Very cool. Would you like feedback?
Posts made by UrJohn
-
RE: Simple things you can expect to see in my house rules.
-
RE: Dice Roller
Rolls: 2@1 2@2 4@3; Total Hits: 32@1: (4, 1)2@2: (4, 4)4@3: (6, 1, 6, 2)
-
RE: Russia attack west russia with everything that can reach on the first turn.
Thanks for your advice.
You’re welcome.@Petebu:
My plan was to destroy most of the ships with Germany in the first round.
With this plan you sink several ships without exposing your aircraft to being shot down. I think your planes are much more valuable alive than on the bottom of the Atlantic under an all-in KRF strategy.
I WAS thinking USSR should take Ukraine on R1 for the sake of the net TUV destroyed and protecting the Caucasus complex from German attack on G1. But now that I’ve actually got the board set up at the end of G1 with 6 FTR on Ukraine I’m thinking that it may be absolutely necessary, just to keep Russia in the game. I don’t know if USSR will ultimately even be able to spare the FTR for Egypt. If I’m the Russian player, then at this point I feel like the Germans have me forked.
-
RE: Kansas City players
Hey do you guys want to get a game together today or tomorrow?
I’d really like to play 1942 2E, but I’d be fine with discussing other options.
-
RE: Indian Fleet Alternatives
The IJN is consolidated in SZ61 for a possible J2 India push.
Oh no the J3IC rears its ugly head again. Only, this time it’s the J2IP!
-
RE: Russia attack west russia with everything that can reach on the first turn.
My friend and I are playing this weekend and he is attacking west russia with everything on the first turn.
Your description of what your friend/opponent is doing with his turn is vague, but let’s assume the following details:
–You play with the Black Sea closed to shipping.
–He buys 6 INF, 1 ARM.
–He combat moves 12 INF, 3 ART, 4 ARM, and 1 FTR (from Karelia) to West Russia.
–Your German defenders in West Russia get 2 total hits.
–He NCM 1 FTR from Russia to Egypt, 1 FTR from West Russia to Russia, 2 AAA into West Russia, 5 INF to Yakut, 2 INF to Archangel, 1 INF to Russia, 1 SS to SZ 7, and 1 INF to Caucasus.
–He places 2 INF in Karelia, 4 INF in Caucasus, and 1 ARM in Russia.
–He collects 26 IPCs.
–He finishes the turn with 2 INF on Karelia; 10 INF, 3 ART, 4 ARM, and 2 AAA on West Russia; 2 INF on Archangel; 1 INF, 1 ARM, and 1 FTR on Russia; 5 INF on Caucasus; 1 FTR on Egypt; 1 SS in SZ 7; and 5 INF on Yakut.I have the board set up & I’m looking at it with this scenario. Let me know if you think he’ll do anything different than this, and I’ll look at that scenario for you instead.
Here’s one possible move that I’d consider this part of a hard KRF strategy, and I’d plan to back this up with a Japanese Manchuria ARM factory. Plan to take Russia by J5.
Purchase–
–5 INF, 2 ART & 3 ARM
Combat Moves–
–2 SS to SZ 11
–2 SS, CA & BMR to SZ 7
–INF from Italy to AP (to drop on Gibraltar)
–BB & AP from SZ 15 to SZ 14
–INF from Northwestern Europe, INF from Germany via AP, 3 INF from Finland & 2 FTR (from Norway and Northwestern Europe) to Karelia
–3 INF, 1 ART & 4 FTR (from Germany, Poland, Bulgaria Romania, and Ukraine) to CaucasusI’ve made a combat table for this German combat scenario.
SZ/TT Attackers Defenders odds of Victory Expected Attackers Remaining
11 2SS DD AP 87% 1-2SS
7 2SS CA BMR BB SS AP 96% 0-1SS CA BMR
14 BB AP CA 88% BB AP
Karelia 5INF 2FTR 2INF 100% 4INF 2FTR
Caucasus3INF ART 4FTR 5INF 99% 0-1INF ART 4FTR
Odds of winning all battles 73%NCM–
–7 INF, 6 FTR & 6 ARM to Ukraine
–INF to Belorussia
–2 INF to Finland
–2 INF, 4 ARM & 1 AAA to Poland
–INF & ART to Bulgaria Romania
–INF & 2 AAA to Germany
–3 INF, ART & ARM to Algeria (to counterattack either Morocco or Libya)
–BMR to GermanyPlacement–
–5 INF, 2 ART & 3 ARM on Germany
Collect–
–45 IPC
-
RE: What do you make of the new Strategic Bombing rules?
