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Sand Castle

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Everything posted by Sand Castle

  1. Would like to share something I've been thinking about. It seems that everyone complains about the massive use of air power (especially when the tech levels advance). One of the problems I have with the way tech advances are handled is that when a unit type goes up a level every unit of that type on the board goes up to the new level. It seems to me that it would make more sense (in the case of air, rockets, armor, anti-tank, anti-air), if only newly purchased units would be at that level. Hardly makes sense that the end of one month your air force is one type of plane and the next they have miraculously been transformed into a more advanced type. Currently I build as many units at the cheaper cost with the hope that tech advances will improve their value down the road. With the "you only get the new shiny stuff when it has been invented" paradigm, people would be forced to make the decision to build old level units or wait to the new level comes online. When newer levels come into being older types of units could still be rebuilt to the maximum level their current tech would allow, be used up in battle, or disbanded. Any thoughts?
  2. can anyone tell me where axis subs have to be to be effective? Do they cause more damage in one place then another? Does their effectiveness decline as their supply status declines?
  3. liam (axis) and sand castle (allies +190) played to a draw in v1.06. east front became stable and allies weren't going to be able to get ashore in the west.
  4. liam (axis) and sand castle (allies +190) played to a draw in v1.06. east front became stable and allies weren't going to be able to get ashore in the west.
  5. sand castle (allies +180) loses to zappsweden (axis)
  6. sand castle (axis +175) loses to Zappsweden (allies)
  7. sand castle (axis +125 i think) lost to codename condor (allies)
  8. sand castle (axis +125) loses to codename condor (allies)
  9. sand castle (axis bid 175) lost to rambo (allies)
  10. I have to agree that the carrier strength is over rated, compared to the air fleets, against land units. If you assume that a german air fleet represents an average luftflotte then you would expect that to be around 1000 aircrft of all sorts. The british carriers were designed to carry the following complements: Glorious-48 aircraft, Courageous-48 aircraft, Ark Royal-60 aircraft. I just don't see how those numbers could stand up to a luftflotte in head to head combat or inflict the same amount of damage to a land unit. I think that aircraft carriers should have a much lower strength-2 or 3, but have a much higher attack rating against other naval units, ie make them good at what they were designed to do-control the seas.
  11. sand castle (allies +200) lost to Rambo (axis)
  12. sand castle (axis) loses to waltero (allies +200)
  13. codename condor (allies +175?) beats sand castle (axis)
  14. my mistake lost to iron ranger-where iron mike came from don't know.
  15. sand castle (allies +175) lost to Iron Mike (axis). Went till late '41 but he owned everything execpt the big 3, iraq, turkey by then.
  16. i know it isn't sc chatter but you should try some AAA ball games. you are up close and the kids playing aren't making any money (although they are usually in it for the chance to make lots of money) and it is usually a fun way to spend an evening. by the way buckaroo banzai was a terrific way to spend a couple of hours.
  17. i'm not in a coma although my philadelia eagles sures let me down this afternoon. never trust em, they always rip your heart out. don't worry i have been reading the conversation, although the last time i played the ai there was a corp in malta and it took the entire italian fleet w/3 carriers, 4 german air units w/hq support to finally destroy the land unit. it must have taken 6 months to do it. it is just a tough nut to crack and i'm not sure it is worth the investment in time and resources.
  18. Can anyone tell me if there is a trick to taking Malta? I bomb/bombard the port and/or island and whatever unit is there either rebuilds, if reduced, or gains experience. Is there anyway to cut it off so it can only rebuild to a strength of 5? Any suggestions?
  19. sign me up. can usually play a couple hours in the evening (EST). a small suggestion for ladder rankings. I got this off a yahoo site. "How is my rung computed? New ladder rungs are automatically computed after every game. If the higher-ranked player wins, no change occurs. If the lower-ranked player wins, two things happen: The winner moves up half the distance between the players' rungs. The loser moves down one rung. Example: Assume that Fred is at rung 10 and Mary is at rung 30. If Mary defeats Fred, Mary moves up to rung 20 (because 20 is halfway between 10 and 30), and Fred moves down to rung 11. The players who were at rungs 21-29 each move down one rung to make room for Mary. The player who was at rung 11 will move up to rung 10 to replace Fred." Only bring it up in case the ladder get large and then a four player jump may not be enough. Another suggestion is that players must play at least one game in an agreed upon time or be removed from the ladder giving a reason for higher ranked players to play guys (or gals) at the bottom. See you on the cyber battlefield.
  20. thanks.....I had never even noticed it until it was mentioned in this thread. I don't believed that it is mentioned in the manual.
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