yeah, if they do man+kwang, then it saves a us fighter, maybe 2 also slows japan down a lot, and it’s nice try it.
Posts made by lnxduk
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RE: Grand Russian attackposted in Axis & Allies Classic
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RE: Anti tank gunsposted in Axis & Allies Europe
I would also send in the air force, and AAgun wouln’t be hurting me But yes -4(-5+fighter) german tanks could balance it but I’m not sure. You could always get more artillary, and assult other territories with the armor. It would have to be playtested to know for sure. Personally I don’t think it makes sence that 1 unit fires 30 shots… I think it would just add luck to the game.
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RE: Rob's Axis openingposted in Axis & Allies Classic
@Lan:
RUSSIA T1:
They usually destroy both baltic ships with fighters, leave 3 or so inf in the caucasus, and stack all available inf in karelia (placing the 8 they buy also). Consolidate their force in asia either in yakut or mongolia for some reason…occasionally will try to reinforce sinkiang in hopes of building an IC as the americans. Leaves transport with UK battleship, attacks west europe sub with sub.
Russia makes 24Big mistake not to attack ukraine. Also try manchuria (uk get’s kwang). People will argue against it, but top players do it. Otherwise, that’s about right.
@Lan:GERMANY T1:
I buy 10 inf
attack british sub with battleship and transport, loaded with 2 guys from italy. These 2 inf and the tank and inf in libya attack egypt. Sub attacks US transport. Fighter in western europe attacks british transport in labrador sea. 3 fighters and bomber in europe attack UK fleet. Consolidate my inf and armor in eastern europe.
Germany makes 35I consider this move decent actually, i reject attacking the us transport, i’d rather see it go as fodder in the north sea but this depends. Also with 10 infantry build, you will lose your med fleet, and without a bid in africa, you will lose it. Have you considered 1 sub 8 infantry?
@Lan:UK T1:
usually sends fighters to aid karelia, sends bomber against one of my factories. Buys fighters and maybe some infantry
UK makes 27WHAT!!! here is the big mistake, don’t bomb the factory, attack german med fleet with bomber, fighter battleship sub if it’s alive, and/or attack egypt transporting men off of india. If germany has 2 units on egypt you should certainly do both. Otherwise you can save the battleship, and only hit egypt allowing for 3 transports 2 men build. If russia did manch, then just kill the fleet, and hit kwang. Don’t build fighters until you have established a minimum of 3 transports, I have only recently heard of building fighters as uk this way, I recommend building 4 and moving in 8 infantry a turn to karelia/africa…
if you don’t save the bb, build carrier transport man.
@Lan:JAPAN T1:
buy an IC and 2 tanks
attack china with inf in kwangtung and manchuria, attack india with inf from phillipines and burma. use fighters and bombers from wherever necessary to reinforce these fights this part of the game usually changes a lot, the basic idea is to take a strategic area like india, china, sinkiang or even mongolia, while having at least one territory worth 3 well out of reach of the enemy Use carrier fighter and 2 battleships to attack americans at pearl harbor II. Place IC in kwantung usually, provided nobody can get at it…. Japan ends this turn making 30 usuallyI don’t like this strategy much. First of all I love it when the phil trn goes to india. The uk bombers is in kenya (or italian east africa!) So the transport is wasted. Also industry first turn i don’t agree with. and why 2 tanks. You only have 2 transports, and you are throwing one away? build 2 transports 3 men.
@Lan:US T1:
Buy ships to replace its sunken fleet… attack japanese fleet with fighters, bomber, battleship, send transport to alaska to be used with future sneakiness. Place most ships in pacific (for some reason…he alternates between working on japan and germany it seems).replace sunken fleet. try not attacking japan with the usa. Try 3 transports 4 men the first turn, placed in e us sz, if the german bomber is in western europe, you could try 4 transports. Don’t send battleship to alaska send it to panama, block with transport.
