Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. aardvarkpepper
    3. Posts
    A
    • Profile
    • Following 0
    • Followers 0
    • Topics 23
    • Posts 269
    • Best 43
    • Controversial 0
    • Groups 0

    Posts made by aardvarkpepper

    • RE: How does Russia stay alive in KJF?

      @Eqqman said in How does Russia stay alive in KJF?:

      @aardvarkpepper said in How does Russia stay alive in KJF?:

      @Eqqman - I don’t mind if you edit your posts. But you gotta understand sometimes I’ll be writing responses to stuff you edited out or whatever. Like how Imperious Leader addressed your saying Germany buys a carrier and stacks Norway to threaten invasion of London, and now I think you edited your statement about that out.

      My edit actually just added new content, originally I was only focusing on your insistence on being the Donald Trump of the A&A world (personality-wise, not as regards any alleged ability to accomplish anything past, present, or future). I get the idea you prefer to focus on discussing facts, but the medium of the message does matter. Something I don’t get is how you feel people will listen to the portion of your message that is worth hearing when you go out of your way to deliver it in as insulting a manner as possible. I actually feel bad for you as I can’t help but point out that nobody else (as far as I know) was publicly willing to join you in a game when you were looking for an opponent in the Steam forums. These two things are likely connected.

      In the future I’ll try to just make new posts rather than add to existing ones if I think I left something out, sorry for any confusion I may have caused. Since your main reply is another massive wall of text I haven’t read it all yet and will have to put it off for when I’m in a more snark-tolerant mood.

      Kid, you say I’m Donald Trump or whatever (in a derogatory way), then you come at me for writing a “text wall”? What? You think I should write MORE text to be polite? That takes more words. Make up your mind. You want polite? Or short? 'Cos I don’t do both. And I should be polite but it’s okay for YOU to be rude? Nah. What have you brought except some ill-defined questions and some insults? You get the respect or disrespect you earn. Applies to me - and to you too.

      As for your insinuation that I’m unpleasant therefore nobody wants to play with me - any regular on Steam forums knows I’m going to push the complete line when I write commentary. Way I figure it, most people are indifferent and don’t want to bother writing, and for the few that ARE interested, they don’t want their “secret sauce” getting out or something. Though the board game’s eight years old.

      When you want to respond to the stuff I wrote about specifying you’re doing 1942 Online (so can’t use allied carriers among other issues), or specify your criteria, strategy, and tactics, that’s your lookout. 'Till then.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Eqqman - I don’t mind if you edit your posts. But you gotta understand sometimes I’ll be writing responses to stuff you edited out or whatever. Like how Imperious Leader addressed your saying Germany buys a carrier and stacks Norway to threaten invasion of London, and now I think you edited your statement about that out.

      @Eqqman said in How does Russia stay alive in KJF?:

      @aardvarkpepper said in How does Russia stay alive in KJF?:

      Jesus.

      Still classy, I see :).

      Ha ha. But seriously, you got your choice on what you wanna focus on - what I say or how I say it. If I were representing a company or whatever I’d be circumspect. But then my agenda wouldn’t be actually answering your question - it would be to play public relations.

      How’s this answer sound? “You’ve clearly thought things through, and I have to agree there just isn’t an answer”. That’s your standard PR BS right there. You don’t have to think things through, I don’t have to explain them, and there’s zero progress. If you want to do that, there’s no shortage of posters that want to play diplo all day. It’s an easy political win. But me, I go numbers and resolutions.

      What do you want to focus on?

      @aardvarkpepper said in How does Russia stay alive in KJF?:

      Thread title should be changed to reflect the topic is KJF in 1942 Online specifically. Seriously.

      You need clear and realistic strategic and tactical goals in the KJF, and criteria to determine when you’re moving from one phase to another.

      That’s real talk. Look, some posters are so wrapped up in their egos they take anything as an attack, or an attempt to “neg” or whatever. But if you don’t have a defined plan and criteria, you’re just lost.

      If you had all the answers, you wouldn’t need to ask, right? So when you ask, and someone gives you an answer - if it’s not an answer you LIKE or an answer you EXPECT, that doesn’t mean it wasn’t a good answer. When I say you need to provide the specifics, maybe that’s not the answer you wanted or expected, but it IS how it is.

