L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: UK_Pacific round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 6
    
        Purchase Units - Americans
            Americans buy 2 carriers and 4 tactical_bombers; Remaining resources: 3 PUs; 
    
        Combat Move - Americans
            1 infantry and 1 mech_infantry moved from Wake Island to 32 Sea Zone
            1 infantry, 1 mech_infantry and 1 transport moved from 32 Sea Zone to 23 Sea Zone
            1 infantry and 1 mech_infantry moved from 23 Sea Zone to Marianas
            2 artilleries and 2 infantry moved from Caroline Islands to 34 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 22 Sea Zone
            1 artillery and 1 infantry moved from 22 Sea Zone to Guam
            1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
            1 artillery and 1 infantry moved from 35 Sea Zone to Paulau
            1 submarine moved from 34 Sea Zone to 46 Sea Zone
            6 fighters moved from Caroline Islands to 46 Sea Zone
            3 fighters moved from 34 Sea Zone to 46 Sea Zone
            2 tactical_bombers moved from 34 Sea Zone to 46 Sea Zone
            1 bomber moved from Caroline Islands to 46 Sea Zone
    
        Combat - Americans
            Battle in Guam
            Battle in Paulau
            Battle in Marianas
            Battle in 46 Sea Zone
                Americans attack with 1 bomber, 9 fighters, 1 submarine and 2 tactical_bombers
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 submarine in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 bomber, 9 fighters and 2 tactical_bombers in 46 Sea Zone, round 2 : 9/12 hits, 6.33 expected hits
                    Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 submarine owned by the Americans and 1 destroyer owned by the Japanese lost in 46 Sea Zone
                Americans win, taking Guam from Japanese, taking Paulau from Japanese, taking Marianas from Japanese with 1 bomber, 9 fighters and 2 tactical_bombers remaining. Battle score for attacker is 2
                Casualties for Americans: 1 submarine
                Casualties for Japanese: 1 destroyer
    
        Non Combat Move - Americans
            1 bomber moved from 46 Sea Zone to Wake Island
            9 fighters and 2 tactical_bombers moved from 46 Sea Zone to 22 Sea Zone
            1 tactical_bomber moved from 34 Sea Zone to 22 Sea Zone
            1 destroyer moved from 34 Sea Zone to 24 Sea Zone
            2 carriers and 1 submarine moved from 32 Sea Zone to 24 Sea Zone
            2 fighters moved from 32 Sea Zone to 24 Sea Zone
            2 tactical_bombers moved from Western United States to 24 Sea Zone
            1 tactical_bomber moved from Western United States to 11 Sea Zone
            1 fighter and 1 tactical_bomber moved from 11 Sea Zone to Wake Island
            1 destroyer moved from 34 Sea Zone to 23 Sea Zone
            1 submarine moved from 34 Sea Zone to 24 Sea Zone
            1 carrier, 1 destroyer and 1 transport moved from 11 Sea Zone to 27 Sea Zone
            1 marine moved from Caroline Islands to 34 Sea Zone
            1 battleship, 6 carriers, 3 cruisers, 2 destroyers, 1 marine and 2 submarines moved from 34 Sea Zone to 22 Sea Zone
            1 marine moved from 22 Sea Zone to Guam
            1 transport moved from 93 Sea Zone to 88 Sea Zone
    
        Place Units - Americans
            2 carriers placed in 11 Sea Zone
            4 tactical_bombers placed in Western United States
    
        Turn Complete - Americans
            Americans collect 50 PUs; end with 53 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 58 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
            Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 73 PUs
            Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 78 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 1 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - Chinese
            1 fighter and 3 infantry moved from Kansu to Inner Mongolia
            12 infantry moved from Kansu to Tsinghai
    
