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    Posts made by gnasape

    • RE: Facebook A&A

      My review of Facebook:

      The Good:

      Easy to play.  You can come back anytime to play.

      The Bad:

      Certain features are either not there or I’m not doing it right.

      Blitz in and blitz out, you can blitz through enemy territory to attack but it has hard time blitzing in and back to your territory.

      Also it seems like most people don’t play bids.

      Combat and NCM can be made at same time.

      For multiple trns, it’s better to remove the trns to other Sz load and move and then bring the trn back into it’s original Sz.

      There are other glitches and bugs.

      The Ugly:

      There is no feature that shows you the moves previous players did, even if you leave open the game it only shows that attack happened here but no moves list so when you come back to play.

      There is no concede button so unless you play it out and capture the amount of VC’s set by the game, it can last forever (8,9,10,12).

      What do others who have played it think?

      posted in Axis & Allies Revised Edition
      G
      gnasape
    • RE: Aa42 for $19.99.

      For me it’s still cheaper to buy it at the store as shipping to HI is killing me.  With shipping it comes to the retail price so I’ll wait until the hobby stores have it in stock.  Darn the stores and their “free shipping” offers except to HI and AK.

      posted in Axis & Allies Spring 1942 Edition
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      gnasape
    • Does the time of day affect dice roll results?

      I’m curious to see whether other people have noticed this?

      I’m on Pacific time and whenever I make a move late at night usually around or close to midnight.

      I have noticed that the dice rolls turn out poorly.  I have noticed the same thing for my friend.  Now he gave up on PBF and plays only Facebook AA.

      Example:

      2 inf, 1 art, 1 arm, 2 ftr, 1 bmb, 2 bb shot vs. 3 inf

      Result: held, 1 ftr, 1 bmb retreats.

      Has anyone else noticed this?

      Now I’m trying to avoid making moves late at night.  It could just be me or I’m superstitious, I have my phrase

      “Dice Gods hear my prayers.  Let this be a good fight” before my dice rolls

      I wanted to find out if others have noticed anything.

      This may or may not be the right forum but since I am only playing AAR, I wanted to throw this out.

      I’m not trying to start anything but wanted to see what veteran players have to say about this.

      I don’t want to clog up the dice server with rolls every five minutes to find out if there is an optimal time to post rolls to obtain some data.

      Thank you in advance for your opinion and please let’s keep it civil.

      posted in Axis & Allies Revised Edition
      G
      gnasape
    • RE: Facebook A&A

      You need to start a game with the bid but if you start the game you will be Allies not Axis, also in multi-player game the sides are chosen randomly.

      posted in Axis & Allies Revised Edition
      G
      gnasape
    • RE: Facebook A&A

      from GTO

      Here is a list of the custom setups you can select in the table:

      6 Bid - Germany = 2 Infantry in Libya
      6 Bid - Japan = Infantry in French Indo-China and Manchuria
      7 Bid - Germany = Infantry and Artillery in Libya
      7 Bid - Japan = Infantry in French Indo-China and Manchuria plus an extra IPC for Japan
      8 Bid - Germany = Infantry and Tank in Libya
      8 Bid - Japan = Transport in Sea Zone 60
      9 Bid - Germany = Infantry and Tank in Libya plus an extra IPC for Japan
      9 Bid - Japan = Transport in Sea Zone 60 plus an extra IPC for Japan
      10 Bid - Germany = Infantry and Artillery in Libya and Infantry in Ukraine SSR
      10 Bid - Japan = Transport in Sea Zone 60 plus two extra IPC for Japan

      This is from my friend who started playing.

      There is no Ukr bid other than the 10 German bid.

      I’m trying it out and so far it’s been enjoyable except for my first game crashing and showing the map but no units.

      posted in Axis & Allies Revised Edition
      G
      gnasape
    • RE: Low Luck and Normal Dice Roll hybrid

      @crispyHaole:

      Since this is relevant to this discussion ill post it here.

      Gnasape, when you gave me the LL rules on SBR i took them on blind faith that you got em from play tested and mathematically proficient sources. However it seems to me that base dmg for SBR’s should be 3 or 4 based on whether or not u hit on a d3, not a d1. If average SBR dmg was 3 1/6 then a d1 would be correct. But average SBR dmg is 3 3/6 so it seems to me that a d3, not a d1, should be rolled where a hit = 4 IPC dmg and a miss = 3 IPC dmg.

