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


  • @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


  • Just in case you missed this……sorry for all the confusion over the z110 UK battle……

    @JWW:

    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.


  • With battles where AA or naval errors are not problem, Marti is fine then? Is there really a need to edit in the rolls? Indeed for battles where AA is an issue/problem, could we not agree that the first set of Marti rolls would be applied to fighters, the set to Tacs, and third set to bombers. For example, if an attacker attacks with 2 fighters, 2 Tacs, and 2 bombers;  the defender has 2 AA units; and Marti rolls 3, 2, 1, 5, 6, 1; the 3 & 2 would be applied to the fighters, the 1 and 5 to the Tacs (1 Tac lost), and the 6 and 1 would be applied to the bomber (1 bomber lost). This would avoid all the work of the play by web site procedure.


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

    Game History

    Round: 4

    Politics - Germans

    Purchase Units - Germans
                Germans buy 1 destroyer, 10 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Scotland to Eire
                      Germans take Eire from British
                5 armour, 3 artilleries and 7 infantry moved from Scotland to United Kingdom
                7 transports moved from 111 Sea Zone to 112 Sea Zone
                4 armour moved from Western Germany to 112 Sea Zone
                1 mech_infantry moved from Western Germany to 112 Sea Zone
                9 infantry moved from Western Germany to 112 Sea Zone
                4 armour, 1 carrier, 2 fighters, 9 infantry, 1 mech_infantry and 7 transports moved from 112 Sea Zone to 110 Sea Zone
                4 armour, 9 infantry and 1 mech_infantry moved from 110 Sea Zone to United Kingdom
                1 cruiser moved from 111 Sea Zone to 110 Sea Zone


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

    Game History

    Round: 4

    Politics - Germans

    Purchase Units - Germans
                Germans buy 1 destroyer, 10 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 infantry moved from Scotland to Eire
                      Germans take Eire from British
                5 armour, 3 artilleries and 7 infantry moved from Scotland to United Kingdom
                7 transports moved from 111 Sea Zone to 112 Sea Zone
                4 armour moved from Western Germany to 112 Sea Zone
                1 mech_infantry moved from Western Germany to 112 Sea Zone
                9 infantry moved from Western Germany to 112 Sea Zone
                4 armour, 1 carrier, 2 fighters, 9 infantry, 1 mech_infantry and 7 transports moved from 112 Sea Zone to 110 Sea Zone
                4 armour, 9 infantry and 1 mech_infantry moved from 110 Sea Zone to United Kingdom
                1 cruiser moved from 111 Sea Zone to 110 Sea Zone

    Combat - Germans
                Battle in United Kingdom
                    Germans attack with 9 armour, 3 artilleries, 16 infantry and 1 mech_infantry
                    French defend with 2 infantry; British defend with 5 aaGuns, 1 airfield, 1 armour, 1 factory_major, 1 harbour, 12 infantry and 1 mech_infantry
                    Germans captures 26PUs while taking British capital
                    Germans converts factory_major into different units
                    Germans win, taking United Kingdom from British with 9 armour, 3 artilleries, 9 infantry and 1 mech_infantry remaining. Battle score for attacker is 56
                    Casualties for Germans: 7 infantry
                    Casualties for French: 2 infantry
                    Casualties for British: 5 aaGuns, 1 armour, 12 infantry and 1 mech_infantry
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 carrier, 2 fighters and 1 transport moved from 111 Sea Zone to 110 Sea Zone
                1 aaGun moved from Holland Belgium to 110 Sea Zone
                1 aaGun moved from 110 Sea Zone to United Kingdom
                3 tactical_bombers moved from Holland Belgium to Slovakia Hungary
                3 aaGuns, 11 artilleries and 20 infantry moved from Poland to Slovakia Hungary
                1 infantry moved from Slovakia Hungary to Romania
                1 infantry and 1 mech_infantry moved from Germany to Slovakia Hungary
                2 aaGuns moved from Holland Belgium to Western Germany

    Place Units - Germans
                1 destroyer and 1 submarine placed in 110 Sea Zone
                10 infantry placed in Germany
                3 mech_infantrys placed in Western Germany

    Turn Complete - Germans
                Germans collect 52 PUs; end with 78 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 83 PUs
                Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 88 PUs


  • Round 1
    Germans: Bombard 0/1 @ 3 hit; 4/14 @1 hit; 4/6 @2; 7/9 @3.
    UK: 5/15 @ 2 hit; 1/1 @ 3 hit.

    Round 2
    Germans: 2/8 @ 2 hit; 3/6 @2; 5/9 @3.
    UK: 0/5 @2 hit; 1/1 @ 3 hit.


  • @ArtofWar1947:

    With battles where AA or naval errors are not problem, Marti is fine then? Is there really a need to edit in the rolls? Indeed for battles where AA is an issue/problem, could we not agree that the first set of Marti rolls would be applied to fighters, the set to Tacs, and third set to bombers. For example, if an attacker attacks with 2 fighters, 2 Tacs, and 2 bombers;  the defender has 2 AA units; and Marti rolls 3, 2, 1, 5, 6, 1; the 3 & 2 would be applied to the fighters, the 1 and 5 to the Tacs (1 Tac lost), and the 6 and 1 would be applied to the bomber (1 bomber lost). This would avoid all the work of the play by web site procedure.Â

    I believe the two main issues have to do with strategic bombing where there is a need to differentiate between aa fire at bmb’s and aa fire at tac’s and I don’t believe marti/triple A does this. The other major issue, as I am aware, is the naval/air battles. let’s just cross this road when we get there. I didn’t mean to burden you with to much BS.


  • i believe that you are correct about AAA not differentiating between bombers and tacs. My suggestion would solve this.

    For example, in Round 2 3 Tacs and 2 bombers bombed the airfield and IC, respectively.

    From: MARTI marti@tripleawarclub.orgSubject: 32393 ArtofWar1947 (Axis) vs JWW (Allies +10):Roll AA in UK.
    Your dice are: 2,6,5,2,2.
    In this particular case, it did not matter.

    However, if the dice had been: 2,6,5,2,1, then the 3 Tacs would have been unharmed and 1 of the 2 bombers would have been hit.

    If the dice had been: 2,1,1,2,2, then the 2 o the 3 Tacs would have been hit and 1 of the 2 bombers would have been unharmed.

    If the dice had been: 1,6,5,2,1, then 1 Tac and 1 bomber would have been hit./marti@tripleawarclub.org


  • I clarified several examples and corrected a couple of errors in my last message:

    i believe that you are correct about AAA not differentiating between bombers and tacs. My suggestion would solve this.

    For example, in Round 2 3 Tacs and 2 bombers bombed the airfield and IC, respectively.

    From: MARTI marti@tripleawarclub.orgSubject:    32393 ArtofWar1947 (Axis) vs JWW (Allies +10):Roll AA in UK.
    Your dice are: 2,6,5,2,2.
    In this particular case, it did not matter.

    However, if the dice had been: 2,6,5,2,1 OR 2,6,5,1,2 then the 3 Tacs would have been unharmed and 1 of the 2 bombers would have been hit.

    If the dice had been: 2,1,1,2,2; 1,6,1,2,2; OR 1,1,5,2,2; then the 2 of the 3 Tacs would have been hit but BOTH bombers would have been unharmed.

    If the dice had been: 1,6,5,2,1 or 2,6,1,1,2, for example, then 1 Tac and 1 bomber would have been hit./marti@tripleawarclub.org

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