        Combat - Chinese
            Battle in Tsinghai
                Chinese attack with 12 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 12 infantry in Tsinghai, round 2 : 4/12 hits, 2.00 expected hits
                    Japanese roll dice for 1 infantry in Tsinghai, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Tsinghai
                Chinese win, taking Tsinghai from Japanese with 11 infantry remaining. Battle score for attacker is 0
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 infantry
            Battle in Inner Mongolia
                Chinese attack with 1 fighter and 3 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 1 fighter and 3 infantry in Inner Mongolia, round 2 : 2/4 hits, 1.00 expected hits
                    Japanese roll dice for 1 infantry in Inner Mongolia, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Inner Mongolia
                Chinese win, taking Inner Mongolia from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Inner Mongolia to Northern Sinkiang
    
        Place Units - Chinese
            1 infantry placed in Tsinghai
    
        Turn Complete - Chinese
            Chinese collect 6 PUs; end with 8 PUs
    
        Purchase Units - British
            British buy 1 artillery, 1 carrier, 2 infantry and 2 submarines; Remaining resources: 0 PUs; 
    
        Purchase Units - UK_Pacific
            UK_Pacific repair damage of 11x factory_major; Remaining resources: 9 PUs; 
            UK_Pacific buy 2 artilleries; Remaining resources: 1 PUs; 
    
        Combat Move - British
            2 fighters moved from Tunisia to 101 Sea Zone
            1 tactical_bomber moved from Egypt to 101 Sea Zone
            1 bomber moved from Egypt to 101 Sea Zone
            2 fighters moved from 98 Sea Zone to 101 Sea Zone
            1 infantry moved from Libya to 98 Sea Zone
            1 artillery moved from Malta to 98 Sea Zone
            1 infantry moved from Tobruk to 98 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 100 Sea Zone
            1 artillery and 1 infantry moved from 100 Sea Zone to Crete
            1 infantry and 1 transport moved from 98 Sea Zone to 100 Sea Zone
            1 infantry moved from Egypt to 100 Sea Zone
            2 infantry and 1 transport moved from 100 Sea Zone to 101 Sea Zone
            2 infantry moved from 101 Sea Zone to Cyprus
    
        Combat - British
            Battle in Crete
            Battle in Cyprus
    
        Non Combat Move - British
            1 artillery moved from Libya to 98 Sea Zone
            1 artillery, 2 battleships, 1 carrier, 3 cruisers, 4 destroyers and 1 transport moved from 98 Sea Zone to 100 Sea Zone
            2 infantry moved from Trans-Jordan to Egypt
            1 armour and 1 mech_infantry moved from Trans-Jordan to Southern Persia
            1 infantry moved from Northwest Persia to Southern Persia
            2 transports moved from 83 Sea Zone to 73 Sea Zone
            1 cruiser, 1 destroyer and 2 submarines moved from 83 Sea Zone to 100 Sea Zone
            1 artillery moved from 100 Sea Zone to Egypt
            4 fighters moved from 101 Sea Zone to 100 Sea Zone
            1 tactical_bomber moved from 101 Sea Zone to Egypt
            1 bomber moved from 101 Sea Zone to Egypt
            1 fighter moved from United Kingdom to Gibraltar
            2 fighters moved from Tunisia to Morocco
            1 submarine moved from 93 Sea Zone to 98 Sea Zone
            1 armour and 1 infantry moved from Brazil to 88 Sea Zone
            3 aaGuns, 1 artillery, 22 infantry and 1 mech_infantry moved from Burma to Eastern India
    
        Place Units - British
            1 carrier and 2 submarines placed in 100 Sea Zone
            1 artillery and 2 infantry placed in Union of South Africa
    
        Turn Complete - British
            British collect 38 PUs; end with 38 PUs
            Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 41 PUs
            Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 44 PUs
    
        Place Units - UK_Pacific
            2 artilleries placed in Eastern India
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 7 PUs; end with 8 PUs
            Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 11 PUs
            Some Units in Eastern India change ownership: 2 artilleries
    

    Combat Hit Differential Summary :

    Chinese regular : 3.00
    Americans regular : 2.33
    Japanese regular : 1.00
    

    Savegame


  • TripleA Turn Summary: Italians round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 6
    