@Der:
Actually rolling a “1” with 6 planes is harder than you think.
You’re mistaken.@Der:
There is a 66.51% chance you will roll a one when rolling 6 die, not 100%
You’re correct about this.@UrJohn:
on average.
I was referring to the statistical mean. As you pointed out, better than 1 time in 3 you get no hits, but you occasionally will get 2 hits, and you will rarely get 3-4 hits.
However, to get really, really close to that 1 hit average in practice, you’d need a large number of repetitions, and you’d have to have at least 6 defending units to be available to take as hits. The wasted unapplied hits from the rare times you get 5-6 hits on 6 dice versus 4 defenders actually slightly reduces your average number of hits taken by the defender, but 5+ 1s on 6 dice are rare enough that it’s too insignificant for this to even really merit discussion, worse than 1500:1. So, you really get around .9995 hits on average. I was just rounding to 1.
-
RE: What do you make of the new Strategic Bombing rules?
@Der:
if your interceptors are firing @ 2 like in these new rules, you are going to likely take out twice the fighters you lose.
The attacking BMRs and escorts fire first and get a surprise strike, with no return fire from hit interceptors. So, the raider only needs to outnumber the interceptors by about 3:2 to figure to get as many hits as the defender. I’ll provide an example.
Suppose the raiding player sends 3 BMRs and 3 FTRs on a SBR.
The defender chooses to scramble 4 interceptors.The attacker fires first. 6 planes @ 1 figure to get 1.0000000 hit on average.
The defender removes the hit interceptor immediately and it does not fire back.
The remaining defenders fire. 3 planes @ 2 figure to get 1.0000000 hit on average. -
RE: Wildest Game you've ever played?
The wildest game I ever played of A&A was a game of Classic that I played with 2 of my brothers. Germany was taken out, but Japan had heavy bombers. With AA fire, Japan had to spend its entire income building new bombers, but Russia had zero income every round from strategic bombing and nothing the USA or UK could send towards Japan could survive. The game was a complete stalemate until a bizarre set of circumstances happened. In sending ground troops forward to take Russia and try to actually win, my brother left his heavy bombers virtually undefended (1-2 INF + a stack of heavy BMRs). My other brother with the UK spent all his money (like 15. Japan had India-Africa) on an investment roll and hit long range aircraft. His BMRS on Germany were then able to reach the Japanese heavy BMRs on Manchuria and fight to a mutual vape, but without any active heavy BMRs Japan quickly collapsed. Allied victory ensued.
A close second was a game of Classic I played with my dad that was so back-and-forth that it went over 70 rounds.
-
RE: Axis biased
@WILD:
@XRJohn:
I think it’s fine for the Axis to have the advantage in this game. This is the introductory game. Let the newest player in your group play the Axis. He or she should have more fun with the easier and better side.
Exactly, if you want new players to get hooked let them kick a little A$$
This is a little conversation Wild Bill and I had over on the 1941 section of Larry’s forums.
-
RE: Europe 42 and Pacific 42
Here is my initial list of suggestions for setup, rules, and IPC changes.
The default is that the power’s income is only what is visible on this map. Any extra IPCs I suggest for a power are to be given each turn and to the initial setup
PACIFIC MAP GAME–
–SPECIAL RULES
Treat Volgoda as the capital for USSR
Treat India as the capital for UK
Treat Western USA as the capital for USA–SETUP CHANGES
Add 1 USSR Factory to Volgoda.
Add 1 UK FTR to India.
Add 1 USA BMR to Western USA.–INCOME
USSR 7 (Kazakh S.S.R. is a Europe map space)
UK 13 (8 +5 bonus)
Japan 30
USA 29 (19 +10 bonus)–VICTORY
In ‘Pac 42’ Axis need 5/6 VCs; Allies need Tokyo to win.
-
RE: Europe 42 and Pacific 42
Here is my initial list of suggestions for setup, rules, and IPC changes.
The default is that the power’s income is only what is visible on this map. Any extra IPCs I suggest for a power are to be given each turn and to the initial setup
EUROPE MAP GAME–
–SETUP CHANGES
Add 1 UK Factory to Union of South Africa.
–INCOME
USSR 27 (17 on map +10 bonus)
Germany 41
UK 23
USA 28 (23 on map +5 bonus)–VICTORY
In ‘Eur 42’ Axis need 6/7 VCs; Allies need Berlin to win.
-
RE: Piece count
has anyone noticed that these 2nd edition pieces seem to be a little bit thicker and high quality?
Especially when compared to the 1941 pieces.
