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    EXP Game 1 Trout vs Johnny Cat

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    • JohnnyCat
      JohnnyCat @Trout last edited by

      @trout @beelee.

      OK so update from the Globe Trotter

      I finally got to really look at this game... sorry but with fun travel and work stuff I have not really had the time. And I am rather unhappy and wonder if we should start over.

      I do, however, return home tomorrow. !!!

      The problem with this amazingly wonderful game is that UNLESS EACH PLAYER PLAYS ACCORDING TO A CLEAR SCRIPT TURNS 1-5 it feels pointless to play and call it fun or challenging or rewarding.... This reminds me of the 3-move chess checkmate we would try to bait kids into doing when myself and other chess kids were like 5 years old.

      Example: My last UK Burma move loses India. I am sure. I did not realize how these units really move and how many there are. Nor how useless those landmines are.

      Nor how planes work.

      Nor the value of defense or special units.

      Nor that China's plane cannot fly off to India and be useful there after China falls

      Nor the subtlety of how to make planes intercept - all other AA games it is usually pointless to intercept with planes. Sorry it is called something else but I mean when the 3 planes in neighboring zones can intercept your attacking force. And things like make sure North UK and South UK each have 3 planes.

      And what is the diff between tact bombers and fighters in this regard...

      Nor the value of territory type - though maybe there is none in this game? Are there mountains and swamps and different defense values? Most games have this.

      And then there is paras... hahahaha. It is SUPER FRUSTRATING is that I cannot get paratroopers to work anywhere and clearly have no idea how they operate

      It may surprise you but I am NOT worried about the USSR assuming I understand how to use the RR counters correctly.

      giving up Novgorod is likely fine but do I save the money to destroy the factory there? Does that stuff matter?

      So were I to move back from the Burma territory then maybe there would be some chance in this game.

      THE GOOD NEWS IS:

      Instead of a video I feel I NOW KNOW WHAT TO MAKE to help people play this game: AN EARLY GAME STARTING GUIDE!!!!!

      I feel a strong need for A sort of TO DO list that applies more or less no matter what. Though some things like "be sure to save 7 rubbles to invade Japan" are more optional...

      But having enough cash to purchase those turn 5 conscripts is not really optional at all and players need to know this, not get surprised later. I'm actually surprised that stuff is not just assigned on those turns. What is the point of having to plan to pay for it when anything less is not ideal game play?

      I feel that Without following such a set of basic early turn concepts, there is no point in playing against anyone else that understands this game.

      For example.
      On Russia Turn 5 (not going to call it 1942 as that is just misleading ) USR gets a crap load of inf called conscripts.

      But not really.

      Or rather, it is a MAYBE.

      Unless USR saves like 40 rubbles it is pointless.

      Or is it? The rules are clear in some things yet not others so I have to ask. And if those 20 conscripts are not bought - or is it 29? Then what?

      Heavy Sigh

      But in order to do that... they better not buy any shiny special units too early. So no buying generals or whatever all that special unit stuff it called.

      The USSR should only be purchasing defense stuff - I know this. But I don't know HOW to do this. In regular AA I would just purchase inf. OF course. no armor for many turns. And keep their meager air alive always

      But in this game I have no idea - despite knowing the concept well.

      Similar with UK. I've been pretty much trying to keep UK to just absolute necessary stuff but wasted money on an Egypt factory too early. I had no idea that south african factory could take its place instead.

      And the naval units continue to confuse me - with 9 fighters I guess I could plop down some UK naval units because the idea is to attrit Germany and not win right?

      How do the allies do more than void operation sea lion?

      And I thought paras could jump over to France to muck things up but that does not work. What am I doing wrong with them?

      And what is all this special unit stuff really for? Marines? Elites? Commandos? Russian commissars in town... wow... confusing. and some need to be paired with artillery ... Some with transgender martian mules... too confusing early on when clearly all the allies need is to stack up defense until they can take the lead.

      Anyway, I am just disturbed by every turn figuring out that "were I to have done something else the turn before I would be ready for this turn's special unit offers..."

      So I suggest we either start over and even go further to agree to likely running a few games of just starting turns 1 - 5 in order to figure this stuff out.

      At very least please let me redo at last the past UK turn since losing India turn 6 makes for no real challenge. And before and during that I will put together a guide that makes clear what to expect in terms of turns 1 through 5 for the various allies major powers and then do the same for the axis when I play the bad guys.

      All this buying special units is crap - or if not, then I need to lay out the conditions and reasons for it.

      This game is truly amazing Gents... but rather silly to play when the basics are not understood. Sorry but I am not smart enough to just jump in and play it with standard axis and allies experience. I am used to playing games like Third Reich or massive simulations of the entire eastern front...

      But this game is all RULES HEAVY early on and not really something to actually play and have fun with unless all that early stuff is known and mastered before even starting.

      Sorry - I don't mean to bitch .... but I am bitching... 🙂

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