@Magro I’m curious what the issue is for you? I find that with the most recent patch, transports are working fine.
Best posts made by Nosho
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RE: They Fixed Transports in the New Patch
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RE: What is going on with Infantry and arty paired to attack??
How many data points do you have? After a few hundreds of games, I’m at an average of 2 hits per 3 rolls by an Inf paired with an Art.
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RE: What is going on with Infantry and arty paired to attack??
@aardvarkpepper said in What is going on with Infantry and arty paired to attack??:
@nosho said in What is going on with Infantry and arty paired to attack??:
The average value of thousands of rolls, for each units, averages 3.5, I’m not too sure what more you want.
The. Data.
Weird how people who claim PNRG is noticeably not random don’t need data to convince you, even though the burden of proof is on them, but me claiming the already know fact that PNRG is close-enough to perfect randomness for most practical purposes, including this game, need to show you data.
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Latest posts made by Nosho
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RE: Game Imbalance massively obvious
@snoil said in Game Imbalance massively obvious:
@marineiguana if it’s so balanced, why do GenCon games have a bid system for the allies to get extra help?
The online version differs quite a bit from the board game, even with the Gencon setup. Differences such as no friendly AC and transport usage, having to assign casualties after each round of like-valued dice instead of the whole attacking round, not having variable defence profiles for a given combat phase, different time constraints, etc, all make it a bit harder to compare the 2 games.
The numbers don’t lie though. At high gold/plat level, there’s little to no difference in win rate between allies and axis, but at lower levels, it seems axis is winning more. I believe it has changed over the last few seasons too, where top players are figuring out better and better ways to play the allies, leading to many of them to believe that they are currently favoured at high level.Cheers
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RE: Should this movement be allowed?
@juliusborisovbeamdog Are you guys also working on making the game less of a burden on a Mac computer? I have a fairly recent and decently powerful Mac laptop and the game is maxing out my RAM and cooling fan, which seems ridiculous given the type of game this is.
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RE: New Season, has there been any change to dice in ranked games?
@marineiguana said in New Season, has there been any change to dice in ranked games?:
- Japan by doing Pearl, places 5 units out of position for a volatile battle moderate profit. These units are important for the India round 3 timing.
Interesting. I think I never attempt to get India by J3, which is probably a mistake. Not doing Pearl Light might help me achieve that goal. Do you usually get to India on J3 by building an IC in French Indochina or just by maximizing transports use?
Cheers
-
RE: New Season, has there been any change to dice in ranked games?
@brian-cannon Yes. I feel it should be done, unless there are juicier targets out there (Chinese fighter undefended, UK fleet spread out, etc)
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RE: New Season, has there been any change to dice in ranked games?
@marineiguana said in New Season, has there been any change to dice in ranked games?:
Specific examples:
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don’t attack E Canada, send all 6 units to sz7. By sending 5, you’re turning a 99% battle into a 90% battle with variations in the 90% where Germany loses a fighter.
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Pearl is a risky battle. If you want to minimize risk, stop attacking it as Japan. I have.
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Stack 5 fighters in reach of UK sea zone and surviving units in sz7 makes it difficult to create a navy. UK will feel strong pressure to use the bomber to trade sz7 instead of attempting to hit Germany’s med fleet round 1. Sounds like UK gets to hit med fleet for free in your games since Germany takes unnecessary risks in SZ7.
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Germany’s med fleet is expendable. Treat it as dead, and a bonus if it survives round 1. It’s just like the Japan transport in sz61, bomber in Ukraine.
I agree with #3 and #4, but not #1 and #2.
Destroying the British dest in SZ10 is a 50/50 battle (with the potential to destroy an extra 7ipc), and if you fight this battle prior to the sz7 battle, it can help you keep subs alive (by selecting the cruiser prior to the subs as casualties), making it very hard for UK to build any fleet on turn 1. Against highly skilled players (which I know you are), I’ll take the risk with slightly worse odds if they are still favourable and have potentially high rewards.
Pearl is a risky battle, but again, with high rewards. I think sending 5 units there and making sure you select your fighter that is out of fuel as 1st casualty is key. You don’t want to have to bring your AC there.
Cheers.
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RE: New Season, has there been any change to dice in ranked games?
@juliusborisovbeamdog said in New Season, has there been any change to dice in ranked games?:
We’re working on implementing the dice feedback we’ve received. It’s still WIP. Stay tuned.
Is there actually something wrong with the dice though?
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RE: newbie with a bunch of questions
@drdachel said in newbie with a bunch of questions:
- Halfway through the game, any time I wanted to do anything with fighters or bombers I had to scroll screen size all the way out so that those icons weren’t the fighter or bomber in order to select them and show where they could move to. Maybe this is graphic issue on my non gaming laptop??
So the UI is pretty glitchy and not always user friendly or even consistent. The trick to select units when the sea zone of territory is too cluttered for the proper unit to be simply clicked on, is to click on the sea zone or territory itself, and bottom left to expand the window detailing the content of the selected SZ or territory, and from there select the unit you want.
As far as the transport combat move, the transport needs to be loaded in order to show the enemy territories it can reach. If you haven’t loaded it yet but selected it, the sea zones you can reach in order to then load units for an attack elsewhere will light up in blue, but until the transport is loaded, you won’t see red territories light up.
Cheers
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RE: When to buy subs in the pacific and best strategy to use them
@major-moses Subs should be your main naval purchase as Japan. They are the cheapest and most effective unit to keep the USN at bay. It’s counter-intuitive the buy subs for defence, since they are actually terrible at defence during an actual combat, but them being so strong on offence can prevent your opponent from ever wanting to get within striking range. Remember that subs can’t be hit by air unless an enemy destroyer is present in the attack, and they can never hit air. A massive stack of subs could get wiped clean by a single destroyer accompanied by a lot of airpower, and even if they all roll a 1 on defence, all they’ll hit is the lone destroyer. On the other hand, a submarine stack can sink a great many fully loaded aircraft carriers if the enemy doesn’t have destroyers.
As the USN, you’ll usually want to be on the offence, so subs seem like the way to go, intuitively. However, you’ll have a hard time reaching the Japanese navy with those subs without being hit first. So as the USN, as a general rule, build ACs, fighters and a few destroyers. A few subs make for good fodder and are often extremely useful in some specific scenarios, but usually you’ll want to focus on air and destroyers.
Cheers
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RE: What is going on with Infantry and arty paired to attack??
@aardvarkpepper said in What is going on with Infantry and arty paired to attack??:
@nosho said in What is going on with Infantry and arty paired to attack??:
The average value of thousands of rolls, for each units, averages 3.5, I’m not too sure what more you want.
The. Data.
Weird how people who claim PNRG is noticeably not random don’t need data to convince you, even though the burden of proof is on them, but me claiming the already know fact that PNRG is close-enough to perfect randomness for most practical purposes, including this game, need to show you data.
Last few games of inf/art rolls:
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6
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6 -
RE: What is going on with Infantry and arty paired to attack??
@aardvarkpepper said in What is going on with Infantry and arty paired to attack??:
So no program, no data, accepts no responsibility for doing any sort of work, just undermining others’ arguments with only “it must be right therefore it’s right”.
That isn’t “the world of rational people”, as you put it. That is the world of rationalizing people, though.
The average value of thousands of rolls, for each units, averages 3.5, I’m not too sure what more you want.