      Change it up or prove me wrong friend. And hurry up with your turns! I swear u have the attention span of a gnat! Seems your only interested in a game for the first few turns then u wanna start another! GRRRRRRRRRRRRR

      I told you when I researched LL in this forum, I found only a couple of games, and I requested multiple times to see if there is an official or a written rules for LL games.  From the two or three games I was able to find, I put together the rules so we can play LL.  As for SBR, I suggested changes but we had already played or playing four games!

      It’s either 3 or 4 damage unless you want 1/2 IPC damage, I agree that d3 would work but I was looking at the damage 3 or 4 and missed d3 (which makes more sense: I admit I was wrong).  I’m on vacation from this friday and won’t be coming back until 7/12/09.  I have very limited connection, heck I have limited cell connection and no computer, this is from a borrowed computer and I don’t think they would appreciate me adding programs.

      This is a great discussion on LL and I’ll ask again if there is any reference for conducting a LL game.

      I can say with certainty that my friend Crispy does not have luck with dice (at least the server dice).  It’s classic!

      3 Russian inf vs. 2 inf, 1 art, 1 arm, 2 ftr, 1 bmb, 2 bb shot (Japan)

      Russia holds, Japan retreats with 1 ftr, 1 bmb!

      Those brave Russian souls!

      posted in Axis & Allies Anniversary Edition
      G
      gnasape
    • RE: Low Luck and Normal Dice Roll hybrid

      For SBR, to keep everything simple

      min of 1 damage, max of 6 damage average is 3.5 damage so base is 3 damage plus d1 or 1@1 so you roll a die and if you get 1 it’s 4 damage if not 3 damage.  Taking a very simiplistic approach.

      We try to keep it simple but with LL nothing is simple.

      As for the sub shot, if it hits no hit back unless dd present but sometimes you want # of hits rather than guaranteed hits.

      3 subs in LL would be 1 sub shot but in dice there is possibility that all 3 might hit, which would be a better result than 1 guaranteed hit depending on the force, so it really depends.

      Also it’s not much of an impact in AA50 but in AAR the bb shot has no hit back but in LL you can translate that to a d4 or it can be added in first round of combat.
      2 inf, 1 bb shot vs. 1 inf

      in LL you can have 1 bb shot at d4 and 1@2 for 2 inf or guaranteed hit since 4+2=6 but defender gets to shoot back, etc, etc.  It’s the special units that have the hardest time being translated in LL.

      Good luck!

      posted in Axis & Allies Anniversary Edition
      G
      gnasape
    • RE: Low Luck and Normal Dice Roll hybrid

      Interesting idea!

      I also have a friend who rolls pretty bad in this forum’s dice server and swears the same thing about planning, strategy, etc, etc.  So we play LL by Forum even though I prefer dice and it’s randomness!

      Good idea but still I am not sure if you will satisfy both extremes.

      Friend A wants LL because he can figure out mathematically how many units he needs to attack, defend and basically plan out the moves.  This is great for figuring out optimal strategies and moves but A can’t figure out his losses if you take greater of LL or dice and still may complain about the dice.

      Friend B wants dice because they enjoy the randomness and heck who doesn’t love a good attack or defense roll.  I’ve even got a special 45 second dice routine for my AA shots.  It annoys everyone and it hurts more when it does hit!  Let’s say your attack or defense goes really well and the opponent rolls poorly, B might complain because LL is adding more hits.

      All that aside, if you play Face to Face (in person) the logistics of this would slow the game down unless you have a computer handy and can plug the moves in and calculate how many hits, you would still need to roll for the fractional hits.  And then roll again for real dice.  Also LL isn’t fool proof and I have found that it changes how I play versus what I normally do against regular dice (maybe I play really bad and LL is helping me improve my games?).

      Additional questions to consider are:

      Also how do you handle sub shots?

      What about tech?

      What about SBR?  We are doing 3 IPC/damage plus 1@1 so it can be 3 or 4 damage.  With this in my AAR game Germany and Japan are SBR’ing Russia to death.  But I can’t do a one two hit in Europe due to infantry stacks.

