Game 23 - Chris & Brian - Axis & Allies Global 1940 - Playthrough and Commentary

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  • Опубликовано: 26 дек 2024
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Комментарии • 43

  • @aaroningle8132
    @aaroningle8132 3 месяца назад +13

    Brian/Chris - Thank you again for the invitation & opportunity to play "Omega Ver. 3.4". Mike & I had a blast playing / trying out the new rules. We look forward to playing again in the future.

  • @jmillion7406
    @jmillion7406 3 месяца назад +9

    “And you’re absolutely correct, that was fucking terrible”
    Me everytime a Sealion is attempted 😂😂

  • @alpha_timmy
    @alpha_timmy 24 дня назад +3

    Just watched sry for the late notice. got me inspired and began to use some new stats, glad to say that worked perfectly! thanks for the new ideas❤

    • @BrianPlaysG40
      @BrianPlaysG40  24 дня назад

      glad to hear it!

    • @alpha_timmy
      @alpha_timmy 24 дня назад

      @@BrianPlaysG40 i have lately been working on my g1 move, got any tips?

    • @flashgordon6670
      @flashgordon6670 День назад +2

      Do you have what it takes to face the Emperor’s Challenge. A balanced and more realistic setup, of the optional rules of G40 2nd. That I figured out, playing on Triple A game site, also very fun.
      They are; Low Luck dice, Low luck for bombing and for AAA guns. Technology on and with Low luck for technology. Meaning that, whatever you spend on technology improvements, gets rolled over onto successive rounds, should you be unsuccessful.
      A starting handicap of 15 for the Allies, including 1 mandatory Anzac infantry on New Guinea. Bc Japan can sink the entire Anzac navy on round 1, preventing Anzac getting any National bonuses permanently. So Anzac basically gets New Guinea as a freebie, unless Japan puts extra into stopping that and therefore having less ability to damage the Allies elsewhere. This more accurately reflects the true conflict of WW2.
      The remaining 12 is entirely optional. Personally, I put 1 British destroyer with the Cruiser by Gibraltar. To prevent the Germans from getting full control of the Atlantic on round 1. The British have a chance to fight back, should Germany’s u boats, sink the entire British navy. This makes Sealion a little bit harder to do by round 3, giving the British a chance, to get their units in Canada over the Atlantic. Or to get them to Brazil and or North Africa/Gibraltar. Typically, this can buy Britain an extra round, to survive a full Sealion Rd 1 strategy. Allowing the Americans to have some say in the matter, as would be the case in real life.
      If Japan chooses to freeze the ISA out of the war for the first 3 rds that’s an enormous opportunity for Germany to kill off. Britain, before the USA can even make a move.
      With technology on, there’s a magnitude of more permutations that makes every single game unique and less repetitive. It can also prolong the game and reflects the importance of technology in reality. It can also make games quicker, should one side get the right technologies they need for a knockout blow.
      The remaining 4 credits, I typically put an extra British artillery in Sudan, to help get the Italians out of East Africa and help Britain to hold onto something in the Middle East, should the Luftwaffe get heavily involved, in assisting the Italians, to get their national bonuses.
      This setup that I’ve played by, about a hundred times, is the fairest and most enjoyable form of G40 2nd. The trouble with the out of the box setup, is that the Axis have the advantage of going first and they can get local Superiority anywhere they wish. There are formulas for the Axis to knock out Britain by rd 4 and India quite early as well. Then the game is usually over by Rd 6, before the Allies have a chance to implement any strategies of their own. If Britain falls and the Royal Navy is sunk early and Italy gets the edge in the Middle East, then Moscow falling by Rd 7, is inevitable.
      Lastly, another change to the out of the box rules that the Emperor’s challenge includes, is to the Victory Conditions. This can be defined in two ways; Firstly: Either as knocking out 2 major Allies, Britain, Russia, USA. Or 1 Major Allies country and 2 minor countries. UK Pacific and Australia are the minors.
      Secondly; As capturing the required amount of victory cities in the out of the box rules and holding them for 3 consecutive rds. Thus is bc, too many games can be won by the Axis, simply by knocking out 1 Major Allies country and 1 minor Allies country. Then all the Axis needs are the rest of the Continental Allies Cities. Which usually makes Egypt, the last stand for the Allies. This is completely unrealistic, there’s no way all the Major Allies would’ve surrendered, had Egypt, India and Moscow fallen to the Axis, for example.
      If there’s 3 extra rds that the Axis have to hold onto them for then the Allies have a fair chance to make a counter attack somewhere, execute a plan that the Allies player has invested hours of time into and resolve any large naval battles that may have been brewing up for several rds, yet haven’t happened yet.
      Too many games have been won by the Axis, simply by having a couple of land units in Egypt. When the Allies have masses of military a couple of rds away.
      In other words, there should be some flexibility and discretion with the victory conditions. Both players are still free, to concede at any time, should they wish to and they should be given enough fair opportunity, to exhaust their plans and ideas to swing the game in their favour. Also some players think further ahead than others. An Axis player may have a pre set formula to win the game by rd 5 or 6. While typically the Allies plans will take 8 - 10 rds, to come to fruition.

