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    Posts made by Veqryn

    • RE: Do you want canada as a power

      i thought i would add
      that i would not mind Canada as a power

      if their units were controlled by the UK

      (in other words, their units got to attack with UK units)

      posted in Axis & Allies Europe 1940
      VeqrynV
      Veqryn
    • RE: AAP40 FAQ

      what about a transport and a destroyer, that enter a sea zone that contains an enemy submarine
      then i bring in a cruiser/or another destroyer
      then the transport exits the sea with that other ship
      while the first ship stays behind (and may or may not fight the sub)

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • TripleA now has over 60 maps, and over 100 games (April 2010)

      For information on how to use TripleA, how to Download Maps, and how to Host:
      http://n2.nabble.com/Download-Maps-Links-Hosting-Games-General-Information-tp4074312p4074312.html

      To download a copy of TripleA:
      https://sourceforge.net/projects/triplea/files/

      How to download maps:
      All you have to do is start up TripleA (Yes that means run the .exe or .sh) and click on the “Download Maps” button. A dialog box will open where you can add links to “Map Repositories” (sites that host maps.) Here is one link to add:
      http://sites.google.com/site/tripleaerniebommel/home/mods/TripleA_Quality_Mods_EB.xml

      I am pleased to say that TripleA 1.2.5.x now has
      over 60 maps available,
      with over 100 games to play on those maps.

      TripleA only comes with 4 games,
      but as of today there are 58 more maps you can download using the method above.
      These other maps are hosted at the Supply Depot, where you can download them manually if you wish, though it is much easier to download them using TripleA.  Link to the supply depot: http://sites.google.com/site/tripleaerniebommel/

      here is a short list of all the maps currently available as of April 17, 2010
      with my favorites in bold

      #NEW WORLD ORDER#
      #NEW WORLD ORDER#-gudkarma_1
      #NEW WORLD ORDER#-pulicat_1
      #NEW WORLD ORDER#-sieg_2
      1941
      270BC
      AA Enhanced Revised
      Age_Of_The_Sturlungs
      Ancient Times
      Atari
      Battle of Aventurica
      big_world
      big_world_variations
      Blood_and_Iron
      capture_the_flag
      cold_war
      command and conquer
      Diplomacy
      domination  (biggest map ever made)
      Eastern_Front
      europe
      FeudalJapan
      FirstPunicWar
      Fortress_America
      Great Lakes War
      great_war
      Greyhawk
      Middle East
      midearth_12p (lord of the rings)
      minimap
      Napoleonic_Empires
      New World Order LebowskiEdition
      NWO_Variants
      pacific
      pact_of_steel
      pact_of_steel_variations
      Peninsula_Campaign
      Red_Sun_Over_China
      sengokuJidai
      Sleeping Giant
      Small_Balanced_2_or_4_Player
      Stalingrad
      Tactics_Campaign
      The Battle for Kingsthorpe Ter
      THE RISING SUN
      TheGreatNorthernWar
      twilight_imperium
      Ultimate_World
      UltimateWorld_Variants
      War of the Lance
      World War II Classic
      World War II Pacific
      World War II Revised Variations
      World War II Revised
      World War II v3           (also known as aa50)
      World War II v4           (also known as spring 1942)

      World-4
      WorldWar2010
      WW2 NEW WORLD ORDER
      WW2 Phillipines
      WW2v3_Variants
      Zombieland

      small sampling of a few that i took pictures of:
      http://picasaweb.google.com/101572112411737432128/Slideshow?feat=directlink

      posted in TripleA Support
      VeqrynV
      Veqryn
    • RE: Japan 1 Attack Breakdown

      @allweneedislove:

      here is just one attack. i am not saying this is the optimal attack, but it does show that a japan first round(j1) declaration of war(dow) is far superior to a j2, j3, or j4 dow.

      ignore the attacks on chahar, anhwe, hunan, and yunnan because those attacks will happen if it is a j1 or later dow.

