Mr. Roboto (allies +9) vs Hank (axis)


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 17

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;

    Combat Move - ANZAC
                1 transport moved from 54 Sea Zone to 55 Sea Zone
                1 infantry moved from Northern Territory to 55 Sea Zone
                1 infantry and 1 transport moved from 55 Sea Zone to 43 Sea Zone
                1 transport moved from 54 Sea Zone to 55 Sea Zone
                1 artillery moved from Northern Territory to 55 Sea Zone
                1 artillery and 1 transport moved from 55 Sea Zone to 56 Sea Zone
                1 infantry moved from Western Australia to 56 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 56 Sea Zone to 42 Sea Zone
                1 artillery and 1 infantry moved from 42 Sea Zone to Java
                1 cruiser moved from 33 Sea Zone to 42 Sea Zone
                2 destroyers moved from 33 Sea Zone to 43 Sea Zone
                1 infantry moved from 43 Sea Zone to Borneo
                1 destroyer and 2 fighters moved from 33 Sea Zone to 35 Sea Zone

    Combat - ANZAC
                Battle in 43 Sea Zone
                    ANZAC attack with 2 destroyers and 1 transport
                    Japanese defend with 1 submarine
                    ANZAC win, taking 43 Sea Zone from Japanese with 2 destroyers and 1 transport remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 submarine
                Battle in Borneo
                Battle in Java
                    ANZAC attack with 1 artillery and 1 infantry
                    Japanese defend with 2 infantry
                    ANZAC win, taking Borneo from Japanese, taking Java from Japanese with 1 artillery remaining. Battle score for attacker is 3
                    Casualties for Japanese: 2 infantry
                    Casualties for ANZAC: 1 infantry
                Battle in 35 Sea Zone
                    ANZAC attack with 1 destroyer and 2 fighters; Americans loiter and taunt with
                    Japanese defend with 1 submarine
                    ANZAC win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                    Casualties for Japanese: 1 submarine

    Non Combat Move - ANZAC
                2 fighters moved from 35 Sea Zone to 33 Sea Zone
                1 fighter moved from Queensland to 33 Sea Zone
                1 infantry moved from Korea to Manchuria
                2 submarines moved from 19 Sea Zone to 20 Sea Zone

    Place Units - ANZAC
                1 infantry placed in Queensland
                1 destroyer and 1 transport placed in 54 Sea Zone
                1 submarine placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 28 PUs; end with 29 PUs total
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 34 PUs


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 17

    Combat Move - French

    Non Combat Move - French

    Turn Complete - French
                French collect 17 PUs; end with 17 PUs total


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 18

    Politics - Germans
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Chile
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Argentina
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Venezuela
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Sweden
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Switzerland
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Spain
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Portugal
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Turkey
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Saudi Arabia
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Afghanistan
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Mozambique
                Trigger Germans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttatchment attached to Angola

    Purchase Units - Germans
                Germans repair 7 damage on 7 factory_majors; Remaining resources: 56 PUs;
                Germans buy 2 fighters, 8 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                3 tactical_bombers moved from Novgorod to Norway
                1 cruiser and 1 transport moved from 127 Sea Zone to 112 Sea Zone
                1 artillery and 1 infantry moved from Western Germany to 112 Sea Zone
                1 infantry moved from Western Germany to Holland Belgium
                      Germans take Holland Belgium from Americans
                1 artillery and 1 infantry moved from 112 Sea Zone to Norway
                3 mech_infantrys moved from Bryansk to Volgograd
                1 mech_infantry moved from Tambov to Volgograd
                1 bomber moved from Bryansk to Volgograd
                1 bomber moved from Novgorod to Volgograd
                1 armour and 1 mech_infantry moved from Ukraine to Rostov
                2 mech_infantrys moved from Ukraine to Russia
                8 armour, 4 artilleries and 11 mech_infantrys moved from Bryansk to Russia
                4 bombers moved from Novgorod to Russia

