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    Posts made by Nuclear

    • RE: A&A AI

      The reason why AI is not possible, because it does not think.  AI runs off functions.  It has no understanding of how a game works, it is just instructed what to do next based off a function.

      Further A&A deals with probability/odds.  No computer is ever truely random, not even a human can be truely random.  Do not believe me, then take a look at how a computer expert would win Keno a bunch of times because he could figure out the next numbers that the computer was going to pull off.  As long as someone is able to figure that out, it is easy to use that information to your advantage.

      I remember the first computer beating the human in chess.  To my knowledge the guy came back and killed the computer.  All he had to do was make moves that the computer could not handle.  The computer functioned in terms by giving values to units.  Thus the guy used that info to his advantage.

      You are asking for a computer program that some how deals with a pure dice game.  There is no way of doing such.  Hate to bust the bubble but A&A is all dice.  Just roll and there you go.

      posted in Axis & Allies Classic
      NuclearN
      Nuclear
    • RE: Combining SPI's ETO with A&A

      @Imperious:

      The other map that I found on boardgamegeek.com is called World War II in the West and looks pretty cool. Good luck though trying to track down a copy.

      I have this and will sell it for basically close to what i was charged for it. It was never used.

      Was the map that bad or something?  As for me, I have no desire to buy it.  I got a lot of things in life that need more attention first.

      posted in House Rules
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      The thing I think would add to the map is if Rio De Ore was actually some sort of area worth something.  Be it by being worth some IPC(s) value, giving a base to airplanes to land that allows them to reach a father target, and/or making it a terrority that connects two important zones.

      If Rio De Ore connected Algeria and Mauritania then the space may be worth something.  As it is, it is worthless other than for looks and to give Spain a spot in Africa.

      I understand it, that in yours if I am correct you can pass through desert.  However why not make use of Rio De Ore to perhaps spice up game play?

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: Combining SPI's ETO with A&A

      Nice pictures.

      posted in House Rules
      NuclearN
      Nuclear
    • RE: How to use Russia Restricted

      Well supposing Russia buys 8 infantry.  The Germans can either fall back a spot to strengthen their forces or move units forward to strenghten themselves.  Usally I always see Germany buying tanks and marching them in.  At the same time Japan just keeps taking away the allies money.  Japan can easily start to take away the allies money.  Japan can take India, China and parts of the Russia right away.  After which it can go through the back door to Russia or if the USA is attacking Japan first, Japan can sink the USA’s fleet pretty easily provided that it buys the right naval units.

      The key with Japan is its airforce.  Its airplanes are what allows it to run through Asia.  Having 4 supporting fighters in a battle allows the Japanese player to get a few hits in while the Infantry just take the hits.  Every area the allies lose in Asia, the harder it is for them to regain them and hold what they have left.

      posted in Axis & Allies Classic
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      @Flashman:

      If the map is done I’d still like to see at least some preliminary IPC values before thinking about starting forces.  Has the oil field idea been ditched?

      I’ve said it before, but I really do not like one-turn Atlantic crossings. They really don’t give the U-boats much of a chance, and remember that the Atlantic battle was the closest the Western Allies ever came to defeat.

      Therefore, I’d split SZ 9, and possibly 11:

      I have to agree with Flashman on making it take longer to cross oceans.  The U-boats do need a chance to stop supplies from going to Europe and transports in general.  If more sea zones is not the answer then perhaps a rule to deal with such.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: WW2 Chess

      @Gewehr:

      nice, WWII chess.

      Thanks.  The whole idea is too have a chess game with some element of luck in it.  Well I guess the whole thing is luck.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      Nice map.  Looks good.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • WW2 Chess

      Okay here is how it works:

      There is a nice hexagon board.  So 3 players.  The front row is of Infantry but each space contains 2 Infantry.
      Tanks w/4 red chips, Artillery w/2 grey chips, fighter w/3 grey chips, Bomber w/red chips, Flag/capital/factory symbol chip, Bomber, fighters, Artillery, and Tank.

      Movement:
      Infantry 1 Hex
      Artillery 2 Hex
      Tanks 3 Hex
      fighter 4 Hex
      Bomber 6 Hex
      Factory/Capital 1 Hex

      All battles are determined by dice.

      Picture of the map: Click Here

      Each player begins with 20 dollars.  They are able to spend this money as they see fit.  New units that are purchased, are placed at the end of their move in a space vacant to the factory.

      Chips represent how much life a unit has.  Hence when the more higher units have more lives/chips.

      Attack values and Defense values for each unit based off 12 sided dice:
      Infantry: 2,2
      Artillery: 4,4
      Tanks: 6,6
      Fighter: 7,7
      Bomber: 8,8
      Factory/Capital: Na/Na

      A player is elimated when a capital/factory is taken.  All units on the board that belonged to that side are now apart of the person’s army.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: Axis and Allies Complete

      Good looking map for the most part.  Interesting to see if you make any more changes to it, or if this is the final thing.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: World War One

      Link of my map in progress.  Note that this is the Western Front.  The Eastern Front is not going to be shapes and straight lines most likely.  The point of the shapes on the Western Front is to stimulate the slow pace movement and hard aspect of trying to brake a battle line.

