It’s a gamble with 50/50 odds, I made it in my last game, but it is nothing I would try in every situation.
Posts made by Ranor
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RE: How do you counter KJF?
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RE: How do you counter KJF?
FIC has only one adjactend seazone and that is 36.
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RE: Canal question
Yes, the map wraps around on the sides, but not from top to bottom.
Such a shame, wouldn’t it be nice to live on a donut? :-D
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RE: Have you ever pissing your opponent off with BB
With LHTR 2.0 the sub stalling isn’t as effective cause you may leave a SZ that holds enemy units at the start of your turn, and can load units to trn and give naval combat elsewhere e.g. you have your fleet in SZ 5 Germany buys a sub to prevent you from bombarding. Then you can move your fleet to SZ 6 load inf from Gbr (or nwy). Now you can still bombard weu (and kill the sub with figs of course).
And the US should always be able to bombard since UK can kill any subs that would prevent US from doing so.
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RE: Have you ever pissing your opponent off with BB
I found these 2 games currently going on in the league they seemed to be fitting for this post.
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RE: Sea Unit Placement Question
A typical situation for this would be Japan trying to bombard the west coast, you have to bring the troops via trn, but you dont want to send more than one inf a turn, assuming you want to do this for multiple turns, you have to load the trn (e.g. with troops from hawai) in the NCM of the turn before you start your attack…
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RE: Where are you from? Sign our guestmap!
Now you can find me too in Berlin, Germany.
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RE: New Triple A?
Such buy-routines could surely improve the game play, but even then the AI should not ignore counterattacks on the opponents turn.
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RE: New Triple A?
Some nice ideas Darth. What I noticed about triple A is that the program seems to attack only with units in neighbouring countries even if it has other units, say armour, in range. And even more important the program should make a calculation if it should trade a territory or stack it - this means it should calculate with how many units the enemy can attack the specific territory on his next move. Cause right now it does none of this and this leads to attacks or non combat moves into deadzones or figthers or even worse bombers landing in friendly territorys that can be attacked by land units (or in the last case enemy air)
An implementation of LHTR 2.0 would be nice too.
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RE: What is a Bid?
Bid is the ammount of ipc granted for the player of the axis who can buy some units to place at the board before R1, in order to balance the game. It is considered to be in favour of the allies. The bid can be split between Germany and Japan. Any points not spend will be added to the counries starting ipc.
Both player make an offer like:
“I bet I can win as the axis with X ipc.”
The one with the lesser offer wins and gets to play the axis.
The bid can be detemined in an open or hidden auction. In the later form both player make a hidden bet (like on frood.net) and then it will be determined who is the winner.
In the first way one player starts (determined by luck) by making an offer, then player B responds by bidding lower (or not) and now player A once again has the chance to bid even lower. This continiues until one player won’t bid lower than his opponent because he thinks he can’t win with less (or because he thinks he can beat the axis if they have only X’ ipc). This player then gets the allies.
There are diffrent ways to handle the placement of the bid units on the board or even the ammount of ipc from the bid you can spend on units. On this board you can spend all ipc and place the units in any territory where the coresponding country already has units in.
If you want to have an overview of how much the players bid you can take a look in the league or tourney section of the board b/c the bid is mentioned in the topic of these games or you can search for a topic here in the revised forum concerning bids (there has been a discussion in the recently past). I think the average at the moment is a bid of 9 ipc for the axis.
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RE: Basic Allied shipping options–Baltic vs. Barents?
Personally I’m strongly in favour of Karelien as landing spot for the allies (once the german baltic fleet is destroyed and you are quite save from the german airforce).
By having the allied fleet positioned in SZ 5 you put consinderable pressure on 3 important german countries (Weu, Ger, Eeu). If you also have already a stack in Len (Karelien) then the pressure on Eeu is obviously greater then on the rest.
As you already mentioned, it is a good idea to overbuild trn with the UK, because you increase the pressure on Weu and Ger considerably not only in the prospect of taking one of these countries against larger ammounts of defenders but also you increase the threat of stacking Weu (In my last game I went so far to have 8 trn). If ever germany is in the position to threaten your stack in Len you can always move backwards to Nwy for one round and come back the turn after (since now you have the additional material of 2 rounds of purchase).