        Purchase Units - Italians
            Italians buy 1 destroyer and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 armour moved from Ukraine to Rostov
                  Italians take Rostov from Russians
            1 infantry moved from Southern Italy to 99 Sea Zone
            1 infantry and 1 transport moved from 99 Sea Zone to 96 Sea Zone
            1 infantry moved from 96 Sea Zone to Malta
            1 submarine moved from 99 Sea Zone to 101 Sea Zone
            1 bomber moved from Ukraine to Stalingrad
    
        Combat - Italians
            Strategic bombing raid in Stalingrad
                    Russians roll AA dice in Stalingrad : 0/1 hits, 0,17 expected hits
                Bombing raid in Stalingrad rolls: 4 and causes: 4 damage to unit: factory_minor
                Bombing raid in Stalingrad causes 4 damage total. 
            Battle in 101 Sea Zone
                Italians attack with 1 submarine
                British defend with 1 transport
                    1 transport owned by the British lost in 101 Sea Zone
                Italians win, taking 101 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 6
                Casualties for British: 1 transport
            Battle in Malta
    
        Non Combat Move - Italians
            1 armour and 1 mech_infantry moved from Ukraine to Rostov
            1 infantry moved from Bessarabia to Ukraine
            1 mech_infantry moved from Bessarabia to Rostov
            1 bomber moved from Stalingrad to Ukraine
    
        Place Units - Italians
            1 destroyer and 1 transport placed in 99 Sea Zone
    
        Turn Complete - Italians
            Italians collect 15 PUs; end with 15 PUs
    

    Combat Hit Differential Summary :

    Russians AA : -0,17
    

    Savegame


  • TripleA Turn Summary: Italians round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 6
    
        Purchase Units - Italians
            Italians buy 1 destroyer and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 armour moved from Ukraine to Rostov
                  Italians take Rostov from Russians
            1 infantry moved from Southern Italy to 99 Sea Zone
            1 infantry and 1 transport moved from 99 Sea Zone to 96 Sea Zone
            1 infantry moved from 96 Sea Zone to Malta
            1 submarine moved from 99 Sea Zone to 101 Sea Zone
            1 bomber moved from Ukraine to Stalingrad
    
        Combat - Italians
            Strategic bombing raid in Stalingrad
                    Russians roll AA dice in Stalingrad : 0/1 hits, 0,17 expected hits
                Bombing raid in Stalingrad rolls: 4 and causes: 4 damage to unit: factory_minor
                Bombing raid in Stalingrad causes 4 damage total. 
            Battle in 101 Sea Zone
                Italians attack with 1 submarine
                British defend with 1 transport
                    1 transport owned by the British lost in 101 Sea Zone
                Italians win, taking 101 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 6
                Casualties for British: 1 transport
            Battle in Malta
    
        Non Combat Move - Italians
            1 armour and 1 mech_infantry moved from Ukraine to Rostov
            1 infantry moved from Bessarabia to Ukraine
            1 mech_infantry moved from Bessarabia to Rostov
            1 bomber moved from Stalingrad to Ukraine
    
        Place Units - Italians
            1 destroyer and 1 transport placed in 99 Sea Zone
    
        Turn Complete - Italians
            Italians collect 15 PUs; end with 15 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from Southern Italy: 1 infantry
            EDIT: Adding units owned by Italians to Northern Italy: 1 infantry
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Russians AA : -0,17
    

    Savegame


  • Forgot! But corrected.



  • How are things? Stressful?

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: French round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 3 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            2 artilleries and 6 infantry moved from New South Wales to South Australia
            1 aaGun moved from New South Wales to South Australia
            2 artilleries moved from New South Wales to South Australia
            1 aaGun moved from New South Wales to South Australia
    
        Place Units - ANZAC
            3 infantry placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 10 PUs; end with 12 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            2 infantry moved from Libya to Tobruk
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame

  • 2024 2023 '22 '21 '20

    TripleA Turn Summary: French round 6

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 6
    
        Purchase Units - ANZAC
            ANZAC buy 3 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            2 artilleries and 6 infantry moved from New South Wales to South Australia
            1 aaGun moved from New South Wales to South Australia
            2 artilleries moved from New South Wales to South Australia
            1 aaGun moved from New South Wales to South Australia
    