    • @BrianPlaysG40
      @BrianPlaysG40  День назад

      @@flashgordon6670 Sounds like a fun variant, thanks for sharing

  • @johnwood1631
    @johnwood1631 3 месяца назад +9

    I think this is a clear allied win. Europe looks grim for the axis. Germany is never going deep into Russia with the threat on the Western front or taking London, so Japan would have to take everything. The capital ship token is easy for the Americans to protect and even if Sydney falls, the Axis don't have a realistic path to that 4th token. Allies have a clear economic advantage and US just needs to protect Hawaii while the allies wipe up the European Axis.

    • @ricksomsel8295
      @ricksomsel8295 3 месяца назад +1

      I thought the same thing but Japan did have a chance for a Pacific victory.

  • @thatguyyouknow6471
    @thatguyyouknow6471 3 месяца назад +5

    The kings are back (with friends)

  • @Alfreduss
    @Alfreduss 3 месяца назад +2

    love your games!

  • @PMMagro
    @PMMagro 3 месяца назад +2

    Interesting!
    My favorite German 1 buy is 1 fighter, 1 destroyer (needed badly for me) and 2 subs or a bomber depending on mood. Usually 2 subs. I'd always attack the UK navy and get more planes G2.
    Mainly to help Italy (force the UK to go heavy into Britain). The plan is normally going East but this gives the option to go for London if the UK goes...tits up.
    I like the focus on one ally, UK (later USSR I assume is an option) plan. Nice to see what happens here :)

  • @resilientdad7436
    @resilientdad7436 3 месяца назад +4

    I would love to see a video about your custom rules. If you have one, please point me to it, if not, your should make one as I would love to know how radar towers work :) Great video, thanks for sharing.

