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    Topics created by Jennifer

    • JenniferJ

      Billy Mays JR. 1958-2009 RIP

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      Imperious LeaderI

      Actually it would be a good idea for both the WWF organizations to have Panda matches where they wrestle as cage fighters. I would pay to see that and i’m quite sure the other WWF would make alot of money off that. Kids would love it!

    • JenniferJ

      Attacking Transports (Question)

      Axis & Allies Anniversary Edition
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      axis_rollA

      @Krieghund:

      … Only one cruiser hits, but all three defending destroyers hit…

      I hate when that happens, but it’s part of the game.  :|

      Sucks to be you then  :-(

    • JenniferJ

      Back

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      JenniferJ

      Got off the phone with their manager (well, manager of tech support - phone help) and he said I should have gotten a slip of paper telling me that the very first thing they do to all computers is format the harddrive and reset it to factory default settings.

      So yes, HP has a bunch of uneducated monkeys running their tech support department.  If the format and reload does not work to solve the problem, the monkey is trained to bring the computer to a CompTIA certified computer repair technician, if they cannot fix the problem, it goes to a REAL computer technician!

    • JenniferJ

      Friends who play me

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      HannibalSWH

      Good luck with the life events!

    • JenniferJ

      German Industrial Complexes

      1941 Scenario
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      dondooleeD

      @Bardoly:

      I haven’t usually been building a German IC in my games, except occasionally in Egypt
      (which I’m still not sure if it’s good or not), but what would you do on G2 if is is obvious that the Allies are going KJF?  - i.e. Russia stacking Buryatia, moving inf to Chinghai and inf and arm to Persia, UK IC in India, all US air units which can reach to Australia, and US spending all IPCs in a Pacific navy.

      In this case, it seems that a German turn 2 IC would almost be a must, but where would the best location be?  It seems that France would be best.

      If it was obvious there was a KJF going on I don’t know if I would consider France as my first choice.  I would think Poland, off the top of my head, because I can 1) still consider buying a navy in a KJF strat 2) most importantly it is closer to Russia, which I am guessing I want dead as quickly as possible.  If you think you can kill Russia quicker via a french IC then I would do it.  If Germany happened to own Egypt that would be something to consider as well, it can help w/ Italy, Japan, and pressure the Caucaus.

    • JenniferJ

      Are SBR's Broken?

      1941 Scenario
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      JenniferJ

      Early SBRs can slow the Axis war machine if America engages in them, but America also only has the two bombers on Round 1.  That’s 7 IPC usually.  Italy has 23 IPC after Round 1 and Germany has 45 IPC after Round 1.  I don’t see 7 IPC being a huge impact in comparison to the 68 IPC the Europeans have.  It’s barely more than 10%.

      If America goes heavy bombers then they are also not going fleet (meaning Japan owns the Pacific and America only gets 1 NO, England none and Russia probably only 1 and Japan gets 3, Italy gets 2 and Germany gets 2.)  If America does not go fleet, then their SBR campaign is offset by the excess IPC the axis are pulling in that the Allies are not. (You need a lot of bombers to dry up the extra 25 IPC the axis will be pulling (possibly 30 IPC if Germany gets the 3rd NO as well) and make up for the cost of lost bombers AND on top of all that, do damage to the enemy.)

      I just don’t see it being a winning move.

      If a bomber does 1.5 IPC more damage than it costs to replace the bomber in the time it is expected the bomber to be shot down and the axis have 25 IPC in NOs MORE than the Allies (That is 35 IPC in NOs - Allies 10 IPC in NOs = 25 IPC in NOs in excess of the Allies) then it you would need 17 bombers to show a profit.  (16.67 to negate the extra income the Axis are getting and .23 to enter into positive territory.)

      If you had 17 Bombers, doing 3.5 IPC each (assuming 3 are shot down by AA Guns before they can fire) you would have:

      14 * 3.5 = 49 IPC in damage to the Axis.

      Since this, invariably, means in Europe only, you are really limited to 32 IPC in maximum damage you can do.  (12 to Italy, 20 to Germany.)