        Place Units - ANZAC
            3 infantry placed in New South Wales
    
        Turn Complete - ANZAC
            ANZAC collect 10 PUs; end with 12 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            2 infantry moved from Libya to Tobruk
    
        Turn Complete - French
            Turning on Edit Mode
            EDIT: Removing units owned by French from 93 Sea Zone: 1 destroyer
            EDIT: Adding units owned by French to 96 Sea Zone: 1 destroyer
            EDIT: Removing units owned by Italians from 96 Sea Zone: 1 transport
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame


  • Ah, crap! I missed the new rule that capital ships can’t be built without a nb. Was planning to build des, ac, bs in z99, which would perhaps make things shakily stable.

    This totally screws me over, since I already planned it during Italy’s turn.

    I must ask to be able to partly adjust Italy’s turn by putting up 2 des as blockers in z98/101 and partly to adjust the G purchase. No attack in 98.

    Would like to exchange the ac (16) and bs (18) for a nb (15), des (8) and fig (10) and having a spare IPC also then an inf for an art in Leningrad.


  • Also, I did the inf in N Italy change during Italy’s turn, but think you used the first post instead of the second.


  • TripleA Manual Gamesave Post: Germans round 7

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from Southern Italy: 1 infantry
            EDIT: Adding units owned by Italians to Northern Italy: 1 infantry
            EDIT: Turning off Edit Mode
            Germans buy 4 artilleries, 1 battleship, 1 carrier, 1 destroyer and 4 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 infantry moved from Southern Belarus to Bryansk
                  Germans take Bryansk from Russians
            1 infantry moved from Northern Belarus to Smolensk
                  Germans take Smolensk from Russians
            1 infantry moved from Kirov to Komi
                  Germans take Komi from Russians
            1 fighter and 2 tactical_bombers moved from 99 Sea Zone to 96 Sea Zone
            1 fighter moved from Southern Italy to 96 Sea Zone
            2 fighters moved from Southern Italy to 96 Sea Zone
    
        Combat - Germans
            Battle in 96 Sea Zone
                Germans attack with 4 fighters and 2 tactical_bombers
                French defend with 1 destroyer
                    Germans roll dice for 4 fighters and 2 tactical_bombers in 96 Sea Zone, round 2 : 2/6 hits, 3,33 expected hits
                    French roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    1 destroyer owned by the French lost in 96 Sea Zone
                Germans win with 4 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
                Casualties for French: 1 destroyer
    
        Non Combat Move - Germans
            3 fighters moved from 96 Sea Zone to Southern Italy
            1 fighter and 2 tactical_bombers moved from 96 Sea Zone to 99 Sea Zone
            2 fighters moved from Western Germany to 99 Sea Zone
            1 transport moved from 118 Sea Zone to 117 Sea Zone
            2 infantry moved from Germany to 117 Sea Zone
            2 infantry and 1 transport moved from 117 Sea Zone to 118 Sea Zone
            2 infantry moved from 118 Sea Zone to Leningrad
            1 infantry moved from Eastern Poland to Northern Belarus
            1 infantry moved from Leningrad to Archangel
            5 infantry moved from Poland to Eastern Poland
            2 aaGuns, 8 artilleries and 22 infantry moved from Ukraine to Rostov
            2 artilleries and 5 infantry moved from Western Ukraine to Ukraine
            6 armour and 6 mech_infantrys moved from Ukraine to Rostov
            2 armour and 2 mech_infantrys moved from Bessarabia to Rostov
            1 aaGun moved from France to Western Germany
            1 infantry moved from France to Southern France
            2 infantry moved from France to Western Germany
            1 cruiser moved from 115 Sea Zone to 128 Sea Zone
            1 submarine moved from 115 Sea Zone to 93 Sea Zone
            1 submarine moved from 127 Sea Zone to 112 Sea Zone
            1 battleship and 1 destroyer moved from 115 Sea Zone to 116 Sea Zone
    
