Thw worst invention? Capitalism, hands down! To allow a man or woman to live in nearly unimaginably luxery without doing anything to benifit society (stock brokers, donald trump etc) is horrible!
Posts made by Adonai
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RE: Worst invention in man's history (and why)posted in General Discussion
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RE: Why should I build in the Baltic?posted in Axis & Allies Revised Edition
@ncscswitch:
(32-40 IPC of Allied Ships vs. 16 spent by Germany)
Mathematically, that means Germany gains a mere 4 IPCs, or even loses them, as the cv plus the two figs required to man it are worth 36 IPCs. An increased presence in the Mediteranian, coupled with land based figs, will hazard America’s traditional transport path through SZ12. Forcing America to further protect their transports and gaining additional IPCs from Africa seems to be a better deal.
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RE: Warhammerposted in Other Games
I wish the was a way to play 40k online. I’m not talking about the Dawn of War RTS crap, but something more akin to tripleA….
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RE: Why should I build in the Baltic?posted in Axis & Allies Revised Edition
The point of the Carrier is to secure E. Europe and Germany from Amphibious Assualts for a few rounds.
If you’re building fleet in S. Europe, why build a carrier at all?? Just get 2 transports and start piling into Africa faster then a 3 year old eats a hershey bar.
First, I’ve seen adults eat a Hershey bar just as quickly as a three year old :-)
Secure Eastern Europe from amphibious assults? The forces that are already there will deter a landing for a turn or two… beyond that, the IPCs spent on the carrier and lost through the fighters could be used just as effectively to guard your coast-line. The carrier would provide protection against America’s fleet, meaning your transports might last a while.
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Why should I build in the Baltic?posted in Axis & Allies Revised Edition
It seems the ‘standard’ German opening is 1 cv placed in SZ5, and 8 inf. Why should it be placed in SZ5? It’s always shot up in a turn or two, and players will often evacuate their fighters… it seems to be a wasted 16 IPCs, 36 if you include fighters.
Instead, why not place the cv in SZ14, perhaps coupled with an additional transport? It will help when taking caucasus, and will likely allow Germany to hold onto Africa for a while longer…
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RE: 9/11 may we never forget…posted in General Discussion
9/11 should not just be a day to mourn 2,973 citizens - today we should remember every citizen of every nation that has died for the words and actions of their leaders. I pray for all of them, and ask that God grants them peace.
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
Umm… thanks for saying I touched a God. Not bad for me sitting down at a computer for a couple hours trying to create conditions because I had completely forgotten about the project until reminded pant :mrgreen:
Anyway, I’d like us to first discuss which would be the BEST way to utilise these ideas - ie which system we plan to use, as tekkyy said we need to determine when the rules could be used etc. After that’s cleared up we should go through it country by country, creating goals for each type of victory that work with eachother… just my take, though.
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RE: Revised BB newbie questionposted in Player Help
And some people I’ve talked to have made it a rule that BBs repair only in a SZ that borders an IC…
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RE: AARHE: Phase 2: Individual Victoryposted in House Rules
Ugh, this reminds me of what Larry Harris already had in the rulebook concerning individual victory, something along the lines of ‘the nation with the most IPC collection wins’. I was trying to stay away from that system, which is why I added the other section that dealt with more than pure territory control…
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RE: Crocodile Hunter dead at 44posted in General Discussion
That’s incredibly sad. I can remember watching him when I was only a few years old (not that long ago, but) and now he’s gone…
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RE: British Buildsposted in Axis & Allies Revised Edition
NoMercy and I bought three fighters in UK1 - seems like it should work out rather well…
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
I like Imperial Leader’s idea - it would be great when playing a quicker game.
As tekkyy suggested, we could have national victory using your cards and individual victory using my system? Remember that this is an optional added degree of complexity. Players can use it, but if they don’t want to add the extra layer of complexity they can forgo it. IMO that means it’s ok if the system is complex…
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
Make it so that the player must have at least 66 NVPs out of 100 to have won ‘nationally’, and whoever is closest to 100 is the teams ‘MVP’?
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
I always figured it was the person closest to perfect (100 NVPs)
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RE: Evolution Pollposted in General Discussion
And then there’s Pastafarianism :lol:
I believe in intelligent design, and so voted Evolution+God. Life is too complex, and made up of far too many perfectly coresponding variables, to be made from pure luck and chance.
