Moderator: Community Team
Yes...in fact, that's PRECISELY what they SHOULD do.jay_a2j wrote:Would it be better if they fought at the boarder?Woodruff wrote: Incorrect. If two opposing territories border one another (we'll say you own one and I own one) and we both attack each other with everything we have, we will take over each others' territory and NEVER HAVE A BATTLE. That's ridiculously ignorant, insipid, silly...whatever derogatory term you want to use. I prefer "ridiculously illogical".
hey, thanks!thegreekdog wrote:I played one game (I liked it) until I realized I had spent about half an hour on the thing. Good find.
Woodruff wrote:Yes...in fact, that's PRECISELY what they SHOULD do.jay_a2j wrote:Would it be better if they fought at the boarder?Woodruff wrote: Incorrect. If two opposing territories border one another (we'll say you own one and I own one) and we both attack each other with everything we have, we will take over each others' territory and NEVER HAVE A BATTLE. That's ridiculously ignorant, insipid, silly...whatever derogatory term you want to use. I prefer "ridiculously illogical".

Don't be waving and laughing at my tanks as you pass them by, you bastard!!!!neanderpaul14 wrote:Hope you don't mind Woody but I joined a couple of your gamesWoodruff wrote:Yes...in fact, that's PRECISELY what they SHOULD do.jay_a2j wrote:Would it be better if they fought at the boarder?Woodruff wrote: Incorrect. If two opposing territories border one another (we'll say you own one and I own one) and we both attack each other with everything we have, we will take over each others' territory and NEVER HAVE A BATTLE. That's ridiculously ignorant, insipid, silly...whatever derogatory term you want to use. I prefer "ridiculously illogical".
You magnificent bastard, I read your book!!!!oVo wrote:It's that Desert Fox Maneuver where you slip past the front lines
and surprise them where they least expect it.
jay_a2j wrote:jay_a2j wrote:4 Players/ 2 teams/1 troop per territory to start/scattered territories
I have 1 spot, there are 3 spots left.
Which team will triumph?
Game ID: 1246728
PIN: 479706
the debate is over...
JESUS SAVES!!!PLAYER57832 wrote:Too many of those who claim they don't believe global warming are really "end-timer" Christians.
an invasion of another continent via sea, plus a need for air support, minus any friendly land spaces nearby = excellent use for carrier.Neoteny wrote:oVo wrote:The tank/grunt thing is a big deal... save you cash when defending
and go for the ground dudes. It's amazing how well a short stack of
ground guys can hang in there.
The destroyer/sub combo is sweet... particularly when you have two
or three of each to roam the seas together and add some air
support when possible... KAPLOW!
I have yet to bother buying an aircraft carrier, but I've sunk a few.
I've found the carrier is good for sticking in the middle of a big ocean (with a little protection). You can do some surprise air attacks that way, but other than that, I don't see much use for them either.
I'm already in 10 games - sorry.jay_a2j wrote:1 Spot left!jay_a2j wrote:jay_a2j wrote:4 Players/ 2 teams/1 troop per territory to start/scattered territories
I have 1 spot, there are 3 spots left.
Which team will triumph?
Game ID: 1246728
PIN: 479706
the debate is over...
Did everyone at CC stop playing Forces?
If you play the AFRICA MAP your moves are much quickerthegreekdog wrote:I played one game (I liked it) until I realized I had spent about half an hour on the thing. Good find.
Just like on ConquerClub...the bigger the map and the more participants, the more enjoyable the gameplay.oVo wrote:If you play the AFRICA MAP your moves are much quickerthegreekdog wrote:I played one game (I liked it) until I realized I had spent about half an hour on the thing. Good find.
as it's a much smaller geography to deal with.
yeah, really. I noticed the same thing. that may be the only real design flaw and inconsistency in the game,. fighters should NOT have to use up their movement allowance if they're sitting on the deck of a carrier.oVo wrote:You're right, I've found the carriers to be very useful, although it would be nice if the fighters actually travelled with it when it moves.
yow. really? by the way, one thing I noticed here is that games can sdonmetimes take a LOT longer and be much more invovled than at CC. I'm in two games which have both gone 30-40 turns. (that may be because i missed a turn a while back.) bear in mind that sometimes these games become much more involved than CC. two is about my limit for games running at the same time.Woodruff wrote:I'm already in 10 games - sorry.