      Hammer out the details in writing with everyone’s feedback in the group before you have arguments in the middle of the game.

      I think you are heading into the right direction.

      Keep us posted on how things turn out.

      I think I asked on a post if there was a written rule or guideline on how to conduct LL games and I only found a few LL games and based our rules on that but we are still running into issues.

      Good luck and welcome to the forum!

      +1 karma!!!

      posted in Axis & Allies Anniversary Edition
      G
      gnasape
    • RE: WW2 Card Game

      Sounds interesting?

      Like Magic?

      Every country starts off with their capital in play, that produces X IPC a turn, with a bank, and a factory.

      Bank is used to collect unused IPC.

      And factory is used to create or produce one of three units, land unit, air unit, naval unit.

      Each turn, you can play a territory card, that produces X IPC a turn

      There will be tech cards, equipment cards, special effects cards, tactics card (blitz, flanking, dug in defenders,) etc.

      There will be generic unit cards, inf, art, arm, ftr, bmb, etc, etc, that each country can use and country specific cards (advanced units, etc).

      I can figure out attack and defense pretty easily.

      Land units, only block land units.

      Air blocks all units

      Naval units block air and naval units, can only be used if your territory has a Seazone.

      SBR’s can be incorporated, aa guns would require being manned by inf (gunners), with each territory having X aa guns (more gunners you have more chance to shoot down planes but less to be used for regular offense or defense).

      What I can’t figure out is what everyone is playing for?  In Magic, each player has life.

      What about AA Card game?  What is the objective?  To capture territories?

      If anyone can come up with an objective then I think we can figure out the rest based on other TC games?

      Maybe your capitals all produce X IPC (same IPC value), with a National Unity value of X, and goal is to reduce it to 0?

      Just a thought.

      posted in Other Games
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      gnasape
    • RE: AA50 conversion from Revised

      Jenk,

      Yes, AA50 takes very, very, very long time to setup and play FTF.  I think it would be the same PBF.  I have the game but have only played it twice as it’s very hard to get our group together and revised is still very fun to play.

      Good luck.

      posted in Axis & Allies Anniversary Edition
      G
      gnasape
    • RE: AA50 conversion from Revised

      Hey Jenk,

      That’s a great idea for a Poor Man’s AA50.  There is a AA50 map IL made that you can use, it’s a matter of printing it out.

      http://www.axisandallies.org/forums/index.php?topic=14682.0

      Depending on how you want the board to look, it can be cheap or expensive (color printer vs. professional print work).

      You could use the battleship from AA Classic as either the cruiser or battleship, also probably use the pale color as Italy so it stands out.  As for China, you can use the Chinese inf from AAP if you have it.

      I am not sure about using the AAR map as there are many differences like Ger does not border Italy, Switzerland blocks direct access.

      Good luck

      posted in Axis & Allies Anniversary Edition
      G
      gnasape
    • RE: New CHIPS for AAA games?

      Rorschach,

      DANG, I like!!!  Nice Job.

      +1 karma!

      posted in Other Axis & Allies Variants
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      gnasape
    • RE: New CHIPS for AAA games?

      Rorschach keep up the good work!!!

      posted in Other Axis & Allies Variants
      G
      gnasape
    • RE: Pacific Power!!!

      Sorry it should be (from page 14 of the rulebook):

      Japan’s First Turn
      During Japan’s first turn only, Japan attacks in a normal fashion, but Allied units may defend only with a roll of 1.
      Exception: Any attacks made in Chinese territory are defended by rolling at full strength.

      This is what makes Pearl Harbor so attractive for Japan!

      posted in Axis & Allies Pacific
      G
      gnasape
    • RE: New CHIPS for AAA games?

      Rorschach,

      Nice graphics!  Are you affiliated with FMG?  I want to make sure if that is the planned or draft of the design versus what we think it should look like.

      Thanks,

      posted in Other Axis & Allies Variants
      G
      gnasape
    • RE: Lets Talk Atomic Bombs!

      @Emperor_Taiki:

      @gnasape:

      Has anyone thought of having A-bombs destroy IC and aa guns (scorched earth)?  These are the only indestructible units (unless aa gun is on trn and is sunk).

