G18L - variance (allies+24) vs Tizkit

  • '19 '18

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Purchase Units - Japanese
                Japanese buy 1 carrier, 1 fighter, 2 infantry and 5 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

    Combat Move - Japanese
                1 transport moved from 37 Sea Zone to 36 Sea Zone
                1 artillery and 1 infantry moved from Kwangsi to 36 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 35 Sea Zone
                1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
                1 destroyer moved from 42 Sea Zone to 35 Sea Zone
                2 fighters and 1 tactical_bomber moved from 42 Sea Zone to Philippines
                1 submarine moved from 42 Sea Zone to 56 Sea Zone
                2 fighters and 1 tactical_bomber moved from 42 Sea Zone to 56 Sea Zone
                1 artillery moved from Shan State to 37 Sea Zone
                1 infantry moved from Shan State to 37 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 39 Sea Zone
                1 artillery and 1 infantry moved from 39 Sea Zone to India
                1 infantry moved from Java to 42 Sea Zone
                1 infantry and 1 transport moved from 42 Sea Zone to 39 Sea Zone
                1 infantry moved from 39 Sea Zone to Ceylon
                1 transport moved from 42 Sea Zone to 37 Sea Zone
                1 artillery moved from Malaya to 37 Sea Zone
                1 artillery and 1 transport moved from 37 Sea Zone to 41 Sea Zone
                1 artillery moved from 41 Sea Zone to Sumatra
                1 infantry moved from Borneo to 43 Sea Zone
                1 infantry and 1 transport moved from 43 Sea Zone to 44 Sea Zone
                1 infantry moved from 44 Sea Zone to Celebes
                1 infantry moved from Yunnan to Burma
                      Japanese take Burma from UK_Pacific
                1 mech_infantry moved from Yunnan to Szechwan
                      Japanese take Szechwan from Chinese
                1 infantry moved from Yunnan to Kweichow
                3 mech_infantrys moved from Kiangsu to Kweichow
                3 bombers moved from Yunnan to India
                2 fighters moved from Yunnan to India
                1 tactical_bomber moved from Yunnan to India
                4 fighters and 4 tactical_bombers moved from Yunnan to Kweichow

