how many NO’s does each country/player have? And what are each of them worth?
Posts made by Veqryn
-
RE: First impressionsposted in Axis & Allies Pacific 1940
-
RE: The new SBR systemposted in Axis & Allies Pacific 1940
I think i will like this…
i am a little concerned though that defending fighters will be twice as powerful as escorting ones…
for countries that are a single territory (like japan) this may mean you will not be seeing much or any SBR against them until the game is already won… and i kind of like sbring before the game is won -
RE: Unit Costposted in Axis & Allies Pacific 1940
Can someone please tell me why exactly do we have the funny rules for tactical bombers?
why can’t it just be a 4/3/4/11 unit, instead of a 3/3/4/11 unit that sometimes becomes 4 attack?
this stops me from having a carrier with 2 tactical bombers,
this stops me from using it to attack when i don’t have the tank to go with it
and yet i paid 1 more for it than for a fighter… a fighter that always have 4 defense, regardless if what it is “paired” withonce again… making the game more defensive in nature than it needs to be
-
RE: First impressionsposted in Axis & Allies Pacific 1940
I am absolutely praying and praying that this game is balanced. A very good number of people in my play group refuse to use bids or anything the equalize the game, and also do not recognize anything that doesn’t ship with the game (no rules errata, etc., if its not in the rule book that ships, its not in this playgroup), which kind of sucks.
-
RE: Carriersposted in Axis & Allies Pacific 1940
@WILD:
As far as carriers go I agree with ksm. The way it played out in AA50 is once your carrier was hit it sunk, your planes had to find an alternate place to land. Its the same now except you have a chance to limp the carrier back and keep it.
The 2 hit units are going to be bitter/sweat. This along with other changes/additions will make the naval battles much better and more realistic. Its adding a degree of logistics AA has been missing.If they had of kept the price the same, I would agree with you…
but because they have upped the price, Carriers are much much less of a bargain, so much so that I think buying other naval units just became better.
The coolest thing to me about the prices from AA50, was that no matter how you cut it, whether offense or defense, a Carrier with 2 planes was more cost effective than purchasing the equivalent amount of other naval units.
Now that carriers jumped up in price, without adding ANYTHING tangible to offense or much to defense, a Carrier plus 2 planes is no longer the most cost effect route to go. -
RE: Carriersposted in Axis & Allies Pacific 1940
the rules say you can’t launch a fighter/plane from a carrier with 1 hit on it.
the rules also say you can’t land a fighter/plane on a carrier with 1 hit
the rules also say that all fighters launch whenever your carrier is attacked, even if just by 1 sub.so this begs the question, is there a situation possible where you have a fighter/plane on a hit carrier, or is the first rule just redundant? I don’t see why we need to have the first rule, since the situation would never occur with the other 2 rules…
Oh, and my friends and I plan on using Carriers as a 1/1/2/14 unit, instead of this 2 hit but too expensive to buy crap.
-
RE: Get rid of the cardboardposted in Axis & Allies Pacific 1940
well….
I like cardboard for Factories, AA guns, etc, units and things that you PUT on the board. Saves space and looks more professional.
I do not like but also do not mind dumb cardboard printouts like the combat/casualty zone/table thingy, and the IPC counter. Who uses these?
-
RE: AA50 New Huge Board Axis & Allies Poster (34 x 65) - A Must for Any Real Fans !posted in Axis & Allies Anniversary Edition
Wow, thats freaking awesome…
I do value the ability to fold the game up though, i have very little storage space. And I do think your dice throwing areas are a little small, my friends and I throw them pretty hard so we usually have to throw into the game box and even then we sometimes manage to bounce them out.
I do like how you increased the saturation in the oceans, its a much nicer blue color. I not sure how i feel about the increased colors on the land though, as I felt that looking more like a map rather than revised’s style was better. -
RE: AAP40 Live Gameposted in Axis & Allies Pacific 1940
how exactly are no jap units involved in kamikazi attacks? isn’t the whole point of it to lose a fighter but do extra damage as a last ditch effort to slow the americans down? If i was to implement it, i would say the fighter still rolls, but regardless of if they hit or not the fighter immediately dies after rolling. If its a hit, it counts as 3 hits. If its not, oh well, looks like the ocean took some damage.
