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    T
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    Posts made by techroll42

    • RE: Cruisers, whats the point?

      I guess 2 and 3 make sense, but you didn’t answer my question in #1.

      And I quote

      @Imperious:

      Alternatively, another idea was to give it a 3 speed rating for any combat move

      Your answer,

      @Imperious:

      1. Because Cruisers are the fastest ships and have the greatest range. They can travel long distance without refueling.

      merely states that cruisers have a long range. That is true, but I still fail to see why this should apply to combat moves only.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Great Mediterranean War 1941

      This isn’t hard:

      1. Italy and France were dysfunctional with a solid ally (Germany and UK, respectively).
      2. UK was the dominant power in the Mediterranean. It could be said they would have won if all other powers attacked them. They would have at least held their own.

      posted in World War II History
      T
      techroll42
    • RE: Good WWII resources

      I can so imagine this:

      Imperious Leader: Germany WON at Stalingrad, I tell you!
      Everyone: …
      Imperious Leader: What? They won…for the Allies.

      posted in World War II History
      T
      techroll42
    • RE: Cruisers, whats the point?

      1. Why the extra range in combat only? If anything, it should be in non-combat where you don’t have to manuever around the enemy and can keep cruising.
      2. Why no bonus from a NB?
      3. The AA bonus sounds decent with an 11 IPC cruiser. Making it the equivalent of a landborne AA gun would be all right with cost 12.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: AAG40 FAQ

      That’s what I meant. Leaving ships loaded in SZ 39 is suicide unless you put too big an escort there.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Wow…I had great rolls, especially in France. And I thought the one time I took France with 2 inf. losses was a fluke…

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Epic Herp Derp. I’m sorry; having some serious trouble with the dice roller  :lol:.

      Copied and pasted previous post, editing rolling code now.

      Round 1 Rolls:

      Yugoslavia:
      6 inf 2 art 3 arm 1 fgt attack 5 inf
      Germany

      DiceRolls: 4@1 4@2 4@3; Total Hits: 64@1: (5, 6, 1, 1)4@2: (4, 2, 5, 1)4@3: (1, 3, 5, 6)

      Pro-allies Neutral
      DiceRolls: 5@2; Total Hits: 25@2: (6, 2, 5, 2, 6)

      France:
      AA gun defends
      DiceRolls: 1@1; Total Hits: 01@1: (3)

      6 inf 3 mech 2 art 5 arm 1 tac (0 if AA hits) attack 6 inf 2 art 2 arm 1 fgt

      Germany (If AA hits remove the 1@4 die)
      DiceRolls: 7@1 4@2 5@3 1@4; Total Hits: 97@1: (4, 1, 6, 2, 2, 2, 1)4@2: (1, 2, 5, 5)5@3: (1, 6, 3, 1, 1)1@4: (4)

      France/UK (I guess rofl)
      DiceRolls: 8@2 2@3 1@4; Total Hits: 18@2: (5, 3, 3, 6, 4, 5, 4, 4)2@3: (4, 5)1@4: (2)

      Note: I don’t really care about the nationality when I’m rolling, but I’d say it matters when choosing hits.

      West France
      1 inf 1 mech 1 art 1 arm attack 1 inf 1 art

      Germany
      DiceRolls: 1@1 2@2 1@3; Total Hits: 11@1: (6)2@2: (5, 4)1@3: (3)

      France
      DiceRolls: 2@2; Total Hits: 02@2: (5, 4)

      Z91
      1 sub attack 1 cruiser (what’s the abbreviation for sub, cruiser and carrier?)

      Germany (if hits ignore defending roll)
      DiceRolls: 1@2; Total Hits: 01@2: (5)

      UK
      DiceRolls: 1@3; Total Hits: 11@3: (1)

      Z106
      2 subs attack 1 DD

      Germany
      DiceRolls: 2@2; Total Hits: 02@2: (5, 5)

      UK
      DiceRolls: 1@2; Total Hits: 11@2: (2)

      Z110
      1 sub 3 fgt 3 tac 1 BB attack 3 fgt 2 cruiser 1 BB

      Germany (Note: 1@2 is submarine; can only hit naval units. Also fires surprise fire. I’m assuming if I hit you will take damage on BB but if you choose not to, eliminate the 1st roll for the number that you took the hit on (i.e. if you take the hit on a cruiser then eliminate the 1st 3 listed and adjust the hits accordingly)
      DiceRolls: 1@2 3@3 4@4; Total Hits: 61@2: (1)3@3: (4, 6, 1)4@4: (3, 3, 2, 4)

