L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3


  • And as a bonus I roll like a god for you.


  • @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    And as a bonus I roll like a god for you.

    will u stop rolling for me then :grin:


  • @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    And as a bonus I roll like a god for you.

    will u stop rolling for me then :grin:

    No, I like that it makes you happy. You know, I’m very friendly. :)


  • @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    And as a bonus I roll like a god for you.

    will u stop rolling for me then :grin:

    No, I like that it makes you happy. You know, I’m very friendly. :)

    u like to roll :grin:


  • i am very busy today, dont know when and if i will be able to play the move till the end.

    cheers


  • i am glad we resolved the big battle online in peace


  • @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    i am very busy today, dont know when and if i will be able to play the move till the end.

    cheers

    Take your time. There’s still no need stress. Don’t think it ever will be.


  • Although I’m very eager now to play Italy, Germany and Japan. So much fun this game! :grinning:


  • @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    i am very busy today, dont know when and if i will be able to play the move till the end.

    cheers

    Take your time. There’s still no need stress. Don’t think it ever will be.

    yeah, but if rushing i can only mex things up for me and both of us


  • @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    Although I’m very eager now to play Italy, Germany and Japan. So much fun this game! :grinning:

    what about ur other 10 games :grin:


  • @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    Take your time. There’s still no need stress. Don’t think it ever will be.

    yeah, but if rushing i can only mex things up for me and both of us

    Yes, if you feel you’re getting back into the game you should play as optimal as you are capable of, which certainly means no rushing.

    US and UK impact on Italy, atleast on the EU-theatre. If you don’t have only no-brainer moves there, you should simply just wait. Otherwise I’m of course lenient with NCM-changes in the Pac after both I and G.

    But hell, you almost don’t have any units left! How hard can it be!? :grin:


  • @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    Although I’m very eager now to play Italy, Germany and Japan. So much fun this game! :grinning:

    what about ur other 10 games :grin:

    They’re sooooo slooooow…


  • e2ec7ca2-d784-4f6a-8ff9-1ac2e348e11c-image.png

    Check out the low, right corner…


  • @trulpen said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    e2ec7ca2-d784-4f6a-8ff9-1ac2e348e11c-image.png

    Check out the low, right corner…

    units to place, units to move?

    i dont have that


  • Not yet. It’s the next TripleA-generation. Will be the official version within the week. Is possible to download as pre-release atm.

    1.9 and 2.0 are not compatible though regarding saved games, so no point in getting it for this game. It’s possible to have both versions installed though, so I still recommend getting it.


  • wow, and what are the new features, besides that?

    does it have lot of bugs?


  • @Amon-Sul said in L20 #5 trulpen (X) vs Amon-Sul (A+19) BM3:

    wow, and what are the new features, besides that?

    does it have lot of bugs?

    Don’t know.


  • i lll have to continue playing this beauty tomorrow on day light. cheers


  • TripleA Turn Summary: Americans round 10

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 10
    
        Purchase Units - Americans
            Americans buy 2 carriers, 1 destroyer and 4 fighters; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            2 marines moved from Western United States to 10 Sea Zone
            2 marines and 1 transport moved from 10 Sea Zone to 30 Sea Zone
            2 marines moved from 30 Sea Zone to Johnston Island
            1 bomber moved from Queensland to 26 Sea Zone
            1 carrier, 2 destroyers, 2 fighters and 11 submarines moved from 10 Sea Zone to 26 Sea Zone
            2 bombers, 2 fighters and 1 tactical_bomber moved from Western United States to 26 Sea Zone
            1 infantry moved from France to Southern France
                  French take Southern France from Italians
            1 infantry moved from France to Holland Belgium
            2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium
    
