what about up the prices to 20 for Heavy bombers, the price increase when you get it. Also existing bombers needs to be outfittet with the new tech for lets say 5ipc a piece.
Posts made by Pin
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RE: Heavy Bombers - House Rule
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RE: Simple question: is the game balanced?
58% for all those 3 attacks bogoo, but add in the odds for the 3 eastern europe attacks and its highly likely at least 1 of the 6attacks will fail
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RE: Beginner looking for feedback on his G1
Go to the play by forum section and look on G1 moves in tournament and league play, i dont think anyone uses that opening anymore. Its way to easy to counter for the allies, and even with a clean sheet in Karelia you are most likely setting up a loss for the Axis.
1st of all you do a dodgy Egypt attack (myself ive stopped doing it T1 anymore do it T2) IF the fgter in egypt lives youre italian fleet dies UK turn 1 and africa is lost for the rest of the game, IF you are gonna do Egypt turn 1 add in the bomber for better odds. Also almost entire UK navy is alive (the 2ss dont have that good odds vs the bb), that means UK dont have to invest so heavy in navy first round and can start landing 8 ground troops in europe very much faster, IF the bb survives in z2 he can liberate Karelia turn 1.
Russia as pointed out allready can do a 6arm buil T1 and crush youre army T2. You have to move a lot of T1 buy to France to make sure that UK fleet dont take France turn 2. (he will have 3transport loaded if you dont kill more of his fleet). And France is the last thing you want to start trading so early in the game.
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RE: AA50-41 Tech Tourney sign-up (sign-ups CLOSED)
I’m a strong supporter of byes in round 1 only, get rid of them all there, seed the participants from the first tourney and give byes to the ones with the better record. After you posted it in the league forum now you will probably get more signups so you will probably have more then 3-4 people who would need to be alternates if you go with the other options.
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Games trough TrippleA AA50, looking for other interested
Hey, as those of you who are familiar with TrippleA (http://triplea.sourceforge.net/mywiki) knows the Lobby is highly unstable lately and been down a lot, so im looking for more people who wanna play games now and then. The latest version is almost without bugs for AA50 and minimal edit mode is needed. I have created an Hamachi (http://en.wikipedia.org/wiki/Hamachi dl:http://hamachi.en.softonic.com/ ) channel where myself and one more so far is logging in whenever we are online and have time for a AA50 game and play now and then. What im looking for is more people who want to participate and play a game now and then as a suplement to PBF and F2F gaming.
If this sounds interesting send me a message on the forums and i will hook you up with channel name and password :)
/Pin
Hamachi channel: PinAAA
no password. -
RE: Industrial Complex in Poland
Japanese factory in East Indies is game breaking. UK has to build a factory its first turn if it wants to help the US stall Japan.
Germany doesnt need another factory, they need to capture one of Russia’s
I’m against building Japanese factories on islands. Half the point of building a factory as japan to me is that the units i build will already be on the mainland, thereby speeding up their deployment to russia, and at the same time, lessing my dependence on defenseless transports. Japan may be able to threaten africa from the east indies, but I would rather threaten russia from india + burma + manchuria. Fallen Russia, not africa, = game over.
I allways build a Jap factory on East indies turn2, turn 3 i build one in India, thats 7 units going to Southern russian front every turn. To supply this i use the transports used to take Australia turn 2, after they have moved surviving units in australia to take India turn 3 they are free anyway, to protect them i use the carrier that needed to go to z37 turn 1. Then its all about what the US does in the pacific if i need to reinforce that fleet with other starting units or if i need to build new ones.
For the northern flank i use Japan as factory if US doesnt threaten trannies working in z62, if they do an IC in Manchuria is worth it. (this demands a T1 buy of 1/2 trannies, i do change a lot between 2tran 1inf buy and 1tran 1dd buy)
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RE: AA50-41 Tech Tourney sign-up (sign-ups CLOSED)
1. DarthMaximus
2. DutchmanD
3. DY
4. DesertJournalist
5. DZygmund
6. DTelamon
7. Bigbadgoo
8. SgtBlitz
9. Pin
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RE: UK ICs
@Pin:
Youre pretext is completely wrong, the z35 tran + dd almost never survives 2fgt z61 kills them.