      so j1 attacks are as follows

      Territory       Allied Units                        Axis Units                                  Territory IPC Swap    Unit IPC Swap      Total IPC Gain
      SZ34           1BB, 2Trans          1Fig Formosa, 2Bomb Japan, 1Bomb Kiangsu              0                       24                      24
      Kwangtung   2Inf                     2inf Japan, 3Fig+2Tac Manchuria                            11                       3                      14
      SZ35           1Trans, 1Dest       All from SZ19 and SZ33                                         0                       15                      15
      Philippines    2Inf, 1Fig, 1Bomb   1Inf Jap+Car+Pal, 1Art Jap, 1Tac+1Fig SZ33             9                       19                      28
      SZ26           1Trans                 1Sub SZ6                                                           0                        1                       1
                                                                                                                                                                 Total   82

      the chart shows the average outcome of battles and in the sz26 battle the counter attack aswell.
      the chart does not show the capture of the naval base at kwangtung, the naval and air base in philippines
      the chart does not show the importance of killing uk trans that would take 8ipc of dei, or usa trans being in a threatning position

      Summary
      japan gets 82ipc difference of central units and territories, while sacrificing 40ipc to a far away usa which can only move those 40ipc worth of units on their 3rd turn .
      j1 dow > j2, j3, or j4 dow

      ya but most of those units die anyway on later turns
      its not like the UK is going to run up to hong kong and load those 2 guys and move them somewhere else if you don’t do a j1 attack
      even on a j4 attack, those 2 poor suckers will still be sitting in hong kong waiting to die
      so i don’t think you should include them in your calculations

      you should only include in your calculations the things that CAN AND USUALLY DO LEAVE if you don’t destroy them j1
      so for example, the bomber in the philippines can be included in the calculating, but the 2 guys in kwangtung can not.

      i would also not include include the 2 inf in the philippines, and i probably would not include the naval units either because you can destroy them in a j2 attack no matter where they move (only waiting til a j3 attack would they have time to link up with anything large enough that you can’t destroy, so unless comparing to a j3, i would not include them)

      also, love,
      can you detail out all your japan turn 1 moves including purchases, all combat moves, and all noncombat
      i would like to see if it differs from mine

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: AAP40 FAQ

      @Krieghund:

      It depends.  If the transports are moving together (starting and ending their movement in the same sea zones), they are one group and will be fired upon once as a group.  If they are moving from and/or to different sea zones, they are not a group and each will be fired upon individually.

      i think the sub rules are really really confusing and really really not-very-realistic

      if i have a group of 10 transports moving through a zone with a single sub, the sub only rolls once.  so a 1/3 chance that a single transport dies

      but if i have a group of 10 transports, some of them are coming from a different sea zone, and some are going to different sea zone, then that single submarine fires 10 times, meaning approximately 3-4 transports will die.

      and if there are 3 submarines instead of 1, then actually there is a very good chance that all 10 transports will die.  but if they are moving as a group, probably only 1 transport will die.

      could this get any more complicated or unfair?  the difference between moving as a group and moving individually is 9 dead transport in this example.

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: AAP40 FAQ

      sorry to ask this again, but the FAQ is not very clear on the free-shot-with-submarine-against-unescorted-transports thing

      the faq states that escorting boat and transport have to make their entire move together…

      but this brings up two questions

      i have a transport and a destroyer/cruiser that start the turn in the same sea zone

      if i move the transport and the destroyer/cruiser both THROUGH a sea zone with a submarine, then the sub can not roll

      but what if i stop the destroyer in the sea zone to attack the submarine, and let the transport continue and move through?  and what if i just stop the destroyer there but do not attack?  and what if it is a cruiser, not a destroyer?

      and what if i attack the sea zone with a destroyer that begins a different sea zone than the one the transport begins in?  and again, what if i just stop in that sea zone, and what if it is a cruiser?

      and also, the rulebook states that a transport moving INTO or THROUGH the sea zone without escort can be attacked by the submarine, so what about transport that begin alone in a sea zone with an enemy submarine.  they can still load units, but does the submarine get a shot at them if they move out of the sea zone? does it get a shot at them if they stay there?

      and lastly… sorry krieg, the submarines have the ON STATION ability to disrupt a convoy.  what about submarines that submerged during combat?  what about a enemy submarine that is in a convoy zone that is not submerged, but IS with a friendly naval surface combat warship?  (like an enemy submarine and your destroyer in the same convoy sea zone?)