      @Eqqman said in How does Russia stay alive in KJF?:

      Since I haven’t played you in a game I stand by my statement. Presumably there is a drawback to this strategy or more people would be willing to try it.

      Usually when you write something like “I stand by my statement”, you’re affirming your commitment to a statement others are disagreeing with. But explicitly, I say yes you should send Japanese air force to Europe, and I’ll say here I expect most human players don’t do it. So where’s the disagreement? If you want to stand by your statement, you’ll have to stand by your statement with someone else because I agree with that much.

      As to “presumably there is a drawback . . . or more people would be willing to try it” - straight up, I think most players in the 1942 Online meta are bad. There’s no live defender decisions, you can’t use allied carriers (supposedly that’s going to change but it certainly hasn’t yet), those are major major changes. To top it off there’s bugs, plus no rewind or board state editor - and on top of that you can’t record games to review phase by phase. Even the supposed War Diary doesn’t tell you defender casualty allocations, it just says what went in and what came out - and knowing casualty allocation decisions shapes your understanding of your opponent’s risk preferences. Way I figure it, all the serious veterans gave up on 1942 Online and are sticking to TripleA - where they’re playing 1940 Global anyways. So pretty much the ones that did go for 1942 Online are the ones that didn’t mind a bunch of compromises, and of course you’re not going to get sharp commentary off that.

      Though if you’re going to get ANY sharp commentators on the Axis and Allies org boards for 1942 Online, I’d say probably you already got your answers off Black Elk and Imperious Leader. Black Elk I’d say has the experience and has thought things through - though I don’t know that he’d break everything down numerically. Imperious Leader also has a chunk of experience, though I’d say for him it’s probably really more he speaks from intuition. I mean, if Hobbes would comment that would be great but I haven’t seen him around in years so eh.

      Anyways @Eqqman you can post details and we can go from there. Or you can NOT post details or whatever. Your call.

      I don’t object to sharing my thoughts - unlike Certain Posters That Want To Keep Game Plans Secret (wink wink) - but seriously we can’t be having a discussion without details.

      eqqman: G1 buys Baltic carrier
      aardvark: Allies go KGF, not KJF, and win
      eqqman: G1 attacks Egypt
      aardvark: Germany is dumb, Allies win again
      eqqman: Japan ignores India
      aardvark: lol, Allies win

      Seriously, that’s the level of discussion without those important details. And again, this isn’t me trying to “neg” or whatever. Take Baltic carrier for example. Think about the details that you didn’t provide - but that I’ll fill in.

      Imagine Germany buys a Baltic carrier. What’s the board state? Let’s assume LHTR setup (UK battleship is accompanied by UK destroyer and other changes). Since we’re discussing 1942 Online specifically - as you mentioned in your second post in this thread - that’s appropriate, as LHTR setup is what’s used for ranked games. Also you don’t get a bid like you do in other setups which bears mentioning. Let’s also assume all players are competent. Anything to object to so far?

      Don’t get me wrong, if you feel something’s wrong but you can’t put your finger on it - that’s fine. But you have to understand if we’re going to discuss things in a productive manner, we have to write about what we CAN talk about, not what we CAN’T define.

      As the players are competent, we know the R1 open did not have particularly bad dice. Because if R1 DID have bad dice on that level, then Germany would have done tank dash. Also it’s likely that Russia didn’t park fighters on Archangel - and that has some implications for how Russia wrapped up Ukraine / Caucasus, but we’ll just ignore that (though we shouldn’t really) for simplicity.

      So now what happens off G1 Baltic carrier buy? Preserves the German Baltic transport for invasion threat - which is going to be what, one infantry, one tank, and four fighters? UK has a higher defender count if it literally does nothing.

      You can screw with the numbers to push Germany’s attack higher - but EVERY such action must be paid for in risk or position one way or another. And that’s something that a lot of bum posters on Steam and Discord refuse to get into. They say with their mystical mumbo jumbo reasoning that XYZ does this . . . but ALSO does that.

      So let’s look at this a bit closer. In the LHTR setup, if you want moderately good odds against the UK battleship / destroyer / Russian sub, you must send two submarines, two fighters, and something else - typically the cruiser, but if you’re okay with some risk and counters maybe a third sub. But that means UK’s destroyer off East Canada lives, as does US’s East US fleet. And if UK’s East Canada destroyer lives, that gives odds-on for UK to blow up any German subs that survived the G1 battle, plus the UK transport can move over a tank from East Canada (even though I think usually that’s not necessary).

