the cost of building bombers to deliver 1 infantry to a battle is too much to suatain during the early rounds, unless a game would go for around 20 rounds or more i could not entertain the logistics, the longest game that i played went on for 9 rounds top’s
Posts made by d142
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RE: Bomber house ruleposted in House Rules
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RE: Re: Field Marshal Games Pieces Project Discussion threadposted in Other Axis & Allies Variants
i would not be one to accept something for nothing, if i invest in the scheme and it is not a success, a refund would suffice
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RE: Re: Field Marshal Games Pieces Project Discussion threadposted in Other Axis & Allies Variants
i would defeinitely purcase a set, over 1000 pieces for $59.99, that is a reasonable price tag,
are the pieces of the same durability as the avalon hill set, i hope that they are not too stiff and rigid that they break at the slightest knock, i would be very concerned to know the color scheme, if the pieces are of bright cartoony hew, that is harsh to the eye when under a spotlight, i would not be interested,
i have seen other attempts to craft similar copy’s of the axis and allies pieces, and i have not been impressed,
although i have seen the field marshall games dice at the website, and they are of a good quality,
however, for me to indulge a pre-order scheme, i would have to see some examples of this new endeavor,
i would imagine that a set of mold’s would take time to make to a high standard,
what sort of a guarantee do you offer the investor,
i would not like to be swindled, and i would not part with my $59.99 at the whisper of a mold, and some free dice or somesuch -
RE: Upside-down Turtle's AA50 House Rulesposted in House Rules
i can not read word document’s from my computer, if it would not be a trouble, would it be possible to post a text or adobe document
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RE: Russia 1posted in Axis & Allies Anniversary Edition
i would stack heavy with artillery, russia has almost 30 infantry divisions, and with no artillery to boost the enemy, the russia attack is weak, a bomber would be useful to back up the attack’s, although with solely infantry the bomber could be toast
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RE: Russia 1posted in Axis & Allies Anniversary Edition
5 artillery, 2 armor,
1 armor, 1 artillery at karelia
4 artillery at caucasus
1 armor at russia
that would make a good attack force for round 2,
i would rather see the western u.s. at 12 i.p.c. and the eastern u.s. at 10 i.p.c.
faced with a japanese attack at the west, and very little prospect of a german or italian attack to the east,
although the current set-up is challenging, a good player would always find a way around those issues -
RE: AAe50 rule?posted in Player Help
i think that if the AA gun was used in combat,
i.e. if the attacker used aircraft, that would be a definite no non combat move, however, if the the AA gun can be moved ( which i doubt ) it would have to be when there are no aircraft with the attacking force,because the AA gun is not controlled at the start of the attackers combat move, the AA gun is not moveable by the attacking player that captured the territory
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RE: Chrono Trigger finally arrived Europe!posted in Other Games
i have checked out the nobunaga strategy game series, it has a number of titles to its catalogue, which suggests to me that it is of a high gameplay standard,
i have played the japanese feudal war game ’ kessen ’ which was a big disappointment, i bought the game one day, and completed it within 3 hours, there was very little to do, except watch the cgi, and move cavalry from there to there,
i completed the game without losing a battle,there were large formations that had to be directed to battle, and when a battle was dying, the formations could be re-directed to another battle,
for every 5 - 10 minutes of gameplay there was around 5 -10 commands, i think that the reason i played it to the end was to see if it would get more playable
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RE: AAe50 rule?posted in Player Help
my guess would be no, based on the non combat rule that states / in this phase, you can move any of your units that did not move in the Combat Move phase /
because the AA gun was not controlled at the start of the turn, i doubt that moving the AA gun would be a legal move -
Russia 1posted in Axis & Allies Anniversary Edition
would a standard build of 6 armor at russia be a good build, or 6 infantry at russia / 4 infantry at caucasus, for round 1,
or is artillery a good bet, to keep the forward momentum going in the face of a german advance,4 artillery, 3 armor, 1 infantry, could be a good bet, for a round 2 attack through southern europe
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RE: Where to build allied I.C.posted in Axis & Allies Anniversary Edition
a south africa i.c. could be valuable to the u.k. player, building units to thwart off a german occupation of africa, which is not easy to reclaim when africa is captured, it also leaves the u.k. within 2 moves of the pacific,
with a i.p.c. value of 2 south africa has the capability to defend africa or the pacific,
i think that a value of 3 - 5 would be needed to defend africa and the pacific, with that there would be less need for a i.c. at india -
RE: Chrono Trigger finally arrived Europe!posted in Other Games
the favorite r.p.g. that i have played was ’ way of the samurai 2 ’ i am not sure if that is the correct name, lot’s of sword play and monsters to fight,
the archfiend at the end was named ’ nobunaga ’ lot’s of combo’s to unlock,
not to the scale of mortal kombat, although i needed all those combo’s, and special weapon’s at the end to defeat
’ nobunaga ’I played the 1st one…I’d call it more action than anything. Pretty cool but I remember it being glitchy or the controls being spotty so it lost my interest pretty quickly.