      thx,
      veqryn

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: Noob Blindsinded

      you can always add tech…

      its not like you are forced to play by the rules, or not add stuff on…

      revised tech or aa50 tech, both of them can be added
      or some sort of house rules tech that you make up yourself

      personally… when i play with tech with my house rules, we do this:
      tech costs 10 ipcs
      and you get the tech at the end of your turn, 3 turns from the turn you pay for it

      so for example, turn 1 usa, i purchase tech, for 10ips (or 2 techs for 20, or 3 techs for 30, etc.)
      END of turn 3 usa, i get my tech (we do aa50 tech, so that means we choose a column then roll a die)

      posted in Axis & Allies Spring 1942 Edition
      VeqrynV
      Veqryn
    • Sub rules question

      i have 2 questions, each for Revised and aa50/spring

      can you move a submarine into (not through) and stop in an enemy controlled sea zone during combat move, and choose not attack?

      can you move a submarine into (not through) and stop in an enemy controlled sea zone during Non-combat move?

      does it make a difference for both question if there is a destroyer there? (and also, what about transports, subs, normal ships)

      and can you please answer the question for both Revised and AA50/spring1942?

      thank you krieg

      (i know in aa50 you can move through a sea zone with your sub, unless there is a destroyer there.  and same with revised.  and i know that in aa50 you can move through submarines with your normal ships, but you can’t do that with revised.  the question here is can you stop in a sea zone)

      posted in Axis & Allies Spring 1942 Edition
      VeqrynV
      Veqryn
    • RE: Big News!

      i sent my battlestrip off today
      we’ll see if i get anything

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: New section

      IL, pleeeeeaaasssseeeeee

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Sea Lion, Please help

      You can also buy:
      1 Carrier + 2 fighters + 2 infantry
      or
      1 Carrier + 2 bomber

      then…. make sure all your aircraft land within range of hitting UK turn 2.
      and make sure that 2 of your fighters are in Germany, and another 2 are on the carrier
      because the 2 in germany can hit UK (they hit uk and land on carrier, while the ones on the carrier land in france), BUT they make it look like you are not going sea lion

      Then pray that the USA does not land troops in uk, that the UK does not build more troops, or that he moves his fighters to a newly built air carrier or loses 1 attacking your destroyer, or something like that.

      you have an 85% chance to win with 1 inf, 1 tank, 7 fighters, 1 bomber.  assuming nothing in uk changes, which won’t hold true for sure.  hope uk fucks up.

      the good part of this strat is that if UK does see it coming (or doesn’t see it coming but does something that screws it anyway), then you can just turn this into the baltic carrier strategy.  if you can’t figure out what to do with the carrier, then at least you can use the extra planes.

      posted in Axis & Allies Spring 1942 Edition
      VeqrynV
      Veqryn
    • RE: Teaching People How To Play

      I would love to see a very short guide on how to play a general game.  We need something 1-5 pages that we can include with TripleA, on how to play the games.  It would be a short into and primer to how to play Axis and Allies type-of-games.
      It would have to assume that the player has no prior board game experience, not even risk.  And also assuming that they are probably going to play their first game or 2 against the AI, so they won’t have any humans around to ask questions to for a while. 
      Does anything exist?

      posted in Axis & Allies Spring 1942 Edition
      VeqrynV
      Veqryn
    • RE: 1941 with NOs, what is your bid? (experienced players only)

      @cousin_joe:

      Hi guys,

      I’ve played a lot of straight up games (no bid) and Axis is clearly favoured
      Personally though, I would like to see something other than your standard Egypt/Eastern Front bid placements as these do nothing to correct what I see as the MAJOR FLAW with A&A50.  Specifically, I’m tired of the old “Will Allies get to Berlin before Japan gets to Moscow?” playout.

      If you guys really want to think out of the box, I’d suggest a house rule like the following…

      Pre-placed UK IC
      -On UK1 only, during the Purchase Units phase, UK may purchase a “Limited IC” for placement in either India, Australia, or Eastern Canada.  
      -This “Limited IC” costs 8 IPC.  Units purchased on UK1 may be placed at the IC this turn (up to the territory limit)
      -This “Limited IC” can only produce INF, RTL, and ARM initially but can be upgraded to a full IC on a future turn (for an additional 7 IPC)

      -Now if you’re wanting to decide who plays who, you can simply bid for the starting cost of the IC (anywhere from 0-15).  If you felt you were a strong Allied player, you would be willing to pay more, whereas if you felt stronger with Axis, you would be willing to give/take the IC for less.