-
Europe 42 and Pacific 42
The 1942 2E board is split pretty close to right along the same TT as the Global 40 game board. I think it would be fun to play Europe and Pacific scenarios for the 1942 2E.
-
Proposed Victory City Rules to Make Each VC Matter
I have read some criticism of the standard 9/10 VC victory condition, and it made me think about the victory cities.
Here’s what I came up with:
–The VCs don’t matter at all unless it’s the 9th for the Axis or 10th for the Allies for the standard victory or unless it’s the 13th one for the total victory. The IPCs, Industrial Complexes, and Capitals attached to the spaces matter, but the VCs themselves don’t.
–That last VC means everything.
–Players don’t necessarily worry about every single VC. Whereas, in the real war, both sides were majorly concerned with protecting all of those cities that belonged to their sides.
–Players will sometimes make otherwise ridiculous attacks on a VC when success in the attack automatically wins the game.To make defending each VC critical to protect and important to pursue, I have the following ideas:
–1-- After each USSR turn, whoever is up on VCs gets to roll a d6. If that roll is less than or equal to the number of VCs that team is up by, then that team wins. If not, then the game continues.
This means that losing any VC COULD cost you the game, and defending EACH VC is critical. This makes pursuing each VC important. But because taking that next VC only gives you an extra 1/6 chance of winning the game this round (or decreases your chance of losing by 1/6), it’s not worth it to totally throw away your position in an effort to claim a single VC for a single round.
Also, putting the victory check at the end of the USSR turn may help to alleviate Axis bias in the game and prevents the Axis from getting an automatic roll at the end of round 1 from holding Karelia.
–2-- Alternatively, roll for Victory at the end of the USA turn, but a side only gets to roll if it’s up by at least 2 VCs (or 3, etc.).
–3-- If deciding the whole game by a single roll of a die is seems too extreme, then you could have some kind of bonus (National Objective or National Advantage) for the side with more VCs at the end of each round, and that bonus would increase by the advantage in VCs that side held. The idea is that the more VCs your side has, the greater the momentum your people feel that they are winning the war and the more effort and enthusiasm with which they give their effort to the war.
I think this vein of design space has a lot of room to work with.
For exapmle, assume you’re playing with the total victory condition. At the end of each round, if your side is up by at least:
1 VC, then your side gets an extra 6 IPCs divided evenly among your teams.
2 VCs, then each team on your side gets 1 free INF in its capital.
3 VCs, then enemy DDs only prevent your SSs from submerging for the following round. They do not cancel any of the SSs’ other abilities (i.e., Surprise Strike, Treat Hostile Sea Zones as Friendly, Cannot be Hit by Air Units).
4 VCs, then your side gets 1 free ARM in each VC you control.
5 VCs, then each power on your side may place 1 free Super BMR on its capital. Super BMRs have 5 ATK, 2 DEF, 8 MOVE, can’t be fired at by AA or AAA, and do 1D6+1 damage on SBRs. -
RE: Any of you fellaz in northwest arkansas?
Hey, fellas, I’m up by Kansas City, but I frequently make it down to Joplin, MO. Sometimes, I make it as far as Rogers, AR or Tulsa, OK. I would like to meet up and play sometime. My brother who lives/works in Joplin plays, too, but I don’t know if he’d be interested in playing with total strangers.
There is a bookstore in Joplin called Changing Hands where the owner plays G40 with his own more historical (according to him– I have not confirmed this) setup. I think they usually play on Wednesday and Friday nights, and he plays with whoever shows up. I’d recommend that you call ahead before you just show up, in case the game is full.
-
RE: I think I did the right thing.
I Sharpied my 1942.1 years ago through Europe. I just went through and did the same thing to my 1942.2. However, I was a little more extensive this time.
I got all of Europe, except the Spain-Gibraltar border, and I sharpied in the borders between the following SZ: 5-6, 6-7, 6-8, 7-8, 13-14. On 6-8 I crudely blued in the existing border and sharpied it in further over to make it obvious that Northwest Europe connects to SZ 8.
I figure that I’ve ruined any collector/resale value for the board, but since I plan to wear it out, I don’t really care about that.
-
RE: Powerful opening German moves?
@WILD:
Ok then 2 subs in 1942SE going after the Americans is lame then. So spiting the subs (keeping one in sz9, and the other goes to sz8), and removing one US tpt would be one solution.
What was lame was the way the USA let Germany trash our shipping right after we entered the war. I think letting 2 German subs come over and sink 1 US DD and 2 US APs for 0-1 sub is historically about right on.
Reference: www . uboat . net / ops / drumbeat . htm
Sorry, I’m not allowed to post links.