What the hell did they do to ruin this game?


  • More problems… I took my land units off UK to land in Africa ( im Germany). I brought a sub to kill a lone transport in the zone, and with these transports i bring a BB and CA for SB. Apparently, a lone transport negates ANY shore shots even if i had a hundred subs attack that transport. Bullocks!

    Then as an added bonus, at the end of combat these transports are magically back to where they took the infantry off UK…a free move.

    More bonuses. Bringing land units from Japan in NCM also causes problems…

    You have say 4 transports and 9 land units in Japan. You want to bring 4 units down to FIC and each transport wont load up completely, instead it only puts one guy on each transport so you need 4 transports instead of 2 to bring these units. The way around it is to move the extra out of the zone, leaving 2, then shuck down to FIC, then cancel the deployment of the other 2 transports so the result is what you want. But its stupid!

    Another problem. Loading the tank in Italy on a transport takes a long time to click on because its over a factory… nice

    The dice still suck and roll too many fives and sixes and the “tit for tat” thing is still in effect. Bombers doing SBR get shot down way too many times. I no longer do SBR unless emergency.


  • @Imperious-Leader said in What the hell did they do to ruin this game?:

    More problems… I took my land units off UK to land in Africa ( im Germany). I brought a sub to kill a lone transport in the zone, and with these transports i bring a BB and CA for SB. Apparently, a lone transport negates ANY shore shots even if i had a hundred subs attack that transport. Bullocks!

    That’s how it’s supposed to work. Any naval combat means no support shots. If you ignored the transport (don’t know if that’s implemented yet, I think supposed to be with the recent patch?) then you should able to do support shots, but if you engaged then definitely no support shots.

    For the transports stuff - what I did last was I load a unit onto transport; loading another unit puts it on another transport (which I don’t like but eh I’ve given developers so much to chew on already and I don’t feel like filling out another feature request thingy) - anyways so after loading the first unit, instead of loading a second unit, I open up the windows to select the transport with the loaded unit then use that transport to load a second unit. Which is cumbersome and not how I’d say it should work but eh.


  • Thats doesn’t work. Been there done that. What i have to do is move any extra transports out of the area, then load up the lone transport and move it. Then move one unused transport one at a time and fill it up . But the other problems cause grief. Tanks are near impossible to load from Italy. Areas that have lots of battlelines and lots of units are problematic to move ( especially fighters).



  • @JuliusBorisovBeamdog

    Just for the “record” too many fives and sixes are rolled and the algorithm that was assigned is not random. Too many times dice will all miss on both sides and when they hit, both sides will score hits. I call this “tit for tat” and it is way too common. I’m not complaining about this over poor dice rolls and or crying about results. I can live with results because i find a way to win anyway. I am reporting about tendancy’s of the dice. In some battles, i have seen all fives and sixes rolled for both sides that have 10+ units. It’s just ridiculous! You might want to use a randomizer that they use in Casinos.

  • '22

    @Imperious-Leader I agree with your comments about the difficulty loading transports. I largely prefer the Triplea UI. However, I have to give Beamdog compliment for the ranked game system and the fidelity to the game rules. Allowing retreats with amphibious units, inability to both bombard and do a naval battle, probably some others I forgot. Having played hundreds if not thousands of Triplea games, I was amazed at the rules I thought, but where I was really incorrect.

    On the randomness of dice… The dice are a uniform 1d6 distribution and independent. I also thought the single last defender hit too much, but then realized that it’s simply the dice UI that exaggerates the last hit. I applied a chi-square test both on rolls in general and for the last defender hit, and was satisfied. You’re welcome to replicate: https://rpg.stackexchange.com/questions/70802/how-can-i-test-whether-a-die-is-fair


  • @Boston_NWO said in What the hell did they do to ruin this game?:

    it’s simply the dice UI that exaggerates the last hit.

    Please explain the statement above…

    The thing rolls too many fives and sixes, second if the attacker misses, usually the defender misses. If the attacker hits , the defender usually hits too. I call this “tit for tat” and it is an accurate statement as to the tendency of the dice in this game. Something is very wrong with these dice. I have never seen such ridiculousness in any game using dice.


