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Author Topic: Epic 10-Turn Game (Tbody vs. Chimista)  (Read 18153 times)

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Tbody

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Epic 10-Turn Game (Tbody vs. Chimista)
« on: March 18, 2013, 11:43:21 am »
+1

Chimista and I just got done playing a roller coaster of a game.  10 full turns, with an ending every player dreams about.  Chimista has given me permission to post this report, and will be providing parallel commentary.  I will be posting it turn by turn.  Comments on our play are more than welcome.  I'll try to get them done quickly before my memory fades.  This report will have, at least, three faults:

1.  It's the first one I've done.  So I apologize in advance for any formatting issues.  I will continue to edit it to make it look better as we progress.
2.  I will be posting screen shots at the end of each turn of the board status.  I've tried to patch up two seperate screen shots of the map, but it may look a little messy.  Any suggestions on how to get a clean screen shot would be appreciated.
3.  I only know what we have in our hand based on what we've played.  I don't know for sure what our hold cards were.  Unless someone tells me how to go in and find that out, there will be some imperfect information.  Anyways, hope you guys enjoy!
« Last Edit: March 18, 2013, 12:10:32 pm by Tbody »
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #1 on: March 18, 2013, 11:56:53 am »
+2

Turn 1
The Battle Begins

USSR Hand (12 ops)
Suez Crisis
Eastern European Unrest
Nasser
Fidel
Romanian Abdication
Defectors
Europe Scoring
Asia Scoring
(Tbody) This is a low ops hand.  Suez will be my headline.  If I can knock him out of the ME with an Iran coup, I can gain Domination there when it comes out.  I *might* also be able to squeeze out Asia domination with West Asia clear if Iím lucky.  I will also use China Card to coup Iran.  I need a big ops card, and Iíll push Nasser to turn 2 unless I really need him now, helping my per AR/ops value.  Everything will get played for ops here.  I will try to hold Defectors until Turn 3 so I donít have to deal with headline worries.

USA Hand (17 ops + Hold Card)
Captured Nazi Scientist
NATO
Formosan Resolution
Olympic Games
Independent Reds
Indo-Pakistan War
Nuclear Test Ban
(Hold Card)

Placement:
USSR - 4 E. Germany/4 Poland/1 Yugo
US - 4 W. Germany/3 Italy
(Tbody) This is a standard opening.  Nothing for me to worry about.

** Turn 1 Headline Phase **
Soviet Headline Card: #28  Ops 3: Suez Crisis * (USSR)
American Headline Card: #18  Ops 1: Captured Nazi Scientist *

The Soviets play the following card as an Event:
  #28  Ops 3: Suez Crisis * (USSR)
      American influence in Israel reduced by 1, now at 0
      American influence in United Kingdom reduced by 2, now at 3
The Americans play the following card as an Event:
  #18  Ops 1: Captured Nazi Scientist *
      USA progress on the Space Race Track is now at Earth Satellite
VPs up 2, now at 2
(Tbody) Okay.  Nice to know I wonít be getting Purged.

** Turn 1 Action Phase **
Turn 1, USSR action round 1
The Soviets play the following card for a coup attempt:
  #6  Ops 4: The China Card
    Coup attempt in Iran (stability 2):
      ** USSR die roll = 5 (+4) = 9
    The modified roll exceeds the doubled stability by 5.
      American influence in Iran reduced by 2, now at 0
      Soviet influence in Iran increased by 3, now at 3
DEFCON Level lowered to 4
      Soviet Military Operations for this turn increased to 4
(Tbody) I had no powerful 4 ops cards to do the initial coup with.  With Asia Scoring in place, I wanted to make sure to cut the allied access into Western Asia.  Letís see how the allies respond.
Turn 1, USA action round 1
The Americans play the following card for a coup attempt:
  #21  Ops 4: NATO * (USA)
    Coup attempt in Iran (stability 2):
      ** USA die roll = 5 (+4) = 9
    The modified roll exceeds the doubled stability by 5.
      Soviet influence in Iran reduced by 3, now at 0
      American influence in Iran increased by 2, now at 2
DEFCON Level lowered to 3
      American Military Operations for this turn increased to 4
(Tbody) This was unfortunate.  I guess he had no choice as I eliminated his access with Suez.  Letís try this again.

Turn 1, USSR action round 2
The Soviets play the following card for a coup attempt:
  #29  Ops 3: East European Unrest (USA)
    Coup attempt in Iran (stability 2):
      ** USSR die roll = 6 (+3) = 9
    The modified roll exceeds the doubled stability by 5.
      American influence in Iran reduced by 2, now at 0
      Soviet influence in Iran increased by 3, now at 3
DEFCON Level lowered to 2
      Soviet Military Operations for this turn increased to 5
The Americans use the USA event played by the USSR
      Soviet influence in East Germany reduced by 1, now at 3
      Soviet influence in Poland reduced by 1, now at 3
      Soviet influence in Yugoslavia reduced by 1, now at 0
Turn 1, USA action round 2
The Americans play the following card to place influence:
  #100  Ops 2: Formosan Resolution * (USA)
      1 USA influence added to Malaysia, now at 1
      1 USA influence added to Greece, now at 1
(Tbody)  I got *extremely lucky*.  Asia is manageable now.  Unfortunately Europe is going to suffer a bit.  Now, he goes into Malaysia.  To be expected.  Greece worried me a bit.  Not only does he threaten to move back into the Middle East with this, Iím also worried he might put influence into France and take Euro domination.  Unfortunately I donít have the ops to fight it.  What I do have the ops for is to threaten Asia domination.

Turn 1, USSR action round 3
The Soviets play the following card to place influence:
  #8  Ops 2: Fidel * (USSR)
      2 USSR influence added to Afghanistan, now at 2
Turn 1, USA action round 3
The Americans play the following card to place influence:
  #20  Ops 2: Olympic Games
      1 USA influence added to Turkey, now at 1
      1 USA influence added to Thailand, now at 1
(Tbody) He continues to creep back into the Middle East.  Heís also started his spread throughout SEA.  Letís score Domination before he takes Thailand.

Turn 1, USSR action round 4
The Soviets play the following card as an Event:
  #1: Asia Scoring
*** Scoring in Asia ***
  USSR:  7(domination) +1(battlegrounds)  = 8
  USA:  3(presence)  = 3
VPs down 5, now at -3
Turn 1, USA action round 4
The Americans play the following card to place influence:
  #22  Ops 2: Independent Reds * (USA)
      1 USA influence added to Syria, now at 1
      1 USA influence added to Laos/Cambodia, now at 1
(Tbody) Domination.  Check.  March into Middle East/SEA.  Check.  I will take Lebanon now to keep him from easy presence in the Middle East.

Turn 1, USSR action round 5
The Soviets play the following card to place influence:
  #12  Ops 1: Romanian Abdication * (USSR)
      1 USSR influence added to Lebanon, now at 1
Turn 1, USA action round 5
The Americans play the following card to place influence:
  #24  Ops 2: Indo-Pakistani War
      1 USA influence added to Burma, now at 1
      1 USA influence added to Israel, now at 1
(Tbody) SEA expansion for him.  Heís into Israel.  Maybe Iíll get lucky and heíll only put 1 into Egypt.  I donít really have a choice.

Turn 1, USSR action round 6
The Soviets play the following card as an Event:
  #2: Europe Scoring
*** Scoring in Europe ***
  USSR:  3(presence) +2(battlegrounds)  = 5
  USA:  3(presence) +2(battlegrounds)  = 5
Turn 1, USA action round 6
The Americans play the following card to place influence:
  #34  Ops 4: Nuclear Test Ban
      1 USA influence added to India, now at 1
      1 USA influence added to Thailand, now at 2
      2 USA influence added to Jordan, now at 2
DEFCON Level raised to 3
(Tbody) He doesnít have to worry about Indo-Paki war until Turn 3, so he starts to put influence into India.  I suspect this is for an eventual China Card move taking Paki/India/Burma all at the same time in response to my AR1 coup in Turn 2.  Heís got Presence in the ME now, and had shored up Thailand in case I headline Vietnam Revolts.  I'm holding Nasser (to bolster my position in the Middle East) and Defectors so hopefully I can keep it until turn 3.
« Last Edit: March 18, 2013, 12:13:14 pm by Tbody »
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #2 on: March 18, 2013, 04:45:00 pm »
0

Indeed it was an awesome game. The end was a thriller, specially.
In the first turn I had a quite good hand. I had two 4op cards, so no worries about a RS/P + Blockade combo. I did a standard setup.
When he managed to get me out of ME and West Asia I started to creep back. It was some sort of "Silk Road" starting from both ends. I used four 2op cards to  put one ip in each side, simultaneously. Maybe in AR3 I should had put 2 in Thailand to make him work a little harder to obtain Asia Dom.
Finally I played my other 4ops card to obtain presence in ME and spread a little further in Asia. I held Socialist Govs. I was keeping it in case of Blockade.

« Last Edit: March 19, 2013, 06:37:25 am by Chimista »
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MarlesChartel

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #3 on: March 18, 2013, 06:52:01 pm »
+1

If I were in the Soviet position, I would have headlined Europe Scoring. The 3 ops of Suez crisis are too important.
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #4 on: March 18, 2013, 08:10:20 pm »
0

Ahh, good point Charles.  Turn 2 coming up!
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #5 on: March 18, 2013, 08:16:43 pm »
0

Turn 2
An Exciting Turn for the US

USSR Hand (18 ops)
Duck and Cover
Nasser
Comecon
Truman
The Cambridge Five
NORAD
Containment
Defectors
(Tbody) This will be an okay hand for me.  No heavy hitters, but I have Duck and Cover.  I can give up 3 VPs to secure Pakistan.  I don't really have any excellent coup targets outside of Panama.  Nasser will be my headline so I can cut him off from Egypt, and I will play Cambridge for points.  Containment will go on my AR6.  I will hold Defectors.

USA Hand (23 ops + Hold Card)
US/Japan Mutual Defense Pact
Red Scare/Purge
Special Relationship
Marshall Plan
Socialist Governments
Middle East Scoring
De Gaulle Leads France
(Hold Card)

** Turn 2 Headline Phase **
USA Headline Event: #31  Ops 4: Red Scare/Purge
The Americans play the following card as an Event:
  #31  Ops 4: Red Scare/Purge
      -1 to Ops value of Soviet cards this turn (minimum 1 OP)
USSR Headline Event: #15  Ops 1: Nasser * (USSR)
The Soviets play the following card as an Event:
  #15  Ops 1: Nasser * (USSR)
** The Nasser card is permanently removed. **
      Soviet influence in Egypt increased by 2, now at 2
(Tbody)  Purge.  This takes my decent hand and shrinks it horribly.  This doesnít change my plan however, to take Pakistan on my AR1.

** Turn 2 Action Phase **
Turn 2, USSR action round 1
The Soviets play the following card for Ops
  #4  Ops 3: Duck and Cover (USA)
     They elect to have the American event occur first.
DEFCON Level lowered to 2
VPs up 3, now at 0
The Soviets use the Duck and Cover card to place influence:
      2 USSR influence added to Pakistan, now at 2
Turn 2, USA action round 1
The Americans play the following card to place influence:
  #27  Ops 4: US/Japan Mutual Defense Pact * (USA)
      2 USA influence added to India, now at 3
      1 USA influence added to Egypt, now at 1
(Tbody) The 2 influence in India was expected.  I didnít foresee his move into Egypt.  It makes sense though.  He is threatening Libya, which means he must have Middle East Scoring.  Also, heís setting up for Sadat in the Mid War.  My strategy is to give him Libya, repair Egypt, and threaten South Korea.  Maybe I can get him to respond there and get a lucky Korean War result.  (I realize in hindsight this was a mistake.  I should have just taken Libya, and let him spend 3 ops to get Egypt.)

