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 1 
 on: Today at 06:26:46 pm 
Started by suprise attack - Last post by legion386
I'm going to replace a cruiser with a smoking battleship in SZ 92.  I wouldn't have lost a battleship over a cruiser.

 2 
 on: Today at 06:24:30 pm 
Started by aequitas et veritas - Last post by legion386
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 4

        Combat Move - French

        Non Combat Move - French
            2 infantry moved from Tunisia to Algeria
            1 infantry moved from Libya to Tunisia

        Turn Complete - French



 3 
 on: Today at 06:23:30 pm 
Started by aequitas et veritas - Last post by legion386
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 4

        Purchase Units - ANZAC
            ANZAC buy 1 armour, 1 fighter and 1 infantry; Remaining resources: 3 PUs;

        Combat Move - ANZAC

        Non Combat Move - ANZAC
            2 aaGuns, 1 artillery and 2 infantry moved from Queensland to New South Wales
            1 transport moved from 62 Sea Zone to 63 Sea Zone
            1 infantry moved from New Zealand to 63 Sea Zone
            1 infantry and 1 transport moved from 63 Sea Zone to 52 Sea Zone
            1 submarine moved from 62 Sea Zone to 52 Sea Zone
            1 cruiser moved from 54 Sea Zone to 26 Sea Zone

        Place Units - ANZAC
            1 armour, 1 fighter and 1 infantry placed in New South Wales

        Turn Complete - ANZAC
            ANZAC collect 13 PUs; end with 16 PUs total



 4 
 on: Today at 06:15:35 pm 
Started by Young Grasshopper - Last post by Black_Elk
I think we have just demonstrated in the last few pages, how its basically impossible to fix the naval roster with just one unit in isolation, or by just using the combined arms or "special boost" type model.
 grin

Based on everything I have read, I would take away the 2 hit advantage on Aircraft Carriers, but allow them to carry 3 air units to justify their 16 IPC cost, or if that's to strong... give them a defense @1.

I see these as a workable solution, not least because of how frequently people in my playgroup gripe about the way damaged carriers are handled OOB. With fighters either getting trapped on deck, or unable to land on a stranded/damaged carrier. In a lot of cases the carriers end up being sunk or sacrificed anyway, and usually this just gets pushed out 1 round. I know we've discussed the 3 aircraft carrier in the past, and Baron offered a lot of ideas on why it might be preferable.

In general I adopt the view that YG had, looking more at how these units function as abstract game pieces.

Going back to the drawing board, if we reset attack and defense values back to oob rules... would increased shore bombardment capabilities alone be enough to boost Cruisers and Battleships as favorable purchases?

Shore Bombardments

Cruisers @3
Battleships @4

- Sea combat no longer negates bombardments during amphibious assaults
- All sea units that can bombard may do so regardless of how many units are landing
- Bombardments repeat every combat round during an amphibious assault    

This makes a lot of sense to me, though I know from previous experience designing tripleA games, that bombardment can be heavily abused if there is no restriction based on how many units offload. The prime example of this, was a common tactic where players purchased a big stack of bombardment capable warships and then used a single infantry unit on amphibious to bombard the hell out of coastal capitals at a relatively cheap cost. In a very extreme example, say you had a dozen cruisers that could all be activated by a lone amphibious inf unit, destroying on avarage 6 enemy infantry for a cost of just 1 attacking infantry lost. In Classic and Revised it wasn't as bad, because only Battleships could bombard, they were very expensive, and the overall money in play wasn't very high. But in a game like G40, where you can afford a lot more ships, the bombardment restriction based on how many ground are unloading is important. If going this route, I would keep the first line, and the last, but ditch the one in the middle.

As I was typing this out, I see Baron beat me to the punch on that last point.

Also, given what CWO has said about possible historical unit pairings, it doesn't seem like there are many great options for a combined arms enhancement with cruisers. Just focusing on bombardment alone might be easier.

Many players in my group have also expressed a certain distaste for the the whole idea that units which are destroyed on bombardment get to return fire. I have to agree that this doesn't make a whole lot of sense. If the desire is to just find a way to kill off attacking ground during an amphibious assault, perhaps this should be handled via a special roll? Based not on the defending units normal defense value, but rather just make it a simple roll, similar to aa guns, which determine how many attacking dudes get killed before they ever get off the beach?





