Sent out the invites for this - let me know if you don't get it.
Also I used the alternative tournament set up, so we'll see how that goes.
Moderators: LawBeefaroni, Arcanis, $iljanus
Sent out the invites for this - let me know if you don't get it.
Gahhh! Sorry about that guys. I thought both games I was in were already ended. Turns out it was just the one. Turn taken.El Guapo wrote: ↑Thu May 21, 2020 12:41 amOr he could just forfeit and control of Russia would pass to another Allied player.Zenn7 wrote: ↑Thu May 21, 2020 12:32 amRaydude - hate to impose upon your break, but, you had started a game that you are playing as Russia, you're down to the 6 hour warning for your turn, then we can initiate kicking you, but that will take 24 more hours. The game will most likely be over after this turn with Axis victory, but we need you to take your turn so we can advance the game please.
It's over once the US moves, allies can no longer do anything. Germany once again sunk my transports with destroyers protecting them and I cannot invade karelia now which was my plan to extend the game another turn. This game is so broken with the transport being defenseless.El Guapo wrote: ↑Thu May 21, 2020 12:41 amOr he could just forfeit and control of Russia would pass to another Allied player.Zenn7 wrote: ↑Thu May 21, 2020 12:32 amRaydude - hate to impose upon your break, but, you had started a game that you are playing as Russia, you're down to the 6 hour warning for your turn, then we can initiate kicking you, but that will take 24 more hours. The game will most likely be over after this turn with Axis victory, but we need you to take your turn so we can advance the game please.
The Germans sensed your plan.Lassr wrote: ↑Thu May 21, 2020 9:16 amIt's over once the US moves, allies can no longer do anything. Germany once again sunk my transports with destroyers protecting them and I cannot invade karelia now which was my plan to extend the game another turn. This game is so broken with the transport being defenseless.El Guapo wrote: ↑Thu May 21, 2020 12:41 amOr he could just forfeit and control of Russia would pass to another Allied player.Zenn7 wrote: ↑Thu May 21, 2020 12:32 amRaydude - hate to impose upon your break, but, you had started a game that you are playing as Russia, you're down to the 6 hour warning for your turn, then we can initiate kicking you, but that will take 24 more hours. The game will most likely be over after this turn with Axis victory, but we need you to take your turn so we can advance the game please.
We'll see how the total domination plays out, odds are another axis victory. I'll be through with this game after that. it's just not fun when the allies are not competitive.
Defenseless transports aren't the problem. FWIW I think every A&A game after the original has used defenseless transports - among other things, under original A&A rules you wind up with weird results like empty transports going into a naval battle to draw fire away from carriers / battleships, or transports taking down battleships or bombers. It just means that you need to protect them.Zenn7 wrote: ↑Thu May 21, 2020 9:24 amThe Germans sensed your plan.Lassr wrote: ↑Thu May 21, 2020 9:16 amIt's over once the US moves, allies can no longer do anything. Germany once again sunk my transports with destroyers protecting them and I cannot invade karelia now which was my plan to extend the game another turn. This game is so broken with the transport being defenseless.El Guapo wrote: ↑Thu May 21, 2020 12:41 amOr he could just forfeit and control of Russia would pass to another Allied player.Zenn7 wrote: ↑Thu May 21, 2020 12:32 amRaydude - hate to impose upon your break, but, you had started a game that you are playing as Russia, you're down to the 6 hour warning for your turn, then we can initiate kicking you, but that will take 24 more hours. The game will most likely be over after this turn with Axis victory, but we need you to take your turn so we can advance the game please.
We'll see how the total domination plays out, odds are another axis victory. I'll be through with this game after that. it's just not fun when the allies are not competitive.
I agree that defenseless transports suck, especially when you can't even use them as armor for your navy (sac empty transports to save combat units). Guap's new game is using the alternate start rules. Looking forward to seeing how that starts.
I've only ever played the original game although I own the A&A Pacific board game I have never played it. I need to check the rules on it.El Guapo wrote: ↑Thu May 21, 2020 9:36 am
Defenseless transports aren't the problem. FWIW I think every A&A game after the original has used defenseless transports - among other things, under original A&A rules you wind up with weird results like empty transports going into a naval battle to draw fire away from carriers / battleships, or transports taking down battleships or bombers. It just means that you need to protect them.
The problem is the default A&A 1942 setup, which gives the Germans too much of an early advantage vs. the British navy. I assume that's the core reason why the alternate set up moves the German bomber farther from the UK, takes away a German sub, and moves a British destroyer, among other things.
A&A Pacific and A&A Europe both use defenseless transports (and tactical bombers, which are pretty useful).Lassr wrote: ↑Thu May 21, 2020 11:11 amI've only ever played the original game although I own the A&A Pacific board game I have never played it. I need to check the rules on it.El Guapo wrote: ↑Thu May 21, 2020 9:36 am
Defenseless transports aren't the problem. FWIW I think every A&A game after the original has used defenseless transports - among other things, under original A&A rules you wind up with weird results like empty transports going into a naval battle to draw fire away from carriers / battleships, or transports taking down battleships or bombers. It just means that you need to protect them.
