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TonyE

Staff Pukes
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Everything posted by TonyE

  1. TonyE replied to pmaidhof's topic in General
    I can't recall any specific suggestion along those lines of increasing complexity. The introductory level is certainly WestPac 1.0. Anyway, your thought sounds like a good idea to me.
  2. I'll tackle the question about where to post. If a question pertains to a particular scenario, then the Scenario Design & Discussion forum is the proper spot. If it is a more general topical question such as ASW tactics in the game, then this General forum is the correct spot. Given your question I'd say either spot fits the bill since you seem to be asking in large part about ASW tactics in general, not strictly for GIUK 2.0.
  3. Bump away, but also note that we haven't forgotten
  4. LOL, go forth my children writing copious documentation and verifying release notes items.
  5. Turn 1 Surface Combat North Sea Round 2 Royal Oak vs Gneisenau rolled 1 (miss), 3 (miss), 4 (miss), 4 (miss) Gneisenau vs Royal Oak rolled 6 (hit) then 3 (damage) so Royal Oak sinks leaving the North Sea undefended... Mediterranean Round 1 Renown vs Zara rolled 3, 2, 6 (hit) then 4 (damage) so Zara sinks at end of round Resolution vs Fiume rolled 3, 2, 2, 2 (stupid die) Ramilies vs Conte di Cavour 2, 6 (hit) then 3 (damage), 5 (disabled), 2 so Conte di Cavour will RTB at end of round Warspite vs Vittorio Veneto 3, 6 (hit) then 5 (damage) so Vittori Veneto sinks at end of round Repulse vs Vittorio Veneto un-needed but we have to fire at the planned target Zara vs Renown rolled 2 Fiume vs Renown rolled 4 Conti di Cavour vs Warspite rolled 5 (disabled), 1, 4, 2 so Warspite will RTB at end of round Vittorio Veneto vs Ramilies rolled 1, 4, 4, 2 The Italians opt to disenage Fiume to Italy. It cannot be challenged since the Brits have nothing fast enough to chase it down. Units Sunk during Turn 1 England (09 attack, 09 defense) Queen Elizabeth, Royal Oak, Kent Germany U-Boat Italy (09 attack, 10 defense) Vittorio Veneto, Caio Duilio, Zara Units Damaged during Turn 1 England Valiant 4 of 4 damage @ England Germany Scharnhorst 4 of 5 damage @ Germany Italy Conti di Cavour 3 of 3 damage @ Italy At the end of Turn 1 the Axis leads with 3 points of control POC=3 The photo shows the setup before the battles of Turn 1. The box top shows the reinforcements for each side to appear in following turns.
  6. The rules for War at Sea don't include much secrecy (at most the first turn the Allies can place their counters on the map face down so the Axis has a partially blind first move) so I don't see single player taking anything huge away from the game. I expected the Allies to smash the Axis but was surprised in Turn 1 that the Germans wiped the English from the North Sea (which you'll see as I type up more of my 7 pages of notes from turns 1, 2, and setup for 3). In a more involved game including more tactics I think a single player approach is difficult (like Pete playing H4.1 solo) but for War at Sea imho little is lost.
  7. TonyE replied to TonyE's topic in Shore Leave
    It is a single game but it is compiled from the missions and lessons of those prior games. So the US Navy Fighters missions are available in FA, as are the ATF missions and aircraft. Think of it like HC97, a compilation of all of the battlesets with some bug fixes and improvements to bring it to Windows 95.
  8. TonyE replied to TonyE's topic in Shore Leave
    It appears a few used copies are available thru Amazon's 'one umbrella merchant to rule them all' approach to sales: http://www.amazon.com/Fighters-Anthology-J...c/dp/B00005AG10
  9. TonyE replied to wombat1417's topic in General
    Almost, Range50 is the distance from radar to jammer where the jammer could potentially reduce the radar's range by 50%.
  10. Still Turn 1 Turn 1 Surface Combat North Sea Round 1 Kent vs Hipper rolled 2 (miss) Norfolk vs Hipper rolled 6 (hit) then 4 (damage) so Hipper sinks at end of round Royal Oak vs Lutzow rolled 4, 2, 2, 6 (hit) then 4 (damage) so Lutzow sinks at end of round Queen Elizabeth vs Scharnhorst rolled 4, 1, 4, 5 (disabled) so Scharnhorst returns to port at end of round Valiant vs Scharnhorst rolled 5, 5, 2, 6 (hit) then 4 (damage) so Lutzow has one defense point left Hipper vs Kent rolled 6 (hit) then 6 (damage) so Kent sinks at end of round Lutzow vs Norfolk rolled 1, 5 (disabled) so Norfolk returns to port at end of round. Here the rule is cloudy for me, undamaged German ships get +1 added to the die roll. Does that mean coming into the round damaged or also this case where Lutzow was damaged in the same round? I played it as no +1 since Lutzow was already damaged in this round. Scheer vs Royal Oak rolled 1, 6 (hit) then 2 (damage) so Royal Oak has 2 defense points left Gneisenau vs Queen Elizabeth rolled 6 (hit) then 6 (damage) so Queen Elizabeth sinks at end of round Scharnhorst vs Valiant rolled 3, 5 (disabled), 6 (hit) then 4 (damage) so Valiant has 0 defense points left and returns to port at end of round Here I messed up, the 5 roll should have been a 6 which would have meant more damage and Valiant should have sunk. Then again Scharnhorst was disabled with no damage done, so was it damaged and I played it right? More to come...
