I actually forgot to drop off the guys from the transport into Gibraltar. So I tried out the edit mode feature. I was able to move them onto Gibraltar. Pretty cool. It also logs the transaction in the turn summary. Good in game test! In a real game we should probably alert the other player before doing this. Onto ANZAC and France and turn 1 is complete!
Posts made by majikforce
-
RE: Majiks test game
-
RE: Majiks test game
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Italians
Italians buy 1 fighter; Remaining resources: 0 PUs;Combat Move - Italians
2 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern France
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry moved from Southern Italy to 95 Sea Zone
1 destroyer moved from 95 Sea Zone to 92 Sea Zone
1 cruiser, 2 infantry, 1 submarine and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 bomber moved from Northern Italy to 92 Sea Zone
1 infantry moved from Libya to Tunisia
1 artillery moved from Libya to Tunisia
1 mech_infantry moved from Tobruk to Tunisia
1 armour moved from Tobruk to Tunisia
1 infantry moved from Italian Somaliland to Kenya
Italians take Kenya from BritishCombat - Italians
Battle in Tunisia
Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
French defend with 1 infantry
Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Southern France
Italians attack with 2 artilleries and 2 infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Southern France from French with 2 artilleries remaining. Battle score for attacker is 1
Casualties for French: 1 artillery and 1 infantry
Casualties for Italians: 2 infantry
Battle in 92 Sea Zone
Italians attack with 1 bomber, 1 cruiser, 1 destroyer, 2 infantry, 1 submarine and 1 transport
British defend with 1 battleship and 1 cruiser
Units damaged: 1 battleship owned by the British
Italians win with 1 bomber, 1 cruiser and 1 transport remaining. Battle score for attacker is 18
Casualties for British: 1 battleship and 1 cruiser
Casualties for Italians: 1 destroyer and 1 submarineNon Combat Move - Italians
Turning on Edit Mode
EDIT: Turning off Edit Mode
EDIT: 2 infantry moved from 92 Sea Zone to Gibraltar
EDIT: 1 bomber moved from 92 Sea Zone to Southern Italy
1 armour moved from Albania to Bulgaria
Italians take Bulgaria from Neutral_Axis
1 armour moved from Northern Italy to Bulgaria
2 infantry moved from Albania to Bulgaria
2 aaGuns moved from Northern Italy to Southern ItalyPlace Units - Italians
1 fighter placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 3
Italians collect 14 PUs (1 lost to blockades); end with 14 PUs total -
RE: Majiks test game
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Japanese
Japanese buy 1 artillery, 1 destroyer and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
2 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 artillery moved from Jehol to Chahar
1 mech_infantry moved from Manchuria to Chahar
3 infantry moved from Shantung to Anhwe
Japanese take Anhwe from Chinese
1 artillery moved from Shantung to Anhwe
1 artillery moved from Kiangsu to Anhwe
3 infantry moved from Kiangsu to Anhwe
3 infantry moved from Kiangsi to Hunan
3 infantry moved from Kwangsi to Yunnan
1 fighter moved from Formosa to Hunan
1 tactical_bomber moved from Kiangsu to Yunnan
1 fighter moved from Kiangsu to Yunnan
2 bombers moved from Japan to Yunnan
2 fighters moved from Manchuria to Hunan
2 tactical_bombers moved from Manchuria to HunanCombat - Japanese
Battle in Hunan
Japanese attack with 3 fighters, 3 infantry and 2 tactical_bombers
Chinese defend with 2 infantry
Japanese roll dice for 3 fighters, 3 infantry and 2 tactical_bombers in Hunan, round 2 : 4/8 hits
Chinese roll dice for 2 infantry in Hunan, round 2 : 1/2 hits
1 infantry owned by the Japanese and 2 infantry owned by the Chinese lost in Hunan
Japanese win, taking Hunan from Chinese with 3 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Chinese: 2 infantry
Battle in Yunnan
Japanese attack with 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 4 infantry
