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    Posts made by tekkyy

    • RE: AARHE: Rule files

      Version control: Yeah good idea. I shall start a changelog.txt in the same direction. Btw 20080503 update is only the transport combat value.

      Wolf Pack: I thought it was clear that friendly submarines can’t possibly “exceeds the number of enemy Destroyer by more than one” if there were less than 2 friendly submarines to begin with. But I can add it or rewrite the rule if you want.

      Stalinist Xenophobia: Yep. That was the idea. I’ll change “Soviet territories” to read “any original Soviet territories”.

      Russia special opening turn: Yep the turn is a normal full turn. So far only one exception is made as described at “Reinforcement”.

      Jet, selective attack: That is correct. Air superiority rule still holds.

      BMR hit land units same cycle as air superiority achieved:
      aerial combat is considered parallel to land combat
      hence we don’t let bombers hit land units after the aerial combat
      @Bierwagen:

      Only reason I could think of not allowing this would be for simplification purposes.
      Just thinking out loud.

      I guess its realistic if there is overwhelming air force so that your bombers can start the bombing straight away but I didn’t want to introduce a rule to gauge that

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Phase 2: Naval Combat

      @Bierwagen:

      I’m having a hard time with this one – I tried to justify by saying o.k. you have to land on CV to refuel for the next cycle of combat, however we don’t make that distinction in Land Combat.

      Yes that was the reasoning. Refuel and rearm.
      Actually we have that reasoning in land combat too, you just don’t have the capacity limit thats all.
      (For the land combat case you asked a question in another thread.)
      Its a bit easier on ground because you use captured air fields or make-shift runways.

      Same with Hawaiian DAS that scrambled to support the fleet under attack.  One cycle of combat and they have to land?

      Yes if you have no carriers left (or no carriers to start with) the fighter will have to retreat.

      The idea is that air units without carriers to land can only fight on a limited basis in the sea. Hence we make them retreat at end of cycle.

      Flying back and thru between the enemy fleet and the airfield at the lsand is no where as effective as having a mobile airfield that hunts the enemy.

      But I see your concern. It would make no difference if the action is very close to the island coast anyway, eg. defending an amphibious assault.

      @Imperious:

      This is different: AS long as you have naval combat you can perform concurrent air combat rounds over the sky, eventually air superiority will occur and you get to attack ships until they retreat or are destroyed. So this may be multi round affair.

      Note the retreat rule applies regardless.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Phase 4 Land Combat

      Yes Bierwagen that is correct.

      @Imperious:

      but at standard combat values, not aerial, so it would be at a 4 rather than one.

      But the excess air hit rule still holds. So its at 1.
      Btw aerial combat value for defending fighter is not 1 neither.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      @Bierwagen:

      The “Air Movement” rules in “Non-Combat Movement” didn’t make the cut for Lite?  We really like the this one.

      glad you liked it
      we wanted to reduce the ridiculous strike range of air units in OOB, as well we wanted to increase the ridiculous ferry range

      should be alright
      you seem quite interested in the various rules
      if your group can handle the complexity Lite will be just a stepping stone for your games group
      otherwise, you’ll come to enjoy the 4 page length of Lite when you show it to new players

      @Bierwagen:

      Are there no free Tech roll in Lite – it’s like AAR where you pick the tech and pay your 5 bucks per die and roll?

      yep no free tech rolls in Lite
      its closer to the OOB tech system then full AARHE

      Since “Pre-Combat  1. ASW search (1st cycle only)” doesn’t exist in Lite the following needs to be revised:

      thanks for spotting it
      actually the whole of second sentence is no longer relevant
      in Lite submarine warfare is simply modelled by hit allocation
      (only destroyers can hit submarines, after technology fighter can also hit submarines)

      posted in House Rules
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      tekkyy
    • RE: AARHE: Phase 3: Revised NA's

      Sorry I guess its a bit compact not clear.

      The text…
      The first item is standard. Then at beginning of first 5 game rounds, each player randomly selects an item.
      The randomly selected items are secret to enemy team and come into effect immediately when the player
      reveals it any time in the game.

