Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 infantry moved from Caucasus to Persia 3 infantry moved from Caucasus to Karelia S.S.R. 4 infantry moved from Russia to Karelia S.S.R. 2 armour moved from Russia to Karelia S.S.R. 1 aaGun moved from Russia to Caucasus 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 infantry moved from Soviet Far East to Yakut S.S.R. 1 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Evenki National Okrug to Novosibirsk Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs Turning on Edit Mode EDIT: Removing units owned by Russians from Persia: 1 infantry EDIT: Adding units owned by Russians to Karelia S.S.R.: 1 infantry EDIT: Turning off Edit ModeJEB (Axis) vs Atease (Allies) Spring 42
-
Well, my general attitude towards editing is that it is fine to edit non-combat movements after you placed your troops - since that doesn’t change any outcomes of the turn. But not replay a complete turn just because you forgot some combat moves (since that will alter the turn).
The exception here is if you forgot to post the turn, which I do sometimes. Then the first turn should be replicate as close as possible, and any differences should in that case favor the opponent. I think it’s a bug in the game that you cannot go back
In this case, it is just bombing raids which will not affect the other battles, so I could accept that you do it this one time afterwards if it’s possible to edit damage to factories and roll here in some way.
But in the future, I think one have to stand for one’s combat moves, mistakes or not!
-
Agreed that moves after any rolls are made should be exceptional and only if there is no way that the effect of the rolls could have influenced their choices.
We can take the stand that any future mistakes be considered mistakes if you want, but I think we should allow some flexibility. For example, in a live game i would have moved these bombers then could have adjusted everything/modified purchases until dice are thrown. Triple A being a program i have to load the game again to change purchases, so that’s how the error happen.
I believe in a friendly game of A&A! Hope I don’t sound/am annoying. If I do just ignore.
-
2 bombers in Italy
:roll 2@4:
bomber in germany
:roll 1@4: -
I mean
Rolling 2:
(1, 2)Rolling 1:
(5) -
sucky rolls :-)
you need to type "Rolling 1:
(5) " in the post and if you roll 1 you’ll kill my bomber in Germany. -
;dice 1;
replace ; with :
see this post for details: http://www.axisandallies.org/forums/index.php?topic=16408.0
-
I also believe in a friendly game and I don’t want to sound like a prick here.
Sure there is some differences to a live game and we usually allow non combat moves to be altered, even after new troops have been added. But we wouldn’t allow a forgotten bomber to make a raid at that point. Human mistakes are part of the game, just like in chess.
However, I do also agree that there is easier to make these mistakes in the program in that here you have to restart completely to make changes instead of just shuffling units around.
I don’t think these mistakes are too common, so in the rare occasion they happen we can just discuss it here.
As for the dices, I’m a little confused. What was the AA gun there? And how come you rolled first two 4s, then 1,2 and 5?
-
Hope we’re good?
I haven’t rolled the AA gun, you have to. I rolled my three bombers so that if your AA miss I don’t have to roll subsequently. I showed you how to roll; if you roll a 1 in Germany we’ll scratch that bomber and the 5 damage.
The point of this game was to show axis can win. I played a live game on Saturday, twice as axis. Won 1 of them. the other one we lost, was playing Japan and Germany forgot to stack Germany properly so it got invaded successfully in the 5th round. game over.
that 2nd game Russia turtled, US was a new player so ineffective on both sides of the map, but at the end it was 55 german land troops vs 65 russians/international units, then the same turn 55 Japanese units mopped the remaining 35 or so. Yes a battle with over 100 units haha it was epic dice rolling.
-
Rolling 1:
(4) -
Ok so it’s your turn; you can edit the industries and play your turn?
and for the record I don’t think you’re a prick.
-
We’re good :)
And sure Axis can win. I even think they have a fairly good chance. If both sides play perfectly, maybe allies are a bit stronger (for historic accuracy, they should be!), but that difference play little role in comparison to good strategy and mistakes/bad luck of the opponent. And who can really play a perfect game anyways?
So my AA gun missed… I guess you edit in your hits and repost the turn then?
Btw you managed to play two games in one day? When me and my friend play, one game usually take 10+ hours!
I love big battles. Then you can really start to take out chance and can really have a good estimate how the battle will go.
