14L G40 ArtofWar1947 (Axis) vs JWW (Allies + 10)


  • yeah know, I think triple a didn’t roll that naval battle in z110 correctly? you had first shot with your ss and hit, then I attacked with my fgt & dd and hit one. I assumed you would lose your ss, but would have given you the opportunity to change this if you wanted to submerge it aftere the turn, wen ahead for expediency purposes.

    Then rather than my fgt getting an attack the german dd rolled on D and scored a two and the fgt didn’t get an opportunity to attack. The fgt should have rolled first then the dd should have rolled it’s D….I think? That 2 should have been mine and your defensive roll should have happened next?

    Let me ask someone in the know about this, sorry, hang on…

  • '12

    this is the way tripleA does it. it is incorrect, but since you rolled it in tripleA you should go with the dice as rolled.  the correct way to roll this battle is the british des and ftr fire, defender chooses casualty, then the defenders fire together.  tripleA always rolls for defending subs first even when there is an attacking destroyer.  so tripleA is in error rolling the sub as though it has a sneak attack here, thus the sub first, then the attackers, then the defending destroyer.  make sense?  really made no difference here as it relates to casualties etc, although as you said, artofwar should be allowed to keep the sub instead of the destroyer if he wishes.

    if you want naval battles to be run by the book, you have to roll them on the forum.

    cheers


  • TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 3

    Purchase Units - Italians
                Italians buy 6 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 3

    Purchase Units - Italians
                Italians buy 6 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Italians

    Non Combat Move - Italians
                1 armour moved from Bulgaria to Slovakia Hungary
                1 mech_infantry moved from Northern Italy to Slovakia Hungary
                1 infantry moved from Northern Italy to Yugoslavia
                1 cruiser moved from 93 Sea Zone to 97 Sea Zone

    Place Units - Italians
                6 infantry and 2 mech_infantrys placed in Northern Italy

    Turn Complete - Italians
                Italians collect 16 PUs; end with 16 PUs total
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 21 PUs


  • thanks for getting to this so quickly Bold. Art, how do you wish to proceed? And going forward I guess we should roll naval battles on the forum, do you know how to do this?


  • Not sure how to roll naval battles on the forum, but would be glad to learn.


  • @ArtofWar1947:

    Not sure how to roll naval battles on the forum, but would be glad to learn.

    My two attacking dd

    DiceRolls: 2@2; Total Hits: 02@2: (4, 6)

    Your D rolls: 1 BB, 2CR + 3 fgt, 2cv & dd and your one ss.
    DiceRolls: 1@4 3@2 2@2 1@1; Total Hits: 31@4: (2)3@2: (6, 6, 1)2@2: (1, 6)1@1: (4)


  • it’s pretty simple.

    you typically type what you are rolling, offensive or defensive rolls and then the formula.

    attacking with a BMB, 2 fgt, 2inf & 2art & 4 inf

    ;aaa 1@4 2@3 4@2 4@1; etc……

    simply replace the ; symbol with the : and you are good…give it a try…


  • I think I understand the coding, but what does the aaa indicate?

    Also, where am I typing this?

    Forgive my ignorance.


  • @ArtofWar1947:

    I think I understand the coding, but what does the aaa indicate?

    Also, where am I typing this?

    Forgive my ignorance.

    no worries man, all last year I played global and just screwed around trying to get the hang of the new game and triple a. I didn’t really play a lot of attention to the triple a game mechanics etc…this year I am trying to be a bit more focused, improve my record etc…so, in the past all games here were simply played on this forum using battlemap and all dice were simply recorded here in these posts, so just as I wrote that my attack into sz110 w/fgt, tac & 2 ss’s rolls areDiceRolls: 2@2 1@3 1@4; Total Hits: 02@2: (6, 3)1@3: (5)1@4: (5)


  • I would then roll your defending units, BB, CR & 2 ddDiceRolls: 1@4 1@3 2@2; Total Hits: 11@4: (6)1@3: (3)2@2: (3, 6)


  • So are the rolls still being generating by Marti, and I am simply specifying the results I see with Marti?

    Or is there another dice-rolling mechanism that is used?


  • so I had zero hits and you had one and the combat sequence would continue right here on this site.

    So for triple A I have just been told that we need to roll multiple targeted (IC, Airbase or Harbor) BMB & TAC strategic attacks here in the forum….i.e…3 bmb’s strat attacks on the IC…3 aa guns fireDiceRolls: 3@1; Total Hits: 13@1: (1, 5, 3)& 1 tac strat bombing run on airbase aa fireDiceRolls: 1@1; Total Hits: 01@1: (6)

    because triple a doesn’t handle this correctly either, it rolls all aa fire at once and the attacker can then choose to lose the tac when, perhaps the aa fire should have taken out a bmb.

    This is also true for naval battles, as triple a doesn’t roll these correctly when ss are involved or when there is naval and air involved with a battle. This kind of really stinks as we will need to forgo the triple a dice or supercede and edit the results after we use the forum dice. Many of the tops players do this now and in close games, such as ours when the triple a system screws you out of a fgt I can see why it’s done.


  • @ArtofWar1947:

    So are the rolls still being generating by Marti, and I am simply specifying the results I see with Marti?

    Or is there another dice-rolling mechanism that is used?

    We would forgo the Marti dice results and utilize the “in-house” diceDiceRolls: 3@4; Total Hits: 13@4: (6, 5, 1)etc….and follow the in house results and the correct gaming rules combat process.

    Then edit the results into triple a.

    Do you understand. I know this stinks…


  • Have to hit the road; will be on out of contact for 4 to 5 hours. Get back to you late this PM or early evening.


  • It’s beginning to make sense.


  • @ArtofWar1947:

    Have to hit the road; will be on out of contact for 4 to 5 hours. Get back to you late this PM or early evening.

    I have asked “gamerman”, who is running the league to share with me/us his list of triple A issues and problems so we can both better understand going forward.

    Speak soon.


  • https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit?pli=1

    here is a link to the report….it would be in our best interest to review and follow these procedures going forward.


  • My head reels. Fortunately, most of triple A problems are not relevant to our game.


  • How does AA work if a defender, say, has 2 AA gun and the attacker attacks 3 fighters, 3 tacs, and 3 bombers? As only 6 aircraft can be targeted for an AA roll @1, how are six of the nine attacking aircraft targeted/chosen?

Suggested Topics

  • 25
  • 234
  • 121
  • 57
  • 327
  • 161
  • 207
  • 2.7k
Axis & Allies Boardgaming Custom Painted Miniatures

36

Online

17.7k

Users

40.4k

Topics

1.8m

Posts