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Messages - Mark

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1306
General Discussion / Re: The map
« on: May 18, 2006, 01:26:17 PM »
Hi Daniel - welcome to the forum!

The map is made out of a lightweight plastic - not condusive to lamination - we went for asthetics instead.  While the plastic is pretty durable, I play with mostly metal miniatures, so I use a couple sheets of 4'x3' plexiglass to lay over the map to prevent the metal from scratching the plastic.  I think others that play the game with metal pieces (as opposed the plastic pieces) have gone the same route with the plexiglass.

Mark


1307
Strategy Tips / Re: To build factories or not to build factories
« on: April 14, 2006, 05:53:30 AM »
I think, based on observations from the last game, if the Germans build a factory out of the gates, I would commit the Brits heavily to France - I think the Germans need to optimize their builds early for knocking out France fast.  With German factories on the production chart I would be encouraged to play very aggressively with the Allies.

Same thing with the Russians.  If the Germans were to start a second factory on turn 3 - I think I would be prone to defending Russia on the borders - the Germans might not have enough strength to punch through  (depending on Axis commitments elsewhere, of course)

1308
WWII discussion forum / Re: Greatest Axis Blunder
« on: April 11, 2006, 08:25:30 AM »
I agree with most of what you are saying Defiance.

I don't think the Japanese had a choice about not going to war, though.  Their alternatives were not acceptable.  The economic embargo we had them under was going to grind their Imperial war economy to a halt by late 1942.  The only alternative to war they had was to pull completely out of China - which I think was pretty unacceptable to the generals/politicians in charge.  So I think that was a done deal.

With respect to the Soviet Union and Germany - I think the war in Europe was all about who was going to master central Europe between communism and fascism and war between Germany and Russia was inevitable too.  The big question is, if Germany did not attack Russia, when would have Russia attacked Germany?  Would Russia have let Germany occupy the Middle East and influence Turkey into joining the Axis?  Maybe.  I have to think that Russia was building up for the inevitable.  France falling in 6 weeks had to scare the hell out of them. 

but hindsight is 20/20 I guess.  Stalin could not have guessed that most of his army was going to fold within weeks of the start of the campaign.  And the Germans believed the war was only going to last weeks, not years - so both sides over-estimated themselves and underestimated their enemy.

You raise another interesting point though, " after Jan 42 there was no way for the Axis to win the war".  I don't know if I agree - fighting to a negotiated peace or a stalemate I think was still a real possibility - probably up until Kursk.

1309
Strategy Tips / Re: To build factories or not to build factories
« on: April 05, 2006, 02:13:06 PM »
Russia needs to build 2 factories out of the gates (they start the 39 game with 2 already on their production chart). and they need to follow them with 2 more in order to have enough military production to declare war on Germany as early as possible.

The US also needs to build at least 5 factories out of the gates. 

I think it also makes sense for Japan to build a factory out of the gates (though it would be interesting if they went for units instead out of the gates and what impact that would have on the Pacific).

I think it is challenging for Germany and the UK to build a factory out of the gate - especially if the other side is going after them aggressively.

For Italy, given their first turn is not until Winter 1940, they don't have their factory on the board until Fall 1940 and they are not break even until Autumn 1941 - I think it that is a lot of lost Italian opportunity in the Med in 1940-41. . .

Historically, The German's switched over to Total War production in 1943.  Does it ever make sense for the Germans to build 2 factories in 1942 to reflect that?

1310
General Discussion / Re: Hey Mark
« on: March 24, 2006, 06:02:22 AM »
I would love to play the 1939 game all three days if people are up for it.

1311
Rules questions from first edition / Re: Q & A
« on: March 17, 2006, 03:20:25 AM »
"An observation I've made is that the naval movement rates in the Pacific don't seem to be justified. It's hard for me to speak definitely on this, since we haveyet to get a game to the point where there's any action in the Pacific, but only allowing tactical movement of two zones seems peculiar. I realize that the Pacific is covering a larger area, but at the same time, we're talking about turns that are supposed to cover from 2-4 months. Under the current system, it would be impossible to re-create the Coral Sea campaign from history, since neither side could reach that sea zone in one turn using tactical movement (historically, the US fleet was able to steam from Pearl Harbor to the Coral Sea, fight, and steam back to Hawaii in less than a month)."

