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    Posts made by tekkyy

    • RE: New land

      to change IPC values you can use small numbered chips or labels
      the board should withstand blue tac and certain stickers

      to add new territories you would use blow up boxes
      don’t really want to over crowd unit pieces further

      I print maps at home with inkjet myself
      about a $1 per A4 with glossy paper (more for some printers)
      use a thin layer of blue tac to stick them onto the table

      posted in House Rules
      T
      tekkyy
    • RE: Surrounded armies

      in the end the rule didn’t seem too useful for Axis and Allies

      could be good for a more divided map though
      actually, maybe Europe, Bludge, or D-Day already have such a rule or house rule

      posted in House Rules
      T
      tekkyy
    • RE: My (Impossible) Wish List

      @Gallo:

      1. The Game turns should be WE-GO instead of I-GO-U-GO

      just need to merge the turns rather than one team member after another
      its over powered to let you act after seeing team members combat results

      its saves time that you take the turns in parallel/simultaneously
      and also you sleep proportionally less during gameplay

      posted in House Rules
      T
      tekkyy
    • RE: Subs and Destroyers

      @Gallo:

      I’ve read a lot about how annoying is that just one destroyer can cancel the special capacities of any giving number of subs.
      I don’t find that very problematic myself

      its not hugely problematic
      just looks funny to have one destroyer tagging along a huge fleet

      but some players suggest that you should match one destroyer with one sub for canceling subs capacities.

      but what about this: one destroyers cancels the capacities of a wolf-pack of three subs… the fourth sub (and the next ones) still have their special abilities.

      yeah the one-for-one rule is nicely intuitive
      (because of original ruleset’s one-for-one bonus for infantry+artillery)

      maybe you could make it simple and just make the wolf-pack cancelling 1-to-1 too?

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

      ok lets do this… which is the original idea from day one… 1 IPC but for each sub in specific ocean…or somebody buys subs out of harms way to qualify.

      yeah is has to be general enough yet not irrelevant
      don’t want to bleed players neither

      proposal text (informal langauge):

      _Convoy Raid
      You collect 1 less IPC from an Island in the Pacific Ocean for every enemy submarine in its adjacent sea zone.

      The UK player collects 1 less IPC for each German submarine or destroyer in sea zones 7 to 15 and 33 to 35. Maximum damage is 10 IPC.

      The USSR player collects 1 less Lend-Lease IPC for each German submarine or destroyer in sea zones 3 and 4. Maximum damage is 5 IPC._

      right 1 D6, plus you wait one turn for repair to conclude and its done at SZ adjacent to factory. Also, if you roll 1-2 perhaps you can repair at neutral -1/+1  ( the ones you can dock at)

      yeah we’ll work on neutrals in phase 8 diplomacy
      especially since I am leaning towards neutrals should be optional

      proposal text:

      Naval Repair
      Damaged naval units can be repaired in sea zones adjacent to a friendly Industrial Complex. Roll a die and pay the value in IPC. Place the unit in the territory and return it to the sea zone upright in “Mobilize New Units” phase.

      posted in House Rules
      T
      tekkyy
    • RE: Axis and Allies 50: House Rules (Lite)

      yes right
      no one is qualified to sugguest house rules until they’ve playtested the base game enough

      anyway, would be nice when we come to playtesting the house rules that there’ll be a good amount of PBF games

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

      please post a file everytime we finish with a game phase

      the first only would be MSWORD convert of 2008-11-02 version of 4.0 draft
      with no changes besides those in “phase 0” and phase 1

      Phase 1: Collect Income

      Economic Attacks - done

      Production Interruption - removed

      Logistics

      Example: Axis have 2 transports, so all units greater than 4 cost 1 IPC to maintain in Africa?

      it’ll be unrealistic cos say the German transports could be in the Baltic

      also, think the goal at the moment is to
      *simplify complex but important rules
      *remove or make optional complex but unimportant rules (rules that only affect non-core gameplay anyway)

      Spending or Saving IPC - removed

      Convoy Raid

      SO you don’t like the fun of rolling it out? I think its fun to get to roll dice and possibly get 1,2 or 3 IPC damage

      removing unneeded dice is only secondary
      the primary issue is I think 1 IPC per submarine is powerful enough already

