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    Posts made by frood

    • RE: How about a team league?

      I’ve pm’d djensen and DM, we’ll see what happens.

      posted in Website/Forum Discussion
      froodF
      frood
    • RE: What's the consensus on a standard bid?

      I just used the Ukraine attack with good results, I may try it again I think.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: How about a team league?

      Hey, I was trying to start a league, not a book club  :lol:

      I guess we could just get djensen to open a new league forum, and see what happens…

      Alternately, you could just let teams play in the League, with teams getting a standing just like individual players.

      posted in Website/Forum Discussion
      froodF
      frood
    • How about a team league?

      I’m getting more interested in playing team games - it forces me to go at a slower pace.

      Now, we have a singles tourney and a 2 on 2 tourney, and a singles league. It would be nice to have a 2 on 2 league. We could even have team names.

      Me and Bean could be “Dragon Army” (or was it Salamander?)

      posted in Website/Forum Discussion
      froodF
      frood
    • RE: Destroyed carrier and fighters

      @axis_roll:

      Ender….what ARE you saying if you’re not disagreeing?  :? :? :? :?

      I’m just musing, and reading the rules. It seems you are right.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: What about an American Battleship strategy?

      Each BB you buy will have a 4/6 chance of killing a defending Inf each round - so it can net you on average 2 IPCs damage on the enemy each round.

      At that rate it will take you 12 rounds to have each BB pay for itself. In the meantime, you have no ground forces to help keep territory from the enemy.

      I’s a neat concept but not economical.

      If DD’s could bombard by default, then it might be closer to being worth it.

      posted in Axis & Allies Classic
      froodF
      frood
    • RE: Destroyed carrier and fighters

      Now re: the subs/ACs/Ftrs question, see p. 13 of LHTR 2.0:

      Submarine Casualties and Destroyers
      If a destroyer is present on the battle board in a combat involving enemy submarines, the
      submarines’ casualties can fire back at the normal time in the combat sequence, provided they
      have not already fired in step 2. They remain on the battle board in the casualty zone until Step 6.
      The destroyers provided enough advance warning to allow return fire.

      and p. 27:

      A fighter based on a defending carrier that is destroyed in combat must try to land. It must land
      on a different friendly carrier in the same sea zone, move 1 space to a friendly territory or aircraft
      carrier, or be destroyed. This movement occurs after all of the attacker’s combats have been
      resolved and before the attacker’s noncombat movement phase begins.

      Your fighter based on your attacking carrier launches before combat (even if it is not participating
      in combat), and if it survives, can withdraw to a friendly territory or carrier within range. If any
      fighter is not in an eligible landing space by the end of the noncombat move phase, it is
      destroyed.

      and p. 28:

      Fighter Defense: Whenever a carrier is attacked, its fighters (even those belonging to friendly
      powers) are considered to be defending in the air
      and can be chosen as casualties rather than the
      carrier. (However, a fighter can’t be chosen as a casualty from a submarine hit, because
      submarines can attack only sea units).

      That last part clinches it. WHENEVER a carrier is attacked, the fighters are considered to be in the air.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: Destroyed carrier and fighters

      Also p. 8:

      A land or sea unit may move a number of spaces up to its movement allowance Most units must
      stop when they enter a hostile space. Thus, a unit with a move of 2 could move into a friendly
      space and then a hostile space, or just into a hostile space.
      An air unit’s movement in any complete turn is limited to its total movement allowance. If it
      moves in the combat move phase, it must always reserve enough movement points for the
      noncombat movement phase to reach a safe landing space. Thus, a bomber without long range
      technology can never move 6 spaces to get to a battle site. A fighter without long range
      technology may be able to move 4 spaces to a sea battle, but only if a carrier could be there by the
      conclusion of the mobilize units phase.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: Destroyed carrier and fighters

      @ncscswitch:

      Axis roll is correct in that if you move 4 spaces to combat, and the AC withdraws, the FIGs cannot retreat.

      Also, you cannot partial retreat.

      So once you pull back the ships, the FIGs also disengage from combat, even though they cannot leave the sea zone.

      And to the prior question… yes the 2 FIGs would get their defensive rolls on the SUB.

      I’m not disagreeing, but this is inconsistent with how other units retreat:

      When an Inf retreats, it has moved its full amount.
      A tank can retreat whether it has moved 1 or 2 spaces.
      In fact, you can retreat to a territory on the other side of the target territory, provided that attacking units also came from that territory. eg. UK units attack Karelia from Norway and Archangel and UK tanks from Moscow, and then retreat. All units can retreat to Norway. You end up with Infantry that have moved 2 and Arm that have moved three, and this through hostile territory yet!

