• '23 '20

    So small computer malfunction (coffee spillage on keyboard) caused me to have to redo the turn, then I screwed up setting it back up, and then third try the charm. Iraq ended up same as the first combat attempt, but the attack in Burma I had a casualty on the original results, so I had to edit out a British INF.


  • No worries. None at all.

    I still don’t know what proper protocol is for redoing battles. This is an issue for me because more than once I have had my turn freeze up mid combat sequence and had to reboot. I always keep the first dice results, assuming those results are reported and can be easily verified, but I’m not sure that how MARTI rolls (pun intended) like that.

  • '23 '20

    I don’t really know either. I figure, if I battle rolls to completion, you should keep it. If it sticks mid battle - complete do -over. But maybe some time I’ll get in a situation when it calls for a league moderator, and find out for sure. Everyone I have played with so far seems pretty relaxed about it - if you are making a real attempt at being honest and fair, there is no jury trial, just fait-accompli.


  • That sounds right

    Secondly, that was a heck of a scrap in Gibraltar. I didn’t expect for my guys to fight so well.

    I am thrilled that Germany somehow managed to hold onto Jamaica for one more turn. I feel like they should get some sort of award for that. Like the: “Your strategy was garbage, but you did occupy the murder capital of the world and the home of some badass reggae for two turns” award.


  • TripleA Manual Gamesave Post: Italians round 4

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 4
    
        Purchase Units - Italians
            Italians buy 1 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 armour moved from Yugoslavia to Eastern Poland
                  Italians take Eastern Poland from Russians
            1 infantry moved from Egypt to Anglo Egyptian Sudan
                  Italians take Anglo Egyptian Sudan from British
            1 mech_infantry moved from Egypt to 98 Sea Zone
            1 infantry moved from Egypt to 98 Sea Zone
            1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 92 Sea Zone
            1 artillery moved from Northern Italy to 97 Sea Zone
            1 infantry moved from Northern Italy to 97 Sea Zone
            1 artillery moved from Yugoslavia to 97 Sea Zone
            1 infantry moved from Yugoslavia to 97 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
            1 transport moved from 97 Sea Zone to 95 Sea Zone
            1 infantry moved from Northern Italy to 95 Sea Zone
            1 armour moved from Northern Italy to 95 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
            4 infantry moved from 92 Sea Zone to Gibraltar
            1 armour moved from 92 Sea Zone to Gibraltar
            2 artilleries moved from 92 Sea Zone to Gibraltar
            1 mech_infantry moved from 92 Sea Zone to Gibraltar
            1 battleship moved from 97 Sea Zone to 92 Sea Zone
            2 cruisers moved from 98 Sea Zone to 92 Sea Zone
            1 destroyer moved from 98 Sea Zone to 92 Sea Zone
            1 bomber moved from Western Germany to Gibraltar
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: Italians round 4

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 4
    
        Purchase Units - Italians
            Italians buy 1 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
            1 armour moved from Yugoslavia to Eastern Poland
                  Italians take Eastern Poland from Russians
            1 infantry moved from Egypt to Anglo Egyptian Sudan
                  Italians take Anglo Egyptian Sudan from British
            1 mech_infantry moved from Egypt to 98 Sea Zone
            1 infantry moved from Egypt to 98 Sea Zone
            1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 92 Sea Zone
            1 artillery moved from Northern Italy to 97 Sea Zone
            1 infantry moved from Northern Italy to 97 Sea Zone
            1 artillery moved from Yugoslavia to 97 Sea Zone
            1 infantry moved from Yugoslavia to 97 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
            1 transport moved from 97 Sea Zone to 95 Sea Zone
            1 infantry moved from Northern Italy to 95 Sea Zone
            1 armour moved from Northern Italy to 95 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
            4 infantry moved from 92 Sea Zone to Gibraltar
            1 armour moved from 92 Sea Zone to Gibraltar
            2 artilleries moved from 92 Sea Zone to Gibraltar
            1 mech_infantry moved from 92 Sea Zone to Gibraltar
            1 battleship moved from 97 Sea Zone to 92 Sea Zone
            2 cruisers moved from 98 Sea Zone to 92 Sea Zone
            1 destroyer moved from 98 Sea Zone to 92 Sea Zone
            1 bomber moved from Western Germany to Gibraltar
    
