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  1. On second thought, I realized Catacol Higlander is right about smart Axis guys who might use turns/date limitation (105 turns/days) to deliberately have Allied gameplay bogged down with some astucious gambits and not bother at all with 1944-45 consequences. 105 turns goes into Sept43 only. As Clausewitz underlined, the Allies usualy need more time to get their power in motion. It wasn't a problem in my games but it could definitely become one with a non-cooperative axis opponent aiming at the 105 days deadline with slow play or gamey delaying tricks I won't reveal here. The breaking point in this scenario is Summer 1944 where allied strategy has not only stopped the Axis expansion but also pushed sizeable forces to the Reich or Japan borders as such. In the other event where an Axis player has managed to preserve most of his conquest, I think he deserved the win. So maybe the 105 turns limits should be raised to 125 ( July44) or 130 (Oct44). Just as reference, historically the Allies took Rome in June 44, Paris in August 44, Manilla in Feb45, Berlin in May45. , Seoul, Tokyo were occupied after japanese September2nd capitulation. Ironically, the Allies would have lost according to standard victory conditions! For all other aspects discussed above, I agree with Clausewitz last post as far as we don't take into account encoded conditions victory beyond 45.
  2. Moscow fell after much fighting. Calculon had strong units well entrenched all around and I had to send the bulk of the wermacht, all panzers, best HQ , etc and wait for supply to catch up. In a case like this, you must go for the HQs first. Calculon had 3 HQ there. Going straight for the city, if shorter, would have been way too expensive and the time apparently saved is lost anyway because you have to replenish your armies and they lose their precious experience in tough frontal assaults Once the russian HQs are gone even at some cost, the remainder can be wiped out easily. Notice I did not attack the strongest Russian unit entrenched at 6, the level3 tank unit. Why? Next turn this unit will be out of supply and be destroyed with low loss for me. Notice Winter is close so I took a risk with a slow build up in October to get my best troops in range of the targets. Had the weather deteriorated too much, I probably would have been stuck there until March43, a big waste! Novossibirsk is in japanese hands so Russia ‘s capital is now Sverdlosk with no more retreat possible. image gratuite I put a picture of japanese advance in the Solomons as a first stage for an eventual Australia invasion. Now look at the picture and spot the numerous mistakes I made. Can’t you see? Yes, first mistake, no japanese HQ around. Well , I have 2 main drives going on in Russia and Burma and I am preparing a 3rd one for India. With so many units and long distance involved, I need my HQs for the job. I also keep 1 HQ in reserve at the center of my defense perimeter for emergency in case the Yankees show up somewhere with a bold amphibious attack. The most risky or unlikely path is often the one good players prefer because surprise is even more important sometimes than tech or numerical superiority. Calculon is very careful with his moves though and I doubt he would be ready for big gambles but some players are. The very large Japan defense perimeter cannot be garrisoned properly so the need for some reserve at the center. The Solomons drive is a minor one, more like a probe. There is a risk of losing lots of units because they are not deployed adequately if the Allies counterattack in strenght. True, November 42 is still a bit early for the USN to strike but it is possible. Sometimes giving a smoke show is enough to force the Axis player to react and move fleets. Remember, whenever fleets are moving they are not available for attacks. As an allied player , Calculon should use the rather small 1942 Pacific USN as some ghost appearing and disappearing so I must redeploy constantly heberger une image One more mistake. Don’t bring more units in a low supply area or wait for the supply to improve. It was a premature move to bring in New guinea 2 air units becoming then almost powerless, same thing with the fleets. Notice how vulnerable is the japanese carrier fleet set on air defense at Port-Moresby. Very easy to spot by the enemy. Any LB allied fighter, even in reconnaissance flight can engage it and do lot of damage. Never let the bad guys know where your carriers anchor so leave them well protected behind several screening or scout units and scattered coastwatchers. No carrier as naval spearheads, never! hebergement image Up there, have a look at USA losses and mpp income. Most losses come from the Philippines battles but nothing more after that. Given The USSR situation, Calculon should have put as much as he could US units on first line in Europe, even for low odds mission. Whatever! North Africa! Europe coastal raiding, Naval offensive in the Med, resources bombardment,etc. By November42, 470 mpp for USA is pretty low. American Ind and Prod tech investments must get their share from the very beginning. It is not possible to feed 1943allied offensives with USA/GB below 900 mpp a turn.