Japanese roll dice for 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber in Yunnan, round 2 : 3/7 hits
Chinese roll dice for 4 infantry in Yunnan, round 2 : 1/4 hits
1 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Yunnan
Japanese roll dice for 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber in Yunnan, round 3 : 3/6 hits
Chinese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits
1 infantry owned by the Chinese lost in Yunnan
Japanese win, taking Yunnan from Chinese with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Chinese: 4 infantryNon Combat Move - Japanese
1 tactical_bomber moved from Yunnan to Kwangsi
1 artillery moved from Kiangsi to Kwangsi
2 bombers moved from Yunnan to Kwangsi
1 fighter moved from Yunnan to Kwangsi
3 fighters moved from Hunan to Kwangsi
2 tactical_bombers moved from Hunan to Kwangsi
1 artillery moved from Manchuria to Jehol
1 aaGun moved from Manchuria to Jehol
4 infantry moved from Korea to Manchuria
1 fighter moved from Korea to Manchuria
1 fighter moved from Okinawa to Kwangsi
1 transport moved from 6 Sea Zone to 17 Sea Zone
1 infantry moved from Iwo Jima to 17 Sea Zone
1 infantry and 1 transport moved from 17 Sea Zone to 33 Sea Zone
1 infantry moved from 33 Sea Zone to Caroline Islands
1 submarine moved from 19 Sea Zone to 36 Sea Zone
1 battleship moved from 19 Sea Zone to 20 Sea Zone
1 destroyer moved from 19 Sea Zone to 20 Sea Zone
1 carrier moved from 6 Sea Zone to 20 Sea Zone
1 fighter moved from 6 Sea Zone to 20 Sea Zone
1 tactical_bomber moved from 6 Sea Zone to 20 Sea Zone
1 transport moved from 19 Sea Zone to 6 Sea Zone
1 transport moved from 20 Sea Zone to 19 Sea Zone
1 infantry moved from Okinawa to 19 Sea Zone
1 infantry and 1 transport moved from 19 Sea Zone to 20 Sea Zone
1 submarine moved from 6 Sea Zone to 36 Sea Zone
1 destroyer moved from 6 Sea Zone to 20 Sea Zone
1 cruiser moved from 6 Sea Zone to 35 Sea Zone
1 battleship moved from 6 Sea Zone to 35 Sea Zone
1 carrier moved from 6 Sea Zone to 35 Sea Zone
1 fighter moved from 6 Sea Zone to 35 Sea Zone
1 tactical_bomber moved from 6 Sea Zone to 35 Sea Zone
2 tactical_bombers moved from Japan to KwangsiPlace Units - Japanese
1 destroyer and 2 transports placed in 6 Sea Zone
1 artillery placed in JapanTurn Complete - Japanese
Japanese collect 30 PUs; end with 30 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 40 PUs -
RE: Majiks test game
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 3 armour and 1 bomber; Remaining resources: 0 PUs;Politics - Germans
Germans takes Political Action: Political Action Axis To War With Russians
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_NeutralCombat Move - Germans
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 108 Sea Zone to 106 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
1 submarine moved from 103 Sea Zone to 91 Sea Zone
3 armour moved from Holland Belgium to France
4 mech_infantrys moved from Western Germany to France
3 infantry moved from Western Germany to France
1 artillery moved from Western Germany to France
1 artillery moved from Holland Belgium to France
2 infantry moved from Holland Belgium to France
2 armour moved from Greater Southern Germany to France
1 armour moved from Greater Southern Germany to France
6 infantry moved from Greater Southern Germany to Yugoslavia
2 artilleries moved from Greater Southern Germany to Yugoslavia
1 infantry moved from Romania to Yugoslavia
1 infantry moved from Romania to Bessarabia
1 armour moved from Romania to Bessarabia
1 armour moved from Slovakia Hungary to Bessarabia
2 infantry moved from Slovakia Hungary to Eastern Poland
1 fighter moved from Holland Belgium to 111 Sea Zone
1 tactical_bomber moved from Western Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 battleship moved from 113 Sea Zone to 111 Sea Zone
1 tactical_bomber moved from Western Germany to 111 Sea Zone
1 infantry moved from Poland to Eastern Poland
1 armour moved from Poland to Eastern Poland
2 infantry moved from Poland to Baltic States