Turn 2, USSR action round 2
The Soviets play the following card to place influence:
  #14  Ops 3: Comecon * (USSR)
      1 USSR influence added to Egypt, now at 3
      1 USSR influence added to South Korea, now at 1
Turn 2, USA action round 2
The Americans play the following card to place influence:
  #105  Ops 2: Special Relationship (USA)
      2 USA influence added to Libya, now at 2
(Tbody) There goes Libya.  My strategy is that I believe he will fight for the Middle East.  He might use a three ops to take Lebanon from me, in which I can counter by taking Syria.  I can stay ahead of him in the country count as well.  So Iíll hold my higher ops cards to respond to any further threats there, while playing into South Korea.

Turn 2, USSR action round 3
The Soviets play the following card for Ops
  #19  Ops 1: Truman Doctrine * (USA)
     They elect to have the American event occur first.
** The Truman Doctrine card is permanently removed. **
      Soviet influence in Finland now at 0
The Soviets use the Truman Doctrine card to place influence:
      1 USSR influence added to South Korea, now at 2
Turn 2, USA action round 3
The Americans play the following card as an Event:
  #23  Ops 4: Marshall Plan * (USA)
** The Marshall Plan card is permanently removed. **
      American influence in Canada increased by 1, now at 3
      American influence in United Kingdom increased by 1, now at 4
      American influence in West Germany increased by 1, now at 5
      American influence in Spain/Portugal increased by 1, now at 1
      American influence in Italy increased by 1, now at 4
      American influence in Turkey increased by 1, now at 2
      American influence in Greece increased by 1, now at 2
(Tbody) Europe is looking really nasty.  I did not expect this.  Letís keep forward into South Korea.

Turn 2, USSR action round 4
The Soviets play the following card to place influence:
  #110  Ops 2: The Cambridge Five (USSR)
      1 USSR influence added to South Korea, now at 3
Turn 2, USA action round 4
The Americans play the following card for Ops
  #7  Ops 3: Socialist Governments (USSR)
     They elect to have the Soviet event occur first.
      American influence in West Germany reduced by 2, now at 3
      American influence in Italy reduced by 1, now at 3
The Americans use the Socialist Governments card to place influence:
      3 USA influence added to Saudi Arabia, now at 3
(Tbody) I was pleasantly surprised by the use of Socialist Governments and that he wouldnít repair the damage.  I can respond to his Saudi move by taking Iraq.

Turn 2, USSR action round 5
The Soviets play the following card for Ops
  #106  Ops 3: NORAD * (USA)
     They elect to have the American event occur first.
** The NORAD card is permanently removed. **
The Soviets use the NORAD card to place influence:
      2 USSR influence added to Iraq, now at 3
Turn 2, USA action round 5
The Americans play the following card as an Event:
  #3: Middle East Scoring
*** Scoring in Middle East ***
  USSR:  5(domination) +3(battlegrounds)  = 8
  USA:  3(presence) +2(battlegrounds)  = 5
VPs down 3, now at -3
(Tbody) And there it is.  Iím mildly happy.  All three regions have been scored.  Two of them in my favor, and one of them a draw.  Not bad for 2 low ops hands.  My big concerns now are that I played China Card in turn 1 so Iím not expecting to see both De-Stal and Decolonization until the Late War.  Also, South East Asia looks really ugly for me.  While I may be able to prevent him from Asia Domination with South Korea/Pakistan/North Korea, I need to make sure Iíve protected those battlegrounds as thereís no other way of preventing his Domination if one of them falls.

Turn 2, USSR action round 6
The Soviets play the following card for Ops
  #25  Ops 3: Containment * (USA)
     They elect to have the American event occur first.
** The Containment card is permanently removed. **
All further operations cards played by US this turn add one to their value (to a maximum of 4).
The Soviets use the Containment card to place influence:
      1 USSR influence added to South Korea, now at 4
      1 USSR influence added to Pakistan, now at 3
Turn 2, USA action round 6
The Americans play the following card for Ops
  #17  Ops 3: De Gaulle Leads France * (USSR)
     They elect to have the Soviet event occur first.
** The De Gaulle Leads France card is permanently removed. **
      American influence in France reduced by 0, now at 0
      Soviet influence in France increased by 1, now at 1
     France is not affected by NATO for the rest of the game.
The Americans use the De Gaulle Leads France card to place influence:
      4 USA influence added to France, now at 4
The Americans are 2 military operations short of the DEFCON requirement of 2
The Soviets are 2 military operations short of the DEFCON requirement of 2
DEFCON Level raised to 3
(Tbody) I take South Korea, and over-protect Pakistan to guard against a China Card flip.  Hi makes good use of DeGaulle on my Containment play.  I've not seen that before and I think it might be one of the more useful applications of Containment's +1.  Iíve held Defectors until turn 3, which is a minor victory in itself.  
************************************************************
**              The  deck is being shuffled.              **
************************************************************
« Last Edit: March 18, 2013, 08:18:45 pm by Tbody »
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #6 on: March 18, 2013, 08:26:08 pm »
+1

Turn 3
The Tide Turns

USSR Hand (19 ops)
Red Scare/Purge
Arab-Israeli War
Socialist Governments
Blockade
Vietnam Revolts
Decolonization
Five Year Plan
Defectors
(Tbody) I'm very happy with this hand.  My only criticism is that it has too many events that I want to trigger (at least 4 events), which will make it difficult for me to take advantage of RSP.  I will try to hold on to FYP to use during a later round with a nasty score card.  My headline will be RSP.  I *want* to empty West Germany with Blockade, that is my way to rescue Europe.

US Hand (9 ops + 2 Hold Cards)
CIA Created
De-Stalinization
Warsaw Pact
Europe Scoring
Formosan Resolution
Asia Scoring
(Hold Card)
(Hold Card)

** Turn 3 Headline Phase **
Soviet Headline Card: #31  Ops 4: Red Scare/Purge
American Headline Card: #26  Ops 1: CIA Created * (USA)

USSR Headline Event: #31  Ops 4: Red Scare/Purge
The Soviets use the Red Scare/Purge card as an Event:
      -1 to Ops value of American cards this turn (minimum 1 OP)
USA Headline Event: #26  Ops 1: CIA Created * (USA)
The Americans use the CIA Created card as an Event:
** The CIA Created card is permanently removed. **
The American gets to look at the Soviet Hand:
The Americans use the CIA Created card for a coup attempt:
    Coup attempt in Egypt (stability 2):
      ** USA die roll = 6 (+1) = 7
    The modified roll exceeds the doubled stability by 3.
      Soviet influence in Egypt reduced by 3, now at 0
DEFCON Level lowered to 2
      American Military Operations for this turn increased to 1
(Tbody) This is HORRIBLE.  I was going to use my AR1 to take Libya, and lock down the Middle East.  Now, heís stolen my coup, prevented me from taking Libya, taken a peak at my hand (so he knows about my Blockade shenanigans), and removed me from Egypt with a 1-ops coup.  Iím getting emotional.  I decide to play Arab-Israeli war for the event.  My thoughts are I can grab a 2 IP swing in Israel, get my 2 Mil Ops for the turn, 2 VPs, and ALSO make him secure Egypt with his next AR.  However, it only has a 1/3 chance of succeeding.

** Turn 3 Action Phase **
Turn 3, USSR action round 1
The Soviets play the following card as an Event:
  #13  Ops 2: Arab-Israeli War (USSR)
      USSR success on a modified die roll of 4-6;  USA modifer is -1
  ** Die roll: 4 (-1) = 3 -- no effect **
      Soviet Military Operations for this turn increased to 2
 Turn 3, USA action round 1
The Americans play the following card for Ops:
  #33  Ops 3: De-Stalinization * (USSR)
They also play UN Intervention to cancel the Soviet event
The Americans play the following card to place influence:
  #33  Ops 3: De-Stalinization * (USSR)
      1 USA influence added to West Germany, now at 4
      1 USA influence added to Egypt, now at 2
(Tbody) The loss here was not that bad, it was just that there was no pressure at all put on my opponent because of it, which is what you need with RSP.  I notice that he uses his UN Intervention on De-Stal, instead of spacing it.  I wonder how bad his hand really is.  I decide to put some real pressure on in Europe.  The only way he will be able to respond to Socialist Governments in Europe is to use a nice big card, one that he had hopes to play with my Blockade.

Turn 3, USSR action round 2
The Soviets play the following card as an Event:
  #7  Ops 3: Socialist Governments (USSR)
      American influence in Italy reduced by 2, now at 1
      American influence in West Germany reduced by 1, now at 3
Turn 3, USA action round 2
The Americans play the following card to place influence:
  #16  Ops 3: Warsaw Pact Formed * (USSR)
      1 USA influence added to Italy, now at 2
      1 USA influence added to West Germany, now at 4
The Soviets use the USSR event played by the USA
** The Warsaw Pact Formed card is permanently removed. **
      2 USSR influence added to East Germany, now at 5
      2 USSR influence added to Poland, now at 5
      1 USSR influence added to Austria, now at 1
(Tbody) He uses a 3-ops card, which keeps me worried that he still has a 4-ops card to protect against Blockade.  However, I feel I need to play Blockade Early in the turn so that I can maybe put influence in there this turn.  Under purge, he wonít have any ops to fight me.

Turn 3, USSR action round 3
The Soviets play the following card as an Event:
  #10  Ops 1: Blockade * (USSR)
** The Blockade card is permanently removed. **
      The US player does not choose to discard a card to avoid the penalty
      American influence in West Germany now at 0
Turn 3, USA action round 3
The Americans play the following card as an Event:
  #2: Europe Scoring
*** Scoring in Europe ***
  USSR:  3(presence) +2(battlegrounds)  = 5
  USA:  3(presence) +2(battlegrounds)  = 5
(Tbody) The gamble pays off.  He scores Europe in response, so that I donít push for domination (despite me only having 2 countries at the time).  I have remaining Defectors, FYP, Vietnam, and Decol.  This is where I think I made my first big mistake.  I decide I want to play both Vietnam and then Decol.  Iím not sure on the order of which to do this.  In hindsight, I should have just Decolíd heavy into Africa, and put 1 influence into Thailand maybe, then maybe used Vietnam to spread more ops throughout Africa. 

Turn 3, USSR action round 4
The Soviets play the following card as an Event:
  #9  Ops 2: Vietnam Revolts * (USSR)
** The Vietnam Revolts card is permanently removed. **
      Soviet influence in Vietnam increased by 2, now at 2
Turn 3, USA action round 4
The Americans play the following card to place influence:
  #100  Ops 2: Formosan Resolution * (USA)
      1 USA influence added to Thailand, now at 3
(Tbody) Now I will play Decol.  Iíll put one into Thailand, and Indonesia so that I can use FYP (and get rid of Defectors) for 4 ops into SEA.

