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Iron Ranger

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Posts posted by Iron Ranger

  1. Hey JJ went back a year for fun and looked over the posts on pg 64 (?). I saw your name and a lock so I just had to read it.

    Top post:

    I've been commenting lately that someone seemed to be tampering with my postings. This morning I found a posting I didn't make with my forum name of JerseyJohn -- it was by Jon__J__Rambo or whatever he calls himself. In it he calls me a German Lover and posts some stupid remarks referring to me as "Claus Boobie" and posting some sort of belligerent challenge about comparing w-4 forms, etc. I draw the line at personal attacks and especially personal attacks that come in the line of blatant stupidity.

    Henceforth I will avoid this site.

    Disgusted -- John P. Dellova

    I will be sending this same message to all administrators and posting it as a farewell forum.

    History repeating its self - just change the names?
  2. is turning away people?

    Shot that deer in the heart! Free discussion and open 'wild' post can be fun. But a cesspool of juvinial antics (read not funny) can be a bit much. I'm played several ppl PBEM that will not become 'active' because of too much profanity (?) and insanity, here (three ppl, I guess not that many).

    Maybe, if you guys have a intern hanging around, you could give him the AA bug as a project, if MR H will allow acess to the code. :D

  3. and it has widely exceeded our expectations)
    This is good, but somewhat surprising. Maybe most people don't play online (I never did till this game) or there are other sites supporting 'guilds' of SC players. But the size of the posting and playing community is rather small, at this the developers website. Or an I missing something?
  4. DH,

    I think its a question of burnout. I think the four of us are the last of the v1.04 gang - Rambo being the 'oldest' of us. Just as the v1.00 gand turned over stuff to us so we too will quit and see others continue the game.

    I enjoy the simple surface yet complex depth of SC, and the fact it can take 20-40 hours to play is, at times, a good thing. But we all have real lifes and sometimes seeing something we thought was fixed in the past makes you figure you should spend more time on it. I still enjoy the game, and I think I've found so real exellent HRs that make it balaced for both sides, but there are still bugs, and most of them are minor, but this one could significaly effect the game. Already we see alot of players quit at the first major mistake, they get depressed and want to start a new game. Its one thing to do this as a newbie another to do it as an experenced player. And I'm not talking about conceadeing in a hopless situation but this bug could significaly 'quicken'.

    OK, I'm tired and rambleing along. Foolish me, forget it. Lots of bugs out there, make a list for Hubert? Zapp likes doing things like this, perhaps he will again. We'll know tomarrow as MR H has been responding to post alot lately.

    Its too bad the intersecpting air doesn't get the tech Bonus, then I think this would be one of the great 'equalixations' in the game and bring air fleets back to earth.

    Iron

  5. Zapp: You are right, I've just tested that. That is what needs to be amended, so that the radar helps both sides where applicable, rather than just the attacker.

    Just tested it, I was wrong - makes the air war even worse (I think, still too new to see all ave).

    The 'bug' is that attacking air that gets intersecpted becomes 'defensive' and gains the AA tech advantage. I had hope this was wrong and that only intersecpting air (since its acting in a defense role - though in game terms its 'attacking' would be the bonus). Its actuly the oppisite of would you would see in the real world.

    So: if you attack a air unit in a city directly it gets the AA tech - same as we knew.

    But:

    1) if you attack with a air unit in a city and its intercepted - the ATTACKING unit gains the AA tech advantage becaue its now 'defending' against the intercepting air unit

    2)If a Bomber attacks a ground unit and is intercepted from an air unit in a city with AA tech - then an air unit supports the bomber from a city with AA tech the roles are reversed - the intercepting air unit gets the AA tech (it is 'defending' itself from the supporting air unit)

    This is not good the definition of intercepting air need to be swaped from Attacking (its going after the other are after all) to Defending (thats what its doing, defending the unit attacked).

    This will be exploted, I would do it. And it makes attacking air units in citys with AA tech(or carriers in port) SUPER POWERFULL. They get to attack the first unit and carry their defesive bonus against the intersecpting air unit. Two powerfull punchs for the price of one.

    By 1942 with high Jet and AA tech you'll see a single unit completely wipe out a 'defending unit'. I think once a side has contol or the air it will not be possalbe to take it back if they have AA and Jets.

    Solotion - Air units can't base in citys - or you limit the # of air units on the board - or ?????????????

    I don't like HRs yet I'm the person pushing them the most - maybe its time to quit this game - Rambos time sheet say's it all.