-
Ok I try to do the editing then
-
TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 armour, 1 carrier, 1 destroyer, 1 fighter and 3 infantry; Remaining resources: 0 PUs;Combat Move - Japanese
1 artillery moved from Persia to Trans-Jordan
Japanese take Trans-Jordan from British
1 armour moved from Persia to Trans-Jordan
3 infantry moved from Persia to Trans-Jordan
3 infantry moved from Sinkiang to Kazakh S.S.R.
1 bomber moved from Buryatia S.S.R. to Kazakh S.S.R.
2 infantry moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Yakut S.S.R. to NovosibirskCombat - Japanese
Battle in Kazakh S.S.R.
Japanese attack with 1 bomber and 3 infantry
Russians defend with 2 infantry
Japanese roll dice for 1 bomber and 3 infantry in Kazakh S.S.R., round 2 : 1/4 hits
Russians roll dice for 2 infantry in Kazakh S.S.R., round 2 : 2/2 hits
1 infantry owned by the Russians and 2 infantry owned by the Japanese lost in Kazakh S.S.R.
Japanese roll dice for 1 bomber and 1 infantry in Kazakh S.S.R., round 3 : 1/2 hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 3 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Japanese lost in Kazakh S.S.R.
Japanese win with 1 bomber remaining. Battle score for attacker is -3
Casualties for Japanese: 3 infantry
Casualties for Russians: 2 infantry
Battle in Novosibirsk
Japanese attack with 1 fighter and 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 fighter and 2 infantry in Novosibirsk, round 2 : 1/3 hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits
1 infantry owned by the Americans lost in Novosibirsk
Japanese win, taking Novosibirsk from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantryNon Combat Move - Japanese
1 destroyer moved from 50 Sea Zone to 60 Sea Zone
1 cruiser moved from 50 Sea Zone to 60 Sea Zone
1 battleship moved from 50 Sea Zone to 60 Sea Zone
2 fighters moved from 50 Sea Zone to 60 Sea Zone
1 carrier moved from 50 Sea Zone to 60 Sea Zone
1 transport moved from 50 Sea Zone to 60 Sea Zone
2 armour moved from Japan to 60 Sea Zone
4 infantry moved from Japan to 60 Sea Zone
3 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
1 bomber moved from Kazakh S.S.R. to Buryatia S.S.R.
2 armour moved from 60 Sea Zone to Buryatia S.S.R.
4 infantry moved from 60 Sea Zone to Buryatia S.S.R.
1 infantry moved from India to Persia
1 fighter moved from Novosibirsk to 60 Sea ZonePlace Units - Japanese
1 carrier, 1 destroyer and 1 fighter placed in 60 Sea Zone
1 armour and 2 infantry placed in India
1 infantry placed in JapanTurn Complete - Japanese
Japanese collect 45 PUs; end with 45 PUs totalTerritory Summary for Japanese :
Persia : 1 flag, 1 infantry
India : 1 flag, 2 armour, 1 artillery, 1 factory and 2 infantry
Soviet Far East : 1 flag
Novosibirsk : 1 flag, 2 infantry
Borneo : 1 infantry
Yakut S.S.R. : 1 flag, 2 armour, 1 artillery and 8 infantry
East Indies : 2 infantry
Trans-Jordan : 1 flag, 1 armour, 1 artillery and 3 infantry
Solomon Islands : 1 infantry
Sinkiang : 1 flag, 1 armour and 1 artillery
Wake Island : 1 infantry
Evenki National Okrug : 1 flag, 1 infantry
Buryatia S.S.R. : 1 flag, 2 armour, 1 bomber and 4 infantry
New Guinea : 1 infantry
China : 1 flag
Japan : 1 aaGun, 1 factory and 1 infantry
Caroline Islands : 2 infantry
60 Sea Zone : 1 battleship, 2 carriers, 1 cruiser, 3 destroyers, 4 fighters and 4 transportsProduction/PUs Summary :
Russians : 20 / 25
Germans : 30 / 37
British : 30 / 36
Japanese : 45 / 45
Americans : 41 / 53 -
And the insane inf defending goes on!
-
TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 armour, 1 carrier, 1 destroyer, 1 fighter and 3 infantry; Remaining resources: 0 PUs;Combat Move - Japanese
1 artillery moved from Persia to Trans-Jordan
Japanese take Trans-Jordan from British
1 armour moved from Persia to Trans-Jordan
3 infantry moved from Persia to Trans-Jordan
3 infantry moved from Sinkiang to Kazakh S.S.R.