    Combat - Germans
                Battle in 112 Sea Zone
                    Germans attack with 1 cruiser and 1 transport
                    Americans defend with 1 transport
                        1 transport owned by the Americans lost in 112 Sea Zone
                    Germans win with 1 cruiser and 1 transport remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 transport
                Battle in Norway
                    Germans attack with 1 artillery, 1 infantry and 3 tactical_bombers
                    Americans defend with 2 infantry
                        Germans roll dice for 1 artillery, 1 infantry and 3 tactical_bombers in Norway, round 2 :  3/5 hits
                        Americans roll dice for 2 infantry in Norway, round 2 :  0/2 hits
                        2 infantry owned by the Americans lost in Norway
                    Germans win, taking Norway from Americans with 1 artillery, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for Americans: 2 infantry
                Battle in Volgograd
                    Germans attack with 2 bombers and 4 mech_infantrys
                    Russians defend with 1 factory_minor, 1 fighter, 1 mech_infantry and 1 tactical_bomber
                        Germans roll dice for 2 bombers and 4 mech_infantrys in Volgograd, round 2 :  1/6 hits
                        Russians roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Volgograd, round 2 :  1/3 hits
                        1 mech_infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Volgograd
                        Germans roll dice for 2 bombers and 3 mech_infantrys in Volgograd, round 3 :  2/5 hits
                        Russians roll dice for 1 fighter and 1 tactical_bomber in Volgograd, round 3 :  2/2 hits
                        1 tactical_bomber owned by the Russians , 1 fighter owned by the Russians and 2 mech_infantrys owned by the Germans lost in Volgograd
                    Germans win, taking Volgograd from Russians with 2 bombers and 1 mech_infantry remaining. Battle score for attacker is 13
                    Casualties for Germans: 3 mech_infantrys
                    Casualties for Russians: 1 fighter, 1 mech_infantry and 1 tactical_bomber
                Battle in Russia
                    Germans attack with 8 armour, 4 artilleries, 4 bombers and 13 mech_infantrys
                    Russians defend with 2 aaGuns, 1 airfield, 3 artilleries, 1 factory_upgrade and 20 infantry
                        AA fire in Russia :  2/4 hits
                        2 bombers owned by the Germans lost in Russia
                        Germans roll dice for 8 armour, 4 artilleries, 2 bombers and 13 mech_infantrys in Russia, round 2 :  5/27 hits
                        Russians roll dice for 2 aaGuns, 3 artilleries and 20 infantry in Russia, round 2 :  10/23 hits
                        3 infantry owned by the Russians , 10 mech_infantrys owned by the Germans and 2 aaGuns owned by the Russians lost in Russia
                        Germans roll dice for 8 armour, 4 artilleries, 2 bombers and 3 mech_infantrys in Russia, round 3 :  8/17 hits
                        Russians roll dice for 3 artilleries and 17 infantry in Russia, round 3 :  6/20 hits
                        8 infantry owned by the Russians , 3 artilleries owned by the Germans and 3 mech_infantrys owned by the Germans lost in Russia
                        Germans roll dice for 8 armour, 1 artillery and 2 bombers in Russia, round 4 :  5/11 hits
                        Russians roll dice for 3 artilleries and 9 infantry in Russia, round 4 :  4/12 hits
                        5 infantry owned by the Russians , 3 armour owned by the Germans and 1 artillery owned by the Germans lost in Russia
                        Germans roll dice for 5 armour and 2 bombers in Russia, round 5 :  4/7 hits
                        Russians roll dice for 3 artilleries and 4 infantry in Russia, round 5 :  1/7 hits
                        4 infantry owned by the Russians and 1 armour owned by the Germans lost in Russia
                        Germans roll dice for 4 armour and 2 bombers in Russia, round 6 :  4/6 hits
                        Russians roll dice for 3 artilleries in Russia, round 6 :  3/3 hits
                        3 armour owned by the Germans and 3 artilleries owned by the Russians lost in Russia
                    Germans captures 22PUs while taking Russians capital
                    Germans converts factory_upgrade into different units
                    Germans win, taking Russia from Russians with 1 armour and 2 bombers remaining. Battle score for attacker is -52
                    Casualties for Germans: 7 armour, 4 artilleries, 2 bombers and 13 mech_infantrys
                    Casualties for Russians: 2 aaGuns, 3 artilleries and 20 infantry
                Battle in Rostov
                    Germans attack with 1 armour and 1 mech_infantry
                    Russians defend with 1 infantry
                        Germans roll dice for 1 armour and 1 mech_infantry in Rostov, round 2 :  0/2 hits
                        Russians roll dice for 1 infantry in Rostov, round 2 :  1/1 hits
                        1 mech_infantry owned by the Germans lost in Rostov
                        Germans roll dice for 1 armour in Rostov, round 3 :  1/1 hits
                        Russians roll dice for 1 infantry in Rostov, round 3 :  0/1 hits
                        1 infantry owned by the Russians lost in Rostov
                    Germans win, taking Rostov from Russians with 1 armour remaining. Battle score for attacker is -1
                    Casualties for Germans: 1 mech_infantry
                    Casualties for Russians: 1 infantry