      Lend-Lease - done

      Naval repair
      yeah ideally  there should be cost and time
      but we have to find something simple
      cost: ok d6 is fine
      time: you cannot use the unit this turn

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

      cool
      that reduces rules file from 30 pages to 18 pages straight off (National Advantages is 9 pages, Optional units, Rail, etc)

      my early prediction, 15 pages
      very touchable

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

      yep one section at one time, as ordered by 4.0 draft 2008-11-02

      Axis players keep income for neutral conquests…The Allies do not gain from taking territories.

      the “Axis is bad” theme eh…
      don’t mind too much, except I want neutrals to be optional (I am thinking rules deemed too much for the masses shall be optional, we’ll discuss as we get to them)

      Phase 1: Collect Income

      Economic Attacks - you written it under new Income heading…I am ok

      Production Interruption - you didn’t include it under new Income heading so I presume you want to remove it….I am ok

      Logistics - you written it under new Income heading…I want to remove amphibous assault cost and only have desert and airborne assault cost

      Spending or Saving IPC + Convoy Raid - I am sure you want to remove my system…discussion below:

      rehash the long convoy discussion many months ago:
      I prefer submarines hitting IPC movement.
      You prefer submarines doing damage via dice.
      I don’t like your system hitting non-existing war shipping and enforcing history rather than base on current in-game situation.
      You don’t like my system producing outcomes different to WWII.

      I am happy to move my system into optional rules.
      So we use your system, but some tuning.

      *It doesn’t depend on current in-game situation we’ll say its hitting trade shipping instead of war shipping. So we’ll have to cap it. Don’t want it to be funny like Japan holds one island but is totally wasted (into 0 IPC) even though they hold all of mainland Asia. To go with your idea of reflecting historic shipping amounts and raiding capabilities, German can do good damage while US can do some damage.
      *OOB’s 1 IPC per submarine was already distorting gameplay. So just 1 IPC will do. No need to roll d6. Less unneeded dice the better anyway.

      Proposal: Max 15 IPC for UK+US. Max 6 IPC for Japan. 1 IPC per submarine. No “convoy box”, descriptions like “Atlantic or Indian Ocean” will do.

      Lend-Lease - if we keep Lend-Lease, we’ll have to add to convoy raid
      Northern Altantic Ocean, German submarine against USSR
      max damage is the Lend-Lease sent

      Naval repair - lets simplify
      proposal text: Damaged ships are turned upright if its next to a friendly Industrial Complex.

      posted in House Rules
      T
      tekkyy
    • RE: Axis and Allies 50: House Rules (Lite)

      @TG:

      I dunno… it sounds like you’re explaining AARHE to me.  How would they be different?  I don’t want to tamper with the core mechanics of the game.  If other people do, then I recommend AARHE.

      heheh I wish (that was AARHE was that)

      like AARe, thats a variant playtested by community of the late Avalon Hills forum
      I am hoping there would be a AA50 variant playtested by axisandallies.org

      but I guess you don’t have that much time (like the old days)
      so you probably won’t put your hands up for PBF games

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

      yeah you have you feelings about AARHE:Lite
      but my feelings remind there’ll be a bit of reinventing the wheels

      yes it would be good to discuss one or a few rule at a time right from the start, then we do phase 1, then phase2
      some shall be toned down (simpler model)
      some might be removed if deemed more tedious then adding to gameplay/realism

      my latest feeling is not a slightly adjusted AARHE just in areas that you don’t like

      but potentially a new lean AARHE for the masses
      one ruleset instead of two
      optional rules separated from main file

      every page discourages people to print it out
      every page makes it harder for them to get their friend to even touch it

      posted in House Rules
      T
      tekkyy
    • RE: Axis and Allies 50: House Rules (Lite)

      @TG:

      Anyways, I see my House Rules as being “open source” where anyone can contribute to them.  They are less specialized than yours and catered to less experienced player.

      are you serious about open source where everyone can contribute?
      you should create a system

      imagine a base ruleset playtested on this forum - voted by a development team
      plus some optional rules that are you were saying as not “cumulative” - contributed from people

      regardless AARe sort of belong to Avalon Hills forum community
      I am saying a AA50HE that belong to axisandallies.org forum community