1 infantry moved from Germany to 114 Sea Zone
1 artillery moved from Germany to 114 Sea Zone
1 cruiser moved from 114 Sea Zone to 115 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 infantry moved from 115 Sea Zone to Baltic States
1 artillery moved from 115 Sea Zone to Baltic States
1 tactical_bomber moved from Poland to Baltic States
1 tactical_bomber moved from Germany to Eastern Poland
1 fighter moved from Slovakia Hungary to Bessarabia
1 fighter moved from Western Germany to 115 Sea Zone
1 fighter moved from Western Germany to 115 Sea Zone
1 bomber moved from Germany to Baltic States
1 tactical_bomber moved from Western Germany to France
1 artillery moved from Holland Belgium to France
2 infantry moved from Holland Belgium to France
1 bomber moved from Germany to Baltic StatesCombat - Germans
Russians scrambles 1 units out of Novgorod to defend against the attack in 115 Sea Zone
Battle in 106 Sea Zone
Germans attack with 2 submarines
British defend with 1 destroyer and 1 transport
Germans roll dice for 2 submarines in 106 Sea Zone, round 2 : 0/2 hits
British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 2 : 0/1 hits
Germans roll dice for 2 submarines in 106 Sea Zone, round 3 : 1/2 hits
British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 3 : 1/1 hits
1 destroyer owned by the British and 1 submarine owned by the Germans lost in 106 Sea Zone
1 transport owned by the British lost in 106 Sea Zone
Germans roll dice for 1 submarine in 106 Sea Zone, round 4 : 1/1 hits
Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 9
Casualties for Germans: 1 submarine
Casualties for British: 1 destroyer and 1 transport
Battle in Yugoslavia
Germans attack with 2 artilleries and 7 infantry
Neutral_Allies defend with 5 infantry
Germans roll dice for 2 artilleries and 7 infantry in Yugoslavia, round 2 : 2/9 hits
Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 2 : 3/5 hits
3 infantry owned by the Germans and 2 infantry owned by the Neutral_Allies lost in Yugoslavia
Germans roll dice for 2 artilleries and 4 infantry in Yugoslavia, round 3 : 1/6 hits
Neutral_Allies roll dice for 3 infantry in Yugoslavia, round 3 : 1/3 hits
1 infantry owned by the Germans and 1 infantry owned by the Neutral_Allies lost in Yugoslavia
Germans roll dice for 2 artilleries and 3 infantry in Yugoslavia, round 4 : 2/5 hits
Neutral_Allies roll dice for 2 infantry in Yugoslavia, round 4 : 1/2 hits
1 infantry owned by the Germans and 2 infantry owned by the Neutral_Allies lost in Yugoslavia
Germans win, taking Yugoslavia from Neutral_Allies with 2 artilleries and 2 infantry remaining. Battle score for attacker is 0
Casualties for Neutral_Allies: 5 infantry
Casualties for Germans: 5 infantry
Battle in Bessarabia
Germans attack with 2 armour, 1 fighter and 1 infantry
Russians defend with 2 infantry
Germans roll dice for 2 armour, 1 fighter and 1 infantry in Bessarabia, round 2 : 1/4 hits
Russians roll dice for 2 infantry in Bessarabia, round 2 : 0/2 hits
1 infantry owned by the Russians lost in Bessarabia
Germans roll dice for 2 armour, 1 fighter and 1 infantry in Bessarabia, round 3 : 2/4 hits
Russians roll dice for 1 infantry in Bessarabia, round 3 : 0/1 hits
1 infantry owned by the Russians lost in Bessarabia
Germans win, taking Bessarabia from Russians with 2 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Battle in Eastern Poland
Germans attack with 1 armour, 3 infantry and 1 tactical_bomber
Russians defend with 2 infantry
Germans roll dice for 1 armour, 3 infantry and 1 tactical_bomber in Eastern Poland, round 2 : 3/5 hits
Russians roll dice for 2 infantry in Eastern Poland, round 2 : 0/2 hits
2 infantry owned by the Russians lost in Eastern Poland
Germans win, taking Eastern Poland from Russians with 1 armour, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Battle in 91 Sea Zone
Germans attack with 1 submarine
British defend with 1 cruiser
Germans roll dice for 1 submarine in 91 Sea Zone, round 2 : 1/1 hits
1 cruiser owned by the British lost in 91 Sea Zone