      -The idea here is that instead of a very static and nonchallenging push game (Ger–>Rus, UK–>Ger, US–>Jap, Jap–>Rus) you actually get a very dynamic game with multiple fronts and strategic decisions (UK, US, and Jap must split resources more, Germany becomes the dominant Axis player rather than Japan)

      -In one fell swoop, you automatically correct for game balance PLUS you make the game a LOT more fun to play :-)  Anyone whose played AAR: Enhanced wll know what I mean as we incorporated a similar rule to keep UK in Asia/Pacific.  The results were very successful as the game was a lot more enjoyable than regular Revised.

      -The game also becomes a lot more competitive.  When you’re playing a simple push game, there is very little strategic decision making.  You just buy the units and move them to your target.  I’d say these games are about 80% dice rolls, 20% real strategy.  With a UK IC in Asia/Pacific, you increase the number of fronts and tough resource decisions, making the game more like 60% strategy, 40% dice.

      -Anyways guys, that’s my take on the whole thing.  I really think we need to start thinking out of the box when it comes to this whole bidding thing.  Thanks  :-)

      i took these ideas and turned it into a mod for triplea called “1941 UK Factory”
      i can not obviously follow the rules exactly as you had them, as the engine does not support things like limited builds at certain factories, but i think that it follows it overall.
      give it a try

      posted in 1941 Scenario
      VeqrynV
      Veqryn
    • RE: Empires - Napoleonic Wars

      armenia is easier for ottomons to conquer on second turn (turned the hard hitting defensive chasseur into a easy to kill hussar)
      russia now begins with 1 more transport-ship (barque) in the north (can be moved through the neva river if russia takes karelia from the swedes)
      and prussia has 1 less static defense (tower) in their capitol
      and corvettes are no longer supportable (should not effect much, there are 3 other units that are supportable still)(having a supportable sub generated too many rules-related questions, as to whether the support got first strike or not)
      candia/crete has a little more static defenses (someone found a breaking ottomon play that could capture it turn 2 regardless)

      so far the split on games is about 50/50, but we need more people testing and coming up with new strategies.  there is plenty of room to find them

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Empires - Napoleonic Wars

      3.5 is up

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: New section

      and then this section, Other Axis & Allies Variants
      can just be about new (and old) board games (that are similar to axis and allies)(online games too)

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • New section

      i was just thinking, most of the posts in here are about new game pieces, or equipment, or dice, or stuff like that,
      and not about actual axis and allies game variants

      so perhaps we should make a new section and move the threads there?

      it could be called:

      Equipment and Stuff for Axis and Allies

      or something like that…

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
    • RE: Kamikaze!!!

      kamikaze’s don’t happen until japan has already lost the game

      seriously,
      the usa (and allies) have zero reason to take any of those islands, when they can just bypass them for other goodies

      i suggest changing America’s National Objective to only be for 1 of the 2 islands, instead of requiring both.  that would give america a reason (5ipc reason) to take one of the islands, which would then activate kamikazes

      oh, and i forgot to mention, not only are kamikaze’s never seen, but America’s 2 okin/iwo NO is also never seen.  For the same reason.  You will never see either of these two things happen until the game is already lost for the japanese.

      posted in Axis & Allies Pacific 1940
      VeqrynV
      Veqryn
    • RE: European (global) National Objectives as revealed by Larry so far

      the uk one about the submarines makes sure that everyone will be sending a dumb sub south then moving it every turn to evade everyone…. make the allies come get it somewhere south west of argentina

      the soviet one is kind of dumb, requiring that there are no axis in any soviet original territory means you will only get this NO after you have already won the game

      the german one is kind of cool

      posted in Axis & Allies Europe 1940
      VeqrynV
      Veqryn
    • RE: Empires - Napoleonic Wars

      version 3.2 is up

      new art mostly, and some minor tweaking

      posted in Other Axis & Allies Variants
      VeqrynV
      Veqryn
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