      So the first question you have to ask is - Germany has to commit to buying a carrier before knowing the outcome of any G1 battles. So exactly how much did Germany leave itself open to dice? If Germany tried a load of crazy things and lucksacked into the wins it needed, then sure, we can address that situation. But you need to SPECIFY that you’re talking about that situation, because normally if Germany tries a bunch of attacks that aren’t odds-on, some are going to fail - and that’s going to leave Germany open to counters.

      Since we’re specifying details - let’s say Germany decided to hit with 3 subs 2 fighters and lost no fighters. I think that’s reasonable enough. We can’t say that’s the case for all games, but it should happen a reasonable amount of time. You’re free to disagree, but if you do, remember you have to say what happened specifically instead.

      And why 3 subs? Because if you don’t have at least a cruiser at Baltic, you risk Russian sub submerging then having an odds-on attack against a carrier and transport. Even carrier plus cruiser is not great defense against a sub - I’ve won that battle twice with the Russian sub.

      So this in turn means that UK probably destroys all German subs in the Atlantic by end of UK1, and US can use a destroyer block against the German battleship / transport in the Mediterranean. I don’t say that’s the best line. But let’s just say it’s an option - and from here, I won’t be qualifying things; I’ll just say “assume xyz”.

      So - four fighters. Why not five? Well that’s where things start to be a problem. Say Germany captured Gibraltar. Germany knows US can destroyer block. So why does Germany capture Gibraltar? So it can threaten a larger invasion of UK? Sure. But also to threaten a unified G2 fleet off France. That’s the real reason.

      But then what? If Germany moves its battleship to Gibraltar, it’s vulnerable to attack from the UK cruiser, the UK destroyer (from Med) and the UK bomber. So did Germany move its battleship to Gibraltar? Probably not without at least trying to whack the UK cruiser. And there’s only a 33.3% chance a lone German fighter (sourced from Germany) survives that attack. And even if it does survive the attack, Germany has to fortify Morocco - well, I won’t get into that here.

      You could say there’s a German bomber too, but I say the Russian objective in Ukraine is the German bomber. When it’s dead, Russia can retreat. Which for whatever reason in the 1942 Online meta isn’t the norm, though I think it WAS the norm for the board game meta.

      Or you could say Germany doesn’t push for a G2 fleet off France. But then what? A UK1 sub build threatens to destroy any underpowered German fleet at low cost. And UK can afford to do it too - especially if Germany can’t even escape (and it shouldn’t be able to).

      What about the G2 invasion threat? How can UK afford subs if it’s defending India AND UK? But it’s not much of a strain. US1 build fleet, US2 build air and move fleet wherever, UK3 drop fleet, US3 move fleet southwest of London. If Japan didn’t invest heavily in J1 bombers then it can’t really stop this, as the UK3 fleet drop can include escorts too - even if UK’s using 9-10 IPC a turn in India, it still has the income for a sizable fleet.

      But if you’re doing a UK3 fleet drop, ideally you want 3-4 transports, with a 5th transport coming in on later turns (whether surviving from Indian Ocean or from southeast of Australia). And that’s used for - whatever, there was a paper on overbuilding UK transports in Revised. Old stuff but still applies.

      So what does THAT mean? That means that probably you want to build up to 4 ground on UK by UK3 anyways because you need to build those units to be there to fill the 4 transports you’re building on UK3. Ideally you don’t build those ground units until UK2 until after you see the G1-G2 commits and outcomes, but if you see a G1 Baltic carrier, there you go.

      Returning to the German battleship in Med, so maybe you say Germany does . . . whatever. I don’t care. But probably you’re going to tie up at least one German fighter in Africa or SOMEWHERE. And as Imperious Leader wrote, if you’re tying up German fighters to threaten London, that means those German fighters are NOT in range of other important targets in Europe - especially Ukraine, from where Russia can threaten a good range of territories for the trade.