Germans win with 1 submarine remaining. Battle score for attacker is 12
Casualties for British: 1 cruiser
Battle in 111 Sea Zone
Germans attack with 1 battleship, 2 fighters, 2 submarines and 2 tactical_bombers
British defend with 1 battleship, 1 cruiser and 1 destroyer
Germans roll dice for 2 submarines in 111 Sea Zone, round 2 : 1/2 hits
Units damaged: 1 battleship owned by the British
Germans roll dice for 1 battleship, 2 fighters and 2 tactical_bombers in 111 Sea Zone, round 2 : 4/5 hits
British roll dice for 1 battleship, 1 cruiser and 1 destroyer in 111 Sea Zone, round 2 : 1/3 hits
1 cruiser owned by the British, 1 battleship owned by the British, 1 destroyer owned by the British and 1 submarine owned by the Germans lost in 111 Sea Zone
Germans win with 1 battleship, 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 34
Casualties for Germans: 1 submarine
Casualties for British: 1 battleship, 1 cruiser and 1 destroyer
Battle in France
Germans attack with 6 armour, 3 artilleries, 7 infantry, 4 mech_infantrys and 1 tactical_bomber
French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
AA fire in France : 1/1 hits
1 tactical_bomber owned by the Germans lost in France
Germans roll dice for 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys in France, round 2 : 6/20 hits
French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 2 : 5/11 hits
5 infantry owned by the French, 5 infantry owned by the Germans and 1 aaGun owned by the French lost in France
Germans roll dice for 6 armour, 3 artilleries, 2 infantry and 4 mech_infantrys in France, round 3 : 4/15 hits
French roll dice for 2 armour, 2 artilleries, 1 fighter and 1 infantry in France, round 3 : 4/6 hits
1 infantry owned by the French, 1 armour owned by the French, 2 infantry owned by the Germans, 1 artillery owned by the British, 1 artillery owned by the French and 2 mech_infantrys owned by the Germans lost in France
Germans roll dice for 6 armour, 3 artilleries and 2 mech_infantrys in France, round 4 : 7/11 hits
French roll dice for 1 armour and 1 fighter in France, round 4 : 1/2 hits
1 armour owned by the British, 1 fighter owned by the French and 1 artillery owned by the Germans lost in France
Germans captures 19PUs while taking French capital
Germans converts factory_major into different units
Germans win, taking France from French with 6 armour, 2 artilleries and 2 mech_infantrys remaining. Battle score for attacker is 9
Casualties for Germans: 1 artillery, 7 infantry, 2 mech_infantrys and 1 tactical_bomber
Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
Casualties for British: 1 armour and 1 artillery
Battle in 115 Sea Zone
Germans attack with 1 cruiser, 2 fighters and 1 transport
Russians defend with 1 cruiser, 1 fighter and 1 submarine
Russians roll dice for 1 submarine in 115 Sea Zone, round 2 : 0/1 hits
Germans roll dice for 2 fighters in 115 Sea Zone, round 2 : 1/2 hits
Germans roll dice for 1 cruiser and 1 transport in 115 Sea Zone, round 2 : 1/1 hits
Russians roll dice for 1 cruiser and 1 fighter in 115 Sea Zone, round 2 : 2/2 hits
1 cruiser owned by the Russians, 1 cruiser owned by the Germans, 1 submarine owned by the Russians and 1 fighter owned by the Germans lost in 115 Sea Zone
Germans roll dice for 1 fighter and 1 transport in 115 Sea Zone, round 3 : 1/1 hits
Russians roll dice for 1 fighter in 115 Sea Zone, round 3 : 1/1 hits
1 fighter owned by the Russians and 1 fighter owned by the Germans lost in 115 Sea Zone
Germans win with 1 transport remaining. Battle score for attacker is -4
Casualties for Germans: 1 cruiser and 2 fighters
Casualties for Russians: 1 cruiser, 1 fighter and 1 submarine
Battle in Baltic States
Germans attack with 1 artillery, 2 bombers, 3 infantry and 1 tactical_bomber
Russians defend with 3 infantry
Germans roll dice for 1 artillery, 2 bombers, 3 infantry and 1 tactical_bomber in Baltic States, round 2 : 1/7 hits
Russians roll dice for 3 infantry in Baltic States, round 2 : 1/3 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Baltic States