  6. Changing your profile Zapp?

    Was thinking about this (still need to test, for total understanding).

    I'm not sure this is a bug, it might even be salvation (ok not for the AirKing). There has long been a complante that air was overpowering, now with alittle AA one air unit can wipe out another, and attacking it directily is foolish because of the entrenchment. Solotion: ground combat now becoume top prioity (as is should be) and air fleets are back to a supporting role, the the dominate role.

    This could be a very good discovery.

    Thanks for sharing this with everyone Zapp-Rambo.

  7. Post by Iron Ranger

    Final note: Combat loss's, expecially those involving air or naval combat, seam to be higher then what the formulas will provide. I noticed this alot with L4/5 air combat, its nothing to do 9-11 pts of damage each time.

    Well this question has now been answered, the navel combat I was talking about were carriers. The reason is an incressed AA tech damage.

    Side Note: Its not tested but I think air fleets intersepting out of MT or Swamp hexs do 1/2 damage in defence.

  8. Fall 1939:

    Std opening moves with DOW Denmark on turn one, LC attack on turn two and a continous pounding on Poland. The allies operate the Polish air to London and battle for the LC capital to advaile, LC falls on turn two but Poland fights on till turn 6 - that extra 10% plus the polish incress could haunt the Axis latter.

    Axis subs head to the far northwest corner, UK and French ships give chase. The subs jump one UK BB and sink it and damage another before going down.

    Winter 1939:

    France disbands its air and one BBs to puschase and HQ and an addisional corps for the capital. Aggressive counter attacks are conducted on the border of the LC and France with sucessfull kills on a german army and two corps, unfortuitly they lose two UK corps and a French army. By Jan. all German forces that were in Poland are now on the border, allies go on the defensive.

    Spring 1940:

    UK DOWs Irland and start training her carriers - all other ships are heading to the south of France. UK pours both Canadian units and several corps into the battlefield around Brussels, not enough as two German armor groups break out and take control the the 'elbow' region of France. By May 1940 the allies have fallen back to Paris and the planing their evacuation of mainland Eroupe. A preemtive strike on the Itialian navy is being planed, almost the entire combined navy will partisapate, but due to the aggressive blitzkrig moves, 1/2 of the ships will be low in supply. Irland and Denmark Fall in mid spring.

    Summer 1940:

    Italy joins just as allied transport sit off her coast! Canadian army trades its life for an axis armor group and the line in front of Paris is cracked. French army HQ and several units head for UK soil while a last line defends the flanks of Paris and her L6 entrenched corps. UK ground troops (corps) lands in the Itialian boot to isolate Sicily and the combined fleet pounds one German and one Itialian corps traped on the island, Itialian navy flees to the Adrictic sea. France falls in July with the UK holding Brest. UK and FF ships start slowly moving west while still hitting axis ground units.

    Fall 1940:

    The UK ships moved too slow, Itialian ships give chase around Malta and sink the FF BBs and trap a UK BB in the port, German air now rules the sky but the island is still isolated. Quite time in the North as the axis reposision and UK ready's for Sealion.

    Winter 1940:

    Axis DOW Norway and VF, both fall in one turn, but in another sea battle in the Med the Itialians lose one corps and the BC that is protecting the invasion fleet around Algeria. UK lands in and takes the Bremen in Norway. She still holds Brest and is using the bomber to pound Antwerp to ruble, no posiablity of Sealion till Germany can get a port in the North Alantic! 5 units are sent around the Cape of Good hope, destination Egypt. Malta falls. German rockets appear (L3) and start pounding London (city and port). Rominia joins axis.

    Spring 1941:

    Germany DOWs Sweden and makes slow progress in taking the capital (5 turns?) while UK lands 3 corps in Norway and starts a Ski school in the MT hexs. A lone UK corps marchs across the deseat and confronts the Itialian unit in Tripoli, the 10th army lands and give the corps a pounding, a race insues with the corps being chased back the Cairo, its destroyed by a BBs after reaching safety behind a FF corps in El Aliemin reagion. The Canadian unit in Brest is destoyed and so the UK is now bombing both ports to reduce the chances of Sealion (L1 jets). Two Rockets are turning London into Rubble, the port is at 0. All axis minors have joined.