The most important thing, play the allies more!! If you do this they can use your strategies against you I guess… Also a tip for usa: build men in eusa, and move them to ecanada, then each turn you can move there, load them and drop them in finland. It’s good to have about 5 us transports doing this, thus +10 infantry in russia each turn from usa, and +8 from uk.
Sorry if i sound harsh, just trying to help!
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RE: Anti tank gunsposted in Axis & Allies Europe
maybe that would balance the game since germany has anywhere from 20-40 tanks attacking moscow… Interesting
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RE: What ifposted in Axis & Allies Europe
If you gave germany a bid or extra turn, I would probably take the uk before moscow since with a few more ipc’s it could be forced. Once the uk falls, moscow is easy to tackle. Because of this, I think the game would have to be redisigned for a 2 capital win.
what about instead having victory points? Germany needs about 30 to win, however you could bid on the number. For each industrial complex Germany has at the end of it’s turn it get’s a victory point. Moscow doesn’t win. This way the battle of Stalingrad might emerge… This would increase the length of the game, but perhaps also allow for different strategies each game. Allies might invade through italy to knock out the ic there. Alternatly you could have germany need 10 or so VP’s and they only get them from foreign ic’s and lose them for not controlling their starting ic’s. This would prevent stacking germany and nita and waiting for turn 15.
What do you think?
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RE: Proposal to balance gameposted in Axis & Allies Europe
i’ll play you where i’m germany and you get 3x12 for the allies
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RE: New odds calculator..posted in Axis & Allies Europe
note: it is in reverse order, i– this is important due to the nature of the algorithm
for(int i=u;i>=0;i–) //changed it to i=u, u is the counter for the outer loop this increases efficiancy
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}for 2 tanks
for tanks attackvalue=3 so (attackvalue/6) is always .5
when i enter a tank, and i=0 (u=0) then
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5 (ahits[1]=.5)
then
ahits[0]=.5 (ahits[0]=.5)ahits={.5,.5};
for the second tank, i=1;
ahits[2]+=ahits[1].5
which is:
ahits[2]+=.5.5=.25 (ahits[2]=.5)
then
ahits[1]=.5 (ahits_=.25)
now ahits={.5,.25,.25} but we have to do when i=0 also
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5*.5
ahits[1]=ahits[1]+.25 (ahits[1]=.5)
then
ahits[0]=.5
ahits[0]=.5.5=.25 (ahits[0]=.25)so after 2 tanks ahits={.25,.5,.25} 25% miss, 50% 1 hit, 25% 2 hits
i might code this up for a special purope, in the meantime, you could try to get it to work. I’ll work on the 2d array so i can get say 25% attack hits once, defence hits twice, or whatever, then to do multiple rounds…___ -
RE: New odds calculator..posted in Axis & Allies Europe
ok i messed it up ahits[0] should be set to 1, all the other values should be zero so:
for(int i=MAXHITSATTACK-1;i>=0;i–)
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}
i think this works
after one tank is entered i get:
ahits={.5, .5}
after a second is entered i get:
ahits={.25,.5,.25}so all i need to do is combine them to make attack and defence work together in possibly a 2d array.__
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RE: New odds calculator..posted in Axis & Allies Europe
yes, i was thinking of actually adding areas would make this method feasable.