1 bomber moved from Buryatia S.S.R. to Kazakh S.S.R.
2 infantry moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Yakut S.S.R. to NovosibirskCombat - Japanese
Battle in Kazakh S.S.R.
Japanese attack with 1 bomber and 3 infantry
Russians defend with 2 infantry
Japanese roll dice for 1 bomber and 3 infantry in Kazakh S.S.R., round 2 : 1/4 hits
Russians roll dice for 2 infantry in Kazakh S.S.R., round 2 : 2/2 hits
1 infantry owned by the Russians and 2 infantry owned by the Japanese lost in Kazakh S.S.R.
Japanese roll dice for 1 bomber and 1 infantry in Kazakh S.S.R., round 3 : 1/2 hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 3 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Japanese lost in Kazakh S.S.R.
Japanese win with 1 bomber remaining. Battle score for attacker is -3
Casualties for Japanese: 3 infantry
Casualties for Russians: 2 infantry
Battle in Novosibirsk
Japanese attack with 1 fighter and 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 fighter and 2 infantry in Novosibirsk, round 2 : 1/3 hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 0/1 hits
1 infantry owned by the Americans lost in Novosibirsk
Japanese win, taking Novosibirsk from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantryNon Combat Move - Japanese
1 destroyer moved from 50 Sea Zone to 60 Sea Zone
1 cruiser moved from 50 Sea Zone to 60 Sea Zone
1 battleship moved from 50 Sea Zone to 60 Sea Zone
2 fighters moved from 50 Sea Zone to 60 Sea Zone
1 carrier moved from 50 Sea Zone to 60 Sea Zone
1 transport moved from 50 Sea Zone to 60 Sea Zone
2 armour moved from Japan to 60 Sea Zone
4 infantry moved from Japan to 60 Sea Zone
3 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
1 bomber moved from Kazakh S.S.R. to Buryatia S.S.R.
2 armour moved from 60 Sea Zone to Buryatia S.S.R.
4 infantry moved from 60 Sea Zone to Buryatia S.S.R.
1 infantry moved from India to Persia
1 fighter moved from Novosibirsk to 60 Sea ZonePlace Units - Japanese
1 carrier, 1 destroyer and 1 fighter placed in 60 Sea Zone
1 armour and 2 infantry placed in India
1 infantry placed in JapanTurn Complete - Japanese
Japanese collect 45 PUs; end with 45 PUs total
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 60 Sea Zone: 1 fighter
EDIT: Adding units owned by Japanese to Ukraine S.S.R.: 1 fighter
EDIT: Turning off Edit ModeTerritory Summary for Japanese :
Persia : 1 flag, 1 infantry
India : 1 flag, 2 armour, 1 artillery, 1 factory and 2 infantry
Soviet Far East : 1 flag
Novosibirsk : 1 flag, 2 infantry
Borneo : 1 infantry
Yakut S.S.R. : 1 flag, 2 armour, 1 artillery and 8 infantry
East Indies : 2 infantry
Trans-Jordan : 1 flag, 1 armour, 1 artillery and 3 infantry
Solomon Islands : 1 infantry
Sinkiang : 1 flag, 1 armour and 1 artillery
Wake Island : 1 infantry
Evenki National Okrug : 1 flag, 1 infantry
Ukraine S.S.R. : 1 fighter
Buryatia S.S.R. : 1 flag, 2 armour, 1 bomber and 4 infantry
New Guinea : 1 infantry
China : 1 flag
Japan : 1 aaGun, 1 factory and 1 infantry
Caroline Islands : 2 infantry
60 Sea Zone : 1 battleship, 2 carriers, 1 cruiser, 3 destroyers, 3 fighters and 4 transportsProduction/PUs Summary :
Russians : 20 / 25
Germans : 30 / 37
British : 30 / 36
Japanese : 45 / 45
Americans : 41 / 53 -
Yeah epic defense. We had a few of these on saturday, like 1 inf beating 2 inf, and 1 inf beating inf+art.
We play 1 game or 2 games depending on what time we start. We also call the game very early if we can predict the outcome easily.
-
Please not I made an edit where I landed my fighter
-
TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 battleship, 1 cruiser, 1 factory and 1 submarine; Remaining resources: 0 PUs;Combat Move - Americans
1 battleship, 2 destroyers and 2 submarines moved from 56 Sea Zone to 52 Sea Zone
1 carrier and 2 fighters moved from 55 Sea Zone to 52 Sea Zone
2 bombers moved from Midway to Western United States
1 infantry moved from Norway to Karelia S.S.R.
