13L AA50 - Gamerman01 (allies) vs Soundcrescent (axis +6)
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Change buy before combat…
With 45, buy 5 INF, 2 ARM, BB
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Game at start of combat phase
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TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :3
Research Technology - British
British spend 0 on tech rollsPurchase Units - British
British buy 1 armour, 1 factory, 6 infantry and 1 transport; Remaining resources: 0 PUs; 1 techTokens;Combat Move - British
3 infantry moved from Persia to India
1 bomber moved from Caucasus to India
1 infantry moved from Karelia S.S.R. to Baltic States
1 fighter moved from Finland to Baltic States
1 fighter moved from 6 Sea Zone to Northwestern Europe
3 infantry moved from United Kingdom to 6 Sea Zone
3 infantry and 3 transports moved from 6 Sea Zone to 7 Sea Zone
3 infantry moved from 7 Sea Zone to Northwestern Europe
1 cruiser moved from 6 Sea Zone to 7 Sea Zone
1 submarine moved from 8 Sea Zone to 13 Sea Zone
1 fighter moved from 6 Sea Zone to Northwestern Europe
1 battleship moved from 6 Sea Zone to 7 Sea ZoneCombat - British
Battle in Northwestern Europe
British attack with 2 fighters and 3 infantry
Germans defend with 2 infantry
British win, taking Northwestern Europe from Germans with 2 fighters and 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in Baltic States
British attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
British win, taking Baltic States from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in India
British attack with 1 bomber and 3 infantry
Japanese defend with 2 armour and 1 infantry
British win, taking India from Japanese with 1 bomber and 1 infantry remaining. Battle score for attacker is 7
Casualties for Japanese: 2 armour and 1 infantry
Casualties for British: 2 infantryNon Combat Move - British
2 armour moved from Karelia S.S.R. to Russia
1 infantry moved from Finland to Karelia S.S.R.
1 fighter moved from Baltic States to Karelia S.S.R.
1 artillery and 1 infantry moved from Norway to Finland
1 carrier moved from 6 Sea Zone to 7 Sea Zone
1 transport moved from 11 Sea Zone to 9 Sea Zone
2 infantry moved from Eastern Canada to 9 Sea Zone
2 infantry and 1 transport moved from 9 Sea Zone to 12 Sea Zone
2 infantry moved from 12 Sea Zone to Morocco Algeria
1 fighter moved from Northwestern Europe to 7 Sea Zone
2 destroyers moved from 6 Sea Zone to 7 Sea Zone
1 aaGun moved from Persia to Caucasus
1 destroyer moved from 6 Sea Zone to 7 Sea Zone
1 bomber moved from India to Caucasus
1 fighter moved from Northwestern Europe to 7 Sea Zone
1 destroyer moved from 7 Sea Zone to 12 Sea ZonePlace Units - British
1 armour and 6 infantry placed in United Kingdom
1 transport placed in 7 Sea Zone
1 factory placed in French West Africa
Turning on Edit Mode
EDIT: Removing units owned by British from French West Africa: 1 factory
EDIT: Removing units owned by British from 7 Sea Zone: 1 transport
EDIT: Removing units owned by British from United Kingdom: 1 infantry
EDIT: Adding units owned by British to 7 Sea Zone: 1 battleship
EDIT: Adding units owned by British to United Kingdom: 1 armour
EDIT: Turning off Edit ModeTurn Complete - British
British collect 36 PUs; end with 36 PUs total -
TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :3
Purchase Units - Italians
Italians buy 1 armour and 3 infantry; Remaining resources: 1 PUs; 0 techTokens;Combat Move - Italians
1 transport moved from 15 Sea Zone to 14 Sea Zone
2 infantry moved from Italy to 14 Sea Zone
2 infantry and 1 transport moved from 14 Sea Zone to 15 Sea Zone
2 infantry moved from 15 Sea Zone to Trans-Jordan
Italians take Trans-Jordan from BritishCombat - Italians
Non Combat Move - Italians
1 artillery moved from Libya to EgyptPlace Units - Italians
