I think tacs would be much cooler with a specific role. I suggested giving them a first strike ability similar to subs as that would fit the concept, at least in my mind, of a dive bomber. No clue on stats or pricing in that case though. As they are, in pacific at least, they join the cruiser and the armor as units I will never, ever, purchase unless I got an extra buck burning a hole in my pocket.
Posts made by Vareel
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RE: TACs overrated ?posted in House Rules
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RE: So how do the Allies win again?posted in Axis & Allies Pacific 1940
The CV piece itself is not as powerful of an attacker as a pair of DDs, that much is true. But CVs let you play all the fun little games with aircraft which are necessary to get overwhelm kill power on an attack. Using CVs can GREATLY magnify the range of land based aircraft.
For example, you have 2 CVs (fully loaded). Those 4 aircraft all join a nearby battles and then plan to land on an island or close land base. That clears the decks to allow any OTHER planes within 4 (or 5 now) to join the same fight and then land on the CVs. That rotation increases you potential for massed sea firepower in a way that DDs can’t hope to provide. And that is offensive firepower, not defensive. CVs are the single most flexible naval units you can buy.
Oh I don’t disagree with you at all, esp for japan. My J1 places 2 carriers in SZ 31 just for that purpose with my J2 strike on pearl. But for the allies, I just don’t think they are worth it beyond one or two extra. Esp as in the DEI area the allies don’t have a hard time getting land based planes into the fight. To me though to spend 16 for a carrier than another 20-21 for the planes just isn’t worth it compared to the 4 or 5 destroyers and subs I can get for the same price.
Also, the carrier lost it’s number 1 ability in this game, in my opinion, its 3 range strike ability. Its not that carriers don’t have it anymore, its just that every other boat in a naval base has it as well. It is great that you can’t block the carrier’s planes, but with this many SZ blocking is more of an allied tactic than a Japan tactic.
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RE: Cruisers?posted in Axis & Allies Pacific 1940
Or a single sub would give 'em a 50% chance to win, 2 subs and its game over for that little cruiser. I think 2 subs even have odds defending against a cruiser but not 100% on that.
It is better to compare the cruiser to the destroyer, for 24 you could have 2 cruiser or 3 destroyers, the destroyers are better at everything but shore bombard. And honestly, if shore bombard is so very important to you, buy a carrier. You’ll be happy you did.
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RE: Two questions/clarifications, hopefully for the FAQ, and a comment on negativityposted in Axis & Allies Pacific 1940
@Frontovik:
i’m messed up, i though the attacker always chose if he would attack the sub or not?
There is a sub in a sea zone with an airbase on an island containing a fighter.
Attacker moves 2 cruisers and a transport into the sea zone, they choose to ignore the submarine and conduct an invasion of the island.
Defender chooses to scramble the fighter into the sea zone to defend it, this must be resolved before the land battle and can be done because the enemy ended a combat move into the sea zone adjacent to the island containing the airbase.
So, sea battle begins, it is 2 cruisers against a submarine and a fighter, defender decides he wants his sub to submerge at the beginning of the battle. So the fight between the two cruisers and the fighter begins. Had one of the cruisers been a destroyer, then the sub could not have submerged.
So, in conclusion, while the attacker originally choose to ignore the sub, the defender initiated combat with the scramble which included the sub, but then decided to submerge the sub.
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RE: Triple A is AWESOMEposted in TripleA Support
Yes! I got them guys, thanks so much for the help.
Question, I am not a developer and I don’t know PHP or JAVA or really HTML in any decent capacity.
However, I am a graphic designer. Would there be any need for any illustrations for maps, pieces, sprites? I have the full adobe suite and I love doing WW2 related art.Oh yes I belive there is a large demand for maps, piece art like escort carriers and other new units, and for flag images. I think the map design is the biggest thing holding many modders back as the ones who are good with the code don’t like doing the art and vise versa. Just check the forum and ask anyone who is working on a mod if they would like help with there maps and/or unit art.
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RE: Do you typically buy additional tac-bombers besides what is in the setup?posted in Axis & Allies Pacific 1940
See, this I just don’t understand. Art only costs 1 more than inf, and has double the chances of getting a hit that an inf has, and with inf fodder actually has three times the power of an inf. Yet no one buys art, or atleast not a large quanity of art. Now personally I always buy a ton of art, not quite 1:1 with inf, but around 1.5:1 in the beginning then just keep replenishing my inf. But going from a 3 to a 4 on attack, when I meet specific conditions, for more money, and being worse on defense, I just don’t get it. If I want a plane with punch i’ll buy a true bomber that has killer range. If the range isn’t that important, i’ll buy art or subs.