      Here

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      Looking good.

      Just one question.  How did you figure France to be making almost twice the amount that Italy is in terms of ICPs?  Just wondering because I always thought that they were around the same.  Perhaps this is due to a game balancing issue of some sort.  Please enlighten me.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: World War One

      Anyhow a rough draft on some rules and Units

      Based off 12 sided Dice
      Infantry: Cost 2 IPCs, Defend at 6 or less, Attack at 2 or less. Movement 1
      Calvary: Cost 3 IPCs, Defends at 5 or less, Attacks at 3 or less. Movement 2
      Artillery: Cost 5 IPCs, Defend at 8 or less, Attack at 2 or less. Movement 1
      Tanks: Cost 15 IPCs, Defend at 9 or less, Attack at 9 or less. (Requires Tech) Movement 1
      Fighters: Cost 5 IPCs, Defend at 3 or less, Attack at 3 or less. Range 4.
      Bombers: Cost 8 IPCs, Defend at 2 or less, Attack at 5 or less.  Range 6.

      Those are the land units.

      Fighters and Bombers cannot be located in Hexagons/boarders boardering the Enemy.
      Each unit gets one die for each type of unit.  For example, if player A attacks player B.  Player A has 1 Infantry, 1 Artillery, and 1 Fighter they would get 3 dice for each unit.  Does not matter if the person is defending or attacking.

      If a person attacks from multiple sides, they gain a flanking advantage which grants the attacker +1 to all land units attacking the area.

      Trench Rules:  All land units defending in a trench (Marked by the respected symbol) recieve a +2 to their defense value.

      Victory Condictions: 
      Central Powers - Take Paris or London or Rome.  OR Take knock Russia out within 10 turns.
      Allies - Last for at least 25 Turns and only have at least 1 terrority under Central Power Control.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: World War One

      Actually Hexagons are the most effective way to stimulate Trench Warfare.  As the lost of one trench or line would cause the defender to just move back to another line or counter attack.  Hexagons allow for this to occure.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: Battle of the North Atlantic

      Interesting finds.  But it is from a French Government Website.  I never trust the government, yet alone some foreign one.

      Some Germans also claim that the Holocaust never happened.  Now if the German government were to release such a statement would anyone believe it?  Of course not.

      In every history book I have, the unoccupied part is called Vichy France.

      Just because the French government wants to change history does not mean that the past suddenly changes.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • World War One

      Well, it appears that I have lost my orginial great map that I started for this project a long time ago.  Must admit it was really good, I made it in 2004 but I think I lost it due to computer hardware crash.  I will keep looking.

      Anyhow I have started this project back up.  Things to look foward to:
      1. Expect a game that takes 8+ hours to play.  Must be this long to stimulate the very slow advancement of troops due to trench warfare.
      2. Limited America, America enters via a card that has the forces on it for a certain turn.
      3. Calvary will be apart of it.
      4. A map that is most likely going to be a mix of hexagons and other areas.  Hexagons for trench warfare heavy areas.

      I will keep you guys posted on the progress.

      Pictures of a map: Below

      Click here for map

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      I found out that my computer came all along with an adobe viewer.

      Interesting changes IL.  I miss the nice circle things with the number inside.  As from what I can see I only see the numbers.  Perhaps it is my adobe viewer.

      I like the Moscow zone split.

      Not sure what the Oil Rigs are for but they look pretty good.

      Everything looks good.  I expect IPC values will be added in due time.

      Keep up the good work.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      I think Flashman’s point is that since the game is starting out at 1939, Germany is already father away from Moscow.  And the whole game is going to be different.  The map that was play tested was based off 1942 not 1939.  It may actually be a more balanced game if Moscow is moved one space closer to Germany.  As it is, Germany is the same distance away as Japan is from Moscow in terms of spaces.

      Perhaps play testing needs to be done on this map to determine if Moscow is in the right spot.  I would hate to see the game turn into a battle of Japan vs Russia.  Because if there are less units in the East, the axis may have a much better chance of winning the game if Japan dukes it out with Russia and Germany just fights off France and UK.

      Either way the game is going to be a lot different from starting in 1939 to 1942.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
    • RE: AAE Scenario: Europe 1939 (France, USA, Germany, Britain, USSR, Italy)

      I know you guys want to just the use the same map as Axis and Allies Europe.  But perhaps the game could be better if it was just a really big map of Europe.  Here is what I mean:
      1. Just have Europe and North Africa on the Map.  USA enters like in Axis and Allies D-Day, via a force chart.
      2. With just having Europe it shoud be easy to have a bunch of towns and zones.  In fact you could just give the towns IPC values and make the other zones in between worthless to stimulate trench warfare.
      3. Perhaps the map is hexagons at the front lines only.  A mix of hexagons and zones/cities.

      Kind of not want you are exactly trying to do.  But starting with a different map could solve a lot of the problems that already exist from using a pre existing one.

      posted in House Rules
      NuclearN
      Nuclear
    • RE: AARHE 1939 Edition

      Thanks for the PNG version.  I appricate it.  By the way nice map.

      posted in Other Axis & Allies Variants
      NuclearN
      Nuclear
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