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    Posts made by rjclayton

    • RE: Best way to sneak up on UK

      @cyan:

      if you build 3 trns for UK 2, then your battleship can protect the trns and will not make it viable for germany to attack. if your attack does fail the US can always finish the job.

      Unless you are planning on having the US navy consolidate with your 1 bb, 3 trn, this is probably not a good idea.  We are assuming the GER air remains intact.  1 bmb 6 fgt vs. 3 trn 1 bb -> GER only loses 2 fgt to squash your navy.  If US does consolidate in SZ7 to protect UK navy (this is on US2), they would only be able to do so with starting navy of 1 des, 2 trn (any US1 builds can’t reach there yet).  And these trn would have to offload onto UK (they are not going to take WEU, and can’t unload to anywhere else) so Allies are still not landing anything into Europe or Africa until round 3 earliest.

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Best way to sneak up on UK

      I’ll take a shot at the 3 fgt counter…

      UK: Buy 3 fgt to counter fleet unification in SZ7

      G1 Assumptions:
      Ger Med Fleet in WMD w/1 trn, 1 bb, 1 sub
      Ger Baltic Fleet 1 des, 2 sub, 4 trn
      6 GER fgt survived
      UK GRN Fleet survived w/1 bb, 1 trn
      UK LAB trn survived

      Step 1: Assess Sea Lion Threat.
      UK will have 1 AA, 2 inf, 1 art, 1 arm, 5 fgt, 1 bmb
      GER can invade with 5 inf, 5 arm, 5 fgt, 1 bmb, 1 bb, on G2 (1 fgt 1 bmb in Lib)

      • With no additional help, GER takes UK 95% of the time.  UK needs help to defend against G2 Sea Lion
        UK transports 1 arm from WCan to UK on UK1
        US lands 1 bmb, 1 fgt in UK on US1
        US transports 2 inf, 1 art, 1 arm to UK on US1
      • with this additional help, GER only takes UK 8.2% of the time.
        Also, USSR could land fighters in UK if they are available.

      Step 2: Assess SZ7 attack in UK2.
      SZ7 will have: 5 trn, 3 sub, 1 des, 1 bb
      UK can hit it with 2 trn, 1 bb, 5 fgt, 1 bmb

      • attacker survives 67.5%.  Median result would be to survive with 1 fgt, 1 bmb.  This assumes the GER subs don’t submerge.
      • analysis: GER loses all boats (100 IPC) while UK loses 4 fgt, 2 trn, 1 bb (80 IPC).  This looks better than a SZ12 blockade option, but still a 29% chance that the GER bb lives.
      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: TripleA Changes for PBEM

      Due to Tonez’s computer crashing, development is on hold temporarily  :-(

      posted in TripleA Support
      rjclaytonR
      rjclayton
    • RE: Frood AACalc Dicey / Sim / Odds Calculator: Updates and Opinions

      Using IE6.  My privacy settings were low, and I changed them to off (allow all cookies).  Still wouldn’t work.  It works fine on my home computer running Firefox.

      Attacker OOL:

      Inf-Art-Arm-Tra-Sub-SSub-Fig-JFig-Des-Bom-HBom-Car-dBat-LTra-Bat

      Defender OOL:

      Bom-Inf-Art-Arm-Tra-Sub-SSub-HBom-Des-Fig-JFig-Car-dBat-LTra-Bat

      URL:

      http://www.frood.net/aacalc/?abortratio=0&saveunits=0&strafeunits=0&mustland=0&aInf=20&aArt=&aArm=&aFig=&aJFig=&aBom=&aHBom=&aTra=&aLTra=&aCar=&aSub=&aSSub=&aDes=&aBat=&adBat=&dInf=15&dArt=&dArm=&dFig=&dJFig=&dBom=1&dHBom=&dTra=&dLTra=&dCar=&dSub=&dSSub=&dDes=&dBat=&ddBat=&ool_att=Inf-Art-Arm-Tra-Sub-SSub-Fig-JFig-Des-Bom-HBom-Car-dBat-LTra-Bat+&ool_def=Bom-Inf-Art-Arm-Tra-Sub-SSub-HBom-Des-Fig-JFig-Car-dBat-LTra-Bat+&round=21&territory=&pbem=&battle=Run&rounds=10&reps=5000&luck=pure&ruleset=Classic

      You can see in this URL link it doesn’t kill the bomber on defense first:
      [http://www.frood.net/aacalc/?abortratio=0&saveunits=0&strafeunits=0&mustland=0&aInf=20&aArt=&aArm=&aFig=&aJFig=&aBom=&aHBom=&aTra=&aLTra=&aCar=&aSub=&aSSub=&aDes=&aBat=&adBat=&dInf=15&dArt=&dArm=&dFig=&dJFig=&dBom=1&dHBom=&dTra=&dLTra=&dCar=&dSub=&dSSub=&dDes=&dBat=&ddBat=&ool_att=Inf Art Arm Tra Sub SSub Fig JFig Des Bom HBom Car dBat LTra Bat&ool_def=Inf Art Arm Tra Sub SSub Bom HBom Des Fig JFig Car dBat LTra Bat&round=21&territory=&battle=Run&rounds=10&reps=5000&luck=pure&ruleset=Classic&pbem=](http://www.frood.net/aacalc/?abortratio=0&saveunits=0&strafeunits=0&mustland=0&aInf=20&aArt=&aArm=&aFig=&aJFig=&aBom=&aHBom=&aTra=&aLTra=&aCar=&aSub=&aSSub=&aDes=&aBat=&adBat=&dInf=15&dArt=&dArm=&dFig=&dJFig=&dBom=1&dHBom=&dTra=&dLTra=&dCar=&dSub=&dSSub=&dDes=&dBat=&ddBat=&ool_att=Inf Art Arm Tra Sub SSub Fig JFig Des Bom HBom Car dBat LTra Bat&ool_def=Inf Art Arm Tra Sub SSub Bom HBom Des Fig JFig Car dBat LTra Bat&round=21&territory=&battle=Run&rounds=10&reps=5000&luck=pure&ruleset=Classic&pbem=)

      posted in Software
      rjclaytonR
      rjclayton
    • RE: Fgt movement & landing question

      Hmm…  I interpret SSG’s post differently - that you cannot choose NOT to move the carrier and kamikaze a fighter that survived combat.  If the fighter survives and has no other landing option, the carrier MUST move and allow the fighter to land.