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RE: Cruisers?posted in Axis & Allies Pacific 1940
They are absolute junk, destroyers are better in every way except shore bombard, and carrier planes are better than shore bombard along with carriers being much better at defending your tranports.
I think cruisers should be changed to a 2/3 unit for 10, still bombarding on a 2 or a 3. Or, allow them to transport an INF and forgoe the bombard or something. Maybe in europe if your fleet is safe from enemy air they will be worth it, but I highly doubt it.
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RE: So how do the Allies win again?posted in Axis & Allies Pacific 1940
I agree with most of what you are saying, aside from the carriers. Even if japan builds more carriers it does not add any offensive firepower, instead defensive, as carriers are crap on the attack. The planes are nice, but for 16 you can have a carrier or two destroyers, both can take two hits, the carrier defends on a 2 and the destroyers attack AND defend on a 2. Also, soaking hits on your carriers when there are allied units to counter attack you, like ANZAC fighters and subs, is not a good idea. Carriers favor the defender, and Japan cannot defend every single territory they need to hold.
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RE: Tech via a Point Systemposted in House Rules
Yes, pretty much. Take heavy bombers, it would take on average 8 or 9 rolls to get. But if japan spends turn 1 all fifteen to get 3 researchers on heavy bombers they should have it turn 3. But I guess that really isn’t that big of a deal though.
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RE: Tech via a Point Systemposted in House Rules
One idea that you could add to this is to increase the cost of more researchers. For example, the first researcher costs 5 for a tech, a second for the same tech would cost 6, and so on. Not sure if this would help, just an idea.
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RE: Tech via a Point Systemposted in House Rules
And as far as randomness goes, just because someone has 2 researchers on heavy bombers if they still have 9 more points to acquire it will still be a surprise on if they get it or not that turn. Less of a surprise than ‘hey he has 4 researchers and has 3 techs already on list 2 so he probably will get HB’, but its not like you have a promised turn to get it. Your researcher could roll a 1, or a 6, and if you have more than one researcher than the spread gets even larger. And some, like the ones that cost 10 or 15, could easily be acquired within 1 round depending.
I think it would be neat to watch US/Japan slowly creep up HBs and LRA with a researcher added a turn, while Germany just grabs 3 researchers turn 1 for paratroopers or something.
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RE: J1 Gambit- US Variationposted in Axis & Allies Pacific 1940
If you are moving into Hawaii with ONLY Jap transports you can ignore the transport there and just unload. Scrambles are only for defending a sea zone. However no battle is occuring in the sea zone- no naval battle- at that point there is no declaration of war so therefore the US CAN’T scramble. Only after unloading the Jap transports is there an official declaration of war.
Either way the Japanese do not have sufficient material to attack and take Hawaii- it is a suicide mission and now considered a “dead” move or non-strategic move.
If a combat move ends in a sea zone containing an airbase with planes that can scramble, then they have the option of scrambling to defend the sea zone. Kreighund said it somewhere, I do not recall where specifically though.
Furthermore, the moment ANY combat move is made that would result in war, war rules are in effect and are retroactive for ALL combat moves made in that turn. Meaning, if there was a US destroyer in SZ 25 you could not, under any circumstances, move a transport from SZ 6 (japan) to SZ 26 (pearl) and unload it to invade Hawawi as there is an enemy ship in the way. You could, in one turn, move the transport, then on the following unload it to attack and declare war then, but you could not do it all in one turn.
edit: these are the posts if you wish to review them to confirm what I have said.
http://www.axisandallies.org/forums/index.php?topic=16114.msg539117#msg539117
http://www.axisandallies.org/forums/index.php?topic=16119.0 -
RE: J1 Gambit- US Variationposted in Axis & Allies Pacific 1940
And by doing a combat move at pearl they are declaring war :-D
Now you also can only scramble when someone ENDS a combat move into the SZ so they do not ‘block’.
