6d6: 1, 6, 2, 5, 2, 4
Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain
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@victoryfirst heh heh they have honor. they commit suicide.
Oh ? I’ll have to dbl check brother :)
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@victoryfirst yea you been having some tough luck. That early PHI and Yunnan battle not going your way is pretty brutal.
But this being the second game ever on new map and you finding errors that Elk and I both missed is already a win :)
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@VictoryFirst you are correct. Sorry for doubting :)
Exception:
The homeland of Japan, Dutch New Guinea, New
Guinea and New Zealand cannot be fortified. -
@ Is it ok if I give ANZAC 2 bucks after I blow up the illegal Fortifications ? :)
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@victoryfirst I will make an xml change where they can’t be placed in those TTys. Thanks for the heads up. I’ve been playing wrong for close to two years now lol
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@VictoryFirst hmm that was a puzzling turn. You backed out of all your attacks and then edited some battles I guess ? Was it just 2 INF attacking Alexandria then ?
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@barnee ahh ok that’s what you meant by restart.
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Game History
Round: 3 Purchase Units - ANZAC Turning on Edit Mode EDIT: Removing units owned by ANZAC from New Guinea: 1 Fortification EDIT: Removing units owned by ANZAC from Dutch New Guinea: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 armour and 1 submarine; Remaining resources: 5 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 cruiser moved from 54 Sea Zone to 26 Sea Zone 1 infantry moved from Northern Territory to South Australia 1 aaGun, 1 artillery, 3 fighters, 2 infantry and 1 mech_infantry moved from Northern Territory to Queensland 1 artillery and 1 infantry moved from New South Wales to Queensland Place Units - ANZAC 1 submarine placed in 62 Sea Zone 2 armour placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 15 PUs Trigger ANZAC Liberates DNG Turn3: ANZAC met a national objective for an additional 2 PUs; end with 17 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French Non Combat Move - French 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan 2 infantry moved from United Kingdom to Scotland Turn Complete - French
Combat Hit Differential Summary :
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No problem man - this game is as complicated as it is, so it is perfectly acceptable if you happen to make a mistake.
Lol, for over two years? Haha, Japan must have had some tough times in your games then!
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@victoryfirst said in Game 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain:
Japan must have had some tough times in your games then!
heh heh they did all right. G was the one I always have trouble with. russia gets those 26 Inf and it just halts me in my tracks lol
Yea I’ll adjust xml so Volkstrumm don’t show up until there supposed to. I have em as a separate option where you turn on/off is why I didn’t do it.
Which is ok, but they still shouldn’t show up till there supposed to lol.
I’ll double check the German Naval Ftr. I thought it was available turn 1 ? I’ll have to check
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@VictoryFirst I remember now. Volkstrumm only activate when G under 21 bucks. Idk if I can make a condition for that. Might be able to hack one.
But they need a Box too ! lol
Yea Naval Ftrs are at Game Start if using that option. I think Elk said he might dress it up for us :) He went through the roster, said theres a couple he might fine tune :)
Hey do you play with the flags on ? I thought I saw a shot of yours with them on. Elk made a set of units with flags. Would have to resize some.
I think they jacked with the place though
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@VictoryFirst hmm … i guess one can’t change map options in a save. I’ll have to update notes. I play with volkstrumm off so it saves a spot.
If you want to play with tech, need it on from Game Start. It’ll be in next update
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@barnee ca n’t remember how i did it lol It turns all black lol
vision all blurry too lol -
@barnee oops wrong spot. W/e lol :)
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You are right about the Navy Fighter. My bad, I thought it was the German Jet fighter! Would kinda break the game if that one was available on turn 4 lol.
You can actually turn some options on/off during a game. I must confess, I turned the Volksturm on. I double-checked during turn 2 or so if all options were enabled correctly, and I saw Volksturm turned off. So I turned it on. Didn’t realize that it should actually be turned off until necessary… hehe sorry for being naughty here :)
I actually don’t prefer to play with tech. I think tech adds a bit too much ‘uncontrollable randomness’ to the game because the tech gets activated immediately.
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@victoryfirst yea well they don’t have it till turn 7. But I don’t like it either. That long range air would be nice tho lol That’s why those badass bmbrs are sweet. M8-9 and bomb the shit outta stuff lol
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@VictoryFirst I guess you can change options with saves. I thought you could. Idky it wouldn’t let me. Anyway, if you want a different look, turn on Charles DeGaulle Neutrals lol
I’ve never actually attacked a neutral, I just like how the map looks. Not all Infantry :)
Got another box done :)
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Sorry for being late. I was thinking really hard about attacking you in sz 91 lol.
Scramble? I will roll the battle in sz 91 as well, so that you can select the casualties too.Exp Game 2 G4 scramble.tsvg
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Two bombers & three tacticals @4
[dice 5d6]three fighters, one tactical, five u-boots @3
[dice 9d6]