      UK/France (Note: I am trying to roll 2 separate n@4’s, 1 for the BB (which can hit sub) and 1 for the fgts (which cannot hit sub). If this fails, assume the first roll is the roll for the BB.
      DiceRolls: 2@3 5@4; Total Hits: 32@3: (6, 1)5@4: (6, 2, 6, 4, 6)

      Z111
      1 sub 1 fgt 1 tac 2 strat attack 1 DD 1 fgt 1 cruiser 1 BB

      Germany (Remember 1@2 is sub can hit naval only)
      DiceRolls: 1@2 1@3 3@4; Total Hits: 41@2: (3)1@3: (1)3@4: (4, 2, 3)

      UK (No need to differentiate air from naval as DD present)
      DiceRolls: 1@2 1@3 2@4; Total Hits: 11@2: (3)1@3: (6)2@4: (1, 6)

      End Round 1 battles. I will apply my casualties after you apply yours (except in Yugoslavia’s case where as long as I choose not to retreat you need not apply casualty decisions).

      Disclaimer: I have not checked any of this. If anything sounds wrong (besides my surely awesome rolling), let me know.

      PS: Can you roll attacker and defender together? If so how?

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Round 1 Rolls:

      Yugoslavia:
      6 inf 2 art 3 arm 1 fgt attack 5 inf
      Germany

      :dice 4@1 4@2 4@3:

      Pro-allies Neutral
      :dice 5@2:

      France:
      AA gun defends
      :dice 1@1:

      6 inf 3 mech 2 art 5 arm 1 tac (0 if AA hits) attack 6 inf 2 art 2 arm 1 fgt

      Germany (If AA hits remove the 1@4 die)
      :dice 7@1 4@2 5@3 1@4:

      France/UK (I guess rofl)
      :dice 8@2 2@3 1@4:

      Note: I don’t really care about the nationality when I’m rolling, but I’d say it matters when choosing hits.

      West France
      1 inf 1 mech 1 art 1 arm attack 1 inf 1 art

      Germany
      :dice 1@1 2@2 1@3:

      France
      :dice 2@2:

      Z91
      1 sub attack 1 cruiser (what’s the abbreviation for sub, cruiser and carrier?)

      Germany (if hits ignore defending roll)
      :dice 1@2:

      UK
      :dice 1@3:

      Z106
      2 subs attack 1 DD

      Germany
      :dice 2@2:

      UK
      :dice 1@2:

      Z110
      1 sub 3 fgt 3 tac 1 BB attack 3 fgt 2 cruiser 1 BB

      Germany (Note: 1@2 is submarine; can only hit naval units. Also fires surprise fire. I’m assuming if I hit you will take damage on BB but if you choose not to, eliminate the 1st roll for the number that you took the hit on (i.e. if you take the hit on a cruiser then eliminate the 1st 3 listed and adjust the hits accordingly)
      :dice 1@2 3@3 4@4:

      UK/France (Note: I am trying to roll 2 separate n@4’s, 1 for the BB (which can hit sub) and 1 for the fgts (which cannot hit sub). If this fails, assume the first roll is the roll for the BB.
      :dice 2@3 5@4:

      Z111
      1 sub 1 fgt 1 tac 2 strat attack 1 DD 1 fgt 1 cruiser 1 BB

      Germany (Remember 1@2 is sub can hit naval only)
      :dice 1@2 1@3 3@4:

      UK (No need to differentiate air from naval as DD present)
      :dice 1@2 1@3 2@4:

      End Round 1 battles. I will apply my casualties after you apply yours (except in Yugoslavia’s case where as long as I choose not to retreat you need not apply casualty decisions).

      Disclaimer: I have not checked any of this. If anything sounds wrong (besides my surely awesome rolling), let me know.

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      So all fighters UK to 110, all Scotland to 111.

      Preparing to roll combat round 1.