    Summer 1941:

    Spain is attacked by Axis, in three turns everything expect Moorco is Axis held. UK gets in her licks by attacking the Itialian HQ at sea with a figher group in Gabralter. UK DOWs Iraq and hits it with 1 HQ (FF) 1 Army and 3 corps, one armor group (UK), it falls in two turns. At the end of the summer (Aug) UK retreats from Norway after losing one corps. Alls quite as Germany shifts east and UK repairs her damaged air units, a second bomber is purchased.

    Fall 1941:

    Germany DOWs Russia in Sept, a surprise as the readiness was 86% the turn before, Condor states he made a mouse mistake and opened up Warsaw. Open attack is weak but impressive, four rockets open holes in the russian line and corps advace out to isolate 8 armys. An entire army group unloads between Lenningrad and Riga. Portugal and Yougslavia are DOWed both hold out for one turn then surrender. USA joins the allies and sends her armys north, her corps and air go to egypt. The FF unit in egypt march across the desert and start attacking Troploi.

    Winter 41:

    Axis splits into two groups and head east, the norhtern groups is facing 10 Russian units while the southern group quickly reachs the Dnieper river. Finland is DOWed by Russia and the border army crushed, armored units reach Helsinki on the second turn. Stailmate around Troploi, Axis minor units reach the shores of Greece one turn before the allies can conduct a seaborn invasion (had to wait for the port to advance in supply). A sea-air battle is waged off Triploi with o units lots but severe damage to both sides. UK continue to bomber resources in western eroupe and the carriers are training on the german corps in Norway.

    Spring 1942:

    USA lands in Brest - only an itilain corps was defending western France, an easy kill. US 1-5th armys march slowly west, combined with UK air one Itialian or Axis minor unit is destroyed each turn. Paris is reached by May 1942. UK lands in Denmark and Norway, the Denmark raid quickly get destroyed but 3 corps move into the MT hexs to face 4 german corps. Stailmate in Libia with the axis port being reduced to 0 every turn and minor combat between a str 12 Itialian army and a FF army on the border. German units crush Russian corps in central Russia and hold all citys west of Moscow, ST happens in the late spring. Russia, UK and Germany are at L3 jets.

    Summer 1942:

    Axis conceade. They've lost Norway, USA is destroying a unit per turn outside of Paris. A major sea-air battle happens around Jutland with one UK carrier and 4 German air fleets being destoyed. Several UK ships are damaged, both US BBs sunk, all three German ships sunk. Russia is reduced to rages but Germany is too weak in the east to take great advantage of this (28 total units - 4 HQs, 4 Damaged Air, 3 Damaged Armys, 1 Armor, 16 corps). Allies land on the west side of Triopli but are isolated and slowly being crushed.

    Allies invested 11 chits in R&D and recived 11 upgrades (L3 jets UK & USSR)

    [ November 15, 2003, 06:46 PM: Message edited by: Iron Ranger ]

  9. Play test of two new house rules:

    1) Non-port to port landings must be within the radius of the nearest port str plus 1

    2) Sides are desided by a who wants to incress the Russian readiness the most (min bid was 3%).

    Condor gets axis with a bid of 10%

    Std Fall Weiss (1939 senerio)

    Conclusion:

    Axis Coceades in July 1942, Russia was still very weak but the western (mainly UK) allies were becoming very powerfull and germany had lost the air war. The early attack on Russia help them survive even without the bid, three factors were the cause, 10% bid, slow conquest of Poland, mistake in summer of 41 that caused an incress of 10%.

    As Condor stated 'one game is not a complete test' I felt things went well. There was a steady amount of combat, reducing ports (resource bombing) was important, the allies not only had a chance in the med but controled the western 1/2. UK after Iraq was taken had enough MPPs to make mistakes and survive. Russia was incrediable weak the whole time but made some good couter attacks, there were plenty of holes in both lines so exploting armor was possiable. With the northern landings around Riga Finland was no pushover and survived the game. Gabralter is now the most important and Required hex for the axis to take.

    One of my most enjoyable games, I hope others will try these HRs. The decision to go for Rockets was very damageing for Germany, while powerfull she never was able to put of a solid line in Russia. Without bid money Russia was weak the entire game and really needs to be played well. Remember if you think you should run or fight, run as Russia can't take huge loss's and still put up a solid line on the Volga.

    [ November 15, 2003, 06:56 PM: Message edited by: Iron Ranger ]

  10. The Higgins boats and other landing craft used at the time could never make an ocean crossing
    Never happened, Higgins boats were unloaded from LCS, and LCT. Read Steven Amborses book 'D-Day' for a good example of how the different ships were used.

