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Yohan

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Everything posted by Yohan

  1. Actually Brian, if you may have missed some of the posts from guys like Irish Guards who were calling him a cheater for some time. Now all of a sudden he is calling others cheaters... interesting timing?
  2. [ December 22, 2002, 09:36 AM: Message edited by: Yohan ]
  3. Hey Rommel, 1. HQ's are your key supply source on offense you need 1 per 5 units. HQ's also improve your readiness on both offense and defense. Cities also help with supply. You really need to read the rules pdf and the .txt update for 1.06 2. TCP/Ip head-head is the best way to play the game. You need to find and opponent and get their IP address, it works well. 3. Hot seat is for when you and a bud (careful to watch for a guy named Rambo who might want to redefine hotseat for you by coming to your home and wronging your steer) want to play a game on the same computer. 4. Welcome to the game it is great fun [ December 21, 2002, 11:26 PM: Message edited by: Yohan ]
  4. LOL :eek: [ December 21, 2002, 11:20 PM: Message edited by: Yohan ]
  5. Sorry Captain of Team "my girlfirend baahs" Rambutsky but I beleive it was Irish Guards who called you first on all these cheat moves you are suddenly whining about others pulling. Funny, sounds like the pot calling the kettle black. Trolls like you who live in dark spaces and drool overmuch are the bane of our games and are one of the reasons people look askance at wargamers.
  6. I have been buying them against humans. A recent opponent bought a Strat Bomber with them for use by the Brits.
  7. I know Brad. Your tournament should be an interesting test of the balance. I think, all other things being equal the Axis will win 80%+ of the games and the player with the Axis will win the final for sure.
  8. Do you refer to your left or right hand as your girlfriend?
  9. listen d@#k smack. For a guy who admits to playing Axis 95% of the time go take a flying f$%k. Try playing the Allies and win consistently Captain of Team "Nambler" Its about time someone called you for what you are. I understand from another player on the board who has played you that your turns often come back with different names and that some of the moves look very strange. Strange in the term that it appears the game has been opened more than a few times if you get my drift. And while you are on your sister... [ December 21, 2002, 07:04 AM: Message edited by: Yohan ]
  10. How do you hope to achieve play balance? The Axis should win 90%+ of the time.
  11. We are playing some new house rules to try and limit the Axis. The following 2 rules are being used. 1. You may not operate air unless it is adjacent to a port and only from the northern ports to Scandanavia and back and in the south from the med to North Africa and back. 2. Research is limited to 1 pt. per category until 1942 and then goes to a max of 2 per category and up one after that per year. The rationale for the 1st is to prevent an HQ and 4 air being able to instantly destroy any Allied invasions from Norway through Spain or Italy. The 2nd is again to slow the German's ability to overpower all others through tech advances. Summary: I have yet to see a strong Axis player lose a game other than to total fluke tech my an Allied player, this helps to allow for a valid 2nd front or slows Germany heavily in Russia. Thoughts... [ December 20, 2002, 09:50 PM: Message edited by: Yohan ]
  12. hard to lose if you play Axis 95% of the time. [ December 17, 2002, 08:50 PM: Message edited by: Yohan ]
  13. There has been a change to the triggers to avoid gamey strategies. For instance many players took a South only strategy (not a bad strat) to avoid the Siberians. So now some Southern events will trigger the reinforcements.
  14. A troll one again imerges from the dark
  15. I have always found a corp in Konisberg and a corp in Poland is fine until you are 2-3 turns from getting ready to for Barbarossa.
  16. Don't forget taking Iraq boosts all ports and cities in the Med for the Allies!
  17. World in Flames (WiF) had a precursor game developed called "Days of Decision (DoD) that started in 1936 and had a well thought out model for alternative starts and actual war decs based on actions like Austria, reoccupying the Rhineland etc. The first version of DoD was great. It allowed for some very interesting starts. ADG then did a 2nd version that most people I know found unplayable due to overly complex design. I think something along those lines would be great.
  18. Last I heard it was toast after 2 or 3 different developers. The concept appeared excelent though.
  19. quote: -------------------------------------------------------------------------------- the Yugos shouldn't always throw in their lot with the Allies every single game -------------------------------------------------------------------------------- When I play Axis I look on the Yugo coup as a bonus. Free MPPs and ongoing production w/o having to dec and annoy the USA and Russia. I really wanted a Yugo coup delayed until Germany had declared war on Russia.
  20. to CvM: Unless there was a very last minute change from the 1.06 playtest you cannot move fleets and its a one-way ride.
  21. to viper_ss Re you comment about subs I must heartily disagree. If you have ever faced a top notch German opponent you will find they often build subs making the Atlantic a killing field for the US arrival
  22. It depends on what you are looking for. SC is not at the level of a WiF (I am hearing some rumors the computer version may launch in the next month or so but that has been rumored for the last 2 years). If you are looking for a fun, relatively quick game that is playable, albeit still tilted to the Axis then this is it.
  23. I think almost anything other than minor tweaks will not be addressed until SC2.
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