Turn 3, USSR action round 5
The Soviets play the following card as an Event:
  #30  Ops 2: Decolonization (USSR)
      Soviet influence in Algeria increased by 1, now at 1
      Soviet influence in Angola increased by 1, now at 1
      Soviet influence in Thailand increased by 1, now at 1
      Soviet influence in Indonesia increased by 1, now at 1
Turn 3, USA action round 5
The Americans play the following card to place influence:
  #6  Ops 4: The China Card
      1 USA influence added to Malaysia, now at 2
      1 USA influence added to Thailand, now at 4
      1 USA influence added to Philippines, now at 2
      1 USA influence added to Burma, now at 2
(Tbody) I did not expect that.  Heís taken control of 3 SEA countries and shored up Thailand.  I will still do my FYP/Defectors play, but I will cut him off from Algeria, and play into West Germany to prevent any kind of Europe Domination.  Iím not happy with my board position here, but I feel Iíve done the best I could.

Turn 3, USSR action round 6
The Soviets play the following card for Ops
  #5  Ops 3: Five Year Plan (USA)
     They elect to have the American event occur first.
    The Soviet player discards the following card:
      #102  Ops 2: Defectors (USA)
VPs up 1, now at -2
The Soviets use the Five Year Plan card to place influence:
      1 USSR influence added to Algeria, now at 2
      2 USSR influence added to West Germany, now at 2
Turn 3, USA action round 6
The Americans play the following card as an Event:
  #1: Asia Scoring
*** Scoring in Asia ***
  USSR:  3(presence) +3(battlegrounds)  = 6
  USA:  3(presence) +2(battlegrounds)  = 5
VPs down 1, now at -3
The Americans are 1 military operation short of the DEFCON requirement of 2
VPs down 1, now at -4
(Tbody) Wow.   Two scoring cards and he was under Red Scare.  And he lost W. Germany.  This could have been a real disaster turn for him but he was able to defend both Europe and Asia.  It just goes to show you how important it is for the US player to get into South East Asia before the Soviets.

** The Mid War cards are added to the deck **
************************************************************
**              The  deck is being shuffled.              **
************************************************************
DEFCON Level raised to 3
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MarlesChartel

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #7 on: March 18, 2013, 11:21:19 pm »
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I'd prefer to save FYP as the Soviets, to save it for a scoring card or a 1-op US event.
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #8 on: March 19, 2013, 06:45:07 am »
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Turn 2
An Exciting Turn for the US



I was happy to get Purge and HL it inmediately. I got a little obsesed with the ME in this turn. After being totally kicked out and managed to creep back in I guess it was fun to fight for domination, but the move with Socialist Governments was idiotic. I saw Tbody's move in South Korea but I never take 50% chances there, so I ignored it. I think my hold card was "De-Stalinization"
« Last Edit: March 19, 2013, 06:46:22 am by Chimista »
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #9 on: March 19, 2013, 06:56:24 am »
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Turn 3
The Tide Turns



This turn was a rollercoaster for me. I started with a CIA HL. As the US I tend to save this card and try to keep it in the deck, but this time I decided to use it to prevent his AR1 BG coup. I never dreamed to kick him out of Egypt. That sort of luck is shameful...  ;)
 I don't remember my hold cards, but I had no 4op cards, that I can remember  :-\. When I saw his Red Scare HL and Blockade in his hand through my CIA HL I knew Germany was doomed. I should have dumped Europe Scoring  inmediately, but I was playing impulsively and decided to fight for Germany and Europe Domination. It was kind of a bluff hoping that Tbody would think "If he is investing in Germany he must have some 4 ops card to prevent Blockade". It obviously didn't work.
The rest of the turn was agony to prevent Asia domination. Thanks god I had the China Card and saved the day.
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #10 on: March 19, 2013, 07:33:09 am »
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US Hand (9 ops + 2 Hold Cards)
CIA Created
De-Stalinization
Warsaw Pact
Europe Scoring
Formosan Resolution
Asia Scoring
(Hold Card)
(Hold Card)


Just noticed, you are missing UN intervention there, which I used with De-Stalinization, so there's only one Hold Card incognita now
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BamBix

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #11 on: March 22, 2013, 04:32:53 am »
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Now I'm curious, how did it continue?
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #12 on: March 22, 2013, 08:25:34 am »
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Turn 4
Contest for the Third World

USSR Hand (15 ops + Hold Card)
Junta
Nuclear Test Ban
Central America Scoring
Fidel
One Small Step...
Kitchen Debates
Portuguese Empire Crumbles
Puppet Governments
(Hold Card)
(Tbody) A decent hand.  I will try to go for control for Central America.  I know itís the lowest scoring region, but its extra special for the USSR.  The extra battleground points you get for Mex/Cuba just make it a beautiful way to put pressure on the US who is already sitting at -4.  I will space Puppets, and use Junta as my headline.  Points will get put into Mexico and Iím hoping to get lucky on Panama.  If my Panama Coup fails, I will use Nuclear Test Ban to spread out in Central America ensuring domination, and put points elsewhere.

US Hand (19 ops + Hold Card)
Missile Envy
Cuban Missile Crisis
Brush War
Korean War
OPEC
Olympic Games
Latin America Death Squads
Special Relationship
(Hold Card)

** Turn 4 Headline Phase **
Soviet Headline Card: #47  Ops 2: Junta
American Headline Card: #49  Ops 2: Missile Envy

USA Headline Event: #49  Ops 2: Missile Envy
The Americans play the following card as an Event:
  #49  Ops 2: Missile Envy
  The Soviet exchanges the following card for the Missile Envy:
    #34  Ops 4: Nuclear Test Ban
The Americans play the following card as an Event:
  #34  Ops 4: Nuclear Test Ban
VPs up 1, now at -3
DEFCON Level raised to 5
USSR Headline Event: #47  Ops 2: Junta
The Soviets use the Junta card as an Event:
      Soviet influence in Mexico increased by 2, now at 2
The Soviets use the Junta card for a coup attempt:
    Coup attempt in Panama (stability 2):
      ** USSR die roll = 1 (+2) = 3
    The modified roll does not exceed the doubled stability -- no effect.
DEFCON Level lowered to 4
(Tbody) This is perplexing to me.  I feel very uncomfortable when DEFCON is at 5.  I lost my big ops card, but itís not that bad for me.  Basically, I lost 2 ops in exchange for his headline, and he gains a coup out of it.  I was dismayed that Panama failed.  I will try again.

** Turn 4 Action Phase **
Turn 4, USSR action round 1
The Soviets play the following card for a coup attempt:
  #49  Ops 2: Missile Envy
    Coup attempt in Panama (stability 2):
      ** USSR die roll = 2 (+2) = 4
    The modified roll does not exceed the doubled stability -- no effect.
DEFCON Level lowered to 3
      Soviet Military Operations for this turn increased to 2
Turn 4, USA action round 1
The Americans play the following card for a coup attempt:
  #40  Ops 3: Cuban Missile Crisis *
    Coup attempt in Angola (stability 1):
      ** USA die roll = 5 (+3) = 8
    The modified roll exceeds the doubled stability by 6.
      Soviet influence in Angola reduced by 1, now at 0
      American influence in Angola increased by 5, now at 5
DEFCON Level lowered to 2
      American Military Operations for this turn increased to 3
(Tbody) This was unfortunate.  My designs on Central America Control have faded.  Furthermore, Iíve tipped him off to what Iím planning, and have my work cut out if I want to ensure domination there.  Furthermore, Iíve lost Angola (and itís ugly).  Now that DEFCON is settled, I will take West Germany, so that he may not score Domination of Europe for the rest of the game.

Turn 4, USSR action round 2
The Soviets play the following card to place influence:
  #80  Ops 2: 'One Small Step...'
      2 USSR influence added to West Germany, now at 4
Turn 4, USA action round 2
The Americans play the following card as an Event:
  #36  Ops 3: Brush War
          The target country is Algeria
      USA success on a modified die roll of 3-6; USSR is -0
  ** Die roll: 2 -- no effect **
      American Military Operations for this turn increased to 5
(Tbody) I got lucky here, as US takeover of Algeria would have been devastating for my position in Africa.  Fidel is my next logical move.  I will forget about Domination, with my Mexico and Cuba positions giving me +4 VPs there, the extra 2 from Domination is not worth the effort (especially since I donít have Che to protect non-battleground holdings).

Turn 4, USSR action round 3
The Soviets play the following card as an Event:
  #8  Ops 2: Fidel * (USSR)
** The Fidel card is permanently removed. **
      Soviet influence in Cuba now at 3
Turn 4, USA action round 3
The Americans play the following card for Ops
  #61  Ops 3: OPEC (USSR)
     They elect to have the Soviet event occur first.
VPs down 2, now at -5
The Americans use the OPEC card to place influence:
      1 USA influence added to Cuba, now at 1
      1 USA influence added to Panama, now at 2
(Tbody) This made me terribly sad.  OPEC only getting used for 2 points, and its used to shore up his Panama and break my control of Cuba, of which I was going to score.  My plans for Central America Scoring have not changed.  I need to regain control of Cuba, so I use my 1-ops Kitchen Debates to do the job.  I'm elated that he has activated Ortega.

Turn 4, USSR action round 4
The Soviets play the following card to place influence:
  #48  Ops 1: Kitchen Debates * (USA)
      1 USSR influence added to Cuba, now at 4
Turn 4, USA action round 4
The Americans play the following card to place influence:
  #11  Ops 2: Korean War * (USSR)
      1 USA influence added to Mexico, now at 1
The Soviets use the USSR event played by the USA
** The Korean War card is permanently removed. **
      USSR success on a modified die roll of 4-6;  USA modifer is -0
  ** Die roll: 1 -- no effect **
      Soviet Military Operations for this turn increased to 4
(Tbody) He counters by playing into Mexico.  I am dismayed because I am forced to use Portuguese Empire Crumbles now for influence points.  After the Angola Coup in US AR1, I was hoping to use it to regain access to that sub-region.   I figure I should repair Mexico and move into Nicaragua.  He will be forced to coup Nicaragua, leaving my Mexico/Cuba alone.  If I get lucky, he will be unable to respond and I can score Domination.

Turn 4, USSR action round 5
The Soviets play the following card to place influence:
  #52  Ops 2: Portuguese Empire Crumbles * (USSR)
      1 USSR influence added to Mexico, now at 3
      1 USSR influence added to Nicaragua, now at 1
Turn 4, USA action round 5
The Americans play the following card for a coup attempt:
  #20  Ops 2: Olympic Games
    Coup attempt in Nicaragua (stability 1):
      ** USA die roll = 2 (+2) = 4
    The modified roll exceeds the doubled stability by 2.
      Soviet influence in Nicaragua reduced by 1, now at 0
      American influence in Nicaragua increased by 1, now at 1
(Tbody) So he coups Nicaragua.  Now I can score Central America, and go +3 on him.

Turn 4, USSR action round 6
The Soviets play the following card as an Event:
  #37: Central America Scoring
*** Scoring in Central America ***
  USSR:  1(presence) +2(battlegrounds) +2(adj. to USA)  = 5
  USA:  1(presence) +1(battlegrounds)  = 2
VPs down 3, now at -8
Turn 4, USA action round 6
The Americans play the following card for realignment rolls:
  #69  Ops 2: Latin American Death Squads
    Realignment roll in Cuba: USA modifier = +2, USSR modifier = +1
      ** USA die roll = 2 (+2) = 4
      ** USSR die roll = 2 (+1) = 3
      Soviet influence in Cuba reduced by 1, now at 3
    Realignment roll in Cuba: USA modifier = +2, USSR modifier = +1
      ** USA die roll = 1 (+2) = 3
      ** USSR die roll = 4 (+1) = 5
      American influence in Cuba reduced by 1, now at 0
(Tbody) I have mixed emotions about this.  I remain in control of Cuba, but I am sad that Ortega is no longer a DEFCON suicide card for him.  I was puzzled by his play into Cuba earlier this turn, and thought it might bite him in the ass later on in the game.  I want to space Puppets now, so that I have no problem cards to worry about in my next turn.