        Combat - Italians
            Battle in Gibraltar
                Italians attack with 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry
                British defend with 1 artillery, 2 fighters, 1 harbour and 1 infantry; Americans defend with 2 aaGuns, 1 armour, 1 artillery, 1 infantry and 2 mech_infantrys
                    Americans roll AA dice in Gibraltar : 0/1 hits, 0.17 expected hits
                    Italians roll dice for 1 battleship and 2 cruisers in Gibraltar, round 2 : 2/3 hits, 1.67 expected hits
                    Italians roll dice for 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry in Gibraltar, round 2 : 5/9 hits, 3.00 expected hits
                    British roll dice for 2 aaGuns, 1 armour, 2 artilleries, 2 fighters, 2 infantry and 2 mech_infantrys in Gibraltar, round 2 : 5/9 hits, 3.83 expected hits
                    2 aaGuns owned by the Americans, 1 infantry owned by the Americans, 1 artillery owned by the Americans, 1 artillery owned by the Italians, 1 infantry owned by the British, 4 infantry owned by the Italians and 2 mech_infantrys owned by the Americans lost in Gibraltar
                    Italians roll dice for 1 armour, 1 artillery, 1 bomber and 1 mech_infantry in Gibraltar, round 3 : 3/4 hits, 1.83 expected hits
                    British roll dice for 1 armour, 1 artillery and 2 fighters in Gibraltar, round 3 : 3/4 hits, 2.17 expected hits
                    1 mech_infantry owned by the Italians, 1 armour owned by the Americans, 1 artillery owned by the British, 1 artillery owned by the Italians, 1 fighter owned by the British and 1 armour owned by the Italians lost in Gibraltar
                    Italians roll dice for 1 bomber in Gibraltar, round 4 : 1/1 hits, 0.67 expected hits
                    British roll dice for 1 fighter in Gibraltar, round 4 : 1/1 hits, 0.67 expected hits
                    1 bomber owned by the Italians and 1 fighter owned by the British lost in Gibraltar
                British win with no units remaining. Battle score for attacker is 16
                Casualties for Italians: 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry
                Casualties for Americans: 2 aaGuns, 1 armour, 1 artillery, 1 infantry and 2 mech_infantrys
                Casualties for British: 1 artillery, 2 fighters and 1 infantry
    
        Non Combat Move - Italians
            1 artillery moved from Western Germany to Germany
            2 infantry moved from Western Germany to Germany
            2 infantry moved from Northern Italy to Yugoslavia
            1 infantry moved from Northern Italy to Yugoslavia
            1 mech_infantry moved from Northern Italy to Slovakia Hungary
            1 aaGun, 2 artilleries, 1 fighter and 5 infantry moved from France to Southern France
    
        Place Units - Italians
            1 armour, 8 infantry and 1 mech_infantry placed in Northern Italy
    
        Turn Complete - Italians
            Italians collect 17 PUs; end with 17 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs
            Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 27 PUs
            Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 32 PUs
    

    Combat Hit Differential Summary :

    Italians regular : 3.83
    Americans AA : -0.17
    British regular : 2.33
    

    Savegame


  • Wowza! I didn’t expect the Italians to fight so well, in fact, I was torn about picking your AAA as casualties first, but I considered it was a fight to the death and I only had one air unit so I picked the AAA first; which was good for you, otherwise , I would have captured it outright.

    My demise has been delayed- yay for me.