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
Sorry. They’re done, and hopefully formatted well enough to be used :-D
I’ll E-mail Imperious Leader the actual file. Below you’ll find all the information… but the graphs will be destroyed. You should still be able to check through and offer your suggestions, though.
National Victory Points (NVPs)
UK
Preserve and strengthen your colonial empire ~ End the game in control of all areas you started with and at least seven new territories = 10 NVPs
Race to Berlin ~ Capture Germany before America or Russia = 10 NVPs
The battle with Communism ~ Moscow must be captured by the Axis = 10 NVPs
Liberate France ~ Capture Western Europe = 5 NVPs
Battle for Britain ~ Do not allow Great Britain to be occupied by the Axis = 10 NVPs
Maintain military might ~ The total value of the units under your control at the end of the game must be at least 300 IPCs = 5 NVPsTerritory NVP Value
Western Europe 3
Southern Europe 3
Germany 5
Norway 1
Libya 1
Algeria 1
Eastern Canada 1
United Kingdom 5
Gibraltar 1
Persia 1
India 3
Trans-Jordan 1
Anglo Egypt 1
Union of South Africa 1
Australia 1
New Zealand 1
Western Canada 1
Manchuria 1
Kwangtung 1
French Indochina 1
New Guinea 1
Borneo 1
East Indies 1
Philippine Islands 1
Okinawa 1
Japan 3
South Eire 1
Sweden 1
Saudi Arabia 1
French West Africa 1
French Equatorial Africa 1
Italian East Africa 1
Angola 1
Belgian Congo 1
French Madagascar 1USSR
Build war-time economy ~ Double your income = 10 NVPs
Race to Berlin ~ Capture Germany before America or the United Kingdom = 10 NVPs
Protect heavy industry ~ Never let your income fall below 14 IPCs = 5 NVPs
Defend the Motherland ~ Do not allow the Axis to capture Moscow = 10 NVPs
The battle with capitalism ~ Great Britain must be captured by the Axis = 10 NVPs
Undermine the imperialists ~ Do not allow the United Kingdom or America to gain more than 65 NVPs = 5 NVPsTerritory NVP Value
Karelia 4
Archangelsk 1
Caucasus 4
Russia 5
Evenki 1
Novosibirsk 1
Yakut 1
Soviet Far East 1
Buryatia 1
Kazakh 1
Western Europe 3
Southern Europe 3
Germany 5
Norway 1
Balkans 3
Eastern Europe 3
Ukraine 3
Belorussia 3
West Russia 3
Manchuria 2
Mongolia 1USA
Revenge for Pearl Harbour ~ Destroy 200 IPCs worth of Japanese units = 10 NVPs
Defend your ally ~ Prevent the Axis from capturing Great Britain = 5 NVPs
Maintain voter support ~ Never lose more than 75 IPCs worth of units during a turn = 5 NVPs
Achieve technological superiority ~ Gain 1 NVP for every technology researched before the Axis and Russia = Maximum of 5 NVPs
Race to Berlin ~ Capture Germany before Russia or the United Kingdom = 10 NVPs
Undercut Stalin ~ Do not allow Russia to gain more than 65 NVPs = 5 NVPs
The battle with communism ~ Moscow must be captured by the Axis = 10 NVPsTerritory NVP Value
Western Europe 3
Southern Europe 3
Germany 5
Norway 1
Balkans 2
Manchuria 1
Kwangtung 1
French Indochina 1
New Guinea 1
Borneo 1
East Indies 1
Philippine Islands 2
Okinawa 1
Japan 3
Eastern United States 4
Panama 1
Midway Island 1
Hawaiian Islands 1
Alaska 1
Western United States 5
Central United States 1
Mexico 1
Brazil 1
China 1
Sinking 1
West Indies 1
Peru 1
Venezuela 1
Argentina 1
Greenland 1Italy
Establish new Roman empire ~ Control, or have 20 IPCs worth of units in all African territories, Southern and Western Europe, Ukraine, the Balkans, Germany, Spain, Gibraltar, Great Britain, and Trans-Jordan = 20 NVPs
Remain an important part of the Tripartite Pact ~ Territories under your control must always be worth at least 1/3 of Germany’s production value = 10 NVPs
Control the Mediterranean ~ Occupy Gibraltar and the Suez Canal. The IPC value of your naval and air units in Sea Zones 12 to 16 must be at least double that of the Allies = 10 NVPsTerritory NVP Value
Southern Europe 5
Balkans 5
Libya 3
Eastern Canada 1
United Kingdom 3
Gibraltar 2
Persia 2
India 3
Trans-Jordan 2
Anglo Egypt 2
Union of South Africa 1
Panama 1
West Indies 1
Peru 1
Venezuela 1
Argentina 1
Spain 2
Switzerland 2
Turkey 2
Saudi Arabia 1
French West Africa 1
Rio de Oro 1
French Equatorial Africa 1
Italian East Africa 1
Belgian Congo 1
Kenya 1
Angola 1
Mozambique 1
French Madagascar 1Japan
Imperialism ~ Increase your IPC production by 150% (to 75 IPCs) = 10 NVPs
Establish Co-East Asian Prosperity Sphere of Influence ~ control all home territories plus Chinese Territories, All Islands, Australia, New Zealand, Hawaii, Midway, and India.
