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Messages - Raybshot

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1
Game Design / Re: The problem of Italy
« on: May 10, 2006, 11:00:15 AM »
Even if it means losing 4 games in a row!

could this be possible?  :o

2
Rules questions from first edition / Re: Rule Clarifications
« on: December 16, 2005, 05:01:19 AM »
Its my understanding that Air units that come up to support a battle in an adjacent teritory have to land back in the spot they came from, correct me if I'm wrong please.

3
Strategy Tips / Re: U.S.
« on: November 18, 2005, 10:41:46 PM »
There are 2 ways to view the money.

Pre US and Post US.

Post US: If US will build say an extra 2 fighters and a carrier with the money it will come out post Pearl Harbor
Pre US:  If they gave the same money to UK/China its used to do damage (hopefully slowing) the Axis, If UK builds say 2 extra fighters what’s the difference, aside of more time those planes can hinder Germany & Italy.

I would love for US to do max lend but in all honesty that’s not practical, at least not all 8 turns as the US needs to build some stuff vs. Japan to slow there romping in the pacific till the US has there 125 to start building a real force against Japan.

So my thoughts are for the US turns:
1) (25) 2 factories, 10 UK, 3 China
2) (25) 2 factories, 10 UK, 3 China
3) (25) 2 factories, 10 UK, 3 China
4) (25) 2 factories, 6 UK, 3 China, 1 fighter
5) (27) 3 factories, 2 (UK or China), 1 fighter, 1 troop
6) (27) 3 factories, 2 (UK or China), 1 fighter, 1 troop
7) (27) 3 factories, 2 (UK or China), 1 fighter, 1 troop
8) (27) 3 factories, 9 to spend on carrier, battleship (or some long term ships that you will have come out on turn 12 with a large force of other navel stuff)

Now this obviously should be adjusted, if UK is doing well with the battles or German subs were wiped out with minimal damage and UK doesn't need 10 then toss more to China or build more stuff, if Japan isn't messing with China at all, they wont need any funds.

I'm also not sure on the turns how the fighters will work, but I think its important for the US to have at least 2 extra fighters on Hawaii so there is a potential of costing Japan more in Pearl Harbor (or maybe saving your battle ships there).

Why bother giving 3 to China or 10 to UK?  If China has 1 more troop out there that can help hold a territory it takes 1 production from Japan (per turn), or if the unit hits it costs Japan 3 (to replace that troop) as well as Japan has as very limited ability to build troops and they need them for the island hopping.  Same with UK, if UK has the money to put pressure on Italy, maybe it will slow them 1 turn coming into the war or might cost Germany more in France.

At the same cost, a unit now who can do things vs. a unit later who isn’t in play seems like an obvious choice.

You can also think of it this way, if UK had saved say 5 every turn for the first 4 turns (20) and waited for 4 more turns before spending it would seem foolish.

4
Strategy Tips / Re: Some Notes and Strategy Tips
« on: November 18, 2005, 10:04:30 PM »
Every territory that is worth a production point can be strategically attacked.  Disperse your fighters on your mechanized movement phase so that they can defend multiple territories from enemy strategic bombing.

How does this apply to territories that are out of supply?

5
When and where in California is the Gencon event?

6
Game Design / Re: 1941 Version
« on: July 10, 2005, 07:15:13 PM »
Also, how long would you consider a full game to take?  This is with each country played by there own person.  I'm figuring this as about 15 hours or less, if played to compleation.

7
Game Design / 1941 Version
« on: July 10, 2005, 07:13:34 PM »
With the 1941 scenario, approximately how long would a game take?

8
Rules questions from first edition / Re: Naval Rules
« on: July 10, 2005, 07:07:21 PM »
When does the us get nukes?  :o  hehehe

9
Rules questions from first edition / Re: Air Rules
« on: July 10, 2005, 07:05:42 PM »
"(and any units for that matter) that move strategically can not participate in combat during the mechanized phase." by this you mean if a unit (tank, plane, ect) moves statigicly they can not participate in any mech combat?  This is my understanding.

10
what other events do you have coming up?

11
Game Design / Balance issue
« on: June 26, 2005, 05:53:23 AM »
I find no balance issues aside of luck of the dice, which is easily over come by better actions.. if the dice aren't going your way sometimes you need to be more defensive to conserve units or more aggressive to capture territories early or even work tactics where you put things out of supply to give a little advantage.

Its nice to find a game that is challenging enough, fun enough and balanced enough to keep my interest

12
Strategy Tips / Re: To build factories or not to build factories
« on: June 26, 2005, 05:37:11 AM »
Italy can't really afford to build a factory though they can't afford not to, earning 14 (halved pre war - 13 during war due to out of supply) means if they don't then they never have money during the game, if they do, they may not live long enough to break even.

13
Strategy Tips / Re: Surround Paris
« on: June 26, 2005, 05:33:12 AM »
Its kind of a trade off, by going hard into France fast it prevents UK from supporting them to much as well as you get all the money from France early (without hoping for the roll).  On the other hand, if you wait for the roll then you will save troops (in theory) but say if you can save 2 turns and would have earned say 15 more from France each can you push into France and do it for less then 30 production points (pps)?  I'd say if you don't push hard into France the risk also is that UK could support it real well and its possible with unlucky rolls they could hold it.

14
I'd love to be able to make it but I can't.  This game is awesome

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