X-DAP-05 TeamBoldDutch vs. DairyQryn

  • TripleA

    Probability of going fighter for fighter 70%+, which is 20% better than a 50/50. That is not something people turn down.

    Odds of losing the fighter without killing a fighter compared to odds of winning and the payout… it is a good risk to make.

    Yes I have had some real fast league games. Nothing wrong with a quick game.

  • '12

    I don’t want a quick game with you cow I want to grind you into the dirt slowly  :evil:

  • '10

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Shensi to Kweichow
                1 infantry moved from Shensi to Kweichow
                1 fighter moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Kweichow

  • '10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Shensi to Kweichow
                1 infantry moved from Shensi to Kweichow
                1 fighter moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Kweichow

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 3 infantry
                    Japanese defend with 2 infantry
                        Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 1 :  1/4 hits
                        Japanese roll dice for 2 infantry in Yunnan, round 1 :  1/2 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                        Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 :  1/3 hits
                        Japanese roll dice for 1 infantry in Yunnan, round 2 :  0/1 hits
                        1 infantry owned by the Japanese lost in Yunnan
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 2 infantry
                    Casualties for Chinese: 1 infantry
                Battle in Kweichow
                    Chinese attack with 3 infantry
                    Japanese defend with 1 infantry
                        Chinese roll dice for 3 infantry in Kweichow, round 1 :  1/3 hits
                        Japanese roll dice for 1 infantry in Kweichow, round 1 :  0/1 hits
                        1 infantry owned by the Japanese lost in Kweichow
                    Chinese win, taking Kweichow from Japanese with 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Yunnan to Szechwan

    Place Units - Chinese
                5 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 7 PUs; end with 7 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs

  • '12

    ok cow, let’s hope your luck continues to hold up for a while…  :?

  • '10

    All:

    The game glitched on the retreat on the tnp. It sent it to zone 5 with 5 infantry loaded on it. I deleted it and tried to add it to z16, but of course, you cannot add a loaded tnp to the map.  So, I added the two inf to Midway and the tnp to z25, but:

    THE TRANSPORT AND 2 INFANTRY ARE IN Z16 WITH THE REST OF THE AMERICAN FLEET.

    02Echi - edited US tnp.tsvg

  • '10

    Oops, looks like i will have to add that to the UK map….

  • '10

    edited adding the tnp and 2 inf

    Remember please, they are in zone 16.  Hopefully I can move them to a zone that allows natural movement soon and this will not be a problem for the rest fo the game.

  • '10

  • TripleA

    you can retreat transports from an amphibious assault?

  • '12

    Uh… yes  :roll:

  • '12

    If u had 2 ftrs and both had hit in the second round (which they surely would have) then the second hit would have killed the transport before it had a chance to retreat.

  • '12

    Cow stop stalling…

  • '10

    @Cow:

    you can retreat transports from an amphibious assault?

    There was no amphibious assault… the naval/air battle had to fought first.  A transport can retreat from a battle the same as any naval or air unit by an attacking power. As Veq’s TripleA constantly reminds us, attacking or defending units have to actually hit a transport in order to kill it. Thus the reason triple A asked me if I wanted to retreat the transport after the inexplicable occured and my 9 punch all missed and your 8 punch hit twice, but not thrice.

  • '12

    Cow for being so “good” u know surprisingly little about the game…  :roll:

  • Liaison TripleA '11 '10

    Infantry can’t retreat from Amphibous assaults.

    But infantry aren’t part of a NAVAL battle.

    That’s the reality. The retreat is completely legal.

  • TripleA

    OK that makes sense.

    I am thinking of waiting for veqryn to be able to play. Is that OK?

  • TripleA

    I mean the whole point of this tournament was one experienced player teams up with a less experienced player. Veqryn only played global in these tournaments, before that he only had one or two pacific games. I have not told him exact buys to make etc I just pm him things he could do.  So far I been playing to keep options open.

    This is the point where we kind of have to pick one and go with it. If I commit to something then that is it, the next 3-5 rounds gets decided.

  • TripleA

    Plus I think you guys need a break from all the crazy stuff I do. Maybe something

  • TripleA

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Politics - Italians
                Italians takes Political Action: Political Action Italians To War With Chinese
                    Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War

    Purchase Units - Italians
                Italians buy 2 destroyers and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                1 unit repaired.
                1 destroyer moved from 96 Sea Zone to 97 Sea Zone
                1 battleship and 2 cruisers moved from 93 Sea Zone to 97 Sea Zone
                1 artillery moved from Ethiopia to Italian Somaliland
                1 armour moved from Greece to Romania
                1 transport moved from 97 Sea Zone to 99 Sea Zone
                2 infantry moved from Greece to 99 Sea Zone
                2 infantry moved from 99 Sea Zone to Cyprus
                1 infantry moved from Kenya to Ethiopia
                1 infantry moved from British Somaliland to Ethiopia
                1 bomber moved from Southern Italy to Baltic States

    Combat - Italians
                Battle in Cyprus

    Non Combat Move - Italians
                1 aaGun moved from Northern Italy to Southern Italy
                2 aaGuns moved from Southern France to Northern Italy
                1 artillery moved from Greece to 97 Sea Zone
                2 infantry moved from Yugoslavia to Romania
                1 artillery moved from 97 Sea Zone to Southern Italy
                1 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                2 destroyers placed in 97 Sea Zone
                1 mech_infantry placed in Northern Italy
                Italians undo move 2.
                1 mech_infantry placed in Northern Italy
                Italians undo move 2.
                1 mech_infantry placed in Southern Italy

    Turn Complete - Italians
                Italians collect 13 PUs; end with 13 PUs total
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs

    Territory Summary for Italians :

    British Somaliland : 1 flag
        Cyprus : 1 flag, 2 infantry
        Kenya : 1 flag
        Romania : 1 armour and 2 infantry
        Tobruk : 1 artillery
        Northern Italy : 2 aaGuns, 1 factory_major and 3 infantry
        Italian Somaliland : 1 artillery and 1 infantry
        Southern Italy : 2 aaGuns, 1 airfield, 1 artillery, 1 factory_minor, 2 fighters, 1 harbour, 1 infantry and 1 mech_infantry
        Ethiopia : 2 infantry
        Baltic States : 1 bomber
        93 Sea Zone : 1 flag
        Greece : 1 flag, 1 artillery and 1 infantry
        99 Sea Zone : 1 transport
        97 Sea Zone : 1 battleship, 2 cruisers, 4 destroyers and 1 transport

    Production/PUs Summary :

    Germans : 45 / 47
        Russians : 36 / 36
        Japanese : 46 / 49
        Americans : 50 / 70
        Chinese : 7 / 13
        British : 29 / 30
        UK_Pacific : 10 / 10
        Italians : 13 / 18
        ANZAC : 14 / 16
        French : 8 / 0
        Dutch : 3 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

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