  11. Evidence suggests I don't have the patience, friends, or time to play any involved paper wargames. As it was, playing War at Sea solo I had a jeering section. Anyway, I'm learning the ropes. See: http://www.boardgamegeek.com/game/1431 for background Here we go... Turn 1 Ships left in port Italy Giulio Cesare, Andrea Doria, Pola, Gorizia Unit Positions Barents Sea Germany U-Boat, Blucher North Atlantic England Nelson, Rodney, Eagle, Revenge, Dorsetshire, Devonshire, Hood, Ark Royal, Suffolk, Sussex North Sea England Queen Elizabeth, Valiant, Royal Oak, Kent, Norfolk Germany U-Boat, Scharnhorst, Gneisenau, Lutzoh, Admiral Scheer, Admiral Hipper Baltic Germany Graf Spee South Atlantic England Barham, Malaya, Royal Sovereign, Cumberland, Exeter Mediterranean England Warspite, Resolution, Ramilies, Renown, Respulse, Courageous, Glorious Germany U-Boat Italy Littorio, Vittorio Veneto, Caio Duilio, Conte di Cavour, Zara, Fiume ASW North Sea England gets 5 rolls (one for each ship), U-Boat disabled by a roll of 5, returns to Germany Mediterranean U-Boat disabled, then sunk Air England strikes from Malta to Giulio Cesare rolled 3, 2, 4 all misses Germany strikes from Italy to Courageous rolled 6 (hit) then 4 (damage) so Courageous sinks at end of turn Germany strikes from Italy to Glorious rolled 3, 2 both misses England strikes from Carriers in Med Littorio - rolled 3, 5-disabled, return to Italy at end of round Vittorio Veneto - rolled 6 (hit) then 4 (damage), sunk at end of turn more to come...
  12. The number of groups is limited by the Group IDs. i.e. when you think about it there are only two characters and those are split between three sides.
  13. TonyE replied to wombat1417's topic in General
    Attached is a raw (unpretty, uncommented) spreadsheet that will give you an idea for the best possible result of jamming given a jammer of a certain range and a radar (jammee) of a certain range. You can put in your own radar and jammer ranges, it will spit out the jammed radar's range assuming perfect jamming conditions. Rarely if ever will the jamming be this textbook good but it does give you an upper-bound. HC_ECM_Escort_Limits.zip
  14. TonyE replied to TonyE's topic in Shore Leave
    Vista 64 On my machine the game would not accept keyboard input until I modified my shortcut to FA, right-click your shortcut, click Properties. Then go to the compatibility tab, the only one I had to check was "Run this program in compatibility mode for:" and selected "Windows XP (Service Pack 2)". I don't know if you'll have to do the same or not.
  15. Now that looks like something out of Star Wars
  16. Rene has put quite a bit of effort into that area, hopefully he'll chime in.
  17. TonyE replied to TonyE's topic in Shore Leave
    Found it right next to the night stand hiding in plain sight Now, will it all run on Vista 64... Could be a challenge.
  18. Kenennis, You have the source maps (the big download you did) so that you can make whatever area you need. The two tif files and one bmp file. The bmp file goes in the BSBuilder directory, the two tifs in the BSBuilder\map_tif\ directory. Then you create your own battlesets with the BSBuilder.
  19. TonyE replied to TonyE's topic in Shore Leave
    I'm game (of course), game located, joystick is MIA though.
  20. TonyE replied to TonyE's topic in General
    Thanks Rene. Akula, Rene and I are still hoping you can continue your tests and provide your test setup once you are successful. It will be handy for future builds as we add to the subs surfacing saga.
  21. TonyE replied to TonyE's topic in General
    It is not possible for you to make your own patch. We would welcome you elaborating your ideas in a WishList. The forum is at http://harpgamer.com/harpforum/index.php?showforum=35, just make sure to read the guidelines and follow them as well as you can. Beyond that you could become a beta tester where you would have more direct input and hopefully free up more of my time for writing code. Then once in a great while after being a beta tester for a long time a person does get access to the code and become a programmer for the game.
  22. TonyE replied to TonyE's topic in General
    Rene, any chance you can attach your test setup here for later use? Scenario, database, appropriate saves. Thanks!
  23. You are correct sir. Same deal if you download the little HG chat program, http://harpgamer.com/harpforum/index.php?a...mp;showfile=281
  24. 2023-04-17 We hang out on Discord now https://discord.gg/ZmrFAZXbyw 2018-01-26 We are no longer maintaining an official IRC presence but welcome you to reach out to schedule chats. Find us at #harpgamer on the FreeNode IRC network Web-based Chat
  25. TonyE replied to wombat1417's topic in General
    Same answer as before as per the beta tester guidelines, make no new issue reports in Mantis. Occasionally we'll operate on entries already in Mantis as you've noted.

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