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RE: So how do the Allies win again?posted in Axis & Allies Pacific 1940
I think people are looking at the map incorrectly. Everyone can see that japan has alot of airpower and with airbases can defend specific hardpoints fairly easily such as carolines and the home island. But, the southern islands are only 1 turn further away for the US than Japan, and they do not have airbases at the start to defend them. The allies, in my opinion, have to draw Japan into attacking there fleets, instead of the other way around. Get the ANZAC NO early and then head for the indies for all your worth.
Japan starts with 3 carriers, 2 bbs, 2 cruisers, 4 destroyers, 2 subs, and 3 transports. They also start with very little manpower in south asia. Japan is forced to build factories and transports and men with her early income, the US has no such problems. Sure they need an extra couple of transports but that is about it. Japan doesn’t have a large naval advantage and really cannot afford to invest significantly into boats for the first few turns, by then the US should catch up. Not enough to offset the airpower, but you don’t have to attack japan directly, attack her income.
Still lookin to play allies if anyone is up for smashing me with japan :-D
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RE: Technologyposted in House Rules
I agree that no matter what the game is a mix of strats and luck. There is no arguing though, that introducing more random elements, increases the amount of luck involved. It does not directly reduce the amount of strategy involved, other than by percent. By that I mean if the game is typically with dice and no tech 75% strategy and 25% luck, then with tech that changes to 50% strategy 50% luck. Please note these are random numbers but illustrates my point. If side A gets heavy bombers and long range aircraft, and side B gets super subs and improved artillery, side A is at an advantage due purely to luck. And that is assuming both sides get the same amount of tech, I have seen games where UK buys 1 tech die and japan buys 3 on the first turn, UK gets turn 1 heavy bombers and japan gets super subs on round 3, it was actually pretty funny.
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RE: Best way to play AA50 without actually owning the game?posted in Axis & Allies Anniversary Edition
You got everything listed that you would need, as far as setup sheet just print the abattlemap unit list out (click on view, then list units). As far as printing I would try to find a local sign store or something to print/mount it as kinkos is evil and expensive. I know staples quoted me like 150 for a map i got printed out for 60 at a local store. Just shop around, anyone with a vinyl cutter can do it. So a sign store, a place that makes custom decals, anything like that.
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RE: Rule Clarificationposted in Axis & Allies Pacific 1940
Could someone please offer some insight into the following situation that we came across while playing A&AP40:
Question 1: India was controlled by Japan (UK completely out of the game), and Japan controlled Borneo. ANAZAC forces then took Borneo. So my question is….I know Japan obviously drops 4 for losing Borneo, but does ANZAC then go up 4 for taking Borneo?
Question 2: If the US dropped a Naval Base in the Philippines on their turn, can ANZAC forces (or UK for that matter) use the port to repair their ships during their turn?
Any insight into these technicalities would be most appreciated.
Question 1: Yes, ANZAC would get the income, until India is liberated then UK would regain control (i belive)
Question 2: If the ships are in a naval base at the purchase phase (when you repair factories) then yes they would be repaired. However, as per errata Phillipines starts with an airbase and a naval base.
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RE: Has anybody won as the Allies??posted in Axis & Allies Pacific 1940
Played a third game yesterday, this time as Japan, and I crushed my opponent just as he crushed me, twice. I even attacked him all out on turn two.
I have played AA for 12+ years and I don’t see how anybody thinks this game as balanced? I know many have commented on here that they feel it is unbalanced, and I am now beginning to agree. Its starting to get less fun to play as either side due to the superiority of Japan. Has anybody cracked the code yet??
If you don’t agree with me and you have actually won a game as the allies against a decent opponent, I am all ears to hear your strategy(ies).I will reserve judgement until more games are played by post here where one can review the strats used. However, I am looking for a few Jap players to smash me if your up for a pbf game.
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RE: Compared to AA 50posted in Axis & Allies Pacific 1940
First off, don’t go to kinko’s talk to a graphic Designer, like myself, before you blow your money.
is there like a local elks lodge of graphic designers where I can find them? Or do I need to wait at Barnes and Noble in the Art section? Not sure how I can find a graphic designer…
Try the yellow pages. Anyone that can print signs or custom stuff can do it. Like I said, I got mine at a local sign making store.
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RE: Mech inf blitzposted in Axis & Allies Pacific 1940
as well as make the tank completely worthless, as opposed to its current mostly worthless status :-P