Why would you need to roll against the heavy bomber specifically? That’s not fair, because the attacker gets to choose his casualties from all the hits, whether it be during a battle or picking planes to die from AA fire. The attacker should get to “guard” his Heavy by escorting it with other planes.
Welcome back to the game Joyrider. I stopped playing for a little while and started playing back in about 97 and I am hooked again. Be careful Joyrider you may end up being like me and play and you won’t want to stop.
That’s intriguing. I know very little C/C++ programming, unfortunately, but I feel that such a project should be web-based anyways. The demands are not so great that they make a web application unsuitable speed-wise, and the limitations on platform compatibility really suck for application programming. I primarily work (and play) in linux. I have windows installed for the occasional Ravenshield game, but that is it. As a result, the mapview program isn’t much use to me, but I don’t mind having the board set up. In fact, I probably prefer it. In chess I always did better on a board because I could look over everything at once and plan simultaneously. In something like mapview or even in the PC CDROM version of A&A, there is too much moving around to see everything that you have to plan in geographical phases…I dunno. It’s not a really big deal either way.
Coincidentally I just landed a contract job to develop a web application for a company near me that requires a pretty large code base of user-related stuff, like accounts and cross linking accounts in a client/contractor relationship. I am well acquainted with the folks and am free to use the objective code that I write that is not central to the project. So, I can use a lot of the database access / user account related code towards this project once I am done the work project.
I am pretty excited about taking a stab at this.
Thanks again for your help and advice.
First- Where do you put your men at the end of a turn. Do you have to put them at the factory and leave them there till next turn. Or can you place them anywhere?!
Two- Can you move men through an allied territory? Like if you have the three countries?!
Yes, any allied players forces may move through another allied players territories UP TO THE MAXIMUM MOVEMENT ALLOWED(1 for inf and aa, 2 for arm, 4 for ftr, 6 for bmr)
Three- How does the defense counter-attack work after you are attacked. What dictates how you can attack after being hit?
If you have the Attacker/Defender Battle Board place all units on the appropriate spaces. As defenders are hit move them behind the line as losses which will get to return fire in the defenders part of the battle. Remove them from the board after each defensive round is completed.
Remember to place the battleships(bbs) on the board and use their one shot bombardment in amphibious attacks. Then remove the bbs as they are not part of the land battle and cannot be lost.
Also remember to place trans on the board in naval battles even as attackers. Though they cannot attack, they can be hit and sunk(your choice as to what you lose.)
It is almost always advisable to remove your lowest attack/defend dice unit first. Lose a tran(does not attack/defends @1 on a d6) before you lose the bb(attacks @4/defends @4.) Keep the bb to attack another turn, unless the tran cannot be attacked and has units that can unload to attack on land.) Also, it is easier to replace a tran and 2 inf(14 IPCs) than a bb(24 IPCs.)
Note that it is important to keep your carrier afloat if you have ftrs that are not adjacent to friendly territories. B4 losing the cv, lose a ss or empty tran if available. If not lose a ftr.
Another problem occurs when you have to decide between losing a cv or bb. Think what you intend to do with the remaining unit(s). If you have other ftrs available the cv would often be the better KEEP. Especially as it is cheaper to build 1 ftr(12 IPCs) for added punch than to build 1 bb(24 IPCs.)
At the same time, consider that the first-turn fighter gives you an “early” defensive bonus.
But the Allies do not need an early defensive purchase. If played right the Germans should not be able to take Karelia until turn 5 or 6 at the earliest, and this is without fighter purchases. So considering this longterm reality the shorterm is of no consequence. In my experience the Allies win by limiting/reducing Germany’s ipc level and then reducing their income. With this in mind I’d say a bomber or a carrier is always a better purchase because of their obvious uses.