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

      @Imperious:

      http://www.mediafire.com/?ntw0nuzm2zc

      here is latest Lite proposal.

      my participation in discussion of new rules will start, after top level conflicts of the project is resolved

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

      after the recent discussion of long posts
      I strongly feel you are confused and don’t really know what you want

      more like 30 pages

      AARHE is 30 pages NOW
      removing some rules (eg. those you already mentioned) -> 25 pages
      tone down complicated rules -> 20 pages
      optional rules in separate file* -> 15 pages

      so it could be 15 pages

      it could be the new AARHE
      it’ll replace AARHE:Lite as you wished in that we won’t need a AARHE:Lite anymore
      since AARHE is simple enough for the masses

      *all those optional stuff like National Victory (removal pending only), National Advantages, etc are fluff and don’t add to core gameplay anyway

      I can bring up each new idea here and make it easier for you, who only need to comment on what you like/not like of each new idea. So i will do the work.

      if you bring up idea, we discuss, agree and tick off…then that is the existing system and all good
      only thing changed is that you become the AARHE compiler
      thats fine
      but then you say this:

      yes right, but not like the way it was done before… not like laboratory tests… a bit more free form.

      laboratory tests? are you describing the existing suggest-discuss-agree-update procedure?
      if so then yes I bloody prefer that rather than whatever you meant by free form

      the proposal files (as you call the links) you’ve been uploading should only be for reference
      there must be a current file containing only changes that have been ticked off

      by the way, if you think you can’t handle it, you should don’t take on the role of the compiler

      Thats because the language is prohibiting people from enjoying it. It was professorial.

      lol now you are avoiding the question by talking about something else
      I was referring to you taking an outdated 2.x file make 3.0
      nothing to do with languge
      purely an inconsiderate action wasting team time

      don’t worry, if we succeed in making a “less fat” version of AARHE
      then we have a chance of making dummy-talk style work for the rules file

      yes i was wrong and after playing OTB its clear Lite was not good.

      what the heck man? you gotta stop doing that  :-P
      you agree with me (that you were stopping us from having simpler combat sequence in AARHE) and in the same sentence you twist it to attack something else (that AARHE:Lite is not good)

      AARHE:Lite doesn’t have the AARHE combat sequence
      eg.
      naval combat seq: no ASW step, no Battleship fire …
      amphibous combat sequence: doesn’t exist

      Enhanced realism rules are great!. They are meant to not all be used but a platform of ideas for people who want just the sections they want more realistic.

      glad you realise that
      now you should know why AARHE (being an actual ruleset) can’t use the “silo structure” and should use the “timeline structure” of OOB/LHTR

      The air missions were not complicated, but the combat and movement rules for air units was complicated. Most of these air missions are an attraction to the AARHE experience.

      wow you are attacking AARHE’s core rules
      (core rules = eg. collect income at end of turn, air movement 50% rule, defender retreat…)

      oh my, this is why we must not change rules before discussing
      rather than commenting on the actual new rules I’ll have to check side-by-side and discuss why certain rules that I felt are simple yet important were removed and rules that I felt are complex and non-core to gameplay are kept or introduced…all before we can actually discuss new rules

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

      @Imperious:

      Yes they were for the most part, but the real issue was the Land/naval/air combat and amphibious sequence that became a chore to play in games. Lite didn’t manage to do a thing to abrogate the difficulty.

      wait a minute I answered that in another recent post already

      AARHE:Lite doesn’t add to Combat Sequences much
      only AARHE does
      AARHE:Lite merely extends the hit allocation restriction of OOB/LHTR

      (eg. OOB submarine hits can’t be allocated on air, AARHE submarines hits can’t be allocated on air/submarine)

      the only thing AARHE:Lite adds to the Combat Sequence
      *Land Combat: Air units fire preemptively
      *Naval COmbat: add preemptive Anti-Air

      AARHE:Lite does not even need to list out the Combat Sequence and people would see know what is happening

      its there partially to remind players that there is defender retreat
      AARHE:Lite 's Combat Sequence is closer to OOB/LHTR than AARHE

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Builds at captured factories.