        Place Units - Germans
    

    Combat Hit Differential Summary :

    French regular : -0,33
    Germans regular : -1,33
    

    Savegame


  • TripleA Manual Gamesave Post: Germans round 7

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 7
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from Southern Italy: 1 infantry
            EDIT: Adding units owned by Italians to Northern Italy: 1 infantry
            EDIT: Turning off Edit Mode
            Germans buy 4 artilleries, 1 battleship, 1 carrier, 1 destroyer and 4 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 infantry moved from Southern Belarus to Bryansk
                  Germans take Bryansk from Russians
            1 infantry moved from Northern Belarus to Smolensk
                  Germans take Smolensk from Russians
            1 infantry moved from Kirov to Komi
                  Germans take Komi from Russians
            1 fighter and 2 tactical_bombers moved from 99 Sea Zone to 96 Sea Zone
            1 fighter moved from Southern Italy to 96 Sea Zone
            2 fighters moved from Southern Italy to 96 Sea Zone
    
        Combat - Germans
            Battle in 96 Sea Zone
                Germans attack with 4 fighters and 2 tactical_bombers
                French defend with 1 destroyer
                    Germans roll dice for 4 fighters and 2 tactical_bombers in 96 Sea Zone, round 2 : 2/6 hits, 3,33 expected hits
                    French roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    1 destroyer owned by the French lost in 96 Sea Zone
                Germans win with 4 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
                Casualties for French: 1 destroyer
    
        Non Combat Move - Germans
            3 fighters moved from 96 Sea Zone to Southern Italy
            1 fighter and 2 tactical_bombers moved from 96 Sea Zone to 99 Sea Zone
            2 fighters moved from Western Germany to 99 Sea Zone
            1 transport moved from 118 Sea Zone to 117 Sea Zone
            2 infantry moved from Germany to 117 Sea Zone
            2 infantry and 1 transport moved from 117 Sea Zone to 118 Sea Zone
            2 infantry moved from 118 Sea Zone to Leningrad
            1 infantry moved from Eastern Poland to Northern Belarus
            1 infantry moved from Leningrad to Archangel
            5 infantry moved from Poland to Eastern Poland
            2 aaGuns, 8 artilleries and 22 infantry moved from Ukraine to Rostov
            2 artilleries and 5 infantry moved from Western Ukraine to Ukraine
            6 armour and 6 mech_infantrys moved from Ukraine to Rostov
            2 armour and 2 mech_infantrys moved from Bessarabia to Rostov
            1 aaGun moved from France to Western Germany
            1 infantry moved from France to Southern France
            2 infantry moved from France to Western Germany
            1 cruiser moved from 115 Sea Zone to 128 Sea Zone
            1 submarine moved from 115 Sea Zone to 93 Sea Zone
            1 submarine moved from 127 Sea Zone to 112 Sea Zone
            1 battleship and 1 destroyer moved from 115 Sea Zone to 116 Sea Zone
    
        Place Units - Germans
            1 artillery and 2 infantry placed in Leningrad
            3 artilleries placed in Ukraine
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from Leningrad: 1 infantry
            EDIT: Adding units owned by Germans to Leningrad: 1 artillery
            EDIT: Turning off Edit Mode
            2 infantry placed in Germany
            Turning on Edit Mode
            EDIT: Adding units owned by Germans to Leningrad: 1 fighter
            EDIT: Turning off Edit Mode
            1 destroyer placed in 99 Sea Zone
            1 battleship and 1 carrier placed in 115 Sea Zone
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from 115 Sea Zone: 1 battleship and 1 carrier
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Adding units owned by Germans to 99 Sea Zone: 1 destroyer
            EDIT: Adding units owned by Germans to Yugoslavia: 1 harbour
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Removing units owned by Italians from 99 Sea Zone: 2 destroyers
            EDIT: Adding units owned by Italians to 101 Sea Zone: 1 destroyer
            EDIT: Adding units owned by Italians to 98 Sea Zone: 1 destroyer
            EDIT: Turning off Edit Mode
            Turning on Edit Mode
            EDIT: Removing units owned by Germans from 99 Sea Zone: 2 tactical_bombers
            EDIT: Adding units owned by Germans to Southern Italy: 2 tactical_bombers
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    French regular : -0,33
    Germans regular : -1,33
    

    Savegame


  • The first game-post is the situation at hand before placements and the second is my requested changes with placements included.