The problem is the default A&A 1942 setup, which gives the Germans too much of an early advantage vs. the British navy. I assume that's the core reason why the alternate set up moves the German bomber farther from the UK, takes away a German sub, and moves a British destroyer, among other things.
With the new zones, you can no longer directly assault France from the US. So you have to have your loaded transports at sea within striking distance of German Luftwaffe or sitting in UK coastal waters unloaded. Or you can leave them in Eastern Canada but that also makes it very easy for Germany to figure out your plan and pile troops in France. UK and US spends so much IPCs to build up protective naval forces it leaves very little for land units. Russia just cannot survive long enough for the UK and US to overcome this limitation.
Will be interested to see how the new total domination game with alternate placements turns out.
Well, you said India could produce Battleships instead of tanks... the British Pacific fleet is probably having it's best game ever here.
I agree with all you just said. the main issue with the Morocco is reinforcements. I've had the opportunity a few times in this game, playing the US, to invade Italy but all that would have done is lead to the slaughter of the troop without reinforcements. Sure it draws German troops temporarily away from the Russian campaign but not enough to matter at this point.El Guapo wrote: ↑Thu May 21, 2020 12:35 pm
Usually what I do as the U.S. (this is mostly for A&A Europe / Global, though seems to apply generally to A&A 1942 as well) is to ship units from the Eastern U.S. to Morocco. From there, the U.S. can hit any of France, Scandinavia, or Italy / Mediterranean / North Africa. Germany can't protect all of Europe at once (and has to be on alert for a raid into Germany itself), and any units devoted to protecting Western Europe are units that are not available to knock down the gates of Moscow.
One of the main challenges is how quickly the U.K and U.S. can secure the waters around Europe - the UK has to first annihilate the German subs. Once that is done, for the US a carrier + fighters + a couple destroyers is typically enough to secure landing zones (and the fighters can support landings). My sense is that the base game set up makes this first part too challenging / expensive, which means that it takes too long to open up the western front, and too late to save Russia. I'm curious if the alternate set up will make a difference.
I will say that one other issue with A&A 1942 (which was also true in the original A&A) is that it's absurdly easy / quick for Japan to overrun all of China and roll across Siberia essentially unopposed. That's something that A&A Pacific fixes - China becomes way bigger (it's not just two spaces), as does Siberia, and China gets to raise additional troops. So Japan can still overrun China, but it takes a lot longer and a lot more focus, which means that you usually don't wind up with Japan approaching Moscow from the east.
Russia has fired the opening salvo. No fighters lost sinking the German cruiser in the Baltic this time. All and all, lucky rolls for a good opening for Russia.
So your opening would be to take West Russia and just reinforce that and Caucasus?Redfive wrote: ↑Thu May 21, 2020 6:16 pm I think West Russia and Caucasus are critical to USSR.
I also think it is a pipe dream to think you can keep Karelia, so I let that go. It’s not adjacent to Moscow and the factory can only produce 2 units.
Contrast that with the factory in the Caucasus which is right on their doorstep.
It's a bad thing when you feel it's valuable to strategically bomb what were formerly your ally's factories. Craptastically, I rolled a 1.Lassr wrote: ↑Thu May 21, 2020 9:48 pm Surprise attack in India by Germany failed. Roll three 6's and a 1 and he then took out both my tanks so my planes retreated. BAH. Russia has had better rolls on defense this game also. His defense has weakened my offensive firepower enough to help him hold Moscow a few more turns.
I don't think that attacking the Baltic States makes a lot of sense. Germany has too many units bordering the Baltic States, so any forces there will get easily wiped out, and it still leaves Karelia vulnerable. So I was able to take Baltic, Karelia, and the Caucasus at the same time with normal roles, which cost Russia its airforce plus some tanks.Zenn7 wrote: ↑Thu May 21, 2020 7:18 pmSo your opening would be to take West Russia and just reinforce that and Caucasus?Redfive wrote: ↑Thu May 21, 2020 6:16 pm I think West Russia and Caucasus are critical to USSR.
I also think it is a pipe dream to think you can keep Karelia, so I let that go. It’s not adjacent to Moscow and the factory can only produce 2 units.
Contrast that with the factory in the Caucasus which is right on their doorstep.
Being on Moscow's doorstep and 4 points production does make Caucasus much more valuable, but being a Victory City and within 2 moves (tank range) of Moscow, when either don't bother to defend at all or defend with token forces, the other territory to the east that does border on Moscow.
I'm of the token infantry stance to prevent the armor overruns - couple more infantry aren't likely to save Moscow, nor do nearly as much good as 1-2 turns they might buy plus that much less IPC going to Germany to build up and that much more IPC to replace those token infantry with for Russia).
Not sure if anyone has ever taken Karelia from me on turn 1 with that opening strategy. Maybe it throws other players off. Obviously didn't do anything to throw you off. That was a nasty German turn for Russia.El Guapo wrote: ↑Thu May 21, 2020 11:31 pmI don't think that attacking the Baltic States makes a lot of sense. Germany has too many units bordering the Baltic States, so any forces there will get easily wiped out, and it still leaves Karelia vulnerable. So I was able to take Baltic, Karelia, and the Caucasus at the same time with normal roles, which cost Russia its airforce plus some tanks.Zenn7 wrote: ↑Thu May 21, 2020 7:18 pmSo your opening would be to take West Russia and just reinforce that and Caucasus?Redfive wrote: ↑Thu May 21, 2020 6:16 pm I think West Russia and Caucasus are critical to USSR.