      To recap:

      IF the allies do not go into the Pacific and focus on a bomber campaign you have the following:

      Axis 7 to 8 NOs
      Allies 2 NOs
      Net Gain (Axis): +25 IPC

      Maximal Damage to Axis Industry: 32 IPC (12 for Italy, 20 for Germany.)
      Average Bomber Damage: 3.5 IPC
      Average Damage to Bomber: 2 IPC
      Net Benefit of Bombing Run: 1.5 IPC

      To negate 25 IPC, the Allies need 25/1.5 = 16.67 Bombers
      Most likely scenario of 17 Bombers attacking in SBR: 3 Bombers shot down to AA Fire
      17 Bombers - 3 Bombers lost to AA Guns = 14 Bombers left
      14 Bombers, doing an average of 3.5 IPC each = 49 IPC in combined damage

      Maximum Damage Italy/Germany can take: 32 IPC.  Damage from Bombers: 49 IPC.  17 IPC in bomber damage wasted.

    • JenniferJ

      Are SBR's Broken?

      1941 Scenario
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      JenniferJ

      The new, unprinted, optional rules, are a knee jerk reactions made by shell-shocked game designers who just wanted the loud obnoxious players who complained about Caucasus falling and SBRs being too easy to shut up.  They’re not game tested in this version (they can’t be, they were released a LONG time after the game was released) and they’re not needed.  (In my opinion).

      Bombers are not broken, SBRs are not “too powerful” and no fix is needed, especially one that breaks SBRs even more than they are. (Bombing an enemy complex makes no mathematical sense.  It’s like buying a lottery ticket…you could win, but if you average out the weekly results over your entire life, you’ll almost certainly end up losing more than any gain you make.)

      I’ve done the math a few times in various threads, but to sum it up:

      A bomber costs 12 IPC and should be shot down every 6th SBR if the defender has an AA Gun present.  That means it should cost the attacker 2 IPC a round over 6 Rounds.  The attacking bomber should do 3.5 IPC in damage to the enemy every round.

      Since the bomber only gets to bomb the enemy for five rounds (assuming the sixth is when it is shot down) then you would do 17.5 IPC in damage over the life of your bomber.  17.5 IPC in Damage - 12 IPC cost of the Bomber = 5.5 IPC advantage to your side.

      If the enemy has Radar the entire thing shifts.

      The bomber still costs 12 IPC and should be shot down every 3rd attack if an AA Gun is present.  That means it should cost the attacker 4 IPC a round over 3 Rounds.  The attacking bomber still does the same damage to the enemy complex each round.

      Since the bomber only gets to bomb the enemy for two rounds (assuming the third is when it is shot down) then you would do 7 IPC in damage over the life of your bomber.  7 IPC in Damage - 12 IPC cost of the Bomber = -5 IPC advantage to your side. (So you’d actually have to pay MORE to SBR the enemy than you would do in damage to them.)

      If the enemy has Improved Factories, then:

      A bomber costs 12 IPC and should be shot down every 6th SBR if the defender has an AA Gun present.  That means it should cost the attacker 2 IPC a round over 6 Rounds.  The attacking bomber should do 1.75 IPC in damage to the enemy every round.

      Since the bomber only gets to bomb the enemy for five rounds (assuming the sixth is when it is shot down) then you would do 8.75 IPC in damage over the life of your bomber.  8.75 IPC in Damage - 12 IPC cost of the Bomber = -3.25 IPC advantage to your side. (It would cost you 3.25 IPC per bomber to attack an enemy’s complex over the life of your bomber.)

      Granted, if you have Heavy Bombers you can double your returns above.

      So in a normal case you’d do: 11 IPC damage in excess to the cost of the lost bomber.
      In a radar case you’d do: 2 IPC damage in excess to the cost of the lost bomber.
      In an improved factory case you’d do: 5.5 IPC damage in excess to the cost of the lost bomber.

      Now, what if we used that bomber to assist with other battles?

      Assuming a ground battle (which would provide the attacker with the absolute MINIMUM return on investment)

      The bomber could virtually live forever.  If the enemy has no AA Guns and you make sure you have at least one unit for every defender plus the attacking bomber, there is no reason the bomber would ever die.  So no matter what, the damage done by the bomber will exceed the cost of the bomber.

      Furthermore, it would only take 4 dead enemy infantry to zero out the cost of the bomber.  After that, it’s pure gain for your side and loss for the enemy.

    • JenniferJ

      Unheralded facts about American health care

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      JenniferJ

      Since the depression is global, then I do believe it is hitting China as well as it is us.

      The difference, IMHO, is that China has been building up a manufacturing infrastructure while America has been disassembling ours and replacing it with a service industry infrastructure.

