Professor Flashy's 20 Point Formula

Show off your A&A photographs and Game maps.
Chairman
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Post by Chairman » Sat Sep 01, 2007 2:18 am

Oh, nearly forgot. the HOTW map is also not bad. The angle is confusing, but i appreciate the inclusion of Shansi AND Shensi. However, having Hopei include Hopei and Shandong is strange. Also, Qinghai should be highlands not desert. Shansi should also be highlands.

Chairman

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Flashman
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Post by Flashman » Sat Sep 01, 2007 8:18 pm

Canton in 1942 is a difficult one, in that the Japanese had occupied the important coastal towns including Hong Kong and Canton itself, leaving the interior to the Chinese.
I choose to interpret this as Japanese control as this gives Japan a continuous land holding from Korea to Burma.

Madagascar is another either/or, with the British having captured the important naval base at Diego Suarez, but not much else.

Also Crimea, where the Germans had overrun most of the penninsular, but the Soviets were still holding out under siege in Sebastopol.

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Flashman
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Post by Flashman » Sun Sep 02, 2007 3:50 pm

NO.11 - STAGHOUND'S MAP

http://www.harrisgamedesign.com/bb/view ... sc&start=0

Points deducted for:
5. no Pripet marsh
10. only one Indian territory
11. though accurate, there are too many tiny backlots
13. Atlantic too narrow Canada-UK

At this the benefit of the doubt is given regarding:
8. Iraq as a neutral. This is open to interpretation, so no deduction
17. that silly fictional Russian symbol (can't see it!)


SCORE: 16/20

The best map I've seen yet, with if anything too much attention to historical accuracy over gameplay (postage stamps). The U-boats don't stand much of a chance, and once again India is not divided.

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Staghound
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Post by Staghound » Sun Sep 02, 2007 5:19 pm

Thanks for the review, Flashman!

I will inform my brother about this too.

I'm sure he'll be as proud as I am now.


About that silly Russian symbol:

I do remember we had more than one discussion about displaying Swastika's and Rising Suns while creating the map.

In the end we decided to honour the old MB version of A&A (the first version we ever played) by displaying that game's nationality symbols.

Please forgive us. :wink:

The Italian, French and Chinese roundels are 100% correct, btw.

Take care,

Staghound

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Flashman
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Post by Flashman » Sun Sep 02, 2007 7:23 pm

Staghound wrote: The Italian, French and Chinese roundels are 100% correct, btw.

Staghound
Indeed, which is why the Soviet monstrosity (which includes several Communist symbols) stands out as so out of place.

templeton
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Post by templeton » Sun Nov 25, 2007 6:27 pm

Imperious leader wrote:But the game does not do 'what -ifs' ..Rather it sticks to the actual war as it was fought.
Well.... kind of!

I like the desinger notes where Harris says he is an artist and creates games with a broad brush stroke.

The areas are so huge, the dice variables so many - that we veer widely from 'what actually happened' by the end of the first turn.

Could the Germans realy have logistically supported an invasion of India? Probably not, but the movement mechanics are so simple that they can't help but generate huge 'what ifs'.

The only really realistic game of world war 2 I've played is GMT's A World at War, but the immense rule book, numerous tables charts and spreadsheets mean that the game is more like 'work' than a game.

I agree with what you are saying about the nuetrals - it just throws the whole game off too widely anyway. But it is true that with average dice you tend to get a fairly good broad brush stroke re-creation of World War 2.

But it is pretty far removed from 'realism'

That's what I love about Axis and Allies...

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Imperious leader
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Post by Imperious leader » Sun Nov 25, 2007 7:30 pm

GMT's A World at War
That game is an abomination. The people who made it deliberately wrote the rules to look like people were reading the rules for an SPI game because its impossible to understand anything beyond the first few words.

It is not a game as much as its a puzzle of obtuse language usage. The guy who wrote it must have never interacted with people before.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

calvinhobbesliker
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Re:

Post by calvinhobbesliker » Sun Aug 22, 2010 4:32 pm

Using his formula, let's calculate the value of Global 1940
1. Rio de Oro is in the right place-point
2. Sinia doesn't exist on map, and Jordan is needed for Suez-no point
3. Turkey borders Greece, so is in Europe-point(However, Albania borders bulgaria and Turkey doesn't border Bulgaria)
4. Moscow in Europe-point
5. Yes Pripet, East good-point
6. Denmark is separate, and West Germany borders North Sea-point
7. Volgograd-no point
8. June 1940 Seems good-point
9. Russia has 28 ipc's in Europe and 37 in Global-point
10. 2 Indian territories worth 5 ipc's total, and a major factory-point
11. The Guineas in Africa and all south american countries-no point
12. no blow boxes-point
13. EUS-UK is 4 spaces of water-point
14. Color looks good-point
15. No clutter except impassibles, neutrals being named pro-allies/axis, and congo-point
16. Looks more realistic than most maps and I can see terrain-point
17. All are roundels, ecept UK flag for 2nd UK economy-point
18. Neutrals have ipc's and can be activated-point
19. Scots-Irish landbridge exists-no point
20. No decor-point

16/20, tying your best one yet.

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