well done, another proof that Germany can win every time
Alsch (Axis) vs Auswanderersland and JamesAleman (Allies) Alpha 2
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oops, forgot to push inf into Rostov for combat move…rats.
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combat map
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Noncombat:
Everything into Bry from Bel, Russia, Arch and returning planes from VolTo Tsi: 1 AA Kaz
To Korea: 1 infTo z101: sub z88
Placement: 6 art Russia
Collection 28 IPC + 1 saved = 29 IPC
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J10
58 IPCs
6 Inf (18)
2 Strat (24)save 16
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Make that 3 strats, save 4.
Combat
1 Inf Kwe to Sze
4 Fig, 4 Tac Kwa to Sze1 Fig SZ 37 to SZ 42 (TT destroyed)
1 Fig Kwa to SZ 35 (TT destroyed)
1 SS SZ 37 to SZ 36
3 Fig, 2 Tac Jap to SZ 36Remaining fleet SZ 37 to SZ 39, take
2 Inf Sia to Ind;
1 Art Sia to Cey (mt)
2 Fig, 3 Tac SZ 37 to Ind -
Cey twol
SZ 42 cwol
SZ 35 cwolSze
Attack (1 Inf, 4 Fig, 4 Tac)
Rolls: 1@1 4@3 4@4; Total Hits: 41@1: (5)4@3: (3, 1, 6, 5)4@4: (6, 1, 3, 6)Defense (1 Inf)
Rolls: 1@2; Total Hits: 01@2: (5)SZ 36
Attack (1 SS, 3 Fig, 2 Tac)
Rolls: 1@2 3@3 2@4; Total Hits: 41@2: (3)3@3: (2, 2, 6)2@4: (1, 3)Defense (1 DD)
Rolls: 1@2; Total Hits: 01@2: (6)Ind
Attack (2 Inf, 2 BB, 2 Fig, 3 Tac)
Rolls: 2@1 3@3 4@4; Total Hits: 42@1: (4, 4)3@3: (1, 1, 6)4@4: (4, 6, 5, 3)Defense (1 Mech)
Rolls: 1@2; Total Hits: 01@2: (3) -
Sze twol
SZ 36 cwol
Ind twol, IC downgraded, damage lowered to 6, IPCs plunderedNon-coms
4 Fig, 4 Tac Sze to Kwa
2 Fig, 3 Tac Ind to SZ 39
1 Fig SZ 42 to SZ 39
3 Fig, 2 Tac SZ 36 to Kwa
1 Fig SZ 35 to Kwa
9 Inf, 1 Art, 1 Mech, 2 Arm, 1 AA gun Yun to Bur
3 Inf Fic to Yun
11 Inf, 7 Art, 1 AA gun Kwe to Yun
3 Inf Kwa to Yun
2 Inf Hon to Kwa
1 Strat Kwa to SukrPlace
3 Inf Hon
3 Inf Fic
3 Strat JapCollect
38 + 5 NO + 3 plundered - 13 + 4 leftover = 37 IPCs
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JJ,
I can’t find my phone. I don’t remember your phone number. I fail at life.
/sigh
Sorry Alsch, its a busy weekend(baby showers, drywall, etc.) - I think it would be best to postpone America’s move till Monday. Things are getting tricky with the allies regarding the multiple threats/fronts we have to consider.
I still have not done all my hypothetical what if battles and they are at just a glance…dicey. I want solid our favor should you attack.
Thanks again for your patience.