A good question.  Several versions ago, tactical movement in the Pacific was 3 sea zones (instead of 2) and fighters launched off of carriers could move 4 (just like land fighter movement).  What several games illustrated was that one massive fleet could cover a vast area of the Pacific map and the Pacific theater became a game of both sides building a massive fleet and slamming it into each other - which was not that much fun.

To make the game have more the feel of the Pacific theater, tactical movement was reduced to 2 spaces and planes off of carriers were reduced to 2 as well.  This forced players to have multiple fleets to attack or defend different strategic areas of the Pacific map and made for a much more dynamic game and captured a bit more of the essence of the war in that theater.  Also, having a movement of 2 and a rule that says "all units must be off loaded from transports at the end of a movement phase forces both sides to island hop - which was perfect.

To answer you question about the Coral Sea: a lot of design and playtesting went in to allow history to be played out almost turn for turn the way it happened.  In a season per turn game, some of the things that happened historically are hard to simulate.  But, Coral Sea and Midway would have happened something like the following:

Winter 1941 Axis Turn:Â  Japanese move and bomb Pearl Harbor and a seperate Japanese task force invades Rabaul and Northern New Guinea.

Winter 1941 Allied Turn: The US strategically moves (up to 8 spaces) a carrier task force to the Coral Sea to protect Port Moresby and Australia.

Spring 1942 Axis Turn: The Japanese attack the Coral Sea and lose a light carrier due to a hit by a US carrier based fighter plane and the Japanese retreat.  the Japanese also strategically move another fleet together to prepare for Midway.

Spring 1942 Allied Turn:Â  The US stratgically moves their carriers adjacent to Midway anticipating the Japanese attack.

Summer 1942 Axis Turn: The Japanese move their carrier group adjacent to Midway and stratigically move a transport force to the Marianas islands - in striking dstance of Midway.

Summer 1942 Allied turn: The US attacks the Japanese carrier force adjacent to Midway with their own carrier based planes.  The US player rolls extremely well and sinks 2 Japanese carriers.

Remember, players can strategically move their navies up to 8 spaces through sea zones they control to enable this series of events to happen.  Both at the Coral Sea and Midway, the US was on the strategic defensive - so in game mechanics they strategically moved their fleets prior to the battle to defend the area from Japanese aggression.  I think the game system - between strategic and tactical movement - allows things like the Coral Sea and Midway to simulated pretty well with a game of this scale.


1312
Game Design / Re: d12 conversion
« on: March 08, 2006, 06:53:23 AM »
OK OK, under pressure from several folks, I am coming around to the idea of a d12 system overlay to the current rules.  The main reasons for this is the ability to reduce the level of damage inflicted in some combats and still provide quality differentiation between units.  It also gives us the ability to add a couple additional units into the game that folks have been wanting.

Below is a first pass at air to air combat values for planes in a d12 system - let me know if you have any thoughts on the following:

Hit on a # or less  Â  Â  Â  Â  Â  Â Unit
  Â  Â  Â  Â  Â  1  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Stukas and Sturmoviks defending
  Â  Â  Â  Â  Â  2  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Medium bombers defending
  Â  Â  Â  Â  Â  3  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Heavy bombers defending
  Â  Â  Â  Â  Â  3  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Early war Italian, French, Russian, Japanese, and others
  Â  Â  Â  Â  Â  4  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â German Me109s, 42 Russian, 42 Italian
  Â  Â  Â  Â  Â  5  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Elite Japanese, U.S., British, German FW (42+)
  Â  Â  Â  Â  Â  7  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â  Â Jets

I will post other proposed d12 combat values soon. . .