    • @flashgordon6670
      @flashgordon6670 День назад +1

      Do you have what it takes to face the Emperor’s Challenge. A balanced and more realistic setup, of the optional rules of G40 2nd. That I figured out, playing on Triple A game site, also very fun.
      They are; Low Luck dice, Low luck for bombing and for AAA guns. Technology on and with Low luck for technology. Meaning that, whatever you spend on technology improvements, gets rolled over onto successive rounds, should you be unsuccessful.
      A starting handicap of 15 for the Allies, including 1 mandatory Anzac infantry on New Guinea. Bc Japan can sink the entire Anzac navy on round 1, preventing Anzac getting any National bonuses permanently. So Anzac basically gets New Guinea as a freebie, unless Japan puts extra into stopping that and therefore having less ability to damage the Allies elsewhere. This more accurately reflects the true conflict of WW2.
      The remaining 12 is entirely optional. Personally, I put 1 British destroyer with the Cruiser by Gibraltar. To prevent the Germans from getting full control of the Atlantic on round 1. The British have a chance to fight back, should Germany’s u boats, sink the entire British navy. This makes Sealion a little bit harder to do by round 3, giving the British a chance, to get their units in Canada over the Atlantic. Or to get them to Brazil and or North Africa/Gibraltar. Typically, this can buy Britain an extra round, to survive a full Sealion Rd 1 strategy. Allowing the Americans to have some say in the matter, as would be the case in real life.
      If Japan chooses to freeze the ISA out of the war for the first 3 rds that’s an enormous opportunity for Germany to kill off. Britain, before the USA can even make a move.
      With technology on, there’s a magnitude of more permutations that makes every single game unique and less repetitive. It can also prolong the game and reflects the importance of technology in reality. It can also make games quicker, should one side get the right technologies they need for a knockout blow.
      The remaining 4 credits, I typically put an extra British artillery in Sudan, to help get the Italians out of East Africa and help Britain to hold onto something in the Middle East, should the Luftwaffe get heavily involved, in assisting the Italians, to get their national bonuses.
      This setup that I’ve played by, about a hundred times, is the fairest and most enjoyable form of G40 2nd. The trouble with the out of the box setup, is that the Axis have the advantage of going first and they can get local Superiority anywhere they wish. There are formulas for the Axis to knock out Britain by rd 4 and India quite early as well. Then the game is usually over by Rd 6, before the Allies have a chance to implement any strategies of their own. If Britain falls and the Royal Navy is sunk early and Italy gets the edge in the Middle East, then Moscow falling by Rd 7, is inevitable.
      Lastly, another change to the out of the box rules that the Emperor’s challenge includes, is to the Victory Conditions. This can be defined in two ways; Firstly: Either as knocking out 2 major Allies, Britain, Russia, USA. Or 1 Major Allies country and 2 minor countries. UK Pacific and Australia are the minors.
      Secondly; As capturing the required amount of victory cities in the out of the box rules and holding them for 3 consecutive rds. Thus is bc, too many games can be won by the Axis, simply by knocking out 1 Major Allies country and 1 minor Allies country. Then all the Axis needs are the rest of the Continental Allies Cities. Which usually makes Egypt, the last stand for the Allies. This is completely unrealistic, there’s no way all the Major Allies would’ve surrendered, had Egypt, India and Moscow fallen to the Axis, for example.
      If there’s 3 extra rds that the Axis have to hold onto them for then the Allies have a fair chance to make a counter attack somewhere, execute a plan that the Allies player has invested hours of time into and resolve any large naval battles that may have been brewing up for several rds, yet haven’t happened yet.
      Too many games have been won by the Axis, simply by having a couple of land units in Egypt. When the Allies have masses of military a couple of rds away.
      In other words, there should be some flexibility and discretion with the victory conditions. Both players are still free, to concede at any time, should they wish to and they should be given enough fair opportunity, to exhaust their plans and ideas to swing the game in their favour. Also some players think further ahead than others. An Axis player may have a pre set formula to win the game by rd 5 or 6. While typically the Allies plans will take 8 - 10 rds, to come to fruition.
      I hope this helps and you have time to try the Emperor’s Challenge.

  • @paulcooverjr.6947
    @paulcooverjr.6947 День назад

    Looks like a blood bath that could continue on indefinitely, you guys realistic chance in the pacific, and Europe, sea lion turned into sea world 😂. They had the advantage in Europe but the war there seems to be starting over with bomb holes everywhere. Nice game. Just got the notification, weird.

  • @warhammer9482
    @warhammer9482 3 месяца назад +2

    Love your games Ty

  • @comradeofmetal
    @comradeofmetal 3 месяца назад

    Love your games... but that is a clear Allied victory in any book!

  • @sirundying
    @sirundying Месяц назад

    seeing you build all that navy was heart breaking. i used to build navy a lot in revised ( or try to ) with germany ( one AC in baltic for exemple ) but ultimatly its wasted money.