-
RE: WW2 V3 - 41 Tournamentposted in 1941 Scenario
I’m sorry, but you didn’t make clear whether this was to be done by PBF with ABattlemap or TripleA, which is illegal.
Can I presume that we’ll be using ABattlemap?
TripleA is more legal than ABattleMap…
TripleA does not come with any A&A content installed. -
RE: Pacific 1940 review copy has arrivedposted in Axis & Allies Pacific 1940
this game has National Objectives right?
so that means japan will be making 70 in no time……
-
RE: War Bonds House Ruleposted in House Rules
I agree that War Bonds is one of the weakest techs.
1d6 generates on average 3.5 IPCs per turn, while 2d6 generates 7ipcs per turn. 7 might be too much.another option could be similar to LHTR for HB. Roll 2 dice, pick the highest of the two, then add one.
rolling two dice and picking the highest of the two generates an average of 4.5 ipcs per turn…. and if you add one that brings it to 5.5 ipcs per turn. That would be just enough to offset a single heavy bomber rolling under larry harris tournament rules.
i think an average of 5.5 would be just enough to make war bonds decent.
-
Battle of Jutland map (being designed)posted in Other Games
http://n2.nabble.com/Battle-of-Jutland-tp4097729p4097729.html
I thought I would post here that I am making a map of the Battle of Jutland with axis and allies style rules. The map is being made for TripleA, but we can also make it for AABattlemap.
I am looking for anyone who wants to help develop it with me :)
especially looking for anyone who would like to do the unit art for each of the two sides, and also someone to play test it with and share ideas about concepts and the historical placement of units.
I’ve already built one working and complex map for tripleA, as well as bug fixing in the others, so xml should not be a problem.here is what i have so far:
Unlike familiar maps like the aa50 series, I do not want this map to be about building a fleet. I want the fleet to already exist. The IPCs/PUs you get to build units will be relatively low compared with the TUV that you already have. The units you build will represent reinforcements, they will not represent 6 months of industrial production. The time span of the battle will be 1 turn = 1 hour, or something like that.
The battle of Jutland took place on May 31, 1916.
This map will be a version of that battle, pretending that the U-Boats Sheer had ordered to attack the British Battlecruiser fleet had of been in position, rather than too far north as it was in history.potential rules: (can be hard coded in the future, or done by players)
a maximum of 2 units per hex (even just for movement)(maybe 3?)
a maximum of 1 round per battle (to simulate an exchange of fire) (therefore if you want to hit everything in a hex, you may have to attack from multiple places)
naval mines on board minelayers do not fight if attacked, only ones that have been dropped off do (and naval mines may not ever enter land territory)(mines could be a 0/1/0 unit, or they could have special rules, that when they hit they also die, and the enemy unit does not roll against them, and that they only roll once)(1 mine per sea territory, and this counts towards the number of friendly units that can enter that territory)(each side can not purchase more mines, they start with some minelayers full of mines)
I would also like to implement neutral convoy zones that can be taken and captured by the powers (with the PUs going to the power who owns it, rather than simply being denied to the original owner. just like land territories)(the non-neutral convoy zones, ei the convoy zones that start off being controlled by one power or the other could also switch to these rules, or they could remain with the current rules, that if there is an enemy sitting on them the PUs are not captured but simply denied to the original owner)i believe the amount of PU production per turn per player will be approximately enough to buy 1 of the nations best naval units (and therefore, could alternatively be used for 2 of a mid-range unit, or 3 of a crap unit). And that the vast majority of it will come from convoy zones. I am thinking each power will earn around 20-30 PUs, with 15-25 of it from convoy zones / sea zones.