  • Another alternative is to be able to change the buy from the previous turn exchanging the 2 fig for a nb and 5 IPC, but that’s a long way back.


  • Or wait. I’ll consult the rule.


  • @trulpen said in L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V:

    Or wait. I’ll consult the rule.

    I thought that perhaps it was possible to use the harbour in Rome, but the rule is pretty clear: “Battleships and carriers may only be built from territories that have both factories and harbours.”

  • 2024 2023 '22 '21 '20

    Got your posts. Have to go to work. WIll respond tonight my time; about 11-12 hours from now.

  • 2024 2023 '22 '21 '20

    Hi @trulpen.

    So, I have read your e-mails and I totally understand how it was so easy to make that mistake. In fact, I was making the same mistake. When I saw you build your minor IC with Germany I was like “Ah, he is going to build a carrier there next Turn”. So, I get the mistake and why it happened; especially since this is a new game for both of us.

    As you know I do not believe in edits. I think that we all make mistakes in the game and it is not your Opponent’s job to let you fix your mistakes. However, after being on this site a bit I saw that edits are very common here so I, with majikforce’s input and assistance, came up with what I felt was a very fair and relaxed edit policy that hopefully others would like and that I could live with. I have posted that Edit Policy before. I did that for three reasons 1) to increase the chances people would play with me because majikforce felt if I insisted on no edits at all it would reduce the number of people who would play with me 2) to have a set, fair, consistent and stated edit policy to avoid arguments over edits which I abhor and 3) to make sure I was not taken advantage of.

    1 is simple enough. I want to play with people. I want to have fun and I want them to have fun. If people feel I am too rigid with no edits at all then I will not get to play with them and if there is a relaxed edit policy that makes them happy that I can live with then why not.

    2 is the most important reason to me. I am not here for conflict or to argue. I am here to have fun. I stress out over edits when people ask me to make edits. I always feel that I am the “bad guy” for not granting an edit request and why should that be? They are the ones making the mistake and asking for an edit not me. By having no edits or a simple and consistent edit policy there is no room for arguments. It either is an allowed edit or it is not. That removes the stress for me.

    3 Is more of an attempt on my part for a level playing field. Since I will not ask for an edit since I feel it is my mistake and I must live with it in my previous online gaming experience I found I was constantly being taken advantage of. I would make mistakes and never ask for an edit and then my Opponents would make a mistake and argue with me or say I was being unfair by not allowing their edit. This caused me great stress and anxiety and was the reason I stopped playing online. I do not want that to happen again which is why I want a simple, consistent and fair edit policy to live by.

    Looking at that edit policy, below, any edits in this case are not allowed. Both A and B have occurred. I posted the ANZAC Turn and Germany conducted rolled combat before any edit request was made. In addition, the Forgotten Unit clause is not applicable because you admit you did not even realize the error until you went to place the purchased units.

    a) Once a combat roll is made no edits of any kind before the combat roll occurred are allowed with one exception. Forgotten Units. A “Forgotten Unit” is a unit that never moved during that Power’s Turn and that unit unequivocally and without any doubt was just forgotten to be moved and that the requested edited move is obviously the intended move if the unit had not been forgotten. Any doubt, no matter how small, voids this exception. Including any potential gain of knowledge received due to dice rolls.
    b) Once Opponent B has posted in any format a portion of their current Turn no edits of Opponent A’s previous Turns are allowed. This includes “Forgotten Units”.
    c) Any Edit necessary to fix an illegal move. Such as flying a plane over a Neutral into combat. Not unloading combat ground troops picked up during the Combat Move phase from a transport during an Amphibious Attack. Not placing all possible units during the Mobilize New Units phase.