 5 
 on: Today at 05:55:01 pm 
Started by Young Grasshopper - Last post by Baron Munchhausen
Going back to the drawing board, if we reset attack and defense values back to oob rules... would increased shore bombardment capabilities alone be enough to boost Cruisers and Battleships as favorable purchases?

Shore Bombardments

Cruisers @3
Battleships @4

- Sea combat no longer negates bombardments during amphibious assaults
- All sea units that can bombard may do so regardless of how many units are landing
- Bombardments repeat every combat round during an amphibious assault  
 
This one has some loopholes:
All sea units that can bombard may do so regardless of how many units are landing.

You cannot get rid of pairing with ground unit, otherwise their will be some Europe Dieppe straffing assault in which:
1 or 2 Infantries are scrapped while allowing many cruisers to drop the German's stacks without any big retaliation.
German's rolls can do overkill but there is only 1-2 Infantry lost.

Maximum, 1 Shore bombardment / unit making the debarkment.
This one must stay in your OOB rule, for sure.

___________________________________

I agree about returning on the drawing board.
Unfortunately 2-hits Cruiser A2 D2 C12, is still too much OP against costlier units such as Fg, TcB, StB, Carrier and Battleship.
Even a 10 IPCs 1-hit Cruiser A3 D3 M2, is much weaker.

___________________________________
About infinite Shore bombardment, I have no idea.
A 12 IPCs Cruiser will get the attack factor of a Fg at 10 IPCs.

In itself, not a problem.
It is more an issue from an historical depiction POV.



 6 
 on: Today at 05:50:00 pm 
Started by Ferrousgryphon - Last post by Ferrousgryphon
TripleA Manual Gamesave Post for game: World War II Global 1940 Alpha 3, version: 3.7

Game History

    Round: 6

        Purchase Units - British
            British buy 2 armour and 4 mech_infantrys; Remaining resources: 1 PUs;

        Purchase Units - UK_Pacific
            UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;

        Combat Move - British
            2 infantry moved from India to Burma
            2 fighters and 1 tactical_bomber moved from India to Burma
            1 artillery and 1 infantry moved from Union of South Africa to 71 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
            1 artillery and 1 infantry moved from 81 Sea Zone to Trans-Jordan
            1 fighter and 1 tactical_bomber moved from Persia to Trans-Jordan
            1 infantry moved from Ethiopia to Anglo Egyptian Sudan
            3 mech_infantrys moved from Ethiopia to Anglo Egyptian Sudan
            1 armour moved from Ethiopia to Anglo Egyptian Sudan

        Combat - British
            Battle in Burma
                British attack with 2 fighters, 2 infantry and 1 tactical_bomber
                Japanese defend with 1 infantry
                British win, taking Burma from Japanese with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for British: 1 infantry
            Battle in Trans-Jordan
                British attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                Italians defend with 1 artillery and 1 infantry
                British win, taking Trans-Jordan from Italians with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
                Casualties for Italians: 1 artillery and 1 infantry
            Battle in Anglo Egyptian Sudan
                British attack with 1 armour, 1 infantry and 3 mech_infantrys
                Italians defend with 1 artillery and 2 infantry
                Italians win with 1 artillery remaining. Battle score for attacker is -15
                Casualties for British: 1 armour, 1 infantry and 3 mech_infantrys
                Casualties for Italians: 2 infantry

        Non Combat Move - British
            1 armour and 1 mech_infantry moved from Ethiopia to Belgian Congo
            5 infantry moved from Persia to Iraq
            1 fighter and 1 tactical_bomber moved from Trans-Jordan to Persia
            2 fighters and 1 tactical_bomber moved from Burma to India

        Place Units - British
            1 armour and 2 mech_infantrys placed in Union of South Africa
            1 armour and 2 mech_infantrys placed in Persia

        Turn Complete - British
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,4
            British collect 28 PUs; end with 29 PUs total

        Place Units - UK_Pacific
            2 infantry placed in India

        Turn Complete - UK_Pacific
            UK_Pacific collect 6 PUs; end with 6 PUs total
            Some Units in India change ownership: 2 infantry



 7 
 on: Today at 05:44:20 pm 
Started by suprise attack - Last post by suprise attack
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 8

        Purchase Units - Italians
            Italians buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;