Turn 4, USSR action round 7
The Soviets play the following card for an attempt on the Space Race track:
  #66  Ops 2: Puppet Governments * (USA)
    ** Space Race Die Roll (1-3 needed): = 3 **
      USSR progress on the Space Race Track is now at Earth Satellite
VPs down 1, now at -9
Turn 4, USA action round 7
The Americans play the following card to place influence:
  #105  Ops 2: Special Relationship (USA)
      1 USA influence added to Canada, now at 4
      1 USA influence added to United Kingdom, now at 5
DEFCON Level raised to 3
(Tbody) He shores up Canada/United Kingdom, protecting against a possible Domination of it for me there.  Iím unhappy with my board position still.  I made progress in Central America this turn, but Africa got worse for me and no other regions saw any action this turn.  VPs are at -9, maybe I catch some lucky breaks.
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MarlesChartel

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #13 on: March 22, 2013, 01:41:38 pm »
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I think your AR1 should have been to play Central America scoring. If I'm correct, it would have scored for +4 for you at that point. When DEFCON is at 4, both sides get 1 coup. If Pakistan or Thailand is a viable target, for either side, then you have to coup to stop them from couping there. But with both overcontrolled, I would have waited to respond to your opponent's coup.
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BamBix

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #14 on: March 22, 2013, 07:50:22 pm »
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Nope, it would have scored +3 (1 presence, 1 battleground, 1 next to US). The question is moot, however, because he/she is forced to play Missile Envy. If you mean AR2, it would have scored +3 there as well (nothing changed but Angola). The play for CA domination at least forces USA to respond.
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #15 on: March 23, 2013, 12:26:01 am »
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Good point Charles.  But yes, I had to make a coup with Missile Envy.  If not, I probably should have couped Thailand with the China Card.  That would have given me Asia domination.  I don't think my play was wrong.  Junta would have given me Mexico, a successful coup Panama, and Fidel Cuba.  Barring a disastrous realignment or influence placement, I think I could have scored Control.  Alas, it was not to be so.  Anyways, I'll try to finish the Mid War today and do the Late War maybe tomorrow.
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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #16 on: March 23, 2013, 12:38:16 am »
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Turn 5
Red October Not So Red

USSR Hand (11 ops + 2 Hold Cards)
South America Scoring
Flower Power
Middle East Scoring
Sadat Expels Soviets
Willy Brandt
Liberation Theory
Colonial Rear Guards
(Hold Card)
(Hold Card)
(Tbody) These low-ops hands are killing me.  Two scoring cards isnít helping.  Colonial Rear Guards will get spaced.  I have no way into South America, so I will headline its scoring card.  I will use my AR1 coup to take Libya so I can score an even Middle East.  Sadat canít hurt me as he already has Egypt.  I really canít find a use for Liberation Theory, so Iím just going to keep it as late into the turn as possible.

US Hand (25 ops + Hold Card)
Nuclear Subs
ABM Treaty
We Will Bury You
Cultural Revolution
US/Japan Mutal Defense Pact
Che
U-2 Incident
South African Unrest
(Hold Card)

** Turn 5 Headline Phase **
Soviet Headline Card: #35: South America Scoring
American Headline Card: #41  Ops 2: Nuclear Subs * (USA)

USA Headline Event: #41  Ops 2: Nuclear Subs * (USA)
The Americans play the following card as an Event:
  #41  Ops 2: Nuclear Subs * (USA)
** The Nuclear Subs card is permanently removed. **
US actions do not affect the DEFCON track for the remainder of this turn
(does not affect Cuban Missile Crisis).
USSR Headline Event: #35: South America Scoring
The Soviets play the following card as an Event:
  #35: South America Scoring
*** Scoring in South America ***
  USSR: No score.
  USA: No score.
(Tbody) Nuclear Subs can either devastate the Soviet Player, or be relatively harmless, depending on the hands of both players.  As I have a low-ops hand, itís looking rather bleak.

** Turn 5 Action Phase **
Turn 5, USSR action round 1
The Soviets play the following card for a coup attempt:
  #59  Ops 4: Flower Power * (USSR)
    Coup attempt in Libya (stability 2):
      ** USSR die roll = 3 (+4) = 7
    The modified roll exceeds the doubled stability by 3.
      American influence in Libya reduced by 2, now at 0
      Soviet influence in Libya increased by 1, now at 1
DEFCON Level lowered to 2
      Soviet Military Operations for this turn increased to 4
*** NORAD -- the US may place 1 influence anywhere they already have influence ***
      American influence in South Korea increased by 1, now at 2
Turn 5, USA action round 1
DEFCON Level raised to 3
The Americans play the following card for a coup attempt:
  #57  Ops 4: ABM Treaty
    Coup attempt in Libya (stability 2):
      ** USA die roll = 1 (+4) = 5
    The modified roll exceeds the doubled stability by 1.
      Soviet influence in Libya reduced by 1, now at 0
DEFCON remains the same due to Nuclear Subs
      American Military Operations for this turn increased to 4
(Tbody) I wish the Libya coup had gone better, but in the end I got lucky and feel I won out in this exchange.  Now I have a dilemma.  Do I score Middle East immediately?  Or take another coup.  The coup can wait as his Nuclear Subs wonít lower DEFCON, and I can use it to respond to his next coup.

Turn 5, USSR action round 2
The Soviets play the following card as an Event:
  #3: Middle East Scoring
*** Scoring in Middle East ***
  USSR:  3(presence) +2(battlegrounds)  = 5
  USA:  3(presence) +2(battlegrounds)  = 5
Turn 5, USA action round 2
The Americans play the following card for Ops
  #50  Ops 4: 'We Will Bury You' * (USSR)
     They elect to have the Soviet event occur first.
** The 'We Will Bury You' card is permanently removed. **
Unless UN Intervention is played as an Event on the US player's next round, USSR gains 3 VP.
DEFCON Level lowered to 2
The Americans use the 'We Will Bury You' card to place influence:
      4 USA influence added to South Korea, now at 6
*** NORAD -- the US may place 1 influence anywhere they already have influence ***
      American influence in South Korea increased by 1, now at 7
(Tbody) This is very worrying.  WWBY + NORAD has given him Domination in Asia.  Heís also lowered DEFCON, robbing me of my coup.  This was a very creative way to handle his current situation.  The *only* positive here is that I should get 3 VPs out of this.  It is at -9 now.  I am beginning to think my only chance to win is a Wargames (2 turns around .. and we actually joke about this in-game).  I will play Sadat now into Tunisia, in an effort to threaten Libya and keep him from conducting another coup.

Turn 5, USSR action round 3
The Soviets play the following card for Ops
  #72  Ops 1: Sadat Expels Soviets * (USA)
     They elect to have the American event occur first.
** The Sadat Expels Soviets card is permanently removed. **
      Soviet influence in Egypt now at 0
      American influence in Egypt increased by 1, now at 3
The Soviets use the Sadat Expels Soviets card to place influence:
      1 USSR influence added to Tunisia, now at 1
Turn 5, USA action round 3
The Americans play the following card for Ops
  #58  Ops 3: Cultural Revolution * (USSR)
     They elect to have the Soviet event occur first.
** The Cultural Revolution card is permanently removed. **
VPs down 1, now at -10
The Americans use the Cultural Revolution card to place influence:
      2 USA influence added to Libya, now at 2
      1 USA influence added to Zaire, now at 1
The USA did not play UN Intervention
VPs down 3, now at -13
(Tbody) The distraction works.  He gets rid of Cultural Revolution, but the VPs start to really flow in my favor.  Iíve gained 4 during this AR.  Heís responded in Libya, as well as taken Zaire.

Turn 5, USSR action round 4
The Soviets play the following card to place influence:
  #55  Ops 2: Willy Brandt * (USSR)
      2 USSR influence added to Syria, now at 3
Turn 5, USA action round 4
The Americans play the following card for a coup attempt:
  #27  Ops 4: US/Japan Mutual Defense Pact * (USA)
    Coup attempt in Algeria (stability 2):
      ** USA die roll = 3 (+4) = 7
    The modified roll exceeds the doubled stability by 3.
      Soviet influence in Algeria reduced by 2, now at 0
      American influence in Algeria increased by 1, now at 1
DEFCON remains the same due to Nuclear Subs
      American Military Operations for this turn increased to 5
(Tbody) I canít remember why I put influence into Syria here, but I think my choices of what to do was limited.  In hindsight, I should have probably broken his control here in South Korea.  His coup in Algeria could have gone better, but it seems like Nuclear Subs is paying off for him this turn.  I must respond, or else he will gain control of Africa.  The only card that can do this is the China Card, so here it goes.

Turn 5, USSR action round 5
The Soviets play the following card to place influence:
  #6  Ops 4: The China Card
      4 USSR influence added to Algeria, now at 4
Turn 5, USA action round 5
The Americans play the following card for Ops
  #112  Ops 3: Che (USSR)
     They elect to have the Soviet event occur first.
    Coup attempt in Nicaragua (stability 1):
      ** USSR die roll = 3 (+3) = 6
    The modified roll exceeds the doubled stability by 4.
      American influence in Nicaragua reduced by 1, now at 0
      Soviet influence in Nicaragua increased by 3, now at 3
      Soviet Military Operations for this turn increased to 5
The coup is successful: the USSR may make another coup
The Americans use the Che card to place influence:
      3 USA influence added to Tunisia, now at 3
(Tbody) Heís got some great high ops cards here.  Che was useful in gaining me Nicaragua, but his play into Tunisia is worrying.  I feel he is going to try to realign me out on an AR7 play.  I decide to protect against realignment and also threaten Nigeria.  He might just coup me out in Saharan States, but at least that will protect me against another Nuclear Subs coup.  I also decide to shore up East Germany, in anticipation of Tear Down This Wall.

Turn 5, USSR action round 6
The Soviets play the following card to place influence:
  #75  Ops 2: Liberation Theology (USSR)
      1 USSR influence added to Saharan States, now at 1
      1 USSR influence added to East Germany, now at 6
Turn 5, USA action round 6
The Americans play the following card for Ops
  #60  Ops 3: U-2 Incident * (USSR)
     They elect to have the Soviet event occur first.
** The U-2 Incident card is permanently removed. **
VPs down 1, now at -14
If UN intervention played later this turn as an Event, Soviets gain an additional 1 VP.
The Americans use the U-2 Incident card for a coup attempt:
    Coup attempt in Mexico (stability 2):
      ** USA die roll = 5 (+3) = 8
    The modified roll exceeds the doubled stability by 4.
      Soviet influence in Mexico reduced by 3, now at 0
      American influence in Mexico increased by 1, now at 2
DEFCON remains the same due to Nuclear Subs
(Tbody) So he doesnít coup me out of Saharan States, nor does he re-align me out of Algeria.  However, he takes control of Mexico.  This has to be the most punishing Nuclear Subs I've endured in a long while.  I would love to take Nigeria, but I opt instead to space Colonial Rear Guards.