1 armour and 3 infantry placed in ItalyTurn Complete - Italians
Italians collect 11 PUs; end with 12 PUs total
Objective 1: Italians met a national objective for an additional 5 PUs; end with 17 PUsTerritory Summary for Italians :
Egypt : 1 artillery
France : 3 armour and 2 infantry
Italy : 1 aaGun, 1 armour, 1 artillery, 1 factory and 3 infantry
Bulgaria Romania : 2 infantry
Trans-Jordan : 1 flag, 2 infantry
15 Sea Zone : 1 battleship, 1 cruiser and 1 transportProduction/PUs Summary :
Germans : 28 / 47
Russians : 24 / 25
Japanese : 40 / 58
British : 35 / 36
Italians : 11 / 17
Chinese : 1 / 0
Americans : 39 / 50 -
TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :3
Combat Move - Chinese
4 infantry moved from Chinghai to NingxiaCombat - Chinese
Battle in Ningxia
Chinese attack with 4 infantry
Japanese defend with 2 infantry
Chinese win, taking Ningxia from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
Turn Complete - Chinese
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TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :3
Turn Complete - Americans
Americans collect 44 PUs; end with 45 PUs total
Objective 2: Americans met a national objective for an additional 5 PUs; end with 50 PUs
Objective 3: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective 4: Americans met a national objective for an additional 5 PUs; end with 60 PUs -
Looks like it doesn’t post the American turn correctly - something funky with the China/USA turn that we don’t have in G40…. hope you don’t mind - it’s all in the file, of course.
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I ask for ool
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Coming right up - give me a minute - just saw this
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Curse Triple A for doing these sea battles wrong :x
Opposing destroyers are present, so all subs should be rolling together with everything else.You’ve already done a hit to the battleship and sunk a sub
For the 2 hits you scored now, lose the destroyer and 1 carrier -
TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :4
Research Technology - Japanese
Japanese roll 4 and gets 0 hitsPurchase Units - Japanese
Japanese repair 3 damage on 3 factories; Remaining resources: 55 PUs; 1 techTokens;
Japanese buy 2 armour, 2 artilleries, 2 fighters, 3 infantry and 1 transport; Remaining resources: 1 PUs; 1 techTokens;Combat Move - Japanese
1 bomber moved from Fukien to 52 Sea Zone
2 fighters moved from 62 Sea Zone to 52 Sea Zone
1 fighter moved from 36 Sea Zone to 52 Sea Zone
2 fighters moved from 35 Sea Zone to 52 Sea Zone
1 carrier, 1 destroyer and 3 submarines moved from 62 Sea Zone to 52 Sea Zone
2 infantry moved from Stanovoj Chrebet to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 artillery and 1 infantry moved from Soviet Far East to Yakut S.S.R.
1 battleship moved from 36 Sea Zone to 50 Sea Zone
1 infantry moved from Japan to 62 Sea Zone
1 artillery moved from Manchuria to 62 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 50 Sea Zone
1 artillery and 1 infantry moved from 50 Sea Zone to Philippine Islands
1 transport moved from 35 Sea Zone to 37 Sea Zone
2 infantry moved from French Indo-China Thailand to 37 Sea Zone
2 infantry and 1 transport moved from 37 Sea Zone to 35 Sea Zone
2 infantry moved from 35 Sea Zone to India
1 infantry moved from Burma to India
1 cruiser and 1 destroyer moved from 36 Sea Zone to 38 Sea Zone
1 carrier moved from 35 Sea Zone to 38 Sea ZoneCombat - Japanese
Battle in India
Japanese attack with 3 infantry
British defend with 1 infantry
Japanese roll dice for 1 battleship in India, round 1 : 0/1 hits
Japanese roll dice for 3 infantry in India, round 1 : 0/3 hits
British roll dice for 1 infantry in India, round 1 : 0/1 hits
Japanese roll dice for 3 infantry in India, round 2 : 1/3 hits
British roll dice for 1 infantry in India, round 2 : 1/1 hits
