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


  • 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?

  • '12

    @ArtofWar1947:

    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?

    The attacker allocates the hits however he wishes.


  • Hello Art, I woke up this morning thinking about the last UK turn, and attack in z110. Crazy huh,  :roll: anyways, I did figure things incorrectly. Although the sequence of the sz110 attack was incorrect, the proper amount of dice were “thrown”, somehow when it all happened I thought the german dd had a sort of sneak attack on the fgt and this wasn’t the case.

    This is probably good for me because it made me delve into the triple a irregularities which is something I need to be more cognizant of. So, I will try to use the in-house dice for AA guns in instances where triple A doesn’t do it right and the same for naval battles, please bear with me.

    Other than that I will continue, thanks for your patience.


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

    Game History

    Round: 3

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 4 PUs;

    Combat Move - ANZAC
                1 infantry moved from Dutch New Guinea to 45 Sea Zone
                1 infantry and 1 transport moved from 45 Sea Zone to 36 Sea Zone
                1 infantry moved from 36 Sea Zone to Hainan


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

    Game History

    Round: 3

    Purchase Units - ANZAC
                ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 4 PUs;

    Combat Move - ANZAC
                1 infantry moved from Dutch New Guinea to 45 Sea Zone
                1 infantry and 1 transport moved from 45 Sea Zone to 36 Sea Zone
                1 infantry moved from 36 Sea Zone to Hainan

    Combat - ANZAC
                Battle in Hainan

    Non Combat Move - ANZAC
                1 cruiser and 1 destroyer moved from 61 Sea Zone to 54 Sea Zone
                1 fighter moved from New South Wales to Queensland
                2 fighters moved from South Australia to Queensland
                1 aaGun and 3 infantry moved from New South Wales to Queensland
                1 infantry moved from Egypt to Anglo Egyptian Sudan
                1 infantry moved from Egypt to Trans-Jordan

    Place Units - ANZAC
                1 destroyer and 1 submarine placed in 62 Sea Zone

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 18 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 28 PUs


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

    Game History

    Round: 3

    Combat Move - French
                1 fighter moved from United Kingdom to 110 Sea Zone

    Combat - French
                Battle in 110 Sea Zone
                    French attack with 1 fighter
                    Germans defend with 1 destroyer
                        French roll dice for 1 fighter in 110 Sea Zone, round 2 :  0/1 hits
                        Germans roll dice for 1 destroyer in 110 Sea Zone, round 2 :  0/1 hits
                        French roll dice for 1 fighter in 110 Sea Zone, round 3 :  0/1 hits
                        Germans roll dice for 1 destroyer in 110 Sea Zone, round 3 :  0/1 hits
                        French roll dice for 1 fighter in 110 Sea Zone, round 4 :  1/1 hits
                        Germans roll dice for 1 destroyer in 110 Sea Zone, round 4 :  0/1 hits
                        1 destroyer owned by the Germans lost in 110 Sea Zone
                    French win with 1 fighter remaining. Battle score for attacker is 8
                    Casualties for Germans: 1 destroyer

    Non Combat Move - French
                1 fighter moved from 110 Sea Zone to 106 Sea Zone
                1 destroyer moved from 98 Sea Zone to 92 Sea Zone
                1 infantry moved from French Equatorial Africa to Belgian Congo

    Turn Complete - French

    Territory Summary for French :

    Belgian Congo : 1 infantry
        Egypt : 1 infantry
        United Kingdom : 2 infantry
        Morocco : 2 infantry
        106 Sea Zone : 1 fighter
        92 Sea Zone : 1 destroyer

    Production/PUs Summary :

    Germans : 46 / 56
        Russians : 37 / 37
        Japanese : 25 / 38
        Americans : 52 / 77
        Chinese : 12 / 14
        British : 26 / 26
        UK_Pacific : 25 / 26
        Italians : 16 / 21
        ANZAC : 14 / 28
        French : 8 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 2 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0

    Dice Statistics:

    Total
                1 was rolled 1 times
                4 was rolled 1 times
                5 was rolled 3 times
                6 was rolled 1 times
            Average roll : 4.333
            Median : 5.000
            Variance : 1.200
            Standard Deviation : 1.095
            Total rolls : 6

    Germans Combat
                4 was rolled 1 times
                5 was rolled 2 times
            Average roll : 4.667
            Median : 5.000
            Variance : 2.500
            Standard Deviation : 1.581
            Total rolls : 3

    French Combat
                1 was rolled 1 times
                5 was rolled 1 times
                6 was rolled 1 times
            Average roll : 4.000
            Median : 5.000
            Variance : 1.500
            Standard Deviation : 1.225
            Total rolls : 3

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