i’ve used a mac for years… i think the last non-mac computer i owned was a c-64…
what i want to know is if anyone has found or even made any mac a&a board utilities and odds calculators…
i’ve used a mac for years… i think the last non-mac computer i owned was a c-64…
what i want to know is if anyone has found or even made any mac a&a board utilities and odds calculators…
i meant the timing of the BB repairs. will we do it at end of player turn or game turn…
paul macartney?!! the worst of the beatles. he’s been next to useless since he stopped riding lennon’s coat tails…
hmmm… lot of top 40 pop… and U2, floyd et al ARE top 40…
any other rivet-goths about? you want good music from the last half decade? listen to wumpscut, vnv nation and covenent… political? how about a little billy bragg - great intelligent leftist lyrics and he can’t half write a beautiful and original love song and all. allthough i get the feeling there are a lot of right-wingers in this group… there’s still lots of great celtic music being made and i’m a huge fan of “trip-hop”: massive attack et al…
i must admit that i can’t stand the white-rap-with-heavy guitars of limp bizkit et al. a lot of it does sound rather contrived…
… which isn’t to say that pop doesn’t have its merits. music doesn’t have to have a message all the time - there’s nothing wrong with fun and entertainment purely for its own sake. there are the occaisonal dancy pop songs which try as i might i just can’t help loving… madison ave.'s “don’t call me baby” comes to mind…
england are through to the next round!!!
sorry - got distracted by football… oh well, that’s enough babble for the moment. i think i’m gonna go have another beer in celebration!
On 2002-06-11 16:28, Yanny wrote:
Actually, BBs are repaired at the end of the turn in AAE/AAP.
hmmm… it does seem to say that… but we’ve assumed that it meant the end of a player’s turn, not a full game turn… in AAE/AAP it’s almost a moot point… although i suppose if it could come up if attacking a once submerged sub or newly placed unints while your ally is still in the sea zone… actually, as the axis start the game turn in both AAE/AAP, only once submerged subs would be an issue… or multiple attacks on an axis navy… sorry, i’m babbling - just thinking out loud…
we should perhaps agree on timing before play…
i’m still in.
and i like paratroopers - they actually force one to leave garrisons. and you are actually forced to pay attention to areas not on the frontline which often leads to superior play… aas long as you remember that the rule’s in place…
how are we doing 2 hit BBs?
-a&a:e/a&a:p style? ie first hit is automatically repaired at the end of battle…
-or, 1st hit must be repaired and the BB is weakened in some way until it is…
uk huh?
rule britannia, britannia rule the waves, britons never, never, never shall be slaves!
i like the 3rd edition rules:
Rules: Official Rules
3rd Edition Rules by Milton Bradley
These rules are copied here from the game manual of the Axis & Allies CD-Rom.
1.Submerging submarines. Defending submarines can submerge or retreat from combat. A submerged sub stays in the same sea zone until after combat when it re-surfaces.
2.Planes can retreat from an amphibious assault. Fighters and Bombers can now retreat from an amphibious assault if the battle is going poorly for the attacker.
3.Multiple AA guns in one territory. You can now place multiple AA guns within one territory. However, only one of these AA guns can fire in a turn.
4.New Naval units can be placed in an enemy-occupied sea zone. You can now place any of your naval units in a sea-zone that is occupied by enemy-forces. If you do this, combat will occur on your enemy’s turn – unless the enemy moves its units out of the sea zone before the enemy’s combat phase. Note: You still have to place naval units in sea-zones adjacent to one of your Industrial Complexes.
5.Western Canada no longer borders on the Atlantic Ocean. This keeps players from being able to move units from the Atlantic ocean directly into Western Canada.
6.When an aircraft carrier is sunk, the surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.
although world at war is interesting - although we always found the rules very badly written…
excuses, excuses, tg… :wink:
tm - any time you want a game just email me: cstanway@leeson.ca - and i onlt play friendly games :smile:
in like flynn!
damn. i think i used that phrase last time too! getting to predictable…
lol. yeah, face to face is a lot more fun - couple of beers and good tunes - chatting with other players whilst people agonize over their turns…
i don’t know if i’ve got a good “poker face” - i tend to think of that as meaning a blank slate… i tend to go for the bitch talk and obfuscation approach - feigning dismay or joy at various moves… maybe i’ve played too much euchre… but definitely, a lot of the psychological and social aspect of the game is left behind in these rather distant forms of play…
tg moses - [gotta make sure i’m specific now that i know that there’s a “tm” and a “tg”…] you’re mocking me aren’t you…?
btw, does your good luck comment mean i’m playing sud next?
hmmm… we definitely need a separate forum for touney threads - it hets tricky trying to pick through everything…
apologies to you all for my babbliness! :smile:
yeah, i was hiding for a bit. i used to post / read at work but this new lass started… and i got rather distracted…
so, when do we start round 2?
and who’s this girl who plays? i’d love to play a girl! female gamers are so disappointingly rare…our hobby is far to male dominated in my humble opinion.