    Combat - Japanese
                Battle in 35 Sea Zone
                    Japanese attack with 1 destroyer and 1 transport
                    Americans defend with 1 transport
                        1 transport owned by the Americans lost in 35 Sea Zone
                    Japanese win with 1 destroyer and 1 transport remaining. Battle score for attacker is 7
                    Casualties for Americans: 1 transport
                Battle in Sumatra
                Battle in Celebes
                Battle in Ceylon
                Battle in Kweichow
                    Japanese attack with 4 fighters, 1 infantry, 3 mech_infantrys and 4 tactical_bombers
                    Chinese defend with 5 infantry
                        Japanese roll dice for 4 fighters, 1 infantry, 3 mech_infantrys and 4 tactical_bombers in Kweichow, round 2 :  4/12 hits
                        Chinese roll dice for 5 infantry in Kweichow, round 2 :  3/5 hits
                        1 infantry owned by the Japanese, 4 infantry owned by the Chinese and 2 mech_infantrys owned by the Japanese lost in Kweichow
                        Japanese roll dice for 4 fighters, 1 mech_infantry and 4 tactical_bombers in Kweichow, round 3 :  3/9 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 3 :  0/1 hits
                        1 infantry owned by the Chinese lost in Kweichow
                    Japanese win, taking Sumatra from Dutch, taking Celebes from Dutch, taking Ceylon from UK_Pacific, taking Kweichow from Chinese with 4 fighters, 1 mech_infantry and 4 tactical_bombers remaining. Battle score for attacker is 4
                    Casualties for Chinese: 5 infantry
                    Casualties for Japanese: 1 infantry and 2 mech_infantrys
                Battle in 56 Sea Zone
                    Japanese attack with 2 fighters, 1 submarine and 1 tactical_bomber
                    Americans defend with 1 destroyer
                        Japanese roll dice for 1 submarine in 56 Sea Zone, round 2 :  1/1 hits
                        Americans roll dice for 1 destroyer in 56 Sea Zone, round 2 :  0/1 hits
                        1 destroyer owned by the Americans lost in 56 Sea Zone
                    Japanese win with 2 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for Americans: 1 destroyer
                Battle in Philippines
                    Japanese attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber
                    Americans defend with 1 airfield, 1 harbour and 2 infantry
                        Japanese roll dice for 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber in Philippines, round 2 :  2/5 hits
                        Americans roll dice for 2 infantry in Philippines, round 2 :  0/2 hits
                        2 infantry owned by the Americans lost in Philippines
                    Japanese win, taking Philippines from Americans with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Americans: 2 infantry
                Battle in India
                    Japanese attack with 1 artillery, 3 bombers, 2 fighters, 1 infantry and 1 tactical_bomber
                    British defend with 1 aaGun and 3 infantry; UK_Pacific defend with 1 airfield, 1 factory_major and 1 harbour
                        AA fire in India :  0/3 hits
                        Japanese roll dice for 1 artillery, 3 bombers, 2 fighters, 1 infantry and 1 tactical_bomber in India, round 2 :  2/8 hits
                        UK_Pacific roll dice for 1 aaGun and 3 infantry in India, round 2 :  0/3 hits
                        1 aaGun owned by the British and 1 infantry owned by the British lost in India
                        Japanese roll dice for 1 artillery, 3 bombers, 2 fighters, 1 infantry and 1 tactical_bomber in India, round 3 :  3/8 hits
                        UK_Pacific roll dice for 2 infantry in India, round 3 :  1/2 hits
                        1 infantry owned by the Japanese and 2 infantry owned by the British lost in India
                    Japanese captures 4PUs while taking UK_Pacific capital
                    Japanese converts factory_major into different units
                    Japanese win, taking India from UK_Pacific with 1 artillery, 3 bombers, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 11
                    Casualties for British: 1 aaGun and 3 infantry
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Japanese
                1 aaGun and 10 infantry moved from Jehol to Manchuria
                1 armour and 2 mech_infantrys moved from Shantung to Manchuria
                2 fighters and 2 tactical_bombers moved from Kweichow to Manchuria
                1 battleship, 1 cruiser and 1 destroyer moved from 37 Sea Zone to 35 Sea Zone
                1 battleship, 3 carriers and 1 cruiser moved from 42 Sea Zone to 35 Sea Zone
                2 fighters and 1 tactical_bomber moved from 56 Sea Zone to 35 Sea Zone
                2 fighters moved from Philippines to 35 Sea Zone
                1 tactical_bomber moved from Philippines to 35 Sea Zone
                3 bombers moved from India to French Indo China
                2 fighters moved from India to Shan State
                1 tactical_bomber moved from India to Shan State
                1 fighter and 1 tactical_bomber moved from Kweichow to Kiangsu
                1 fighter and 1 tactical_bomber moved from Kweichow to 36 Sea Zone
                1 destroyer moved from 20 Sea Zone to 35 Sea Zone
                1 submarine moved from 39 Sea Zone to 80 Sea Zone

    Place Units - Japanese
                1 carrier placed in 36 Sea Zone
                2 infantry placed in French Indo China
                2 mech_infantrys placed in Kiangsu
                3 mech_infantrys placed in Shantung
                1 fighter placed in Japan

    Turn Complete - Japanese
                Japanese collect 63 PUs; end with 67 PUs
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 72 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 77 PUs

    Territory Summary for Japanese :

    Iwo Jima : 1 infantry
        Paulau Island : 1 infantry
        Shantung : 1 flag, 1 factory_minor and 3 mech_infantrys
        Kwangsi : 1 flag
        Kiangsu : 1 flag, 1 factory_minor, 1 fighter, 2 mech_infantrys and 1 tactical_bomber
        Kiangsi : 1 flag
        Japan : 3 aaGuns, 1 airfield, 1 factory_major, 1 fighter, 1 harbour and 3 infantry
        Jehol : 1 flag
        Manchuria : 1 flag, 1 aaGun, 1 armour, 2 fighters, 10 infantry, 2 mech_infantrys and 2 tactical_bombers
        Yunnan : 1 flag
        Kweichow : 1 flag, 1 mech_infantry
        Hunan : 1 flag
        Hopei : 1 flag
        Szechwan : 1 flag, 1 mech_infantry
        Chahar : 1 flag
        Anhwe : 1 flag
        Ceylon : 1 flag, 1 infantry
        Shan State : 1 flag, 2 fighters and 1 tactical_bomber
        Burma : 1 flag, 1 infantry
        India : 1 flag, 1 airfield, 1 artillery, 1 factory_minor and 1 harbour
        Malaya : 1 flag, 1 harbour
        Borneo : 1 flag
        Kwangtung : 1 flag, 1 harbour
        Philippines : 1 flag, 1 airfield, 1 artillery, 1 harbour and 1 infantry
        French Indo China : 1 flag, 3 bombers, 1 factory_minor and 2 infantry
        Celebes : 1 flag, 1 infantry
        Java : 1 flag
        Sumatra : 1 flag, 1 artillery
        42 Sea Zone : 1 flag
        41 Sea Zone : 1 transport
        44 Sea Zone : 1 transport
        37 Sea Zone : 1 flag
        36 Sea Zone : 1 carrier, 1 fighter and 1 tactical_bomber
        35 Sea Zone : 2 battleships, 3 carriers, 2 cruisers, 3 destroyers, 4 fighters, 2 tactical_bombers and 1 transport
        39 Sea Zone : 2 transports
        56 Sea Zone : 1 submarine
        80 Sea Zone : 1 submarine

    triplea_41168_Jap4.tsvg

  • '19 '18

    @variance:

    @Tizkit:

    Apologies for the delay, should be back fairly regularly now.

