Brian as Axis / Chris as Allies, Using Abandoned Monitoring Station House Rules Version Omega 2.4, available here: bit.ly/2wDi09Q
Unlike most of our videos, we weren't able to upload the post-game commentary at the end of the video, so I'll summarize it below. Spoilers ahead, if that concerns you.
*
*
*
We call this game an Allied victory at the beginning of Turn 9--not because we were out of time or saw the writing on the wall, like most of our games, but because this time the Allies legitimately won the game. Like the Cliffside Bunker and other house rules, our rules create a system of victory tokens to measure who wins the game, and they require the winning side to get 4 tokens to win. Here, the Allies got tokens for (1) island hopping, (2) controlling Africa, and on Turn 9 was about to take two more for (3) controlling Burma Road, Hong Kong, and Shanghai, and (4) destroying all Japanese capital ships.
At the current point of the game, I'm still optimistic that Germany could take Moscow eventually, despite the ridiculous number of planes there. Germany is churning our nothing but tank at this point. Chris disagrees, given the number of planes that would continue to arrive there, not to mention the Brits marching up from the Middle East. He thinks Germany should have picked a northern or southern route to Moscow, rather than going both ways. He also notes that the Axis rolled so incredibly badly for this
entire game--including in the devastating Taranto raid that crippled Italy for the rest of the game, the crazy number of German bombers that got shot down by AAA guns, and the Chinese attack on Yunan that it had only 5% odds of winning. (Chris calls the Axis rolls in this game the worst he's seen in 30 years.)
German units are also positioned so they had the option of reversing course, building all transports, and taking out London. But the current board gave me only slightly better than 50% odds. Not to mention that Sea Lion doesn't accomplish nearly as much in our house rules, since the UK gets a new capital in Canada.
Germany's strategy this time was to punish Russia with bombers to get an economic edge, and to perfect the strategy I pioneered in Game 11 of using our paratrooper house rule to get a defensible German force into Eastern Poland on G1. In Game 11, I did that with a J1 attack, which activated the US too soon. This time I intentionally held back Japan to avoid that, projecting power with a "Triangle of Doom," but that turned out to be too weak and allowed the Allies to build up too much.
Japan's ambiguity and the US pressure also let Calcutta know it could survive, which allowed it to get aggressive, and the UK's Middle Earth focus certainly turned out well for it--again validating that concept which General Hand Grenade has popularized.
Негізгі бет Game 16 - Chris & Brian - Axis & Allies Global 1940
No video
Пікірлер: 23