For Jap T2 you will allways have 2inf Sum and 2inf Brn to hit it + whatever survived on Phi (3inf 1arm attacking) usually at least 1inf 1arm, often more, + 1cru 1 bb shot, 2fgt(if both survived vs z35). And in my openings i also hit Burma with 1inf 1art, so whatever survived there gets to hit.
Realistic you have a punch on Aus turn 2: 5inf 1art 1arm (assuming 1inf died in Bur, 2inf Phi) 2fgt z35 and cru, BB shot. Nothing in the world that UK and US can do turn 1 will be alive on Aus after Jap turn 2. I use this turn one setup to make sure both a India and a Aus IC is totally out of the question. (not assuming sick sick dices, 2fgts z35 dies to the dd etc, if that happens ofc there might be room for a IC somewhere other then SAF).
Wait, what are these opening moves on the Phil. I usually consider a T1 Jap attack on the Phil a mistake, so I am not that familiar with the attack. How open are you kepping the mainland? If this is the case, how long is India kept alive? What Chinese pieces are left alive?
ap 1
buy
1tran
1dd
save 2cm
2fgt z61 > z35 (calling CV z61 > z37)
2fgt z57 > z56
2fgt z57 > z53
1dd z51 > z53
1inf car 1inf Oki > Phi via 1tran z51
2inf Car > Sum walkin
1inf 1art z61 > Bur
2inf z61 > Brn walkin
1inf 1arm Jap > Phi
2inf Fic > Yun
1inf Fic > Kwa
1fgt For > Yun
1fgt Jap > Kwa
1fgt Man > Yun
3inf Man > Sui
3inf Kia > Fukthis was a standard Jap 1 opening for me, i do the Bur becouse Rus1 sent 2inf to Per making a setup for a possible T1 UK IC. Also Egy was taken, if that fgt was alive i might have gone a little different to make 110% sure i could take india even with that fgt there.
If you are worried about the dd blocking, just skip the cru to z50 and ncm it to z48. and you still have huge punch on Aus turn2. Without the Phi forces you should at have least 4inf 1art 2fgt punch on Aus turn2, 1more inf if it survived Bur, and Cru if you also used that against Bur aswell, i just prefer having it in z50 or 48 to make sure you can force US to evacuate Pacific turn2 if US didnt build navy in Pacific turn1.
link to game: http://www.axisandallies.org/forums/index.php?topic=14120.15
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RE: UK ICs
Youre pretext is completely wrong, the z35 tran + dd almost never survives 2fgt z61 kills them.
For Jap T2 you will allways have 2inf Sum and 2inf Brn to hit it + whatever survived on Phi (3inf 1arm attacking) usually at least 1inf 1arm, often more, + 1cru 1 bb shot, 2fgt(if both survived vs z35). And in my openings i also hit Burma with 1inf 1art, so whatever survived there gets to hit.
Realistic you have a punch on Aus turn 2: 5inf 1art 1arm (assuming 1inf died in Bur, 2inf Phi) 2fgt z35 and cru, BB shot. Nothing in the world that UK and US can do turn 1 will be alive on Aus after Jap turn 2. I use this turn one setup to make sure both a India and a Aus IC is totally out of the question. (not assuming sick sick dices, 2fgts z35 dies to the dd etc, if that happens ofc there might be room for a IC somewhere other then SAF).
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RE: Axis can't win? IMO Allies can't win.
well its like poker, you just have to realise that the odds will make you loose some of the battles even though youre huge favorite in each of them seperatly but take the consequense of that by adapting to that reality youreself. Best piece of adivce i guess is to be so conservative round1 that no matter wich attack that fails it wont be a disaster for the rest of the game, remember with 11 attacks all on 95% youre still just a slight favourite to win them all, meanining in 11/20 games you win them all. Its internalising the odds that will prevent you from going nuts about the dices, but a predetermined way to reroll a battle that goes insanely skewed could be implemented to make sure the best player wins everytime, but you cant take it to the extreme and introduce LL into this as thats a whole different game.