Turn 5, USSR action round 7
The Soviets play the following card for an attempt on the Space Race track:
  #63  Ops 2: Colonial Rear Guards (USA)
    ** Space Race Die Roll (1-4 needed): = 1 **
      USSR progress on the Space Race Track is now at Animal in Space
        The Soviets may now make two space race attempts per turn
Turn 5, USA action round 7
The Americans play the following card for an attempt on the Space Race track:
  #53  Ops 2: South African Unrest (USSR)
    ** Space Race Die Roll (1-4 needed): = 4 **
      USA progress on the Space Race Track is now at Animal in Space
        The Soviets may no longer make two space race attempts per turn
DEFCON Level raised to 3
(Tbody) This turn has been a disaster for me, aside from my gain in VPís.  My gains in Central America have been wiped out.  The Middle East is back in bad position.  Iíve lost South Korea.  Africa is in contest.  South East Asia hasnít been scored and will score badly when it does. 
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #17 on: March 23, 2013, 12:50:13 am »
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Turn 6

USSR Hand (20 ops + 1 Hold Card)
Summit
Shuttle Diplomacy
Ask Not What Your Country Can Do for You ...
Nixon Plays the China Card
Quagmire
John Paul II Elected Pope
Muslim Revolution
Panama Canal Returned
(Hold Card)
(Tbody) I canít complain about this hand.  I will headline Quagmire, as to hopefully give me 2 straight ARs as well as to cancel NORAD.  My coup will be in Africa as that region has yet to be scored in the Mid War.  Iíll use Nixon for that, as it doesnít need to be powerful and Iíd like to get rid of him while the US has the China Card.  Ask Not Ö will be held as late as possible.  Iíll have to find some way to deal with Shuttle Diplomacy, and the Pope, as well as decide exactly how to use Muslim Revolution.  Iíd like to threaten Libya/Egypt with this, but I have no influence in Israel to reach Egypt.  Letís see what the headline is.

US Hand (16 ops + 2 Hold Cards)
Arms Race
Allende
Comecon
Brezhnev Doctrine
OAS Founded
Bear Trap
Voice of America
(Hold Card)
(Hold Card)

** Turn 6 Headline Phase **
Soviet Headline Card: #42  Ops 3: Quagmire * (USSR)
American Headline Card: #44  Ops 3: Bear Trap * (USA)

USA Headline Event: #44  Ops 3: Bear Trap * (USA)
The Americans play the following card as an Event:
  #44  Ops 3: Bear Trap * (USA)
** The Bear Trap card is permanently removed. **
On the next action round, USSR player must discard an Operations card worth
2 or more and roll less than 5.  Repeat each USSR player phase until successful
or no appropriate cards remain.  If out of appropriate cards, the USSR Player may
only play scoring cards until the next turn.
USSR Headline Event: #42  Ops 3: Quagmire * (USSR)
The Soviets play the following card as an Event:
  #42  Ops 3: Quagmire * (USSR)
** The Quagmire card is permanently removed. **
On the next action round, US player must discard an Operations card worth
2 or more and roll less than 5.  Repeat each US player phase until successful
or no appropriate cards remain.  If out of appropriate cards, the US player may
only play scoring cards until the next turn.
(Tbody) Haha.  Okay.  As long as I get out of the Bear Trap on my AR1, Iíll come out ahead.  Itís nice not to have to worry about NORAD anymore.

** Turn 6 Action Phase **
Turn 6, USSR action round 1
The USSR discards the following card because of Bear Trap:
    #73  Ops 3: Shuttle Diplomacy (USA)
    Bear Trap ends on a die roll of 1-4: ** Die Roll = 3 -- The Bear Trap is over!
 Turn 6, USA action round 1
The USA discards the following card because of Quagmire:
    #14  Ops 3: Comecon * (USSR)
    Quagmire ends on a die roll of 1-4: ** Die Roll = 4 -- The Quagmire is over!
(Tbody) Letís go for the coup now, onwards into Zaire (I now realize this was a mistake.  I should have used a different card to go after Zaire, and spaced Nixon.  Protecting my VP lead is paramount.  I'm debating now whether or not I should have Bear Trapped Nixon, and used Shuttle for my coup).

Turn 6, USSR action round 2
The Soviets play the following card for Ops
  #71  Ops 2: Nixon Plays the China Card * (USA)
     They elect to have the American event occur first.
** The Nixon Plays the China Card card is permanently removed. **
VPs up 2, now at -12
The Soviets use the Nixon Plays the China Card card for a coup attempt:
    Coup attempt in Zaire (stability 1):
      ** USSR die roll = 3 (+2) = 5
    The modified roll exceeds the doubled stability by 3.
      American influence in Zaire reduced by 1, now at 0
      Soviet influence in Zaire increased by 2, now at 2
DEFCON Level lowered to 2
      Soviet Military Operations for this turn increased to 2
Turn 6, USA action round 2
The Americans play the following card as an Event:
  #74  Ops 2: The Voice of America (USA)
      Soviet influence in Saharan States reduced by 1, now at 0
      Soviet influence in Zaire reduced by 2, now at 0
      Soviet influence in Indonesia reduced by 1, now at 0
(Tbody) My coup in Zaire succeeds, but is immediately wiped by VOA.  Access to Nigeria has been cut off as well.  SEA scoring just got 2 VPís worse for me once he takes Indonesia.  I will now put one IP into Israel so I can threaten Libya/Egypt with Muslim Revolution.

Turn 6, USSR action round 3
The Soviets play the following card to place influence:
  #45  Ops 1: Summit
      1 USSR influence added to Israel, now at 1
Turn 6, USA action round 3
The Americans play the following card as an Event:
  #70  Ops 1: OAS Founded * (USA)
** The OAS Founded card is permanently removed. **
      1 USA influence added to Venezuela, now at 1
      1 USA influence added to Argentina, now at 1
(Tbody) I have no response to OAS.  My only hope is to distract him elsewhere before he builds up a sizeable lead in South America. Muslim Revolution meets that need immediately (thanks to the 1 IP in Israel).

Turn 6, USSR action round 4
The Soviets play the following card as an Event:
  #56  Ops 4: Muslim Revolution (USSR)
      American influence in Libya now at 0
      American influence in Egypt now at 0
Turn 6, USA action round 4
The Americans play the following card to place influence:
  #6  Ops 4: The China Card
      2 USA influence added to Egypt, now at 2
      2 USA influence added to Libya, now at 2
(Tbody) I didnít expect him to repair this with the China card, but it wasnít outside of the realm of possibility.  I think itís a decent trade.  Letís get rid of the Pope so I can get to the 2 VPs before the Americans do.

Turn 6, USSR action round 5
The Soviets play the following card for an attempt on the Space Race track:
  #68  Ops 2: John Paul II Elected Pope * (USA)
    ** Space Race Die Roll (1-3 needed): = 3 **
      USSR progress on the Space Race Track is now at Lunar Probe
VPs down 2, now at -14
 
Turn 6, USA action round 5
The Americans play the following card to place influence:
  #39  Ops 3: Arms Race
      1 USA influence added to Argentina, now at 2
      1 USA influence added to Venezuela, now at 2
      1 USA influence added to Brazil, now at 1
(Tbody) He finally takes Venezuela.  Now I can play Panama Canal at a time when its damage is minimal.  I sure donít think heíll dump three into Costa Rica this turn, so this is the time to do it.  Iíll use this to threaten Nigeria again as I need to improve my situation in Africa.  He might not get his Mil Ops this turn, and a positive Africa Scoring might give me the game.

Turn 6, USSR action round 6
The Soviets play the following card for Ops
  #64  Ops 1: Panama Canal Returned * (USA)
     They elect to have the American event occur first.
** The Panama Canal Returned card is permanently removed. **
      American influence in Panama increased by 1, now at 3
      American influence in Costa Rica increased by 1, now at 1
      American influence in Venezuela increased by 1, now at 3
The Soviets use the Panama Canal Returned card to place influence:
      1 USSR influence added to Saharan States, now at 1
Turn 6, USA action round 6
The Americans play the following card for Ops
  #54  Ops 1: Allende * (USSR)
     They elect to have the Soviet event occur first.
** The Allende card is permanently removed. **
      Soviet influence in Chile increased by 2, now at 2
The Americans use the Allende card to place influence:
      1 USA influence added to Brazil, now at 2
(Tbody) Allende is a gift.  I will use Ask Not to take control of it

Turn 6, USSR action round 7
The Soviets play the following card to place influence:
  #77  Ops 3: 'Ask Not What Your Country Can Do for You... * (USA)
      1 USSR influence added to Chile, now at 3
      1 USSR influence added to Nigeria, now at 1
      1 USSR influence added to Israel, now at 2
The Americans use the USA event played by the USSR
** The 'Ask Not What Your Country Can Do for You... card is permanently removed. **
    The American player does not choose to discard any cards.
Turn 6, USA action round 7
The Americans play the following card for Ops
  #51  Ops 3: Brezhnev Doctrine * (USSR)
     They elect to have the Soviet event occur first.
** The Brezhnev Doctrine card is permanently removed. **
All USSR operations cards increase their value by one (+1) for the remainder
of this turn (Maximum of 4).
The Americans use the Brezhnev Doctrine card to place influence:
      1 USA influence added to Zaire, now at 1
      2 USA influence added to South Africa, now at 3
The Americans are 2 military operations short of the DEFCON requirement of 2
VPs down 2, now at -16
DEFCON Level raised to 3
(Tbody) The VP slide works in my favor.  The three important cards I know that are coming out next turn are SEA Scoring, Africa Scoring, and Lone Gunman.  I will try to take the game by scoring next turn.  I need to draw BOTH SEA Scoring and Africa Scoring.  If he draws SEA Scoring, he will most definitely headline it.  If he draws Africa Scoring, he will wait until AR7 to play it if I gain Domination there.  I would love to draw FYP next turn, but Iím not banking on it.
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #18 on: March 23, 2013, 01:00:26 am »
0

Turn 7
All or Nothing for the Soviets

USSR Hand (12 ops + 1 Hold Card)
Africa Scoring
South East Asia Scoring
Indo-Pakistani War
Duck and Cover
Grain Sales to Soviets
Portuguese Empire Crumbles
Romanian Abdication
The Cambridge Five
(Hold Card)
(Tbody) VPs are at -16.  Iíve drawn both scoring cards I needed, but no FYP to deal with SEA.  I also have Indo-Paki war which can be 2 VPs for me, and India is a good candidate for the event anyways having a 33% chance of succeeding.  I will space Grain Sales.  Lone Gunman is missing, so itís possible he might headline it.  I could headline Duck and Cover, and hope to win by DEFCON suicide, but I think my chances are better taking a stab at Africa Scoring.  I need to know if he has any scoring cards, so I will headline Cambridge. 

USA (20 ops + 1 Hold Card)
Lone Gunman
SALT Negotiations
NATO
Independent Reds
Alliance for Progress
How I Learned to Stop Worrying
Ussuri River Skirmish
Our Main in Tehran
(Hold Card)

** Turn 7 Headline Phase **
Soviet Headline Card: #110  Ops 2: The Cambridge Five (USSR)
American Headline Card: #46  Ops 2: How I Learned to Stop Worrying *

USA Headline Event: #46  Ops 2: How I Learned to Stop Worrying *
The Americans use the How I Learned to Stop Worrying card as an Event:
** The How I Learned to Stop Worrying card is permanently removed. **
DEFCON Level now at 5
USSR Headline Event: #110  Ops 2: The Cambridge Five (USSR)
The Soviets play the following card as an Event:
  #110  Ops 2: The Cambridge Five (USSR)
No scoring cards in the USA hand: no effect.
(Tbody)  So this is how he wants to deal with Lone Gunman.  Well, Iím glad I didnít headline Duck and Cover.  It would have given him 3 crucial VPs, and now I can use it to do my AR1 Coup.  Heíll be pressured into playing Lone Gunman, giving me an additional coup.  The question now is what to coup.  Zaire is the obvious target.  I donít dare do it with my Lone Gunman coup as I would need to roll a 4 to take control of the country.  Iíll have to find somewhere else for my Lone Gunman coup.  Zaire it is.  On another note, itís reassuring to know he doesnít have another scoring card to complicate things for me.