these aren’t hard and fast rules for units, but estimate that
each attack or defense costs 2 PUs
the first hit point costs 2 PUs
the second hit point, if there is one, costs 4 PUs in addition to first hit point
the first movement cost is free
the second movement cost, if there is one, costs 4 PUs
transporting ability costs 1 PUs per slot (mines take 1 slot, Generals take 2)
submersible costs 2naval units can not heal after btl round
potential units:
uk:
Battleship 5/5/1/26 takes 2 hits
UK Fast Battleship 5/5/2/30 takes 2 hits (can not be built)(fast b/c it was the first oil based bb, all others were coal)
UK Battlecruiser 4/4/2/22
Armored Cruiser 3/3/1/14
Light Cruiser 2/2/2/14
Destroyers 2/1/2/12 or 1/1/3/12
Merchant Ships 0/0/1/8 (irresistible to subs, ie can see subs)germany:
Battleship 5/5/1/26 takes 2 hits
German Battlecruiser 4/4/2/26 takes 2 hits
Dreadnought 4/4/1/18
Light Cruiser 2/2/2/14
Torpedo Boat 2/1/2/12 or 1/1/3/12
Submarine 2/1/1/10
Mine-Laying Submarine 1/1/1/12 with 4 slots
Mine-Layer 0/0/1/12 with 8 slots
Naval Mine 0/1/0/2 or 0/2/0/2 where if it gets a hit it diesIf I can code for things to take 3 hits to kill, add 1 hit onto BB, BC, and dreadnought, and maybe armored cruiser.
research on the sides:
The Royal Navy favored larger guns, the Kaiserliche Marine favored armor.
The Royal Navy had a better gunnery control systems, while the Kaiserliche had better a range finding system. The Royal Navy communicated using Flags and Lights, the Kaiserliche communicated using Radio and was therefore much better.
The Kaiserliche Marine had much better ammunition containment. The propellant charges for the British were kept in silk packages, and were often kept in chambers between the magazine and the gun turrets, while German charges were in brass and kept within magazines.
German armour-piercing shells were far better, penetrating more often than equivalent British shells.
Slight advantage to German ships, mostly due to their shells.The Royal Navy Grand Fleet by class:
28x BB:
Revenge Battleship x 2 (1914-1916, 8x15 inch guns, secondary 14x6inch guns, 4x21 inch torpedo tubes, 13 inch armor belt, 3-5 inch deck armor, 21.25 knots, displaced 28,000 tonnes / 31,000 full load, 5th class of super-dreadnoughts, 5 made)
Queen Elizabeth Battleship x 5 (1913-1914, 8x15 inch guns, secondary 14x6inch guns, 4x21 inch torpedo tubes, 13 inch armor belt, 3-4 inch deck armor, 24 knots, displaced 27,500 tonnes / 33,000 full load, 5th class of super-dreadnoughts, 5 made)
Iron Duke Battleship x 4 (1912-1913, 10x13.5 inch guns, secondary 12x6inch guns, 4x21 inch torpedo tubes, 12 inch armor belt, 2.5 inch deck armor, 21.25 knots, displaced 25,000 tonnes / 29,500 full load, 3rd class of super-dreadnoughts, 4 made, flagship of John Jellicoe)
King George V Battleship x 4 (1911-1912, 10x13.5 inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 8-12 inch armor belt, 1-4 inch deck armor, 21 knots, displaced 23,400 tonnes, 2nd class of super-dreadnought, 4 made)
Orion class Battleship x 4 (1910, 10x13.5 inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 12 inch armor belt, 4 inch deck armor, 21 knots, displaced 22,000 tons normal / 25,870 tons max, 1st class of super-dreadnought, 4 made)
Colossus Battleship x 2 (1910, 10x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 11 inch armor belt, 4 inch deck armor, 21 knots, displaced Normal: 19,680 tons / Fully laden: 22,700 tons, 2 made)
Netpune Battleship x 1 (1910, 8x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 10 inch armor belt, 2.5 inch deck armor, 21 knots, displaced 19,900 tons (22,000 full load), 1 made)
