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Forum: Ticket to Ride - the Digital Game - English
 Topic: Google Play Achievements
Maestro Vivaldi
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November 2014
Re:Google Play Achievements Fri, 24 November 2017 00:57
Yes, it seems they're not available on Google play yet. It's not the first time there is that issue.
      
Forum: Memoir '44 Online - English
 Topic: Battle of The Bulge - Scenario Update
rasmussen81
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Railway Tycoon

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Re:Battle of The Bulge - Scenario Update Fri, 24 November 2017 01:10
GI John wrote on Thu, 23 November 2017 14:34

Any chance this could become an official scenario by DOW for the online game?

It's very popular, has been played many, times and has been used in leagues.

Thanks
John


I'm afraid not. Active support for the Online version has ended, so there will not be new scenarios added to the official list.
      
Forum: Memoir '44 - English
 Topic: Artillery firing out of wire
Clexton27
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Major Howard

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Re:Artillery firing out of wire Fri, 24 November 2017 03:28
Major Duncan wrote on Thu, 23 November 2017 13:04

Do artillery get a -1 reduction for firing from a wire hex?

The rules don't mention it, and the FAQ on wire don't mention it, so I was thinking that they don't, but the FAQ on the Artillery Bombard card say that they do.

Seems an odd place to find this important bit if information. So I just want to confirm that they do get a -1 for firing from wire.

Yes, This is the rule.
      
Major Duncan
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Re:Artillery firing out of wire Fri, 24 November 2017 10:15
Clexton27 wrote on Fri, 24 November 2017 02:28

Yes, This is the rule.


Thanks.

It would perhaps be a good idea to place this information in the FAQ's on wire. That is the place I looked. I only found the reference when searching former posts on the subject. I would never have thought to look there. It is not intuitive that a person seeking this information would look for it in the FAQ's on a specific tactics card, as the rule applies to all situations in which an artillery unit fires from wire, and not just when it fires from wire due to an Artillery Bombard order.
      
 Topic: Unbalanced - Weak cards
GI John
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November 2009
Unbalanced - Weak cards Fri, 24 November 2017 02:28
I've played this game for a while now and would suggest some tweaks to some of the weaker cards.

Dig In
I would add being able to attack with 2 of the 4 units where a sandbag is placed.

Recon
Change to order 2 units.

Air Power
The Axis are at a huge disadvantage. I suggest instead of limiting the Axis to 1 die, give them 2 die but limit them to targeting 3 units to the Allies 4. This still maintains Allied Air Superiority but balances gameplay.

For example, currently if you attack 4 units the Axis would get 4 dice to the Allies 8. My suggestion makes it 6 to 8. Much more fair and balanced.

I will post another thread on overpowered cards.

      
GI John
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Re:Unbalanced - Weak cards Fri, 24 November 2017 02:41
Also,

Armored Assault
If no tanks exist, you may order up to 2 units.

Artillery Bombard - If no Artillery exist then play as a Barrage card.
      
GI John
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Re:Unbalanced - Weak cards Fri, 24 November 2017 02:47
Medics and Mechanics
This is another weak card. Especially when your unit doesn't heal. This is like losing a turn which usually means defeat.
My tweak would be to roll to heal 1 unit and then order that unit if healed but a second unit could be ordered in either case.

The 'Medic' portion of the card deals with healing and the 'Mechanic' portion of the card allows a unit to be ordered.
      
Major Duncan
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Re:Unbalanced - Weak cards Fri, 24 November 2017 10:43
I am happy with most of the cards you mention as they are. I don't like dig in. I know there are arguments for why it can be great, but I know both I and my brother groan when we get one. If I was to make a change it would be to include artillery as per the Breakthrough version, and maybe allow you to order one unit instead.

I agree on the Air Power card. It was designed for a 1944 D-Day environment. I tailor it to the situation being gamed. I am playing through the early war scenarios at the moment (Poland and France) and I have just reversed the card so it's 2 for Axis and 1 for Allies. In other situations it may be 1/1, 2/2 or as per the card.

Recon is fine, and clever. A two card draw is good compensation for not doing much. For the other cards you are being allowed to order a unit when you shouldn't really be able to do anything.

I think of myself as the commander in chief. I know what I want my men to do, but as in real war they may not be as responsive as I would like. It's annoying, but to me it's an historical reflection of the realities of war.
      
 Topic: Unbalanced - Overpowered Cards
GI John
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Unbalanced - Overpowered Cards Fri, 24 November 2017 03:00
The main culprit is Assault which is move all units in a section.