    • @pinch1loaf
      @pinch1loaf Месяц назад

      Couldn't disagree more. German Navy is key to defend the coast. What's a waste is the 9 transports. They serve nothing but to take British Isles. If not being used for that you're better to slow role a supply line of infantry to the eastern front. As soon as you buy those transports you are committing to sealion, which is a Gambit on the best of days.

  • @flashgordon6670
    @flashgordon6670 День назад +1

    Do you have what it takes to face the Emperor’s Challenge. A balanced and more realistic setup, of the optional rules of G40 2nd. That I figured out, playing on Triple A game site, also very fun.
    They are; Low Luck dice, Low luck for bombing and for AAA guns. Technology on and with Low luck for technology. Meaning that, whatever you spend on technology improvements, gets rolled over onto successive rounds, should you be unsuccessful.
    A starting handicap of 15 for the Allies, including 1 mandatory Anzac infantry on New Guinea. Bc Japan can sink the entire Anzac navy on round 1, preventing Anzac getting any National bonuses permanently. So Anzac basically gets New Guinea as a freebie, unless Japan puts extra into stopping that and therefore having less ability to damage the Allies elsewhere. This more accurately reflects the true conflict of WW2.
    The remaining 12 is entirely optional. Personally, I put 1 British destroyer with the Cruiser by Gibraltar. To prevent the Germans from getting full control of the Atlantic on round 1. The British have a chance to fight back, should Germany’s u boats, sink the entire British navy. This makes Sealion a little bit harder to do by round 3, giving the British a chance, to get their units in Canada over the Atlantic. Or to get them to Brazil and or North Africa/Gibraltar. Typically, this can buy Britain an extra round, to survive a full Sealion Rd 1 strategy. Allowing the Americans to have some say in the matter, as would be the case in real life.
    If Japan chooses to freeze the ISA out of the war for the first 3 rds that’s an enormous opportunity for Germany to kill off. Britain, before the USA can even make a move.
    With technology on, there’s a magnitude of more permutations that makes every single game unique and less repetitive. It can also prolong the game and reflects the importance of technology in reality. It can also make games quicker, should one side get the right technologies they need for a knockout blow.
    The remaining 4 credits, I typically put an extra British artillery in Sudan, to help get the Italians out of East Africa and help Britain to hold onto something in the Middle East, should the Luftwaffe get heavily involved, in assisting the Italians, to get their national bonuses.
    This setup that I’ve played by, about a hundred times, is the fairest and most enjoyable form of G40 2nd. The trouble with the out of the box setup, is that the Axis have the advantage of going first and they can get local Superiority anywhere they wish. There are formulas for the Axis to knock out Britain by rd 4 and India quite early as well. Then the game is usually over by Rd 6, before the Allies have a chance to implement any strategies of their own. If Britain falls and the Royal Navy is sunk early and Italy gets the edge in the Middle East, then Moscow falling by Rd 7, is inevitable.
    Lastly, another change to the out of the box rules that the Emperor’s challenge includes, is to the Victory Conditions. This can be defined in two ways; Firstly: Either as knocking out 2 major Allies, Britain, Russia, USA. Or 1 Major Allies country and 2 minor countries. UK Pacific and Australia are the minors.
    Secondly; As capturing the required amount of victory cities in the out of the box rules and holding them for 3 consecutive rds. Thus is bc, too many games can be won by the Axis, simply by knocking out 1 Major Allies country and 1 minor Allies country. Then all the Axis needs are the rest of the Continental Allies Cities. Which usually makes Egypt, the last stand for the Allies. This is completely unrealistic, there’s no way all the Major Allies would’ve surrendered, had Egypt, India and Moscow fallen to the Axis, for example.
    If there’s 3 extra rds that the Axis have to hold onto them for then the Allies have a fair chance to make a counter attack somewhere, execute a plan that the Allies player has invested hours of time into and resolve any large naval battles that may have been brewing up for several rds, yet haven’t happened yet.
    Too many games have been won by the Axis, simply by having a couple of land units in Egypt. When the Allies have masses of military a couple of rds away.
    In other words, there should be some flexibility and discretion with the victory conditions. Both players are still free, to concede at any time, should they wish to and they should be given enough fair opportunity, to exhaust their plans and ideas to swing the game in their favour. Also some players think further ahead than others. An Axis player may have a pre set formula to win the game by rd 5 or 6. While typically the Allies plans will take 8 - 10 rds, to come to fruition.

