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    Posts made by edfactor

    • RE: New Carriers - For Better or For Worse?

      The US Essex class was tough to sink, of the 5 carriers (6 if you include Wasp which was launched shortly after the war started) that we started the war with only Enterprise survived. All the Japanese carriers pretty much went up like tinder when we hit them. Carriers are a large target loaded with fuel and bombs. They dont really deserve a 2nd hit.  (US carriers sunk: Wasp, Hornet, Lexington, Saratoga, Yorktown) - Most of the carriers the Japanese started the war with were lost when it was a real fight, the later ones of course were launched into an American dominated lake called the Pacific Ocean.

      Maybe the Essex class does, it was bigger had much better internal layout, all the US cariers flooded their fuel lines with inert gas when under attack and every person on board a US carrier had at least limited training in damage control (only the designated damage control crews on Japanese carriers had any training at all).  So please don’t argue that they were tough to sink, too many of them ended up at the bottom of the sea for that argument.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: New Carriers - For Better or For Worse?

      Japanese carriers weren’t tough to sink, only the US carriers were tough to sink.

      posted in Axis & Allies Global 1940
      E
      edfactor
    • RE: New Carriers - For Better or For Worse?

      Its worse, it turns the carriers into a defensive unit. And they were the most offensive unit in the pacific really.

      I would have made carriers a 0/0 unit that can take 1 hit (as opposed to transports) and cost 12. Cannot be targeted by kamakzies as long as its escorted by a cruiser.

      edit
      Because of the restriction on air units when they are damaged, when on defense you can take a hit on them and its fine because they can usually land on a nearby island.  When carriers are attacking they just cant take the hit .

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @Cmdr:

      But bids are what EVERYONE defaults too.  How unoriginal, how MUNDANE, how DROLL…but if it’s the ONLY thing people can agree too, then give Japan 1 transport in SZ 33 in addition to what they have.

      Jennifer, I agree with that thought about bids.

      But I actually like the old A&A-europe rule where each side got 12 IPC to spend, i would like to see something like that added.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      Well my point is that if your going to limit them to 20 to 30 ipc at a single industrial complex (see the post directly above mine) then a simpler rule is to just keep them from building the big ships and it has a similar effect.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      How about a simpler rule, the US cannot build carriers or Battleships until they are at war.

      posted in Axis & Allies Global 1940
      E
      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      Actually if Russia survived only by miraculous dice, its proof that the Axis should have won this game.
      Britain is gone and Italy is a monster i believe means that the axis has:
      London, Paris, Rome, Cairo, Berlin, Warsaw, Lenningrad, if Germany has absolutely lost in Russia then the allies may be fortunate enough to have won the game, but depending on the exact position it could still be possible.

      And indeed if this is the situation then Germany lost the game by not moving south to take Volgograde or at least to threaten it (or if he took Volgograde then he needed to move north to threaten Lenningrad)

      Anyway your description of the fight in Russia as miraculous leads me to believe the Axis should have won this game. So its far from a proof of concept.  I’ll try to look at your link later. back to work now :(

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: Cruisers

      the bombardment isnt very valuable, i’d rather spend 1 extra IPC and build a transport and 2 infantry or a transport and an artillery and save 1 ipc.  For cracking the continent its better to buy troops.  If cruisers cost 11 i still wouldnt build them, probably not even at 10, but i’d sure think about it at 10.

      posted in House Rules
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      edfactor
    • RE: Cruisers

      I never build cruisers myself. Rather build a DD and save money for next turn.

      posted in House Rules
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      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @Cmdr:

      The Super BBs are just as complicated as National Objectives.  IMHO.  However, the option was given to pander to those who wanted more units on the board.

      A London NO makes the most sense of any NO proposal on the Atlantic Board.  Primarily because London can fall and probably will fall if Germany wants it.  Thus, America has to dedicate itself to the liberation or forever give up the NO.  IMHO.

      The Iowa class was better then the Yamato, vastly better fire control, at least least a 33% (perhaps as high as 66%) faster rate of fire on the main guns, more penetration in Iowa’s 16" gun ammo then Yamatos 18", much higher quality armor, 3 to 4 knots faster, and much better AA guns.