** Turn 7 Action Phase **

Turn 7, USSR action round 1
The Soviets play the following card for Ops
  #4  Ops 3: Duck and Cover (USA)
     They elect to have the American event occur first.
DEFCON Level lowered to 4
VPs up 1, now at -15
The Soviets use the Duck and Cover card for a coup attempt:
    Coup attempt in Zaire (stability 1):
      ** USSR die roll = 5 (+3) = 8
    The modified roll exceeds the doubled stability by 6.
      American influence in Zaire reduced by 1, now at 0
      Soviet influence in Zaire increased by 5, now at 5
DEFCON Level lowered to 3
      Soviet Military Operations for this turn increased to 3
Turn 7, USA action round 1
The Americans play the following card for a coup attempt:
  #62  Ops 1: 'Lone Gunman' * (USSR)
    Coup attempt in Saharan States (stability 1):
      ** USA die roll = 5 (+1) = 6
    The modified roll exceeds the doubled stability by 4.
      Soviet influence in Saharan States reduced by 1, now at 0
      American influence in Saharan States increased by 3, now at 3
The Soviets use the USSR event played by the USA
** The 'Lone Gunman' card is permanently removed. **
The Soviet gets to look at the American Hand:
    Coup attempt in Angola (stability 1):
      ** USSR die roll = 3 (+1) = 4
    The modified roll exceeds the doubled stability by 2.
      American influence in Angola reduced by 2, now at 3
DEFCON Level lowered to 2
      Soviet Military Operations for this turn increased to 4
(Tbody) The Zaire coup went swimmingly.  I lost a VP here, but it was worth it.  However, Africa Domination might not give me the VPís I need.  Indo-Paki might, but I want to limit my risk.  I used the Lone Gunman coup on Angola, hoping I would reduce it to 0 or 1 so that I could take it over with Portugal Empire Crumbles.  Rolled just 1 short of accomplishing it.  He intelligently coups Saharan States to go +2 on country count in Africa, as well as threaten Nigeria.  I will take Nigeria in response.

Turn 7, USSR action round 2
The Soviets play the following card to place influence:
  #12  Ops 1: Romanian Abdication * (USSR)
      1 USSR influence added to Nigeria, now at 2
Turn 7, USA action round 2
The Americans play the following card as an Event:
  #78  Ops 3: Alliance for Progress * (USA)
** The Alliance for Progress card is permanently removed. **
VPs up 5, now at -10
(Tbody) Oh, how my heart breaks.  So close to winning the game.  All I needed was a good Africa domination, but Alliance for Progress prevents it.  It is at this point that I feel the game might be lost as my board position is not so nice.  Iíll now play Indo-Paki for the event, and hope I can prevent Domination in Asia. 

Turn 7, USSR action round 3
The Soviets play the following card as an Event:
  #24  Ops 2: Indo-Pakistani War
  Pakistan invades India...
     USSR success on a modified die roll of 4-6;  USA modifer is -1
  ** Die roll: 3 (-1) = 2 -- no effect **
      Soviet Military Operations for this turn increased to 5
Turn 7, USA action round 3
The Americans play the following card to place influence:
  #21  Ops 4: NATO * (USA)
      1 USA influence added to Indonesia, now at 1
      1 USA influence added to Colombia, now at 1
      1 USA influence added to Algeria, now at 2
(Tbody) The heartbreak continues.  He takes Colombia for South American Domination.  I canít do anything about Indonesia, and Algeria was done to set up control of it if he can bang off some successful realignment rolls.  Iíll coup Colombia to prevent his domination.

 Turn 7, USSR action round 4

The Soviets play the following card for a coup attempt:
  #52  Ops 2: Portuguese Empire Crumbles * (USSR)
    Coup attempt in Colombia (stability 1):
      ** USSR die roll = 5 (+2) = 7
    The modified roll exceeds the doubled stability by 5.
      American influence in Colombia reduced by 1, now at 0
      Soviet influence in Colombia increased by 4, now at 4
Turn 7, USA action round 4
The Americans play the following card for realignment rolls:
  #43  Ops 3: SALT Negotiations *
    Realignment roll in Algeria: USA modifier = +3, USSR modifier = +1
      ** USA die roll = 6 (+3) = 9
      ** USSR die roll = 6 (+1) = 7
      Soviet influence in Algeria reduced by 2, now at 2
    Realignment roll in Algeria: USA modifier = +3, USSR modifier = +0
      ** USA die roll = 5 (+3) = 8
      ** USSR die roll = 3 (+0) = 3
      Soviet influence in Algeria reduced by 2, now at 0
    Realignment roll in Chile: USA modifier = +1, USSR modifier = +1
      ** USA die roll = 6 (+1) = 7
      ** USSR die roll = 2 (+1) = 3
      Soviet influence in Chile reduced by 3, now at 0
(Tbody)  Oh this is going horribly.  I should have scored Africa while I could have.  He perfectly realigns Algeria, then strips me out of Chile.

Turn 7, USSR action round 5
The Soviets play the following card as an Event:
  #79: Africa Scoring
*** Scoring in Africa ***
  USSR:  1(presence) +2(battlegrounds)  = 3
  USA:  4(domination) +3(battlegrounds)  = 7
VPs up 4, now at -6
Turn 7, USA action round 5
The Americans play the following card to place influence:
  #22  Ops 2: Independent Reds * (USA)
      2 USA influence added to Costa Rica, now at 3

Turn 7, USSR action round 6
The Soviets play the following card as an Event:
  #38: Southeast Asia Scoring *
** The Southeast Asia Scoring card is permanently removed. **
*** Scoring in Southeast Asia ***
  USSR: 1(Vietnam) = 1
  USA: 1(Burma) +1(Laos/Cambodia) +2(Thailand) +1(Philippines) +1(Malaysia) +1(Indonesia) = 7
VPs up 6, now at 0
Turn 7, USA action round 6
The Americans play the following card as an Event:
  #76  Ops 3: Ussuri River Skirmish * (USA)
** The Ussuri River Skirmish card is permanently removed. **
    The US receives the China Card, face up, from the Soviet player.
(Tbody) But in the lead no longer.  You know youíre in trouble when the US player doesnít even need Ussuri.  I will now space Grain Sales

Turn 7, USSR action round 7
The Soviets play the following card for an attempt on the Space Race track:
  #67  Ops 2: Grain Sales to Soviets (USA)
    ** Space Race Die Roll (1-4 needed): = 5 **
      No effect.
Turn 7, USA action round 7
The Americans play the following card as an Event:
  #108  Ops 2: Our Man in Tehran * (USA)
** The Our Man in Tehran card is permanently removed. **
Card discarded: #61  Ops 3: OPEC (USSR)
Card discarded: #7  Ops 3: Socialist Governments (USSR)
Card discarded: #55  Ops 2: Willy Brandt * (USSR)

(Tbody) The game looks lost for me now.  Smart hand management can win him the game without much effort.  Notice that the deck is shuffled in before Late War Cards are added.  Thereís only one thing that can save me ÖÖ
************************************************************
**              The  deck is being shuffled.              **
************************************************************
** The Late War cards are added to the deck **
************************************************************
**              The  deck is being shuffled.              **
************************************************************
DEFCON Level raised to 3
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sspiker

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #19 on: March 23, 2013, 09:56:47 am »
0

I think the deck is shuffled at the end of turn 7 because of Our Man; it's an automatic thing whenever that card is played for the event.
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #20 on: March 23, 2013, 10:01:00 am »
0

I think the deck is shuffled at the end of turn 7 because of Our Man; it's an automatic thing whenever that card is played for the event.

Yes, you are correct sir!
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #21 on: March 25, 2013, 01:14:43 pm »
0

Turn 4
Contest for the Third World



I thought Tbody was going for Domination in CA, so it felt a little bit less painful to get -3VP. In hindsight it may look as if I should have spaced OPEC, but I managed to make him use Portuguese Empire for Ops, which was good. Luck was quite even this turn, since he got nothing out of 2x2op coups and I failed my Brush War + 2 re-alignments. Let's call that even (If anyone wants to do the maths they're welcome  :D )
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #22 on: March 25, 2013, 01:36:16 pm »
0

Turn 5
Red October Not So Red


This was a very strong hand for me, I must admit. Only worryng card was WWBY, and even that proved useful in an unexpected way. With such a strong hand I would have been a pussy not headlining Nuclear Subs, so I did. The luck I had with cards I didn't have so much with my coups. The one in Libya was weak. I made a begginers mistake here, since I forgot that ABM would raise the Defcon but it would stay up because of Nuclear Subs. Thanks god TSbody, playing the classical Russian Strategy to counter NS by saving the coup for later allowed me to use Kruschev + NORAD to take over South Korea, which felt great. One of those little surprises this awesome game gives you once in a while.

Another weak coup in Algeria made me change the strategy and go for the realing, which I set up with Che (Whom I originaly had considered a good candidate to hire for my space program). I gave him Nicaragua but managed to oust commies from Mexico, which was good. VP's count started to look worrying and didn't want to get any more of his people in Africa, so I spaced SAU.

A very positive turn for me, not good VP's but excellent improvement of board position and forced him to use Liberation Teology + China Card for ops.


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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #23 on: March 25, 2013, 02:08:43 pm »
0

Turn 6


This turn USSR got a little ops advantage in his hand, but I got US top card: VOA. Breznev and Comecom are tasty and harmless. Bear Trap is glorious if it provides me the BG Coup. I planned to coup first and then use Arms Race for 3 much needed VPs. Unfortunately he HL Quagmire, taking the BG Coup and my NORAD altogether, which was disappointing. Thanks god I had VOA to save my ass in Africa and improve my position a little further in SE Asia. I had a relatively strong position in Asia and couldn't afford such a USSR lead in ME with T7 and a possible new ME scoring (And OPEC) so close, so I invested the China Card to abort his Muslim Revolution without second thoughts.

I remember now I  had Alliance for Progress and needed a bunch of VP's desperately, so I played OAS to access SA and spread there. I had both Africa and SA in my head, but maybe forgot or willingly decided to skip my non-bg coup, giving Tbody 2vps which I probabilly shouldn't have.
« Last Edit: March 25, 2013, 02:10:06 pm by Chimista »
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #24 on: March 25, 2013, 02:38:28 pm »
0

Turn 7
All or Nothing for the Soviets



This turn was the closest the USSR was to win... Was it? Actually guys, wait and see T10  :D

Again I had a sizable advantage in ops and power cards, with only Lone Gunman there to spoil the party. I though about HL Lee Harvey, but that would be risky because he knew I had it and could do something to degrade Defcon. Furthermore he would learn about my life-saving Alliance for Progress and could coup in SA to curtail my scoring. I decided to play HILTSW, pray that his coups wouldn't be decisive in Africa, score AfP and then try to save Africa with good ol' realignments and non-bg advantage.

It worked beautifully. Tbody made, IMHO, a huge mistake by couping Colombia instead of Sahara States. I actually put 1ip in Colombia to grab domination there as a consolation prize, but he should have couped SA States, preventing my power realingment in Algeria, or at least forcing me to coup back, thus delaying it and definitely scoring more favourabilly in Africa. I got extra-lucky and managed to get him out of Chile, which by no means I expected. In the same line was my Our Man in Teheran play, which got me rid of OPEC and Socialist Govs for the rest of the game.

