Is it too late for the above edit?
13L G40.2 Gamerman01 (Allies +9) vs. Jeff28 (Axis)
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Ah, so you did move a second carrier to 35 - glad I didn’t scramble then
Once again I got a scathing defense… -
The game wouldn’t let me make an illegal move as far as I know.
It was a hard turn, had to think a lot. I can redownload if necessary in the future if you cant stand the undos.
–Jeff
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If you look at the text post in the thread wouldn’t that take out all the undos?
I don’t think I edited anything.
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Once again I got a scathing defense…
Never mind - everything else whiffed except for one chinaman :-P
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I could use some men for my trannies, running out of time.
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The game wouldn’t let me make an illegal move as far as I know.
It was a hard turn, had to think a lot. I can redownload if necessary in the future if you cant stand the undos.
–Jeff
No, no, don’t worry unless I ask you in the future. All I had to do was decide whether to scramble 2 fighters and was trying to figure out if I could counter-attack 35. I was just thinking out loud - still getting used to TripleA. I know you didn’t do this on purpose, but I see where a player could move units and undo in such a way as to really confuse their opponent on purpose.
Problem with the text post is you can’t see it on the map, and it still lists every individual move…. It is not easy to follow…
More of a complaint about the program than a complaint about you. You can change your mind however much you want - we all do - but if it gets any messier than that, I might request that you reload and do all the combat moves once, efficiently, so that I can tell what’s going on…
Clear?
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I could use some men for my trannies, running out of time.
That’s why I threw the 2 planes on the Phillipines - to hopefully take out 1 or 2 more ground units.
I think the secret to Allied success is to accept many sub-optimal battles. You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity. Often this means < 50/50 battles, and this goes against most A&A player’s creed. Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be. Pretty sure I’m right, but I gotta get a lot more games under my belt.
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Will probably be playing US/China/UK later this evening.
Meanwhile, I’ll let you worry about what tech I’ll get for 5 IPC’s. Or 2 techs…. :-D
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No no, you’re going to miss your next five rolls to get back to 1/6 of the time.
Most of the time I undo the whole board and start over, so you could go the bottom of the history and start overfrom where I got done undoing before.
I didn’t see your scramble, sorry let me know if you want it redone.
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No no, you’re going to miss your next five rolls to get back to 1/6 of the time.
Or I could quit buying them and guarantee I stay ahead for the rest of the game, just to bug you :wink:
No way I can stop gambling for tech. :roll:
I didn’t see your scramble, sorry let me know if you want it redone.
Please forget all about it. It’s absolutely fine. Either way was fine, which was why I was waffling. I answered to not scramble, and you went with it. 4 minutes later I changed my mind, but it was too late, and that’s just too bad for me.
Thank you again for being so gracious and a good sport. A real pleasure to play with a guy who plays fast, is gracious and a good sport, and who isn’t killing you :-)
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Ahhhhhh….
Now that I’ve finished my SUB sandwich, I can get back to business… :evil:
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I think the secret to Allied success is to accept many sub-optimal battles. You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity. Often this means < 50/50 battles, and this goes against most A&A player’s creed. Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be. Pretty sure I’m right, but I gotta get a lot more games under my belt.
That may be true, but that basically says the dice play the game for you. Some folks aren’t going to enjoy playing a game if their only shot to win is getting lucky on a coin flip.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after unsuccessful research.Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 1 destroyer, 2 infantry, 6 submarines and 1 transport; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 fighter moved from 54 Sea Zone to 41 Sea Zone
1 destroyer moved from 39 Sea Zone to 41 Sea Zone
1 fighter moved from Hawaiian Islands to 16 Sea Zone
1 bomber moved from Hawaiian Islands to 16 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
2 infantry and 1 transport moved from 10 Sea Zone to 3 Sea Zone
1 infantry moved from 3 Sea Zone to Soviet Far East
1 infantry moved from 3 Sea Zone to Soviet Far East
1 infantry moved from Central United States to 101 Sea Zone
1 cruiser moved from 101 Sea Zone to 91 Sea Zone
1 artillery moved from Central United States to 101 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
1 infantry moved from Central United States to 101 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Morocco
