Forgot to Blitz Alexandria so I did it during NCM.
L13 G40 PGMatt (axis) vs Gamerman (allies +10) +tech game 1
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Changed in Alpha3! Either never noticed it, or forgot it, thanks!! I’ll let Veqryn know right away!
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@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.
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@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.
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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.
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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 MarianasCombat - 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 infantryNon 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 WalesPlace 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 ArabiaTurn 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 MoroccoTurn Complete - French
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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.
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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.
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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 PolandCombat - 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 infantryNon 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 NovgorodPlace Units - Germans
3 infantry placed in Novgorod
3 infantry placed in France
5 infantry placed in Western Germany
4 infantry placed in GermanyTurn 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 PUsTerritory 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 infantryProduction/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
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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. :-)
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Will be tomorrow night at the earliest
Has been great gaming with you Matt - I appreciate the rapid play and pleasant banter very much
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And the NEVER SURRENDER mind-set!! :-)
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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.
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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.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :10
Research Technology - Russians
Russians spend 5 on tech rolls
Russians removing all Technology Tokens after unsuccessful research.Purchase Units - Russians
Russians buy 1 armour, 2 artilleries, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Russians
1 armour moved from Belarus to Baltic States
Russians take Baltic States from Germans
1 armour moved from Baltic States to Novgorod
1 mech_infantry moved from Belarus to Novgorod
1 artillery and 3 infantry moved from Belarus to Novgorod
1 bomber moved from Russia to Novgorod
1 infantry moved from Bessarabia to Romania
Russians take Romania from Germans
3 infantry moved from Bessarabia to Eastern Poland
3 mech_infantrys moved from Ukraine to Eastern PolandCombat - Russians
Battle in Novgorod
Russians attack with 1 armour, 1 artillery, 1 bomber, 3 infantry and 1 mech_infantry
Germans defend with 1 airfield, 1 factory_minor, 1 fighter, 1 harbour and 6 infantry
Russians win, taking Novgorod from Germans with 1 armour and 1 bomber remaining. Battle score for attacker is 11
Casualties for Germans: 1 fighter and 6 infantry
Casualties for Russians: 1 artillery, 3 infantry and 1 mech_infantry
Battle in Eastern Poland
Russians attack with 3 infantry and 3 mech_infantrys
Germans defend with 1 armour and 1 infantry
Russians win, taking Eastern Poland from Germans with 1 infantry and 3 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 armour and 1 infantry
Casualties for Russians: 2 infantryNon Combat Move - Russians
1 artillery and 1 infantry moved from Ukraine to Bessarabia
2 infantry moved from Bryansk to Western Ukraine
5 infantry moved from Russia to Bryansk
1 bomber moved from Novgorod to Bessarabia
1 infantry moved from Amur to SakhaPlace Units - Russians
1 armour, 1 artillery, 1 infantry and 1 mech_infantry placed in Ukraine
1 artillery and 4 infantry placed in RussiaTurn Complete - Russians
Russians collect 39 PUs; end with 39 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 44 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 47 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :10
Research Technology - Japanese
Japanese spend 5 on tech rolls
Japanese roll 2 and gets 0 hits
Japanese removing all Technology Tokens after unsuccessful research.Purchase Units - Japanese
Japanese buy 1 armour; Remaining resources: 1 PUs; 2 SuicideAttackTokens; 0 techTokens;Combat Move - Japanese
1 fighter moved from 6 Sea Zone to 17 Sea ZoneCombat - Japanese
Battle in 17 Sea Zone
Japanese attack with 1 fighter
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 17 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transportNon Combat Move - Japanese
1 fighter moved from 17 Sea Zone to Japan
2 artilleries moved from Korea to 6 Sea Zone
2 artilleries moved from 6 Sea Zone to Japan
2 infantry moved from Japan to 6 Sea Zone
2 infantry moved from 6 Sea Zone to KoreaPlace Units - Japanese
1 armour placed in KoreaTurn Complete - Japanese
Japanese collect 11 PUs; end with 12 PUs totalTerritory Summary for Japanese :
Korea : 1 armour, 1 factory_minor, 5 infantry and 1 mech_infantry
Japan : 3 aaGuns, 1 airfield, 2 artilleries, 2 bombers, 1 factory_major, 3 fighters, 1 harbour and 7 infantry
6 Sea Zone : 1 battleship, 4 carriers, 4 destroyers, 4 fighters, 3 tactical_bombers and 3 transportsProduction/PUs Summary :
Germans : 40 / 54
Russians : 39 / 47
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 -
I had to restart my turn, and fortunately didn’t get the tech on the second try either!
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@PGMatt:
I had to restart my turn, and fortunately didn’t get the tech on the second try either!
They can be edited.
It’s best to not try for tech the 2nd time, and just edit your money down.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :10
Research Technology - Americans
Americans spend 10 on tech rolls
Americans removing all Technology Tokens after successful research.
Americans discover ShipyardsActivate Technology - Americans
Americans activating ShipyardsPurchase Units - Americans
Americans buy 2 armour, 1 artillery, 3 bombers, 1 fighter, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Americans
1 infantry moved from Spain to 92 Sea Zone
1 artillery moved from Spain to 92 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 97 Sea Zone
1 destroyer moved from 93 Sea Zone to 97 Sea Zone
1 carrier moved from 93 Sea Zone to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Yugoslavia
1 artillery moved from 97 Sea Zone to Yugoslavia
1 fighter moved from Spain to Yugoslavia
6 infantry moved from Spain to Normandy Bordeaux
3 artilleries moved from Spain to Normandy Bordeaux
2 mech_infantrys moved from Spain to Normandy Bordeaux
1 armour moved from Spain to Normandy Bordeaux
1 infantry moved from Spain to Normandy Bordeaux
1 fighter moved from 93 Sea Zone to 97 Sea Zone
1 fighter moved from Spain to Yugoslavia
1 fighter moved from Spain to Normandy Bordeaux





