@nikola1975 said in PTV L25 PlayOff: Surfer (Allies) vs Nikola1975 (Axis +9):
@surfer Yes :) Let’s see how you react.
Ok. Let’s try this. Scramble orders?
Triple A allows rocket attacks on air bases and naval bases, but this is AGAINST THE RULES
Rockets can only target INDUSTRIAL COMPLEXES
I’ll message Veqryn. Refrain from attacking bases with your rockets
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :9
Research Technology - British
British spend 5 on tech rolls
British removing all Technology Tokens after successful research.
British discover Rockets Advance
Activate Technology - British
British activating Rockets Advance
British giving technology to UK_Pacific: Rockets Advance
Purchase Units - British
British repair 1 damage on 1 factory_minor; Remaining resources: 33 PUs; 0 techTokens;
British buy 2 armour, 1 artillery, 2 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs; 0 techTokens;
Purchase Units - UK_Pacific
UK_Pacific buy 1 bomber and 2 transports; Remaining resources: 0 PUs;
Combat Move - British
Rocket attack in Germany does 2 damage to factory_major owned by Germans
Rockets in Scotland roll: 2
Rocket attack in Northern Italy does 6 damage to factory_major owned by Italians
Rockets in Gibraltar roll: 6
Rocket attack in Western Germany does 2 damage to factory_major owned by Germans
Rockets in United Kingdom roll: 2
1 mech_infantry moved from United Kingdom to Eire
British take Eire from Germans
Combat - British
Non Combat Move - British
1 infantry moved from Saudi Arabia to 76 Sea Zone
1 artillery moved from Saudi Arabia to 76 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 71 Sea Zone
1 infantry moved from 71 Sea Zone to Union of South Africa
1 artillery moved from 71 Sea Zone to Union of South Africa
1 aaGun moved from Shantung to Jehol
1 aaGun and 1 infantry moved from Anhwe to Jehol
1 aaGun moved from Kiangsu to Kiangsi
2 artilleries and 2 infantry moved from Kweichow to Yunnan
1 armour and 2 mech_infantrys moved from India to Eastern Persia
4 infantry moved from Burma to India
1 mech_infantry moved from Kwangtung to Anhwe
1 fighter moved from Philippines to Caroline Islands
1 transport moved from 110 Sea Zone to 92 Sea Zone
1 infantry moved from Algeria to 92 Sea Zone
1 artillery moved from Algeria to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Spain
1 artillery moved from 92 Sea Zone to Spain
1 artillery and 1 infantry moved from Algeria to Morocco
1 infantry moved from Quebec to 106 Sea Zone
2 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
Place Units - British
2 armour and 1 mech_infantry placed in Union of South Africa
1 transport placed in 109 Sea Zone
2 infantry placed in United Kingdom
1 artillery placed in Quebec
Turn Complete - British
British collect 29 PUs; end with 29 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 34 PUs
Place Units - UK_Pacific
2 transports placed in 39 Sea Zone
1 bomber placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 20 PUs; end with 20 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 25 PUs
Units Change Ownership
Some Units in India change ownership: 1 bomber
Some Units in 39 Sea Zone change ownership: 2 transports
Triple A allows rocket attacks on air bases and naval bases, but this is AGAINST THE RULES
Rockets can only target INDUSTRIAL COMPLEXES
I’ll message Veqryn. Refrain from attacking bases with your rockets
My copy of the rules says, “2. ROCKETS. Your air bases… [snip] against an enemy industrial complex, air base, or naval base within 4 spaces of it. [more]”
In the errata, it verifies this, saying "Rockets: Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raid step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial
complex, air base, or naval base within 4spaces of it. This attack does one die roll of damage to that facility. Rockets may
not be fired over neutral territories.
Now if you were presenting an arguement that AAA didn’t allow me to blast more than one facility per territory and did I want to move my damage we could talk to Veqryn, but as it stands, I don’t see any error in rule interpretaion within game engine. Do you have a rule reference that could be read differently?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :9
Research Technology - Italians
Italians spend 5 on tech rolls
Italians roll 6 and gets 1 hit
Italians removing all Technology Tokens after successful research.