      It is my personal opinion that a country with a manufacturing base can grow it’s GDP.  In fact, the P in GDP stands for PRODUCT, it does not stand for SERVICE.  I also, personally, determine wealth by not only money, but products owned - but in any case, it is not services received that creates wealth.  I can hire an attorney all day long, but that attorney did not give me wealth, it may have given me knowledge, but not wealth.  If I were to take that knowledge and change raw materials into some PRODUCT then that PRODUCT would give me wealth.

      It’s a fine line, and I’m sure some of you will attempt to disagree with me (some because they legitimately don’t understand what I am trying to say, some because they honestly think I am wrong, and some out of pure habit.)

      That said, a nation with a manufacturing basis will be able to recover from depression and experience less impact from a depression than a nation who relies on services for it’s economy.

      To put it into perspective:

      If Nation A makes tanks then they have tanks.
      If Nation B cleans Nation A’s tanks, then they have nothing.

    • JenniferJ

      AA50:Enhanced

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      axis_rollA

      @Cmdr:

      Most of the dev team were gamers who live in Northern Illinois.  After the rudiments were put in place, we had a month of online gamers testing it from the four major gaming sites that I know of: DAAK, FOE, AAMC and here.  (Note:  DAAK players invited were from personal invites since I lost my PW to the DAAK site, actually, it’s been so long since I’ve been there, I dont even know if it is still online or not.)

      I ask WHO they were (online monikers).  How many players as well?  You also didn’t indicate their background (i.e. years experience, AARe experience, etc)  I know most, if not all of the Enhanced players.

    • JenniferJ

      Carriers and Fighters

      Axis & Allies Classic
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      KrieghundK

      You can only place new fighters in a territory containing an IC.  You can’t place them directly onto carriers, whether new or existing.

    • JenniferJ

      Bidding

      1941 Scenario
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      @JWW:

      Now here we are, 25 or so years later, no beers or J’s and discussing this online. Crazy

      Speak for thyself…  :)

    • JenniferJ

      Axis and Allies Enhanced: Anniversary Edition

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      Imperious LeaderI

      Usually people don’t bring up threads that are about 8+ pages back. I figured the people who were in this thread had decided that they had to agree to disagree and leave it at that.

    • JenniferJ

      Fixing Submarines in AA50

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      TG Moses VIT

      Cmdr,

      TG:

      In anniversary, the only way to have a submarine threat is to have your submarines scattered about.  So far it has been my experience that usually you are attacking from at least two different sea zones, this would encourage you to attack from three or more to get the wolfpack bonus.

      I disagree.  One of the best reasons to buy subs is that they’re cheap and can take hits during a naval battle.  If you’re subs are scattered in different sea zones, you negate this fodder ability in a defensive battle.

      Secondly, I’m all about simplicity.  Forcing the player to attack from 3 Different Sea Zones adds an unnecessary complexity to the game.

      Weren’t we trying to make subs A LOT better, as you claim they are “Bogus?”

      3)  Submarine captains spent long times lining up shots in the security of knowing they were not seen and had plenty of time.  They could be choosier.

      Okay, you clarified it for me.

      tekkyy,

      well both principles (1. a ratio whatever it is 2. each destroyer roll one die) encourages players to build more destroyers
      the actual numbers can be tuned

      I like ratio better because it doesn’t add to the combat sequence
      its also something players are used to (from placing infantry on 1 or 2 on the battle board)

      Agreed.

      Joe,

      I would think if you’d want to fix the role of submarines, then fixes should be directed to possibly to biggest impact subs had on the war - attacking shipping and supply lines.

      How about a “SBR-type” rule for subs in key sea zones?  Maybe against shipments to UK and Japan only since they were most dependent on outside resources?  Destroyers protecting these sea zones get a “AA” type role to defend so that subs have a chance to live and there is incentive to build subs?  I would think that this could open up the Atlantic and Pacific a little more for something more than just sea unit stacking.

      Seconded.  +1 for an inventive idea.

    • JenniferJ

      Current Power Germany Move

      1941 Scenario
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      B

      Actually the more I think about it I think if the UK has the boats they should move there entire navy to SZ 12 landing all available troops plus placing the 3 fighters in Gibraltar, purchasing 1 more trannie (or 2 if you lost 1), 1 more bomber, and then land units, what have you.  If you kept the BB this allows you to seriously threaten Italy on UK2, especially if you have 2 trannies left at the end of turn 1.  Now you have to ensure that Germany doesn’t have the planes in position to sink your fleet in SZ12, but if you take Algeria fighters can only reach from France/NW Europe, bombers are another story.  Granted Italy could attack Gibraltar, but then they will be exposing there fleet, same if they hit your fleet.  This allows you to bring a lot of gear to bear against Rome on turn 2 or turn 3 if you have to clear out there fleet first.  Can Germany stop you? Of course, if they leave off Russia for a bit.  You can even rely on the US to take back Africa for you with just there one transport.