1 infantry moved from Norway to Karelia S.S.R.
1 cruiser and 1 transport moved from 3 Sea Zone to 1 Sea Zone
1 transport moved from 14 Sea Zone to 13 Sea Zone
1 cruiser and 2 transports moved from 14 Sea Zone to 12 Sea ZoneNon Combat Move - Americans
1 aaGun moved from Eastern United States to Eastern CanadaPlace Units - Americans
1 factory placed in Norway
1 battleship, 1 cruiser and 1 submarine placed in 55 Sea ZoneTurn Complete - Americans
Americans collect 41 PUs; end with 41 PUs totalTerritory Summary for Americans :
Eastern Canada : 1 aaGun and 1 infantry
Midway : 1 infantry
Western United States : 1 aaGun, 2 bombers and 1 factory
Karelia S.S.R. : 2 infantry
Hawaiian Islands : 2 infantry
Norway : 1 flag, 1 factory
Eastern United States : 1 factory
Russia : 1 fighter
12 Sea Zone : 1 cruiser and 2 transports
52 Sea Zone : 1 battleship, 1 carrier, 2 destroyers, 2 fighters and 2 submarines
1 Sea Zone : 1 cruiser and 1 transport
13 Sea Zone : 1 transport
55 Sea Zone : 1 battleship, 1 cruiser and 1 submarineProduction/PUs Summary :
Russians : 20 / 25
Germans : 30 / 37
British : 30 / 36
Japanese : 45 / 45
Americans : 41 / 41 -
TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round: 8
Purchase Units - Russians
Russians buy 2 artilleries and 5 infantry; Remaining resources: 2 PUs;Combat Move - Russians
1 infantry moved from West Russia to Belorussia
1 armour moved from Caucasus to Belorussia
1 fighter moved from Caucasus to Belorussia
1 fighter moved from Caucasus to Novosibirsk
1 infantry moved from Caucasus to Kazakh S.S.R.
1 infantry moved from Russia to Novosibirsk
1 infantry moved from Russia to Novosibirsk
1 artillery moved from Caucasus to Russia
1 infantry moved from Caucasus to West RussiaCombat - Russians
Battle in Belorussia
Russians attack with 1 armour, 1 fighter and 1 infantry
Germans defend with 1 armour and 1 infantry
Russians roll dice for 1 armour, 1 fighter and 1 infantry in Belorussia, round 2 : 2/3 hits
Germans roll dice for 1 armour and 1 infantry in Belorussia, round 2 : 0/2 hits
1 infantry owned by the Germans and 1 armour owned by the Germans lost in Belorussia
Russians win, taking Belorussia from Germans with 1 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 8
Casualties for Germans: 1 armour and 1 infantry
Battle in Novosibirsk
Russians attack with 1 fighter and 2 infantry
Japanese defend with 2 infantry
Russians roll dice for 1 fighter and 2 infantry in Novosibirsk, round 2 : 1/3 hits
Japanese roll dice for 2 infantry in Novosibirsk, round 2 : 0/2 hits
1 infantry owned by the Japanese lost in Novosibirsk
Russians roll dice for 1 fighter and 2 infantry in Novosibirsk, round 3 : 1/3 hits
Japanese roll dice for 1 infantry in Novosibirsk, round 3 : 0/1 hits
1 infantry owned by the Japanese lost in Novosibirsk
Russians win, taking Novosibirsk from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantryNon Combat Move - Russians
1 fighter moved from Novosibirsk to Caucasus
1 fighter moved from Belorussia to Caucasus
1 artillery moved from Russia to Caucasus
9 infantry moved from Russia to Kazakh S.S.R.
1 infantry moved from Russia to Kazakh S.S.R.
1 infantry moved from Russia to Kazakh S.S.R.