  3. Round1 Allies (Calculon)vs Axis (Monsterclaude) May42: Germans on their way to Stalingrad. Leningrad just fell after a long siege. Bakou should soon fall. Russians have regrouped around Moscow with shorter supply lines and well entrenched units. Now, Russians have Lev3 tank but many German units, HQ as well, have now 2-3 stars experience giving them the edge in every combat. Experience is the key for tactical superiority. Even if your opponent outsmart you with his moves and deployment, he won't be able to kill your units. At least, he will need a lot of buddies for the task. Med is quiet. Calculon slowly build up Western Allies strength now that USA are at war. He is trying to catch up with tech but soon the Tiger tanks will appear on the battlefield. His troops are no match for the beast so he must wait for opportunity. In Asia, very experienced Japanese troops have finally crushed Chinese resistance and are now heading for the Russian border. Most Pacific objectives are now secured by the SNLFs advance. Calculon has momentarily stop the japanese advance in Burma so I have to send reinforcement but I'm a bit short of units with huge conquered areas needing garrison. postimage.org/] hebergeur d image[/ hebergeur d images
  4. Round 1 Allies (calculon) vs Axis (Monsterclaude) August 41. Barbarossa started. Put my artillery in front of Brestlitovsk. Bad choice. Kaunas is a tougher nut to crack and right in the middle of my supply path. Artillery should be have been sent there instead. Calculon chose to build russian units at the detriment of tech research. Very long term bad choice! Russian units without tech or HQ are nothing but cannon fodders. Notice my level3 tank. I could have attacked earlier but I was waiting for that just in case Calculon had lev3 too. He, then could have easily trade his own tank units for mine but he would get his own tank units back faster than I can because of usual german supply problems in Russia. Remember loosing a unit at supply level 4 is very bad. China is slowly sinking. Calculon moved many units southward to protect threaten Lanchow. I saw an opportunity to cross the mountains there with little resistance in sight. Now, chinese units are in full retreat and Lanchow was surrounded. Always keep the mountains there fully garrisoned. url=http://postimage.org/] hébergeur image gratuit
  5. Oops! I meant CHESS in the above post not CHEST! I must have been gathering too many thoughts too quickly!
  6. It seems we have a bit of confusion here. Amadeus proposed and organized this AoD tourney. He set some rules to make sure it would go smoothly unlike many tourneys of this kind ( just watch previous tourneys threads, you will see what I mean). There has never been standard victory conditions agreed on for this tourney. Amadeus made these rules clear 2 months ago and I expressed concerns over these victory conditions namely the 6 cities mentioned in his post: Manila, Paris, Berlin, Rome, Tokyo, Seoul given the time length 105 turns in 105 days. All is written black on white in that post and we all have taken for granted, players knew it and accepted it. If anything, this unilateral switch to standard victory conditions suddenly popping up is the major change in sight and should be discussed accordingly. In any case, Amadeus has rightfully the last word on that matter and I leave it to him whether we should simply adopt standard victory conditions or not. Secondly, I would like to underline the problems this thread was supposed to address. 1) The initial 6 victory cities as per the tournament rules thread may open ways to exploit by allied players. 2) The Allies are stronger. Whether this historical imbalance is justified or not in this World at War scenario would prove irrelevant as long as victory conditions are corrected to give the Axis player its due. Don’t forget, SC is a game not a simulation. 3) Time constraint is a fact in real life and gaming time management cannot be ignored. That is why Amadeus tried to bring a flexible formula that suits most people. If too many players drop the tourney by lack of time, we completely missed our goal here. One day, hopefully next year not the next century, this tournament should come to its conclusion, with SC3 around the corner. Few words on mirrored games and 1947 end games. In an ideal wargaming world, we would all play mirrored games without date limit where good players gameplay would sure prevail. I am afraid there is no such a world and for the better or worst we live in the real world where playing 4 games ( 2 mirrored) could required strenuous efforts to keep up with a tourney schedule (in this case 105 days). Of course, we could tell these guys this tourney is just for the most zealous wargamers who are willing to devote all the hours needed to their hobby. Or, we could say gaming fun is the point so there is no point to have schedule at all no matter how many years such a tourney can last. My point, as far as a tourney add something to gaming thrill, was to avoid slow death in everlasting games where players must wait month after month for their opponent and everyone eventualy lose interest in the process. I thought, just like Amadeus that 105 days was a good limit, 1947 is not! With something like 400 turns to be played ( 800 or more in a mirrored case), it cannot be serious! True, most of the time, one side will be undisputably winning by 1944, so why pushing it? If good players are good players, then, just like any other restrictions or challenge involved in the game mechanics and scenario design they can deal with time limits. This is the way many games including chest are played. If a battleplan , specialy for the Allies side, relies on some slow long term attritional war giving results beyond May45, I think the Axis guy should be given the possibility of victory if by that date or before, the Allies have not taken at least some proposed cities or reach some threshold point by then. What are you afraid of? Good players are good players, aren’t they? I am testing now some set of victory conditions based on cities/resources points threshold. More on that later. So far, I have to admit I have not found a better solution so I wait for Amadeus to bring his own revised version.