I recently played Breakout to Lisyanka and my opponent played Assault center twice in a row and thus was able to move 10 units on two consecutive turns and then played Assault on a flank and moved 5 or 6 more units. I was completely overwhelmed and had absolutely no chance of winning. Coupled with his luckier die rolls and all my cards were move 1 or 2 units, well, you get the picture. It was one of the worst NPE's, Negative Play Experiences ever in a board game. Game result 7-0. I couldn't even manage 1 medal due to horrific die rolls.

My suggestion is to limit this to up to 5 units in a section which with Gung Go would be 6.

General Advance with Gung Ho would be 7 units and would now be the highest amount of units ordered in the game. However, without the ability to annihilate a complete section of the map.
      
GI John
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Re:Unbalanced - Overpowered Cards Fri, 24 November 2017 03:57
You can add Infantry Assault to the list of overpowered cards. I would like this to a max of 5 as well.
      
GI John
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Re:Unbalanced - Overpowered Cards Fri, 24 November 2017 04:01
Close Assault - Again this needs to be limited to 5 units max.

Armored Assault - 4 tanks with overrun abilities changes the course of a battle for sure. I would lower to 3 tanks.
      
Major Duncan
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Re:Unbalanced - Overpowered Cards Fri, 24 November 2017 10:58
I can see your point with Assault. I just played a game where the Germans had two Assault Centre and they just overwhelmed the poor French. You could even make a case for four units as this is a natural progression to the Recon/Probe/Attack/Assault sequence. Anyone fancy using the "All Out Assault" card from Battle Cry Grrrr Mad

I can't agree with the other two. I find Close Assault very difficult to ever use with many units. If I have just two adjacent I would probably use it as I may never get a better chance.

Armour assault can be devastating, but again in rarely seems to pan out that way. The number of easy targets will usually be limited if your opponent is playing properly. In the French campaign I've been playing many battles against dug in French infantry. The card has been useless to the French (no tanks) and almost useless to the Germans (Infantry in terrain with bunkers and sandbags). I am longing for a situation where I can unleash the beasts!

[Updated on: Fri, 24 November 2017 11:01]

      
 Topic: Agordat, victory or defeat?
Major Duncan
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Agordat, victory or defeat? Fri, 24 November 2017 11:31
Here is another battle that is written as if it was a British defeat. The game results would also heavily reinforce this as the Italians win a whopping 75% of the games.

The Agordat campaign was a British victory, and while the Italian cavalry charge was courageous, it was defeated by heavy firepower.

I would suggest the following in order to bring this battle a little more in line with history.

1) The background says that Gazelle force had Matilda tanks. While a troop of Matildas did take part in the campaign, they were not part of Gazelle force, which was a fast mechanized formation. I would add a second armoured unit (perhaps to the right of the double hill), but reduce both to 2 figures as the armoured vehicles were lightly armoured Indian Pattern Carriers.

2) Gazelle Force included a Sudanese Defence Force machine gun company. Add a MG to any one Allied infantry unit.

3) Remove one Italian cavalry unit from their left section. Both forces were roughly equal in size (battalion strength).

4) As both sides are 9 units strong I would reduce victory to 5 medals.

      
Forum: Memoir '44 Online - Français
 Topic: [WOLF-44] Saison 5 / Inscriptions
thina67
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Commandant

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November 2004
Re:[WOLF-44] Saison 5 / Inscriptions Fri, 24 November 2017 09:12
je m'inscris aussi !!!
      
Bulldoz44
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Colonel

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Re:[WOLF-44] Saison 5 / Inscriptions Fri, 24 November 2017 10:07
Bien sûr j'en suis! Smile

Il y aura forcément un gros brin de nostalgie lorsque débutera cette 5ème saison en janvier, le dernier lancement d'une WOLF albanresque!

Merci Laurent de nous avoir donné beaucoup de plaisir ludique durant ces années, merci de nous avoir autant sollicité les zygomatiques par tes rapports hors-du-commun! Laughing

Excellent le Teasing, "toute ressemblance avec des joueurs réels n'est absolument pas fortuite!"

Une médaille pour les vétérans des 5 WOLF?! Génial!
      
 Topic: [WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline
Didji
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Général de brigade

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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 00:33
Dernier combat 2017 en beauté contre Bulldoz :
A l'aller l'artillerie allemande saute sur un tir de barrage au premier tour! Ca aide... La partie se termine en un face à face entre les alliés sur leur flanc gauche et les allemands (affaiblis et un peu tapis dans les bois) sur leur flanc gauche. Il a bien fallu quand même que le face à face ait lieu de façon plus rapprochée. Ce fut un carnage exécutoire d'une unité de génie allemande pourtant encore intacte mais prise en sandwich entre une unité de chars et trois unités d'infanterie alliée...
Didji (alliés)/Bulldoz5Axe) : 8-3
Au retour : une partie pourtant assez équilibrée. Les alliés font assez rapidement valser l'artillerie allemande également. Mais peut etre ont ils manqué de niaque dans leur offensive. J'ai pas l'impression que sur ce scénario, il y a intérêt a essayer de sauver des unités affaiblies... En tous cas, après une heure de jeu, les allemands étaient toujours maîtres de la citadelle qui n'avait pas ouvert ses portes...
Didji(Axe)/ Bulldoz(Alliés) : 8-6
Et un total de 4 points 16 médailles pour Didji
0 point 9 médailles pour Bulldoz
Belles parties en tous cas et je trouve le scénario très sympa à jouer
      