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USA turn 10:
Production: 78
3 subs=18
2 bmbrs=24
1 cv=16
2 dd=16
Save=4
18+24=42+16=58+16=74+4=78Combat Moves:
To Cau: 2bmbr-Sui vs arm
Rolls: 2@4; Total Hits: 22@4: (2, 3)
Rolls: 1@3; Total Hits: 01@3: (4) -
Cau: Germany lost armor; USA no loss
Noncombat Moves:
To Sco: 8 bmbrs-Bel; 5 bmbrs-Volo
To UK : 2 bmbrs-Wus
To z91: dd-z101
To z106: cv,trn-z101 loaded with aagun-Cus
To Que: aagun-z106; mech-Cus
To Cpr: 2 bmbrs-Cau
To Rus: 3 ftr-Sui
To Anh: 4ftr,2tac-Sui; arm-Cha; inf-Ksu
To Jeh: inf-Man
To z41: sub-z43
To z43: sub-z20
To z20: sub-z6
To z35: 2 subs-z6
To z55: bb,3ca,5cv,sub,ftr,tac-z33; 2ftr-Car; 3ftr-Wak
To z54: trn-z26 loaded with inf,mech-Haw
To Que: inf,mech-z54
To z26: sub-z10
Placement:
z6: 3 subs
z10: dd
z101: dd,cv
Wus: 2 bombersCollection: 89 (85+4saved)
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Forgot to move the 2 anzac ftrs with USA cv…added on this map.
Oops, looks like I forgot to strafe the Jap guy in Sze with the 4ftr,2tac…oh well.China turn 10:
Production: 19
6 inf=18
Save=118+1=19
Combat Moves:
To Kwe: inf-She
To Ksi: inf-KsuNoncombat Moves:
To Anh: inf-Ksu; inf-Hop; 16inf,ftr-Cha
To She: inf-Sui
To Jeh: inf-ManPlacement:
Sik: inf
Anh: 5 inf
Collection: 20 (19+1saved) -
No, please do not delete this thread, we are starting anew!@!@!@#
Babies and real life gets in the way sometimes.
:mrgreen:
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Alsch,
Did you want to try to use the TripleA engine? I think I can transfer the game over, although I do not have an Alpha2 mod for the game. AA work differently with A3 so not sure if its a good idea.
Aus
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Hm.
You’re right, there’s a few things that tripleA doesn’t do right in Alpha 2 rules - AA and convoy stuff are two I think of immediately. But we can roll on the forums for AA and stuff, and fix other things manually. That much at least is easy since tripleA lets you dive in and change things however you want in-game. If we’re willing to do that, it’s possible.
On a related note, I have since last posting updated my computer, and I don’t have aBattlemap on it anymore. It’d be easy to put it back on, but the module for Alpha 2 would be tough to find. I’m sure it’s possible, but I’d have to check around the forums to find it again. Either option is totally viable according to me, just let me know what y’all’d prefer.And on a related note, since you can both see these posts, I’d like to apologize for dropping the ball so bad about this game. I know it’s not a big deal, but it’s still not terribly cool of me to leave you guys hanging so badly. I’m amazed how well you got back to me, hitting the ground running.
I won’t make excuses, but yeah, having to change your lifestyle when college requires you take a break for financial reasons makes you ignore certain things. :lol:Let me know whatever you two would like to do!
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You didn’t drop the ball, it’s still Andy’s turn lol. Glad to see this epic nail biter is going to be dusted off. I just got 1914, so my time will be divided a bit :)
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Agreed, it was my fault bro. I am glad you are back though. It is turn 10, and I am dubious to the outcome.
Here is the upload for TripleA, they even have a battlemapskin! lol, too nice.
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I protest, no american bombers lol
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Found some errors regarding US bombers and planes…or lack thereof. Updated map, please review. Battlemap .79f is out there for download. Want to make everything is transferred correctly prior to play. Also, be sure to download the battlemap skin, it is epic.
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Troop in papau that doesn;t belong there…/sigh, let me know if you find any more errors prior to starting the forum game back up. Since I have not done this before what is the procedure regarding the rolls/pbem? How does the engine account for rolls? The way I did it, one could roll and if he didn’t like the rolls he could just do another turn.
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missing factory in Hong Kong
factory needs four damage markers for russian factory
missing airbase in gibraltar
missing airbase in malta
india factory should be minor