  • @Clank_Clank_Im_a_tank
    @Clank_Clank_Im_a_tank 3 месяца назад +3

    Woohoo new games

  • @DCH0571
    @DCH0571 2 месяца назад

    Hey gents, been watching you guys a bit. I'm located in Temple TX and would really like to see if it is possible to meet up and possibly play one day

  • @flashgordon6670
    @flashgordon6670 День назад +1

    Why does it take 25 minutes to tell everyone your plans? Can’t you just play the game normally, without the Bond villain Effect?

    • @BrianPlaysG40
      @BrianPlaysG40  День назад

      Because so many people on this channel asked me to share them. You're welcome to skip forward if you'd rather not listen.

  • @Clank_Clank_Im_a_tank
    @Clank_Clank_Im_a_tank 3 месяца назад +1

    Can you guys record from the south? I have a hard time without whipping out my boards to see whats going on when you video from the north.

    • @BrianPlaysG40
      @BrianPlaysG40  3 месяца назад +2

      Will try! Usually do but that’s the side I was sitting on

    • @ricksomsel8295
      @ricksomsel8295 3 месяца назад

      It mad me a bit nauseous for some reason

    • @ricksomsel8295
      @ricksomsel8295 3 месяца назад

      @@BrianPlaysG40

    • @ricksomsel8295
      @ricksomsel8295 3 месяца назад

      @@BrianPlaysG40hey Brian love your videos watched them all. I have a suggestion. I think it would be exciting if you filmed some of rolls. Maybe a big battle or one that might be a game changer.

  • @Joseph-yb6ep
    @Joseph-yb6ep 3 месяца назад +1

    112 I will have to take notes

    • @Clank_Clank_Im_a_tank
      @Clank_Clank_Im_a_tank 3 месяца назад

      I ambtaking copious notes, I need to see plane placement better

  • @resilientdad7436
    @resilientdad7436 3 месяца назад +3

    what??? 2 Russian carriers, bold move

  • @anjetto1
    @anjetto1 3 месяца назад +3

    I would argue that that J1 Attack benefits the Japanese but absolutely screws the Germans and italians. They really need a 2 Turn Buffer before the Yanks come in and a J1 Disrupts that badly.

  • @karsenmurphy1139
    @karsenmurphy1139 Месяц назад

    I love this game but it is so hard to find people to play lol

  • @alpha_timmy
    @alpha_timmy 3 месяца назад +2

    YESSSSSSSSSSSSSS

    • @alpha_timmy
      @alpha_timmy 24 дня назад

      i have been lately trying to find out the perfect g1 move, got any tips?

  • @Psalm144.1
    @Psalm144.1 3 месяца назад +1

    ANZAC is at war with Germany / Italy. And the Dutch islands can be managed by British Empire nations. ANZAC getting on the islands is irrelevant to Japan.

    • @BrianPlaysG40
      @BrianPlaysG40  3 месяца назад +1

      I get the political rationale for the rule. But it's hardly irrelevant for the Japanese player when ANZAC rakes in that much more money.

  • @flashgordon6670
    @flashgordon6670 День назад +1

    So you wasted the entire day planning your strategy, just to turn round when you’v virtually lost the game on rd 9 and say, “we’ve got to go bc of time limit, so it’s a draw.”
    How pathetic?! How childish?!

    • @BrianPlaysG40
      @BrianPlaysG40  День назад

      The introduction portion was filmed the day before, but thanks for sharing your opinions

  • @charlesdepenti6128
    @charlesdepenti6128 Месяц назад

    You are not playing Global. You are playing house-rules Global. Waste of my time until I realized that is what you were playing. 😑