wheatbeer (Axis) vs LennardF (Allies +23) BM3

  • '17

    No, if I want to look at the game in solo mode (Start Local Game) I do that entirely seperate and close it before I do my real turn. Because TripleA was so finicky when trying to start this game, I usually have everything closed, login to forum, open map as Play by Forum, then proceed.

  • '17

    What should we do if the save doesn’t work at the end of this turn?

  • '17

    I usually load the game direct off the link in the thread, if that makes a difference.


  • Yeah, “shouldn’t” make a difference. Sometimes I save locally and upload from there - that would let you see if the file save was the problem or if it was the upload/forum that was the issue.

    Go ahead and run the battle locally and we can take it from there.

  • '17

    TripleA Turn Summary: Japanese round 6

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 6
    
        Purchase Units - Japanese
            Japanese buy 3 artilleries, 1 carrier, 2 destroyers, 3 infantry, 1 marine, 2 mech_infantrys and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 infantry moved from Alaska to British Columbia
                  Japanese take British Columbia from British
            2 tactical_bombers moved from Japan to 45 Sea Zone
            2 tactical_bombers moved from Kiangsu to 45 Sea Zone
            4 fighters moved from 35 Sea Zone to 45 Sea Zone
            3 fighters and 3 tactical_bombers moved from Philippines to 45 Sea Zone
            2 bombers moved from Philippines to 45 Sea Zone
            2 bombers moved from French Indo China to 45 Sea Zone
            2 battleships, 1 cruiser, 3 destroyers and 5 submarines moved from 35 Sea Zone to 45 Sea Zone
            2 fighters moved from 38 Sea Zone to 45 Sea Zone
    
        Combat - Japanese
            Battle in 45 Sea Zone
                Japanese attack with 2 battleships, 4 bombers, 1 cruiser, 3 destroyers, 9 fighters, 5 submarines and 7 tactical_bombers
                Americans defend with 1 battleship, 2 carriers, 2 cruisers, 3 destroyers, 4 fighters, 6 submarines and 2 transports; ANZAC defend with 1 cruiser, 2 destroyers and 3 submarines
                    Japanese roll dice for 5 submarines in 45 Sea Zone, round 2 : 2/5 hits, 1.67 expected hits
                Units damaged: 1 carrier owned by the Americans and 1 battleship owned by the Americans
                    Japanese roll dice for 2 battleships, 4 bombers, 1 cruiser, 3 destroyers, 9 fighters and 7 tactical_bombers in 45 Sea Zone, round 2 : 15/26 hits, 14.67 expected hits
                    Americans roll dice for 9 submarines in 45 Sea Zone, round 2 : 2/9 hits, 1.50 expected hits
                Units damaged: 2 battleships owned by the Japanese
                    Americans roll dice for 1 battleship, 2 carriers, 3 cruisers, 5 destroyers, 4 fighters and 2 transports in 45 Sea Zone, round 2 : 2/15 hits, 7.17 expected hits
                    6 submarines owned by the Americans, 1 destroyer owned by the Americans, 2 destroyers owned by the ANZAC, 2 carriers owned by the Americans, 2 submarines owned by the Japanese and 3 submarines owned by the ANZAC lost in 45 Sea Zone
                    Japanese roll dice for 3 submarines in 45 Sea Zone, round 3 : 0/3 hits, 1.00 expected hits
                    Japanese roll dice for 2 battleships, 4 bombers, 1 cruiser, 3 destroyers, 9 fighters and 7 tactical_bombers in 45 Sea Zone, round 3 : 17/26 hits, 14.67 expected hits
                    Americans roll dice for 1 battleship, 3 cruisers, 2 destroyers, 4 fighters and 2 transports in 45 Sea Zone, round 3 : 6/10 hits, 5.50 expected hits
                    2 fighters owned by the Japanese, 1 cruiser owned by the ANZAC, 2 cruisers owned by the Americans, 2 destroyers owned by the Americans, 1 destroyer owned by the Japanese, 3 submarines owned by the Japanese, 4 fighters owned by the Americans, 2 transports owned by the Americans and 1 battleship owned by the Americans lost in 45 Sea Zone
                Japanese win with 2 battleships, 4 bombers, 1 cruiser, 2 destroyers, 7 fighters and 7 tactical_bombers remaining. Battle score for attacker is 178
                Casualties for Japanese: 1 destroyer, 2 fighters and 5 submarines
                Casualties for ANZAC: 1 cruiser, 2 destroyers and 3 submarines
                Casualties for Americans: 1 battleship, 2 carriers, 2 cruisers, 3 destroyers, 4 fighters, 6 submarines and 2 transports
            Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to Germans
    