  7. Gentlemen, I think we should keep in mind victory conditions for a Tournament cannot be based on standard ones mainly designed to give the AI opponent a chance. Frankly, does it make sense an Axis player holding only Seoul by May45 can win a tactical victory? This is for the AI, so let's be cautious here. Same thing with games time length. This is a tournament and we all have lifes out there. I know some guys can manage to play 4-5 hours a day but for most of us, forget it. So there has to be victory conditions, not necessarily with a set time limit, but surely with some score points threshold reached at some point in the game to help finding a winner more quickly. I know there will be tight games going into 1946 or so. Fine, it means we have equal skilled players. I said Allies are stronger so longer games do favor the ally side. A threshold score point means the Allies will have to set a global containment strategy not just go asap for an Axis Capital and forget about the other continents. It also means that a successful Axis advance can be decisive as early as 43. So I agree there should be victory points given to cities instead of a preset city victory list only. In fact, a preset list do impact a lot on strategies and leads to same moves recipy used over an over. A threshold means if some time in 1943, 44, and so on, the Axis player reached a specific score, he won. BUT... it is asymetrical. the Allies threshold will not be the same. Of couse Major Capitals will have more points. Having other cities on the list, in due respect despite what you thought Clausetwitz, actually open gameplay in every directions and prevent repeated use of recipes or proven tricks . I'm running out of time now so I come up with a detailed proposal tomorrow.
  8. ROUND1 Allies Calculon-Monsterclaude Axis I got very lucky to take Paris after many tough relentless attacks in the past turns. Finally one army reduced to 1 managed to cross the Seine bridge and parade in Paris rumble! France surrenders in May and I accept Vichy. Calculon must have regretted to hold back the Brits. It sure would have made a difference. But GB is untouched except for few mpp sunk by my U-boat, less than 80 I think. Calculon has a very good patrol system, my subs cannot find any Atlantic holes. In Africa, Italians and Brits are quiet waiting for the outcome of the french campaign. Calculon started to move against Abyssinia though with the Sudanese and the South Africans. In China, I am getting result at high cost but it is worth it.
  9. Round 1 Allies Calculon-MonsterClaude Axis In Asia same stuff. I had to reshuffle japanese units in 1939. Axis Strategy there is as simple as this: attack all the way! China should not have any respite. Calculon stays cool and we both notice it won't be that easy for the Japs. Chinese boys are well entrenched and my Japs suffers more than expected. Still I got some progress by June40
  10. ROUND 1 game Allies Calculon-MonsterClaude Axis Usual opening moves in fall 39. Poland fell in November39 because I left 3 polish units alone. I did not want to waste time over there because I wanted a quick conquest of Netherland and Belgium in a vain hope to catch the French unprepared. Despite my best effort, I could not attack Benelux before December. Calculon had already a defensive line by then but, fortunately for me, had no british units behind so he could not use any unit to interfer without breaking his line. In fact ,Calculon elected not to bring any british forces on French soil regardless of the negative impact on french morale. He thought British forces would be more useful to repel a Sealion attempt. True, there is a risk of losing all or most of the british units in France. In another game of mine where France capitulated I had 3 British units in southern France that surrendered including a tank unit, it hurts! Even though my German boys were far from ready I went forward with an early Winter offensive on the West front.
  11. As we are getting closer to the 2nd Round, I guess many players have completed games. I suggest they share their experience with us in this thread. While full AAR might be too much work for most of us including me, it would be great if you guys come up with some report or descriptions of your games, finished or not. No need for pictures but you bet it is welcome! Wargaming is not just about some jeeks staring at a computer screen in the darkest corner of a room. It is mostly living an adventure just like watching a superb movie or reading a good entertaining book. If you want this tournament to be a real thrill, come over here with your stories. Just take a small 15-20 minutes to give everyone an overview of what happened with your terrific strategy or your terrible mistakes, why the goddess of fortune is against you,,etc. We are all ears and eyes! So come on folks! Wake up! I will start my own report tomorrow with my game Axis(MonsterClaude)vs Allies (Calculon) still going by December42 now. Thanks for watching like they say on TV!