1 infantry moved from 91 Sea Zone to MoroccoCombat - Americans
Battle in Morocco
Battle in Gibraltar
Americans attack with 1 artillery and 1 infantry
Germans defend with 1 harbour and 1 infantry
Americans win, taking Morocco from Germans, taking Gibraltar from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Soviet Far East
Battle in 41 Sea Zone
Americans attack with 1 destroyer and 1 fighter
Japanese defend with 1 submarine
Americans win, taking Soviet Far East from Japanese with 1 fighter remaining. Battle score for attacker is -2
Casualties for Japanese: 1 submarine
Casualties for Americans: 1 destroyer
Battle in 16 Sea Zone
Americans attack with 1 bomber and 1 fighter
Japanese defend with 1 destroyer
Americans win with 1 bomber remaining. Battle score for attacker is -2
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 fighterNon Combat Move - Americans
1 submarine moved from 10 Sea Zone to 7 Sea Zone
1 submarine moved from 26 Sea Zone to 24 Sea Zone
1 submarine moved from 26 Sea Zone to 15 Sea Zone
1 submarine moved from 28 Sea Zone to 26 Sea Zone
1 mech_infantry moved from Western United States to Alaska
1 mech_infantry moved from Central United States to 101 Sea Zone
1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone
1 mech_infantry moved from 86 Sea Zone to Brazil
Americans take Brazil from Neutral_Allies
1 carrier moved from 101 Sea Zone to 91 Sea Zone
2 fighters moved from Eastern United States to 91 Sea Zone
1 destroyer and 2 submarines moved from 101 Sea Zone to 91 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 41 Sea Zone to 39 Sea Zone
1 fighter moved from 54 Sea Zone to Wake Island
1 bomber moved from 16 Sea Zone to Wake Island
1 fighter moved from 54 Sea Zone to Wake Island
1 tactical_bomber moved from 54 Sea Zone to Wake Island
1 carrier moved from 54 Sea Zone to 26 Sea Zone
1 carrier moved from 54 Sea Zone to 26 Sea Zone
1 armour, 1 infantry and 1 transport moved from 54 Sea Zone to 62 Sea Zone
1 infantry moved from 62 Sea Zone to New South Wales
1 armour moved from 62 Sea Zone to New South Wales
2 infantry and 1 transport moved from 54 Sea Zone to 26 Sea Zone
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 submarine moved from 54 Sea Zone to 57 Sea Zone
1 submarine moved from 54 Sea Zone to 62 Sea Zone
1 destroyer moved from 54 Sea Zone to 62 Sea Zone
1 battleship and 2 cruisers moved from 54 Sea Zone to 26 Sea Zone
1 mech_infantry moved from Central United States to Western United States
1 infantry moved from Central United States to Eastern United States
1 aaGun moved from Central United States to Eastern United States
1 aaGun moved from Central United States to Eastern United StatesPlace Units - Americans
1 transport placed in 10 Sea Zone
1 infantry placed in Western United States
1 infantry placed in Eastern United States
1 armour placed in Central United States
1 artillery placed in Eastern United States
1 destroyer and 5 submarines placed in 10 Sea Zone
1 armour placed in Western United States
1 submarine placed in 101 Sea Zone
Americans undo move 6.
1 destroyer and 4 submarines placed in 10 Sea Zone
1 submarine placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 53 PUs; end with 53 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs -
@Eggman:
I think the secret to Allied success is to accept many sub-optimal battles. You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity. Often this means < 50/50 battles, and this goes against most A&A player’s creed. Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be. Pretty sure I’m right, but I gotta get a lot more games under my belt.
That may be true, but that basically says the dice play the game for you. Some folks aren’t going to enjoy playing a game if their only shot to win is getting lucky on a coin flip.
No, you completely misunderstood what I meant.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 6 PUs;Combat Move - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Tsinghai
1 infantry placed in KansuTurn Complete - Chinese
Chinese collect 2 PUs; end with 8 PUs total -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Combat Move - British
1 fighter moved from Scotland to 113 Sea Zone
1 fighter moved from United Kingdom to 113 Sea Zone
2 fighters moved from 110 Sea Zone to 113 Sea Zone
1 bomber moved from Malta to 113 Sea Zone
2 infantry moved from Anglo Egyptian Sudan to Egypt
1 artillery moved from Union of South Africa to 71 Sea Zone
1 artillery and 1 transport moved from 71 Sea Zone to 72 Sea Zone
1 infantry moved from Kenya to 72 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Egypt
1 artillery moved from 81 Sea Zone to Egypt
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 armour moved from United Kingdom to 110 Sea Zone
1 armour and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from Burma to Shan State
1 fighter moved from India to Shan State -
Need scramble decision for Z113 - thanks
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scramble 3 figs
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - British
British buy 1 destroyer, 2 fighters and 2 mech_infantrys; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy nothing; Remaining resources: 6 PUs;Combat Move - British
1 fighter moved from Scotland to 113 Sea Zone
1 fighter moved from United Kingdom to 113 Sea Zone
2 fighters moved from 110 Sea Zone to 113 Sea Zone
1 bomber moved from Malta to 113 Sea Zone
