JEB (Axis) vs Atease (Allies) Spring 42


  • TripleA Turn Summary for game: World War II v4, version: 2.7

    Game History

    Round: 7

    Purchase Units - British
                British buy 1 fighter and 6 infantry; Remaining resources: 5 PUs;

    Combat Move - British
                3 transports moved from 5 Sea Zone to 6 Sea Zone
                6 infantry moved from United Kingdom to 6 Sea Zone
                6 infantry and 3 transports moved from 6 Sea Zone to 5 Sea Zone
                2 infantry moved from 5 Sea Zone to Eastern Europe
                2 infantry moved from 5 Sea Zone to Karelia S.S.R.
                2 infantry moved from 5 Sea Zone to Western Europe
                1 fighter moved from 5 Sea Zone to Karelia S.S.R.
                1 fighter moved from 5 Sea Zone to Eastern Europe
                1 fighter moved from Caucasus to Eastern Europe

    Combat - British
                Battle in Western Europe
                    British attack with 2 infantry
                    Germans defend with 1 aaGun, 1 bomber, 1 fighter and 9 infantry
                        British roll dice for 1 battleship and 1 cruiser in Western Europe, round 2 :  1/2 hits
                        British roll dice for 2 infantry in Western Europe, round 2 :  0/2 hits
                        Germans roll dice for 1 bomber, 1 fighter and 9 infantry in Western Europe, round 2 :  5/11 hits
                        2 infantry owned by the British and 1 infantry owned by the Germans lost in Western Europe
                    Germans win with 1 bomber, 1 fighter and 8 infantry remaining. Battle score for attacker is -3
                    Casualties for Germans: 1 infantry
                    Casualties for British: 2 infantry
                Battle in Karelia S.S.R.
                    British attack with 1 fighter and 2 infantry
                    Germans defend with 1 infantry
                        British roll dice for 1 cruiser in Karelia S.S.R., round 2 :  1/1 hits
                        Germans roll dice for 1 infantry in Karelia S.S.R., round 2 :  0/1 hits
                        1 infantry owned by the Germans lost in Karelia S.S.R.
                    British win, taking Karelia S.S.R. from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in Eastern Europe
                    British attack with 2 fighters and 2 infantry
                    Germans defend with 1 infantry
                        British roll dice for 2 fighters and 2 infantry in Eastern Europe, round 2 :  0/4 hits
                        Germans roll dice for 1 infantry in Eastern Europe, round 2 :  1/1 hits
                        1 infantry owned by the British lost in Eastern Europe
                        British roll dice for 2 fighters and 1 infantry in Eastern Europe, round 3 :  2/3 hits
                        Germans roll dice for 1 infantry in Eastern Europe, round 3 :  0/1 hits
                        1 infantry owned by the Germans lost in Eastern Europe
                    British win, taking Eastern Europe from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for British: 1 infantry

    Non Combat Move - British
                2 fighters moved from Eastern Europe to Caucasus
                1 fighter moved from Karelia S.S.R. to 5 Sea Zone
                1 infantry moved from Trans-Jordan to Anglo Egypt
                1 submarine moved from 14 Sea Zone to 34 Sea Zone

    Place Units - British
                1 fighter and 6 infantry placed in United Kingdom

    Turn Complete - British
                British collect 31 PUs; end with 36 PUs total

    Territory Summary for British :

    Australia : 3 infantry
        Eastern Europe : 1 flag, 1 infantry
        Karelia S.S.R. : 2 infantry
        United Kingdom : 1 aaGun, 3 bombers, 1 factory, 1 fighter and 6 infantry
        New Zealand : 1 infantry
        Caucasus : 1 aaGun and 2 fighters
        Algeria : 1 flag
        Libya : 1 flag
        Anglo Egypt : 1 infantry
        5 Sea Zone : 1 battleship, 1 carrier, 2 cruisers, 1 fighter and 3 transports
        34 Sea Zone : 1 submarine
        14 Sea Zone : 1 destroyer

    Production/PUs Summary :

    Russians : 22 / 25
        Germans : 30 / 37
        British : 31 / 36
        Japanese : 42 / 46
        Americans : 41 / 53


  • Just let me know!

  • '16

    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

    DiceRolling 2:
    (1, 2)

    DiceRolling 1:
    (5)


  • sucky rolls  :-)

    you need to type "DiceRolling 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

  • '16

    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.

  • '16

    DiceRolling 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.

  • '16

    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.

  • '16

    Ok I try to do the editing then

  • '16

    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 Novosibirsk

    Combat - 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 infantry

    Non 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 Zone

    Place 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 Japan

    Turn Complete - Japanese
                Japanese collect 45 PUs; end with 45 PUs total

    Territory 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 transports

    Production/PUs Summary :

    Russians : 20 / 25
        Germans : 30 / 37
        British : 30 / 36
        Japanese : 45 / 45
        Americans : 41 / 53

  • '16

    And the insane inf defending goes on!

  • '16

    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 Novosibirsk

    Combat - 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 infantry

    Non 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 Zone

    Place 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 Japan

    Turn 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 Mode

    Territory 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 transports

    Production/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.

  • '16

    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 Zone

    Non Combat Move - Americans
                1 aaGun moved from Eastern United States to Eastern Canada

    Place Units - Americans
                1 factory placed in Norway
                1 battleship, 1 cruiser and 1 submarine placed in 55 Sea Zone

    Turn Complete - Americans
                Americans collect 41 PUs; end with 41 PUs total

    Territory 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 submarine

    Production/PUs Summary :

    Russians : 20 / 25
        Germans : 30 / 37
        British : 30 / 36
        Japanese : 45 / 45
        Americans : 41 / 41

Suggested Topics

  • 3
  • 6
  • 71
  • 33
  • 40
  • 55
  • 66
  • 138
Axis & Allies Boardgaming Custom Painted Miniatures

46

Online

17.4k

Users

39.9k

Topics

1.7m

Posts