Italians discover War Bonds
Activate Technology - Italians
Italians activating War Bonds
Purchase Units - Italians
Italians buy 5 infantry; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - Italians
7 infantry moved from Bulgaria to Greece
1 bomber moved from Southern Italy to Greece
Combat - Italians
Battle in Greece
Italians attack with 1 bomber and 7 infantry
ANZAC defend with 1 infantry
Italians roll dice for 1 bomber and 7 infantry in Greece, round 1 : 1/8 hits
ANZAC roll dice for 1 infantry in Greece, round 1 : 0/1 hits
1 infantry owned by the ANZAC lost in Greece
Italians win, taking Greece from ANZAC with 1 bomber and 7 infantry remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantry
Non Combat Move - Italians
1 bomber moved from Greece to Southern Italy
Place Units - Italians
3 infantry placed in Southern Italy
2 infantry placed in Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 7
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,1,5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1
Italians collect 8 PUs (7 lost to blockades); end with 8 PUs total
Italians collect 6 PUs from War Bonds; end with 14 PUs total
Territory Summary for Italians :
Southern France : 1 flag, 1 factory_minor and 1 harbour
Northern Italy : 2 aaGuns, 4 artilleries, 1 factory_major and 10 infantry
Southern Italy : 2 aaGuns, 1 airfield, 1 bomber, 1 factory_minor, 1 harbour and 11 infantry
Greece : 1 flag, 7 infantry
Yugoslavia : 1 flag
Production/PUs Summary :
Germans : 41 / 54
Russians : 33 / 38
Japanese : 12 / 12
Americans : 75 / 100
Chinese : 23 / 31
British : 29 / 34
UK_Pacific : 20 / 25
Italians : 15 / 14
ANZAC : 24 / 37
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 6 / 0
Oh, thanks!! Let me check my (electronic) copy of 2nd edition rules - I don’t have a hard copy.
Did that change in 2nd edition rules or in Alpha along the way? Because my OOB rulebook says IC’s….
(looking now)
Changed in Alpha3! Either never noticed it, or forgot it, thanks!! I’ll let Veqryn know right away!
@PGMatt:
Now if you were presenting an arguement that AAA didn’t allow me to blast more than one facility per territory and did I want to move my damage we could talk to Veqryn, but as it stands, I don’t see any error in rule interpretaion within game engine. Do you have a rule reference that could be read differently?
Good point!! I see the rule does not state that you are unable to target the same facility twice. I’m pretty sure Krieghund has said that you can’t target the same IC twice, but since they can hit different facilities, I wonder if you can target different facilities in the same territory with different air bases….
I will ask on the FAQ now.
@PGMatt:
Now if you were presenting an arguement that AAA didn’t allow me to blast more than one facility per territory and did I want to move my damage we could talk to Veqryn, but as it stands, I don’t see any error in rule interpretaion within game engine. Do you have a rule reference that could be read differently?
Good point!! I see the rule does not state that you are unable to target the same facility twice. I’m pretty sure Krieghund has said that you can’t target the same IC twice, but since they can hit different facilities, I wonder if you can target different facilities in the same territory with different air bases….
I will ask on the FAQ now.
As it stands, right now, the game engine is using the AA50 rule of one rocket per TT, rather than one rocket per facility. It’s a minor fiddly, nothing to get too excited about IMO. Your second sentence is what I was talking about. Air base in France/Germany should be able to hit both the harbor and the air field in the UK for example.
Right. Well, first we’ll get confirmation from Krieghund.
I think it’s a big deal. If you CAN attack multiple facilities in the same territory at once, then we could just roll them on the forum and edit as necessary, until Veqryn gets it fixed.