      • How do you randomize it?  Is the numbered chips in a bag still the best proposal?

      yep, the idea is to be random and secret

      • Does the new NA replace the old one, or once discovered you get that NA from here on out?

      you get the new NA on top of existing NAs

      • Do all the players continue drawing NA’s on turns subsequent to Turn 5?

      no, you draw only in the first 5 game rounds
      so on round 5, you have 6 NAs and it remains at those 6 for the rest of the game

      • Can you deploy multiple NA’s at once if you saved one from a previous turn?

      yes you can deploy multiple at once

      • Can you deploy them at any time, or are they limited to a certain phase?

      yes you can deploy at any time

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Map files

      Astrakhan replaces the older VC at Kazakh, it was Almaty I think

      Hongkong replaces Shanghai (this came about from the 1939 map…Shanghai fell already in 1939)

      but Hong Kong is not as resourceful as Shanghai and the battle of Hong Kong was relatively minor compared to battle of Shanghai

      so on my todo list I actually want to put it back to Shanghai for the standard 1942 map

      another thing is that the national player aids do not show the newer simpler combat sequence

      yeah thats right you can’t deploy infantry at 0-value VCs
      but besides the implicit ID unit, you also get to repair your damaged battleship/cruiser there

      posted in House Rules
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      tekkyy
    • RE: Economic system

      Actually to reflect the historic circumstances it can’t a clean cut penalty for all captured territories.

      Some original territories were historically conquered.
      Also some territories are colonies, they hate both Axis and Allies.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Rule files

      @Imperious:

      The one defense is in cases where they are alone defending against subs, but as i said after a round they can retreat.

      Actually I don’t recall discussion on reinstating a 1 defense for Transports.
      Tracing back the log of files I see this is a typo introduced in August 2007 when we first created the colour rulebook.

      If no new arguments I’ll fix that up (back to 0) for both AARHE and AARHE:Lite.

      @Bierwagen:

      I’m using the following source as my touchstone:
      http://home.exetel.com.au/cometo/aarhe/

      Yep the latest files are kept there.

      I worked through the AARHE DEMO (e.g., turn 1 through G1 & J1), but it doesn’t cover all the angles required to understand the nuances of combat.  Are there other DEMO’s and examples that I’ve missed in the forums that can walk me through some of this?

      Don’t worry about the demo I took the effort to write…outdated already hehe.

      @Bierwagen:

      Based on past development, how long do you expect before you publish a stable version of AARHE 4.0?  Where can we follow the discussion on it’s development?
      Several of us were ready to jump in and start play testing but got some push back on waiting until it was “stable”.

      AARHE features like defender retreat is nice but it also means its harder to playtest online since enemy gets to do things during your turn.
      We’ve stopped changing things now.
      But need more feedback from players like you guys before we could say its “stable”.

      Or you and your friends could play AARHE:Lite first.
      Actually its probably better to play 2-3 games of Lite first anyway.

      What kind of feedback would you like from us down here in the trenches trying to learn this?  It’s a big fire hose at the moment, but looks really promising.

      Thanks! We think its promising too.
      All kinds of feedback are welcomed.

      Actually we have no feedback for the late major rule change. The convoy raid system.
      Did Germany or Russia get hurt by it in your games?

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Phase 2: Naval Combat

      you need no. of submarines to exceed no. of destroyer(+crusier) by more than one to get wolf pack

      so yeah you need minimum of two submarines to get wolf pack bonus

      no lone wolf packs hehe

      the more submarines Germany buys the more destroyers UK needs to buy
      though destroyers are cheaper in AARHE at $10
      this reliance be reduced by getting ASW tech

      posted in House Rules
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      tekkyy
    • RE: AARHE: Rule files

      ok I apply the changes and we’ll leave it at that until new ideas pop up

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      actually in the short term I won’t have time to update the nation player aids
      but otherwise latest files are in one direction already

      http://home.exetel.com.au/cometo/aarhe/player_aids/
      http://home.exetel.com.au/cometo/aarhe/nation_player_aids/

      I guess I could post Lite on BGG
      though I also feel like getting some feedback first
      shouldn’t take long, its only 4 pages

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Rule files

      yeah hybrid is cool and thats what the last step did
      sectioning the ocean rather than tracing explicit path of seas, is a point between our systems

      to be honest I never really understood your worry about my rule
      you says historically Germany, Russia (excluding lend-lease) and US were not really exposed to convoy raiding…so then you want a hard overwrite to 100% disallow convoy raiding against them no matter what

      dont have to do that
      I still see that it works like history in my system if players follow history
      the 3 players have few to zero convoys, they can’t be hit much unless they chooses to expose themselves such as taking overseas territories without securing the relevant sea areas

      even then, if the sea is not safe, Germany/US for example could try to spend the money from Africa/Pacific on a local IC/VC
      you are not forced to suicide

      posted in House Rules
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      tekkyy
    • RE: AARHE: Lite

      http://home.exetel.com.au/cometo/aarhe/20080407_AARHE_Lite_watermark.pdf
      http://home.exetel.com.au/cometo/aarhe/20080407_AARHE_Lite_clear.pdf

      or just go to http://home.exetel.com.au/cometo/aarhe/
      I’ve made it so if URL is incorrect you get thrown to AARHE root location