    Non Combat Move - Germans
                3 aaGuns moved from Bryansk to Russia
                1 fighter moved from Ukraine to Germany
                4 mech_infantrys moved from Ukraine to Eastern Poland
                3 tactical_bombers moved from Norway to Germany
                3 aaGuns, 4 artilleries and 29 infantry moved from Western Germany to Germany
                2 bombers moved from Volgograd to Ukraine
                2 bombers moved from Russia to Novgorod

    Place Units - Germans
                2 fighters and 8 infantry placed in Germany
                3 mech_infantrys placed in Novgorod

    Turn Complete - Germans
                Germans collect 54 PUs; end with 76 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 81 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 86 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 101 PUs
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Eastern Poland: 2 mech_infantrys
                EDIT: Adding units owned by Germans to Russia: 2 mech_infantrys
                EDIT: Turning off Edit Mode

    Territory Summary for Germans :

    Western Germany : 1 airfield, 1 factory_major and 1 harbour
        Germany : 4 aaGuns, 4 artilleries, 1 factory_major, 3 fighters, 42 infantry, 3 mech_infantrys and 3 tactical_bombers
        Norway : 1 artillery and 1 infantry
        Holland Belgium : 1 infantry
        Belarus : 1 flag
        Karelia : 1 flag
        Baltic States : 1 flag
        Bryansk : 1 flag
        Rostov : 1 flag, 1 armour
        Vyborg : 1 flag
        Archangel : 1 flag
        Eastern Poland : 1 flag, 2 mech_infantrys
        Bessarabia : 1 flag
        Russia : 1 flag, 3 aaGuns, 1 airfield, 1 armour, 1 factory_minor and 2 mech_infantrys
        Tambov : 1 flag
        Ukraine : 1 flag, 2 bombers and 1 factory_minor
        Western Ukraine : 1 flag
        Vologda : 1 flag
        Volgograd : 1 flag, 1 factory_minor and 1 mech_infantry
        Novgorod : 1 flag, 1 airfield, 2 bombers, 1 factory_minor, 1 harbour and 3 mech_infantrys
        Smolensk : 1 flag
        112 Sea Zone : 1 cruiser and 1 transport
        106 Sea Zone : 1 flag
        127 Sea Zone : 1 carrier and 5 transports
        Finland : 1 flag

    Production/PUs Summary :

    Germans : 54 / 101
        Russians : 9 / 0
        Japanese : 42 / 44
        Americans : 63 / 104
        Chinese : 13 / 15
        British : 44 / 49
        UK_Pacific : 0 / 0
        Italians : 0 / 0
        ANZAC : 28 / 34
        French : 17 / 17
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 13 / 0


  • Story of my life in this game. Every time I have a significant battle against the Russians I get my ass handed to me!

    (Don’t take this as me complaining about the dice - you are clearly winning this game and if things don’t drastically change by the 31st I will certainly declare you the winner).