    • JenniferJ

      A Serious Discussion of Technologies in 1941

      1941 Scenario
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      W

      @OleOneEye:

      True that it is never worthless.  However, since Japan is typically the wealthiest player in the game, a couple extra IPC a turn is less important for Japan than any other player.  The crippling factor is the opportunity cost of not getting some other technology.  Of course, what is Japan doing rolling on chart 1 in the first place?

      As you said yourself, there really isn’t much of an opportunity cost cause chart 1 is weak for Japan anyways.  However, if Japan is not careful, a British IC in Australia combined with an aggressive USA could result in them having less money than you might think.

      @OleOneEye:

      Mechanized Infantry for USA is pretty much only good for re-conquering Africa for the Allies, and then, keep shuttling troops through the Middle East toward Japan.  The utility it gives in Africa makes it worth the money.

      I suppose it would let them blitz into Russia/East Asia pretty fast, but shouldn’t America be targeting one of the Axis members directly with their forces rather than liberating their distant holdings?

      @OleOneEye:

      I don’t understand the way you play Russia.  It pretty much only purchases infantry and tanks in every version of Axis and Allies I have ever played (along with just enough aircraft to get the job done) – and AA50 is no exception.  Russia absolutely needs offensive ground units that can take a land and hold it, with the Russian tank force often rivaling Germany’s after several rounds.

      I am very curious on what you spend Russian IPCs if not tanks and infantry.

      Even if Russia intends to take territory and hold it, why would they need to transport Infantry to get there?  Also, I don’t really see any advantage to Russia building Tanks rather building solely Infantry.  Both of them are really just delay tactics until Germany gets reamed from behind by someone, anyways.  Germany won’t have enough forces to break into Moscow until turn 5 if Russia masses Infantry, and that requires them to be neglectful elsewhere.

      @OleOneEye:

      Multiple Rockets owned by the same player may not bombard the same Industrial Complex on the same turn.  Germany’s Industrial Complex could, however, be Rocketed by Russia, Britain, and USA once each.  Both USA and Japan have to invest quite a bit of effort to get a Rocket in position to attack.

      Not really.  The Indian AA is already in range of Russia.  The Japanese AA can be moved into Alaska on the first turn, in theory, putting it in range of West US.

      @OleOneEye:

      Heavy artillery production has been a fool’s gambit.  Slow units that don’t attack any better than the defending infantry is a recipe for disaster.  Have you won many games against an equal opponent when focusing on artillery?

      Fair enough.  Still think that Russia can get some use out of it though.  They have 30+ Infantry to start, getting a bunch of Artillery can allow them to push back Germany more cheaply than with the vulnerable Tanks.

      @OleOneEye:

      In any game that is not decided in the first 2-3 rounds, Russia needs to have purchased at least a fighter or two.  They must be able to trade territories on the eastern front.

      Perhaps I’m just bad at estimating the long game.  I’ve played mainly Revised, and most games get decided by turn 3.  However, if Russia builds a fighter or two, then it makes it more likely that the game is decided in those first rounds, because if their front forces got demolished without any backups, gameover.

      @OleOneEye:

      @wodan46:

      Radar makes it very difficult to SBR Japan, and very difficult to invade it, seeing as most invasions rely on air power to supply the strength of the attack.  That means that America can only really threaten Japan with naval units, so Japan can just spam Subs and rest easy.

      If USA is in a position to strategically bomb Japan, the game is over and the Axis should forfeit.

      If Japan has radar AND masses Subs, there is no feasible way for USA to threaten Japan period, regardless of how well or poorly the game goes for Japan.

      @OleOneEye:

      UK spends the majority of the game with its fleet positioned to attack the Baltic Sea.  It will crush subs as soon as Germany places them.  If necessary, it can afford a 1 destroyer screen to be left in SZ6 while the fleet does other things.