  • '23 '20

    It’s not an NO, but an earned achievement badge on the expansion set.
    I wouldn’t have sent the tank. 1 Inf + 1 Trans = 10 IPC. Holding it cause US to lose a 5 IPC NO. You would have needed to hold it for at least 2 turns to break even. If I went to take it back, the attack on Gib would have been light = more casualties and potential fail. You were pretty much guaranteed to hold it for 1 turn. The 2nd turn - well, that kind of depends on what the US player has lined up - might ignore it for another turn. So now your even - but you won’t get a 3rd, that I guarantee. Whether I take it 2nd turn after capture, or 3rd, I know have a trans and 1-2 units out of position for a turn - which can matter a lot early in the game. So if you hold it for 2 turns, and pull some units out of the battle line for 2 turns, it might very well be worth it.

    But since you sent in the tank - it cost you 16 IPC’s. You hold for 2 turns - that’s 2 IPC for you, 10 less for the USA. you’re at -4 TV, with 1 US trans and 1 -2 ground units out of place for 1-2 turns, but then you had a tran and 1 inf and 1 tank that could have been in the ME/Africa push - which is a little over extended currently. Less than optimal in this situation.

    But if you were looking for options to do something other than the ME - invading French west africa would have been in my rear in africa, and the transport could have picked them up again and brought them done even farther south - serious issues for my fledging army in africa.


  • On an ironic note- I was in the last round, and doing great- only my Bomber and your UK fighter were left alive… and then my internet looked like it was going to blank out. Under such circumstance, self preservation kicked in and I pulled out my phone camera and was fully prepared to take a picture of the battle in progress… to document my good fortune and preserve it just in case the internet falters. Lucky fo rme , it kicked in and the battle was completed.


  • Oh no doubt, there were smarter ways to use the tank and transport, but I really wanted the vanity achievement of taking West Indies.

  • '23 '20

    Oh I get it. It was like that ridiculous Alaskan invasion I did on you once. I still laugh at that


  • That Alaskan invasion was awesome. It’s till funny to me- I didn’t see it for like 6 moves. And when I did, I was like <“What the heck?!?”

    I figure we’ll never do OOB again after this series of 6 games, so why not have some wonky fun every once in a while. Also, my intensity level for this game has gone down a notch; which is probably a good thing- my life does need to be lived every once on a while.


  • BTW- I finished the Italians.

  • '23 '20

    Not sure about never doing OOB - I have an OOB league game going on. I do like to mix up the rule set a bit - keeps the noggin working.
    Intensity on a game like this can be good, but I don’t think I’ll get it too much. Life is too busy. I often find myself pushing just to get a move in - not worrying about the full consequences. Like that Alaskan invaison. You said you have a kid on the way - you wait. Despite what you hear, the first year or 2 is actually easier in a lot ways. Once they are self-propelled - look out.

  • '23 '20

    Then post.

    I am surprised you went for retaking Gib. Can’t wait to see G so I can figure out if I am toast, or if it turns up to be a pyrrhic victory for you.


  • LOL. Don’t scare me; hahahaha. I’m already freaked out about having a kid.


  • Oh, I think you can ping pong me all day long in the Med. I can’t defend it forever. If I go to heavy to keep it, hello Russians. … and they are already ginormous.

  • '23 '20

    I once woke up with my children laughing like crazy while 1 of the 12 chicken chicks they carried into my room and let loose was pooping on my head.
    A lock went on the chicken coop in less than 3 hours.


  • Hahahaha. That’s awesome. I’m utterly freaked out about the cost of one mongrel child, much less a heavy of them- but I have the feeling my Lady will ant more. It’s a serious bummer that the soonest I will be able to see him (it’s a boy btw) will be in August. The baby is due n late May.

    We’ll make it legal when I get to Thailand and then I’ll work on getting her and the bundle joy here to China in the Fall on a spousal Visa.


  • After that, my life will be truly ruined. LOL. Old life- gone. New life- we’ll see. I keep telling her we should look into selling it. I mean, we can make more right? It just seems negligent to not at least look into the market and see what he will fetch. :)

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