= 15 NVPs
Become a superpower ~ At the end of the game your IPC production must be 10% higher than Germany’s = 10 NVPs
Replenish oil resources ~ Capture Anglo-Egypt, Trans-Jordan, and Persia = 5 NVPs
Strengthen the Imperial Japanese Navy ~ Naval units and air units on carriers under your control at the end of the game must be worth a total of at least 225 IPCs, and you must of destroyed at least 100 IPCs worth of American naval units = 10 NVPsTerritory NVP Value
Evenki 1
Novosibirsk 1
Yakut 1
Soviet Far East 1
Buryatia 1
Kazakh 1
Persia 1
India 3
Trans-Jordan 1
Australia 2
New Zealand 1
Manchuria 1
Kwangtung 3
French Indochina 1
Solomon Islands 1
New Guinea 1
Borneo 1
East Indies 1
Philippine Islands 2
Caroline Islands 1
Okinawa 1
Wake Island 1
Japan 5
Midway Island 2
Hawaiian Islands 2
Alaska 1
Western United States 4
Central United States 2
Mexico 1
China 2
Sinking 2
Mongolia 1Germany
Crush the Red army ~ Destroy 300 IPCs worth of Russian units and/or capture Moscow = 10 NVPs
Establish the Third Reich ~ The total IPC production value of territories under your control at the end of the game must be at least 50% of total production = 15 NVPs
Operation Sealion ~ Capture Great Britain = 10 NVPs
Defend the Fatherland ~ Do not allow the Allies to capture Germany = 10 NVPs
Strengthen the German war machine ~ The total value of all units under your control at the end of the game must be at least 500 IPCs = 5 NVPsTerritory NVP Value
Karelia 3
Archangelsk 1
Caucasus 3
Russia 5
Evenki 1
Novosibirsk 1
Yakut 1
Soviet Far East 1
Buryatia 1
Kazakh 1
Western Europe 3
Germany 5
Norway 1
Easter Europe 1
Ukraine 2
Belorussia 2
West Russia 2
Algeria 1
Eastern Canada 1
United Kingdom 5
Eastern United States 4
Western United States 1
Spain 2
Switzerland 1
Sweden 1 -
RE: Where are you from? Sign our guestmap!posted in General Discussion
@cystic:
I’m from the Kitchener-Waterloo-Cambridge area, about an hour and a half from Toronto.
If only Canada was smaller. All us wargamers are scattered across the map
I’ve gamed with two other Winnipeggers that i’ve met from here . . . .
Yes, but I assume you a have a car and a lot of free time. While I have the time… I lack the car :-)
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RE: Joke of the Dayposted in General Discussion
Love the jokes! WHEN I get married I’m going to post those rules on the fridge. No, better yet, I’ll paint them on a wall.
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RE: AARHE: Phase 2: National victory conditionsposted in House Rules
I’m currently transfering them into individual graphs for each nation, like you asked. I’m already done the allies, and moving on to the Axis. What I’ve posted already would work with the territory values.