Anyway, need a ruling from Krieghund first. In the meantime we’ll just both play it according to the TripleA engine in this game. I intentionally laid off bases in West Germany because I thought that was the rule, at the time.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :9
Purchase Units - ANZAC
ANZAC buy 2 armour, 2 artilleries, 2 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery moved from Iraq to Turkey
2 armour moved from Iraq to Turkey
1 armour moved from Syria to Turkey
3 armour moved from Saudi Arabia to Turkey
1 bomber moved from Syria to Turkey
1 infantry moved from Philippines to 35 Sea Zone
1 infantry and 1 transport moved from 35 Sea Zone to 17 Sea Zone
1 infantry moved from 17 Sea Zone to Iwo Jima
1 artillery moved from Philippines to 35 Sea Zone
1 artillery and 1 transport moved from 35 Sea Zone to 22 Sea Zone
1 artillery moved from 22 Sea Zone to Marianas
Combat - ANZAC
Battle in Marianas
Battle in Iwo Jima
Battle in Turkey
ANZAC attack with 6 armour, 1 artillery and 1 bomber
Neutral_True defend with 8 infantry
3 armour owned by the ANZAC retreated to Northwest Persia
Neutral_True win, taking Marianas from Japanese, taking Iwo Jima from Japanese with 2 infantry remaining. Battle score for attacker is -4
Casualties for ANZAC: 3 armour and 1 artillery
Casualties for Neutral_True: 6 infantry
Non Combat Move - ANZAC
1 bomber moved from Turkey to Iraq
1 submarine moved from 37 Sea Zone to 34 Sea Zone
1 infantry moved from Queensland to New South Wales
Place Units - ANZAC
1 artillery placed in New South Wales
1 transport placed in 62 Sea Zone
1 artillery and 2 infantry placed in Iraq
2 armour and 1 mech_infantry placed in Saudi Arabia
Turn Complete - ANZAC
ANZAC collect 25 PUs; end with 25 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 30 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 35 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :9
Combat Move - French
Non Combat Move - French
1 infantry moved from Egypt to Trans-Jordan
1 infantry moved from Algeria to Morocco
Turn Complete - French
Wow. You can now attack the same facility multiple times with rockets. Changed in Alpha3. Wonder how many people picked up on that? The rule does not clearly say that you can, and after all those years of only being able to attack each IC with 1 rocket, I missed it.
I tell ya, the rules could sure be written better.
Wow. You can now attack the same facility multiple times with rockets. Changed in Alpha3. Wonder how many people picked up on that? The rule does not clearly say that you can, and after all those years of only being able to attack each IC with 1 rocket, I missed it.
I tell ya, the rules could sure be written better.
Any game with units that cause interaction will be a bit grey I suppose. I don’t find the rocket rule particularly ambiguous. Still, better to be sure in a league game than have it come up in a tech tourney that could cause hurt feelings.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :10
Politics - Germans
Research Technology - Germans
Germans spend 5 on tech rolls
Germans roll 2 and gets 0 hits
Germans removing all Technology Tokens after unsuccessful research.
Purchase Units - Germans
Germans repair 4 damage on 4 factory_majors; Remaining resources: 45 PUs; 0 techTokens;
Germans buy 15 infantry; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - Germans
Rocket attack in United Kingdom does 2 damage to airfield owned by British
Rockets in France roll: 2
Rocket attack in Scotland does 2 damage to airfield owned by British
Rockets in Western Germany roll: 2
Rocket attack in Russia does 5 damage to factory_major owned by Russians
Rockets in Novgorod roll: 5
1 artillery and 2 infantry moved from France to Normandy Bordeaux
1 artillery and 2 infantry moved from Western Germany to Holland Belgium
1 bomber moved from Western Germany to Normandy Bordeaux
2 fighters moved from Western Germany to Holland Belgium
1 infantry moved from Southern France to Normandy Bordeaux
1 armour and 1 fighter moved from Novgorod to Eastern Poland
4 infantry moved from Slovakia Hungary to Eastern Poland
Combat - Germans
Battle in Holland Belgium
Germans attack with 1 artillery, 2 fighters and 2 infantry
Americans defend with 1 armour and 1 mech_infantry
Germans roll dice for 1 artillery, 2 fighters and 2 infantry in Holland Belgium, round 1 : 3/5 hits
Americans roll dice for 1 armour and 1 mech_infantry in Holland Belgium, round 1 : 0/2 hits
1 mech_infantry owned by the Americans and 1 armour owned by the Americans lost in Holland Belgium
Germans win, taking Holland Belgium from Americans with 1 artillery, 2 fighters and 2 infantry remaining. Battle score for attacker is 10
Casualties for Americans: 1 armour and 1 mech_infantry
Battle in Eastern Poland
