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    Posts made by CrazyIvan

    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      TripleA Manual Gamesave Post: Russians round 1

      TripleA Manual Gamesave Post for game: World War II v3 1941, version: 1.7

      Game History

      Round: 1
      
          Purchase Units - Russians
              Russians buy 10 infantry; Remaining resources: 0 PUs; 0 techTokens; 
      
          Combat Move - Russians
              1 submarine moved from 4 Sea Zone to 6 Sea Zone
              2 infantry moved from Kazakh S.S.R. to Caucasus
              2 infantry moved from Novosibirsk to Russia
              2 infantry moved from Stanovoj Chrebet to Buryatia S.S.R.
              2 infantry moved from Soviet Far East to Buryatia S.S.R.
              1 infantry moved from Yakut S.S.R. to Evenki National Okrug
              1 infantry moved from Evenki National Okrug to Novosibirsk
              2 infantry moved from Archangel to Karelia S.S.R.
              1 infantry moved from Eastern Ukraine to Caucasus
              1 infantry moved from Belorussia to Eastern Ukraine
              3 infantry moved from Russia to Caucasus
              1 armour moved from Russia to Caucasus
              1 artillery moved from Russia to Caucasus
      
          Combat - Russians
              Battle in 6 Sea Zone
                  Russians attack with 1 submarine
                  Germans defend with 1 submarine
                  1 submarine owned by the Germans Submerged
                      Russians roll dice for 1 submarine in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
      
          Non Combat Move - Russians
      
          Place Units - Russians
              2 infantry placed in Karelia S.S.R.
              4 infantry placed in Caucasus
              4 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 26 PUs; end with 26 PUs
              Objective 1: Russians met a national objective for an additional 5 PUs; end with 31 PUs
      

      Combat Hit Differential Summary :

      Russians : 0.67
      

      Savegame

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Lol, the things that happen in a first ever situation. Message box says retreat, but offers only submerge of remain. You want to just submerge in place?

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Hang on, It’s saying submerge or fight, thought it said retreat…???

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Where to?

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Sub vs Sub, stay, retreat, or fight?

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Excellent! Let the games begin, lol.

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Testing Forum poster

      Test summary from TripleA, engine version: 1.9, time: 12:17:18 AM
      Savegame

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • Anniversary Edition, gribble(Axis) vs CrazyIvan(Allies), default settings.

      Ok, this is where I’m setting up my first PBF game! Hopefully, every thing will work correctly, and tomorrow we can get in some good gaming.

      posted in Play Boardgames
      CrazyIvanC
      CrazyIvan
    • RE: Toledo, OH area: Looking for players

      @bradywh My age and health pretty much preclude my wanting to get together with others in person, but I would like to still be able to play. For me, the best future is a gaming world that includes in person/virtual players at any get together, so in person is just as common as over the internet.

      I have classic experience, and am currently playing my first PBEM game, on a map like AE.

      Do you have either of those games/experience, or just the new fangled versions? :)

      posted in Player Locator
      CrazyIvanC
      CrazyIvan
    • RE: Ohio: Anyone who wants to play

      I know the ‘Ross school of business’, but it’s sad that their are so many of us players out their, without the ability to connect. Skype could allow virtual presence during a game, if folks could tolerate gaming remotely with part of the group.

      posted in Player Locator
      CrazyIvanC
      CrazyIvan
    • RE: NW Ohio looking for A&A players.

      I’m NW of NW Ohio, but looking for folks willing to play PBF or PBEM games, though doing it live via skype would be cool. My health keep me from wanting do do things ‘for real’, so to speak.

      posted in Player Locator
      CrazyIvanC
      CrazyIvan
    • RE: Toledo, OH area: Looking for players

      @bradywh I’m up to your NW, but not really looking for in person gaming at this point, you up for some TripleA games?

      posted in Player Locator
      CrazyIvanC
      CrazyIvan
    • RE: My first game, a noobs mistakes, Lol.

      Thanks! Having a great time, and learning, so…

      posted in 1941 Scenario
      CrazyIvanC
      CrazyIvan
    • My first game, a noobs mistakes, Lol.

      Ok, so I’m playing a game of AE (or something like it in TripleA) with my first two fellow players.

      I have to admit, I am hyped up, I’m just playing the USA/China. I didn’t read the rules before hand, and did my purchases as the USA of 2 inf, 1 bomber, one destroyer, and one carrier.

      I tried to jump some german subs with all my continental aircraft, of 2 bombers + 2 fighters, but discovered that, yes, the rules had changed. Fortunately, my opponent was online, and graciously allowed me to reload the game and take my destroyer into the battle on attempt number 2.

      The ‘Battle of the Atlantic’ ended with the German submarines & the US destroyer all sunk. Like an idiot, I landed only the two bombers in the UK, and both fighters landed in eastern canada.

      I then intended to transport troops and stage them in eastern canada, and grabbed my infantry and what I thought was my artillery from Eastern USA, and dropped them up in Eastern Canada. I then realized that it was not my artillery I had moved, but my AA gun. OOOps!

