From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re: A&A - I think I found it!!!!
Date: 17 Dec 92 14:07:26 GMT
 <0f=EVYe00Vp3IEI0Zd@andrew.cmu.edu><1992Dec15.204218.1@vax.sonoma.edu> <8fA0hee00VoxNlb1cl@andrew.cmu.edu>
Organization: Sonoma State University

...
 
> I must have missed what your original plan is, what is it???

Been a bad week for me.  Basically, I send everything I can to do damage to
fleets, invade syria, and take egypt(no contest thanks to my fighter).
I reinforce the rest with enough to make it harrrrd on you to attack me and
win.  I can and will post the complete moves, but after finals, on monday eve.

...

>>Lessee... does 6i and 9a sound adequate?
> 
> Let check out this 9a deal:

Sorry. My mistake(doing this from memory) 8a
BUT, you have no A in Karelia(Japan took care of it-remember, it cannot even
REACH Russia on round one because it started in SFE.)I subbed E. Canada.

Re-calculate minus one A.
 
> First turn you said you attacked using 8 tanks.
> You start with 10 tanks, one of which is in Africa.  I guess you
> transported up the tank from Africa, and built 7 more tanks.  Pretty
> neat, considering that you can only build 6, ao I will adjust to 8
> tanks.  How do you think 6 inf, 8a do against bomber, 10 inf (2
> british), tank, 4 fighters?
> First turn Germans get 5 hits, allies get 6 hits (slightly below
> average).  Germany has 8a, allies have bomber, 5 inf, tank, 4 fighters. 
> Germany gets 4 hits, allies get 5 (slightly below average).
> Germany has 3 a, allies have 1 bomber, 1 inf, tank, 4 fighters.  Germany
> get 2 hits, allies get 3.  Germany kills an inf and a tank.  All results
> rounded in Germany's favor.  Every round attrition in allies favor. 
> Allies held.  In answer to your question: NO it is not adequate to get
> good attrition, it gets lousy attrition.

NO A is in Karelia!  8a, 6i vs 10i,4f(possibly3, but no matter)
Roll:14@30 vs 14@36  basically, I kill everything BUT those fighters.

Fine with me.  Those fighters are crap as far as I am concerned, as without
GROUND TROOPS, you cannot invade or defend worth crap.  IF I kill a couple,
all the better for me!

Next round(minus bombing from Japan)means 6-7i build in...
um... Japan is now in range with a couple A and I am coming with 7a...
I think it looks mighty bad for you, as Japan WILL sacrifice planes to take
Russia on turn 3 or 4(and cause you to loose the game)

I am not really interested in taking Karelia, so much as getting rid of your A
and I(and possibly a F or two).  IF I take it, all the better.
 
>>> Bingo, but Japan is not that advanced yet, I can move the AA guns back
>>> on turn 3.
>>
>>I think not.  The ADVANTAGE to fighters is that they can attack 2 away, while
>>your other forces attack 1 away(they clear the way)  Russia may very well 
>>be facing troops(tanks) in range by end of turn one, and DEFINATELY by end of
>>round two.
>>That flak is mine!
> 
> Please explain!  If you attack on turn 1, you do not take on turn 2 with
> averrage rolling.  The AA guns are in Russia and Nov. anyway, how do you
> take them?

WHAT is in Novo to stop me?  Unless you move it somehwere on your turn, it will
be taken(Japan turn 2, via Sink or blitz).  
Problem is:  I am still going full-throttle against Karelia, so moving it back 
is not a good idea.  Where to?
 
...

> Willing to play with the average rolls you mentioned before?

I would rather play a normal game with dewey rolling AND noting statistical
rolling/averages.  A 50/50% chance is going to have to be resolved, and the
progrem seems to indicate that mutual destruction rarely happens, but one side
really wails on the other, so I don't think either of us would be able to
resolve such close calls based on statistics alone(ie:fine you win, but..
with how much left?)  I would like to play two games, one with my defense(plan
1), and one with all into Karelia.
 
Joe
P.S.  I doubt that either of us will get really good/bad luck, and the
statistics would be still there for comparison.  I definately DOES make the
game a lot closer than it originally was...

One note:I am thinking that having the aplyers get $$$ worth their pieces to
builf with on turn one with some restrictions would allow a much more vicious
and concentrated game.(you get to decide what to build and what not to build)

Any suggestions?