      Sure, you can say this is a thread about KJF. But if Germany’s dumb and leaves itself open to a big obvious KGF, then what? Especially since UK1 and US1 happen AFTER G1, so Allies can decide to KGF after seeing Germany’s moves. It’s not at all out of the question - in fact it’s exactly what Allies SHOULD do.

      And if you want to say the Axis have the obvious counter - but they don’t. The onus of proof is on the Axis to present their case, because UK and US have the advantage of combined income, combined defense, timing, and logistics. They ALL favor the Allies. Like what, Germany piles fleet at Baltic? If a German Baltic fleet tries to push towards Med, it has to go into the face of US builds that were built a turn LATER at Eastern US. Plus if Germany’s piling navy, then Russia should be pushing for territory, and Russian income translates into units near the heart of the area of conflict. So the “default” there is Allies win.

      If you want to argue master level plays - sure. But you can’t just take that level of play for granted, and that’s a very detail-laden conversation. If you just go G1 Baltic carrier without a plan, the German buy gets cut off and destroyed, it’s a total waste of IPCs.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KGF?

      @Eqqman - Real talk - you need specifics. Exactly what’s built, what the moves are, the specific expected outcomes, etc. Very very SPECIFIC.

      “Are the Russians expected to just camp out in Moscow starting R4 at this point?”

      "The India stack can be safely bypassed "

      " I usually end up leaving most fleets in the area they start in and dribble in a few more replacements just to make sure I can’t be completely ignored there."

      That stuff is just so wild, none of it should remotely be the case.

      posted in Axis & Allies 1942 2nd Edition
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      Thread title should be changed to reflect the topic is KJF in 1942 Online specifically. Seriously.

      " In this particular game, when it came time to abandon W. Russia for Moscow I decided to do it as a strafe and lost too many units"

      Sometimes dice determine outcome, but best play minimizes that. Plainly, was the strafe appropriate?

      Sometimes you should not attack even when you have overwhelming odds - if the odds are likely to turn more in your favor later.

      “Against an equally skilled human I don’t know how you would get anywhere before Russia dies.”

      You need clear and realistic strategic and tactical goals in the KJF, and criteria to determine when you’re moving from one phase to another.

      “Most Allied plans regardless of overall strategy seem to think that it is helpful for the UK to build 3x INF for India and 2x FTR for chain movement down to India. This is a $29 expense and the UK starts at $31 income. In my game vs. the AI it sent the Med fleet out into the south Atlantic and let me own Africa until it started sending tanks down from the Caucasus. A real human is likely to take Egypt turn 1 and Trans-Jordan turn 2”

      Jesus.

      First, you need to understand 1942 Online KJF is totally different to 1942v2 KJF. Stuff that makes sense on 1942v2 is literally impossible in 1942 Online because of the implementation.

      The normal dynamic is Japan, US, then UK. In 1942v2 this means US can build naked carriers, push carriers, create eligible landing zones for UK fighters. This lets UK air hit a load of sea zones it otherwise can’t, which changes the necessary composition for Japan’s defense, plus accelerates the US fleet progression timeline in the Pacific. In 1942 Online you can’t use allied carriers, so Japan can just push out two subs a turn starting J2, as I outlined on Steam forums. Dig through some posts there for details.

      2 fighters a turn - just stop. Simple analogy. Rock-paper-scissors, your strategy guide says “play rock”. Opponent plays paper. You still play rock? No. Same thing. You get 2 fighters a turn regardless? That’s clearly not right.

      So there you’re talking about 2 ftr chain to India. But you can’t take that for granted. If West Russia broke on G1, which is a real possibility off dice outcomes, you can’t route fighters into West Russia or Archangel because Germany can blow them up. You can’t guarantee you control Iceland if Germany captures it on G1 (I don’t RECOMMEND it but it happens) and going via Africa is too slow so misses the timing. Plenty more but I won’t get into that here.

      . . . also as Black_Elk wrote, G1 Egypt is off the table.

      “The Germans can also shave off at least another FTR by threatening Sea Lion if they do the CV purchase G1 and stock FTRs in Norway, which still allows them to clean out W. Russia when ready”

      If Germany does that they suck. Again, plenty more but won’t get into it here.

      " Japanese air force will be sent to Europe where the Axis can then clean out any Allied fleet with a 1-2 punch (although at the expense of the Japanese air of course). I haven’t seen any human opponents cotton on to this trick yet."