      In China, again not having read the rules, I took a chance to strike at the Japanese, and was successful in retaking fukien, but then I withdrew the Flying Tigers, and placed my new three chinese troops well back from the front.

      The Remnants of the US Pacific fleet are preparing to transit the panama canal for rushing to help my allies in Europe, but my A1 builds didn’t include any transports, so what help I can offer is going to be limited initially.

      After I played, and found out how to post my turn, I discovered an error message when trying to send the save game file, and so sent it manually to the others.

      After doing all this, I then (sheepishly) went and started reading the rules, and discovered yet another new thing, that there are somethings called tech tokens, and when you buy them, you keep them and get a roll every turn, until you get a tech, and then you turn in all tokens.

      I understand that tech rolls are now an optional rule, and so must first get word from my fellow players on whether or not we are playing with those rules in this particular game or not.

      Anyway, that about covers my first turn playing community members online!

      posted in 1941 Scenario
      CrazyIvanC
      CrazyIvan
    • RE: Looking for opponent for Anniversary

      Looks like it is the UK turn!

      posted in Find Online Players
      CrazyIvanC
      CrazyIvan
    • RE: Looking for opponent for Anniversary

      So, what is your day looking like? DD and I were chatting, for about an hour, but we did get anything done turn wise. I’m going to get a nap and a bite to eat, and will check back later tonight.

      posted in Find Online Players
      CrazyIvanC
      CrazyIvan
    • RE: Naval modifications questions and ideas.

      @SS-GEN While I’m see the numbers that you have provided, I have to admit that I still don’t know what they are nor what they mean? Could you provide a single case for how you arrived at these numbers, and what they mean?

      I’m thinking that this is somehow related to cost, and perhaps, something like “Bang for your Buck”, but as I don’t know the process, I cannot really comment on it.

      Let me do this, let’s take a classic board and give it various setups, starting with normal ships, using normal values. Classic only has 4 ship types, so to include all these, we should probably use two seperate battles, the Russian attack on the German Baltic fleet, and the Japanese attack on Hawaiian island sea zone.

      Battle of the Baltic:

      R1 Baltic TR SS DD CL CA BB CVL CV F B TOTAL LL MAD RESULTS
      Attacker Forces 1@O 1@2 2@3 8 1 + 1-2/D6 We can use this space to input any possible result on a d6
      Defender Forces 1@1 1@2 3 0 + 1-3/D6 and use this number against both force’s remainders

      So this is a simple situation, and for now, lets ignore the sub first shot attack. We wouldn’t do that in an actual game, but this is just an example for demonstrating a concept, and I want to focus on that concept alone for right now. For purposes of MAD, we only consider a forces remainder, rather then total strength, and so for our purposes the defenders remainder of three is used on the single roll, so that, either way, the defender is going to take one casualty for sure, but if it takes that second hit on a 2 of less, they will automatically hit once, themselves.

      Now let’s look at this second hit as a submarine first shot attack! Say the roll is a one, the results are as stated above, but now let’s look at what happens when the roll was a two. In both cases, with a MAD roll of 1 or 2, the defender has to take one ship off, and this ship does not get to fire back, and as AcesWild5049 pointed out elsewhere, if we ‘roll by column’ then the sub would be fired first, and if we ‘rolled the sub first’ by explicit rule, then that has to be decided before the rest of the attackers fire is accounted for.

      So, if the defender choose to lose the TR to the sub, then it cannot fire back, and as his sub cannot hit air, then that is something to keep in mind for later/larger battles. If the Defender instead chooses to lose the SS to the attackers sub, then the situation changes. After the sub’s attack, the defender is going to have just one unit left to fire. If the sub is chosen, then the remainder drops to a ‘1’, and if a two had been the MAD roll, the defender wouldn’t hit on a ‘2’, and so both defending ships would be lost, without cost to the attacker.

      In the above example, let’s say the MAD roll was a three. The attacking force, with a remainder of ‘2’ would miss, and the defending player would score 1 hit and combat would end after the next round, as the fighters would get an automatic kill at that point.

      On a quick diversion, let’s visit a slightly different attack:

      R1 Baltic TR SS DD CL CA BB CVL CV F B TOTAL LL MAD RESULTS
      Attacker Forces 1@2 2@3 8 1 + 1-2/D6 We can use this space to input any possible result on a d6
      Defender Forces 1@1 1@2 3 0 + 1-3/D6 and use this number against both force’s remainders

      In this attack, the more discerning player sees a chance to pull off a fast one, and simply doesn’t bring his TR at all.

      Tell me why, and how this potentially helps the attacker?

      Ok, so back to the ‘Battle for the Baltic’
      Historically, the Axis had control of/use of most of the Baltic for most of the duration of WWII, and most certainly in the spring of 1942, when A&A Classic starts off. One of my suggestions for attempting to ‘balance’ classic against an early curb-stomping of Germany, is to put a German BB into the Baltic {Historically, the Tirpitz was operational in Jan, 1942}, and as the map doesn’t allow for her do be stationed in a Norwegian fordje, then we have to have her in the Baltic sea zone.