1 infantry owned by the British and 1 infantry owned by the Japanese lost in India
Japanese win, taking India from British with 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for British: 1 infantry
Battle in 50 Sea Zone
Japanese attack with 1 battleship and 1 transport
Americans defend with 1 transport
1 transport owned by the Americans lost in 50 Sea Zone
Japanese win with 1 battleship and 1 transport remaining. Battle score for attacker is 6
Casualties for Americans: 1 transport
Battle in 38 Sea Zone
Japanese attack with 1 carrier, 1 cruiser and 1 destroyer
Americans defend with 1 submarine
Americans roll dice for 1 submarine in 38 Sea Zone, round 1 : 0/1 hits
Japanese roll dice for 1 carrier, 1 cruiser and 1 destroyer in 38 Sea Zone, round 1 : 1/3 hits
1 submarine owned by the Americans lost in 38 Sea Zone
Japanese win with 1 carrier, 1 cruiser and 1 destroyer remaining. Battle score for attacker is 5
Casualties for Americans: 1 submarine
Battle in Philippine Islands
Japanese attack with 1 artillery and 1 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 artillery and 1 infantry in Philippine Islands, round 1 : 0/2 hits
Americans roll dice for 1 infantry in Philippine Islands, round 1 : 0/1 hits
Japanese roll dice for 1 artillery and 1 infantry in Philippine Islands, round 2 : 0/2 hits
Americans roll dice for 1 infantry in Philippine Islands, round 2 : 0/1 hits
Japanese roll dice for 1 artillery and 1 infantry in Philippine Islands, round 3 : 0/2 hits
Americans roll dice for 1 infantry in Philippine Islands, round 3 : 0/1 hits
Japanese roll dice for 1 artillery and 1 infantry in Philippine Islands, round 4 : 1/2 hits
Americans roll dice for 1 infantry in Philippine Islands, round 4 : 0/1 hits
1 infantry owned by the Americans lost in Philippine Islands
Japanese win, taking Philippine Islands from Americans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in 52 Sea Zone
Japanese attack with 1 bomber, 1 carrier, 1 destroyer, 5 fighters and 3 submarines
Americans defend with 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 3 fighters, 1 submarine and 1 transport
Japanese roll dice for 3 submarines in 52 Sea Zone, round 1 : 2/3 hits
Units damaged: 1 battleship owned by the Americans
Americans roll dice for 1 submarine in 52 Sea Zone, round 1 : 0/1 hits
Japanese roll dice for 1 bomber, 1 carrier, 1 destroyer and 5 fighters in 52 Sea Zone, round 1 : 2/8 hits
Americans roll dice for 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 3 fighters and 1 transport in 52 Sea Zone, round 1 : 5/8 hits
1 submarine owned by the Americans , 1 destroyer owned by the Americans , 1 carrier owned by the Americans , 1 carrier owned by the Japanese , 1 destroyer owned by the Japanese and 3 submarines owned by the Japanese lost in 52 Sea Zone
Japanese roll dice for 1 bomber and 5 fighters in 52 Sea Zone, round 2 : 3/6 hits
Americans roll dice for 1 battleship, 1 carrier, 1 cruiser, 3 fighters and 1 transport in 52 Sea Zone, round 2 : 4/6 hits
1 fighter owned by the Americans , 1 carrier owned by the Americans , 1 cruiser owned by the Americans and 4 fighters owned by the Japanese lost in 52 Sea Zone
retreated to 52 Sea Zone
Americans win with 1 battleship, 2 fighters and 1 transport remaining. Battle score for attacker is -26
Casualties for Japanese: 1 carrier, 1 destroyer, 4 fighters and 3 submarines
Casualties for Americans: 2 carriers, 1 cruiser, 1 destroyer, 1 fighter and 1 submarine
2 fighters owned by the Americans forced to land in Wake IslandNon Combat Move - Japanese
1 armour moved from Manchuria to Suiyuan
2 infantry moved from Manchuria to Suiyuan
1 carrier moved from 36 Sea Zone to 62 Sea Zone
2 infantry moved from Japan to 62 Sea Zone
1 transport moved from 36 Sea Zone to 49 Sea Zone
1 infantry moved from Borneo to 49 Sea Zone