Germans roll dice for 1 artillery, 2 bombers, 2 infantry and 1 tactical_bomber in Baltic States, round 3 : 3/6 hits
Russians roll dice for 2 infantry in Baltic States, round 3 : 0/2 hits
2 infantry owned by the Russians lost in Baltic States
Germans win, taking Baltic States from Russians with 1 artillery, 2 bombers, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Germans: 1 infantry
Casualties for Russians: 3 infantry
Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to FrenchNon Combat Move - Germans
2 infantry moved from Norway to Finland
Germans take Finland from Neutral_Axis
2 fighters moved from 111 Sea Zone to Western Germany
1 tactical_bomber moved from 111 Sea Zone to Western Germany
2 bombers moved from Baltic States to Western Germany
2 artilleries moved from Germany to Poland
10 infantry moved from Germany to Poland
3 aaGuns moved from Germany to Poland
1 tactical_bomber moved from Baltic States to Poland
1 tactical_bomber moved from Eastern Poland to Poland
1 fighter moved from Bessarabia to Poland
1 tactical_bomber moved from 111 Sea Zone to Western GermanyPlace Units - Germans
3 armour placed in Germany
1 bomber placed in Western GermanyTurn Complete - Germans
Germans collect 40 PUs; end with 59 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUsTerritory Summary for Germans :
France : 1 flag, 1 airfield, 6 armour, 2 artilleries, 1 factory_minor and 2 mech_infantrys
Western Germany : 3 aaGuns, 1 airfield, 3 bombers, 1 factory_major, 2 fighters, 1 harbour and 2 tactical_bombers
Poland : 3 aaGuns, 2 artilleries, 1 fighter, 10 infantry and 2 tactical_bombers
Germany : 3 armour and 1 factory_major
Norway : 1 infantry
Denmark : 2 infantry
Baltic States : 1 flag, 1 artillery and 2 infantry
Eastern Poland : 1 flag, 1 armour and 3 infantry
Bessarabia : 1 flag, 2 armour and 1 infantry
106 Sea Zone : 1 flag, 1 submarine
115 Sea Zone : 1 transport
Yugoslavia : 1 flag, 2 artilleries and 2 infantry
91 Sea Zone : 1 submarine
Finland : 1 flag, 6 infantry
111 Sea Zone : 1 battleship and 1 submarineProduction/PUs Summary :
Germans : 40 / 64
Russians : 35 / 37
Japanese : 26 / 26
Americans : 52 / 52
Chinese : 12 / 12
British : 28 / 28
UK_Pacific : 17 / 17
Italians : 10 / 10
ANZAC : 10 / 10
French : 15 / 0
Dutch : 11 / 0
Mongolians : 0 / 0
Neutral_Axis : 3 / 0
Neutral_Allies : 6 / 0
Neutral_True : 18 / 0Dice Statistics:
Total
1 was rolled 21 times
2 was rolled 31 times
3 was rolled 29 times
4 was rolled 34 times
5 was rolled 22 times
6 was rolled 21 times
Average roll : 3.430
Median : 3.000
Variance : 1.045
Standard Deviation : 1.022
Total rolls : 158Neutral_Allies Combat
1 was rolled 3 times
2 was rolled 2 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 2 times
Average roll : 3.200
Median : 3.000
Variance : 0.889
Standard Deviation : 0.943
Total rolls : 10Germans Combat
1 was rolled 13 times
2 was rolled 22 times
3 was rolled 20 times
4 was rolled 25 times
5 was rolled 16 times
6 was rolled 13 times
Average roll : 3.440
Median : 3.000
Variance : 1.139
Standard Deviation : 1.067
Total rolls : 109French Combat
1 was rolled 3 times
2 was rolled 5 times
3 was rolled 3 times
4 was rolled 3 times
5 was rolled 1 times
6 was rolled 5 times
Average roll : 3.450
Median : 3.000
Variance : 0.632
Standard Deviation : 0.795
Total rolls : 20Russians Combat
2 was rolled 2 times
3 was rolled 5 times
4 was rolled 4 times
5 was rolled 3 times
Average roll : 3.571
Median : 3.500
Variance : 1.692
Standard Deviation : 1.301
Total rolls : 14British Combat
1 was rolled 2 times
3 was rolled 1 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 3.200
Median : 3.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5 -
RE: First time Triple A gamer with a couple questions
I’d recommend practicing with the software on your own and on the live lobby, where you can also observe games. When you start the game, advise your group to practice their move by loading the file in “Start Local Game” mode before loading the file in “PBEM/PBF” mode. This way, the game is enhanced by less errors as you get used to the software.