      Every single Germany and Japan strategic/tactical post I’ve made (that I recall) says to send the Japanese air force to Europe. It’s like my whole thing. Posts going back for months on Steam forums.

      Short version - if you didn’t want to dig through old posts there, you don’t want to read through text walls here. It’s why I left out the long explanations. But long story short, KJF in 1942 Online is trash. They say they’ll put in allied carrier use, and when that happens - well you still won’t have live defender decisions so exploitation of defensive profiles and all will still make KJF in 1942 Online much ****ier than it is in 1942v2 - but at least KJF won’t be the burning trash fire it is right now.

      If you really want to be a snowflake and KJF in 1942 Online - uh, again, trying to keep it short and simple, you need to leverage UK’s income to change the timing on Allied progress in the Pacific. And probably that means taking chances.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Ranked vs Unranked play

      @Eqqman said in Ranked vs Unranked play:

      so I don’t have to worry that my partner is going to decide to dump Carriers in the Mediterranean

      I consider German Med carrier a legitimate line of play, but usually the execution gets badly mangled in the 1942 Online community.

      @Eqqman said in Ranked vs Unranked play:

      Just wondering how many people have a preference of one mode over another.

      I’m sure most have a preference. I prefer unranked. 48 hour non-mandatory timer versus 24 hour mandatory, and the game isn’t as boring what with map notes allowing some interactivity, and teammates and opponents each doing their own thing.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • An Opinion

      Discussing moderation of Steam forums is against Steam forum guidelines. But I do want to point out when I wrote recently that the 1942 Online developers need to read up on certain issues, that’s not a “personal attack”. If a teacher tells a student they haven’t done the homework when the student hasn’t done the homework it’s not a personal attack.

      Especially when it’s been a few months and the student still doesn’t know what the assignment is.

      Literally, how can the developers address an issue if they don’t understand the issue, if they don’t acknowledge the issue, and if they give every sign they don’t even know the issue exists, despite it being written out time and again in short and long versions by different posters over and over again for months at a time?

      I’m just saying right? I’m sure some people feel they’re trying very hard, but it’s at the point they need to either acknowledge they’re in over their heads on some matters (which happens, it’s not their fault if they don’t have a huge budget) OR they need to seriously get some work done.

      I mean hey. I’ve always said on Steam forums things happen, limited budgets, sure. But the developers never acknowledge there’s even any possibility of there being limited functionality or limited budget or anything. They just ignore issues or play them off as being non-issues or whatever.

      Like lack of simultaneous defender decisions, casualty assignation after like-valued dice instead of end of subphase - these are changes to the game.

      And even for use of allied carriers, it was played off as a total non-issue “it’s the same for both sides” until I wrote this

      https://docs.google.com/document/d/17F3TotY7HEKeiLv3ewlfYotQv_hWXqh5PDo7B0exXpY/edit?usp=sharing

      It’s NOT the same for both sides. But I don’t expect that I need to write fifty pages of documentation to back up each and EVERY point I make (though God knows, I’ve written a LOT on Steam forums)

      Anyways players should know - if you don’t care about a load of gameplay compromises and the developers trying to play things off with total denial games, then yeah, go ahead and get 1942 Online.

      But otherwise? TripleA has a game state editor, chat, undo, and better UI in terms of presenting information to the user in terms of how many of what are on the board. AND TripleA doesn’t have developers characterizing LEGITIMATE CRITICISMS as “personal attacks”.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Should submarines be able to hit fighters? No seriously. Read.

      BTW - as far as I’m concerned, 1942 Online correctly implements how the rule should work, though they don’t visually differentiate the dice which I think should be addressed, but eh, if it’s working on the back end, I can live with it as it is.

      But according to this other player, well.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • Should submarines be able to hit fighters? No seriously. Read.

      Had discussion with player on Discord. OK, see if you follow.

      I say if you’re attacking with 5 submarines 5 destroyers against 2 destroyer 2 carriers 4 fighters, it’s important to know which dice are submarines and which are destroyers, because submarines can’t hit air.

      What I said was - say attackers get 5 hits. If it’s 4 destroyers 1 submarine hit, defender must remove one sea unit and four sea or air units at their discretion. If it’s 4 subs 1 destroyer hit, defender must remove four sea units and one air unit (as there are no sea units remaining to allocate the destroyer hit to).