  • five possible improvements:

    1. optional rules as outlined in 1942.2 rules ( scrambling)
    2. ability to edit setup and save to play as additional scenarios
    3. ability to edit costs and unit values and create new units ( like mech and light carriers, waffen SS, etc)
    4. ability to communicate by voice to players and opponents and ability to turn off and on. ( you can listen or turn off chat–at least its an option.
    5. ability to save a game and review it at a latter point to find out what you did right or wrong
    6. a notepad for players that saves info and possible turn buys that you can pull down when that time comes
    7. direct link to players on steam ( which is usually hold tab and shift) that brings up their name on steam and you can add as friend
    8. ability to alter dice algorithm to random…so basically not AA online dice
    9. Optional tech drawn from past games that had them
    10. fix the transports so they don’t load one land unit per transport, rather the first 2 land units you choose full each transport so every 2 units go to each one.
    11. ability to change music to individual national music… like original hasbro AA software…which was doing it 1997…and for some reason its so impossible to program

  • @Imperious-Leader Coming from my experience as statistician and coder, i’m suspicious of assertions on data hypotheses that are based on anecdotal experience rather than a statistical test. The human mind is rife with biases that hinder accurate statistical inferences. Additionally, the PRNG number generation is so established in the major coding languages, that I seriously doubt any developer would alter to make non-random die result. If you’re concerned about the randomness of the dice, record 300-400 observations which is achievable within a single game of A&A. The apply a Chi-square test.

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    @Boston_NWO said in What the hell did they do to ruin this game?:

    PRNG number generation…

    Then why is this game so different than anything else? Are there other number generators to be considered? Just PRNG?

    I have no bais when i send 4 fighters 2 infantry and 1 artillery attacking 2 infantry and 2 fighters and lose everything! ( just one example)

    its a 84+ chance in my favor and he keeps the 2 fighters

    I start to like low luck. at least i know whats coming


  • OK another thing…

    When battle occurs and losses are applied, their needs to be a dialog box that you click to finalize the way losses are applied. In some cases like taking a capital, you lose planes rather than tanks and players are used to clicking real fast to go on to other things. Fix that.

    Also, when all games either ranked or not need to be a public “known at large” and accessible by clicking the players name. That way BEFORE you play a game you know what the record of the player is at that nation and overall. This “score” is every game played period. Ranked or not. Ranked play isn’t any measure of squat, rather its how well you do controlling 2-3 nations as ONE. Thats not Axis and Allies. AA is where you need to play on a team to overcome the misfortunes of battle and poor decisions and make the best of a flawed total picture. Its not PERFECT MACHINE SYMMETRY OF MOVEMENTS AND STRATEGIC DANCE MOVES PERFECTLY CHOREOGRAPHED!


  • OK another thing.

    Say UK has a sub “set on submerge” off India, Japan wants to attack with her sub. Japan also sets her sub to “submerge”

    What have you? Oh neither sub can ever move out of the India sea zone for the rest of the game!

    Obviously you can send a destroyer and fight, but i just want my damn sub back. Imagine a stack of 50 subs and one sub just quagmires that damn stack for the rest of the game!

    Nice game guys…


  • Option to turn off such nonsense should exist, you think?


  • @Imperious-Leader There are ways to make the zone non-hostile which will solve this issue. https://www.beamdog.com/news/patch-7-notes-axis-allies-1942-online/


  • Oh brilliant. Very Intuitive. Almost like using an Apple product.

    Why cant before you roll dice can you go back and change your mind and retreat? Should i click “Dossier” and hit R?

    Its a one and done deal.

    Another problem is NVM. You cant go back on that either. This is still before you place new units. The game isnt structured so segments of turns block you out of making changes BEFORE YOU ACTUALLY DO THINGS IN OTHER SEGMENTS. I get that it offers a dialog box, but players click quickly to get past all the window dressing. Please fix this.

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