@Stucifer assumed no scramble to 94
Redrum's and P@nther's battle thread
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 1 infantry and 3 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 artillery and 1 infantry moved from Eastern United States to 11 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 artillery and 1 infantry moved from 13 Sea Zone to GibraltarCombat - Americans
Battle in GibraltarNon Combat Move - Americans
1 armour and 1 infantry moved from Eastern United States to 11 Sea Zone
1 armour, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 armour and 1 infantry moved from 13 Sea Zone to Morocco
1 aaGun and 1 infantry moved from Eastern United States to 11 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 aaGun and 1 infantry moved from 13 Sea Zone to Morocco
1 destroyer moved from 2 Sea Zone to 13 Sea Zone
1 battleship, 2 carriers, 1 cruiser and 1 destroyer moved from 11 Sea Zone to 13 Sea Zone
2 submarines moved from 13 Sea Zone to 15 Sea Zone
2 fighters moved from 11 Sea Zone to 13 Sea Zone
1 fighter moved from Russia to Persia
1 infantry moved from Caucasus to Persia
2 fighters moved from 11 Sea Zone to 13 Sea Zone
1 bomber moved from United Kingdom to MoroccoPlace Units - Americans
3 transports placed in 11 Sea Zone
2 armour, 1 artillery and 1 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 38 PUs; end with 38 PUs total -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 2 armour and 2 artilleries; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Caucasus to West Russia
1 artillery moved from Russia to West Russia
2 fighters moved from Persia to West RussiaCombat - Russians
Battle in West Russia
Russians attack with 1 artillery, 2 fighters and 1 infantry
Germans defend with 1 infantry
Russians win, taking West Russia from Germans with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
5 artilleries and 4 infantry moved from Caucasus to Persia
1 artillery and 8 infantry moved from Russia to Caucasus
2 fighters moved from West Russia to PersiaPlace Units - Russians
2 armour and 2 artilleries placed in CaucasusTurn Complete - Russians
Russians collect 14 PUs; end with 14 PUs totalDice Statistics:
Total
1 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4,000
Median : 4,000
Variance : 1,750
Standard Deviation : 1,323
Total rolls : 5Germans Combat
6 was rolled 1 times
Average roll : 6,000
Median : 6,000
Variance : ?
Standard Deviation : ?
Total rolls : 1Russians Combat
1 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
Average roll : 3,500
Median : 4,000
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 4 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 4
Purchase Units - Germans
Germans buy 3 artilleries, 1 fighter and 10 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Vologda to Russia
1 armour, 2 artilleries and 10 infantry moved from Archangel to Russia
6 armour moved from Karelia S.S.R. to Russia
1 infantry moved from Ukraine S.S.R. to West Russia
1 infantry moved from Belorussia to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
5 fighters moved from Karelia S.S.R. to West Russia
1 bomber moved from Karelia S.S.R. to West Russia
1 infantry moved from Trans-Jordan to 17 Sea Zone
1 battleship, 1 infantry and 1 transport moved from 17 Sea Zone to 32 Sea Zone
1 infantry moved from 32 Sea Zone to French Madagascar
Germans take French Madagascar from BritishCombat - Germans
Battle in West Russia
Germans attack with 1 bomber, 5 fighters and 3 infantry
Russians defend with 1 artillery and 1 infantry
Germans roll dice for 1 bomber, 5 fighters and 3 infantry in West Russia, round 2 : 6/9 hits
Russians roll dice for 1 artillery and 1 infantry in West Russia, round 2 : 0/2 hits
1 infantry owned by the Russians and 1 artillery owned by the Russians lost in West Russia
Germans win, taking West Russia from Russians with 1 bomber, 5 fighters and 3 infantry remaining. Battle score for attacker is 7
Casualties for Russians: 1 artillery and 1 infantry
Battle in Russia
Germans attack with 7 armour, 2 artilleries and 11 infantry
Russians defend with 1 factory and 1 infantry
Germans roll dice for 7 armour, 2 artilleries and 11 infantry in Russia, round 2 : 4/20 hits
Russians roll dice for 1 infantry in Russia, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Russia
Germans captures 14PUs while taking Russians capital
Germans win, taking Russia from Russians with 7 armour, 2 artilleries and 11 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
1 bomber and 5 fighters moved from West Russia to Germany
7 artilleries moved from Karelia S.S.R. to Belorussia
1 artillery moved from Baltic States to Belorussia
2 infantry moved from Baltic States to Karelia S.S.R.
1 infantry moved from Poland to Ukraine S.S.R.
1 infantry moved from Poland to Belorussia
3 infantry moved from Baltic States to Belorussia
1 aaGun moved from Germany to Italy
1 aaGun moved from Baltic States to Germany
1 artillery moved from Germany to Italy
3 infantry moved from Germany to Italy
1 artillery and 2 infantry moved from Trans-Jordan to Egypt
3 infantry moved from Germany to ItalyPlace Units - Germans
3 infantry placed in Italy
2 infantry placed in Karelia S.S.R.