Really an awesome turn for me, after being so close to USSR auto-victory. With Domination in Asia, Africa, SA, and CA and a stalemate in ME and Europe, things were looking beautiful for capitalism. Even Wargames was not a threat anymore. I only had to wait until turn 10... unless...  :) :( :D  :o

« Last Edit: March 25, 2013, 03:24:15 pm by Chimista »
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BamBix

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #25 on: March 26, 2013, 07:39:25 am »
0

Chimista, why not use ABM treaty for ops, to prevent the defcon increase? Or did you gamble that the defcon decrease would work in your favor due to NORAD?
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #26 on: March 26, 2013, 07:45:38 am »
0

Chimista, why not use ABM treaty for ops, to prevent the defcon increase? Or did you gamble that the defcon decrease would work in your favor due to NORAD?
I used ABM's event because I wanted to coup Libya. The thing I didn't notice is that Defcon would stay at 3 because of my Nuclear Subs HL. This would have allowed USSR another BG coup. Fortunately for me he decided to save that coup for later, since he expected the Defcon to stay up despite my coups. Unexpectedly I had WWBY and used it to lower the defcon, denying the USSR another BG coup. I also got an extra ip with Norad which helped me to secure South Korea.
Summarising, it wasn't planned, just a lucky turn of events for me.
« Last Edit: March 26, 2013, 07:51:46 am by Chimista »
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geraldkw

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #27 on: August 08, 2013, 02:15:45 pm »
0

So this report was never finished? Request rename or removal.
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Comrade Pwnuby Khilemolov

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #28 on: January 03, 2014, 03:35:55 pm »
0

How did this turn out in the end? Or has the game record been lost? :(
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #29 on: January 12, 2014, 05:34:04 pm »
0

I'll try yo find it, but I'm afraid it's lost, unless Tbody comes back
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meshuggah42

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #30 on: January 21, 2014, 09:02:58 am »
0

T5 US AR1: how did DEFCON rise to 3?
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #31 on: January 23, 2014, 06:55:25 am »
0

T5 US AR1: how did DEFCON rise to 3?

I HL Nuclear Subs and then I used AMB Treaty to coup in Libya. It was actually a silly move cause I benefited from the Defcon Raise to be able to coup in the ME, but I forgot that Nuclear Subs would make the Defcon stay at 3, allowing the USSR to coup back. However my opponent didn't coup back, maybe he expected Defcon to stay at 3 cause of NS, so he wasn't in a rush to use the coup, but that got me the chance to use WWBY to lower Defcon and get +1 with Norad (At the expense of 3vp for the USSR, though). An interesting combination, I believe.
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meshuggah42

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #32 on: January 23, 2014, 07:43:18 am »
0

Thanks, clear now. The log was confusing though, putting the DEFCON raise before saying the ABM line and directly after the AR announcement line, like it was from something previously played. It also reads like ABM was played for ops.
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trevaur

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #33 on: July 15, 2014, 09:26:52 pm »
+1

I know this game was posted over a year ago, but I'm going to critique your first turn anyways

I just read through turn 1, and I have a lot of comments on how both of you can improve your early games.

USSR:
Obviously you have a low ops hand, so this is going to take a little finesse. As far as openings go, I open 1EG 4Pol 1YUG about 95% of the time, but this opening hand falls in the 5% where I deviate from that. Suez is a great headline against the US player's opening (which is why I don't like the 4WG 3Ita opening as the US), so I wouldn't change that. Unfortunately, that means that your only other 3-4 ops card is Eastern European Unrest. Since you have such a low ops hand, you probably won't be playing into Europe at all this turn, and that means that when you play Eastern European Unrest for ops this turn you're just going to lose that 1 inf you dropped into YUG. For this reason, I would open up with 1EG 5Pol instead, that way when EEU triggers then you're left with 3EG 4Pol instead of 3EG 3Pol 1Fin. You're giving up all hope for domination in Europe, but if you get lucky you might be able to steal France or WG to prevent US domination.

AR1 you coup with the China Card, and I would argue that it's better to coup with EEU instead. I really don't like using the China Card on turn 1 because if you don't it really puts the pressure on the US on turn 2. You don't have either Decol or De-Stal, which means it's possible that the US will get both by turn 2. If you give them the China Card, they will play it and hold both through the reshuffle, which obviously sucks. Also, it makes turn 2 Blockade much more problematic for the US, regardless of who gets it. This is another reason that I don't like this opening as the US (empty WG never has these problems). Couping with a 3 isn't that much worse than a 4, and saving the China Card is really good. Of course, if he coups you back successfully then you probably want to re-coup with the China Card since you won't have any more 3 ops cards and it is pretty important to lock down Western Asia.

Another reason to use EEU instead of the China Card here is scoring card timing. You have Asia Scoring, but don't have the ops to really do anything in Asia even if you win the Western Asia battle. You're most likely going to play Asia scoring for between -1 and 0 regardless of whether or not you win the Western Asia battle, so that diminishes its immediate importance. You scored it for 5 points, but that was just due to sloppy play by the US (all they had to do was drop 1 additional influence in Asia to prevent you from gaining 4 points).

AR3 you played 2 inf into Afghanistan before playing Asia Scoring in the hopes of scoring an easy domination. It paid off here, but it certainly would not have against a better opponent. Your opponent easily could have responded by just taking Thailand and you would have just lost a point. Worst case scenario your opponent gets bold and plays a 4 ops to take both Thailand and South Korea to flip domination to their favor, and now you're screwed because you don't have the ops to wrestle it away from them.

Furthermore, if you immediately play Asia Scoring it gives you a window on AR4 to drop an influence into Syria (with RomAb) before the US can get there, and that makes it much more annoying for them to get back into the ME. Besides, you don't need Afghanistan yet anyways. Then AR5 you have a great opportunity to toss Europe Scoring before the US has a chance to take France, and I don't really see a reason to not take that opportunity. Plus, holding a scoring card until AR6 is risky because you can't respond to any AR5 US shenanigans. In this case, the US player plays Indo-pak, which gives you an opportunity to immediately take Pakistan with Fidel, allowing you to coup Panama T2 AR1 with impunity.


US:
I mentioned before that I don't like the 4WG 3Ita opening, and this game is a decent example of why. You got kicked out of the Middle East by the ol' Suez+Iran Coup combo, and it would have been even more difficult to get back in if the USSR had done what I suggested and stuck an inf into Syria. You don't have Decol or De-Stal, but you could still draw either on turn 2, and Blockade would force them into the Reshuffle. I personally almost always open up with empty WG for this reason. I usually open with 4Ita 2Gre 1Tur, and I certainly would have here. That might be a bit of a controversial opinion, but I really think these openings are the best. They are the least volatile since you will almost never be dominated in Europe. Sure, it reduces your chances of gaining domination, but for good players consistency is king. If you do this opening, you can basically ignore Europe and it will still turn out fine. If the USSR decides to dump 4 early ops to take WG that's 4 ops that could have been used in key areas on the board, so I'm fine with that as the US. Even if they take both WG and France (sometimes it's better to just let them have France if you don't want to deal DeGaulle or Suez), they will only have 4 countries, while you can easily take the 4 2-stabs, and UK for 5. They spent 7 influence while you spent 3 and they're only scoring 3 points from it. That's an alright trade for the US, and that's pretty much the worst case scenario. You can also easily take Canada if you need to. If they don't take anything, you just slowly take France and WG, and if they don't respond you end up with domination anyways. When you're adjacent to WG, you can also just stick one inf in if Truman is still out, and the USSR will most likely leave it alone. Furthermore, if you get eliminated from the ME, like you did in this game, this opening would have allowed you to immediately play into Syria to get back in.

Since this opening is so different from what the US player did, it's tough to critique the rest of the turn since it would have turned out differently, but I have some general tips. As mentioned before, the US player should have really prevented the easy Asia domination that the USSR got. I like how the US player moved towards India, but I didn't like his play into Jordan. The US placed 12 influence. I would have played them something like this: 1Mal, 2Thailand, 1Laos, 1Burma, 1India, 1Syria, 1Israel, 2Egypt, 2Libya. You could also consider swapping one of the Libya inf to South Africa/Botswana to shore up that region, or Panama/Costa Rica to protect against Panama Coups.
« Last Edit: July 15, 2014, 09:51:46 pm by trevaur »
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budzo

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #34 on: July 16, 2014, 04:19:20 pm »
0

And what would u do with empty WG opening if soviet has really good player decides to just take WG with 4ops. What is more he can soc gov headline and take u out of meditarenian countries. Heres what happens

1. Wow suddenly ur facing USSR domination (with warsaw pact and other stuff giving points into EE).

2. Take France or not? play Afghanistan? Egypt? If u take France u should like hell take it with like 5 ops even then u will be losing points with stuff like soc govs, sues, de gaulle. And then u can stay with Italy. How about succesful brush war or sth like reformer?

If u play Afgh or Egypt that gives u no advantage at all u can get couped easily. The smartest move seems to strenghten Iran but thats also non-asskickin play.

So is that really worth not discarding to blockade?

I personally would open empty WG with 5% cases like holding blockade and no 3 op card u want to discard or no 3 op card at all. But even then u can hold on blockade to the next turn.(assuming no decol in ur hand)
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #35 on: July 17, 2014, 07:22:01 am »
+1


US:
I mentioned before that I don't like the 4WG 3Ita opening, and this game is a decent example of why. You got kicked out of the Middle East by the ol' Suez+Iran Coup combo, and it would have been even more difficult to get back in if the USSR had done what I suggested and stuck an inf into Syria. You don't have Decol or De-Stal, but you could still draw either on turn 2, and Blockade would force them into the Reshuffle. I personally almost always open up with empty WG for this reason. I usually open with 4Ita 2Gre 1Tur, and I certainly would have here. That might be a bit of a controversial opinion, but I really think these openings are the best. They are the least volatile since you will almost never be dominated in Europe. Sure, it reduces your chances of gaining domination, but for good players consistency is king. If you do this opening, you can basically ignore Europe and it will still turn out fine. If the USSR decides to dump 4 early ops to take WG that's 4 ops that could have been used in key areas on the board, so I'm fine with that as the US. Even if they take both WG and France (sometimes it's better to just let them have France if you don't want to deal DeGaulle or Suez), they will only have 4 countries, while you can easily take the 4 2-stabs, and UK for 5. They spent 7 influence while you spent 3 and they're only scoring 3 points from it. That's an alright trade for the US, and that's pretty much the worst case scenario. You can also easily take Canada if you need to. If they don't take anything, you just slowly take France and WG, and if they don't respond you end up with domination anyways. When you're adjacent to WG, you can also just stick one inf in if Truman is still out, and the USSR will most likely leave it alone. Furthermore, if you get eliminated from the ME, like you did in this game, this opening would have allowed you to immediately play into Syria to get back in.


The initial setup you put forward is too risky, to say the least, specially without holding SG or Defectors. If USSR HLs SG, removes your 2ips from Greece and 1ip from Italy, they can coup Italy in AR1 with a 66% chance (rolling 3 or more with a 4ops card) of wiping you out of every European BG and only direct access to France... Pretty bleak.

I only setup with empty WG when I get Blockade + DeStal (or decol) in AR1, or when I get Blockade and no 4 ops, fearing a RS. When I do I always fear a SG HL + Italy coup combo, so it's a risk that I asume in dire situations, not as a standard setup.