  12. I would ask gentlemen involved in the AoD Tournament their opinion about our victory conditions. Here are few thoughts of mine collected over many multiplayer and hotseat games still going on. First of all, it appears extremely difficult to contain Russians let alone beat them sure enough to free up german forces for the 1943-44 allied threat. In every test I have run and 2 multiplayers I have heard of, German forces were stalled long before they can take Moscow or Stalingrad. It seems Russia has questionnable starting Tech. Anyway, we can't change it now but we can adjust victory conditions. The main problem as I see it would be the obvious allied strategy players will quickly figure out. Among Seoul, Tokyo, Manilla, Berlin, Rome and Paris, the last one is by far the easiest to reach. Since the allied player only need one of those cities to get a win, it doesn't take a 10 hours analysis to conclude that EVERY things on hand should be thrown over there, air forces, fleets, land units for a massive, repeated assault on France. Now, here is my point. The russian front will absorb close to 70% of all german mpp/units available no matter how successful the axis player can be. In the short run- games ending in 1944 because of time/turn limitations- the allied player can virtually ignore the Pacific theater and concentrate 80% of his American, British forces on the Paris objective. The Japanese income and force pool are not big enough to turn japanese offensive into a winning drive before 1944. So the allied player will get away with his victory even if he has lost India, Australia, Alaska, Hawai, etc. My suggestion would be: A) the Allies need to take 2 of the aformentionned cities A+) The Allied need to take at least 2 of these cities, one in the Pacific theater ( Seoul, Tokyo, Manilla), one in the european theater ( Berlin, Rome, Paris) We give a score to a whole lot of significant cities in AoD ( for instance Bucharest, Cairo, Bakou, Bombay, Calcutta, Melbourne etc) Some would be 1 point victory worth, other 2, other 5, etc) I let you come up with your own list and rating. Time will tell if I am wrong but I do suspect Paris will be the winning strategy for most allied players. I also feel the burden on the Axis player is no trivial and requires an almost mistake-free game or unusual poor allied gameplay to bring him victory. Maybe some veterans with superior generalship can make it, I want to see it though.
  13. It looks like a mistake to me. Mpp turns line: should'nt it be 4 turns instead of 6 ? ; This decision event only triggers if DE 602=1 { #NAME= DE 100 - UK: Response To The Formation Of Vichy France? (AI - 80% Yes) #POPUP= Office Of The British Foreign Secretary %NLord Halifax %N%NFrance has fallen and their Government has surrendered. A new Government which acknowledges the German conquest has been formed at Vichy and we have been asked to recognize this new Government. %N%NNot recognising the Vichy Government could have serious consequences, particularly as it controls most of the surviving French fleet and there is a possibility that it could fall into German hands. However, not all French soldiers have given up the fight and some, led by General de Gaulle, intend to continue the struggle from exile. %N%NDo we support de Gaulle's efforts at a cost of 200 MPPs (at 50 MPPs a turn for 4 turns) to form Free French armed forces in a continued struggle against Germany (YES) or do we say (NO) and recognize Vichy France? #IMAGE= #SOUND= teletype_1.wav, teletype_2.wav #FLAG= 1 #TYPE= 0 #AI= 0 #LEVEL= 0 ;Set global variable condition to always trigger (dummy value) #GV= 1[1,100] ;Set link value to DE 602=1 #LINK= 602[1] #COUNTRY_ID= 1 #TRIGGER= 100 #DISPLAY_ORDER= 1 ; Set decision value #DECISION= 100 #MPP_UPDOWN= -50 #MPP_TURNS= 6 6 turns X 50mpp = 300 mpp not 200, way too much for these FF boy scouts! Btw, patch 1.02 around the corner?
  14. Quote: Originally Posted by MonsterClaude Vichy France tile 156,80 has not changed for France after decision 201 allowing territory transfer to Free France. This is fixed as well. __________________ Looks like the same stuff or is it bug !?!
  15. Hi Amadeus, I agree with Clausewitz but the time limitation on our side ( work and family) as well as the whole span of such a tournament makes several games within a bracket almost impossible. The thing is on real full time game tournament we can afford multiple opponent in a bracket and still get away with a reasonable progression within a year. With 17 players or more, let's forget it. A solution would be to allow points per game instead of a loss/win based progression. Points could go along: -Victory or loss according to the tournament rules -definite map objectives say capitals, mines, historical axis high tide location with or without a date, etc - some mpp production or mpp loss or units loss threshold, could be penalty points too - You can have bonus points if you do better than history with some conquests or liberation. For instance Axis get Paris before June40 or Allies liberate Paris before August44. Axis keep Roma after june 44 or Allies conquer it before june 44. Additionnal points if Paris hold after june 40, etc. There is an infinite combination with point table like that. Of course, implementing all this means quite a good workload on Amadeus shoulders. Calibrating this point table may be an issue as it would need testing. A very basic one might do the trick but in the end there is no way to sort out best players with one game only. 3 games would be minimal at the first stage then the 8 best players according to their points score should meet for the Semi-final, Demi and the big final with just one game. Hopefully every player could play its first 3 games before some specific date in early 2014. Those in the process of completing their 3rd game would have points according to the score to date in that 3rd game if no winner came out. In a way, those players would have a strong incentive to complete that 3rd game otherwise they would loose the points given for a Win. Amadeus, give it a thought but if you doubt any such formula is workable, please just drop it and go along with a classic one despite its bias. I know there is a lot of experienced players who devised in every SC games a good first shot strategy not usable twice against the same opponent. They obviously have the edge in that type of tournament and that was my first concern when I insisted to start games as soon as possible so we woud not have to deal with these tricks or gamey stuff that plagued Pbem games.
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