Sure - have been for quite some time now, actually. The last one to get kicked off was the 12-player game I set up (last for obvious reasons).sm8900 wrote:yow. really?Woodruff wrote:I'm already in 10 games - sorry.
Huh. I play a turn there in about the same amount of time I take a turn here at ConquerClub. It really doesn't take very much time to see and grasp the goings-on on the board. And uh...30-40 turns is a rather short game for ConquerClub, unless you don't play with many players in the same game (outside of escalating games, which I generally try to avoid when I can, and even those can go much longer).sm8900 wrote:by the way, one thing I noticed here is that games can sometimes take a LOT longer and be much more invovled than at CC. I'm in two games which have both gone 30-40 turns. (that may be because i missed a turn a while back.) bear in mind that sometimes these games become much more involved than CC. two is about my limit for games running at the same time.
oVo wrote:You're right, I've found the carriers to be very useful, although it would be nice if the fighters actually travelled with it when it moves.
Yes it is very intentional and has always been the case in the A&A rules.sm8900 wrote:yeah, really. I noticed the same thing. that may be the only real design flaw and inconsistency in the game,. fighters should NOT have to use up their movement allowance if they're sitting on the deck of a carrier.
on the other hand, maybe it's a way to prevent fighters from completely zooming all over the board. so maybe it is intentional on the part of the game's designers.
A&A 2nd edition; Page 14 wrote:If a fighter on a carrier is flying out to attack, it must take off from where the carrier is positioned at the start of the turn. For example, you CANNOT move a carrier with a fighter 1 or 2 adjecent sea zones and then move the fighter from where the carrier ends its move.
A&A Revised Edition; Page 27 wrote:A fighter must be launched from the carrier’s initial position to participate
in combat this turn. However, it may land on a carrier after combat (even if retreating) or a noncombat move.
(A fighter may not land on a carrier during the carrier’s move, however.)
Clearly not as I'm in that game with you.jay_a2j wrote:Did everyone at CC stop playing Forces?
JESUS SAVES!!!PLAYER57832 wrote:Too many of those who claim they don't believe global warming are really "end-timer" Christians.
Thezzaruz wrote:oVo wrote:You're right, I've found the carriers to be very useful, although it would be nice if the fighters actually travelled with it when it moves.Yes it is very intentional and has always been the case in the A&A rules.sm8900 wrote:yeah, really. I noticed the same thing. that may be the only real design flaw and inconsistency in the game,. fighters should NOT have to use up their movement allowance if they're sitting on the deck of a carrier.
on the other hand, maybe it's a way to prevent fighters from completely zooming all over the board. so maybe it is intentional on the part of the game's designers.
A&A 2nd edition; Page 14 wrote:If a fighter on a carrier is flying out to attack, it must take off from where the carrier is positioned at the start of the turn. For example, you CANNOT move a carrier with a fighter 1 or 2 adjecent sea zones and then move the fighter from where the carrier ends its move.A&A Revised Edition; Page 27 wrote:A fighter must be launched from the carrier’s initial position to participate
in combat this turn. However, it may land on a carrier after combat (even if retreating) or a noncombat move.
(A fighter may not land on a carrier during the carrier’s move, however.)
One interesting thing to note is that Forces allows for kamikaze moves with fighters/bombers while the A&A rules specifically don't.
Post a C&A Secret diplomacy thread--oh wait... HAHAHAHAHAH!!jay_a2j wrote:Well I put 2 on my block list at Forces.
neanderpaul14 and Burg
neanderpaul14 set up a 3 player game, oddly enough he and Burg are not attacking each other and have no defenses set up near each other. They are both too occupied attacking me. He could have at least made it a four player team game so the game would have some tinge of fairness to it.
natty_dread wrote:Do ponies have sex?
(proud member of the Occasionally Wrongly Banned)Army of GOD wrote:the term heterosexual is offensive. I prefer to be called "normal"
it usually eliminates units starting with the lowest-valued units first. If you send in high-priced units like bombers, it's always better to send in a few ground troops as well, to absorb losses. if the target is unreachable by land forces, try to send some fighters along with bombers. you can also move a sub or transport into any sea spaces. also, SAMs can be useful to move around sometimes to absorb losses.john9blue wrote:It seems fun, except I still don't understand quite how things work. Like, if your infantry moves to an enemy territory and rolls the 15% attack, they kill a bomber, or whatever they want? How do you decide who dies?