Furthermore as the UK I would build mainly inf and some art as mobility is not your major concern. As the US I’d like to buy some figs since there great mobility and defens value allows you to strengthen your defeses where it is needed and even with few ground units in europe the US can do a lot of effective trading if they have sufficient airforce, since in most cases it is unimportant if you actually take the counry or not because russia can claim these empty territories instead.
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RE: Excellent First Turn Options for UK
Germany taking Egypt is not a foregone conclusion on turn 1.
A typical G1 move in the Med and Africa could be:
- 1sub, 4fig to SZ 13 –> killing the british bb at the cost of a sub
- 1bb, 1trn, 1fig to SZ 15 --> killing the british dd for free
- 1inf, 1art (Lyb) + 1inf, 1art (bid to lyb) + 1inf, 1arm (Seu) +1 bom (maybe another fig if UKr wasn’t attacked) --> killing all british units in egy at the cost of 2inf
I agree that avoiding Sea Lion is a must, but I have yet to see Germany pull that off when there is a competent UK player.
I’m not talking about a G1 attempt of sealion, but on G2 if the german player sees the IC in Ind he could build some trn and maybe an AC. This will slow him aggainst russia but since you didn’t atacked the german fleet he can easaly have 4 trn by turn 3 together with the german airforce this is a considerable threat to London (you only brought 1arm on UK1 and bought nothing). So all I’m saying is: you now have to divert ressources to your capital and therefore India will be weaker.
The same can be pulled of on turn 3 since Japan is going to have it’s attacking force positioned on turn 2 so the attack on India is going to happen on J3. (see Jens numbers)
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RE: Excellent First Turn Options for UK
You asume a german bid for Africa and then you keep Egypt this sounds strange. In spite of a recently discussion on this board I guess 95% of the german players take Egypt on G1. So the Med destroyer can’t pass through the channel - In most cases he will also be destroyed on G1. Furthermore The british Batleship in the Meditaranian See will definitly be sunk by Germany, so there are no fleets left (except the candian trn) to unite.
I don’t advocate for an IC in India because UK has to make insane efforts to prevent Japan from taking it (around J3), so it will be very week in Europe. Germany can alter it’s G2 or G3 purchases to threaten a sealion, now UK has to choose between defending UK and India.
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RE: Submarine Rule Intepretation
However, I won’t be reading all 30 pages, so if you find something that contradicts, feel free to share the page and paragraph number. Line number would be great too.
OK the following quote is from LHTR Rules 2.0. On page 16 it states under the paragraph “Step 7: Press Attack or Withdraw” and the minor paragraph “Conditions for Ending Combat”
Condition B) Defender Withdraws Subs by Submerging
If the attacker has not withdrawn all units, defending submarines may submerge. They may not
submerge if opposing destroyers are still on the battle board. The defender may submerge one or
more subs, regardless of whether or not there are other types of defending units still on the battle
board.
Return any submerged submarine to the game board contested sea zone and tip it onto its side to
mark it as submerged. It remains submerged until the end of the noncombat move phase.
If no defending units remain on the battle board after this step, combat ends. -
Submarine Rule Intepretation
HOWEVER, the German submarines submerge before you retreat and you are locked in SZ 7 without the option to retreat.
This is only a Csub rule in LHTR it is handled diffrently
Condition B) Defender Withdraws Subs by Submerging
If the attacker has not withdrawn all units, defending submarines may submerge.
So under LHTR the attacker can not be trapped. He may always strafe and is only locked if all defending units are destroyed.
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RE: Weird Rocket Rule and BB barrage questions
I’d say no in both cases. Because units onboard a transport are considered cargo and therefore can’t do anything (except unload) and in case of the battship I can only state that allied units can’t fight together (they are considered not to be there), so no free shot allowed.
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RE: Axis National Advantages (LHTR 2.0)
Yeah tanks are strong :-)
Panzerblitz was my second vote for germany (Stukas, Panzerblitz) and for the Japs I took (Night Fighting Skills and Most Powerful Battleships).
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RE: Axis National Advantages (LHTR 2.0)
I do think that wolfpacks sounds good, but rare is the game, where I have the time to build subs with germany.
I like Stukas since they are useful as long as germany has its airforce (hopefully throughout the game).
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RE: Axis National Advantages (LHTR 2.0)
This poll is about LHTR 2.0 not OOB.