      Where in LHTR does it say that Ftrs have different retreat rules?

      Also re: subs firing:@axis_roll:

      @mateooo:

      quick question, probably an obvious answer

      SS attacks AC 2 FTR
      sub hits in the first strike round, and kills the AC
      do the fighters get to strike back?
      Im sure the answer is yes, but I would think it makes more sense to say no

      that sub attacks before anyone knows its there. those fighters dont get a chance to take off… in real life.
      of course it does take a little while for a carrier to sink…

      Since there is no DD present, the carrier is sunk in opening fire.
      According to LHTR, subs can submerge AFTER any round of battle as long as no enemy DD is present.  This implies the ftrs do indeed get to fire upon the sub.

      With respect, when the subs submerge has nothing to do with whether the Fighters are still alive to fire at them. If they sank with the AC, it doesn’t matter when or whether the subs submerge.

      However, Mateoo makes a good point - it can take a while for an AC to sink. Perhaps the air units are patrolling anyway. The question is, when do Ftrs launch? Before the opening fire step? After it? During it?

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: How do I use TripleA:s Play-By-Forum utility?

      Yeah, I’ve been seeing that too. The best way to work it now is to disable the A&A.org autoposter, and only enable the screenshot posting.

      Then you make your moves, and when done unit placement, click “Post Turn Summary” and it will upload the screenshot
      Then click “View Turn History” and copy and paste the contents to your game thread. This will include the URL of the screenshot.
      Then save the game file and attach it to your post.

      The nice thing is that then you don’t have to type in your a&a login info each time you load a game for your turn. The other nice thing is that it doesn’t add that .doc to the end of the save file, so you can open the file much more easily.

      Once you do it this way, it actually feels more streamlined to me than when it was working. No need to enter login info, or to muck around with the “Show all file types” dialog. You just load saved game, click “Start PBEM game”, click “Play” and you are off to the races.

      Agreed, this should be a sticky, and maybe also put in the Software area.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: Who made Triple A?

      The land based AI is not great either, at present.

      posted in TripleA Support
      froodF
      frood
    • RE: What's the consensus on a standard bid?

      I don’t understand why people even reply to nuno in the first place, and even less when they bring his posts back from the grave like this. The best thing to do with him is ignore him. You just give him what he wants with these challenges: a cheap sense of importance or significance. He’s nothing but a net troll, a cockroach. Ignore him, because he scurries to quickly to be able to stomp on him.

      posted in Axis & Allies Revised Edition
      froodF
      frood
    • RE: Who made Triple A?

      I just played the AI on the “minimap.xml” game. No navy. But I still kicked the AI’s butt.

      posted in TripleA Support
      froodF
      frood
    • RE: C++ Programming Language

      @Bean:

      Here throw me a bone, Jen. I took C++ in high school and got a 5 on the AB AP exam (the harder of the two AP choices). I can’t promise I’ll know the answer since I haven’t looked at it in years but maybe I can help you if it really is an introductory course.

      Hey, I also got a 5 on my AP computer science exam - in 1994.

      posted in General Discussion
      froodF
      frood
    • RE: Who made Triple A?

      Interesting. I never calculated why. I just know it kept building them, even more than I do :)

      posted in TripleA Support
      froodF
      frood
    • RE: Who made Triple A?

      @tekkyy:

      It only buys transports if needed. Buys no other naval units.

      In my experience, the AI buys transports every turn, even if not needed. By the end of a game (if you don’t fall asleep) there will be 20 US transports in Z12, and a similar number of Jpn TRNs in Z61. IIRC.

      posted in TripleA Support
      froodF
      frood
    • RE: Moo moo moo?

      @Ender:

      Woof.

      And that was off-topic. My apologies.

      posted in General Discussion
      froodF
      frood
    • RE: C++ Programming Language

      Make sure you initialize your variables. At least that’s what I had to do in Turbo Pascal.

      posted in General Discussion
      froodF
      frood
    • RE: Moo moo moo?

      Woof.

      posted in General Discussion
      froodF
      frood
    • RE: What's the consensus on a standard bid?

      http://www.axisandallies.org/forums/index.php?topic=10605.new#new

      There’s the game link.

      I like the idea of the 4th fighter b/c then you can attack 2 territories with 2 Ftrs each. But agreed, it is at the cost of land units. It may be a good idea once some reinforcements have arrived. I know Ftrs are expensive, but their tactical mobility can be worth it - like tanks that could decide any turn whether they hit the japanese or the germans.  Of course, for the same price you can have a tank on each front…

      posted in Axis & Allies Revised Edition
      froodF
      frood
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