Even if you don't get couped out of Italy and manage to secure Greece and Spain in T1 you could be couped later in the game, or suffer a Brush War (not with NATO activated, of course, an event I thinks is pretty nice, despite controversy)

Have you ever tried the setup you propose with advanced players? How many times?

I believe that 4WG 3Italy is the best standard setup, and they call it standard for a reason  ;)
« Last Edit: July 17, 2014, 07:52:12 am by Chimista »
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #36 on: July 17, 2014, 07:36:21 am »
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Since this opening is so different from what the US player did, it's tough to critique the rest of the turn since it would have turned out differently, but I have some general tips. As mentioned before, the US player should have really prevented the easy Asia domination that the USSR got. I like how the US player moved towards India, but I didn't like his play into Jordan. The US placed 12 influence. I would have played them something like this: 1Mal, 2Thailand, 1Laos, 1Burma, 1India, 1Syria, 1Israel, 2Egypt, 2Libya. You could also consider swapping one of the Libya inf to South Africa/Botswana to shore up that region, or Panama/Costa Rica to protect against Panama Coups.

Totally agree with this part. The way I fought back into ME and Asia at the same time was fun, but naive and suboptimal. In that scenario now I would focus in Asia  maybe sparing a few ops in the mid-war regions, as you suggest.
« Last Edit: July 17, 2014, 07:44:41 am by Chimista »
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #37 on: July 17, 2014, 10:08:31 am »
+1


USSR:
Obviously you have a low ops hand, so this is going to take a little finesse. As far as openings go, I open 1EG 4Pol 1YUG about 95% of the time, but this opening hand falls in the 5% where I deviate from that. Suez is a great headline against the US player's opening (which is why I don't like the 4WG 3Ita opening as the US), so I wouldn't change that. Unfortunately, that means that your only other 3-4 ops card is Eastern European Unrest. Since you have such a low ops hand, you probably won't be playing into Europe at all this turn, and that means that when you play Eastern European Unrest for ops this turn you're just going to lose that 1 inf you dropped into YUG. For this reason, I would open up with 1EG 5Pol instead, that way when EEU triggers then you're left with 3EG 4Pol instead of 3EG 3Pol 1Fin. You're giving up all hope for domination in Europe, but if you get lucky you might be able to steal France or WG to prevent US domination.

AR1 you coup with the China Card, and I would argue that it's better to coup with EEU instead. I really don't like using the China Card on turn 1 because if you don't it really puts the pressure on the US on turn 2. You don't have either Decol or De-Stal, which means it's possible that the US will get both by turn 2. If you give them the China Card, they will play it and hold both through the reshuffle, which obviously sucks. Also, it makes turn 2 Blockade much more problematic for the US, regardless of who gets it. This is another reason that I don't like this opening as the US (empty WG never has these problems). Couping with a 3 isn't that much worse than a 4, and saving the China Card is really good. Of course, if he coups you back successfully then you probably want to re-coup with the China Card since you won't have any more 3 ops cards and it is pretty important to lock down Western Asia.

Another reason to use EEU instead of the China Card here is scoring card timing. You have Asia Scoring, but don't have the ops to really do anything in Asia even if you win the Western Asia battle. You're most likely going to play Asia scoring for between -1 and 0 regardless of whether or not you win the Western Asia battle, so that diminishes its immediate importance. You scored it for 5 points, but that was just due to sloppy play by the US (all they had to do was drop 1 additional influence in Asia to prevent you from gaining 4 points).

AR3 you played 2 inf into Afghanistan before playing Asia Scoring in the hopes of scoring an easy domination. It paid off here, but it certainly would not have against a better opponent. Your opponent easily could have responded by just taking Thailand and you would have just lost a point. Worst case scenario your opponent gets bold and plays a 4 ops to take both Thailand and South Korea to flip domination to their favor, and now you're screwed because you don't have the ops to wrestle it away from them.

Furthermore, if you immediately play Asia Scoring it gives you a window on AR4 to drop an influence into Syria (with RomAb) before the US can get there, and that makes it much more annoying for them to get back into the ME. Besides, you don't need Afghanistan yet anyways. Then AR5 you have a great opportunity to toss Europe Scoring before the US has a chance to take France, and I don't really see a reason to not take that opportunity. Plus, holding a scoring card until AR6 is risky because you can't respond to any AR5 US shenanigans. In this case, the US player plays Indo-pak, which gives you an opportunity to immediately take Pakistan with Fidel, allowing you to coup Panama T2 AR1 with impunity.

About the USSR everything you say is commonplace, stuff any begginer player knows if they bother to read the blog. If I was the USSR, given this hand, I would have most definitely hl a scoring card, probabily Europe. Getting rid of the US in the ME is cool, but I'd rather have the 3 ops instead, plus the earlier you safely dump a scoring card with such low ops the better.

Again, about my playing, it was sub-optimal, but fun. It felt good to "creep back" simoultaneously into ME-West Asia after being wiped out. It was irrational, of course, but it wasn't a tournament anyway. If you want to check how weak a player am I you are welcome to play in wargameroom.com anytime, so I can kick your ass into some humbleness  :D
« Last Edit: July 17, 2014, 03:49:13 pm by Chimista »
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theory

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #38 on: July 17, 2014, 06:41:45 pm »
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FYI, you probably don't mean to be so hostile, but it does come off that way.
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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #39 on: July 18, 2014, 05:38:51 am »
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FYI, you probably don't mean to be so hostile, but it does come off that way.

Actually, I meant to be "fairly hostile", or lets call it "belligerent" if you will... at the end of the day this is a wargame forum, isn't it?  ;)

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Chimista

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #40 on: July 18, 2014, 05:44:06 am »
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Of course, If someone feels offended by my post I apoligize. I was shocked by trevaur's lenghty annotations about my shortcomings as a player, so I probabilly overreacted
« Last Edit: July 18, 2014, 05:45:52 am by Chimista »
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Tbody

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #41 on: July 25, 2014, 11:45:36 pm »
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Two words: wow and sorry.  Sorry for not finishing the game log.  I got a bit burnt out doing it, and left it by the wayside.  However, today I'm introducing TS to a new friend and came back to the site to (wow!) seeing this thread still being discussed.  I'm in a bit of a rush but I'll look through the thread later tonight and make some comments on what others noted.  Furthermore, I'll try to find the game log and finish the post because to be honest, the ending was a nail biter. 
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trevaur

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #42 on: November 07, 2014, 04:58:13 pm »
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Chimista, if anything by saying "About the USSR everything you say is commonplace, stuff any beginner player knows if they read the blog" you're calling Tbody a beginner because he clearly doesn't know this stuff or else he would have done it. If you're calling your opponent a beginner, I find it interesting that you seem so enthused by this game. I personally find that beating a beginner player is fairly straight-forward and not really comment worthy. I was merely suggesting ways for Tbody to improve his early game since nobody else seemed to be helping, so I'm not really sure why you felt the need to attack me (and Tbody) that way.

As far as the opening goes, I have played quite a bit against advanced players, and I play that empty WG setup every time and I have never had it turn out poorly. I guess my question to you, Chimista, is: have you extensively tested this opening, and have you found that it doesn't work as well as 4WG and 3ITA? This is an immensely complex comparison, but I find that if you run through all the scenarios that empty WG tends to come out on top. I think what it ultimately comes down to is that USSR almost certainly is not going to gain control of Europe against a good US player unless they have an absolutely huge ops advantage, plus a high Italy coup, in which case they were probably going to win anyway regardless of the US opener (If US opens standard, you go SG headliner, coup Iran, bust through to France, take Med countries, dump rest of ops into Asia to get dom in Europe and most likely dom in Asia as well. If the US comes back from that then it would be very impressive), and if the USSR isn't gaining control of Europe then the empty WG opening is better because you don't have to deal with Blockade bullshit, you're taking the 4 ops needed for WG and spreading them around lower Stab countries to boost your country count, making USSR dom almost impossible, and you're giving yourself immediate backdoor access to the ME. If the USSR spends the 4 ops to take WG on turn 1 then I'm very happy as the US because those ops would certainly be much more effective elsewhere. The most threatening way for the USSR to gain control is typically by a Mid-war brush war. In order for the USSR to even get to that stage, they will have had to dump tons of ops into Europe in the early war to take WG and France, plus defend against last AR/NORAD/Special Relationship shenanigans (Truman Doctrine anyone?), And the US will almost certainly have the 3 med countries. Then, if the Soviets get NATO, do they space it? Bam, another 4 ops spent. Meanwhile, as you sink more and more inf into this gambit, the US takes Austria/Yugoslavia. Now you're basically at the point where you've spent so much to make this work that if it doesn't you're pretty screwed, and now you need a 6 to get Italy, and then you're going to have to race the US in country count. And if the US gets NATO and they feel at risk from Brush War, they can just bite the bullet and play it for the event. The USSR already spent a ton of ops, so I don't feel so bad about wasting 4. Overall, it's SO risky to attempt this as the USSR that if it doesn't work then you probably lose because you've given up so much board positioning elsewhere.

Furthermore, if you feel uncomfortable with 4ITA, 2GRE, 1TUR because SG cuts you off from Italy, then you could easily just move the 1inf from Turkey to Spain to make yourself safer. I find it mostly comes down to the number of ops in your hand. If you have a low ops hand, then 1 in Spain makes it extremely difficult for a successful USSR Italy takeover (SG+8 strength coup, which is at the point where it's just too risky to attempt as the Soviets because an Iran coup just needs a 6) If you have a mid-high ops hand then you really aren't at any risk of allowing Soviet control of Europe, so I put the inf in Turkey because it's more accessible for the Soviets and it gives you a backdoor into the ME. IMO, one of these variants is better than 4WG, 3ITA in every situation.

Now, let's look at the WG opening. You say you use this opening unless you have blockade+destal/decol/no RS (If you have blockade and get RS'd, even if you have a 4 to punt, you'd probably rather just hold blockade until turn 2, but then you run the risk of drawing destal/decol and having to re-shuffle them). Ok, so what happens if you don't have blockade, so you open up 4WG 3ITA, and your opponent gets blockade and Red Scare? Even if you have a 4, are you willing to bite that bullet? I know I'm not if I can just avoid that possibility by just opening up empty WG. So, at this point for me to even consider opening up with WG I need Red Scare in my hand, but if I have Red Scare in my hand, I feel EXTREMELY comfortable opening up 4ITA, 2GRE, 1TUR, because there's no way that the USSR is going to be doing anything to threaten Europe while they're Red Scared.

When you break it down, if you open up WG then Blockade is almost certainly going to be annoying. Even without being combo'd with Red Scare, the only 3 that I don't care at all about discarding is Socialist Governments since it's a dead AR and it's recurring (all other Soviet 3's are starred, and I pretty much always trigger them to get them out of the deck), so unless you have that then you would rather keep your 3's than be discarding them to Blockade. Even then, SG is the third best card to hold through the turn 3 reshuffle after de-stal and decol. The only way you can guarantee that Blockade won't be annoying is if you have both Blockade and Red Scare in your opening hand without de-Stal or decol, and even then you're still discarding a 3 that could be used in a better way unless it's SG.

« Last Edit: November 07, 2014, 05:22:26 pm by trevaur »
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Stryker

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Re: Epic 10-Turn Game (Tbody vs. Chimista)
« Reply #43 on: January 08, 2015, 11:18:24 pm »
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So, how did the game end?
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