1 infantry and 1 transport moved from 49 Sea Zone to 38 Sea Zone
1 infantry moved from 38 Sea Zone to East Indies
2 infantry moved from 62 Sea Zone to Manchuria
1 bomber moved from 52 Sea Zone to Manchuria
1 fighter moved from 52 Sea Zone to 62 Sea ZonePlace Units - Japanese
1 fighter and 1 transport placed in 62 Sea Zone
1 fighter placed in 38 Sea Zone
1 armour, 1 artillery and 1 infantry placed in East Indies
1 armour, 1 artillery and 2 infantry placed in JapanTurn Complete - Japanese
Japanese collect 43 PUs; end with 44 PUs total
Objective 2: Japanese met a national objective for an additional 5 PUs; end with 49 PUs
Objective 3: Japanese met a national objective for an additional 5 PUs; end with 54 PUs
Objective 1: Japanese met a national objective for an additional 5 PUs; end with 59 PUs
1 unit repaired.Territory Summary for Japanese :
Buryatia S.S.R. : 1 flag
Caroline Islands : 1 infantry
East Indies : 1 armour, 1 artillery, 1 factory and 3 infantry
Fukien : 1 flag
Hupeh : 1 flag
India : 1 flag, 2 infantry
Japan : 1 aaGun, 1 armour, 1 artillery, 1 factory and 2 infantry
Manchuria : 1 bomber and 2 infantry
New Guinea : 1 infantry
Philippine Islands : 1 artillery and 1 infantry
Sikang : 1 flag, 3 infantry
Soviet Far East : 1 flag
Stanovoj Chrebet : 1 flag
Suiyuan : 1 flag, 1 armour and 2 infantry
Yakut S.S.R. : 1 flag, 1 artillery and 3 infantry
Yunnan : 1 flag
35 Sea Zone : 1 battleship and 1 transport
38 Sea Zone : 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 transport
50 Sea Zone : 1 battleship and 1 transport
62 Sea Zone : 1 carrier, 2 fighters and 2 transportsProduction/PUs Summary :
Germans : 28 / 47
Russians : 23 / 25
Japanese : 43 / 59
British : 32 / 36
Italians : 8 / 17
Chinese : 2 / 0
Americans : 42 / 60 -
Again another big loss. If I had won that battle (63%) and cleared the Pacific the gap had been filled!
Now I have very little chance, sigh :cry: -
Um, going into round 2 of that battle you only had 35% chance of victory and you got an average roll, so I’m not sure why you assumed I would lose a carrier and cruiser and didn’t ask.
Normally if I choose maximum defense for my opponent and some of his units survive, I allow him to choose his survivors after the fact. What do you think?
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Also, why do you think I chose to take off the destroyer in the first round, when you have 3 submarines? Clearly I was hoping to save a carrier. Otherwise there is no reason to take the destroyer off in the first round.
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Hope you enjoyed the free gift sub in Z38 :-P
Must have forgot to move it when the time came -
TripleA Turn Summary for game: World War II v3 1942, version: 1.4
Game History
Round :4
Research Technology - Russians
Russians spend 0 on tech rollsPurchase Units - Russians
Russians buy 1 fighter and 5 infantry; Remaining resources: 0 PUs; 1 techTokens;Combat Move - Russians
5 infantry moved from Evenki National Okrug to Yakut S.S.R.
1 bomber moved from Caucasus to Yakut S.S.R.
2 infantry moved from Karelia S.S.R. to Belorussia
1 infantry moved from Russia to Belorussia
1 submarine moved from 6 Sea Zone to 12 Sea Zone
1 infantry moved from Ukraine to East Poland
Russians take East Poland from Germans
3 armour moved from Ukraine to Belorussia
2 armour, 1 artillery and 5 infantry moved from Ukraine to Eastern UkraineCombat - Russians
Battle in Belorussia
Russians attack with 3 armour and 3 infantry
Germans defend with 1 infantry
Russians win, taking Belorussia from Germans with 3 armour and 3 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Eastern Ukraine
Russians attack with 2 armour, 1 artillery and 5 infantry
Germans defend with 1 infantry
Russians win, taking Eastern Ukraine from Germans with 2 armour, 1 artillery and 4 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Yakut S.S.R.