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Rule files

      Submarines can roam, stalk, and sneak up on you unexpectedly.
      Combat naval units are orders of magnitude fewer than convoy ships, thus can’t protect them.
      So your idea of just sectioning the oceans and counting the submarines is quite reasonable.

      A more complete listing of sections:
      north altantic, south altantic, med sea, indian ocean, north pacific, and south pacific.

      Then, each hostile submarine destroy 1 IPC going thru the section.
      Apply that to my system and we don’t have to trace a path of sea zones anymore.
      This solves the “tedious routing” aspect that you didn’t like.

      You sugguested different strength convoy raiding. I feel thats below the level of abstraction. We could let super submarines hit for 2 IPC though.

      I still don’t buy the idea of specific nations raiding convoys of specific nations in specific regions of the world. Rather than a predefined/static system, the map situation should dictate that bit.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      changed incorrect infantry cost “2-4” to “3”, at units table at the end
      added AARHE logo
      added note about optional units

      uploaded

      lets roll (play via forum)
      hows your schedule?
      I might wait til I finish the 2 FFA games first

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      well, you can’t have everything
      think of what to give up if you think the optional units are that important
      the most gameplay-significant optional unit is probably none of those but naval fighter anyway

      its 4 pages and very tight on space
      don’t think its worth push it over 4 pages
      this is going to be critical for attractiveness of our house rule

      I feel the better thing is for players to refer to AARHE and decide for themselves, if they feel like it
      this is Lite, quick read is important
      we can squeeze in a line is though (eg. "For optional units, consider picking from the full AARHE ruleset.)

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      actually I’ll grab the normal AARHE logo then

      actually optional units will add back quite some length
      because I’ve removed a lot of references to optional units to get to this length

      posted in House Rules
      T
      tekkyy
    • RE: New Triple A?

      you were saying something about it performing ok on one computer and not ok on another?
      is that this?

      posted in TripleA Support
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      tekkyy
    • RE: AARHE: Rule files

      No you dont, because they ship from the medd, and italy controls the medd for the most part, plus England didn’t use submarine warfare and didnt have the last great wars experience where it was a focal point to attack Germany, rather they attacked Germany by SBR. Also, if they occupied Brazil thats not a good argument, because Germany has the ability to park subs off the island of England, while UK does not have the ability to park subs around nazi controlled Europe, Africa and asia.

      as mentioned, Germany’s submarines expertise can be model with an NA
      convoy raiding rule is about naval units in general

      naval blockade affects everybody
      when there is an obvious naval blockade of Med Sea by Allies, its totally unrealistic for Berlin to receive Africa income via Med Sea
      my convoy system deals with it all and we do not require addition naval blockade rules

      but its ok, I won’t call your nation-specific-historic-replay system “trash can fodder”

      Your looking at the location of where the money is coming from, Im looking at the destination of where the money is flowing.

      actually my system looks at both source and destination, considers where we are building or raising infantry, this is the IPC path idea

      your nation specific system only considers where the capital is and do not consider actual production, and the actual rule do not look at neither source nor destination

      OK cut out part of the map and make a clear example with MS paint of how the system works that you propose. To me it looks now like its going to be a freeking chain of supply thing where you lose income if you cant trace a path of clear sea zones back to UK.  That system is silly and tedious
      only destination

      it sounds tedious, but if you were to consider your “where the money is coming from” and your “the destination of where the money is flowing” then only a dynamic method will do

      it isn’t silly, only trying to keep it real, dynamic, relating to actual production/shipping

      its not tedious anymore, because you’ve reduced the limitations of what the path can be
      (you said south africa resources can travel via land to med sea then cross it, and then travel via land to Berlin)
      that is, no more shortest path restriction, no more must use adjacent sea port restriction

      its really just a quick glance
      in the case it is indeed blocked, then you just minimize damage (picking the sea zone with the smaller naval stack)

      Ok fine, UK controls Canada, Canada ships resources to England which is fighting Germany, England is an Island economy and needs to import nearly everything to win the war, Germany has subs…
      NOW IS THIS CLEAR ENOUGH???