      The response, which was . . . what it was, anyways the other player said the rulebook says all like-valued dice are rolled at the same time, so it’s just five hits, and the defender can assign whatever casualties they want, so long as they pick five units.

      And I said no, you can roll at the same time, you just use different colored dice, just like I’ve had in all my Axis and Allies physical board games, or you roll dice in different locations or whatever. And I said the reason you roll like valued dice at the same time is to prevent players from, say, rolling 3 attacking infantry, 1 artillery, and 1 tank at one time, then saying “hey, I got 11223, so that’s five hits” even if the “3” was actually for an attacking artillery, one of the "2"s was actually for an unsupported infantry &c. And I said the rulebook stays you have to assign maximum casualties, but nowhere does it state that defenders may assign illegal casualties; the rulebook states subs can’t hit air, that air can’t hit subs unless a destroyer is defending or attacking alongside the air etc.

      And the response was . . . what it was. And I got told all sorts of how I was unreasonable, how rolling at the same time means the dice are not differentiated and things. Well whatever, I blocked the player.

      So I mailed Customer Service at Wizards, and they stated they don’t handle rules questions, and to have fun. (Shrug). Fair enough. They responded pretty quick, they didn’t dismiss it, and if they don’t handle rules disputes eh.

      So I went to the Larry Harris website and the last response from Larry Harris in the Ask Larry Harris section was from 2019. Maybe he does visit every so often, but eh.

      So I came here.

      So. Is it important to differentiate between like-valued dice when the associated units of those dice have different properties? Like subs can’t hit air, air can’t hit subs without friendly destroyer attacking / defending. Or should players NOT differentiated, just roll whatever dice “at the same time” then choose maximum possible casualties?

      Mind, I expect players will respond saying you DO differentiate. And I expect when I bring this forum post to that player’s attention I’ll just be told everyone’s (fill in various pejoratives) that are using house rules &c. Well hey, it is what it is.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: What the hell did they do to ruin this game?

      @Imperious-Leader said in What the hell did they do to ruin this game?:

      More problems… I took my land units off UK to land in Africa ( im Germany). I brought a sub to kill a lone transport in the zone, and with these transports i bring a BB and CA for SB. Apparently, a lone transport negates ANY shore shots even if i had a hundred subs attack that transport. Bullocks!

      That’s how it’s supposed to work. Any naval combat means no support shots. If you ignored the transport (don’t know if that’s implemented yet, I think supposed to be with the recent patch?) then you should able to do support shots, but if you engaged then definitely no support shots.

      For the transports stuff - what I did last was I load a unit onto transport; loading another unit puts it on another transport (which I don’t like but eh I’ve given developers so much to chew on already and I don’t feel like filling out another feature request thingy) - anyways so after loading the first unit, instead of loading a second unit, I open up the windows to select the transport with the loaded unit then use that transport to load a second unit. Which is cumbersome and not how I’d say it should work but eh.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Feature request: true random dice

      @djensen said in Feature request: true random dice:

      Um, not sure where @aardvarkpepper is going

      Yes all right, I’ve deleted my posts in this thread.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: 🎲😡🚫Feature suggestion: dice rage quit prevention 😉

      @djensen said in Feature suggestion: dice rage quit prevention:

      Or a calming quote might work too. :wink:

      ==

      I find that quote very calming.

      VERY CALMING.

      ==

      No, the quote was more a joke on how after the computer screws you with bad dice, it asks you condescendingly if you’re sure you want to quit.

      Yes I want to quit you **** computer, why do you think I am pressing this button with a mad gleam in my eye?

      ==

      But jokes aside - I think saying directly to the player that the program is sorry for bad dice is counter-intuitive, because it’s the program that gave the bad dice in the first place. If the program were REALLY sorry it would give better dice, or maybe have a Low-Luck option or something right?