Germans attack with 1 armour, 1 fighter and 4 infantry
Russians defend with 1 armour and 2 artilleries
Germans roll dice for 1 armour, 1 fighter and 4 infantry in Eastern Poland, round 1 : 2/6 hits
Russians roll dice for 1 armour and 2 artilleries in Eastern Poland, round 1 : 3/3 hits
3 infantry owned by the Germans and 2 artilleries owned by the Russians lost in Eastern Poland
Germans roll dice for 1 armour, 1 fighter and 1 infantry in Eastern Poland, round 2 : 1/3 hits
Russians roll dice for 1 armour in Eastern Poland, round 2 : 0/1 hits
1 armour owned by the Russians lost in Eastern Poland
Germans win, taking Eastern Poland from Russians with 1 armour, 1 fighter and 1 infantry remaining. Battle score for attacker is 5
Casualties for Germans: 3 infantry
Casualties for Russians: 1 armour and 2 artilleries
Battle in Normandy Bordeaux
Germans attack with 1 artillery, 1 bomber and 3 infantry
Americans defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Germans roll dice for 1 artillery, 1 bomber and 3 infantry in Normandy Bordeaux, round 1 : 2/6 hits
Americans roll dice for 1 artillery and 1 infantry in Normandy Bordeaux, round 1 : 0/2 hits
1 artillery owned by the Americans and 1 infantry owned by the Americans lost in Normandy Bordeaux
Germans win, taking Normandy Bordeaux from Americans with 1 artillery, 1 bomber and 3 infantry remaining. Battle score for attacker is 7
Casualties for Americans: 1 artillery and 1 infantry
Non Combat Move - Germans
1 bomber moved from Normandy Bordeaux to Western Germany
2 fighters moved from Holland Belgium to Western Germany
1 artillery moved from Southern France to France
6 infantry moved from Southern France to France
3 infantry moved from Northern Italy to Yugoslavia
1 artillery and 1 infantry moved from Germany to Slovakia Hungary
5 infantry moved from Western Germany to Northern Italy
2 infantry moved from Finland to 115 Sea Zone
2 infantry and 1 transport moved from 115 Sea Zone to 114 Sea Zone
2 infantry moved from 114 Sea Zone to Poland
1 fighter moved from Eastern Poland to Novgorod
Place Units - Germans
3 infantry placed in Novgorod
3 infantry placed in France
5 infantry placed in Western Germany
4 infantry placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,4,1,3
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 6,4
Germans collect 44 PUs (3 lost to blockades); end with 44 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Territory Summary for Germans :
Normandy Bordeaux : 1 flag, 1 artillery, 1 factory_minor, 1 harbour and 3 infantry
Southern France : 1 infantry
France : 1 flag, 1 airfield, 1 artillery, 1 factory_minor and 9 infantry
Slovakia Hungary : 1 artillery and 2 infantry
Western Germany : 2 aaGuns, 1 airfield, 1 bomber, 1 factory_major, 2 fighters, 1 harbour and 5 infantry
Poland : 2 infantry
Germany : 1 factory_major and 4 infantry
Holland Belgium : 1 artillery and 2 infantry
Northern Italy : 1 aaGun and 5 infantry
Southern Italy : 1 aaGun and 1 fighter
Karelia : 1 flag
Baltic States : 1 flag
Vyborg : 1 flag
Eastern Poland : 1 flag, 1 armour and 1 infantry
Novgorod : 1 flag, 1 airfield, 1 factory_minor, 1 fighter, 1 harbour and 6 infantry
Switzerland : 1 flag
Bulgaria : 1 flag
114 Sea Zone : 1 transport
Sweden : 1 flag
Yugoslavia : 3 infantry
Finland : 1 flag, 5 infantry
Production/PUs Summary :
Germans : 47 / 54
Russians : 32 / 38
Japanese : 11 / 12
Americans : 70 / 100
Chinese : 23 / 31
British : 29 / 34
UK_Pacific : 20 / 25
Italians : 15 / 14
ANZAC : 25 / 35
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 6 / 0
As an tactical aside, this kind of trading is a place that I think dumping an AA gun into the defending space can pay dividends. I think I saw you posting in the tactics thread where most useless and $$ cost of the unit were being questioned
Yes, you did see that.
I should clarify that I’m not saying never buy AA at $5. I just think it’s one of the more over-priced items - worse than tanks, cruisers, and tacs. :-)
Will be tomorrow night at the earliest
Has been great gaming with you Matt - I appreciate the rapid play and pleasant banter very much
And the NEVER SURRENDER mind-set!! :-)
And the NEVER SURRENDER mind-set!! :-)
Well, I dont see any reason to surrender a game that isn’t over. As well, in my forum play not many games go “long”, usually there is a surrender earlier. This means that late game experiance is hard to come by.
I don’t think this one will go much longer mind you, I can see doom closing in from all sides now, but there is still more tech to roll if nothing else.
It is your right to play until all 3 capitals are lost. No explanations needed.
I am also severely lacking late (or even middle) game experience, and tech games get funner the longer they go, as you say.