      In no way did the Yamato stand up to the Iowas, so if the Japanese get 3 hit BB so do the US. (but only battleships the US builds after the US is at war)

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: Sealion Comeback

      @MightyPol:

      With Americans pumping all their money on the Atlantic side, never count the Allies out.

      If the US pumps all their cash in the Atlantic, Japan should end the game as soon as possible.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @Cmdr:

      What seems the better course, since it is clear to anyone who wasn’t physically present at the time the game was being designed that, America needs to have some of it’s financial power moved to the Atlantic side of the board and thus, either surrender that income or go defend it.

      Logical choices include:

      • London, since if England fell the American people would have rioted in the streets burning FDR in effigy most likely.
      • Gibraltar, since it was the key to locking the Italians into the Mediterranean Sea, it made it very dangerous for Germany to go repair and resupply U-Boats in the Mediterranean Sea and it allowed for easier trade.
      • Paris, (see London)

      London - I dont think there would have been riots, at the time the US wasnt even in the war. Heck if London is captured the US declares war, i dont think tying an NO to London is at all realistic.

      Gibralter - That might be ok

      Paris - When the allies reclaim Paris the game is pretty much over so it would be as pointless as the russian NO for Berlin.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: Finally, I have my map printed! Oh, yea!!!

      did you say you made changes to the map? or only changed the scale?

      If you want to make changes to the map, make Hokkaido its own territory (the game can tolerate Japan getting 1 or 2 more IPC/turn)- i would just like to have it as a territory.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: More German Subs

      just give Germany 1 free sub a turn (6 ipc) and russia 1 free tank per turn (6 ipc).

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: Opening German move… Good or bad?

      @Commando:

      SZ109

      1 SS from SZ108
      1 SS from SZ118
      1 SS from SZ124
      1 FTR from Holland
      1 S. Bmbr from Germany

      I know 3 FTR’s from Eng can scramble but this should be enough to kill the fleet in SZ109 even if the FTR’s scramble. If they don’t even better. And I realize that the FTR & S. Bmbr can’t retreat but it should kill the Trans & DD and at least a FTR or two from Eng. Too risky? Is that risking too many planes from Germany? And once the DD dies, then the subs should be safe from further destruction. Or, you can absorb the first round FTR hits on your SS’s since there is a DD present.

      Just send the subs, the Ftr and Bomber can better be used elswhere, if you get 1 hit you kill the DD and the planes cant hit you, and so the Transport dies unless the british get 3 hits.

      Send the Ftr to normandy and the Bomber to Paris. or maybe send the Ftr to Paris and the Bomber to 111
      Also you could send 1 sub to 111 to absorb a hit and the 104 and 108 subs to attack the cruiser in 91

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: India Liberates South Africa

      Yes, and i think that is what irks people the most that the allies are kind of penalized for having the UK recapture its own territory.

      This is caused because the UK is the only power that is able to function after its capital is taken.

      Remember if a French infantry takes over a conquered French territory nobody gets to collect income from that territory because the French will claim it, there isn’t the disconnect though because the French capital is being held. However the Indian infantry liberating Egypt seems to equate more to America liberating Egypt so people feel that India should get the income.

      posted in Axis & Allies Global 1940
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      edfactor
    • Dallas, TX looking for players

      Anyone in or near the DFW area? would like to play Axis and Allies 42, Europe40, Pacific40, and especially Global40

      posted in Player Locator
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      edfactor
    • RE: Math, probability, n-hits mixed force

      Hey guys, it looks like he is asking for the math to find various probabilities he isn’t asking about averaged dice or low luck dice.  He just wants to be able to find the various probabilities of x number of hits with a mixed force.

      Now i am no math wiz so all i can do is show some brute force calculations.  But in the end i don’t know of a formula that you can plug in numbers and get the results i think the o.p. is looking for.