      @oldsalty:

      OK.  Cost of the IC is not an issue.  Understand when IC costs vary between $5 - $15.    Does that also mean than if the factory is in China or Middle East, for example, in a Country with 3 IPC where they can produce 4 x 3 = $12 of units that they could build 1 ftr and 1 tank?

      They may have the resources and technology, but I agrue they would not have the skilled labor to do this (then).  I am not aware that either the Allies or Axis built planes or tanks, etc in 3rd world countries.

      yes $12 worth of units
      but no can’t build 1 ftr ($10) + 1 tank ($5) because thats $15

      “4 x IPC  income” is meant to be a simple rule to control both

      *what you can build (eg. UK can’t build Carrier at India)
      *how much IPC you can build

      Or am I getting too anal here and sacrificing game play for realism?  Just looking for a clarification of the intent of the game, not trying to change any rules.

      no we love your feedback
      we just have to work it out

      AARHE wants realism and gameplay
      specific listings were avoided if possible

      simple number based rules are good structure wise
      you set a model and stick to it

      unfortunately this requires numbers on the map to be realistic to start with
      so some things don’t work out prefectly on some territories of the OOB map

      but we are bound to overlook things, over time we discover alternative simple rules that leads to even greater realism

      posted in House Rules
      T
      tekkyy
    • RE: Is there room for a defender retreat option?

      @CdnRanger:

      Would this slow the game down too much and create stalemates for large stacks?  I imagine it would(slow down the game) when playing by forum.

      yes it does slow down play-by-forum

      in my opinion defender retreat is important
      it get rid of another kind of stalemate with meaningless unit trading in border dead zones

      I also think relaxed attacker retreat is important
      its sad to perform too well in the unit trading and had to give up your game you know

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

      @Imperious:

      In my opinion Lite was not well received when it should have been a triumph. So we retool and formulate a new ruleset.

      some of the more complex rules in AARHE:Lite I did not totally agree in having
      but you insist they were important

      I am not sure things are going to work this time around neither
      you seem to want to simplify some things yet remain firm on having some complex rules
      you complaint about air units in land and then air units in naval being a “chore”
      meanwhile you add CAP

      I think for new players, combat sequence is the scary part
      you could write CAP in 3 sentences
      but ever item potentially adds sentence to the combat sequence

      I just laid out the idea in general.

      you mean you are justing laying out ideas rather than forcing the course of the project
      then thank god
      you can go ahead and release the experimental file (but don’t call it AARHE)

      after that we continue the existing system
      I update the file and changelog as points are ticked off

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

      I need to first finish the file… i have 2 versions since the one i posted… ill get it done then you make point by point which need clarification or make new ideas. The only idea that seems weak is the AA guns, but ID is too complicated as it stands.

      Tekkyy please just pull the concepts you less favor one by one and well have a look. I will submit the file today

      I can’t believe you are still doing this
      we are in a hole, please stop digging

      I have been commenting on points only to be polite
      do realise you are getting a bit rude?
      (submit? you can release AARIL and AA50HE at any time lol…but right at the beginning of AARHE you said you don’t own the project)

      no discuss-adjust-agree-update process, no changelog…
      its easy for YOU
      but painful for me who needs to read your whole file side by side with the latest file
      it takes me a lot of time to do this and I am afraid I can’t afford it

      my position remains that we use the existing system of discussion-adjust-agree
      I update the AARHE:Lite file as points are agreed/ticked off

      after that, if the rules are short enough (like 5 pages 1 column)
      then you can experiment with MSWORD, self-contained structure, etc wbut the rules must remain untouched for that purpose

      if you want to adjust AARHE (with 30 pages) then I strongly disagree with going MSWORD
      for a small file MSWORD is ok, for large file its pain to update spacing
      adding one sentence requires reviewing the whole document
      I can tell you already OOB is not written with MSWORD
      for many practical reasons

      (by the way you did this last time too
      you came back from your other projects and decided to make a colour version of AARHE
      you took an old 2.0 file, something like 6 months old
      made wholesome changes
      wasted months of past development time
      took like month to discuss the new file just to get it back on its fleet
      only then we get to start reviewing your changes)


      @Imperious:

      nothing more than AAP

      whats AAP?

      also, the idea for what was cut was a tedious and not fun amphibious landing rules with all sorts of sets and different steps in each round.

      amphibous assault and naval combat were both simplified
      we didn’t simplify it enough partially because you didn’t want to, if you recall you even introduced mountainous amphibious assault

      The DAS from 2 space range is too powerful

      DAS from 2 space away is an old rule
      I am really scared  :-(
      if you had to remove it you are reading the wrong file

      ASW rules are totally confusing for new people. The new system is simple as can be.

      it’ll be interesting to see if it is simpler than AARHE:Lite 's system

      Air with naval and air with land was a chore.