i still have final fantasy VII for the PS1, i must have over a hundred hour’s clocked up on that game, at this stage it is quite hard to follow where the story is leading, there is 1 character that i can not defeat and until that character is defeated they story is at a standstill,
I’ve still got it and would love to play it again. I beat it with 50+ hours and didn’t even do everything. I still haven’t finished FF12 though, and I have at least that many hours in it and probably not even half way done. It’d be a chore to pick up again. I can’t imagine what boss you are having trouble with in that game with that much time in it. Did you never finish it?
i got to around halfway through the third disc,
it has been a while since i palyed FFVII, i no longer have the ps1, and the memory card could be lost,
i have the ps2, and i may still load the game and give it a go,i spent at least half the play time playing the card game, the boss that i had trouble with is somewhere after the shuttle crash, in a series of tunnel’s and stairs, it could be the witch, or a giant green monster, i challenged the boss a number of times, 10 - 15 or more, and got the snot beaten out of me each time,
the name of the other game, that i miscalled is onimusha 2, it had great action and weapons, ’ nobunaga ’ was hard to defeat, well worth it at the end, a soft ending to a game is less rewarding, ’ nobunaga ’ morphed into a huge head with crazy white hair and a pale aquamarine face that sometimes changed to red and purple, and i was throwing shuriken
stars, and magic at it, the battle against the final boss ’ nobunaga ’ went on for around 15 - 20 minute’s,i could never get to grip’s with the medal of honor series, although i played all the levels, i had to get the codes to unlock all the levels, i could blame the camera angles, i was never a fan of the first person shooter
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RE: Where to build allied I.C.posted in Axis & Allies Anniversary Edition
i think that the best time for germany to hit egypt would be round 1, before the u.k. could build a I.C.
without a I.C. at egypt, when playing the u.k. and trying to hold africa is impossible,germany can call upon armor from libya, 1 infantry supported by artillery from libya, and 1 infantry, 1 armor from france, or 2 infantry from france, supported by a bomber from germany egypt could easily fall at round 1, before the u.k. had a chance to defend,
if i were the u.k. player, i would move the 2 infantry from trans-jordan > to egypt, and build a I.C. there, or the infantry and artillery from india > egypt, and there would be no need for the I.C. at egypt,
if germany has not reinforced libya, a u.k. attack at libya would be likely, that is what happens when i play, the u.k. player builds a I.C. at egypt, and germany is wiped out at north africa,
the way that i see to stop this, is to move italian infantry to libya, to bulk up the defense, it makes the u.k. player wary of overstretching their hand, and a fighter or two can throw the cat among the pigeon’s hitting at 4 defence,
also a double attack from italy and germany can soon knock out the u.k. at egypt
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RE: Fighters attacking question with nowhere to land.posted in Axis & Allies Anniversary Edition
i think that there is a situation that can occur when playing whereby the rules a player may not have a carrier to pick up a fighter,
if aircraft carriers, and fighter’s attack the same s.z. is there a rule that states that fighter’s must be lost before aircraft carriers if there are no land territories to land at
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RE: Fighters attacking question with nowhere to land.posted in Axis & Allies Anniversary Edition
the rulebook states that a fighter must have a pre-declared landing, either a aircraft carrier or a controlled territory,
there is the optional kamikaze attack rule from revised when playing japan,
however if the fighters survive, and there is no aircraft carrier to land at, the fighter’s would be lost -
RE: Where to build allied I.C.posted in Axis & Allies Anniversary Edition
i think that a india i.c. is the best option, with a u.k. build of 1 i.c. at india at round 1 there is a good chance that the japan player would not have enough of a force to attack india, and while building 3 units a round, there is good scope for the u.k. player to attack the japan fleet at the pacific, and counter manouvers to capture the east indies, borneo, new guinea and australia
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RE: Are SBR's Broken?posted in 1941 Scenario
i think that S.B.R. is useful for germany, if the german player want’s to dent the resources of russia, 2 bomber’s are useful for S.B.R. each round, with heavy bomber’s the damage could be mightily suffocant to the russia player’s resources,
although for the u.s. the idea of a S.B.R. against japan, is a stretch too far, without the technology of long range heavy bomber’s a u.s. S.B.R. against japan would be impossible, without control of iwo jima or okinawa
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Where to build allied I.C.posted in Axis & Allies Anniversary Edition
india look’s like the prime territory to build a i.c. for the u.k.