St. Vincent Battleship x 3 (1909, 8x12inch guns, secondary 20x4inch guns, 3x21 inch torpedo tubes, 7-10 inch armor belt, 1-3 inch deck armor, 21 knots, displaced 19,560 tons (23,000 full load), 3 made)
Bellerophon Battleship x 3 (1906-1909, 8x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 5-10 inch armor belt, 1-3 inch deck armor, 21 knots, displaced 18,800 tons (22,000 full load), 3 made)
9x BC:
Lion class Battlecruiser x 4 (1910-1912, 8x13.5 inch guns, secondary 16x4inch guns, 2x21 inch torpedo tubes, 9 inch armor belt, 1-2.5 inch deck armor, 27.5 knots, displaced 26,250 tons normal / 29,680 tons full load, flagship of David Beatty)
Indefatigable Battlecruiser x 2 (1909-1911, 6x12 inch guns, secondary 16x4inch guns, 2x18 inch torpedo tubes, 4-6 inch armor belt, 1.5-2.5 inch deck armor, 25.8 knots, displaced 18,500 long tons / 22,130 long tons)
Invincible Battlecruiser x 3 (1908, 6x12 inch guns, secondary 16x4inch guns, 5x18 inch torpedo tubes, 4-6 inch armor belt, 1.5-2.5 inch deck armor, 26.48 knots, displaced 17,250 long tons / 20,420 long tons)8x Armored Cruiser:
Minotaur Armoured Cruiser x 3 (1906, 4x9.2 inch guns, secondary 5x7.5inch guns, 5x18 inch torpedo tubes, ? inch armor belt, ? inch deck armor, 23 knots, displaced 14,600 tons)
Warrior x 2 (1905, 4x9.2 inch guns, secondary 6x7.5inch guns, 3x18 inch torpedo tubes, 6 inch armor belt, ? inch deck armor, 23 knots, displaced 13,550 tons)
Duke of Edinburgh x 2 (1905, 4x9.2 inch guns, secondary 10x6inch guns, 3x18 inch torpedo tubes, 6 inch armor belt, ? inch deck armor, 23 knots, displaced 13,550 tons)
Devonshire x 1 (1904, 4x7.5 inch guns, secondary 6x6inch guns, 2x18 inch torpedo tubes, ? inch armor belt, ? inch deck armor, 22 knots, displaced 10,850 tons)26x Light Cruiser:
Active x ? (1912, 10x4 inch guns, 2x18inch torpedo tubes, 25 knots, 3800 long tons, 1-4 inch armor)
C Class x ? (1913-1915, 5x6 inch guns, 2x3inch guns, 8x21inch torpedo tubes, 29 knots, 4700 long tons, 1-3 inch armor)
Town class x ? (1910, 2x6 inch guns, 10x4inch guns, 2x18inch torpedo tubes, 25-30 knots, 5000 long tons, 1-3 inch armor)
Arethusa x ? (1912-1913, 2x6 inch guns, 6x4inch guns, 4x21inch torpedo tubes, 28.5 knots, 3500 long tons, 1-3 inch armor)78× Destroyers:
M Class x ? (1913, 3x4 inch guns, 4x21inch torpedo tubes, 34 knots, 1042 long tons)
Faulknor x ? (pre-1913, 6x4 inch, 4x21inch torpedo tubes, 32 knots, 1800 tons)
Marksman x? (1913-1915, 4x4 inch, 4x21inch torpedo tubes, 24 knots, 1600 tons)
S Class x? (1916, 3x4 inch, 4x21inch torpedo tubes, 36 knots, 1075 tons)
Acasta x? (1911-1912, 3x4 inch, 4x21inch torpedo tubes, 30 knots, 950 tons)
Acheron x? (1910-1911, 2x4 inch, 2x21inch torpedo tubes, 27 knots, 800 tons)
Laforey x? (1912-1913, 3x4 inch, 4x21inch torpedo tubes, 29 knots, 1000 tons)
Talisman x? (1914, 5x4 inch, 4x21inch torpedo tubes, 32 knots, 1100 tons)The (Kaiserliche Marine) Imperial German Navy’s High Seas Fleet:
16x Battleships:
4 × Konig (1914, 10x12 inch guns, secondary 14x6inch guns, 5x20 inch torpedo tubes, 14 inch armor belt, ? inch deck armor, 21 knots, displaced 25,390 long tons / 28,600 long tons)
4 × Kaiser (1912, 10x12 inch guns, secondary 14x6inch guns, 5x20 inch torpedo tubes, 14 inch armor belt, ? inch deck armor, 21 knots, displaced 24,724 tonnes / 27,000 tons, flagship of Reinhard Scheer)
4 × Helgoland (1911, 12x12 inch guns, secondary 14x6inch guns, 6x20 inch torpedo tubes, 12 inch armor belt, 3 inch deck armor, 21 knots, displaced 22,808 tonnes / 24,700 tonnes)