      I’ll have to see
      because you had no changelog its pain lot of reading for me to do
      can’t comment yet

      Submarine interactions on economy much easier with Xeno style rules. 2 sentences and its done. Not like 3 pages of ridiculous over complicated explanations and people cant get a clue whats going on.

      hm, it was never any close to 3 pages
      I hope you are not mixing AARHE up with your other projects

      don’t know what Xeno used, hopes its not the unrealistic convoy boxes

      Id defense is too complicated. the new system has faults…still looking at it. basically going with low luck rules on them with OOB rules.

      the search die attack die system is not nice
      it was partially because we didn’t want to use a D12
      anyway, low luck is scary and I hope your system doesn’t involve OOB’s “only one AA can fire” thing

      Technology and diplomacy are perfect. don’t need any changes…only remove the useless extra pieces like SPA and transport planes. Nobody buys them anyway.

      yeah we can easily transport plane, the rules are written in mind when the optional units transport plane is not selected for play
      not so sure about SPA, we designed the numbers to give it a role

      If you read the new ideas you clearly see the idea and dont have to read it a second time. Everything needs to be self contained in its own section and written in simple language.

      self contained has not worked inm history and unlikely to work
      there is a reason why OOB and LHTR is written the way they are (phase by phase structure)

      it however may work if we do my sugguest of making a less fat AARHE:Lite
      when its just 10-15 rules, it could work
      this is one reason why AARe worked with the semi-self-contained structure

      and why it didn’t work well for enhanced realism rules, because it was too complex

      The new ideas in many cases take the same flavor but model it simple.

      yeah thats actually what AARHE:Lite does with production and combat
      its much simpler than AARHE

      AARHE lite was basically take the same complicated ideas but just hodge podge fewer of them on paper. the problem was the entire document needed to be a dumb down version, but we kept the same stuff. its not what the people want.

      for much of production and combat AARHE:Lite is far simpler than AARHE
      there is nothing wrong with keeping th same stuff for simple things (like collect income phase being at the end of the turn sequence)

      to me its mainly the complex rules like air missions that you insisted on keeping when we created AARHE:Lite

      They just want to read the thing once or twice and start playing the rules need to be simple with no questions to be asked.
      The volume of questions can only lead to conclusions that the rules were complicated and subject to interpretations.

      this will depend on how simple you want it
      an adjusted AARHE, it’ll unlikely be simple enough
      however an adjusted AARHE:Lite can do it

      I have played different versions because frankly the complicated rules blow people away… they are too much for normal AA players. I think this new version is the new lite version.

      we are much closer if we just adjust AARHE:Lite
      while I can adjust AARHE

      I would play a game, but not with a program like AAA

      wasn’t thinking of axis and allies simulators but more like electronics boards like Abattlemap

      I would just set up the 1942 with no pieces and roll real dice on the table and i guess each round we decide if we retreat.

      another way is to use the edit function of TripleA I guess

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Builds at captured factories.

      @oldsalty:

      I thought that infantry was only built in VCs, not at factories.  So the factory would have no impact on infantry costs, only location of VC.

      that is correct

      its great infantry drafting is decoupled from machinery production
      which helps the second point below

      2.  We’ve taken the position based on several discussions in this forum, that factories in Asia, S America, Africa, India and China, including Japan’s starting factory in Manchukuo is limited to mechanized and artillery due to resources and technology.  Nations are required to transport or maneuver their big stuff in.  Everyone Agree?

      think its not resource but technology
      you can setup the technology it’ll just cost you
      hence we have variable Industrial Complex cost

      Imperious is thinking of having a new formula the cost of Industrial Complex cost
      to be based on IPC income rather than VC

      would this is be sufficient?

      posted in House Rules
      T
      tekkyy
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