      Destroyers have a move of 2, as do Subs.  If Germany builds a group of them on second turn and Britain does not already have a Destroyer nearby, they simply sink any Destroyer that comes into range (air support is nice), or for that matter any naval unit, and with luck can dominate the Atlantic.  If Britain wises up and places a Destroyer blocking the exit to the Sea AND another one behind it, then the Subs should kill the Destroyer, then spread out into 3 different Sea Zones.

      Also, in countering my other posts, many people have suggested that Britain build mostly Bombers turn 1.  Airforces will do nothing against a Sub fleet.

      @OleOneEye:

      We clearly have a difference of opinion on the utility of submarines.  I do enjoy the humor of Russia’s Red Oktober who has spent many games leisurely sailing around the world, visiting different ports of call.

      Subs are just hard to use, because they are the most different unit in the game.  However, they can potentially have incredible yield, completely denying access to whole oceans if you are fortunate.

    • JenniferJ

      Japan Basic Strategies, Concepts and Ideas

      1941 Scenario
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      @bugoo:

      ‘The problem is this sets up a deadly dance.’

      :-o

    • JenniferJ

      Germany Basic Strategies, Concepts and Ideas

      1941 Scenario
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      apperently, i’m the only not-risky guy :-)
      i prefer killing british destroyer east of england with sub and cruiser
      2 subs, 1 fighter and 1 bomber to sz 12
      take out all 3 eastern europe countries
      hold france

      doubting wether attack egypt or not.
      if you do, sz 12 is more risky without bomber, but perhaps still acceptable?

    • JenniferJ

      Can the Allies win in 1942?

      1942 Scenario
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      @TheDesertFox said in Can the Allies win in 1942?:

      @woodstock said in Can the Allies win in 1942?:

      “How long can Russia hold out on it’s own against Germany?”

      Quite a while. In fact, Russia can hold out for so long they’ll have taken Berlin. Yup, I’m being serious when I say that, a proper USSR player can hold out against Germany, and Italy, push them back all the way to Rome and Berlin and win the war all together. What I’m saying may seem WAY too overstretched and I dont blame u for thinking that. But I sure as hell did it in the 42’ setup. And after doing it, it made me see the obvious.

      The Soviets can’t ‘hold out’ until the allies arrive. By turns 7-9 the Soviets will have needed to shift the tides, and be on the offensive towards Berlin, whether the allies have landed or not.

      As much as I’d like to think that America and the British have some huge major important factor in this, they really don’t. The entirety of the war effort all rests on the brains and brawns of the player playing the Soviet Union, granted that’s not to say the U.K and the U.S can’t help a brother out, I’m just saying this so called Soviets hold out until “Round 4, 5 or 6” is pretty baloney. Because the that’s pretty much the time when America and the U.K should be SETTING UP to land in mainland Europe, and they still won’t do it for another good 3-4 turns.

      Something that one of my favorite Axis and Allies youtubers said, GeneralHandGrenade, spoke of the fact that as the allies (America specifically) There is no short cheap way to win the war for the allies, landing on turn 3-4 is WAY too early for either, frankly a properly played game as the allies could genuinly go on till’ round 11 or 12.

      And if any player can’t seem to hold out against the Germans and Italians in the 1942 setup then they’re playing the Soviet Union wrong, and you should probably hand off the role to somebody else, because the player playing the USSR kinda needs to know how to play the game, and play it well.

      (i know this is old, I dont even think you’re gonna see this but I was born in the early 2000’s so I wasn’t around for the forums)

      What do you do with the US? KGF?

    • JenniferJ

      Paratroopers

      Axis & Allies Anniversary Edition
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      JenniferJ

      @AxisOfEvil:

      @Cmdr:

      Axis, there is a difference between Revised and Anniversary.  You cannot pull arguments made in one game and try to use them against that person in a completely different game.

      My bad, i forgot that the ability of the US to get equipment to Russia is completely different in this game then it is in Revised. Thank You for pointing out my error.

      You’re welcome.

    • JenniferJ

      TripleA Assist

      TripleA Support
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      As for the NO’s and such, just this Thursday the developer announced he had an anlpha release ready, and they are testing it.
      He expects a Beta this week.
      (However, sligth problem, tripleadev.org went down yesterday….)

      And Jen…it’s kinda cheap to knock on TripleA being it’s 10th release, where Battlemap is only at .87 or whatvere.
      What do you think? Battlemap is a picture, and other small pictures that you need to drag around yourself.
      TripleA actually incorporates an entire game engine.

      Let me see you do that in one release…

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