2016 League General Discussion Thread


  • Does a cruiser or Battleship unloading a marine, still get to bombard?


  • @Infrastructure:

    Does a cruiser or Battleship unloading a marine, still get to bombard?

    Yes


  • Cool.

    Thanks!


  • In Balanced Mod can the Marine unit be loaded as an inf on transport?  i.e.  2marines, or a marine and an armor?


  • Yes, they’re the same as an infantry unit

  • '19 '17

    Can a carrier starting in a sz with an enemy sub ignore the sub while a tp unloads from that sz move on NC (assuming no other ships are with the carrier)? Example would be sz 80 with carrier and enemy sub in it, and a tp would come and unload in Persia and the carrier/tp would ignore the sub, could the carrier move on NC?


  • Yes, you can completely ignore enemy subs during movement (except amphibious assaults with only transports) in all ways.  Combat and non-combat movement alike

  • '19 '17

    Yes of course, but does that take away the ability to move in the non-combat phase?


  • You never said it was an amphibious assault or that the transport was unloading in the combat movement phase.

    So you’re using the carrier to escort the transport.  Then I would think the answer is no it can’t move, same as cruisers or battleships that bombard.  The escort by the carrier is a combat move even though it’s staying put.  You’d have to ask Krieghund to be sure.

  • '19 '17

    Yes I did, but maybe it was confusing. Thanks.


  • @Adam514:

    Can a carrier starting in a sz with an enemy sub ignore the sub while a tp unloads from that sz move on NC (assuming no other ships are with the carrier)? Example would be sz 80 with carrier and enemy sub in it, and a tp would come and unload in Persia and the carrier/tp would ignore the sub, could the carrier move on NC?

    No, you didn’t, you just knew what you meant.  It looks to me like everything you’re talking about is in non-combat.  You never said combat, you never said amphibious assault, and you never said Persia was enemy controlled.

    FURTHERMORE, you said “while a tp unloads from that sz” which leads me to believe you mean at the same time, as in all of this is happening in the non-combat phase.

    Since you insist on correcting me


  • 2016 league rules amended to eliminate tier 4.  We only have one player currently that is in tier 4 and he only has 3 games completed.  It looks like the way the numbers work, tier 4 is obsolete.  Tier 3 will be 0.00 to 2.499 PPG from now on.  3 players will gain 1 point as a result, and none of these three are currently near the top of their tier so it will have negligible effect, otherwise I wouldn’t even make this change…… See the league rules thread for the amendment

  • '15

    Well, if we’re gonna talk about the calc, let’s do that.  My thing is, the more rounds expected in the fight, the less reliable the result.  If it’s showing 1.0 rounds, 100% trustable.  If it’s showing 4 or more?  Hold on to ya butts!

    There’s of course no way to actually fix this problem.  The more dice you roll, the more randomness you’re putting into the system.

    It’s like when you attack with 5 Inf, 1 Art vs 1 Inf and you lose.  The calc will say that’s a 0% chance, but it happens.  Each round is it’s own beast.  After your opponent hits and you don’t, it’s now 4 Inf, 1 Art vs 1 Inf.  Excetera, excetera.

    So what this boils down to me is in big battles I keep the calc open, and recalculate every round as it goes on.


  • 0% chance means less than 0.5% chance - it’s just rounding.

  • '15

    I figured that, but that’s not really my point.  If you’ve got a 70% chance of winning a major multi round battle, you gotta be aware that those odds change dramatically depending on the hits you each get in round 1.


  • They do change dramatically depending on round 1, but that doesn’t mean the calcs are inaccurate just by virtue of being multi-round

    Does anybody use the calculator linked on the ribbon of this site?  It’s one of the best.  Gives you probability distribution, ability to go round by round…  you just have to be smart enough to make adjustments since it was designed before G40


  • Gents,

    The G40 Balance Mod file required a minor XML correction. Somehow, in the latest version the number values for USA’s “Vital Forward Bases” objective (Marianas, Caroline, Marshall, Paulau) got mixed up, so the game was awarding 4 PUs instead of 5 for that objective.

    Attached is a corrected version of the G40 Balance Mod file. Apologize for the mix up there.

    Also, in the Game Notes in the attached file, there are a few rule clarifications based on questions we received about the Mod (e.g., specifying that Russia only gets its +3 for having no allied units present if it is at war with Euro Axis). Also, the Game Notes clarify that Japan may not move its units into originally Russian territory unless Japan is at war with Russia.

    I’ve been following all the league games using Balance Mod with great interest. Glad to see it getting so much traction :) Hope ya’ll enjoy!

    G40 Balance Mod.tsvg


  • Need a rules clarification.

    Normally you are allowed to send a fighter on a suicide mission if there is a theoretical chance of a carrier being able to pick it up, no matter how small that chance is.

    Does this become illegal in a low luck game, since the probability of the carrier making it becomes 0? Or do we consider the legality of moves to be the same as in the normal game, and the low luck aspect only applies to the dice rolling?

    Thanks :)

  • '19 '17

    Low luck does not change what is legal or illegal, so suicide missions are allowed just like in dice.

  • '18 '17 '16 '11 Moderator

    @bmnielsen:

    Need a rules clarification.

    Normally you are allowed to send a fighter on a suicide mission if there is a theoretical chance of a carrier being able to pick it up, no matter how small that chance is.

    Does this become illegal in a low luck game, since the probability of the carrier making it becomes 0? Or do we consider the legality of moves to be the same as in the normal game, and the low luck aspect only applies to the dice rolling?

    Thanks :)

    Low luck does not effect what moves are legal or not.  You still, in theory, could get the carrier to the fighter and still must make the move to retrieve the fighter on the off chance it does survive.

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