        Combat - Americans
            Japanese scrambles 3 units out of Hawaiian Islands to defend against the attack in 26 Sea Zone
            Battle in Johnston Island
                Americans attack with 2 marines
                Japanese defend with 1 artillery and 1 harbour
                    Americans roll dice for 2 marines in Johnston Island, round 2 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 artillery in Johnston Island, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 2 marines in Johnston Island, round 3 : 1/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 artillery in Johnston Island, round 3 : 0/1 hits, 0.33 expected hits
                    1 artillery owned by the Japanese lost in Johnston Island
                Americans win, taking Johnston Island from Japanese with 2 marines remaining. Battle score for attacker is 4
                Casualties for Japanese: 1 artillery
            Battle in Holland Belgium
                Americans attack with 2 fighters, 1 infantry and 2 tactical_bombers
                Germans defend with 1 factory_minor and 1 infantry
                    Americans roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Holland Belgium, round 2 : 1/5 hits, 2.50 expected hits
                    Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Holland Belgium
                Americans win, taking Holland Belgium from Germans with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in 26 Sea Zone
                Americans attack with 3 bombers, 1 carrier, 2 destroyers, 4 fighters, 11 submarines and 1 tactical_bomber
                Japanese defend with 1 battleship, 3 carriers, 1 cruiser, 2 destroyers, 5 fighters, 6 submarines and 3 tactical_bombers
                    Americans roll dice for 11 submarines in 26 Sea Zone, round 2 : 3/11 hits, 3.67 expected hits
                Units damaged: 2 carriers owned by the Japanese and 1 battleship owned by the Japanese
                    Americans roll dice for 3 bombers, 1 carrier, 2 destroyers, 4 fighters and 1 tactical_bomber in 26 Sea Zone, round 2 : 6/10 hits, 5.33 expected hits
                Units damaged: 1 carrier owned by the Japanese
                    Japanese roll dice for 6 submarines in 26 Sea Zone, round 2 : 2/6 hits, 1.00 expected hits
                    Japanese roll dice for 1 battleship, 3 carriers, 1 cruiser, 2 destroyers, 5 fighters and 3 tactical_bombers in 26 Sea Zone, round 2 : 5/15 hits, 7.67 expected hits
                    4 submarines owned by the Americans, 1 destroyer owned by the Americans, 5 submarines owned by the Japanese and 1 carrier owned by the Americans lost in 26 Sea Zone
                    Americans roll dice for 7 submarines in 26 Sea Zone, round 3 : 5/7 hits, 2.33 expected hits
                    Americans roll dice for 3 bombers, 1 destroyer, 4 fighters and 1 tactical_bomber in 26 Sea Zone, round 3 : 6/9 hits, 5.00 expected hits
                    Japanese roll dice for 1 submarine in 26 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 battleship, 3 carriers, 1 cruiser, 2 destroyers, 5 fighters and 3 tactical_bombers in 26 Sea Zone, round 3 : 7/15 hits, 7.67 expected hits
                    3 tactical_bombers owned by the Japanese, 7 submarines owned by the Americans, 3 carriers owned by the Japanese, 2 destroyers owned by the Japanese, 1 battleship owned by the Japanese, 1 submarine owned by the Japanese and 1 cruiser owned by the Japanese lost in 26 Sea Zone
                    Americans roll dice for 3 bombers, 1 destroyer, 4 fighters and 1 tactical_bomber in 26 Sea Zone, round 4 : 4/9 hits, 5.00 expected hits
                    Japanese roll dice for 5 fighters in 26 Sea Zone, round 4 : 3/5 hits, 3.33 expected hits
                    4 fighters owned by the Japanese, 1 destroyer owned by the Americans and 2 fighters owned by the Americans lost in 26 Sea Zone
                    Americans roll dice for 3 bombers, 2 fighters and 1 tactical_bomber in 26 Sea Zone, round 5 : 3/6 hits, 3.67 expected hits
                    Japanese roll dice for 1 fighter in 26 Sea Zone, round 5 : 1/1 hits, 0.67 expected hits
                    1 fighter owned by the Japanese and 1 fighter owned by the Americans lost in 26 Sea Zone
                Americans win with 3 bombers, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 87
                Casualties for Americans: 1 carrier, 2 destroyers, 3 fighters and 11 submarines
                Casualties for Japanese: 1 battleship, 3 carriers, 1 cruiser, 2 destroyers, 5 fighters, 6 submarines and 3 tactical_bombers
    
        Non Combat Move - Americans
            1 fighter and 1 tactical_bomber moved from 26 Sea Zone to 10 Sea Zone
            1 bomber moved from 26 Sea Zone to Queensland
            2 bombers moved from 26 Sea Zone to Western United States
            3 transports moved from 91 Sea Zone to 101 Sea Zone
            1 armour moved from Tunisia to Morocco
            2 carriers moved from 110 Sea Zone to 109 Sea Zone
            2 fighters and 2 tactical_bombers moved from Holland Belgium to 109 Sea Zone
            2 carriers, 2 fighters and 2 tactical_bombers moved from 109 Sea Zone to 110 Sea Zone
    
        Place Units - Americans
            2 carriers and 1 destroyer placed in 10 Sea Zone
            2 fighters placed in Western United States
            2 fighters placed in Eastern United States
    
        Turn Complete - Americans
            Americans collect 55 PUs; end with 55 PUs
            Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 60 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 65 PUs
            Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 70 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 85 PUs
    

    Combat Hit Differential Summary :

    Germans : -0.33
    Americans : 0.17
    Japanese : -3.17
    

    Savegame


  • TripleA Turn Summary: Chinese round 10

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 10
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 1 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Shensi to Suiyuyan
            1 infantry moved from Shensi to Hopei
            1 fighter moved from Sikang to Hopei
    
        Combat - Chinese
            Battle in Suiyuyan
                Chinese attack with 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 2 infantry in Suiyuyan, round 2 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Suiyuyan
                1 infantry owned by the Chinese retreated to Shensi
                Japanese win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Chinese: 1 infantry
            Battle in Hopei
                Chinese attack with 1 fighter and 1 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 1 fighter and 1 infantry in Hopei, round 2 : 1/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Hopei, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Hopei
                Chinese win, taking Hopei from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Hopei to Shensi
    
        Place Units - Chinese
            1 infantry placed in Tsinghai
    
        Turn Complete - Chinese
            Chinese collect 4 PUs; end with 6 PUs
    

    Combat Hit Differential Summary :

    Chinese : 0.00
    Japanese : 0.33
    

    Savegame

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