Thanks for the advice! I started playing a couple games on my own already.
A few more questions:
1: Am I able to setup email notifications to all the players when a turn is posted and how? Or do people need to periodically check the forum thread?
2: Is there a feature in the game that tells you what units are in each territory, more specifically seazones? I am having trouble distinguishing between the ships. Mostly cruisers and battleships. Or is there a cheat sheet of the unit pictures?
3: What prevents someone from rolling out combat not liking the results so they reload the game and run the rolls again? I’m not worried about my group but just wondered when playing strangers. Most people on the forums are really great and really helpful but you do get the occasional d-bag.
-
RE: Majiks test game
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 3 armour and 1 bomber; Remaining resources: 0 PUs;Politics - Germans
Germans takes Political Action: Political Action Axis To War With Russians
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_NeutralCombat Move - Germans
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 108 Sea Zone to 106 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
1 submarine moved from 103 Sea Zone to 91 Sea Zone
3 armour moved from Holland Belgium to France
4 mech_infantrys moved from Western Germany to France
3 infantry moved from Western Germany to France
1 artillery moved from Western Germany to France
1 artillery moved from Holland Belgium to France
2 infantry moved from Holland Belgium to France
2 armour moved from Greater Southern Germany to France
1 armour moved from Greater Southern Germany to France
6 infantry moved from Greater Southern Germany to Yugoslavia
2 artilleries moved from Greater Southern Germany to Yugoslavia
1 infantry moved from Romania to Yugoslavia
1 infantry moved from Romania to Bessarabia
1 armour moved from Romania to Bessarabia
1 armour moved from Slovakia Hungary to Bessarabia
2 infantry moved from Slovakia Hungary to Eastern Poland
1 fighter moved from Holland Belgium to 111 Sea Zone
1 tactical_bomber moved from Western Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 battleship moved from 113 Sea Zone to 111 Sea Zone
1 tactical_bomber moved from Western Germany to 111 Sea Zone
1 infantry moved from Poland to Eastern Poland
1 armour moved from Poland to Eastern Poland
2 infantry moved from Poland to Baltic States
1 infantry moved from Germany to 114 Sea Zone
1 artillery moved from Germany to 114 Sea Zone
1 cruiser moved from 114 Sea Zone to 115 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 infantry moved from 115 Sea Zone to Baltic States
1 artillery moved from 115 Sea Zone to Baltic States
1 tactical_bomber moved from Poland to Baltic States
1 tactical_bomber moved from Germany to Eastern Poland
1 fighter moved from Slovakia Hungary to Bessarabia
1 fighter moved from Western Germany to 115 Sea Zone
1 fighter moved from Western Germany to 115 Sea Zone
1 bomber moved from Germany to Baltic States
1 tactical_bomber moved from Western Germany to France
1 artillery moved from Holland Belgium to France
2 infantry moved from Holland Belgium to France
1 bomber moved from Germany to Baltic States -
RE: Majiks test game
Test summary from TripleA, engine version: 1.8.0.3, time: 21:59:28
-
RE: First time Triple A gamer with a couple questions
Thanks a bunch Panther! I cant wait to get our first game going!!!
-
First time Triple A gamer with a couple questions
Hi folks,
My gaming group has decided to try out Triple A to play this awesome game. So we are all new to this format. I had a couple questions.
Question 1: We will have 5 players playing is that able to be done with triple A?Question 2: Should every one have an AA.org account?