      In this, I think SSG agrees with Jen, AJ, Switch et. al.

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: LL opponent needed

      I just played a LL game against Avin.  He explained the rules to me here:

      http://www.axisandallies.org/forums/index.php?topic=7875.msg134090#msg134090

      Hope this helps.

      posted in Player Locator
      rjclaytonR
      rjclayton
    • RE: Sub v. sub combat clarification

      @frimmel:

      When we first moved to Revised we kept forgetting that there was a chance every round for subs to get a shot without having to suffer return fire.

      Wasn’t this part of the rule the same in Classic?  I thought the only difference was the destroyers and defending sub fire?

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Fgt movement & landing question

      By definition, everyone  :-P

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Alternate Turn 1 buys…

      There was also a game on these boards where Russia used a similar buy to take out the GER med fleet in R2 with the large russian AF.  Was it Adonai?

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Im back!!

      @ncscswitch:

      nor’easters for starters…

      The storms or the people?

      posted in General Discussion
      rjclaytonR
      rjclayton
    • RE: Frood AACalc Dicey / Sim / Odds Calculator: Updates and Opinions

      I checked for a space but it doesn’t look like it.  It looks like he’s changed this recently, because now each unit is separated by a hyphen ‘-’ when before it was separated by a space ’ ’

      I know it was working for me before…

      posted in Software
      rjclaytonR
      rjclayton
    • RE: Where do we post development stuff?

      Tonez is modifying the TripleA game engine (you can use it to play Classic, Revised, Pacific, Europe and maybe more).

      Froodster is developing his dicey site www.frood.net/aacalc you can use it to roll for Classic, Revised, LHTR, Europe PBEM games.

      Just 2 examples.  Where does discussion go

      posted in TripleA Support
      rjclaytonR
      rjclayton
    • RE: Frood AACalc Dicey / Sim / Odds Calculator: Updates and Opinions

      Dan,

      I can’t seem to change defender OOL.

      I tried moving BOM- first before inf and rolled 5,000x outcomes.  It resets to default OOL for me.

      Check it out I’m either doing something wrong or there is a glitch.

      Rob

      posted in Software
      rjclaytonR
      rjclayton
    • Where do we post development stuff?

      To the mods:

      Where do we post development related stuff?

      • Tonez and I are posting TripleA Dev stuff in a thread in Find Player and Game Discussion.
      • Frood is posting Frood.net dev stuff in Revised.

      There really doesn’t seem to be a good choice of Forums for us to post this stuff in.  Thoughts?

      posted in TripleA Support
      rjclaytonR
      rjclayton
    • RE: Frood AACalc Dicey / Sim / Odds Calculator: Updates and Opinions

      Hey how come you are posting this thread under Revised when you can use your calc for many different games?

      I posted a message to the mods here about a good place for us to post development stuff…

      http://www.axisandallies.org/forums/index.php?topic=8364.msg146687#msg146687

      posted in Software
      rjclaytonR
      rjclayton
    • RE: Sub v. sub combat clarification

      Common sense doesn’t always prevail in these rulesets, unfortunately  8-)  I’d like to hear more people weigh in on this clarification.

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Best Territory Garrison

      @ncscswitch:

      If you have massed forces in Yakut, 1 is enough.

      I agree with Switch here, and the answer truly depends on what your opponent can bring.  It has everything to do with dead zones.  But it basically boils down to this:

      • Take the territory with force (or garrison with force) if your opponent does not have enough on the counterattack to dislodge you.
      • If your opponent has enough force to re-take or strafe to their advantage, then do not take with force.
      • If your opponent could occupy with force next turn, but only if they can land air to bolster defense, then make sure you continue trading that territory so they cannot land air there!

      Sometimes 1 inf or 0 inf makes little difference, if they can’t tank blitz through the territory to something else, and if they have enough support from non-land units to basically guarantee a first round kill of your inf (ie. BB support shots or loads of air that wouldn’t be used otherwise)

      @Jennifer:

      What’s the best use of infantry for a garrison of territory you arn’t adamant about holding, but would like to hold it.

      All of my territories except my capital fall into this category  :-D  I guess I don’t really understand the question.

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: Sub v. sub combat clarification

      I think yes.  That is…

      1. Attacking sub fires.
      2. Move defender sub casualties to casualties section of battle board.
      3. Defending subs fire (including casualties). 
      4. Remove all sub casualties.
      5. Rest of attacker’s units fire.
      6. Move casualties to casualties section of battle board.
      7. Rest of defender’s units fire (including casualties).
      8. Remove all casualties.

      etc.

      posted in Axis & Allies Revised Edition
      rjclaytonR
      rjclayton
    • RE: TripleA Changes for PBEM

      Compatibility = GOOD
      Turn Summary Editor = GOOD

      posted in TripleA Support
      rjclaytonR
      rjclayton
    • RE: New Axis & Allies Global War Variant (free map)

      Der Panzinator,

      Do you have a Mapview module for A&A Classic (2nd Edition)?  I haven’t been able to find one anywhere.

      posted in Other Axis & Allies Variants
      rjclaytonR
      rjclayton
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