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    2. tekkyy
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    Posts made by tekkyy

    • RE: AARHE: Map files

      it wouldn’t be correct to put it into that list
      that list has maps of scenarios using the base AARHE rules plus a few scenario rules

      AA50HE has its own rules
      and it has its own list of scenarios
      maps of AA50HE would be listed in a list in the AA50HE rules file

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

      vision
      I think this updated AARHE:Lite will bring great things for us
      lets playtest electronically finally


      you say the list of your changes is from playtesting
      but I know, I know what the situation really is
      you’ve always played AARHE marginally different with your group
      at times, more differently than oldsalty or Bierwagen

      after we update AARHE:Lite
      we playtest against each other ok?
      this project needs to more or less finalise

      AARHE:Lite will be the result of our work after all this (since 2006)
      a common point we agree on
      where as AARHE full thing, everyone just play it differently

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

      seems to me that list is far from complete
      I only glanced at the file and I can recall a few changes like IC cost
      I believe you’re reinventing the wheel, AARHE:Lite has a simplified system already

      @Imperious:

      Yes its a step toward a less fat AARHE. Its got some cuts, but took the ideas and made the result less painfull to go thru as far as some of the more tedious steps in combat.

      we’ve reduced the complexity of AARHE alot since the peak
      but if you still find it tedious (though I have a feeling you are thinking the old rules)
      then you are hammering away at the wrong thing!
      read AARHE:Lite again and we go from there

      AARHE:Lite’s combat is not tedious
      *minimal combat sequence change from LHTR
      *most realism is done via hit allocation

      quite efficient

      of course i have a latter file, but will look at CAP as a support for losing some of the naval flavor.

      strange, very strange
      you want to remove the tedious combat steps and yet introduce CAP again?
      if we use a simple non-tedious system (like that in AARHE:Lite) and add CAP in…it’ll be so awarkard
      everything is simple and suddenly there is CAP with big proportions

      to refresh your memeory
      we had CAP before! remember?
      but got rid of it because it was just too much
      players already have to do ASW allocation
      the naval combat sequence was crazy with the mega combo of ASW + CAP + submarine fire + more…

      (AARHE:Lite don’t even have ASW allocation)

      The air missions are all together

      but air missions were already all together, in Conduct Combat

      except for two paragraphs in Combat Move
      *air mission, merely a reminder that you can now declare air missions in Combat Move besides LHTR’s ‘attack’ and ‘SBR’
      *DAS/Air Reinforcement, this is NOT an air mission (this is merely a rule to allow relocation of air units before combat)

      anyway I haven’t been as keen as you have been with having “air missions” in a less fat AARHE

      ASW tech went down a box

      changes due to lots of playtesting of all of the included new concepts

      ID is gone. Its too much seasoning and not enough flavor…so AA gun is back, but modified

      the goal was not to leave ambiguity. It should require perhaps 2 reads to be clear.

      Historical VC is gone… not enough bang for the buck

      SPA was not utilzed well enough

      only
      *ASW tech down a box
      *removal of historical victory condition
      were discussed

      anyway these two and the other changes, if we do them, I have to do to both AARHE and AARHE:Lite and update the two changelogs

      in the end
      so how do you want to do this less fat AARHE?
      I believe the best and shortest way is to work on AARHE:Lite

      make AARHE:Lite your 97% fat free AARHE

      1. you sugguest, we tick off

      2. I upate AARHE:Lite (and on AARHE too if relevant)

      3. when its done, only then, you do your transform/language/MSWORD thingy

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

      thats right, air units only fire once per combat cycle


      in both land and naval combat air units only fire once per combat cycle

      the dogfighting situation is in both land and naval combat (if enemy has air units, you roll dogfight values instead of normal combat values, and that your air units’ hits has to be allocated on enemy air units)

      the only difference between land and naval combat is when do air units fire
      land combat: opening-fire
      naval combat: main round

      posted in House Rules
      T
      tekkyy
    • RE: Minor Axis & Allied Powers

      actually I am just slow
      I don’t have the game AA50 and haven’t read AA50HE

      to be fair to him
      he did have CCP/KMT split in one of his maps

      posted in House Rules
      T
      tekkyy
    • RE: AA50: House Rules

      @Imperious:

      yes thats true, but the icons are needed. I can remove duplicates

      not sure if you are doing this
      but this is what you did before (instead of using layers)
      you selected all items of a particular type (eg. setup icons) and drag it into the icon tray

      explain how to do layers that does not load up memory in .ai files?

      does using layers add to extra .ai file size .ai?
      I wasn’t aware
      I just loved how I can toggle on/off a particular layer
      *for releasing versions with/without setup icons, income icons, etc
      *for ease of editing, you only unlock the layers you are editing, very easy to select items
      *display correctly, since you choose the order the layers…you never have the wrong thing going over another thing,  like setup icons going over territory names or something

      posted in House Rules
      T
      tekkyy
    • RE: Minor Axis & Allied Powers

      @Flashman:

      I divide China, with the USSR controlling the CCP in the north.

      this one is good
      I would try that

      gameplay wise we can now increase IPC of China without making it too strong for Japan to take on
      historic wise is cool because Russian influence is one reason why KMT didn’t attack CCP all out

      but not exactly north
      central and north west

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

      no thats more like AARIL 1.0  :wink:
      notice some changes

      what do you want to change?
      language? structure? rules?

      discuss, agree, and do only one thing thanks
      (eg. if its language then you change that and touch nothing else…)

      this is how I did it in the past months
      someone sugguest, we discuss, agree and I update the changelog

      otherwise I’ll have to compare to current file side-by-side
      slowly and painfully discover and discuss what you’ve changed!

      posted in House Rules
      T
      tekkyy
    • RE: AA50: House Rules

      so why can’t you use layers again?

      by the way think the file because larger and larger when you keep adding groups of stuff to the icons tray

      posted in House Rules
      T
      tekkyy
    • RE: AA50: House Rules

      @Marquis:

      Also I’d like to see a version without the roundels, they seem to clutter up the map and are redundant as the controling nation is the same color.

      I hope IL has learnt from his AARHE map project, and remembered to use layers this time in his Illustrator source file

      in which case he can turn features (like setup icons, income icons, terrain etc) on/turn in 5 seconds

      posted in House Rules
      T
      tekkyy
    • RE: AA50: House Rules

      did you forget to update the time stamp in the filename?
      the link still says 110908…

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

      @oldsalty:

      Does that include air dogfights?  If so, do the planes in the dogfight only have one dice roll each per combat cycle rather than than rolling until one side has air superiority as in land combat?

      yeah air units still “dogfight”
      as in, they still use “dogfight” values instead of combat values until air superiority

      its just that it happens in main round

      Seems strange that an air combat would be resolved in total before main round in land combat but not naval.

      from rule structure perspective: because unlike in land combat, air units do not hit preemptively in naval combat

      from realism perspective: the idea was that things like speed and terrain cover that give air units the advantage in land combat, does not exist in naval combat

      Good stuff on the subs.  Helps alot.

      hope its ok
      if you guys still find it too powerful we’ll look into tuning it
      such the mentioned proposal

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

      @Imperious:

      AARHE lite is no good. Its construction is faulty and uncoordinated. For that we just took ideas as complete whole and tried to make them fit.

      thats because it is intended to be a lite version of AARHE
      not a whole new version
      more like a set of simple to implement rules of AARHE

      I wouldn’t recommend spreading out too thin into many versions
      rather have one good version, whether it’ll be AARHE or AARHE:Lite

      Its like a jigsaw puzzle that you took pieces from to make a smaller jigsaw puzzle. It does not work that way. AARHE lite should have been a much more simplistic approach, but complex ideas were patched together.

      hey I wanted it to be simple
      you’re the one that insisted on having complex rules like air missions in AARHE:Lite

      I set a goal of 15 or so rules but we ended up having like 30 because you wouldn’t let some of them go
      ended up as 4 pages after I do 2-column
      I was aiming for 5 pages 1-column

      if you have changed your mind since, we can revisit it

      Professorial denotes very dry stuffy language that does not lend itself well enough for quick reads or a greater familiarity with the rules. This leads to ambiguity and debate on their meaning. You need to write in a manner that is “dummy proof”

      I am worried “dummy proof” style is not scalable for the level of complexity in AARHE thats all

      I will get to work on 5.0  ( user friendly non-quibbling language) and AA50HE
      You guys can input, but let me have a crack at it first.

      I repeat my position: you should do it for AA50HE as a trial run

      just because we can rewrite a rule or two into informal language…it doesn’t mean the whole ruleset can fit together without using formal language

      we really should discuss this before you try anything
      for example, I am against not using the timeline format of phases
      I am also against going on and on with examples (which if you must, can be in a separate file…“example game”)

      comments requested

      AARHE language is really like an old SPI game from the 1970’s

      also a bit like 2004 axis & allies revised
      the only time I see “dummy proof” informal language is in games like 1995 Settlers of Catan or 2000 Carcassonne
      those rules are like 4 pages (+ reference in case of Settlers of Catan)

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

      @Imperious:

      Lets assign our Historical victory as IPC. You decide how much. Look at the ones for AA50 in the fact sheet.

      so its going to be a free-for-all game mode?
      instead of historical conditions, its just IPC level?

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

      @Bierwagen:

      Unfortunately, we hardly play AARHE anymore due to the quibbling over the rules.

      oh…sad to hear
      is it like because its still changing
      or because of my language
      or the complexity of the rules?

      and AARHE: lite is only 4 pages

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

      subs
      if enemy masses submarines you have to get ASW tech (if sea control is important to your strategy)
      Imperious Leader’s “happy time” is heavily represented here

      the odds are in favour of submarines, but thats ok
      submarine is supposed to be a cheap naval unit
      but remember they don’t do as much as destoyers!