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Combat Moves:

      Sub 103 to 91
      Subs 117 and 118 to 106
      Sub 124, fighter Norway, 2 Strat Ger, 1 Tac W. Ger to 111
      Sub 108, 2 Tac W. Ger, 2 Fgt. W Ger, Battleship 113, fighter Holland, 1 Tac Ger to 110
      6 Inf S. Ger, 2 Art. S Ger, Tnk Rom, Tnk Hun, Tnk Pol, Fgt Hun to Yugoslavia
      1 Inf 1 Art 1 Tnk Hol, 1 Mech W. Ger to W. Fra
      3 Tnk S. Ger, 2 Tnk Hol, 3 Mech W. Ger, 3 Inf. Hol, 3 Inf. W Ger, 1 Tac Poland, 1 Art Hol, 1 Art W Ger to Fra

      Awaiting scramble orders for 110 and 111.

      posted in Play Boardgames
      T
      techroll42
    • RE: On this day during W.W. 2

      SurpriseAttack,

      Do you know all this stuff? This is awesome!

      posted in World War II History
      T
      techroll42
    • RE: Adjacent Territories

      I completely agree. The map is a disaster, but it’s still a fun game  :| :|

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Large Navy for India

      It is a good strategy but IMO the advantage it gives Italy outweighs what it takes away from Japan.

      And who says Japan will attack India amphibiously? (A good idea but not a requirement)

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Minor Threat's Alpha+3.9 (Global 1940) COMPLETE! Setup Charts

      True dat.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Idea for "strict neutrals" rule change

      What I was thinking is that there are “spheres” of strict neutrals. If Germany were to attack Sweden, Switzerland, Spain and Portugal might turn Pro-Allied (or even Allied territories…) but Mongolia doesn’t give a damn.

      That is another good idea, but the cost would need to be tweaked.

      posted in House Rules
      T
      techroll42
    • RE: ALLIES HELP!!

      I believe China’s strategy is very simple: C1 counterattack into Yunnan freeing up the Burma Road. Consider this on C2 as well if Japan gets nonchalant about that territory. However, as soon as the odds are against you to hold Yunnan, retreat immediately.

      Where you retreat to depends on the Japanese enemies and troops. If you think it’s wise to let UKP come at Japan, retreat to Sikang. If not, retreat to Tsinghai or Kangsu.

      If Japan leaves your giant infantry stack and fighter alone, roll through their territories with the goal of distracting them.

      If not, say your prayers.

      As the US, you’ve got to really react to what is going on around you. The one biggest thing to realize is that you must do everything in your power to prevent one side from getting to the victory cities needed for a win. It’s really that simple, but how to stop the Axis varies from game to game. If Germany has taken UK, liberating it should be your first goal in Europe. If Germany is merely convoying/bombing UK to death, send some fighters and destroyers over to bail out Britain while you come in through Africa to ensure that Italy can’t hold Cairo until Germany gets to Moscow. Once you have Africa/the Med, you can choose whether to land in Italy or in France (or even W. Germany or Denmark or Norway or northern Russia). If you’re here, congratulations–you have won Europe.

      In the Pacific, you have to be able to count. It’s pretty much that simple. You need to be able to count that Japan can get 5 VC’s without crossing onto the 4th board. Their 6th will be either Sydney, Honolulu, or if they’re a gambler San Francisco.
      Simply hold the 4th board (or thereabouts; this can be modified). But, if Japan gets to the point where it has more income than you and ANZAC (India/China will be dead), they win unless a miracle happens. So before this tragedy occurs, count their money. Count yours. Simply ensure that they aren’t too big economically, and if they start growing too big, focus your attention there.

      Try to balance both boards while slowly beating the European Axis.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: What setup do you use?

      I’ve seen the 1942 setup (and there’s a 1941 setup as well). However, I don’t play either–the 1940 setup means flexibility for the Axis whereas the others limit the Axis’ options.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: UK Convoy raiding

      Personally, I feel like going in to a 50-50 battle is a good idea for Germany.

      And in addition, what if UK doesn’t scramble (i.e. lets all their fighters live)? Then it’s easy to walk over the RN.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: AAG40 FAQ

      Yes, but if you aren’t careful UK will destroy them.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Sure. Restarting the game.

      Build: 1 Carrier, 2 Transports

      Will get to combat later today

      posted in Play Boardgames
      T
      techroll42
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