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    Samael

    @Samael

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    Latest posts made by Samael

    • Sinking both the Havaii and US West coast fleet on turn one.

      Has anyone achived this?..
      I sat and discussed it whit a friend the other day and he tried it on me in a game. Sending 2 subs and 2 fighters on the ships outside hawaii, and the remaining 4 fighters from the carriers to the fleet outside the US west coast. He failed misserbly, but he had some extreme bad luck.

      But if this attack is successfull, you can hinder any reenforcements being sent to australia by CAP’ing and the us have a serious problem getting it’s act togheter again. Of course the us will counter attack this fleet, but it will be an even run and will only delay the us further, and buying more time for Japan.

      Australia will have serious trouble if you first putt presure on india so that most of the Brittish convoy money goes there. And then shift the atention to Australia (with some quick naval action) which should be easely defeated without the help of american troops and ships…

      Does any of this make sence? :D

      //Samael

      posted in Axis & Allies Pacific
      S
      Samael
    • RE: Paratroopers

      Just so you know… I wrote that last one…
      Damn auto login, it becomes a habit. did’nt even check to see if I were loged in… :oops:

      //Samael

      posted in House Rules
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      Samael
    • Paratroopers

      I thougt up these rules for paratroopers to be included in A&A, Europe and Pacific games:

      • Paratroopers cost 4 IPC each (More complex training then infantry)
      • 2 paratrooper units can be loaded in a bomber.
      • Bombers that drop paratroopers CANT be used to strat bomb or attack.
      • Bombers that drop paratroopers CAN be hit by aa guns.
      • If a bomber carrying paratroopers is hit by flak, roll a dice for each paratrooper on a 1 or 2, the paratrooper gets out safely, otherwise it goes down with the plane.
      • In the turn the paratroopers drops in, they attack on 1, after that, when they get organized on the ground they attack on 2 or less.
      • In pacific, bombers carrying paratroopers can be intercepted by CAP fighters.

      What do you guys think… I havent tested this yet, just something I thought up after watching “Band of Brothers” :D
      Happy to head suggestions…

      //Samael

      posted in House Rules
      S
      Samael
    • RE: Capturing convoy routes?

      I think that the convoy centers, the one’s with the union jack flag and ipc numbers on them must be recaptured by the allies, even if there is’nt any enemy ships there… But the convoys assosiated with the islands is only blockaded as long as there is enemy warships in that seazone… as sone as they leave, the landowner can collect the income without recapturing the seazone…

      /Samael

      posted in Axis & Allies Pacific
      S
      Samael
    • CAP fighters VS Submarine fleet..

      Hi…
      I got a question…
      If a fleet made up of only subs travel trough a seazone with an enemy cap fighter, they only have to stop if there is an enemy destroyer there to right? Planes can’t atack subs without destroyers so the subs should sneek right past, or am I completly wrong??

      /Samael

      posted in Axis & Allies Pacific
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      Samael
    • RE: Anti tank guns

      I dont know, I think it would add another point of realism to the game…
      It would make tanks less valuble in cityfighting and let the players think of other ways to conquer your foe. And it will let players “fortify” some areas that needs protection.
      And the axis would of course benifit of the AT guns aswell in fortess europe and also when a russian counter offensive comes.

      //Samael

      posted in Axis & Allies Europe
      S
      Samael
    • RE: Anti tank guns

      @Buen:

      Also, the AA guns was normally of lower caliber than the AT guns… to give a higher rate of fire and hence a higher killing power (planes arent that armored).

      I’m no expert, but is’nt the designation 88, as in Flak 88, the calibre of the weapon? So the AA gun was of calibre 88mm and if you then have a 88 AT gun… shouldnt that be the same calibre?
      Then the munitions could be of different lenght and, and also under sized for precision.

      //Samael

      posted in Axis & Allies Europe
      S
      Samael
    • RE: New odds calculator..

      I haven’t done any work on the calculator since version 1.1b, there just has’nt been time… I’ll post a non .NET version shortly though…
      Lots of projects in the making though… :D

      Inxduk: How are your calculations going along?
      If you wish I could send you the GUI and you can just implement your calculatoins to test them… Just have them in Visual C++ C or Visual C# 7 though…

      //Samael

      posted in Axis & Allies Europe
      S
      Samael
    • RE: New odds calculator..

      oops… my bad…
      Forgott the outer for loop :oops:

      It works fine now… I’m working with another theory that might work
      better when removing casualites… but i’m not sure how it’ll work out…
      I’ll let you now…

      //Samael

      posted in Axis & Allies Europe
      S
      Samael
    • RE: New odds calculator..

      What do you mean with this line here?
      //for a tank take half of what’s in a hits, and shift it up, the rest stays where it is

      As I understand it it should be something like this…
      for(int i=0; i<=MAXATTHITS; i++)
      {
      float half = (ahits_/2);
      ahits _-= half;
      ahits[i+1] += half;
      }
      and then add .5 to all the cells?

      Or have I gotten it completly wrong??
      I can’t get it to work with more than 1 attacking unit…

      //Samael__

      posted in Axis & Allies Europe
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      Samael