Question 3: When PBF does everyone have to input all the emails and url in the triple a software?
Question 4: When the turn posts to the forum does it automatically attach the map file? And when its the next persons turn do they open the attached map?
Question 5: How are casualties chosen? by the attacker?
I know some of these are probably really simple to answer but i"ll admit it I’m a NOOB. Thanks for the help. I guarantee i’ll have more stupid questions.
-
RE: Majiks test game
Test summary from TripleA, engine version: 1.8.0.3, time: 23:30:43
-
RE: How do you play the US?
My last couple of times playing the US I have fallen in love with sending bombers to London. Two a round if I can. Couple that with a skeleton fleet and a two transport shuck to Gibraltar depending on how the UK has fared it seems to give Germany fits or at least distract them from a full out Russian push. The rest of the US$ goes straight for the DEI. I am a firm believer in preventing Japan any income. My buddy likes to take Korea and build a factory with help from those 18 Russians but I think that is fools gold. I have played him many times as Japan and I welcome that strategy every time. You can have Korea while I assault Calcutta protect the DEI and build my income to 60-70, forcing the US to build in the Pacific. Which allows Germany to go to work virtually without any worry. You want to stop Japan, as the US go for the DEI and get help from UK, ANZAC and China. Allied coordination is very hard for the axis to overcome. Just my two cents.
-
RE: A&A Global Concerns
(…) I just don’t see any allied help directly into Russia being effective at all (…)
Consider sending UK-spitfires into Moscow. This REALLY helps Russia staying in control of its capital. Check it with a battlecalculator if you want. If Russia…
-Produces only INF + (less) ART, only adding ARM + MECH if it has IPCs to spare (usually in turn 4 and 5);
-Sends their Siberian Hunters home (+ some surviving Mongols);…Then sending 6 to 8 Spitfires into Moscow saves the day against GE6 through GE8. With substantial allied troops threatening to invade in the west, this should be enough to keep Russia alive indefinately.
If the USA hammers Japan and does not have a lot in Europe (on a KJF mission), Moscow wil surely fall GE9 or GE10. Unless the UK is willing to have a total of 20 FTR active in Moscow (I calculated that). Now I am a big fan of UK-aid for Moscow (12 aircraft is no problem for me as Churchill), but that’s even too much for me to feel comfortable with. Not that I couldn’t, but I wouldn’t ;-).
I must say I have never tried sending ftr’s to Russia. I will definitely try that out. I would assume you would have to get them there early on. My only concern is that if you send what ftr’s you start with early on then Italy will thrive while your fighters sit in Moscow idling. And if you buy more that can be an expensive venture considering UK can have trouble making in the middle 30’s. Can you detail your plan for sending fighters to Russia? I would like to try it out. Thanks!
-
RE: A&A Global Concerns
Good info. Thanks. I would suggest that UK experiment with crippling Italy early on. Pretty easy to do. Balance that with a little US in the Atlantic for help. The problem is Germany can turn on London but Russia benefits. Also I have found that the Allies need total coordination to be fully effective that is where there strength lies. So your allied players need to work together better and stick to the plan (whatever that plan is). I would say the balance of the game lies a lot in the skill of the selected players. Too many high level players against lower level players can seem to have disastrous effects. (at least in our group) And one other thing I have come to accept as the allies is the Russian mindset. Russia is going down eventually (if Germany wants it to) As Russia I try to make that as difficult as possible for Germany and stretch it out as long as possible, but you have to couple that with effective help from UK and US. And when I say help I mean be prepared to fight Germany after Russia falls. I just don’t see any allied help directly into Russia being effective at all. IMHO I would rather prepare for the later game where Japan is somewhat contained, Italy has turtled up and now you have to fight a superpower in Germany. Just my two cents.