3 artilleries, 1 fighter and 5 infantry placed in GermanyTurn Complete - Germans
Germans collect 58 PUs; end with 72 PUs totalDice Statistics:
Total
1 was rolled 4 times
2 was rolled 7 times
3 was rolled 3 times
4 was rolled 2 times
5 was rolled 10 times
6 was rolled 6 times
Average roll : 3.781
Median : 4.500
Variance : 1.419
Standard Deviation : 1.191
Total rolls : 32Germans Combat
1 was rolled 4 times
2 was rolled 7 times
3 was rolled 3 times
4 was rolled 2 times
5 was rolled 8 times
6 was rolled 5 times
Average roll : 3.621
Median : 4.000
Variance : 1.107
Standard Deviation : 1.052
Total rolls : 29Russians Combat
5 was rolled 2 times
6 was rolled 1 times
Average roll : 5.333
Median : 5.000
Variance : 2.500
Standard Deviation : 1.581
Total rolls : 3 -
The capture of Moscow! Looking pretty grim for the Allies especially with Germany’s 72 PUs for next turn! (7 fighters sounds like a good way to neutralize those pesky navies)
Anyways, I’m gonna be on vacation for about the next week. I’m guessing you’re probably going to resign this one. If so then go ahead and pick the next map!
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You are right, I am going to resign again. That one felt lost from the early beginning…
Enjoy your vacation :-)
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I will wait for your return - so that we can discuss how to continue then.
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I’m back and ready to continue :)
Let me know what map you’d like to play next.
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Welcome back. I hope you enjoyed your vacation.
Is 1941 (ww2v6) interesting enough for your project?
It’s “only” Global1940 that will be left otherwise…
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Let’s skip v6 as its really basic and doesn’t seem very popular. I think I’m ready to take the dive into Global!
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OK, I’m fine with that. How familiar are you with the Global1940 2nd edition ruleset?
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
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Just in case…
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdfhttp://www.wizards.com/AvalonHill/rules/AA_Europe_1940_2nd_Edition_FAQ.pdf
http://www.wizards.com/AvalonHill/rules/AA_Pacific_1940_2nd_Edition_FAQ.pdfIn brief the global rules are the close to those of 1942 2nd edition but with the following enhancements:
- Many more playable nations
- UK as one Power with two economies
- More unit types, more combined arms, different factories (allowing different placements)
- More canals/narrow straits
- Facilities such as harbors and air bases
- Convoy disruption
- Polititcs
- National Objectives
- Strict neutrals, friendly neutrals, unfriendliy neutrals - and how to handle them
- Kamikaze strikes
- Scramble air units
- Fighter escorts and interceptors
(- optional: Research and Development)
… just to name those that just came to my mind …
Let me know how I can help.
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
In this case I really recommend to read the rules and FAQ before playing. The complexity is huge compared to the other maps.
I’m happy to guide you through the rules as much as you need. Just ask…
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Also I should add, that Gamerman01 in this thread
http://www.axisandallies.org/forums/index.php?topic=31667.0
provides a list of currently unresolved issues when playing Global1940 with TripleA.
Many of them are already part of the game notes provided with the map.
It’s by far not a game breaker … but these are aspects to keep in mind.
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Excellent! Thanks for all the resources! I’ll glance over them but let’s go ahead and get started. I definitely learn much better by making mistakes than reading the rule book :)
I have a feeling our first G40 game will be pretty lopsided but I hope to be competitive in the second one.
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Also, I’d prefer to play whichever side goes second if you don’t mind (so I can play more reactionary early on). Unless you feel one side is easier for beginners than the other.
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Allright, I will start with G1 soon, but not before tomorrow or probably Tuesday. My last competitive game of Global1940 was around Autumn 2012, so I have to deal with it a bit more…
As always, the Allies need a well coordinated play, but I have no doubt, that you will manage that perfectly.
And I have learnt from our games so far that playing against you is a huge challenge for me.So I am curious about how this will work out …
I recommend to use the option “Also post after combat move” in TripleA more often, as on this map the need of orders (scramble, OOL etc.) occurs more frequent than on other maps.
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Some additional hints before we start:
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Carriers are two hit units such as Battleships in this game
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Damaged Battleships and Carriers don’t autorepair after the combat phase. They are repaired during the next Purchase and Repair Phase, but they need to be in a SZ adjacent to a friendly Naval Base in order to be repaired.
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Tacs can land on carriers. Air units can’t land on damaged carriers. Cargo Air units cannot start from damaged carriers.
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Naval and Air Bases enhance ships/air units movement points by 1 when starting from there. They are subject to damage (by bombing).
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Fighters and Tacs may scramble from Air Bases (see “Scramble” in the rulebook")
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Major ICs produce up to 10 units, minor ICs up to 3 - both regardless of the territory value. Minors can be built on territories with a value of two or more, Majors of three or more. Major industrial complexes can be built only in originally controlled (not captured) territories. You can’t build ICs on islands.
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Thanks for the hints. The repairing and bombing are definitely pretty different. I’m pretty good on scrambling and bases since the AI already handles these to some extent.
Think you’ll have your turn up today?
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Think you’ll have your turn up today?
Yes, I’m optimistic to find some time this evening. :-)