        Non Combat Move - Japanese
            3 tactical_bombers moved from 45 Sea Zone to Philippines
            1 fighter moved from 45 Sea Zone to Philippines
            2 carriers moved from 35 Sea Zone to 45 Sea Zone
            4 bombers moved from 45 Sea Zone to Philippines
            1 destroyer moved from 5 Sea Zone to 16 Sea Zone
            1 submarine moved from 6 Sea Zone to 35 Sea Zone
            1 carrier, 1 cruiser and 1 destroyer moved from 38 Sea Zone to 36 Sea Zone
            2 fighters moved from 45 Sea Zone to 36 Sea Zone
            4 fighters moved from 45 Sea Zone to French Indo China
            2 armour moved from Kweichow to French Indo China
            1 infantry moved from Anhwe to Kweichow
            1 infantry moved from Kiangsu to Anhwe
            1 fighter and 1 tactical_bomber moved from Kweichow to French Indo China
            1 armour moved from Hunan to French Indo China
            1 mech_infantry moved from Kwangsi to Hunan
            1 fighter and 1 tactical_bomber moved from Manchuria to French Indo China
            3 mech_infantrys moved from Kwangsi to French Indo China
            1 infantry moved from Shensi to Tsinghai
            1 artillery moved from Tsinghai to Shensi
            1 aaGun moved from Anhwe to Kiangsu
            2 infantry moved from Kiangsu to Anhwe
            1 tactical_bomber moved from Kiangsu to Japan
            1 transport moved from 35 Sea Zone to 21 Sea Zone
            1 infantry moved from Guam to 21 Sea Zone
            1 infantry and 1 transport moved from 21 Sea Zone to 35 Sea Zone
            1 infantry moved from Philippines to 35 Sea Zone
            2 infantry and 1 transport moved from 35 Sea Zone to 36 Sea Zone
            2 infantry moved from 36 Sea Zone to French Indo China
    
        Place Units - Japanese
            1 marine placed in French Indo China
            1 transport placed in 36 Sea Zone
            1 artillery placed in French Indo China
            1 infantry and 2 mech_infantrys placed in Kiangsu
            2 artilleries and 2 infantry placed in Japan
            1 carrier, 2 destroyers and 3 transports placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 1
                Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 1,5
            Japanese collect 68 PUs (1 lost to blockades); end with 68 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 71 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 76 PUs
    

    Combat Hit Differential Summary :

    Americans regular : -4.17
    Japanese regular : 2.00
    

    Savegame

  • '17

    If you did not receive the dice rolls, or would prefer that I redo the turn, I will do that.

  • '17

    I don’t want you to feel there’s any question, especially since that’s a big battle and Allies underperformed.

    I’m not sure if tripleA is finicky about saving mid turn or specificly between submarine rolls and non-submarine rolls.


  • No worries, I think we can call it here. Thanks for the game.

  • '17

    I was going to explicitly offer you the ability to redo your naval NCM in the Pacific when I saw US massed on SZ45 … but I wasn’t sure if this was a counterattack strategy or what.

    I hate for games to end because of a single mistake … so let me know if you want to consider loading your Russian save and adjusting your Pacific naval NCM.

  • '17

    Like if I see a player forget about a canopener and leaves Berlin or Tokyo wide open by accident, I will usually say something.

    When I saw you placed 8 Russian infantry in Bryansk, I figured you liked counter-attack style play (and were willing to risk losing Moscow to kill off Italian can-openers … and if the canopener succeed and Moscow fell, that you’d still get to destroy expensive German tanks).

    I thought it was possible that SZ45 could be a similar gambit … forced Japan to choose betwee Shan State and SZ45 … though I’m guessing you didn’t fully realize how much air could reach SZ45.

  • '17

    If you’re interested in resetting to R6 and redoing your naval NCM in the Pacific, please let me know.

  • '17

    (R6 being the end save for Russia turn 6)


  • No, trust me, if this was close and I saw a path to victory then I’d happily take you up on it. Thanks again for the game.

  • '17

    Thanks to you as well … let me know if you want a rematch.

    If not, I wish you luck with your other games :)


  • Thanks, I’ll take you up on that eventually but I’m going to wait a bit - this first year in the league has been a bit challenging…

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