-
RE: Timed turns
@CWO:
This is just a rough idea which I haven’t thought out in any kind of detail (it’s similar to Wild Bill’s proposal to buy additional minutes at 1 IPC per minute), but if your goal is to find a solution to “analysis paralysis”, how about providing some kind time-based of bonus (or penalty) as an incentive for players to make their moves more quickly? You could take the golf concept of par and apply it to Global 1940 by agreeing with your group that the “par time” for planning and completing a move is x number of minutes (depending on the size of the power), timed with a stopwatch or similar device. Players using less time (i.e. playing under par) could get a few bonus IPCs as a reward. Players using more time (i.e. playing over par) could get a few IPCs deducted as a penalty. And if you really want to be ruthless, you could even set up an open-ended formula: one IPC bonus granted for each minute under par, and (this is the one that would really hurt, because it’s potentially unlimited in extent) one IPC penalty deducted for each minute over par. This would set up an interesting dynamic: 1) the faster you play, the more units you get, but the greater the chances that you’ll make a costly mistake; and 2) the slower you play, the fewer units you get, but – in principle – the fewer the chances that you’ll make a costly mistake. (Similarly, there are chess sets whose pieces are hollow in proportion to their point value, and which are intended to be filled with booze to be consumed by the player who captures them, thus creating a dynamic along the same lines: the more pieces you capture, the more you weaken the opponent, but the more your own judgment gets affected by the alcohol.)
Wow I really like this idea. My only concern would be that early on the US would probably be under time limit a lot (depending on when they are brought in to the war) Would that extra income swing things too much one way? I don’t know but it sounds like a cool idea to explore. I think we are gonna go straight time limits to start with and get feedback from everybody and then maybe experiment with the par idea. Thanks for the ideas!
-
RE: A&A Global Concerns
Really great stuff guys! I agree with the majority of it. My question is what happens to Italy in your games? In our games Germany is the beast and beats up on Russia but our UK is very adept at putting the hurt on Italy and keeps that German underbelly very soft. The race seems to be how fast can US neutralize Japan before Germany takes Russia and how well prepared the UK and US are once that happens.
-
RE: Timed turns
Thanks for all the insight. I must say I do love the thinking part of the game and analyzing all the angles. I think our time limit idea is just to spice it up a little. We play with pretty much the same 4-5 guys and I know for me I mostly have their play style pegged. I think with the slightly quicker decision making we may get to see some interesting or unorthodox decisions. Also I have been known to play the mind games unrelenting. Now with a time limit I might have to keep the chatter to a minimum and maybe we can squeeze in a couple more turns. I like the block idea and we usually have Russia far east go so Japan can start going too. I think our group has agreed on 5 minutes for the first four turns and then it goes to three minutes after that. Anything happening when time runs out is going to go back to where it started as well as anything found to be illegal, because mistakes will be made. Anybody think of any other rules/guidelines we should have?
-
RE: Timed turns
@Herr:
I would be happy if people in my group were that “fast”…. 13 hrs last time and we still only made turn 6. No wonder we rarely play the game at all.
I have no experience with timed game turns in A&A, but the most time-intensive phase would probably be the combat move. So if you set a time limit for that, the question would be, what precisely to do when time is up. The problem with A&A is that executing a move takes time, simply because there may be many pieces to move - it’s not like chess. So if someone is still busy moving units into a combat zone when the buzzer sounds, you can’t really allow him to finish that entire move, because he will inevitably still be thinking and hesitating while doing that. I think you need to impose on your players to stop moving immediately when time is up, and give them the opportunity to undo the combat move into the last territory or sea zone they were busy moving into, by claiming that they had not finished. Such a claim would have to be made immediately, without further thought, and otherwise the (partial) move would stand.
But that’s just an idea of mine. If you try it, or anything else, I’d be interested to learn how you fare with it.
Good point about mid moves when a timer goes off. I’ll have to poll the group to see what everybody thinks. We are gonna have probably 4-5 players and so far the consensus is you have 5 minutes to buy units, make combat moves. Time stops for rolling combat. Time starts again for non combat. Also thinking about making it 3 minutes. But I wonder if for the first 4 turns time should be longer since those turns are pretty crucial for setting up the framework for the game. I kind of want a frenetic pace to the game but I also don’t want to upset the balance because of something stupid somebody did because of the pace of the game being to fast like leaving their capital open to attack. I am looking forward to seeing scenarios play out and people being forced to decide quickly what to do and not be able analyze the best possible action. I hope we can learn a lot about the game and hopefully have fun.