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 18

    Politics - Russians
                Trigger Russians War TrueNeutral: Changing Relationship for Russians and Neutral_True from Strict_Neutral to War

    Combat Move - Russians
                1 armour moved from Sakha to Soviet Far East
                      Russians take Siberia from Japanese
                      Russians take Soviet Far East from Japanese
                1 infantry moved from Samara to Novosibirsk
                      Russians take Novosibirsk from Japanese
                1 artillery and 1 infantry moved from Samara to Kazakhstan
                      Russians take Kazakhstan from Japanese

    Combat - Russians

    Non Combat Move - Russians
                1 armour moved from Egypt to Iraq

    Turn Complete - Russians


  • Wow that battle indeed was insane.
    Not only did you score significantly less hits than usual, I also hit more than usual. I really feel you here, bro - you just can’t believe it when you see these dice.

    Which other battle has been diced, though? I can’t remember, this game is so long g

    I really thought, you might have intentionally dragged this game so that it counts for 2014. Maybe so that your PPG for this year doesnt drop or something. Cause I would have conceded something like 10 turns ago in your shoes :-)


  • @MrRoboto:

    Wow that battle indeed was insane.
    Not only did you score significantly less hits than usual, I also hit more than usual. I really feel you here, bro - you just can’t believe it when you see these dice.

    Which other battle has been diced, though? I can’t remember, this game is so long g

    Japan got smoked 2 or 3 times trying to kill the Russians. Not a huge deal but it allowed ANZAC to get huge and ultimately kept Japan from becoming a monster (see all of my other games when I’m the axis).

    Also, the first time I took Moscow I should have kept enough units to keep you at bay but rolled way under like I just did.

    Taken individually, none of these were huge deals, but collectively they set me back on both sides. Add to that a fairly error free game on your part then we get to where we currently are.

    @MrRoboto:

    I really thought, you might have intentionally dragged this game so that it counts for 2014. Maybe so that your PPG for this year doesnt drop or something. Cause I would have conceded something like 10 turns ago in your shoes :-)

    Nah, I think I will probably take a break after the deadline so I would like this one to end before then. I have 4 games on the go right now and will probably concede at least half of them - I don’t really care if I make it into the finals, but I should have the win% to stay in.

    To be honest, I figured this game was over once you retook London - I thought I could take it back but miscalculated. For then on, I have kept playing in part to see what I could do to get out of a difficult situation and also because I wanted you to get the win clean.

    All in all a fun game. I started 3 other games around the same time as this one, all as the axis. I tried different strategies for all of them. Let’s just say the other two ended quite a while ago :)

    I will try to get Japan out quickly tomorrow and hopefully we will have enough time for you to take Berlin before the deadline (I am happy to give you that option if we don’t make the deadline, but I will concede before so the win counts for this year).


  • I’m officially calling this one for you!

    Congrats. You played a great game and you are very enjoyable to play against. I hope we can play again in the new season.

    If you want to continue until you take Germany I’m game, but I want to get this one on the books before the deadline.


  • Thank you and I enjoyed that game as well!

    We do not need to continue until the fall of Berlin. It would have been my first time, though g

    Wanna start a 2014 game right away or are you busy with the playoff games?


  • Just a comment on an illegal move by USA round 3.

    Just wanted to let you know that MrRoboto’s A3 move is illegal. USA is not allowed to move into a sz with Japan controlled island/territory when they’re not at war with Japan. So the “securing” of the anzac attack, enabling a NB for USA for the next round is not allowed.

    Of course, it is too late now - but MrRoboto, you can’t use that move again in the future, since it is not legal.

    Arathorn


  • Oh, yeah. That mistake somehow slipped through


  • tripleA allows many incorrect actions.  the player has the responsibility to catch them.


  • the player making the illegal action also has the responsibility not to knowingly take advantage of the fact tripleA allows the rules to be broken, of course.


  • I know it is not allowed and I know all of the tripleA problems (gamerman prepared a spreadsheet for that).

    It just slipped through, I simply forgot it.


  • @MrRoboto:

    I know it is not allowed and I know all of the tripleA problems (gamerman prepared a spreadsheet for that).

    It just slipped through, I simply forgot it.

    gamermans list actually only addresses z37 - apparently there are several other zones, including caro.

    cheers


  • Yeah that SZ is even listed in the tripleA notes of that game map.

10 / 10

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