for instance, the battle i showed about what you would do (again 1 round at a time for now) is create an array of floats for hit% the attacker makes. this would be something like:
float *ahits=new float[MAXHITSATTACK+1]; //max hits is the maximum number of hits, in this case 1 not a constant
float *dhits=new float[MAXHITSDEFENCE+1];
//make all values of these zero;for(….) //loop through attacking units
//here is the cool part:
//for a tank take half of what’s in a hits, and shift it up, the rest stays where it is, //and you add .5 to ahits[0] and ahits [1]
for(int i=MAXHITSATTACK-1;i>=0;i–)
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}
do the same for defence. There is a way to intertwine them to actually get the most likely odds as well. But this will give you an array, the greatest element being the most likely number of hits. I’ll try to figure out how to get attack and defence working together, i know it’s possible. Then i can work on multiple rounds, that’s the hardest part. Could of course use recursion for say the 10 most likely outcomes of each round, but overtime this ruins accuracy. With full recursion, and large battles, i’m sure it would crash.__ -
RE: Allied Strategy Debate: R1 Fighter Movementposted in Axis & Allies Classic
first of all if you land in egypt you lose your air force because, usually there is a bid in libya, if not, and you didn’t attack ukraine or anything, the german can attack with 3 inf 1 arm 2 ftr 1 bmb. They should win with the tank. This loss of russian air is devistating
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RE: Free for all rulesposted in House Rules
checkout the varient risk aa game going on in the games forum
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RE: New odds calculator..posted in Axis & Allies Europe
yeah, i will try to figure it out some more with an algorithm not completely sure how to code it yet, i am also a programmer, so i should be able to explain it better. I should have some time after my exams this week in school…
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RE: New odds calculator..posted in Axis & Allies Europe
here is one theory:
in a tank vs inf battle:in the following image, the red represents total death
green represents tank winning
blue is infantry win
white represents the next round

i filled in the white space:

anyway the idea is what’s in the white space doesn’t matter, you can find the odds from the first image, as the infinite series proves. Half the area is green, one fourth of the area is blue, one fourth is red
if your program could do this it would be able to do total odds
there are 2 problems:
1. it only does one round at a time.
this could be overcome with a weighted system, and using a recursive function to calculate each round…2. It only works with battles of 1 unit on each side!!
this can be overcome easily you would create a matrix for the attack, and insert it into the defence matrix (or vice versa) The main problem here is that the dimention is the maximum number of units on either side which in a battle of 10 units on one or both sides would result in a 10 dimetional matrix of (6*10)^10 ints requiring 57 gig of memory! better not make that recursive!!it would work for small battles though, and i’m sure there is a way to optimize it (adding areas) so that it doesn’t use that much memory
also, i’m not sure but you could possibly use the heavyside function and laplace transforms in an infinite series (i wonder if i could make that work!)
i just learned about those in school…if you have any questions or anything feel free to ask
you could of course, stick to the random number generator as well
what do you think? -
RE: Price changesposted in House Rules
the game never was realistic, i was just saying those prices would change the strategies and mix it up…
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RE: New odds calculator..posted in Axis & Allies Europe
from what i can tell, you do n rounds where n is high and give the result. I was considering an odds calculator that is “correct” by using infinite series and calculus (calculate limits by taking derivatives) just and idea, i can try to post and example if you like… also, would be great to have all the separate outcomes, or the 10 most likely like batsim. It’s really great to see what the most likely outcome is. Your calculator does have the great advantage of supporting pacific though. I will be using it for my pacific games.
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RE: Price changesposted in House Rules
what about:
inf - 4
arm - 6
sub - 6
trn - 8
car - 10
bb - 12
ftr - 8
bmb - 10
aa - 5
ind - 15then at least we may see some naval wars and more air, what do you think?
of course still have a bid to keep it even -
RE: Heavy Bomber Limit(please, respond!)posted in House Rules
well i’ll just say that that seems like a possible idea, might change bid levels. Also what about only 1 sbr hb raid per turn? Otherwise they are unlimited.
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RE: New odds calculator..posted in Axis & Allies Europe
good job!
seems to work pretty well, but is there any way you can make it work without the dot net framework?
this will be excellent either way
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RE: Is it possible for Russia to build a navy and still win?posted in Axis & Allies Classic
i did it against the computer (got a bb first turn) and was able to invade germany by sea as russia on turn 3!
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RE: Odds calculator/Dice rollerposted in Axis & Allies Pacific
there is one for europe that i use:
http://www.aaeuropemc.com/Mappy/AACalc.ziphaven’t seen a pacific one, only difference i can see is marines and first round attack. otherwise the europe one would work.