding advantage that is being determined by a single battle.  Experience suggests that Axis nearly always win when they take Egypt with 2 tanks or better.  They tend to have a slight edge when they take it with 1 tank (the other 15% of games).  When they fail to capture Egypt, a game between two good players is very close – perhaps with an allied advantage.  It is a shame for a game as rich and complex as Axis and Allies to have a button on the board that, when pressed, determines the winner.

      Solution?
      I wish only to draw the issue to your attention and leave to you the job of finding an elegant solution for us.  I recognise the difficulty of changing one thing without affecting others.  However it’s clear that the largest component of the problem is the income from African territories.  After 4 turns, there is something like 90 IPCs difference.  About 20-35 of that was due to unit loss/retention from the battle, 10 from National Objectives in turn 1, and the rest from African income.

      The things we love
      There’s so much to love about Axis and Allies Anniversary.  Italy is a fascinating and welcome addition.  National Objectives add income to the game, giving powers like Russia the flexibility to do things other than just “buy 8 infantry”, the new face of naval combat is groundbreaking, and the board design is layered with strategic depth.  Russia having 3 factories is genius - potential strength and vulnerability at once.  The new sub rules are utterly engaging, and the naval cost structure is close to perfect.  The new cost of planes is spot on.

      While, the Egypt problem above is the only real worry that affects playability, there are a few small matters which have been observed in this community.  Tweaking these would help this game stand the test of time:

      • We were all very excited to see the new role of China.  However, it seems that Japan stomps on the Flying Tigers every game before it gets a chance to move. Perhaps if it started in another location, or China went before Germany allowing it to escape.

      • It’s also not clear why the regular powers collect their income at the end of their turn, but China collects its infantry at the start of its turn (to its disadvantage).  It’s already very marginalised once Japan moves

      • Good players rarely buy cruisers.  At 12 IPC they are too weak for the cost.  At 11 they would still be the weakest ship in value terms, but I think they would then enter the repertoire for their bombard ability. With cruisers at 11 IPC, no ship is obsolete and all have their role.

      • East Indies is an unsually powerful spot for a Japanese factory, with most players heading straight for Russia’s jugular via Persia > Caucasus.  Perhaps if it was worth 2 (constraining production), Borneo was worth 1, and Japan had a National Objective of 5 IPC for holding both (to compensate for the income).

      • No one is quite sure why the British have capturing a Japanese island as an objective.

      Mr Harris, in Axis and Allies Anniversary you have created an innovative game with simple and intuitive rules, that leads to enormous strategic depth. Like all classic games.  I offer this feedback as an admirer of your work, and after a considerable amount of playing and reflecting on your creation.  We all know it’s impossible to make a game perfect on its release, and the real playtesting comes after that.  We understand the constraints and challenges caused by the production/release process.  Now that it has seen the light of day, we would all celebrate some minor amendments to ensure this game is the closest to hand in the games cupboard.  We’d love to see the icing put on the cake, and we all want to eat the same cake together.

      Thank you for your consideration.  Sincerest regards, and may we all have the opportunity to play your games for many years to come.

      Letter submitted to HGD in ‘Talk to Larry’ thread.

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: Allies lose every game.

      I’m just glad you said ‘chic’ logic, which otherwise means ‘trendy’ logic.  Because if it were ‘chick’ logic, that would be pretty offensive….

      Peace

      posted in 1941 Scenario
      TelamonT
      Telamon
    • RE: AA50-41 Tech Tourney sign-up (sign-ups CLOSED)

      Or just give 'im a big ‘thanks’ for organising.  We all appreciate it Darth  :-D

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: AA50 Rules Errata and Q+A

      I agree.  Larry comes up with simple but creative rules.  Sometimes they don’t work out too well….  Feedback relayed via Krieg, game gets improved next time.  System works.  :-)

      My 2 cents with this tech is it’s not so much the value of the territory, but it’s strategic location.  India, East Indies and North Africa are always going to be ideal spots to put a boosted factory, whatever their original value.

      Game on!

      posted in Axis & Allies Anniversary Edition
      TelamonT
      Telamon
    • RE: Was this game play tested AT ALL?

      Gamerman, +1 karma for starting a very good discussion.

      Game balance has been discussed a lot on various threads - i’d like to see discussion here focussing on what aspects of the game are reducing the potential _fun_ness.  We’re all fans here and love the game itself, but what design aspects could have been done better? The flying tiger is a big one that everyone(?) agrees on - what’s the point of having it if it gets stomped every game before having a role to play?  Just for the sake of enjoyment alone that aspect was a little messed up.

      I think the problem with japan’s bizarre role in AA50 is not so much its starting strength, but the geographic layout.  There are no enemy factories within sight, so they just can’t be stopped from expanding until they gobble up about 70 IPCs worth of territory.  I don’t know what best the solution would have been, but it is about the total value of territories which are more accessible to Japan (including it’s new factories) than anyone else.

      It would be nice to see those pacific NOs a bit more interactive (not to address game balance, but simply to make it more engaging).  There are many good suggestions on this in the last few posts and on other threads.  I think Sumatra being worth 4 was a design error… aside from being unrealistic, it’s too powerful as a factory for japan, allowing ground troops to so easily dominate africa and put too much pressure on russia’s south.  I would rather see Sumatra/Borneo reduced in value from 8 total to 3, and maybe have a NO for japan if they control both - same income, but fixes a problem.

      The game rules and new ideas in AA50 are brilliant, but I would love there to be an official redesign to make certain areas of the game more interesting to play.  Maybe we could gather our ideas together, submit them to Larry on behalf of the A&A org community and see if he could look giving us a ‘patch’ of rules to fine-tune elements of the game?  We could do it ourselves (there’s a lot of combined smarts around here), but I was thinking it might be hard to get consensus on an agreeable package of changes.

      I’d like to see everyone playing the same game, and having the most possible fun doing it  :-D

      posted in 1941 Scenario
      TelamonT
      Telamon
    • RE: Was this game play tested AT ALL?

      To me, the Philippines NO seems totally redundant.  Things have gone very wrong for Japan if the US has a chance at it…

      Germany’s NOs are the best designed - they are very interactive.  I wish the NOs for the other countries were as well implemented (they are either too hard to get until you’ve won, or are so easy you can assume them).

      posted in 1941 Scenario
      TelamonT
      Telamon