    So unfortunately, no edits would be allowed at this time. And I mean unfortunately. It would be nice if this were not an official League game because then we could just blow it off and allow any edits. But it is an official game. And for me it is very important to be consistent and fair in my edit requests to avoid the stress that comes if I do not. To make sure I am always fair and consistent in my edit policy I have to always have the same answer for any edit whether I am ahead or behind in a game, whether it makes a difference or not, or whether I like my opponent or not. None of those can matter. If I take anything but the actual edit into account that makes me a hypocrite and opens me up to the should I or should I not allow this edit game that is just a) not something my personal integrity will allow and b) just too damn stressful for me.

    I like you. You and surfer and majikforce have been the most agreeable and enjoyable players I have met on this site and it bothers me greatly to have to say no to this edit request. I worry that you might be unhappy about it and not want to play with me anymore. Especially since we have been doing our Tutor game together. Yet how can I live with myself if I allow you an edit based on that and not other people? It is a position I do not want to be in and it bothers me greatly. It bothers me so much that last night around 2am when I saw your first post when I got up to get a drink of water I could not stop thinking about it. (Bad habit of mine to check my messages before I go back to bed.) I literally could not fall back to sleep for another 90 minutes, last time I looked at the clock, thinking about this. I have now spent another 120 minutes formulating this response and that is 3.5 hours I really cannot spare. I am so busy right now it is not even funny. I have too much work, too much going on in my personal life and too many games going on. I really should not have joined your Tournament but majikforce asked me and he is such a nice guy I could not say no.

    I am spending the time talking about this because I do care. If I did not I could have just taken one minute to say “Nope not allowed.” But I am hoping that you will understand why I am being this way and understanding why it is important to me. While you may not see it as important I do.

    Let me provide an example. I have come to realize that taking a Turn within 72 hours is important to you. Due to being busy I missed some time and could not get to a Turn and you bumped me. We talked about it and I told you it was because I was busy and not due to ignoring the game and you said you would be more lenient going forward. Yet recently barely after three days went by you again bumped me. Now I could have gotten upset with “Geez why is he doing that we talked about this” and instead I said to myself “Okay taking a Turn is really important to Trulpen so I need to do a better job and make sure I take a Turn every two days to meet his expectations of what is important.” I realize since it is important to you I need to make it important to me too even though normally it is not important to me. In a recent game with Omega1759 he went 9 days without taking a Turn. I IM’d him to see when he was going to go and he said he would within 24 hours and he did. I did not bump him even after 10 days though I will say if he had not replied to my IM I would have. The point I am trying to make is edits may not be a big deal to you but they are to me so please be understanding.

    Finally, and you say geez about time Andrew, let me state if the positions were reversed I would not have asked for an edit. Knowing the rules is the responsibility of the Player. Any mistake made by that Player because of that are still mistakes and not the responsibility of the Opponent to fix. And I have another very recent example of this. In my one and only game of BM3 against ksmckay he was the Allies and on UK1 he got very unlucky and failed to kill the Italian destroyer in SZ 96. In all my years of playing when the Allies fail in this attack the Allies ended up losing assuming competent play by the Axis. That was apparently his experience too as he immediately conceded. Then another player pointed out, rightly, that my experience in BM3 was so limited that he might still be able to beat me so he rescinded his concession and we played on.

    Now I cleaned his clock on the Europe side of the board and took Moscow on G6 but due to my BM3 inexperience I made multiple errors on the Pacific side of the board and while I had the game well in hand things were not looking good in the Pacific so I decided to revise my strategy and shorten the game by taking the IJN and air force out of the Pacific and into the Indian Ocean to attack the Middle East and Egypt to finish the game early. While that was successful ksmckay was desperately trying to get one victory city back on the Europe side but was failing in that endeavor and suddenly he moved virtually the entire US forces into the Pacific.