Albanrey
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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 08:58
Le combat des abysses a eu lieu et c'est Grougnaffe, qui s'enterre littéralement en signant une magnifique et ultime double défaite.

Beautiful Looser 2017 et de surcroît nouveau détenteur du record, puisqu'il a fait 6 points en 10 matchs.
On est dans l'épure. Superbe, fulgurant et déjà mythique.

Quant à Didji, il termine en frappant un grand coup.
Il s'empare de la 3ème place, gagne son étoile de Général de la WOLF, ET, ET, ET, grâce à son ultime cul de babouin infligé à Bulldoz, le 6ème, il rejoint Sauron dans la promotion 2017. Didji chevalier de l'Ordre de Jean-Roger. Bravo !

Tchounista !!!
      
Bulldoz44
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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 09:47
Et voilà c'est fini!

Encore une très belle map qui restera! Merci Albanrey pour cette 4ème et belle saison! Cool

Ici le réveil est difficile, la position debout est privilégiée!

Félicitations à l'ami Didji qui m'a mis KO! La 3ème place était potentiellement en jeu, il a joliment transformé l'essai!

Quote:

J'ai pas l'impression que sur ce scénario, il y a intérêt a essayer de sauver des unités affaiblies...


Oui t'as sans doute raison Didji! Mais sur le début du retour où je menais 3-1 je cherchais encore à arracher les 2 ou 3 points! Pari risqué effectivement, car ça mettait en péril le 1 point, et pari perdu cette fois-ci... Sur la fin de partie c'était une autre affaire, mes figurines esseulées fuyaient les Panzers que t'avais ressuscités! Shocked

Bon les amis je file, j'aperçois Patton vociférer au loin dans ma direction, j'ai pas encore signé le formulaire de recrutement pour 2018 et du coup j'y vais de ce pas! Very Happy
      
Didji
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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 10:58
Bulldoz44 écrit le Fri, 24 November 2017 09:47


Quote:

J'ai pas l'impression que sur ce scénario, il y a intérêt a essayer de sauver des unités affaiblies...


Oui t'as sans doute raison Didji! Mais sur le début du retour où je menais 3-1 je cherchais encore à arracher les 2 ou 3 points!


...Je comprends mieux le manque de niaque... Cette donnée du problème m'avait échappé...
Bulldoz44 écrit le Fri, 24 November 2017 09:47


Sur la fin de partie c'était une autre affaire, mes figurines esseulées fuyaient les Panzers que t'avais ressuscités!



J'avais la carte "médecins-mécaniciens" depuis le début de la partie... Imagine le problème de conscience quand les médecins auraient voulu à tout prix sauver les unités d'infanterie que tu mettais à mal et que les mécaniciens s'y opposaient pour donner la priorité à l'opération "resurrection des panzers" qu'ils avaient impitoyablement programmée... Shocked

Rolling Eyes
      
Grougnaffe
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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 12:15
Albanrey écrit le Fri, 24 November 2017 08:58

Le combat des abysses a eu lieu et c'est Grougnaffe, qui s'enterre littéralement en signant une magnifique et ultime double défaite.

Beautiful Looser 2017 et de surcroît nouveau détenteur du record, puisqu'il a fait 6 points en 10 matchs.
On est dans l'épure. Superbe, fulgurant et déjà mythique.

Tchounista !!!


https://i62.servimg.com/u/f62/12/01/39/95/ei10.jpg


Je suis venu, j'ai combattu jusqu'à la mort et j'ai perdu avec constance.
La persévérance dans la défaite est méritoire et justifie cette distinction.

Traduction assurée par le service du chiffre :
Veni, pugnaverunt usque ad mortem et ego perdidi cum constantiense.
Perseverantia in clade est laudabile et ratio huius distinctionis.
Very Happy
      
lespieuch
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Generalmajor

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Re:[WOLF-44] 10ème Bataille / Saison 4 / Opération Mandoline Fri, 24 November 2017 12:49
résultat de la partie contre Jeronimon

Encore une égalité parfaite

Aller : https://www.daysofwonder.com/memoir44-online/fr/battle/?id=6 1046014

lespieuch AXE 5 médailles
Jeronimon ALL 8 médailles

Retour: https://www.daysofwonder.com/memoir44-online/fr/battle/?id=6 1046407
lespieuch ALL 8 médailles
Jeronimon AXE 5 médailles

TOTAL 13 médailles chacun deux belles parties. Merci à lui et surtout à toi Laurent pour toute cette organisation.

