Jump to content

ArmenianBoy

Members
  • Posts

    41
  • Joined

  • Last visited

    Never

About ArmenianBoy

  • Birthday 01/10/1973

Contact Methods

  • Website URL
    http://www.dynamic-info.com

Converted

  • Occupation
    Software Designer

ArmenianBoy's Achievements

Member

Member (2/3)

0

Reputation

  1. With out going into exact #'s, the SS army formations played a very significant roles in the Wehrmacht. Mostly 43 and onwards, as they comprised about half a million strong. They tended to get the best equipment and in some cases the best men and training. I do understand the political aspect, however, from a purely militaristic standpoint they should receive 1-2 corps size units in any historical WWII strategic game.
  2. Why does it say Won 1, Lost 3? I only had three games done since I a member. Should be Won 2, Lost 1. Easy to see since my join post is still on page 2.
  3. Wonderful post...outstanding. This is excatly what I have been looking for as information. I was always curious if having more troop on east front actually was raising reading of Russia. The right amount of troop is important. The last game I played was a disaster, due to doing most of these things the wrong way. Thank you again!
  4. Wonderful post...outstanding. This is excatly what I have been looking for as information. I was always curious if having more troop on east front actually was raising reading of Russia. The right amount of troop is important. The last game I played was a disaster, due to doing most of these things the wrong way. Thank you again!
  5. Irish Guard defeats ArmenianBoy : bid 150 Uk loses FG early, Sea Lion came when Uk fleet out of postion in Med. Italians came in war ealry cause factors of troops moving, unknown to me at the time. Spain joins Axis while Uk sending troops home, another unknown factor at the time. Conclusion: Irish is more experience player, but having some of these factors for neutral war entries documented would be a big help to newer players. Otherwise, unless I test every scenario out, just hard to compete with people that have logged 50+ games already. Hard to plan a strategy with all these unknowns. * Irish played a solid game from start to finish. [ March 13, 2003, 01:13 AM: Message edited by: ArmenianBoy ]
  6. After playing a recent game I feel the below items might make sense and be easy to code: - Ability to create partial units: this becomes more an issue later in the game when tech is researched, which can increase unit strengths also directly increasing the unit cost. Thus, it can get very expensive to buy a high tech unit. By letting the default create strength be set to the maximum and adding a drop list to adjust the unit's strength if a player wanted to. Of course, the cost of the unit would be calculated by the chosen strength. - Allow Germany to lend a certain amount(%?) of mpp to Italy per turn if the Axis player wants to, and maybe vice versa. Of course this then brings up the issue of allowing mmp grants from US to other allies or the other way around.
  7. Nothing to do with childish, I meany exactly what I said. It would be easier for me to show you how ineffective subs really are compared with say a 'carrier' or 'battleship'. The Germans building either in mass makes little sense considering the land war that they will face with Russia.
  8. Here is some more insantity from one call the Acient One: Try thinking outside of the box. Subs are currently the most cost efficient naval unit for the damage they can do to the enemy fleet. Any halfway competent Axis player can destroy the Allied fleet with subs. Ok, how about you just try thinking first before such a remark? Better yet lets play and you can show me how subs the most efficient naval unit. Email me please, I love to play an axis player who builds and researches subs. Because while your doing that, Russia will be handing you your ass on the east front. So maybe if you go all out on subs you can 'shut the US down' when they enter the war and have killed all the allied naval units. The problem will be that in 1942 Russian units will be occupying Berlin!
  9. CPROFITT, Email me let's get a game going. We'll than talk after the game about how things went. Seriously, contact me so we can do a PBEM or TCP/Ip. Click the little mail icon above this.
  10. I agree, would be cool to see SC2 go global. However, the air/naval combat engine would need an overhall as it would have many problems dealing with the type of combat that took place in the Pacific theater.
  11. FYI Against human players my ratio of sub dives over being attacked is 0/8. Once again this seems insane as it was 1939 for all cases. It would be nice to see a 'Happy Time' against US shipping, if the Axis delcared war on the United States. The extra modifier of damage would be some formula of the current US tension %. Thus, the early Germany declares war on US the more damage their subs stationed around US coast do. Although, at this point no need to even think about this, as all but 1 German sub usually never last past 39 in most games.
  12. Is this playing against the computer? Let me restate, that playing against a competent Human opponent, the following is normally the case in the 39 scenario: 1) Allied players are able to hunt and kill both Atlantic U-boats in a few turns with French and British ships. Whether the U-boats are used or not. 2) Building any more subs as the German player makes no sense (see 1). Anybody that thinks different, we can play a game and you'll be a believer after we finish.
  13. Your changes will make for a much tuffer conquest of France and the HQ in NA is a big boost for Britain. I know the editor does not allow for you to place an Italian HQ in NA, but they really should have one there. That is why, I'd leave the Britain HQ out. Otherwise, some nice ideas.
  14. Ok, that was odd.. anyways my thought on subs. - The % chance they should dive needs to be around 50-70% to start. - Allies should be forced to research sonar and long range aircraft which were both used historically to combat the situation. Each sonar breakthrough would reduce the dive chance by 20% and each LRA breakthrough by 10%. - Possibly reduce the damage a sub does, since they should now live longer. - Spotting ranges need to be reduced by 1 hex for all units. There may be a few other ways to more accurately portray subs, either way something is needed to be done.
×
×
  • Create New...