• 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. :)

  • '23 '20

    Prototypes always cost more. Production run get cheaper per unit, especially by the 4th.
    And its an investment. They can do the hard chores as you both age. And take care of you when you are old. Probably more profitable in long run to keep 3 at home.

    Unless you live in a city. Then maybe the ROI isn’t that good, and checking out current market rate might have its advantages.:stuck_out_tongue_winking_eye:

Suggested Topics

  • 3
  • 39
  • 26
  • 13
  • 31
  • 75
  • 222
  • 335
Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.8k

Users

40.5k

Topics

1.8m

Posts