2 infantry moved from Anglo Egyptian Sudan to Egypt
1 artillery moved from Union of South Africa to 71 Sea Zone
1 artillery and 1 transport moved from 71 Sea Zone to 72 Sea Zone
1 infantry moved from Kenya to 72 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Egypt
1 artillery moved from 81 Sea Zone to Egypt
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 armour moved from United Kingdom to 110 Sea Zone
1 armour and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from Burma to Shan State
1 fighter moved from India to Shan StateCombat - British
Germans scrambles 3 units out of Western Germany to defend against the attack in 113 Sea Zone
Battle in Egypt
British attack with 1 artillery and 3 infantry
Italians defend with 1 armour and 1 harbour
British win, taking Egypt from Italians with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for British: 2 infantry
Casualties for Italians: 1 armour
Battle in Normandy Bordeaux
British attack with 1 armour and 3 infantry
Germans defend with 1 factory_minor, 1 harbour and 2 infantry
British win, taking Normandy Bordeaux from Germans with 1 armour and 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in Shan State
British attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
British win with 1 fighter remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for British: 1 infantry
Battle in 113 Sea Zone
British attack with 1 bomber and 4 fighters
Germans defend with 1 destroyer, 3 fighters, 1 submarine and 2 transports
1 submarine owned by the Germans Submerged
British win with 3 fighters remaining. Battle score for attacker is 30
Casualties for Germans: 1 destroyer, 3 fighters and 2 transports
Casualties for British: 1 bomber and 1 fighterNon Combat Move - British
1 fighter moved from 113 Sea Zone to 110 Sea Zone
1 fighter moved from 113 Sea Zone to 110 Sea Zone
1 fighter moved from 113 Sea Zone to Finland
1 infantry moved from Quebec to 106 Sea Zone
1 artillery moved from Quebec to 106 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
3 infantry moved from Persia to Iraq
3 aaGuns and 9 infantry moved from Burma to India
1 fighter moved from Shan State to IndiaPlace Units - British
2 mech_infantrys placed in Union of South Africa
2 fighters placed in United Kingdom
1 destroyer placed in 110 Sea ZoneTurn Complete - British
British collect 35 PUs; end with 35 PUs totalTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,6,1,5,4,5,6,6,1
UK_Pacific collect 6 PUs (1 lost to blockades); end with 12 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - British
British buy 1 destroyer, 2 fighters and 2 mech_infantrys; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy nothing; Remaining resources: 6 PUs;Combat Move - British
1 fighter moved from Scotland to 113 Sea Zone
1 fighter moved from United Kingdom to 113 Sea Zone
2 fighters moved from 110 Sea Zone to 113 Sea Zone
1 bomber moved from Malta to 113 Sea Zone
2 infantry moved from Anglo Egyptian Sudan to Egypt
1 artillery moved from Union of South Africa to 71 Sea Zone
1 artillery and 1 transport moved from 71 Sea Zone to 72 Sea Zone
1 infantry moved from Kenya to 72 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Egypt
1 artillery moved from 81 Sea Zone to Egypt
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 armour moved from United Kingdom to 110 Sea Zone
1 armour and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from Burma to Shan State
1 fighter moved from India to Shan StateCombat - British
Germans scrambles 3 units out of Western Germany to defend against the attack in 113 Sea Zone
Battle in Egypt
British attack with 1 artillery and 3 infantry
Italians defend with 1 armour and 1 harbour
British win, taking Egypt from Italians with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for British: 2 infantry
Casualties for Italians: 1 armour
Battle in Normandy Bordeaux
British attack with 1 armour and 3 infantry
Germans defend with 1 factory_minor, 1 harbour and 2 infantry
British win, taking Normandy Bordeaux from Germans with 1 armour and 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in Shan State
British attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
British win with 1 fighter remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for British: 1 infantry
Battle in 113 Sea Zone
British attack with 1 bomber and 4 fighters
Germans defend with 1 destroyer, 3 fighters, 1 submarine and 2 transports
1 submarine owned by the Germans Submerged
British win with 3 fighters remaining. Battle score for attacker is 30
Casualties for Germans: 1 destroyer, 3 fighters and 2 transports
Casualties for British: 1 bomber and 1 fighterNon Combat Move - British
1 fighter moved from 113 Sea Zone to 110 Sea Zone
1 fighter moved from 113 Sea Zone to 110 Sea Zone
1 fighter moved from 113 Sea Zone to Finland
1 infantry moved from Quebec to 106 Sea Zone
1 artillery moved from Quebec to 106 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
3 infantry moved from Persia to Iraq
3 aaGuns and 9 infantry moved from Burma to India
1 fighter moved from Shan State to IndiaPlace Units - British
2 mech_infantrys placed in Union of South Africa
2 fighters placed in United Kingdom
1 destroyer placed in 110 Sea ZoneTurn Complete - British
British collect 35 PUs; end with 35 PUs totalTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,6,1,5,4,5,6,6,1
UK_Pacific collect 6 PUs (1 lost to blockades); end with 12 PUs total