would the east indies be too complicated and expensive to build a i.c. strategy wise, with all the ship’s that would be needed to guard the supply route,what about a u.s. i.c. at brazil, if there would be a surprise attack on the way, the u.s. player could build 1 -3 unit’s there to discourage attack’s,
i think that if china captures a japanese built i.c. the china player should be able to build units to the value of the total territory value of china held territories, aswell as the 1 infantry for 3 territory rule
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RE: Chrono Trigger finally arrived Europe!posted in Other Games
the favorite r.p.g. that i have played was ’ way of the samurai 2 ’ i am not sure if that is the correct name, lot’s of sword play and monsters to fight,
the archfiend at the end was named ’ nobunaga ’ lot’s of combo’s to unlock,
not to the scale of mortal kombat, although i needed all those combo’s, and special weapon’s at the end to defeat
’ nobunaga ’
i still have final fantasy VII for the PS1, i must have over a hundred hour’s clocked up on that game, at this stage it is quite hard to follow where the story is leading, there is 1 character that i can not defeat and until that character is defeated they story is at a standstill,
i used to spend hour’s playing the collectible card game, i had almost the full deck, and most of the super power card’s -
RE: Bomber house ruleposted in House Rules
that would be a fearsome combo,
i would fear the heavy bomber’s most of all, long range is useful, possibly for a double S.B.R. combo against japan by the u.s. and russia, i am still not conviced about paratroopers,
putting the three together and calling that the best combo, sound’s good, although, pick the bones out of those three tech’s and there is very little support, heavy bomber’s / not contested, the best support for a large scale attack, long range, not always usable, paratroopers / the same as regular bomber’s, except the carry 1 infantry abilty,
consider this for a combo, rockets / uncontestable S.B.R. / no radar or AA gun can stop a rocket attack /
jet fighter’s / attack 4, defend 4 / twice as powerful as bomber’s / for 3 I.P.C. less /
heavy bomber’s / two attack dice /with the S.B.R. capability of heavy bomber’s and rockets, the S.B.R damage could be crippling,
i would still consider paratroopers a minor tech, the cost of building the bombers must be a nuisance,
and when those bomber’s are lost, or despathced by AA gun and radar the idea of a rebuild and failure a number of times, i would think could be very discouraging to the attacker,
however there are bullish player’s out there, and i would relish the prospect of facing a 1 dimensional attacker that somehow think’s that they have been unlucky,
however if paratrooper tech has become available to a opponent, it becomes too expensive after 3 > 4 turns without progress,
realistically, how many bombers could a player build without going over the edge or crossing the line to the point where there is no balance to the attack force, and paratroopers are being flown around, with nothing to support them, radar and jet fighter’s would soon sort a player that would lean too heavily toward paratrooper tech,
a player immersed with paratrooper tech is the folly of a low level strategist, a nuisance surely, not a game breaker, a I.P.C. breaker,