I also think it is a pipe dream to think you can keep Karelia, so I let that go. It’s not adjacent to Moscow and the factory can only produce 2 units.
Contrast that with the factory in the Caucasus which is right on their doorstep.
Being on Moscow's doorstep and 4 points production does make Caucasus much more valuable, but being a Victory City and within 2 moves (tank range) of Moscow, when either don't bother to defend at all or defend with token forces, the other territory to the east that does border on Moscow.
I'm of the token infantry stance to prevent the armor overruns - couple more infantry aren't likely to save Moscow, nor do nearly as much good as 1-2 turns they might buy plus that much less IPC going to Germany to build up and that much more IPC to replace those token infantry with for Russia).
FWIW I've only played Russia in one single player match in A&A 1942. FWIW in that (and in other A&A versions) I tend to favor an attack into Finland to start, as a way to knock out some German soldiers while keeping the attacking Russian forces relatively safe.
Problem is that Germany can still hit Karelia with something like 13 or 14 units (including aircraft) even if the Baltic transport and the baltic states units are wiped out. So I'm skeptical that there's really a good way to keep Germany out of Karelia, though I wonder whether Russia could orient its T1 attacks around preparing for a counter-attack into Karelia in T2.Zenn7 wrote: ↑Fri May 22, 2020 12:33 amNot sure if anyone has ever taken Karelia from me on turn 1 with that opening strategy. Maybe it throws other players off. Obviously didn't do anything to throw you off. That was a nasty German turn for Russia.El Guapo wrote: ↑Thu May 21, 2020 11:31 pmI don't think that attacking the Baltic States makes a lot of sense. Germany has too many units bordering the Baltic States, so any forces there will get easily wiped out, and it still leaves Karelia vulnerable. So I was able to take Baltic, Karelia, and the Caucasus at the same time with normal roles, which cost Russia its airforce plus some tanks.Zenn7 wrote: ↑Thu May 21, 2020 7:18 pmSo your opening would be to take West Russia and just reinforce that and Caucasus?Redfive wrote: ↑Thu May 21, 2020 6:16 pm I think West Russia and Caucasus are critical to USSR.
I also think it is a pipe dream to think you can keep Karelia, so I let that go. It’s not adjacent to Moscow and the factory can only produce 2 units.
Contrast that with the factory in the Caucasus which is right on their doorstep.
Being on Moscow's doorstep and 4 points production does make Caucasus much more valuable, but being a Victory City and within 2 moves (tank range) of Moscow, when either don't bother to defend at all or defend with token forces, the other territory to the east that does border on Moscow.
I'm of the token infantry stance to prevent the armor overruns - couple more infantry aren't likely to save Moscow, nor do nearly as much good as 1-2 turns they might buy plus that much less IPC going to Germany to build up and that much more IPC to replace those token infantry with for Russia).
FWIW I've only played Russia in one single player match in A&A 1942. FWIW in that (and in other A&A versions) I tend to favor an attack into Finland to start, as a way to knock out some German soldiers while keeping the attacking Russian forces relatively safe.
Oh?
USPACOM apparently failed in their intelligence gathering...
Don't worry, I'll donate free copies of this to everyone.
I so missed the boat on which game this is that my response sounds like a taunt....I thought you were talking about the game where I was the US and the Japanese had just made the mistake.
Tip - don't leave your bomber all alone in range of enemy fighters that have nothing better to do than take out your bomber.Lassr wrote: ↑Fri May 22, 2020 10:08 pm Germany attempt on Moscow did not go well, first round I only had 6 hits out of about 20 dice. SOB!
And Russia hit on 7. Went one more round and it was an even exchange then had to retreat.
After I joked how Russia couldn't hit anything with their dice rolls in previous games, they are making up for it in this game. Karma.
Now to see what the US does with their invasion fleet in Iceland.
Well, I thought I had landed in Karelia, not paying attention booboo.Zenn7 wrote: ↑Sat May 23, 2020 1:26 amTip - don't leave your bomber all alone in range of enemy fighters that have nothing better to do than take out your bomber.Lassr wrote: ↑Fri May 22, 2020 10:08 pm Germany attempt on Moscow did not go well, first round I only had 6 hits out of about 20 dice. SOB!
And Russia hit on 7. Went one more round and it was an even exchange then had to retreat.
After I joked how Russia couldn't hit anything with their dice rolls in previous games, they are making up for it in this game. Karma.
Now to see what the US does with their invasion fleet in Iceland.
Russia has bought up troops. Not sure if Germany will go this turn (if they do, I think they will win, but it might be a bit more expensive than they want to pay). Otherwise, they continue encircling and building up their armor strength, and hit next turn.
Considering you had 3 3's and I had 3 4's, I thought you rolled rather quite well in that fight.