    Now I am sitting there looking at the map and going “Why the heck did he move everything into the Pacific?” I mean it made no sense to me and I know ksmckay was a competent player so there had to be a reason to do it. The only reason I could come up with was he wanted to take Tokyo and what difference would that make? A moral victory? “Yeah I lost but I took Tokyo!” I did not believe that could be the only reason so I went back and reread the rules for BM3 and of course, you already know this, I found out that if Tokyo or Berlin falls then the Victory City requirements increase by one on the other side of the board. I did not know this. I made a mistake abandoning the Pacific to speed up the game. Worse yet on the Japan Turn just before the US went I bought 3 fighters for Japan instead of 10 infantry because I did not know that taking Tokyo mattered. Now once he went with the US I could have asked for an edit of my last Japan purchase since I did not know the rule and when ksmckay and I talked about it he even said he was guessing I didn’t know that rule but I didn’t ask for an edit because it was not ksmckay’s fault I did not know the rules so why should he be denied his opportunity due to my mistake?

    Luckily for me I was able to reduce his 35% chance of taking Tokyo down to 8% by flying some German bombers that just happened to be close enough to get there in two Turns before the US invaded Japan. Of course, I was only able to do that because I figured out why he was doing what he was doing. And I did win the game because his attack failed.

    Okay sorry about the really long post. I hope it helps you understand why I am responding the way I am and you feel comfortable with the resolution. Looking forward to playing more games with you in the future I do like you and enjoy our games.


  • Thank you for your thorough response.

    I feel your anxiety and will try to give you a duly answer. I wanted to give some short and concise replies, but don’t think I’m able to.

    Anyway, before trying to answer in the full, I’d like to respond to the bump-issue.

    I understand that you felt dissapointed or maybe even agitated about that. It was my bad. I simply forgot about some of our conversation regarding this, although I did remember that about you being stressed.

    I’m also super-busy and have 10-15 games going on in parallell. Sometimes I forget things.

    Anyway, I wouldn’t worry too much about the bump-thing if I were you. I mainly use it as an heads-up to remind an opponent of a turn, if it by any chance have slipped their mind.

    As an example, I’ve bumped koala seven times so far and haven’t claimed a victory even though I could after the fourth.

    I have never clamied a game due to time-warnings so far, but I think it mainly has to do with my relation to an opponent.

    Basically I’m a nice guy, and I look at games as not the end of the world. Still I, as you, have a strong feeling of urging for what I perceive as fairness.

    Most important for me is the good feeling of playing and having fun, which is something I can only do together with others. Winning is secondary.


  • Thank you for caring. I’m sorry for taking so long time for an answer. I’ve had my kids for two weeks and been rather busy. When I’ve tried to get started writing I just get an anxiety attack along with the stress. Now I’m alone, it’s a bit calmer, and I’m fighting my demons.

    I think you and I are very much alike in some aspects and very different in others. That’s interesting in itself and although the focus shouldn’t be there it does impact on the issue at hand.

    The example with your game with ksmckay is interesting, but actually not an analogy. In that game his strange move was like big, flashing neon-signs in the sky. In our game neither of us saw this limitation coming, although I should’ve been aware of it. That’s two turns of almost fully wasted production for both Italy and Germany. I’d say that’s kind of crazy.

    However, it’s mainly my own fault, as you say, and I won’t press matters. I’d like to suggest a solution though that doesn’t include any edits at all and which I honestly think is fair regarding the present situation, namely that you allow on this occasion only the naval units to be built despite lacking an harbour (or alternatively being able to use the feature of the harbour in Rome).

    It would be an exception from the rules. I’m sure you don’t like it. I know I don’t, but considering both of us playing unaware of that rule for two turns I’d consider the proposition to become less fishy atleast.

    I know you don’t bend much regarding rules and edits, and I’m basically fine with that. It’s your philosophy and I respect it. I guess I’m the opposite regarding this. If the tables were turned, I’d go to lenghts to find a proper solution. I’d even initiate it or demand it. So it’s like your third reason, just inverted.

    Anyway, it’s just a game. You can give me a final decision of yours and I’ll respect it and we can carry on.

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