      I think having A-bomb destroy IC and aa gun, and having the territory no longer provide IPC and be unable to build a IC or units for X rounds/turns (I use

      this idea has come up,
      but it is not refelctive of what atomic weapons were historically.
      Even if each bomb piece represented 6 bombs, it would not permenently take out all of a countries industrial production and capacity for six months.

      It did end the war for Japan.  It did sap the will to fight seeing mass destruction caused by the A-bomb, you can rebuild factories but can you easily rebuild the will of the people?  IC and IPC’s to me represents the war commitment of the whole country.  I think this has enough hoops that by the time when you get it it’s games over for Axis or Allies.

      posted in Other Axis & Allies Variants
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      gnasape
    • RE: Lets Talk Atomic Bombs!

      IL,

      I added the one about extra round just in case people deemed it too powerful.

      @Imperious:

      ok this a very complicated but it seems your saying:

      1. get the prerequisite techs as previously outlined.

      2. spend 10 IPC for a one time roll ( it does not continue every turn) and you need to roll 3 dice getting all the same number ( like a combination to a lock…kinda)

      3. once you obtain the required pips, you pay the additional IPC and you will get the bomb in X turns.

      Also, it takes one extra round to load the A-bomb onto the bomber.

      also why is this a rule? Where do you see the need for such a rule? Each turn is 6 months, so how does it take that long to put the a-bomb under the fuselage of a bomber?

      posted in Other Axis & Allies Variants
      G
      gnasape
    • RE: Lets Talk Atomic Bombs!

      Has anyone thought of having A-bombs destroy IC and aa guns (scorched earth)?  These are the only indestructible units (unless aa gun is on trn and is sunk).

      I think having A-bomb destroy IC and aa gun, and having the territory no longer provide IPC and be unable to build a IC or units for X rounds/turns (I use rounds/turns interchangeably, meaning full cycle of countries) would be a great idea but the tech would have to be hard to obtain with a max of one or two per game (sort of like an arms race, the country that gets it first has access to it).

      And to stay with OOB rules, we could do a tech tree as some people suggested, needing all three techs: 1) rockets, 2)LRA, 3) Heavy bombers and then unlocking A-bomb tech, requires a roll (cost 10 but not cumulative (one shot), limited to 1 per round) of three dice with all three being the same number (111, 222, 333, 444, 555, 666).

      The #'s will determine the cost and length of time needed to build it.

      111= 2 rounds, cost of 20, limit of 1 attempt to build it per game, takes up 1 production capacity
      222= 2 rounds, cost of 18, limit of 1 attempt to build it per game, takes up 2 production capacity
      333= 2 rounds, cost of 16, limit of 1 attempt to build it per game, takes up 3 production capacity
      444= 3 rounds, cost of 14, limit of 2 attempt to build it per game, takes up 4 production capacity
      555= 3 rounds, cost of 12, limit of 2 attempt to build it per game, takes up 5 production capacity
      666= 3 rounds, cost of 10, limit of 2 attempt to build it per game, takes up 6 production capacity

      Research and breakthroughs have some luck involved so that’s included in reflected on dice rolls.

      So if you are the first to obtain the A-bomb tech, and you roll 111 through 333, only one country gets an attempt at building it.

      444-666 means that until there are two attempts to build A-bombs, other countries can try to obtain the tech and build it.

      The A-bomb build attempt can be disrupted if the capital of the country falls or the place where the A-bomb is being built falls

      • Limitation being, A-bombs can’t be built on any territory with less than 3 IPC value, requires an IC, and a new bomber has to be built from the same place as the A-bomb is being built.
        Also, it takes one extra round to load the A-bomb onto the bomber.  And it has to A-bomb a territory with an IC on it, and in a single run (no stop overs) but is able to expend 8 movement points to get to the target (kamikazi).
      posted in Other Axis & Allies Variants
      G
      gnasape
    • RE: Pacific Power!!!

      I think it might also have to do with the additional rules/exceptions not found in other AA games such as CAPS, airfields, naval bases, Japan’s first round attack on US forces (defending at 1).

      posted in Axis & Allies Pacific
      G
      gnasape
    • RE: Battleship bombard question

      Thanks!

      I thought as much!

      posted in Axis & Allies Revised Edition
      G
      gnasape
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