AA50 Tournament Rules for Origins/GCI

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Issues with Tech...

Post by MatildaMike on Fri 24 Jul 2009, 11:11

Greg was right - it wasn't just the champinoship game that had tech be a part of the outcome. It could be argued how big a part of that game, but, that isn't the point.

There are three big problems with tech the way it is set up (at least for tourney play):

1. Tech takes affect immediately. This is a BIG problem. It allows for the possibility of things that were IMPOSSIBLE to now be possible. Picture a situation where there is a single German next to Moscow which has 4 men in it. Germany has some planes, but not any in range - so it would be one inf vs 4 inf. Not good odds. Germany rolls for tech and hits long range aircraft. Suddenly, its one inf and 4 FTR vs 4 inf. Uh-oh. I can come up with many other examples, similar to this where the right tech and the right time makes something that could NEVER happen all of the sudden happen.

At least when the tech was at the END of the turn this sort of thing would not happen.

2. Problem #2 is that it is easier to get tech now. While I actually do like the new way of rolling for tech, in the end, if you spend $5 on turn one, it is very likely you will get a tech at some point - even in a game that goes only 5-7 rounds. To me, this makes tech almost too inexpesnive, but by itself is not the end of the world.

3. Lastly, I think some of the techs are overpowered for some countries. Improved Shipyards for US? - yikes. Mech inf for Germany? Goodbye Russia. Rockets for Russia, UK or Germany? So long to the other sides income (picture Germany with rockets firing 2-3 rockets a turn into UK - EVERY turn). As with problem #2, I do not think this is the end of the world either - by itself - or even in tandum with #2. At least you can do something about it if your opponent gets one of these - you have the ability to adjust what you are doing to deal with it.

In summary - I think problems 2 and 3 are not killers by themselves. Problem 1 is the key issue. I think techs would be OK to use if we change the rule back to how it works in Revised - tech takes affect at the END of your turn.

MM

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Re: AA50 Tournament Rules for Origins/GCI

Post by CraigBee on Wed 05 Aug 2009, 18:41

How many Generic GenCon Tickets do we need for a two player team to join the AA50 tournament?

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Generics

Post by SwampHQ on Thu 06 Aug 2009, 13:21

CraigBee,

I am not sure, it depends on how much the event cost. Most generics tickets have been $2 in the past. Are they the same. If so, then depending on how much the event cost is how many generics it takes to play and then for both of you...

Hope this helps...

Peace,

_________________
Greg Smorey
Axis & Allies Tournament GM - GEN CON/Origins
http://www.geocities.com/headlesshorseman2/smoreyswamp.html
A good plan today is better than a perfect plan tomorrow. - General George S. Patton

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