Russians attack with 1 bomber and 5 infantry
Japanese defend with 1 artillery and 3 infantry
Japanese win with 1 artillery remaining. Battle score for attacker is -18
Casualties for Japanese: 3 infantry
Casualties for Russians: 1 bomber and 5 infantryNon Combat Move - Russians
1 aaGun moved from Caucasus to Russia
2 infantry moved from Chinghai to Kazakh S.S.R.
2 infantry moved from Caucasus to Persia
1 armour moved from Ukraine to Persia
3 armour moved from Caucasus to Persia
2 artilleries moved from Ukraine to Caucasus
1 aaGun moved from Ukraine to Caucasus
10 infantry moved from Ukraine to Caucasus
1 infantry moved from Novosibirsk to Chinghai
1 armour moved from Russia to ChinghaiPlace Units - Russians
1 fighter and 3 infantry placed in Caucasus
2 infantry placed in Karelia S.S.R.Turn Complete - Russians
Russians collect 26 PUs; end with 26 PUs total
Objective 2: Russians met a national objective for an additional 10 PUs; end with 36 PUs -
Decided the Russian turn was really independent of the Z52 issue.
You can tell me what you think when doing your German turn -
Um, going into round 2 of that battle you only had 35% chance of victory and you got an average roll, so I’m not sure why you assumed I would lose a carrier and cruiser and didn’t ask.
Normally if I choose maximum defense for my opponent and some of his units survive, I allow him to choose his survivors after the fact. What do you think?
lso, why do you think I chose to take off the destroyer in the first round, when you have 3 submarines? Clearly I was hoping to save a carrier. Otherwise there is no reason to take the destroyer off in the first round.
There was not much difference chosing the destroyer or the carrier in the first place, as the subs had to be chosen as casualties. Maybe I could have saved one for the next round hadn’t you hit so hard.
About your complaining, my view is that I did the best thing for you. It was vital for you not to lose that battle, save the battleship and ultimately your transport so using all available resources. I would have not speculate about a carrier or a cruiser at that point. As I told you, if I had won that battle you would no longer been ahead anymore. Even with 35% I tried another round for that reason, and I retreated only after your final roll which was again above average.
That was my thinking and my assumption but I was again wrong not asking you. Sorry for that, from now on I promise that I won’t assume anymore. I let you change your casualties, but if you do so I have to revise my noncombat move with the edit function. -
Well, I do not share your views, including that that battle was a must-win for me. I think my overall position is dominant, and in part I have the dice to thank for that.
I don’t want to be unreasonable, and no I’m not even sure if I would have taken off a fighter for round 2 instead of a carrier - I don’t know because I wasn’t asked.
As far as taking off the destroyer in the first round - I had no idea how many hits I would score and I thought it likely that you could have 2 or even 3 subs going into round 2 depending on my roll and your choice, so in my view I did take a significant risk in an effort to save my carrier.
I think the fairest would be to re-roll from my defense of round 2, but I will admit I don’t want to risk that so I will live with your casualty choice because I got an above average roll.
As you said, you should be careful never to assume like that again (it could make someone very upset), and I promise not to bring this Z52 battle up in the future, as far as your failure to ask me for casualties. One of the primary reasons I raised the complaint was to help you learn not to assume casualties for someone in the future. There is a big difference between a carrier and a fighter in this situation, and there is definitely a good reason for me to lose a fighter instead of a carrier in round 2 there, even not knowing my defense roll.
So don’t change anything, and game on with G4.
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If after this game is over you are interested in playing another game of AA50 with me, I’ve been thinking…
I would be interested in playing again if we play '41 scenario and no tech.
'42 with tech was too much different than what I’m used to now :roll:
But a year ago I was playing a lot of '41 scenarioThe reason I would want no tech is because the tech in G40 is so much different
Practically every rule of the game in AA50 is different than G40! This has been a very strange experience! :-)