    No rush. Hope you had a Merry Christmas

    Ha, forgot to reply to this or I just noticed it.  I did have a Merry Christmas.  Hope you did too.

    Did Marbles get anything nice?

    P.S. keep up the videos. :)

  • '17 '16 '15 '14 '12

    MJ got some kitty treats  :-).  Just rendering a new video right now, will be up shortly

  • '19 '18

    Hey, couple of questions for you.

    Is there a way in Triple A to see how much damage is on a factory short of progressing to the start of the nation that owns the factory?

    I was looking at the league rankings sheet and it seems there is a disincentive for top ranking players to play lower ranked players since they would earn less PPG than they need to maintain their position.  Am I understanding that right?

    “How the league works” might be a good video topic for you.  :)

  • '17 '16 '15 '14 '12

    @Tizkit:

    Hey, couple of questions for you.

    Is there a way in Triple A to see how much damage is on a factory short of progressing to the start of the nation that owns the factory?

    Increase your map resolution by clicking the Map–>zoom menu to 100% ad you will be able to make out the damage number next to the facility.

    I was looking at the league rankings sheet and it seems there is a disincentive for top ranking players to play lower ranked players since they would earn less PPG than they need to maintain their position.  Am I understanding that right?

    Yes.  The best way to be an “elite” is to never play tier 2 or 3 players, which kind of sucks.

    “How the league works” might be a good video topic for you.  :)

    That’s a very good idea! Some quiet week when I don’t have much content I will do that. Thanks Tizkit!

  • '19 '18

    Ah, right in front of my face.  You can see it on my resolution but it’s so small it just looked like misc pixels.

    That’s kinda lame about the rankings.  Have you seen any appetite for changing the system?  (i.e. threads about that)  Seems like it’s been that way for years.

  • '17 '16 '15 '14 '12

    well it kind of takes care of itself, because if someone tries to manipulate things so that they get a higher ranking than they might deserve, others will challenge them and either beat them down to where they belong or else they refuse the offer and look like a coward.  Some will then start making dumb excuses for why they can’t take on any new games at the present time etc.  Generally I have found that those types don’t stay around very long.  They get bored after a year or 2 and when they accept the fact that they aren’t the Master player they thin they are is about the time they stop playing, instead of working to improve or just enjoying game with people who are at their own skill level.  The funnest games are with people who are at your own level; not significantly better or weaker.

  • '19 '18

    Well that’s good that it generally works itself out.  It still kind of narrows the field of potential opponents in an already narrow field.

    You’re right it’s most fun to play a tight game.  It’s no fun if there’s little risk of losing or little chance of winning.

    It would be nice if there was a handicap system where you could play an opponent from any rank and the win rates would be closer to 50%.  It’s gotta be disheartening and hard to keep plugging with some of those super low win rates I see from last year.

  • '17 '16 '15 '14 '12

    The bid system is one way to do it.  I think for this year I will only play an elite or master ranked player if I am allies and I get a bid of $50.  I prefer standard rules to bal mod

  • '19 '18

    So how do most people do their bids?  I mean for us I just let you pick it because I don’t really know what’s normal, but I thought it would be more of a back and forth until one player won’t go any lower.  (that or a blind draw where you both pick a number and the lowest takes allies)

    So if you said 50 bid for Allies, wouldn’t the Master/Elite player just underbid that?

    I’m thinking it would be nice to have the handicap be separate from the bid… so the lower rank player takes bid+handicap if they get allies and the higher rank player takes bid-handicap if they take allies.

    So if a standard bid is 24, and you’d play a masters player for 50, then the handicap would be 26.  Meaning you take allies for 24+26=50 or the Masters player takes allies for 24-26=-2.

    Would you take axis against an elite/master player with an axis bid of 2?