    Operatin Torch was (the US side, total operaion was really UK, USA had a minor part) launched from the US and landed on VF N Afirca. The troops were combat loaded and had to stay that way for the entire trip, and unique case and would never have been done against a 'good' opponent.

    Game balance and MPP issues can be address by changing initial resources (bidding or scenario design)

    Personal I find bidding to be the bigest non-balance/historical issue we have. Its nice because the Allies have lots of options in the begining, but unless your very skilled it only backfires and gives Germany more options to gain exp.

    I see the game as more a time equasion, what can Germany do before she has to take on the big Red bear, more MPPs just drives up the air race and creates more corps for the germans to kill. Try bidding on Russia Readiness for sides (or forced trigger on the ST), and the game will turn on a dime. No longer must UK risk all in gambit to brunt the Gray host, now Germany must take risks to win. As she should!

  11. I'm not clear on the range you are suggesting, unless you are saying the range is 11 (10 str port +1). If so, thats way too much.

    Range of undamaged ports would be 11, 9, 6 for ports of 10, 8, 5 str (also 3&4 if and unsuppled port in russia is held)

    If you damage the port the distance would be reduced accordingly.

    Resaons for this number, nothing special.

    1) Its the max distance a unit and launch and be in position to land (ship in port, unit go's to transport - then can move 10 hexs)

    2) Allows the US to still land on the mainland without help from one of the UK/French ports

    3) In andvanced version of this I looked at seaborn landings only happening the turn after you launch the unit - thus reason #1 (unit could return to port for 'resupply' then move again to an invasion hex, but the second time it would be port str max (10, 8, 5, 3)

    This doesn't effect port to port, ships can use whatever travel route they wish (scouting?) to reach the other port.

    - I like your idea of only 4 hex / corps only invsion but feel it might 'restrict' game options too much, though a good idea -

  12. to dump the std HR of no "land on the same turn as a DOW against Major powers"?

    I noticed Zapps post and read the responce's

    Should Rambo Rome Invasion be forbidden
    I woundered if we should replace it with a more general, even handed (and historical) HR.

    HR1) No amphibious (sp) landings unless within a radius of the nearest port strength plus one.

    This would mean:

    a) low odds for the RRI invasion (only two armys, max)

    B) to force out UK/Egypt or Italy/Libia you would need to march through the desert unless you get a capital-to-port supply route

    c) Axis can't invade USA or Canada

    d) Axis needs not worry about a UK invasion in baltic till Russia joins, and then only if they hold Riga

    e) Axis can perform the Riga seaborn invasion

    f) Allies can perform a pre-emtive strike on Italy but the Adritc it too far so it can't be overwhelling

    g) UK can still hit Norway-Denmark but Sweden is too far

    H) if Gabralter falls to axis no Operation Torch

    I) USA can still land on mainland eroupe - but only in Spain

    J) Until Norway falls the range of Operation Sealion is limited, and even more so if UK bombs the LC and French ports

    Many more adjustments not listed. Think on this, seaborn invasions (or any landing not using a port) took a huge amonut of supply and couldn't just be conducted anywhere. This would up the importance of Str Bombers, port supply, ect.... possiable bringing SC into a more even and historical balance.

    One side rule might be if UK falls, the Axis takes over her merchant fleet and the USA brings more of the Pacifc fleet in to the Alantic. Thus both sides can ignore this rule at that point.

    Looking for feedback - or a game testing this idea (PBEM?)

    4-4 - site was down at the end of last week - :confused:

    [ November 12, 2003, 06:24 AM: Message edited by: Iron Ranger ]

  13. I assume your planing on attacking Finland to get the army in place before the Russian readness gets too high.

    Some things to think about:

    1) poor supply until you link up with you main forces

    2) incressed readness due to the DOW on finland

    3) ST will trigger much sooner if you succed in breaking through to Moscow quickly

    4) It will be very hard to breach the river east of Leningrad and take the city unless you use alot of air and armor in the first attack.

    This is all assuming you using the std HvsH options. If your not and say setting USA to Historical, then some of the obove answers mean nothing.

  14. Curry,

    Only Mr H has that answer (100% correct). But from my test in hotseat it looks like you need a full bar of exp to make a difference, but the formulas in the PDf file, ie manul, make no distinction. For HQs I know it only makes a difference if you have a full bar or not.

    Hope that helps.

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