btownthug16. stop living up to your handle and show some respect. dezrtfish is a worthy opponent and i’m sure he’d give you more than a run for your money.
one love.
wotcha.
good game red.
if i’d known you’d started a thread on our game i’d have joined in earlier…
i rather think dezrtfish wasn’t used to playing such an aggressive opponent. i’m not usually quite so aggressive but he made it more tempting than i’m used to…
incidentally my winning bid was 16 ipcs: 3 inf in manchuria and 2 inf in libya with 1 ipc save for the germans later use - like getting the 11 inf first turn.
quick note on my notation: if i say 0.x i mean x/6, not the perhaps more logical x/10. i’m just too lazy to convert…
i wasn’t sure i’d take karelia solidly enough but i also wasn’t used to seeing such a small force there [15 inf,1 arm,1 fit, aa defending against 9 inf, 7 arm, 1 bom attacking. 6.0 def hits avg to 5.4 hits avg at start, same number of units at start but my hits would lose him more firepower than his hits on me - the first few anyway ] - i figured i was being baited but i went in anyway, figuring that if it looked bad i could always run away before losing my tanks. the battle went fairly well [for me anyway] - i took it with 1 inf, 7 arm to defend it and the bomber heading to france to threaten the atlantic. too much really for him to take it back. i also took caucasus with the italians to add pressure from the west - he took the bait and diverted valuable defenders to take it back.
i figured for sure he’d pile everything he could into russia, but surprisingly he didn’t - instead he seemed intent on sending forces to help impede japan’s campaign - including his sole remaining russian fighter [all the air support in russia was british and american] which if he’d sent back to russia with his remaining adjacent forces would’ve held my hand and i’d have never dared attack russia… i can only assume that he didn’t expect me to continue to be so aggressive - even to the point of losing all my top units…
moscow awaited [ 8 inf, 2 fit, 2 bom, aa defending against 1 inf, 9 arm, 4 fit, 1 bom attacking. 4.2 def hits vs 7.2 hits if i got lucky with the aa - more likely 6.5 assuming one downed fit. this time i’d be losing firepower faster but the initial advantage seemed enough to me - that and i was willing to take it all costs - i’ll gladly sacrifice all my armour and air to take russia - especially so early]. i knew i didn’t have to take it with much as i could reinforce it with japanese fighters. the battle went well for me [ taken with 3 arm, 3 fit, 1 bom] and suddenly i’ve got russia and 75 ipcs to burn!
japan did go pretty slowly, but they took the important indian factory - that’s probably what stalled them - i was really intent on getting india on the first turn because he built the factory there and so left myself a bit more daring in other battles - i got raped in china and pearl harbour… but even though i lost many units in asia i killed most of his forces regardless - so after taking russia asia was mine. 84 production and thus economic victory were inevitable.
i’ve noticed that a number of people dislike the economic victory rule. i must admit that i and indeed the rest of my initial playmates hated the rule at first - but it really is neccessary for an axis victory - i’m not sure how likely they are to win otherwise without a higher bid and without the game really dragging on. the game as it stands unmolested is just to heavily slanted in favour of the allies… i wonder if these same people have the same problem with the victory points in a&a: pacific…
regardless, i’m thankful for the game and will gladly accept a rematch! the wonderful thing about playing complete strangers is the completely strange ways they play! it’s far to easy to slip into a rut when playing incestually within the same gaming group… i’m just lucky i managed to change my style accordingly… or maybe i was just plain lucky and my tactics had nought to do with it…
i’m in like flynn.
but i just tried the above dicey link and got a “cannot display”…
btw, for pbem i’d prob use my hotmail account: f_m_cameron_stanway@hotmail.com
greensleeves typed:
“no the battleships first roll, then casualties are removed (just like with a sub) and the ship is retreated from battle (so it cant be hit). Works exactly like AA-guns.”
actually, BB shots are NOT like subs first strike or AA guns - the units they hit may counterattack with the rest of the defenders, they simply can’t hit the BB.
see pg 15 of the rulebook
see pg 21 of the rule book:
“AA guns in a captured territory may not be moved in the same turn that the territory is captured”
it’s just there to represent “the flying tigers” - the american volunteer unit who faught w/ the chinese before the US officially entered the war…
i’m a fan of destroyers too… much better bang for the buck:
amphib assault:
destroyer
chance 2 hits = 11%
chance 1 hits = 44%
chance >0 hits = 55%
battleship
chance 2 hits = 0%
chance 1 hits = 60%
chance >0 hits = 60%
so, a slight edge for the BB but no chance of 2 hits…
regular combat
destroyer
chance 2 hits = 25%
chance 1 hits = 50%
chance >0 hits = 75%
battleship
chance 2 hits = 0%
chance 1 hits = 60%
chance >0 hits = 60%
so, hige edge for the destroyers, plus the chance of 2 hits!
add to this the sub killer ability and and it seems such a better deal
we use those diff coloured bases from old blood bowl figures…