  • '17 '16 '15 '14 '12

    Yes its usually a back and forth until someone agrees to be allies for the lowest price.  That’s fine if the players are about equal in skill.  In my case I am certain to lose and basically have a lousy experience everytime I play a top player.  Its just not fun and it feels pointless.  So from now on I won’t play those guys unless I get $50 and i am allies. If they don;t want to agre to that they can go pick on someone their own size

    BTW your point about how skewed the ranking are is well taken.  I just posted my first 6 games for 2018.  I won 4 of the 6 games and I wind up with a ranking of tier 2  :?

  • '19 '18

    Yeah you have a couple losses against new players which is no good.  At least it looks like when I get ranked it should boost your score.  Apparently I’m in the elite group right now. Ha.

  • '17 '16 '15 '14 '12

    congratulations!  :-)

  • '17 '16 '15 '14 '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    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: 2 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese
                1 fighter and 2 infantry moved from Kansu to Shensi

    Place Units - Chinese
                2 infantry placed in Shensi

    Turn Complete - Chinese
                Chinese collect 5 PUs; end with 7 PUs

    triplea_41168_Chi4.tsvg

  • '17 '16 '15 '14 '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Purchase Units - Americans
                Americans buy 2 carriers, 4 fighters and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                4 bombers moved from Gibraltar to Morocco
                1 armour and 1 artillery moved from Central United States to 101 Sea Zone
                1 armour, 1 artillery, 1 carrier, 1 destroyer, 1 submarine and 2 transports moved from 101 Sea Zone to 88 Sea Zone
                1 infantry moved from French Guiana to 88 Sea Zone
                1 infantry moved from Suriname to 88 Sea Zone
                1 armour, 1 artillery, 1 carrier, 1 destroyer, 2 infantry, 1 submarine and 2 transports moved from 88 Sea Zone to 91 Sea Zone
                1 armour, 1 artillery and 2 infantry moved from 91 Sea Zone to Morocco
                1 artillery moved from Caroline Islands to 33 Sea Zone
                1 artillery and 1 transport moved from 33 Sea Zone to 42 Sea Zone
                1 artillery moved from 42 Sea Zone to Java
                1 submarine moved from 33 Sea Zone to 44 Sea Zone

    Combat - Americans
                Battle in Java
                Battle in 44 Sea Zone
                    Americans attack with 1 submarine
                    Japanese defend with 1 transport
                        1 transport owned by the Japanese lost in 44 Sea Zone
                        Americans roll dice for 1 submarine in 44 Sea Zone, round 2 :  1/1 hits
                    Americans win, taking Java from Japanese, taking 44 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                Battle in Morocco
                    Americans attack with 1 armour, 1 artillery, 4 bombers and 2 infantry
                    Germans defend with 2 fighters and 1 tactical_bomber; Italians defend with 1 aaGun, 2 artilleries and 3 infantry
                        AA fire in Morocco :  1/3 hits
                        1 bomber owned by the Americans lost in Morocco
                        Americans roll dice for 1 armour, 1 artillery, 3 bombers and 2 infantry in Morocco, round 2 :  3/7 hits
                        Italians roll dice for 1 aaGun, 2 artilleries, 2 fighters, 3 infantry and 1 tactical_bomber in Morocco, round 2 :  4/8 hits
                        1 aaGun owned by the Italians, 1 armour owned by the Americans, 2 infantry owned by the Americans, 1 artillery owned by the Americans and 2 infantry owned by the Italians lost in Morocco
                        Americans roll dice for 3 bombers in Morocco, round 3 :  1/3 hits
                        Italians roll dice for 2 artilleries, 2 fighters, 1 infantry and 1 tactical_bomber in Morocco, round 3 :  3/6 hits
                        3 bombers owned by the Americans and 1 infantry owned by the Italians lost in Morocco
                    Italians win with 2 artilleries, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -50
                    Casualties for Italians: 1 aaGun and 3 infantry
                    Casualties for Americans: 1 armour, 1 artillery, 4 bombers and 2 infantry

    Non Combat Move - Americans
                2 fighters moved from Eastern United States to 91 Sea Zone
                1 fighter moved from 91 Sea Zone to Gibraltar
                1 battleship, 1 carrier, 2 cruisers, 2 destroyers and 2 fighters moved from 33 Sea Zone to 54 Sea Zone
                2 carriers, 2 submarines and 1 tactical_bomber moved from 26 Sea Zone to 54 Sea Zone
                3 fighters moved from Hawaiian Islands to 54 Sea Zone
                3 fighters moved from New Zealand to 54 Sea Zone
                1 tactical_bomber moved from 54 Sea Zone to Queensland
                2 fighters moved from 54 Sea Zone to Queensland
                1 infantry moved from Central United States to Western United States
                1 mech_infantry moved from Central United States to Western United States

    Place Units - Americans
                2 carriers and 1 transport placed in 10 Sea Zone
                4 fighters placed in Western United States

