@arthur-bomber-harris I am not really trying to discuss the merits of any specific building, was just provided as an example. Rules should be determined based on more than one example, or perhaps how they can change the starting position of the board. In this case in a way that might be considered “against the spirit” of the map design. I’m not trying to sound dramatic or something, but this is the thinking behind the bid rules from earlier editions. I just think a consensus might be a good thing to reach. I don’t really know if “I can handle any placement they make, so whatever” is the right way to look at it, but I could be wrong. Are you specifically for or against a clarification?
Posts made by Bung
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RE: Allied Bids - What are the common rules on placement?
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RE: Current Allied bid for Global 1940
TripleaA lobby is seeing a lot of bids between 16-24 on average? In LL I agree with what’s been said, I really am starting to come to the conclusion that even mid-20s makes it a very tough match for Allies. I am not surprised the league is going higher than that. But I really do think you need to guage the skill level of your opponent. If you get a newbie in your triplea lobby, maybe cut them a break. It’s the somewhat experienced guys that always throw me, strong for about 3-5 rounds but then don’t really have any mid-game strategy experieince. It’s hard to know how much to bid in those cases too.
But anyway, back to what units are getting bought: Subs/DDs around the Med for UK. Sometimes fighters for UK (Scotland, Malta). Other threads have answered this question as well, from recent memory: Inf in Yunnan for example, and ground units in africa.
Less often variations: Russia bomber, UK transport in South Africa. UK sub in Malaya. I’ve also seen Subs in the north atlantic.
Some people dump a bunch of ground units in Russia. Whether or not that actually does anything I doubt.
I am also going to take this opportunity to plug this thread about Bids and bid rules: https://www.axisandallies.org/forums/topic/35874/allied-bids-what-are-the-common-rules-on-placement … I do so to personally recommend not allowing facilities for bids.
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RE: Allied Bids - What are the common rules on placement?
Just going to bump this thread since it’s one of the ones that comes up on Google…
There’s some question about what “units” are sometimes, and a lot of variations from different players and different clubs. Specifically in Global 2nd, the bids are now high enough that people can buy buildings.
In my mind I wanted to get an answer about if I generally felt OK about people buying buildings.
I was looking at the League’s rules mentioned above, as well as my old rules from: https://web.archive.org/web/20160810212318/http://www.tripleawarclub.org/modules/comp/rules.php?lid=6
And in both cases it doesnt explicitly state what “unit” means. Furthermore, the old rules I linked were from a time when bids weren’t high enough to even bother making the distinction.
Anyway, I took a look at a 1940 2nd edition rulebook. All purchase-able units: Facilities, Land Units, Naval Units, and Air Units are listed under a section called “Unit Profiles”. To my surprise, Facilities is listed under “Unit Profiles” rather than two sections, say, “Buildings” and “Unit Profiles”.
I havn’t been around as much the last few years, but I do recall people generally not allowing Buildings. I know there also seems to be players now who allow units to be placed anywhere, and they don’t seem to care what bids are used for.
For me, I think I would not want players putting buildings down, I feel like the ability to place new units on UK1 around Egypt for example, is pretty far beyond adding a few units here and there to help the battles on the board, and the general strategies which the board was designed for.
Let me know what you think, maybe if the League is still active you should consider being explicit in your rules. Hopefully for others this serves as a reference place that in my opinion Factory bids should not be allowed. (FWIW if you even know me lol.)
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RE: The Japan Playbook
You also have two fleets going to sz35 listed, was one supposed to say sz36?
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RE: The Japan Playbook
My apologies if this is already posted,
I’m not completely convinced one should do either of these:
- 1 korea fighter -> sz 35
- 1 mech inf manchuria -> chahar
Re 15: By sending the korea fighter to sz35 you actually are putting 3 air that have to land in sz35: the two that attacked manila and this one. Which means how can the carrier from Carolinas go to sz43? There should be enough ships without needing the fighter in sz35 in combat?
Re 21: If/When china/UK counters yunnan, you have little (hunnan inf maybe) to no ground left to attack, it might be nice to have a piece of fodder. If you leave the mech inf move till noncom, then if Hunnan inf attack survives, or they fail to recapture the territory, you might move the mech inf to anhwe, that way there is a glimmer of hope you have a unit for casualty rolls when countering Yunnan in J2.
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RE: The Japan Playbook
Hey Cow,
Could you update your original post and remove the “/artillery” from the j1 dow j1 purchase. If you don’t capture Hunnan, you only collect 41, and you need 42 for the J2 buys you suggest.
Cheers,
Bung -
RE: Copy of Anniversary Edition for Sale
if i sold a used copy, what should i sell it for?
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RE: What is making Alpha 2+ unbalanced?
When you say “we” do you mean A+3?
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RE: What is making Alpha 2+ unbalanced?
@Cmdr:
I go so far as to not even bother defending the Italian fleet iwth German planes.
Yes I would hope this is common now, I do this as well. If you think it through it makes the most sense.
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RE: What is making Alpha 2+ unbalanced?
Absolutely correct Kobu.
“Italy is too weak financially” – the reason I word it like that is that there are other ways to deal with it than just the fleet problem. They need more money one way or another in order to handle the differences in the map(/game) compared to older versions.
