Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. captainhook
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 24
    • Posts 239
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by captainhook

    • RE: Coastal Guns

      The one in Southern Italy could really hinder any UK strategy of pulling of a Taranto. I would recommend against it.

      posted in House Rules
      captainhookC
      captainhook
    • RE: Japan and German question for current game

      I think that Russia is going to invade you.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Sealion in three turns, Major flaw with Alpha 2

      @The_nightlord:

      You cant argue with math.

      Good day to you. Hook :mrgreen:

      I do agree with that statement. And will correct my mistake, the UK will build 9 infantries in the first turn, and 10 infantries in the second, as they carried over 2 IPC, in most cases they will still have their original territories at the end of their first turn and will therefore make enough to actually buy 9 infantries and 1 tank, seeing the germans barges.

      that gives, using your methodology, and rounding up, if p>= 0.5 and down if p<0.5 and using 4 decimals in the approximations of fractions.

      Round 0 -> AA gun fires.

      german 1 bomber, 5 tacs, 4 fighters = 10 planes. He ought to loose 1.667 planes. Say 1 tac and 1 fighter, although there is a slightly higher chance that more high value planes are lost.

      Round 1

      Germany           
      1 bomber + 4tac: 3.3333 hits               
      3 fighters+7 tanks: 5 hits
      7infantries: 1.1667 hits
      total: 9.5 hits -> 10 hits

      UK
      4 fighters -> 2.6667
      23 infantry -> 7.6667
      total: 10.3333 -> 10 hits

      Round 2

      Germany
      1bomber + 4 tac: 3.3333 hits
      3 fighters + 4 tanks: 3.5 hits
      total: 6.8333 hits -> 7 hits

      UK
      4 fighters -> 2.6667 hits
      13 infantry -> 4.3333
      total: 7 hits

      round 3

      Germany
      1bomber+3 tacs: 2.6667 hits
      1 tank: 0.5 hits
      total: 3.1667 hits -> 3 hits

      UK
      4 fighters: 2.6667 hits
      6 infantry: 2 hits
      total 4.6667 hits -> 5 hits

      UK wins.

      I think that one of us is making a mistake. And I sincerely doubt that it is me, good sir.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Sealion in three turns, Major flaw with Alpha 2

      @The_nightlord:

      A lengthy explanation.

      Dear sir,

      If you use the following tool: http://www.dskelly.com/misc/aa/aasim.html , which is an AA odds calculator, you will find that the battle, in the configuration you have given, gives about 60% chance of victory to the UK.

      Good day.

      YAaaaaaaaaaar!!!

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Sealion in three turns, Major flaw with Alpha 2

      I think that most players actually know this. And all experienced UK players will build 9 infantries on the first turn, followed by 9 infantry in the second turn. Supported by 4 fighters, that easily defeats your 7 tanks and 7 infantries, 3 tacs and strat bomber. The odds, in the configuration are almost 95% in favour of the UK.

      The only way I see an early sealion possible is with 8 barges in the second turn, bringing the total to 9, and the entire Luftwaffe. With an attack on turn 3. Which, I seem to observe, bring the odds to about 55% in favour of the Germans. Which is basically 45% chance of loosing the game.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Alpha 2 - Is it possible to beat Italy?

      I see.

      I didn’t think about bringing some london planes to attack taranto. Are you saying, however, that you would eliminate your planes instead of your boats in the last stages of that battle?!

      Regarding attacking tobruk. Wouldn’t this lead to Egypt being left very weak, to be attacked by the 2 Italian transports on S97?

      posted in Axis & Allies Europe 1940
      captainhookC
      captainhook
    • RE: Alpha 2 - Is it possible to beat Italy?

      Fine, I expected a derogatory comment.

      Yet, there must be something I am not seeing, otherwise I wouldn’t be posting a question, would I?

      Taranto seems very hard to pull off, which then leads to a swarm of Italian troops flooding Mediterranean countries, making Egypt seemingly hard to hold.

      I do indeed ask, how is one supposed to stop Egypt from falling into Italian hands, and once the Med is held by the Italians, how is one expected to get “one ship” in there, as they tend to mass a good load of naval units either or west of gibraltar.

      Plus, all the time spent by the US diminishing the Italians, is time not spent taking some pressure of the Russians.

      posted in Axis & Allies Europe 1940
      captainhookC
      captainhook
    • Alpha 2 - Is it possible to beat Italy?

      Hi.

      I know that I have already tried to discuss this, but the question still holds. Italy seems really hard to beat.

      With the upgraded fleet, and the new NOs, the English don’t seem to stand the slightest chance in the Mediterranean.

      In my last game, I was playing Italy, and was earning 54IPCs/Turn towards the end of the game, and had already overtaken the brits, IPC-wise, by turn 3.