        Combat Move - Italians
            Reseting Bonus Movement of Units
            1 artillery and 2 infantry moved from Northern Italy to Southern France
            1 armour moved from Southern Italy to Southern France
            1 submarine moved from 95 Sea Zone to 91 Sea Zone
            1 artillery and 2 infantry moved from Romania to Eastern Poland
            2 infantry moved from Slovakia Hungary to Eastern Poland
            3 armour moved from Romania to Eastern Poland
            1 cruiser and 1 submarine moved from 97 Sea Zone to 93 Sea Zone

        Combat - Italians
            Americans scrambles 2 units out of Morocco to defend against the attack in 91 Sea Zone
            Battle in 93 Sea Zone
                Italians attack with 1 cruiser and 1 submarine
                British defend with 1 battleship, 1 destroyer, 1 fighter and 1 transport; Americans defend with 1 carrier, 1 fighter and 2 transports
                    Italians roll dice for 1 submarine in 93 Sea Zone, round 2 :  0/1 hits
                    Italians roll dice for 1 cruiser in 93 Sea Zone, round 2 :  0/1 hits
                    British roll dice for 1 battleship, 1 carrier, 1 destroyer, 2 fighters and 3 transports in 93 Sea Zone, round 2 :  3/5 hits
                    1 submarine owned by the Italians and 1 cruiser owned by the Italians lost in 93 Sea Zone
                British win with 1 battleship, 1 carrier, 1 destroyer, 2 fighters and 3 transports remaining. Battle score for attacker is -18
                Casualties for Italians: 1 cruiser and 1 submarine
            Battle in Eastern Poland
                Italians attack with 3 armour, 1 artillery and 4 infantry
                Russians defend with 4 armour, 3 artilleries and 5 mech_infantrys
                    Italians roll dice for 3 armour, 1 artillery and 4 infantry in Eastern Poland, round 2 :  3/8 hits
                    Russians roll dice for 4 armour, 3 artilleries and 5 mech_infantrys in Eastern Poland, round 2 :  5/12 hits
                    1 artillery owned by the Italians, 3 mech_infantrys owned by the Russians and 4 infantry owned by the Italians lost in Eastern Poland
                    Italians roll dice for 3 armour in Eastern Poland, round 3 :  1/3 hits
                    Russians roll dice for 4 armour, 3 artilleries and 2 mech_infantrys in Eastern Poland, round 3 :  4/9 hits
                    1 mech_infantry owned by the Russians and 3 armour owned by the Italians lost in Eastern Poland
                Russians win with 4 armour, 3 artilleries and 1 mech_infantry remaining. Battle score for attacker is -18
                Casualties for Russians: 4 mech_infantrys
                Casualties for Italians: 3 armour, 1 artillery and 4 infantry
            Battle in 91 Sea Zone
                Italians attack with 1 submarine
                British defend with 1 fighter, 1 tactical_bomber and 1 transport; Americans defend with 2 submarines and 2 transports
                    Italians roll dice for 1 submarine in 91 Sea Zone, round 2 :  1/1 hits
                    Americans roll dice for 2 submarines in 91 Sea Zone, round 2 :  1/2 hits
                    1 submarine owned by the Americans and 1 submarine owned by the Italians lost in 91 Sea Zone
                Americans win with 1 fighter, 1 submarine, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is 0
                Casualties for Italians: 1 submarine
                Casualties for Americans: 1 submarine
            Battle in Southern France
                Italians attack with 1 armour, 1 artillery and 2 infantry
                British defend with 1 aaGun and 1 infantry; Americans defend with 2 artilleries, 1 factory_minor, 1 harbour and 2 infantry
                    Italians roll dice for 1 armour, 1 artillery and 2 infantry in Southern France, round 2 :  3/4 hits
                    Americans roll dice for 1 aaGun, 2 artilleries and 3 infantry in Southern France, round 2 :  2/5 hits
                    2 infantry owned by the Americans, 1 aaGun owned by the British and 2 infantry owned by the Italians lost in Southern France
                    Italians roll dice for 1 armour and 1 artillery in Southern France, round 3 :  1/2 hits
                    Americans roll dice for 2 artilleries and 1 infantry in Southern France, round 3 :  2/3 hits
                    1 infantry owned by the British, 1 artillery owned by the Italians and 1 armour owned by the Italians lost in Southern France
                Americans win with 2 artilleries remaining. Battle score for attacker is -2
                Casualties for British: 1 aaGun and 1 infantry
                Casualties for Italians: 1 armour, 1 artillery and 2 infantry
                Casualties for Americans: 2 infantry
            Moving scrambled unit from 91 Sea Zone back to originating territory: Morocco
            Moving scrambled unit from 91 Sea Zone back to originating territory: Morocco