      Maybe some quotes from history would prove apt.

      https://www.goodreads.com/quotes/tag/luck

      “I’m a greater believer in luck, and I find the harder I work the more I have of it”
      ― Thomas Jefferson

      “You know, Hobbes, some days even my lucky rocket ship underpants don’t help.”
      ― Bill Watterson

      “Scientists have calculated that the chances of something so patently absurd actually existing are millions to one.
      But magicians have calculated that million-to-one chances crop up nine times out of ten.”
      ― Terry Pratchett, Mort

      “Oh, I am fortune’s fool!”
      ― William Shakespeare, Romeo and Juliet

      etc. etc.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: 🎲😡🚫Feature suggestion: dice rage quit prevention 😉

      @djensen said in Feature suggestion: dice rage quit prevention:

      Sorry, I’m kinda lazy about filing official feature requests but when I post it here, we can at least have a public discussion about it.

      My idea is that 42O should keep track of recent “bad” dice rolls for the active user. When you try to forfeit a game after 1 or more set of bad rolls, you get an extra, friendly pop-up, “Hey, it looks like you had some bad rolls. We’re sorry for your bad luck but it can happen both on both sides. You still might have a chance to win! Are you sure you want to forfeit?”

      “The thousand injuries of Fortunato I had borne as I best could, but when he ventured upon insult I vowed revenge.”

      • The Cask of Amontillado, by Edgar Allan Poe
      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Capturing Image of games online

      Press “Print Screen” button on your keyboard to copy your screen to clipboard.
      Open Paint or some other similar application, press Ctrl-V to paste clipboard image in.
      Save file.
      Use imgur or whatever to put up a link to your image.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Voice/Chat communications for AAAonline

      @djensen Steam chat is buggy, and the Steam interface isn’t integrated into 1942 Online yet, so I don’t think players can send one another friend requests - besides which 1942 Online IDs may be different to Steam IDs.

      I think players need to be Steam friends to use Steam chat.

      On the other hand, if you find a pickup game on Discord, you already know other players involved use Discord since you found them on Discord, then it goes from there.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Getting your IPCs back if you don't deploy

      @Panther: That’s very interesting. I’d been using the FAQ dated September 3, 2014 at

      http://www.wizards.com/AvalonHill/rules/AA1942_2ndEdition_FAQ.pdf

      but apparently there’s a more recent version dated November 24, 2014 at

      https://media.wizards.com/2015/downloads/ah/AA_1942_2nd_Edition_FAQ.pdf

      You are, of course, quite correct. The software should prevent overbuying, and players should have to mobilize all units purchased.

      My statement, based on the old FAQ, was incorrect.

      @JuliusBorisovBeamdog Players are not supposed to be able to voluntarily not place units then get a refund for any non-placed units.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Getting your IPCs back if you don't deploy

      @JuliusBorisovBeamdog said in Getting your IPCs back if you don't deploy:

      @djensen What I did was to buy 2 ACs in Karelia so that 4 my fighters from Germany could get there after attacking the SZ next to Norway. However, during the combat, all 4 fighters were destroyed, this is why I didn’t buy the ACs.

      Also, please take into account that the yesterday patch addressed the ACs/fighters situation and implemented the rule from the tabletop game.

      What is the issue with subs?

      Which issue with subs? Of the stuff I’ve reported that I remember offhand there’s not being able to ignore subs, subs not being able to submerge in one part of the board but not another as defensive profiles can’t be switched out by territory, subs being stuck in sea zones if enemy subs present, inability to move subs into appropriate sea zones to control lines of retreat.

      OF course it might be an entirely different issue. And of the above, possibly the third may have been fixed (or not, I don’t know as I haven’t tested it recently).

      @djensen - Needing to deploy all units or losing them with no IPC refund isn’t quite how it works in 1942. If you purchase more units than you can place due to production limitations, excess units that cannot be placed can be refunded. So you could legitimately pull off that carrier non-placement thing under certain conditions - say Germany had 59 IPC, controlled ICs on Karelia, Germany, and Italy, bought 15 infantry and 1 carrier, then it wouldn’t be able to place one of the units and would get a refund per 1942 version board game rules. But the current 1942 Online implementation just gives a flat refund and allows players to not place purchased units, which isn’t correct and which can be exploited as mentioned.

      @DoManMacgee - The “floating fighter” when defending carrier destroyed was not an “exploit” as such, rather it was one of the planned changes that was deliberately introduced to the game with 1942 Online. I suppose they decided to implement changing it to work in the same way as the board game, though, which I think is to the good.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • 1 / 1