4 × Nassau (1910, 12x11 inch guns, secondary 12x6inch guns, 5x18 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 20 knots, displaced 18,570 / 21,000 tons)5x Battlecruisers:
2 × Derfflinger (1914, 8x12 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 26.5 knots, displaced 24,988 / 28,550 tons)
1 × Seydlitz (1912, 10x11 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 26.5 knots, displaced 26,600 / 31,200 tons)
1 × Moltke (1911, 10x11 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 11 inch armor belt, 3 inch deck armor, 25.5 knots, displaced 22,979 tons / 25,400 tons tons)
1 × Von der Tann (1908, 8x11 inch guns, secondary 10x6inch guns, 4x20 inch torpedo tubes, 9 inch armor belt, ? inch deck armor, 27.75 knots, displaced 19,370 / 21,300 tons)6x Dreadnoughts:
5 × Deutschland (1903-1908, 4x11 inch guns, secondary 14x7inch guns, 6x18 inch torpedo tubes, 9 inch armor belt, 3 inch deck armor, 17 knots, displaced 14,218 tons)
1 × Braunschweig (1901-1906, 4x11 inch guns, secondary 14x6inch guns, 6x18 inch torpedo tubes, 9 inch armor belt, 3 inch deck armor, 19 knots, displaced 14,167 tons)11x Light Cruisers:
Königsberg x ? (1914, 8x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 27.5 knots, 6000 long tons, 2.5 inch armor)
Gazelle x ? (1900, 10x4 inch guns, 3x18inch torpedo tubes, 19.5 knots, 3000 long tons, 2 inch armor)
Wiesbaden x ? (1910, 8x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 27.5 knots, 6000 long tons, 2.5 inch armor)
Pillau x ? (1913, 8x6 inch guns, 2x4inch guns, 2x20inch torpedo tubes, 27.5 knots, 5000 long tons, 2.5 inch armor)
Graudenz x ? (1912, 7x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 120 mines, 27.5 knots, 5500 long tons, 2.5 inch armor)61x Torpedo-Boats:
Grobes x? (1914, 3x3.5 inch, 6x20inch torpedo tubes, 34 knots, 1000 tons)19x Submarine:
Mittel U x ? (1915, 1x4inch deck gun, 1x3inch deck gun, 4x torpedo tubes, 16 knots surfaced, 9 knots submerged, 1000 tons)
Type UB III x ? (1915, 1x4inch deck gun, 4x torpedo tubes, 14 knots surfaced, 8 knots submerged, 750 tons)?x Minelaying U-Boats:
Type UC II x ? (1915, 1x4inch deck gun, 2x20inch torpedo tubes, 18x mines, 500 tons) -
RE: Pacific 1940 review copy has arrivedposted in Axis & Allies Pacific 1940
i am not sure i can read it well or not
can someone confirm what the beginning production is for each country?I am seeing:
USA 17 (gets bumped up to …. 58? on turn 3)
Anzac 10
China 12
UK 16
Japan 26and also
are there national objective with this one?thx,
veqryn -
RE: TripleA back up and runningposted in TripleA Support
very easy to install
you do have to have Java on your system (but everyone does already or should)(any java version 6, but thats been out for like 10 years, so if you hava java, its probably version 6)
yes there is an AI, two actually, as we have developed a new AI but kept the old one on just in case. they are decent at land campaigns
TripleA, as it is a fully legal version, does not ‘ship’ with any maps that may irk shark-suited lawyers at hasbro or other companies. Just like any other computer game out there in the world, people can make mods for it. The developers of TripleA also do not host any maps themselves. There is an AA50 map/mod out there, though you must download at your own discretion and make sure you own the game in real life, blah blah go ask a lawyer. If hasbro shows up at your door at midnight with some lawyers and baseball bats, and breaks one of your kneecaps for you having AABattleMap of Axis & Allies on your computer, and breaks the other for you having some user-created Axis & Allies maps for TripleA on your computer too, its not my fault and i prohibit you from complaining.