[Updated on: Fri, 24 November 2017 12:52]

      
Forum: Small World - English
 Topic: F.A.Q: Clarification of Rules - Base Game
blaxnlion
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Posts: 393
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January 2013
Re:F.A.Q: Clarification of Rules - Base Game Fri, 24 November 2017 13:23
Hi again... I'm sorry, I am building my own extension with many new races and powers, and many of them trigger questions that are linked to already existing powers and races.

Mercenaries can spend a VP to decrease the cost of an attack by two ; they can do that after they throw the dice for a last conquest. What about Fire Balls ? Can you spend one or more after throwing the dice as well ?

[Updated on: Fri, 24 November 2017 13:43]

      
kholdstare
Junior Member

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May 2015
Re:F.A.Q: Clarification of Rules - Base Game Fri, 24 November 2017 14:04
blaxnlion écrit le Fri, 24 November 2017 13:23

Hi again... I'm sorry, I am building my own extension with many new races and powers, and many of them trigger questions that are linked to already existing powers and races.

Mercenaries can spend a VP to decrease the cost of an attack by two ; they can do that after they throw the dice for a last conquest. What about Fire Balls ? Can you spend one or more after throwing the dice as well ?

No. The way I read the ability, the Fireballs must be spent at the same time as your race tokens, so you must decide if you want to use them before throwing the die.
      
Forum: T2R Competitive Play - English
 Topic: NC Captains and Heroes QT
Qorlas
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Faster Than Mongolian Horse

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Re:NC Captains and Heroes QT Fri, 24 November 2017 00:02
in for both
      
allan BAM
Senior Member

Posts: 306
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January 2014
Re:NC Captains and Heroes QT Fri, 24 November 2017 05:08
In for Heroes (Dec 5) only.

Can't play CAPtains (Dec 4).

[Updated on: Fri, 24 November 2017 05:09]

      
 Topic: Nations Cup 2017: Schedule and Results
Knockando
Senior Member
Vainqueur Multi-Player Winter Championship AdR 2010

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January 2010
Re:Nations Cup 2017: Schedule and Results Fri, 24 November 2017 07:27
Knockando-IL2T...

don't know when.

IL2T didn't come on TTR since 19/11/2017.

Why put him in the RUS team this week ?
      
 Topic: THE CHAMPIONSHIP CHAMPIONS
TuS CUT Rocketblizzard
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T2R Nation Cup 2011 Winner

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Re:THE CHAMPIONSHIP CHAMPIONS Fri, 24 November 2017 11:06
Nice Dream Smile

Iam in !

Thx Dan...
      
 Topic: NC Standings
onyx puffin BAM
Senior Member

Posts: 1601
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January 2005
Re:NC Standings Fri, 24 November 2017 14:20
Results & Standings (after week 6, still need BAM-SMP & TGV-RUS)

Team  clash  clash   clash    match   match  match   games   games 
       won   lost    Tied     won     lost   Tied 	won   lost

BAM	4	0	0	10	2 	4	60.5 	34.5 
CUT	3 	1 	1 	11	5 	4	69 	53
RUS	3 	2 	0	8	6 	6	60 	60
SMP	2 	2 	0 	6 	5 	5	51 	45
ITA	2 	4	0 	5 	11 	8	64.5	 81.5
TGV	1 	2 	1	5 	9 	2 	42.5 	55.5
ITL	0 	4	0	3       10 	3 	38	58 
      
Forum: Mémoire 44 - Français
 Topic: recherche des joueurs sur bordeaux
bonzillou
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Lieutenant

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March 2005
Re:recherche des joueurs sur bordeaux Fri, 24 November 2017 14:29
salut François
je faisais la démo Tricorne.
Pour moi c'est mieux que Napoleonics, qui pour moi a tendance à devenir l'usine à gaz avec toutes les troupes particulières!
On est vraiment dans la guerre en dentelle avec emphase sur le moral (nouvelle règle dans le système: une unité qui recule doit faire un ejt de moral, si raté byebye!).
J'y joue avec un joueur qui connait particulièrement bien la Révolution Américaine et nous trouvons cela historiquement bien représentatif.
Côté système on est plus proche de Ancients que de Napoleonics.
Attention c'est par contre plus long et plus lent (emphase sur la ligne).
Si tu veux je peux te faire tester au Mans à Noël.
Pascal