      I’ll need to do this in three seperate tables, I think…

      R1 Baltic TR SS DD CL CA BB CVL CV F B TOTAL LL MAD RESULTS
      Attacker Forces 1@0 1@2 2@3 8 1 + 1-2/D6 We can use this space to input any possible result on a d6
      Defender Forces 1@1 1@2 1@4 1 htk 7 1 + 1/D6 and use this number against both force’s remainders

      So, for all three examples, and without any insights gained from thinking this through, let us just assume the Russian player is going to carry out this attack, irregardless of losses and probabilities. How does having a German BB, with just 1 ‘hit to kill’ {As per Classic rules} change things? I don’t want to do the ‘sub shot’ specific in each and every example, so from now on I won’t treat it as anything other than an ordinary dice roll, for purposes of discussion. Now the attacking and defending forces are much more evenly balanced, as both sides are getting an automatic kill on the first round, and to speed this up, lets just make a ‘convenience rule of thumb’, where remainders of ‘1-2’ always miss, ‘3-4’ can be hits, and ‘5’ always hit. So in this first round, both sides hit each other once, and then on the second round, after losses, both sides hit each other again one time, and this leaves us 1 German BB vs 2 Russian fighters, so the BB is going to likely take one fighter out, but is definitely dead itself. While that is an improvement over how the R1 turn normally plays out, it still reflects an ahistorical situation, where Germany has no fleet in early 1942. As we all know, the Tirpitz didn’t finally end until late 1944, and that means something like late turn 6 of a 7 turn game, with D-Day taking place in late turn 5. So, how better to give Germany a core to build a fleet around?

      Post classic, at some point the ‘two hit Battleship’ came into the picture, so let us next do that.

      R1 Baltic TR SS DD CL CA BB CVL CV F B TOTAL LL MAD RESULTS
      Attacker Forces 1@0 1@2 2@3 8 1 + 1-2/D6 We can use this space to input any possible result on a d6
      Defender Forces 1@1 1@2 1@4 2 htk 7 1 + 1/D6 and use this number against both force’s remainders

      Ok, everything above starts off the same, and the only real difference is going to be hat both forces are going to be just as deadly in round two, because the Defending BB can now soak that first hit, and so the Russian TR is killed and the German BB eats the first hit, the second round, neither side scores more than a single hit, and so now the Russian sub and German TR bite the farm. At this point, BOTH side retain the ability to get 1 hit guaranteed, and this means a russian fighter dies, and so does the German sub. With even odds, the damaged BB and the remaining fighter could go either way, but odds are, if the remaining fighter doesn’t kill it, the UK player will.

      Germany actually gets a turn, and could use their BB, or build more bullet stopper SS/TR, to try and keep it alive. For simplicity’s sake, let’s say we are going with the auto repair in TripleA, where damaged ships get repaired for free, at the start of a players turn. While in actual play this may not be the methodology in use, it is easier by far to muddle through this concept. That leaves us, with a fully repaired BB in the baltic, in time for combat movement on G1.

      For simplicity’s sake, let’s just assume that the German player does nothing with the Baltic BB {However unlikely this may be} and so come the UK’s turn, they could throw an attack that would likely kill the German BB, or certainly kill the German BB, at a probable cost of a UK fighter, and a possible cost of a second fighter if things played out badly for the UK player. So we still have a Germany without a fleet, by the end of turn, B1. Better, but still not there yet.

      R1 Baltic TR SS DD CL CA BB CVL CV F B TOTAL LL MAD RESULTS
      Attacker Forces 1@0 1@2 2@3 8 1 + 1-2/D6 We can use this space to input any possible result on a d6
      Defender Forces 1@1 1@2 1@4 4 htk 7 1 + 1/D6 and use this number against both force’s remainders

      In this final chart, we finally get to see what my proposed ‘4 hit BB’ would have on game setup. First off, we can see immediately that any surviving Russian units is an extremely unlikely outcome, and that keeping the submarine is the only possible, however unlikely, way forward for the R1 attack to ‘sink the Bismarck!’ er, wait, ‘sink the Tirpitz!’:relaxed:

      Anyway, if nothing else, I think I have demonstrated that the Germans need help in the Baltic, and that a two-hit BB won’t do.

      This post started over an hour ago, and I’m tired and sleepy now, do done for the moment…

      posted in Other Axis & Allies Variants
      CrazyIvanC
      CrazyIvan
    • RE: Looking for opponent for Anniversary

      I just blurted mine out in the open, but then I created that account for this very reason, so I guess it doesn’t matter.:relaxed:

      posted in Find Online Players
      CrazyIvanC
      CrazyIvan
    • RE: Looking for opponent for Anniversary

      @DannyDuck716 I don’t know his, mine is:
      CRAZY.IVAN.AXIS.AND.ALLIES@GMAIL.COM
      but are we playing three way, who is what, and PBF or PBEM?

      posted in Find Online Players
      CrazyIvanC
      CrazyIvan
    • RE: Looking for opponent for Anniversary

      So, how do we do this? Or are you guys already playing 1v1?

      posted in Find Online Players
      CrazyIvanC
      CrazyIvan
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