TripleA has a downloading utility that comes with the game, where you can put in the url of a site that hosts maps, and it will list and allow you to download them.
Just open up the game, click download maps, put this link in, and press list maps:
http://sites.google.com/site/veqryn/documents/TripleA_Maps.xml -
RE: TripleA back up and runningposted in TripleA Support
yes, give it a try,
I should mention the multiplayer and lobby have been working perfectly since 1.1.0.0 -
RE: TripleA still up and running! Many players online.posted in TripleA Support
I did indeed. But I can’t take credit for anything at all, I am not the dev, just a bum on this forum.
Also, in response to some questions about TripleA and it being “unstable” and so on:
TripleA 1.1.1.0 has just been released.
It is a fully legal version.
It is considered “unstable” but to be honest this is the most stable version I have ever played. Never had a bug with 1.1.1.0, not seen any in any of the game’s I’ve played.It has a working lobby, meaning working multiplayer.
Lastly, it is also much more user friendly than previous versions. It includes a map downloading feature inside the main interface. It is also very easy to develop your own maps and artwork for.
So for the love of god, or war-games in general, you have to go try out this new release.
Main Website:
http://triplea.sourceforge.net/mywiki/TripleADownload it:
http://sourceforge.net/projects/triplea/files/Tutorial and Help website:
http://sites.google.com/site/tripleaerniebommel/thx,
veqryn -
RE: Playing as Germanyposted in Axis & Allies Spring 1942 Edition
Generally i like to play with the long game in mind as germany. I buy about half and half inf and tanks, and i protect france while still trying to keep as much of the eastern money as i can. I do not make any push until Japan has built up some forces. Also, first turn i take out the UK BB, Cruiser, and destroyer, as well as landing in egypt for as many turns as i can. I don’t ever buy fleet.
however, there are other good strategies:
buying a bomber first turn will threaten the newly weakened allies fleets. buying a bomber first and second turn will stop any landing by the allies til the 3rd or 4th turn. i would not go overboard though, you need boots more than you need air.
buying 4 inf, 4 tanks, 2 art the first turn, THEN buying 100% tanks for a couple turns. You can push into russia and may even take moscow but its really risky
-
TripleA back up and runningposted in TripleA Support
I just thought I’d mention, since all of you love war-games,
That tripleA is back up and running:
Main Website:
http://triplea.sourceforge.net/mywiki/TripleADownload it:
http://sourceforge.net/projects/triplea/files/Tutorial and Help website:
http://sites.google.com/site/tripleaerniebommel/Also, in response to some questions about TripleA and it being “unstable” and so on:
TripleA 1.1.1.0 has just been released.
It is a fully legal version.
It is considered “unstable” but to be honest this is the most stable version I have ever played. Never had a bug with 1.1.1.0, not seen any in any of the game’s I’ve played.It has a working lobby, meaning working multiplayer.
Lastly, it is also much more user friendly than previous versions. It includes a map downloading feature inside the main interface. It is also very easy to develop your own maps and artwork for.
we have a lot of mods, we have things like Pact of Steel, World War 1 and 2, American Civil War btls, the Punic Wars, and even Middle Earth from lord of the ringsSo for the love of god, or war-games in general, you have to go try out this new release.
thanks,
Veqryn