1313
Rules questions from first edition / Re: Q & A
« on: February 10, 2006, 03:22:48 AM »
"In Axis & Allies, any defending units in an amphibious
invasion that are hit by bombarding ships are
eliminated immediately without a return shot; if were
reading the rules correctly, in World at War units
always get a return shot. Is this correct?"


Yes - units always get a return shot in this game. 

1314
Rules questions from first edition / Re: Q & A
« on: February 10, 2006, 03:19:58 AM »
"If ground forces attack a territory that only
contains aircraft, what happens? Do the aircraft have
a round of combat, or do they re-base to another
territory immediately? Suppose they re-base to another
territory where there will be only aircraft, and then
that territory is also invaded by ground forces. Would
the aircraft re-base again?"


If ground units attack a territory that only contains aircraft, the aircraft immediately have to retreat (re-base) up to half their movement and can not perform any defensive air support for that combat phase.  If the re-based territory is then attacked, the aircraft are forced to retreat (re-base) again.
(Though eliminating them on the second re-base sounds intriguing. . .)

1315
Rules questions from first edition / Re: Q & A
« on: February 10, 2006, 03:15:10 AM »
"Just to confirm, aircraft may not be taken as
casualties in ground combat - only air-to-air combat?"


Planes can only be taken as casualties in ground or naval combat if they are hit by AA guns.  AA fire happens at the beginning of every combat round.  Hits from ground or naval combat (other than AA) can not be applied to planes - once all of your ground units have been hit and all you have left is planes, excess hits are ignored.

1316
Rules questions from first edition / Q & A
« on: February 10, 2006, 03:11:52 AM »
"In air-to-air combat, every unit that survives the
round is moved to the ground combat battle board;
correct?"


Surviving planes designated as bombers from both sides are moved to the ground or naval battleboard.  Planes designated as fighters or interceptors remain on the air to air battleboard.  All planes are placed back on the air-to-air battleboard to duke it out again at the beginning of every combat round.

1317
Game Design / Re: Balance issue
« on: January 27, 2006, 01:22:49 AM »
Between equal players, I believe the game is very balanced.  I have received a few emails about one side getting smoked by the other early and what this means for the game.

I think it is important to be guided a bit by history, but don't be completely mislead by it.  For example, just because France fell in 6 weeks during the war, does not mean it necessarily will in this game - especially if Germany does not prepare for France at all.  I have seem Germany get defeated in 1940 because the German player assumes France will be a push over and builds lots of subs and factories and no army out of the gates.  The German's in the real war prepared for France - and a good German player in this game will dedicate most of their builds to army units for the first few turns of the game as well.

On the other hand, the Allies can be just as guilty about being mislead by history rather than being historically driven.  If the British completely write off France as a lost cause and don't put a BEF on the continent, France may fall much faster to a determined German player.  The extra "free-time" then available between the Fall of France and Barbarossa puts a lot of pressure on Britain all alone trying to stop Axis aggression everywhere.

So, from a balance perspective, it is good to be guided by history to be able to win this game.  But, not to be mislead by it.

1318
General Discussion / Re: Hey Mark
« on: January 26, 2006, 02:02:24 PM »
Hey Chad,

Are you guys going to be coming down to Ohio for Origins in June?

1319
After action reports from first edition / Re: Origins 2006
« on: January 17, 2006, 01:24:03 AM »
Hi Craig,

I am currently planning on being at Origins Thurs-Saturday.  I've registered to run the game all three days - hope to see you Thursday!

1320
WWII discussion forum / Re: Greatest Axis Blunder
« on: January 10, 2006, 02:52:18 PM »
I don't know if any of these could have changed the course of the war - but I guess I would have to cast my vote for the Summer of 1942 campaign in Russia.  Perhaps had the Germans committed their resources to go after Moscow in the Summer of 42 instead of the Caucuses they would have had a chance to engage and defeat the bulk of the Red Army.  If victorious, Russia might have been too weakened to to go over to the strategic offensive in 43-44.  So I guess that move may have had the greatest impact.

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