It would be a lot of work to make it happen, but for me the perfect setup would be something along the lines of:
calc all battles before rolling, individual and combined. Then agree on whats the upper and lower limit of “failed” attacks. Then roll the battles, after the rolling is done you determine if the combined result was too much skewed. You then weigh the different battles that went totally off and roll on that weighting wich battle should be rerolled, possibility for more then 1 battle to be rerolled if the skew was extremely horrible.
But again thats just utopia, noone would ever bother using so much time on each battleround. So either just go with the dice gods and try to protect you the best possible way to tackle the dice gods or use a token for each side to reroll.
At the moment i think somewhere around 14-17 is the optimal combined attacks, but its way to early and i might change my mind again like ive done many times since this game came out.
If you really wanna test youre axis skills i would suggest you pbf with tcnance, his allied game is really tight as far as my experience is, ive played a lot to little to play a very good axis player to prove that this is a balanced game (only played ~50 AA50 games so far). And i think you shouldnt handicap youreself by doing 11 attacks only under normal conditions, just play it out and im pretty confident a topnotch allied player will give you really the run for youre money.
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RE: Axis can't win? IMO Allies can't win.
1 more thing, i think most players whining over dices and using LL is due to the nature of not understanding how odds are calculated. Basically its not in the game mechanics for you to win every round 1 battle even if you go conservative at it, its designed around ADS and mastering the consequenses of the dices are a part of the game, aswell as utilizing it.
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RE: Axis can't win? IMO Allies can't win.
thing is i just read this thread a few days ago and tought it was based on so much stupidity math wise i couldnt be arsed to be the “odds” police and was thinking i would let someone else raise theyre voice, but now the thread had gone 8 pages without anyone pointing out the obviouse.
Let me do an example.
If you do 11 attacks with every attack haveing 95% success ratio individual round 1. You only have 56.88% chance of all attacks beeing succesfull with ADS. But with LL you will have 100% chance of success.
Now its far from all attacks round 1 you have 95% chance on, and most players do more then 11 attacks round 1, wich ofcourse the gamedesigners knew when they constructed it this way. (they could have placed units whole different way to minimize the amounts of attacks round1).
Now this factor that one or more of youre attacks SHOULD fail is important for the whole game balance, making sure that the allies will have an opening in the Axis wall. Now though if you swap to LL then the allies wont have that hole and you are basically playing a whole different game. LL affects so much more then the strafing, you are virtually rebuilding the game mechanics.
Assuming we are playing with ADS you have to go with the numbers of attacks that maximise youre profit but minimize the downside when the inevitabile happens and you loose one of those key battles. Ofc you can go full bore round 1 as axis and almost deciding the game right there and then if you are monster lucky, but that will happen in so few games, but in LL that will happen a lot more making the game under LL conditions unbalanced.
What we in my F2F group have started doing is giving each side 1 token to decide one battle should be rerolled entirly, this to remove extremely skewed dices round one, and removing those 1/15 games where an all out attack over everyzone deciding the game round 1 with super luck. Also possibility for reroll of an battle where for example germany goes at it with 99% and looses.
Jury is still out on that reroll token though, but changing to LL will never happen for my group, and thats why i have no interest in playing you with LL, the game is a whole different game. -
RE: Axis can't win? IMO Allies can't win.
@Subotai:
So what we’re left with, of those battles that will likely hurt axis rnd2 more than the change of TUV value, is the Egy attack, the Philly attack and the sz 53 attack if the BB lives, sz 35 if failed. That is 75% + 93% + 94% + 95%.
The result is 89% for those 4 battles.
just wanna correct youre odds (assuming the odds pr battle is correct) you only have a 62.28% chance all 4 will be succesfull, remember comming to odds you cant just sum them together and divide by 4, you have to multiply the different odds to find the real odds all the attacks sucess at the same time.
I havent read further then the quote above but will comment a bit now, and might add another post after reading the rest.
Basically the whole LL vs ADS is huge in aa50, with the number off attacks going on there will ALLWAYS be 1-4 attacks going sour total (depending on how conservative youre approach G1 and J1 is), with LL you can eliminate this. The gamedesigners knew this when they made the game, hence you have no “perfect” round1 as the allies. (odds for all the J1 and G1 attacks to succeed combined is somewhere in the range of 5% - 40% with ADS depending on how conservative the J1 G1 is, 40% is extreme conservative).