1 aaGun moved from Russia to Kazakh S.S.R.Place Units - Russians
1 artillery and 3 infantry placed in Caucasus
1 artillery and 2 infantry placed in RussiaTurn Complete - Russians
Russians collect 24 PUs; end with 26 PUs totalTerritory Summary for Russians :
Novosibirsk : 2 infantry
Kazakh S.S.R. : 1 aaGun and 12 infantry
Caucasus : 2 artilleries, 1 factory, 2 fighters and 14 infantry
West Russia : 1 flag, 1 infantry
Belorussia : 1 flag, 1 armour and 1 infantry
Russia : 1 aaGun, 2 artilleries, 1 factory and 7 infantry
55 Sea Zone : 1 submarineProduction/PUs Summary :
Russians : 24 / 26
Germans : 28 / 37
British : 30 / 36
Japanese : 43 / 45
Americans : 41 / 41 -
TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round: 8
Purchase Units - Germans
Germans repair 4 damage on 4 factories; Remaining resources: 33 PUs;
Germans buy 1 aaGun and 9 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 bomber moved from Western Europe to 12 Sea Zone
1 fighter moved from Western Europe to 12 Sea Zone
1 infantry moved from Ukraine S.S.R. to West Russia
1 infantry moved from Ukraine S.S.R. to West Russia
1 bomber moved from Germany to West Russia
8 armour moved from Ukraine S.S.R. to Belorussia
10 infantry moved from Germany to Eastern Europe
3 infantry moved from Ukraine S.S.R. to Belorussia
1 armour moved from Southern Europe to Eastern Europe
1 armour moved from Germany to Eastern Europe
1 infantry moved from Germany to Eastern Europe
1 infantry moved from Germany to Eastern EuropeCombat - Germans
Battle in 12 Sea Zone
Germans attack with 1 bomber and 1 fighter
Americans defend with 1 cruiser and 2 transports
Germans roll dice for 1 bomber and 1 fighter in 12 Sea Zone, round 2 : 2/2 hits
Americans roll dice for 1 cruiser and 2 transports in 12 Sea Zone, round 2 : 1/1 hits
1 cruiser owned by the Americans , 1 transport owned by the Americans and 1 fighter owned by the Germans lost in 12 Sea Zone
1 transport owned by the Americans lost in 12 Sea Zone
Germans win with 1 bomber remaining. Battle score for attacker is 16
Casualties for Germans: 1 fighter
Casualties for Americans: 1 cruiser and 2 transports
Battle in West Russia
Germans attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber and 2 infantry in West Russia, round 2 : 1/3 hits
Russians roll dice for 1 infantry in West Russia, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in West Russia
Germans win, taking West Russia from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Eastern Europe
Germans attack with 2 armour and 12 infantry
British defend with 1 infantry
Germans roll dice for 2 armour and 12 infantry in Eastern Europe, round 2 : 3/14 hits
British roll dice for 1 infantry in Eastern Europe, round 2 : 1/1 hits
1 infantry owned by the British and 1 infantry owned by the Germans lost in Eastern Europe
Germans win, taking Eastern Europe from British with 2 armour and 11 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Belorussia
Germans attack with 8 armour and 3 infantry
Russians defend with 1 armour and 1 infantry
Germans roll dice for 8 armour and 3 infantry in Belorussia, round 2 : 4/11 hits
Russians roll dice for 1 armour and 1 infantry in Belorussia, round 2 : 0/2 hits
1 infantry owned by the Russians and 1 armour owned by the Russians lost in Belorussia
Germans win, taking Belorussia from Russians with 8 armour and 3 infantry remaining. Battle score for attacker is 8
Casualties for Russians: 1 armour and 1 infantryNon Combat Move - Germans
1 bomber moved from 12 Sea Zone to Western Europe
1 bomber moved from West Russia to Western Europe
1 infantry moved from Balkans to Ukraine S.S.R.
1 infantry moved from Southern Europe to Balkans
1 infantry moved from Southern Europe to Germany
1 aaGun moved from Ukraine S.S.R. to Eastern EuropePlace Units - Germans
1 aaGun placed in Southern Europe
9 infantry placed in GermanyTurn Complete - Germans
Germans collect 35 PUs; end with 35 PUs totalTerritory Summary for Germans :
Germany : 1 aaGun, 1 armour, 1 factory and 10 infantry
Southern Europe : 1 aaGun and 1 factory
Eastern Europe : 1 aaGun, 2 armour and 11 infantry
Western Europe : 1 aaGun, 2 bombers and 8 infantry
Balkans : 1 infantry
Ukraine S.S.R. : 2 infantry
West Russia : 1 infantry
Belorussia : 8 armour and 3 infantryProduction/PUs Summary :
Russians : 20 / 26
Germans : 35 / 35
British : 27 / 36
Japanese : 43 / 45
Americans : 41 / 41