    Turn Complete - Americans
                Americans collect 56 PUs; end with 56 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUs

    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: 2 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese
                1 fighter and 2 infantry moved from Kansu to Shensi

    Place Units - Chinese
                2 infantry placed in Shensi

    Turn Complete - Chinese
                Chinese collect 5 PUs; end with 7 PUs

    Purchase Units - British
                British buy 1 destroyer, 3 mech_infantrys and 2 submarines; Remaining resources: 1 PUs;

    Combat Move - British
                1 fighter moved from United Kingdom to Morocco
                2 fighters moved from Gibraltar to Morocco
                1 artillery and 17 infantry moved from West India to India

    Combat - British
                Battle in India
                    British attack with 1 artillery and 17 infantry
                    Japanese defend with 1 airfield, 1 artillery, 1 factory_minor and 1 harbour
                        British roll dice for 1 artillery and 17 infantry in India, round 2 :  4/18 hits
                        Japanese roll dice for 1 artillery in India, round 2 :  1/1 hits
                        1 artillery owned by the Japanese and 1 infantry owned by the British lost in India
                    British win, taking India from Japanese with 1 artillery and 16 infantry remaining. Battle score for attacker is 1
                    Casualties for British: 1 infantry
                    Casualties for Japanese: 1 artillery
                Battle in Morocco
                    British attack with 3 fighters
                    Germans defend with 2 fighters and 1 tactical_bomber; Italians defend with 2 artilleries
                        British roll dice for 3 fighters in Morocco, round 2 :  2/3 hits
                        Italians roll dice for 2 artilleries, 2 fighters and 1 tactical_bomber in Morocco, round 2 :  2/5 hits
                        2 artilleries owned by the Italians and 2 fighters owned by the British lost in Morocco
                        British roll dice for 1 fighter in Morocco, round 3 :  0/1 hits
                        Italians roll dice for 2 fighters and 1 tactical_bomber in Morocco, round 3 :  1/3 hits
                        1 fighter owned by the British lost in Morocco
                    Italians win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -22
                    Casualties for British: 3 fighters
                    Casualties for Italians: 2 artilleries

    Non Combat Move - British
                2 aaGuns moved from West India to India
                1 infantry moved from Iraq to Northwest Persia
                      British take Northwest Persia from Neutral_Allies
                1 armour moved from Iraq to Eastern Persia
                2 armour and 1 mech_infantry moved from Belgian Congo to Egypt
                1 armour moved from Union of South Africa to Belgian Congo
                1 artillery moved from Italian Somaliland to Ethiopia
                1 transport moved from 72 Sea Zone to 71 Sea Zone
                1 battleship moved from 33 Sea Zone to 54 Sea Zone
                1 fighter moved from Caroline Islands to Queensland

    Place Units - British
                1 destroyer and 2 submarines placed in 81 Sea Zone
                3 mech_infantrys placed in Union of South Africa

    Turn Complete - British
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 5,5
                British collect 33 PUs; end with 34 PUs

    Turn Complete - UK_Pacific
                UK_Pacific collect 5 PUs; end with 5 PUs

    triplea_41168_UK_4.tsvg

  • '17 '16 '15 '14 '12

    that was awful

  • '19 '18

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Purchase Units - Italians
                Italians buy 1 destroyer and 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                2 armour moved from Poland to Belarus
                2 submarines moved from 95 Sea Zone to 91 Sea Zone
                2 fighters moved from 92 Sea Zone to 91 Sea Zone
                1 fighter moved from Southern Italy to 91 Sea Zone
                1 bomber moved from Southern Italy to 91 Sea Zone

    triplea_41168_Ita4.tsvg

  • '19 '18

    Yeah, that didn’t go so hot for the Yanks.  I’m surprised you sent in the UK though… was expecting a Gibraltar airbase.

    Let me know if you want to submerge the subs and casualty orders for my sub/air hits.

  • '17 '16 '15 '14 '12

    yeah I was thinking of the airbase, but then I decided to gamble.  Was hoping to kill some planes

    no submerge, max defense

  • '19 '18

    Hmm…

    Ok so it made me pick casualties for my sub fire first which I got 1 hit.  I put it on the AC to max defense…

    Then I got 3 air hits, but I had to select the destroyer/AC/Fighter leaving you with subs and transports.

    By the rules though shouldn’t you get to see all the hits before you select casualties?  It’s weird that it forces you to select for the sub fire when I didn’t get surprise strike.

    So for 4x hits would you select anything different? Leave the fighter and take the US sub perhaps?

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Axis & Allies Boardgaming Custom Painted Miniatures

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