Now my idea from an allied stance is to reevaluate at theyre turns just like tcnance said. The allies have to hit where round1 attacks screwed up, and capitalize on that, makeing the game a much more dynamic game then any other AA version we ever saw. IF you choose to use LL under these circumstances you are in fact playing a whole different game becouse you are removing that opening that the odds will almost every game make sure you get for the allies.
So as there might be warrant for an allied bid under LL those same conditions do not apply under ADS. The obviouse reason people find an axis advantage is that the axis in this version is so much easier to play under the “old” doctrine from AAR. But allied play is so much more dynamic and forces the allied player to be able to reevaluate so much more and adapt in a whole different way. Thats mainly why we seen these boards go from very pro Axis, then when ppl started adapting as allied over to pro allied. But now we see people starts to understand how to counter a “thinking” allied player a bit and atm i think this game is very closed to balanced.
But as the sample size of games go up (we still have a very low sample size compared to other games) we will se the “true” strenght of the sides, but as this game is so very much more dynamic then any other AA games its way way to early to start talking about that we have the fact of the balance figured out. My guess is that the consensus will swing back and forth a few more times before it will be an established fact that -41 with NOs is a very balanced game.
(i tried to point out why mixing LL into the equation is just bshit due to the odds, i cant be arsed to type out all the odds for you, but do the maths youreself and you see how unlikely it is that all youre attacks G1 and J1 will succeed even if you go very conservative, and you then realise that the LL factor is so huge that it totally changes the game as you remove what should be and allied opening round1 from the game.)
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RE: Invasion of alaska on J1?
What do you want to accomplish with this move? If you really want to threath WSU or make him think that you do you have to move fleet up there aswell. this will end up with Japan not expanding as fast as they must and ending up with you loosing preciouse time. UK1 will be able to liberate Alaska pretty easy, if youre standing there with 1arm 1inf he migth have to use the bomber from UK to liberate it.
For this strat to work you need 4 transports of Japan shuffling 8 units to Alaska every turn + an IC in alaska and to support all those units you need the income of south pacific + NOs.
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RE: Is Japan a Monster? [Economic Breakdown]
philippines isnt in range for j2 attack anyway, you got 4 inf at borneo, sumatra, and 5inf, art in (burma against 1 inf)…
6 inf 1 art 1 AA vs 4 inf 2-3 fighters is a battle i take anyday. Remember for us to build an indian IC the destroyer just killed 2 figthers, we would also prolly run the R1 fighter down to india for 1 turn to make sure it survives J2. Thing is the IC in India is a situational thing we do IF and only IF the opportunity arises.
The bottom line is the US building a fleet big enough to make sure the Japanese fleet have to be together. That heavily slows down Japanese expansion. And will make sure the at least the US pacific NO is safe, and most of the time theyre able to seize one of the Japs island for the 5 NO UK one.
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RE: Is Japan a Monster? [Economic Breakdown]
well ive seen the destroyer in indian sea kill 2 fighters in F2F, philipines killing 2inf 1art 1 armor in same turn. Thats enough for india to be reinforced with 2 TJ inf 1 Burma inf, and you have youreself a factory. But India, Egypt, Australia IC is not a rule in our game, but happens when someone try something smart or the dices go wacky.
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RE: First game.. Opinions.. and lots of questions!
Good tips woul be to go to http://www.axisandallies.org/forums/index.php?board=50.0 and read up on Japanese first turn moves, see what ppl do. Basic strat is to kill all fleet in the Pacific and indian ocean except the US Carrier. Take out Philipines, Borneo and malaysia. Set up so you can either kill Australia or India Japan turn2, along with this you take out Kwangtung, 2-3 chinese territories.
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RE: Is Japan a Monster? [Economic Breakdown]
Ive played ~30 games of AA41 so far mostly F2F, couple trough TrippleA. Pretty even number of wins so far. All with NOs, some with some without techs.