      I said “territory control and which unit in which sea zone” but you still remain philosophical
      like give me a game example

      here is one for your system

      Allies control Altantic and North Sea (sz7, sz6) and Med Sea (sz 13, 14, 15)
      Germany holds Africa (from Algeria to South Africa)
      oh, Germany performed different to history, exposing themselves to convoy raid, what happens in the two systems?

      in your system, you continue to let the Africa income (11 IPC) be used to build units at Berlin…too bad…we don’t consider players would perform different to history

      in my system, its ok, we consider the current situation rather than enforcing particular scenarios, so we remain realistic…Germany will have to bite the bullet and take damage at Altantic or Med Sea, or just build at Egypt

      Thats fine then we go with the 2 turns of isolation rule, Japan has a full reaction turn to stop the income from being cut off

      I am saying East Indies, Borneo, Phillipines are high income islands and resources are not going to go poof! even under a naval blockade, resources can still be used at the VC/IC on the island

      hence no need for isolation rule, my convoy system caters for both direction (eg. whether East Indies material is used to raise infantry at Tokyo or other Japanese material is used to raise infantry at East Indies)

      [uqote]Germany damaged Allied shipping more than US damaged Japanese shipping
      but Germany put most naval resources into submarines

      WOW your starting to see my point…. now we just need to model only this aspect of what was possible and your universal idea is trash can fodder.
      you didn’t get what I meant
      as in, US can have better sucess if they put more of the naval budget in submarines like Germany did

      lets say US president listened to another US general instead, and US use submarines as a delaying tactic in the Pacific or whatever

      No NO NO… You can still build the 4x rule in those places, thats not effected. Only the total income for purchases, not placement.

      so are you sugguesting a change to current rule of “4x”?

      Yes everything goes? you mean England is not not an Island?

      I only said anything goes once the game starts
      as in the situation can change away from the game setup situation
      its that simple, nation specific ideas won’t remain realistic in all games

      Yes i like to stuck with the facts to support ideas in a historical version of an abstract game… yes admittedly.

      but historic replay arguments are not going to convince me
      I don’t want funny situations just because the game didn’t play out like the real WWII

      if US could starve Japan and UK decides to have emphasis on Med Sea convoy raid against Germany, I think US would give a few tips to UK

      again, if Germany is just so much better than others at submarine convoy raid, then just give them an NA…or even make Super Submarines twice as effective as normal Submarines in convoy raid

      take out the map and just give germany 10 subs and then give the uk player 10 subs… See the potential damage each can have on the other under both systems and post.

      for us cross compare, I need you to post your system in one piece (convoy raid, plus other bits like isolation rule if still you want it)

      This is my one.
      IPC to be spent must have a path* from the original territory to the Industrial Complex or Victory City.
      IPC to be saved must have a path* from the original territory to your capital.
      This also applies to lend-lease. IPC that are not spent and not saved are forfeited.
      A path is chain of territories your land units may go through and/or sea zones.
      Each hostile naval unit (except Transport) on a path* [see Spending or Saving IPC] destroys 1 IPC. Damage is applied to IPC of the path.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Lite

      OMG you finally did it. Now thats much better looking!  all those stupid spaces gone…why was this not done earlier?
      Lets see the 2 columns version?

      I don’t know about better looking
      different people have different ideas on how a document should look, doesn’t matter

      other space saving measures were used, such as changing VC table into list

      1 column 6 pages
      2 column 4 pages

      http://home.exetel.com.au/cometo/aarhe/20080403_AARHE_Lite_1col.pdf
      http://home.exetel.com.au/cometo/aarhe/20080403_AARHE_Lite_2col.pdf

      This is too close to OOB rules… it needs to preserve the idea that you need to buy ASW ships to have a chance to protect the fleet, the current AARHE sub search rules need to stay in place, they need to be treated seperatly in combat

      in full AARHE ASW search is only for first cycle
      submarines are automatically detected from 2nd cycle onwards
      the only change I made here is that during 1st cycle, submarines are always undetected

      or how about make it each destroyer detects 1 submarine?
      (and with ASW tech, each fighter also detect 1 submarines)

      that pretty much emulates full AARHE while keeping it short

      regardless its not like OOB at all
      submarine never get selective fire in OOB

      posted in House Rules
      T
      tekkyy
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