Switch, you better watch out for Wazzup! Averaging 15 posts per day, and that’s only in the Games forum. If he starts posting elsewhere you could be in some serious trouble!
(post count +1)
Switch, you better watch out for Wazzup! Averaging 15 posts per day, and that’s only in the Games forum. If he starts posting elsewhere you could be in some serious trouble!
(post count +1)
Remains to be seen if it’s an “effective” strategy :-D
My current game with Frood:
http://aycu03.webshots.com/image/16402/2005454072901542033_rs.jpg
Close, no?
I’d like to see your UK in action some time. I haven’t seen a good UK IC strat yet.
I like the UK with Norway. If I can keep UKs income above 30 (Norway, Africa) then I am not only shuttling 4 loaded transports per turn to Europe, but I also have additional income to help Threaten German shores even more. Whether buying a fighter, an extra trn, or just filling my transports with 1 inf 1 arm, I am putting the screws to Germany and forcing them to protect their core territories (WEU, GER, EEU) that much more. The more they have to protect home territories, the less they have to pressure Russia.
I like the plan, Dan.
Then, beneath the individual unit fields, there will be rows where custom OOLs can be entered. These will be blank by default, and if blank a default OOL will be followed, which will be posted somewhere. If however you wish to deviate from the standard OOL, you can enter what units you want killed first, in separate groupings eg 1 inf 1 art then 1 inf. Once those units are used up (if not all are accounted for) the default OOL is followed for any remaining units.
Maybe even better than this would be just a radial button that you can change from use standard OOL (default) to use the “Quick Load” field OOL. If that is selected it will kill units in the order they are posted in the quick load field.
That should save some additional typing too. Just a thought.
I think she failed the “hot enough” test.
@M36:
Actually Switch and Cyan, I was joking. I didn’t take the test.
Are you talking about Baghdaddy’s test :-D
Looks like it automatically pairs inf and art. Try a sample combat
4 inf 4 art v. 6 arm
compare to
8 art v. 6 arm
both results are the same (and they should be!) If it wasn’t automatically pairing, you would have different results for the two above combats.
If it’s the unit entry, blame me :lol:
The bolded part means you roll for all the units attacking a particular territory at the same time. eg. in Russia’s first turn maybe they attack West Russia and Belorussia.
Your interpretation is correct. You assign a die to a unit before rolling (ie. you say the red die is the inf and the white die is the fighter, THEN you roll. You don’t wait to see which is the 1 and which is the 3 then decide.
I don’t know about other Canadians, but I think I’ve only seen about 3 of these over the years. Maybe if I went to Timmie’s more…
In smaller battles, 1 Fig, 1 inf v 1 inf, that advantage would be with the attacker as he gets 2d6 @3, essentially, while Defender odds unchanged.
Attacked does not get 2d6 @3 (not even sure exactly what you mean by that).
Just to clarify how low luck works, add up the punch for all attacking units. Â Divide by 6. Â Whatever you get is automatic hits. Â If there is a remainder after dividing roll the die. Â If you get the remainder or less score 1 hit. Â That’s it.
eg 1 (your example): 1 fig 1 inf vs. 1 inf
Attacker punch = 4 (3 + 1)
Defender punch = 1
divide by 6 (attacker = 4/6, defender = 1/6). Â No automatic hits. Â roll the remainder (four or less for attacker, 1 or less for defender). Â Low luck improves the odds on this attack slightly (because attacker can roll one die at 4 or less instead of a 3 or less or a 1 or less).
eg 2: 1 inf 1 art 1 arm vs. 2 inf
Attacker punch = 7 (2 + 2 + 3)
Defender punch = 4
Attacker gets 1 automatic hit and rolls a 1 or less for the remainder
Defender rolls 4 or less
With low luck, 2 fighters attacking will always kill a transport (a fighter will die 1/6 times, but that transport is always dead). Â With low luck, 2 inf 1 bmb will always win vs. 1 inf. Â 3 inf 1 bmb will always win against 2 inf. Â The automatic hits guarantee these combats. Â With Pure Luck, none of these combats are guaranteed.
Advantage goes to the attacker with Low luck, because they can commit fewer units to a battle and yet be guaranteed a favourable result. Â Strafing attacks are also easier to accomplish in low luck, because you can more accurately estimate the number of hits on attack and defense (especially for a 1 or 2 round strafe combat) so you can determine with certainty that you will not lose more units than your opponent (or you wouldn’t do the attack) and you can also guarantee you won’t get a huge number of hits and accidentally take the territory on a strafe attempt (has been known to happen in pure luck).
AC = Aircraft Carrier
FIG = Fighters on aircraft carriers
Good luck!
I liked Baghdaddy’s suggestion. Just not sure which one should be the default (ie. the OOL as entered should be default, and only change if you want to use Frood’s default OOL).
Just in case anyone hasn’t seen the spy coin yet:
Since it is a UK National advantage, when they say “during the mobilize new units
phase of your turn” I take that to be the UK places UK units at the end of UK’s turn.
The OOB rule doesn’t specify timing, so the UK can place UK units there the first time any Ally takes it.
Not another biding thread :-D :lol:
It would very much depend how much each country is making on the Industrial Production board. If Japan + Germany are making significantly more than UK + USSR + USA (possible since you have taken USSR and weakened UK), then even if the US has Heavy Bombers you should be able to outlast him. Often though the only effective counter for Heavy Bombers is for you to research Heavy Bombers too, and hope you get them before he bombs away all your income.
Good luck!
I think LHTR attempted to balance the advantages a bit…