But as our tactics have evolved we have seen a trend in what the allies does when they suceed and win (take the couple of wacky dice first turns that opens special strats away). So far we are pretty confident that the US must go Pacific mainly, the goal of this is not to kill the japanese fleet, but force it to stay together so they cant scatter all around the pacific, play cat and mouse, spread out subs in a lot of different sea zones etc, maintain the pacific NO of USA. while this is ongoing UK starts off making sure his fleet can sustain and start moving troops for africa + killing the Italian fleet as fast as possible, the US uses the 2 transports of EUS to shuffle 4 units ECAN to Marocco every turn. This combined with clever use of the the US pacific fleet (and the transport 41) keeps japan and Italy from totally breaking the UK economy. Ofc alternatives will happen according to what happen at the board, but this is the general idea. UK IC pops up in India if dices go wrong for Japan T1 etc.
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RE: First game.. Opinions.. and lots of questions!
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Can you use every single unit you own on your turn to attack with?
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My dad was saying… How come a tank can attack a fighter? Which is a good question. My reply was that the “tank” model represented a motorized division of sorts and as such could attack the fighter. Is this a correct assumption?
Yes -
Do the Chinese IPC’s contribute towards US IPC’s? As they lose chinese territories, does their national production go down?
Read the manual, very good described there, just note the Fighter starting there is Chinese and can never go outside Chinese territory, so it cant sink a transport off the coast etc. -
If you want to launch an amphibious assault… Do you need to send your transports at the same time as you would your battle ships to clear the sea zone? Or can you attack with your ships first… see if you win… then if so … send in the transports after it?
They enter at the same time, if the BS win you land, if it doesnt and the deffender hit “extra” hits when sinking the BB, those hits are applied to transports joining, after all hits have been taken away the transports can retreat to where any of the ships entering the battle came from. -
The U.S and the U.K seem to be monsters in terms of National production… Compared to the Japanese initial laughable IPC level of production. (17 is it?) to the UK and US (40 something?). Does this swing the game in favour of the allies?
-41 version is either balanced or slightly in favor of the Axis, look on the map and you will see Japan will have ~40 ipc after turn 1 and close to 50 after turn 2.
(edit) 6) Submarines! Ok the rules here are very confusing I think. Lets give you an example…
I am attacked by a submarine and my fleet consists of 1 cruiser. The sub gets it’s surprise strike… missed… then Does it get its attack roll straight away? Then the cruiser gets its defense roll and rolls a hit. Can the submarine then choose to submerge instead of taking the hit? Thus ending the combat?
IF the sub have a surprise attack(no enemy destroyers present) that is done, and thats all attacks the subs gets that round of combat. You have to choose if the Sub should submerge before a round of combat goes(before any dices are thrown), you can submerge it if you please before any round of combat no enemy destroyers are present(after both the attacker and defender dice have been thrown and casualties have been applied and a new round of combat starts)-
Transports: It is my understanding that each transport can hold 2 ground units. So if I wanted to launch an assault on the phillapines from japan, could I a) load 2 units into one transport, b) move them to the phillapines (two spaces away), c) attack in ONE turn? (assuming the sea zone is empty). Also, does bridging take 1 turn or 2 turns? (ie: can i just move 2 land units over a sea zone in one move if there is a transport in the sea zone bridging the gap)
Yes you can load 2 units (1 inf + 1 inf/art/armor) and move 2 sea zones and land in same round. Briding of units takes one turn as long as both the transport and units belong to the same nation. 2 turns if its an allied transport or units. -
(sorry im editing this post as I think of more points) Carriers: Can I move a carrier its two space movement allocation into a hostile sea zone in the combat move phase, then use the fighters to attack a different coastal territory.
Yes and no, both the carrier and the fighters count theyre movement from where it starts the round. If you have a carrier with 2 planes in sea zone 6, the carrier can move to sea zone 12 and the fighters can attack a fleet in sea zone 13 and land on the carrier in sea zone 12. The carrier will then have moved 2 and the fighers 4 wich are theyre limit. You can not move the carrier 2 zones then use the fighters from that position for another 4 movements.
Hope this helps a bit :)
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RE: How to get german boots to the russian front?
remember you can also blitz 2 armors from poland to Karelia in NCM. Karelia can be taken so strong it cant be retaken on R1, but this approach sacrifices too much other attacks for my likings, but i know several who uses this strat effectivly :)