      *can’t kill air
      *can’t kill submarines
      *can’t 100% block sea zones
      *can’t do shore bomardardment

      also remember selective-fire is both an advantage and disadvantage
      it means you could waste hits depending on the numbers

      subs: proposal
      if submarines are unrealistically powerful we could do this
      consider undetected submarines can sneak in and hence selectively-fire
      but they give away position after firing

      that means under Phase 4: Conduct Combat -> Naval Combat: Anti-SubmarineWarfare (ASW) ->

      In the main-round these units may perform an ASW “attack” roll instead of normal combat roll. Each roll destroys one detected Submarine on its hit value.

      becomes

      In the main-round these units may perform an ASW “attack” roll instead of normal combat roll. Each roll destroys one enemy Submarine on its hit value.

      naval air
      in naval combat air units do not fire first
      they always fire in main round

      in fact, the listing makes the cycle seem complex
      Main Round
      1. Detected Submarines fire.
      2. ASW attack.
      3. Naval units fire.
      4. Air units fire.
      5. Remove casualties.

      we could change that to
      Main Round
      1. Detected Submarines fire.
      2. Air and Naval units fire.
      3. Remove casualties.

      @Imperious:

      Tekkyy: this is a function of the way the rules are written. The language is too professorial and dry.

      I want to make it a clear cut alternative for AAR and segway it to adaptability for AA50.

      hehe “professional”
      I am just trying to sound like the original rule

      yeah I am aware you disagree with the language
      but when I was writting it I didn’t see how I could use an “unprofessional” tone while being precise or concise
      if you are thinking of adding lots of examples it’ll only add more pages

      but please don’t make it into another language for AARHE yet
      how about you do it for AA50HE and we’ll see how it goes

      Id like to get a copy of the rules in Microsoft office ( non PDF) I will make a new version in user friendly language and something easier.

      please email

      anyway you’ve asked before and I answered already but I guess you forgot
      I don’t have it in MSWORD format anymore (like ever since we start releasing it in PDF)
      we can only copy and paste the lastest pdf (November) from my homepage and paste it into MSWORD

      alternatively, you could learn to use Lyx
      its a GUI for Latex, the professional publishing format

      for Windows, MikTek is a popular Latex provider

      Lyx, with GUI, is a popular WYSIWYM processor for Latex

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

      um you saying you don’t want historical victory anymore?

      (just after we have AA50, with the same style historical conditions…)

      “IPC bonus of X IPC a turn” is just the individual economic victory in classic no?

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

      the correct names for the maps are the following as used in the rules file…

      _AARHE Standard Map: The map is mostly as the original revised map. Baltic Sea (sea zone 5) is no longer connected to Western Europe. Balkans and Turkey are connected. There are other small changes. Income and unit setup remains the same. Setup icons and AARHE information has been added for your convenience.

      AARHE 1939 Map: Game starts in 1939 with France, Italy, and China as separate players. The map contains a large number of changes from the original map adding important sites such as Malta, Tunsia, and Iwo Jima. Territories are also a bit more divided.

      AARHE 1942 Italy Map: Game starts in 1942 with Italy as 6th player. This map contains a small number of changes from original map adding territories such as Italy and Finland. Setup remains the same for other territories._

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

      oh yeah I just realise we don’t have to add 4th game mode
      its already there under Historical Victory

      currently Victory Condition is

      _Victory is achieved if victory conditions are maintained for one full game round. Three game modes are possible.

      Victory City: Axis wins if they control 45 VCP (Victory City Points). Allies win if they control 55 VCP. Each victory city has a VCP value.

      Historical Victory: The first nation that achieves it ranks first, with other nations ranking second and third accordingly. A list of historical victory conditions is found at the appendix.

      Economic Victory: Both teams bid the number of rounds that they want the game to last. The team that bids the higher number of turns plays Axis. The team controlling the majority of territory IPC at the end wins the game._

      so I’ll change Historical Victory to this?

      National Victory: Three national goals are selected randomly. The first nation to achieve the goals wins. A list of national victory conditions are found at the appendix[page blah].

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Attacker Retreat

      oldsalty, yes you can except attacker have to leave at least one land unit behind (in land combat)
      in naval combat attacker can retreat all

      @Imperious:

      THEY CANNOT ROLL DICE AND THEN WIN, BUT ELECT NOT TO ENTER THE TERRITORY. THAT DECISION WAS TO BE MADE BEFORE ROLLING THE DICE.

      without going into the details of the long discussion…the compromise we arrived at resulted in adding this to the rules
      -> Phase 4: Conduct Combat -> Land Combat: Retreat Decision -> Attacker retreat
      However if defender has no land units left, attacker must leave behind at least one land unit.

      and I don’t want to start that discussion again unless oldsalty wants to

      posted in House Rules
      T
      tekkyy
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