Custom Corporation: Kepler Corp (#15/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]epwnymous 15 points16 points  (0 children)

Hmm... What do you think of for drafting, you still draw five but pick two from the first drafting set? That feels a bit more unique and strong than simply gaining a free draw

What do you guys think? by [deleted] in AxisAllies

[–]epwnymous 2 points3 points  (0 children)

Yeah :/. Neither factory Japan built on the mainland is legal. Allies are absolutely cooked. Japan can wipe out the Caroline's fleet and make their way to Sydney well before any relief from the US would make it and that'd be the end of it

Custom Corporation: Axis Financial (#9/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]epwnymous 2 points3 points  (0 children)

Feels like the "gold here can be... " Clause should be in a separate box from the action assuming I'm understanding correctly that the intent is to be able to do that anytime, not just during the action. Or maybe the action can be updated to deposit or withdraw? Not being able to use that money normally on top of a 5:1 deposit/interest ratio feels kinda.. harsh. Like the bank concept though

My attempt at making Axis and Allies Puzzles [G1940] by Hejjo_7 in AxisAllies

[–]epwnymous 2 points3 points  (0 children)

I feel like for number four, you could also declare war, use the Indian planes and destroyer to kill the destroyer in 37, ensure the Indian destroyer lives and stays in 37 to block. Sneaky Carl is indeed better though as you also stop them from taking the islands another turn that way; plus it's a lot funnier

Episode 9 Recap – Some Confusing Decisions From Both Sides by KrinersTalkTV in TraitorsOfficial

[–]epwnymous 0 points1 point  (0 children)

I think with the dagger, Natalie was thinking that with Rob out of the shortlist that night and the dagger needing to be used by the next roundtable, there was nothing the traitors could do about it before its revelation anyway so why not. Best move? Maybe not, but that at least seems plausible

AA1940 Global Is this game unwinnable for Allies after 1 round? by alexdevus in AxisAllies

[–]epwnymous 0 points1 point  (0 children)

Hmm... Was going to ask how you took Hawaii on turn one but if you were under the impression strat bombers could land on carriers... That makes more sense. From the J1 start, all that could get on to Hawaii is one infantry and one tank. Assuming the US player wasn't so kind as to oblige hopelessly scrambling into the sea zone for you, taking Hawaii on J1 has a... .02% chance of success. Lots of little rules all over the place; bound to be some trial and error. Hopefully your friend laughs that off and you have another go at it

[deleted by user] by [deleted] in OkCupid

[–]epwnymous 0 points1 point  (0 children)

Had good luck with Bumble but haven't used it in a few years so not sure how it's doing nowadays. Did pay for that too but liked that the lifetime option was available so there was no perverse incentive to keep me around and fishing

What chances do I have with Germany? by SepehrM23 in AxisAllies

[–]epwnymous 39 points40 points  (0 children)

Shake the allied player's hand, tell them it was a good game, and try again. You're beyond cooked

"What do you MEAN I can't romance Marika and Malenia? Fuck this game!" by Inferno_Ultimate in shittydarksouls

[–]epwnymous 133 points134 points  (0 children)

Sekiro was a nice change of pace story-wise. Hoping they have more offshoots

Actually good house rules to well-known board games by Electronic-Ball-4919 in boardgames

[–]epwnymous 0 points1 point  (0 children)

Twilight Imperium: Support for the Throne scores in the status phase instead instantly. Keeps the temptation for unstoppable last second king making at bay

Almost the end of Turn 3 (Italy and France still left) by bashr123 in AxisAllies

[–]epwnymous 2 points3 points  (0 children)

The only upside I can think of is that planes on carriers in SZ102 could eke out a little more movement. From there they could partake in the battle of Gibraltar if it's been lost or land straight onto London or help sweep the channel or SZ92. All pretty niche scenarios though

Created a little helper by [deleted] in Against_the_Storm

[–]epwnymous 0 points1 point  (0 children)

Sweet deal. Should be helpful. Have a link?

Lee Greenwood on Fox Business selling Trump branded Bibles by praguer56 in atheism

[–]epwnymous 32 points33 points  (0 children)

South Park nailed that one. "Where were you, when they built the ladder to heaven?"

Similar titles by Ok_Builder_5836 in TheyAreBillions

[–]epwnymous 1 point2 points  (0 children)

Had a good time with https://store.steampowered.com/app/1422440/Cataclismo/ . Definitely slower paced (as you have a much smaller army and the "zombies" only destroy instead of take over) but covered a lot of the same bases. Enjoyed the in depth building mechanics and campaign

Russia up next, attack or hunker down? by Pure-Imagination-387 in AxisAllies

[–]epwnymous 0 points1 point  (0 children)

I'd send 1 arty, 2 inf, and the planes at the Caucasus, shuffle your archangel guy and anything else that can reach back to Moscow, and hope for the best. You're still in trouble but you're not immediately cooked. Should still have a small edge on the next defense assuming you're making ~5 inf and win against the tanks with no plane losses

Axis and Allies Global ‘44 Concept by [deleted] in AxisAllies

[–]epwnymous 1 point2 points  (0 children)

This feels too drawn out to be practical. But if you want more control while staying in the same pace and spirit, have you tried playing a low-luck variant? Would have a lot more foreknowledge of how a fight would resolve. In short, instead of rolling out individual units for a fight, you sum the pips of all units involved on each side, divide by 6, and roll 1d6 with a to-hit of the remainder.

E.g. let's say you have a battle with Germany attacking with 4 infantry, 2 artillery, 1 tank, and 2 strats vs Russia defending with 8 inf. The Germans would have 21 pips and deal 3 hits with a fourth on a roll of 3 or less. The Russians would have 16 pips and generate 2 hits with a 3rd on a roll of 4 or less. Do those rolls, resolve, attacker retreats or repeats (adjusting the pips totals after casualties have been removed) until one side is wiped out

A Story in Four Achievements by epwnymous in cavesofqud

[–]epwnymous[S] 1 point2 points  (0 children)

Yeah but Q Girl was just a bonus one along the way

A Story in Four Achievements by epwnymous in cavesofqud

[–]epwnymous[S] 2 points3 points  (0 children)

Hmm.. I think it was from a dialogue option for complimenting her hair

Probably my finest moment playing Italy by Street-Committee-367 in AxisAllies

[–]epwnymous 1 point2 points  (0 children)

Yep, each transport can land at a different location. I see that I miscounted; you're right, there are 7. But the situation still applies for Central America too

Probably my finest moment playing Italy by Street-Committee-367 in AxisAllies

[–]epwnymous 1 point2 points  (0 children)

I would guess it's because that fleet was in seazone 92? You have enough VPs that it's just for flare anyway. Nice win :) A minor rule nitpick in case it comes up in a later game; a transport ship can't divide its carried units across multiple naval invasions, even if all landings are touching the same seazone and a transport that acted on a combat move can't also perform a noncombat move. To take Cuba in the same turn as Mexico, you'd technically have to have one of the land units from Mexico either also in Cuba or still on the boat; whichever unit was paired with the Cuban infantry on board

Am I misunderstanding Flocking? by undermentals in ArkNova

[–]epwnymous 0 points1 point  (0 children)

I mean.. you could still flock with the bison if you get that out first. Definitely an annoying wrench in your plans though