        Non Combat Move - Italians
            2 infantry moved from Yugoslavia to Romania
            1 infantry moved from Albania to Yugoslavia
            2 infantry moved from Greece to Bulgaria

        Place Units - Italians
            1 infantry placed in Southern Italy
            1 artillery and 1 infantry placed in Northern Italy

        Turn Complete - Italians
            Total Cost from Convoy Blockades: 1
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,1
            Italians collect 11 PUs (1 lost to blockades); end with 11 PUs total


Dice Statistics:

    Total
            1 was rolled 16 times
            2 was rolled 13 times
            3 was rolled 4 times
            4 was rolled 11 times
            5 was rolled 6 times
            6 was rolled 15 times
        Average roll : 3.354
        Median : 3.000
        Variance : 1.922
        Standard Deviation : 1.386
        Total rolls : 65

    Null / Other
            1 was rolled 3 times
            2 was rolled 1 times
            4 was rolled 1 times
            6 was rolled 2 times
        Average roll : 3.000
        Median : 2.000
        Variance : 1.167
        Standard Deviation : 1.080
        Total rolls : 7

    Russians Combat
            1 was rolled 5 times
            2 was rolled 3 times
            3 was rolled 2 times
            4 was rolled 2 times
            5 was rolled 4 times
            6 was rolled 5 times
        Average roll : 3.571
        Median : 4.000
        Variance : 0.550
        Standard Deviation : 0.742
        Total rolls : 21

    British Combat
            1 was rolled 3 times
            2 was rolled 1 times
            4 was rolled 1 times
            6 was rolled 2 times
        Average roll : 3.000
        Median : 2.000
        Variance : 1.167
        Standard Deviation : 1.080
        Total rolls : 7

    Italians Combat
            1 was rolled 2 times
            2 was rolled 6 times
            3 was rolled 2 times
            4 was rolled 5 times
            6 was rolled 5 times
        Average roll : 3.500
        Median : 3.500
        Variance : 1.474
        Standard Deviation : 1.214
        Total rolls : 20

    Americans Combat
            1 was rolled 3 times
            2 was rolled 2 times
            4 was rolled 2 times
            5 was rolled 2 times
            6 was rolled 1 times
        Average roll : 3.100
        Median : 3.000
        Variance : 0.889
        Standard Deviation : 0.943
        Total rolls : 10




 8 
 on: Today at 05:41:52 pm 
Started by DiscoKnekt - Last post by DizzKneeLand33
Hmmm, I 'd consider a 60/40 advantage for any side in any game as way too good (for that 60 side). Broken beyond repair, even.

There is this game I like to play, and with the two most popular first moves, the spread over the course of history is the following:

1. e4: White wins 39.2%, Black wins 32.6%, Draw 28.2% = 53.3% / 46.7% spread.

1. d4: White wins 39%, Black wins 29.5%, Draw 31.5% = 54.75% / 45.25% spread.

And yet, people have been playing chess for a long time now, without constantly complaining that the game is broken.   wink

I'm sorry, but bidding should be a 100% equalizing process for most Axis & Allies games.  If the results are still 60/40 after the bidding, that means that people aren't bidding right.  That, or there is just more propensity to play one side more accurately than the other.  This does NOT denote a flaw in the game, but rather a flaw in the play.

I'm still learning, and quite frankly it seems to me like it takes a lot more creativity to be successful with the Allies than with the Axis.  So, I will contend that it takes a better player to be consistently good with Allies.  But, if you are not good at both sides equally (and few are), comparative statistics are not going to give you the information you need.

The only way to truly get those statistics from league play would be to play a match with one game from each side with the same bid amount for each game within the match.  Then if you still see a very skewed result, then it is due to an imbalance.

But even then, it is a difficult proposition to tell how much of the imbalance is due to the game and how much is due to the players.


 9 
 on: Today at 05:37:27 pm 
Started by suprise attack - Last post by Gargantua
Both of my subs at Gibraltar are going to hold you off until the end!  It will be YOU who Submerge permanently! Tongue

 10 
 on: Today at 05:36:32 pm 
Started by suprise attack - Last post by Gargantua
Battleship tip first.

Destroyer after that.

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