2016 League General Discussion Thread


  • @Gamerman01:

    The ability to buy kamikazes is HUGE

    You only need 1 to stop all bombardment.  1 kamikaze stops unlimited battleships and cruisers from bombarding, and just having one provides the threat to stop bombardment or disable a carrier or take out the only destroyer that could attack subs.

    Would be an interesting house rule.  I still suggest 4-5 IPC’s apiece, or perhaps if you want to make them 2-3 then have a low limit, like maybe 2-4 that can be purchased.  Would be a good addition to the balance mod - throw a bone to the poor Axis

    I think you are overrating bombardment here. You need to buy 5 ipc costing marines these days. Now this may not seem like much more then say an infantry, but there is a significant cost attached to it. Meaning countries like the US are more likely to invest in marines, but countries like Japan are less likely to invest in them (at least in the beginning) and they may invest later in them, but it all depends. Germany might invest in them, but unlikely. UK may also invest in them, but it depends on the size of their fleet and the situation. Basically most of the time it is just the US that buys them and that is about it. At least that is the way I see it.

    Also don’t forget that the allies gained a lot in the pacific. The ability to get random infantry in china is huge.

  • '15

    Yea, speaking of which, I think Marines are overcosted at 5.  They should really be 4 - there’s a pretty strong tradeoff between them and Artillery.


  • The way it works in practice (based on 100+ play tests of the mod) is Japan gets the most early-game use out of marines. A typical J1 purchase, for example, is 3 transports, 1 marine (26 PUs). Have seen them used effectively by every country–including even Russia. (Thats always a fun one. hehe).

    Initially Marines were play tested at 4PUs. The increase to 5 was based on the value of what you’re getting. . . which is, in effect, a free transport (converting one of your existing capital ships) and an artillery powered unit. They seem to get used in virtually every game.


  • The ability to jump on a cruiser or battleship is HUGE
    I’m sure 5 is most appropriate, and agree with the designers

    No idea what marines have to do with 1 kamikaze stopping bombardment, and yes that is huge too.  Also the ability to target a carrier or a cruiser (or a destroyer or 2, taking away their capabilities) is gigantic


  • 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

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