      The English are forced to defend their Island for at least the two first turns, popping out no units in Africa, whilst the italians seize Southern France, Greece, a couple French northern Territories, block off the suez canal by taking transjordan, and progressively have enough units to take Egypt, wish they then just hold.

      How the hell can the English stop them?!

      posted in Axis & Allies Europe 1940
      captainhookC
      captainhook
    • RE: Memoir 44 or AA D-DAY.

      cheers!

      posted in Other Games
      captainhookC
      captainhook
    • RE: Strategic assualts

      I would say every artillery inflicts a 1/3 of die rounded up. Basically (1-3 one damage, 4-6 two damage). Because there usually enormous stacks of artillery when a stalemate exist.

      Plus the order should be as follows:

      1. Choose artillery to bomb the factory.
      2. Defending artillery shoots back @1.
      3. Remove attacking artillery casualties.
      4. Somehow calculate the damage

      Which basically represents the cities defensive forces anticipating an assault and shooting as the attackers are setting up.

      posted in House Rules
      captainhookC
      captainhook
    • Memoir 44 or AA D-DAY.

      Hi Guys,

      I just wanted to know if anyone had tried Memoir 44. Is it any good? It looks a lot simpler than AA, which doesn’t mean it isn’t fun.

      How does it compare to AA D-Day, is it better?

      Cheers!

      CH

      posted in Other Games
      captainhookC
      captainhook
    • RE: Extra DIFFERENT pieces

      Fantastic! Thank you for the feedback!

      posted in House Rules
      captainhookC
      captainhook
    • RE: Extra DIFFERENT pieces

      I just became aware of a game called Fortress America. Would the pieces fit?

      posted in House Rules
      captainhookC
      captainhook
    • Extra DIFFERENT pieces

      Hi,

      I don’t know if this is the right board to post this, but as it seems the most read, I took my chances.

      My friends and I are currently working on adopting new rules to the game, which would incorporate new kinds of units. We will gladly post them here when they are done, but want to do some beta testing first. These rules including inventing new kinds of units (light tanks, paratroopers, oil well, supply boats, for example).

      Does anyone know where I could buy units that would fit the size of AA but which actually would be different in looks, as we don’t want to confuse them with the pre-existing AA pieces.

      Thanks.

      CH

      posted in House Rules
      captainhookC
      captainhook
    • RE: Alpha 3 Intelligence Report - Straight from the front lines!

      @JimmyHat:

      HAHAHA  pure comedic gold!  Thanks Captain Hook!

      I mean, you start your post by mentioning how the allies seem to need to be weakened, and then add in 2 house rules that benefit the allies!!! Hilarity ensues….

      :-D ha ha.

      Well I did write “Although it seems that the allies need to be weakened”, which acts as acknowledgement that I am about to contradict it.  :wink:

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Alpha 3 Intelligence Report - Straight from the front lines!

      Although it appears that the Allies need to be weakened in Alpha 3, from what I can read, I have two minor suggestions to rule adaptations that I would think would add a fun twist to the game.

      My two minor suggestions:
      -Free French Forces: Every turn the French player can place 1 infantry on any of their territory. If none remains they can place that infantry in London. (I didn’t come up with that rule, I read it on another thread, but my friends and I have been using it and it’s pretty entertaining!). This represents the growing involvement of the exiled French, which are, in my opinion, underrepresented in the basic game settings.

      -“Sink the Bismarck!”: After the pride of the British Navy, HMS Hood, was sunk by the Germans, Churchill issued that famous injunction. The first time that British units destroy a German Battleship, the UK player gets 3 IPC, as an income bonus, at the end of the turn. Once only.

      Please let me know what you guys think about those. Of course, they would need to be balanced by some minor adjustments to the Axis.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Sea-Lion

      Sea Lion is far too dependant, in my opinion, upon the UK’s first turn to vote either “Yes” or “No”.

      To me, it is worth building 8-9 transports on turn 2, if the player has failed to build 9 infantries on the first turn.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Need help with online play.

      Many thanks!

      Is anyone aware of a dicing system installable on Skype and/or email?

      posted in TripleA Support
      captainhookC
      captainhook
    • RE: Need help with online play.

      I see….

      So do you have a few tips on how to use it?

      Namely:
      -There seems to be an IPC calculating tool, how do I transfer ownership of a territory from a power to another?
      -How do I unselect a unit?

      Regarding tripleA, does it allow for AAG40?

      How do people play with Abattlemap? Do they just send each other messages saying what they do? like when playing remote chess? That must be highly confusing.

      posted in TripleA Support
      captainhookC
      captainhook
    • RE: Dice Roller

      DiceRolls: 4@2 6@1; Total Hits: 24@2: (2, 2, 3, 4)6@1: (5, 5, 2, 3, 2, 5)

      posted in Find Online Players
      captainhookC
      captainhook
    • 1 / 1