      But here is some brute force calculations:
      Take a 3 infantry attack as an example:

      1st infantry rolls 1/6 hit and 5/6 miss

      2nd infantry rolls and 1/6 hit and 5/6 miss, but your totals now are more complicated. 1/6 of the time your first roll will have hit and 1/6 of the time your second will have hit, 5/6 of the time your second will have missed. 5/6 of the time your first will have missed and 1/6 of the time your second will hit. So you get 2 hits 1/6 * 1/6 or 1/36 times, you get 1 hit 1/6 * 5/6 + 5/6 * 1/6 or 5/36 + 5/36 = 10/36 giving you totals of 2 hits 1/36 and 1 hit 10/36 and no hits 25/36 times.

      3rd infantry rolls 1/6 hit and 5/6 miss now 1/36 times you will already have 2 hits so you get 3 hits now 1/36 * 1/6 = 1/216 you keep your 2 hits 1/36 * 5/6 or 5/216 times.  10/36 times you have 1 hit and 1/6 * 10/36 you get another for 2 hits 10/216 times, 5/6 * 10/36 is 50/216 times you stay at 1 hit.  You have no hits 25/36 times so you get 1 hit 1/6 * 25/36 or 25/216 times and 5/6 * 25/216 is 125/216 for still no hits.

      You end up
      3 hits 1/216, 2 hits 15/216, 1 hit 75/216, and no hits 125/216

      Now add a tank into the mix and we start having some real fun.

      A tank being simply 1 out of 2 hits gives us 432 new possibilities:

      3 hits 2/432  (same as 1/216), 2 hits 30/432 , 1 hit 150/432, No hits 250/432

      On half of these the tank hits and half the tank misses
      1/432 get 4 hits 1/432 stay at 3
      15/432 get a 3rd hit 15/432 stay at 2
      75/432 get a second hit and 75/432 stay at 1 hit
      Lastly 125/432 get 1 hit and 125/432 still have not hit anything

      Giving you 4 hits 1/432 3 hits 16/432 2 hits 90/432, 1 hit 200/432 and no hits 125/432

      Now as I said earlier I do not know of any formula to replicate this type of math, but if one exists I am sure someone here will let you know.

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: UK merger income in G40

      @Birdman86:

      @edfactor:

      I think all of the comonwealth were really seperate economies.
      I thought UK/Canada/SouthAfrica/India/ANZAC should all handle their monies seperately but they should all move simultaneously - i mean they all cooperated as part of the comonwealth I don’t see why ANZAC moves seperately from UK.

      This would be a logistical nightmare and there is NO WAY i would have enough patience to play A&A.  Maybe historically yes, but it’s a game people…

      Yes that is true, but i hate the fact that if London Falls Canada and South Africa stop building. (Remember Churchills speach … fighting on the beaches, the landing fields etc. And ending with fighting on with the comonwealth and the remainder of the British Fleet.)

      posted in Axis & Allies Global 1940
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      edfactor
    • RE: Brand New Alpha+.2

      @Ruanek:

      The US still gets boosted income - it’s just spread out a bit to make it easier for the Axis to disrupt.

      1. Collect 10 IPCs per turn for complete control of the continental US (WUS, CUS, EUS). Theme: Basic national sovereignty.
      2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases.
      3. Collect 5 IPCs per turn for controlling the Philippines. Theme: Center of American influence in Asia.
      4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island. Theme National sovereignty issues.
      5. Collect 5 IPCs per turn for controlling, Mexico, Southern Mexico, Central America (Panama) and the West indies. Theme: Defense treaty & trade obligations.

      It’s not a nerf, considering the US still gets the full 30 IPCs.  It makes the game a bit easier for the axis (compared to OOB, which was unbalanced towards the allies).

      And yes, UK planes can scramble to assist a naval battle in the channel.

      I would disagree, because it is almost certain to cost the US production through the course of a game, therefor it certainly is a nerf.  Now i cannot speak to the balance of the game under Rules As Written or under the Alpha+ setup and changes (because i cannot find anyone in Dallas to play with!)

      posted in Axis & Allies Global 1940
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      edfactor
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