“Any direction they don’t go, the Allies there can grow to overwhelming force.” This is a good statement I agree with. I specify the continent as a specific fix, unlike the general statement above with Italy. I feel it’s a stand out problem compared to the strength of HAW/AUS. One way or another, Japan can’t get enough troops to attack it (remembering that I prefaced my post with USA balancing fronts). And so, I voted for India.
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RE: What is making Alpha 2+ unbalanced?
I hesitate to post because I’ve only managed 5-6 A+2 games, mostly as axis, however I’d just like to mention two things that I havn’t seen in this thread. I don’t claim to know how LH expects his game to play, nor do I know history.
OTOH, in my games, USA has generally split up well, which is what you all seem to want. And I have played a lot of Rev/AA50.
So, compared to previous versions, the two quick points that come to mind are:
(1) Italy is too weak financially. Italy is simply not as capable as in AA50 due to the map changes.
(2) Japan is too weak on the continent in terms of possible unit count. I don’t mean starting set up, just the sheer cost and distances involved in getting sufficient units into Asia. I do not imply Japan invading Moscow either.
I hope those short points are enough for experienced players’ minds to brainstorm. I can’t qualify any of the suggested fixes regarding Italy or Japan, just wanted to confirm some others’ POV.
I will vote with India is too strong, since I feel this is the more specific problem with Japan being too weak. Italy too weak is tied in my mind, but perhaps a close second since I see more variation in UK/Rus play than in Japan play.
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RE: Axis and Allies Toolkit for the iOS platform
As soon as you try to publish this you will probably get shot down, you can’t make money of WOTC’s copyrighted games without consent.
Since android is Java, you could consider porting TripleA to Android. You’d need to re-write the user interface using google’s APIs but I think most of the engine code would work.
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RE: 94Canuck's Global 1940 Alpha + 2 Setup Charts and Game Aids
Apologies if this is a double post, but when preparing these files for printing I noticed that the USA setup still had some white border around it which I needed to remove. You may want to update that.
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RE: DIY tuck box inserts
Thanks to the OP for the sources!
I wanted to do it on black card stock like ____ did, so I found a shop that would do it but they wanted a few changes. Specifically, they wanted a black background, so I removed the diagonal background, text and white backgrounds:
http://yojimbo.ca/aa/Ozimek's_Tuck_box_for_AAP40_Black.pdf
Don’t knock the white lines, i figure the idea is that no matter what file you use, you’ll be folding and bending so all that stuff is on the “underside” and unseen.
For anyone in western Canada, I’m doing it with Rayacom (http://www.rayacom.com/) they’re in Deadmonton, CowTown and VanCity, and their price was fairly cheap like 79c/copy (I don’t have a printer).
I will post back this weekend to respond about the “pieces mixing when put away” concerns when using something heavier than paper :)
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RE: A&A Global 1940 custom box
Looks nice enough but geez that thing is 100bucks more then i paid for both games (incl tax) … IMHO, I almost prefer my two game boxes vs an ammo box like that =/
Could you guys do a cheap simple cardboard one for us broke-asses :)
Edit, here’s the link to what IL mentioned, for people like me who want links: http://boardgamegeek.com/thread/482533/diy-tuck-box-insert
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Edmonton Meeting?
Hi all,
I’ve seen an link for “The Edmonton A&A Meeting” on the right side of the site here, but the link seems to post to _SELF.
Could anyone let me know whats going on? I’m in Deadmonton and would love to go!
Thanks,
Bung(sorry this is part a website issue, part a meeting question)
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RE: Japan Basics
(disclaimer, lowluck experiences)
-> If UK’s mini-kjf goes that well, imho you cant hit pearl. dont have the air.
Assuming you don’t hit pearl….
I personally am not a fan of ICs that early, limits mobility for a country that is the axis’ flexible player. skipping pearl allows you to buy transports. transports are the only way to manage Asian pressure early. altho, to each his own.
Clearly, If the AC block is in place you need to do a combination of killing some/all UK vessels in order to ensure they dont block in UK2 and send the sz60 transport to somewhere useful to retake borneo, FIC is my suggestion.
-> Do NOT give UK 8 or 12 bucks for free from borneo, Ger can not afford it. (africa and WE issues can be important regarding this money issue.)
-> Try to take the opportunity to rid russia of 6 infantry. Surely, It does not come often.
-> Japan does not actually need to hold china, just lay waste to the infantry and fighter. no infantry means you dont lose kwang/manch/fic. no fighter helps against leaving pearl alive.
If you find the absolute need to not hit bury, then defend manch with the 2inf and some air. If you dont, then you will be bogged down in the sea of japan taking manch back from the ruskies in round2. do not give them the money and happiness of slowing you down.
If you have defended manch and you bought trannies, the ruskies will be getting their inf out of bury rather speedily in round 2. Even if you cant kill the bury troops, Germany will be glad you made russia waste the time of 6 infantry.
Other issues include a russian tank in India. an FIC hit instead of borneo. Rus ftrs in Kaz to aid bury troops. Granted there is alot of stuff that can be done to hurt the japs. Stay focused is my advice, think about the real issues. Giving UK money is bad. Letting Russia keep its units is bad. Destroying but not taking China isnt horrible, not the end of the world taking it in round2. Assuming KGF, leaving the pearl fleet gives USA an extra fighter which hurts G earlier, the ships take a while to get to the atlantic anyways, and by then you should have expected allies to rule the atlantic. And if USA wants to go PAC since it has the pearl fleet alive, let them, lol gg.