Stalingradski v Infrastructure 2.0


  • Well, I took a risk, and you hit three fighters with your Russian AA…


  • reroll elligible?  SHould it be?


  • Also hate to add insult to injury, but your amphibiouis units should have died first by our new rule…


  • reroll from start of round 2?


  • Ugh… I never would have brought the armor - I guess I never understood the ramifications of the rule, which is my fault.

    Wasn’t the spirit of the amphibious rule related to island hopping? And wasn’t it actually designed to be more about island battles that last more than 3 rounds (or 4 on the first round)?

    I’m not sure what to do about it, and am very tired from work, so I’ll think about it more tomorrow.


  • rerolling from round 2 will most likely benefit you but is most fair way.  If we want to edit rule I am fine with that too.  But I think we need to at least have the risk of losing the amphibious units if a retreat happens…


  • I am both extremely tired and on allergy medicine - a bad recipe for comprehension… could you explain why reroll after round 2, as if I were in kindergarten?

    Also, why after round 2?

    I’m asking in a genuinely curious, non combative way… I’m just struggling to understand  :-)


  • I said after round two because that is when you would have had to make different casualty choices based on our new proposed rule.  I.e. you had to lose an art and an arm in round 1.

    That being said the more I have thought of it the stupider I think that proposed rule is.
    New 3 Round Rule:
        Battles only last 3 rounds.  At the end of round 3 the attacker must retreat following the standard retreat rules of the game.
        EXCEPTION; The first game turn has a 4 round limit instead of 3.
        EXCEPTION II; Amphibious assaults in which at least 50% of participants are amphibious shall go unlimited rounds until resolution.
        In any amphibious and land combined assaults that are not 50% or over amphibious the battle goes 3 rounds only before retreat, additionally all amphibious units must be the first casualties and will be lost even if not taken as casualties when retreat happens after 3 rounds.

    I think now that just removing the colored portion is best.  Simpler and realistically after several months of combat any amphibious forces would have merged land forces and been able to retreat.  I wish embroiling was possible online because that is where the spirit of the rule came into play when proposed.

    That being said. If you agree then we remove it and the battle stands.
    It basically looks like you lost 2 fts but gained 2 inf due to luck…  A rough start.

    Let me know if you want me to keep going or if you want to discuss.
    I assume we are removing that rule in both games if you agree.


  • Thank you sir - I agree with the change for both games - I appreciate your willingness to look it over.

    For whatever reason (head density?), I had never really incorporated that part of our rule into my awareness.


  • Technology Advancements

    USA spends 52 IPCs

    GER: 1.50
    RUS 1.85
    JPN: 1.30
    USA: 2.60
    GBR: 0
    ITA: 0
    ANZ: 0


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6

    Game History

    Round: 1

    Politics - Americans
                Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians

    Purchase Units - Americans
                Americans buy 1 carrier, 1 destroyer, 1 infantry, 3 submarines and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans

    Non Combat Move - Americans
                1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
                1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 1 tactical_bomber and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 transport moved from 26 Sea Zone to 10 Sea Zone
                1 destroyer and 1 submarine moved from 35 Sea Zone to 54 Sea Zone
                1 fighter moved from Philippines to Guam
                1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 bomber moved from Central United States to Hawaiian Islands
                1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone
                1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 28 Sea Zone
                1 infantry moved from Central United States to Western United States
                1 armour moved from Central United States to Western United States
                1 fighter moved from Western United States to Hawaiian Islands
                2 aaGuns moved from Eastern United States to Central United States

    Place Units - Americans
                1 infantry placed in Central United States
                1 carrier, 1 submarine and 1 transport placed in 10 Sea Zone
                1 destroyer and 2 submarines placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 52 PUs; end with 52 PUs total


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6

    Game History

    Round: 1

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 4 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 fighter and 4 infantry moved from Szechwan to Yunnan

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 4 infantry
                    Japanese defend with 1 artillery and 1 infantry
                        Chinese roll dice for 1 fighter and 4 infantry in Yunnan, round 2 :  0/5 hits
                        Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 :  1/2 hits
                        1 infantry owned by the Chinese lost in Yunnan
                        Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 3 :  2/4 hits
                        Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 3 :  0/2 hits
                        1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 4
                    Casualties for Chinese: 1 infantry
                    Casualties for Japanese: 1 artillery and 1 infantry

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

    Place Units - Chinese
                4 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 9 PUs; end with 9 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs


  • Technology Advancements

    GBR spends 28+17=45 IPCs

    GER: 1.50
    RUS 1.85
    JPN: 1.30
    USA: 2.60
    GBR: 2.25
    ITA: 0
    ANZ: 0


  • TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6

    Game History

    Round: 1

    Combat Move - British
                1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 97 Sea Zone
                1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
                1 fighter moved from Malta to 97 Sea Zone
                1 fighter moved from Gibraltar to 96 Sea Zone
                1 cruiser moved from 91 Sea Zone to 96 Sea Zone
                1 bomber moved from United Kingdom to 97 Sea Zone
                1 fighter moved from Scotland to 97 Sea Zone
                1 destroyer moved from 109 Sea Zone to 106 Sea Zone
                1 fighter moved from United Kingdom to 106 Sea Zone
                1 infantry moved from Anglo Egyptian Sudan to Ethiopia
                1 artillery and 1 infantry moved from Alexandria to 98 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 76 Sea Zone
                1 artillery and 1 infantry moved from 76 Sea Zone to Ethiopia
                1 mech_infantry moved from Egypt to Ethiopia
                1 cruiser moved from 39 Sea Zone to 76 Sea Zone


  • scramble sz97?
    i hope i fair better than the italian counter attack is in the other game…


  • Yes, scramble German fighter and tac; Italian fighter


  • Ha.  Looks like another reroll already for me.
    Let me crunch the numbers.


  • shoul have time again soon!


  • New low luck 1/2 rule:
        In any combat where the number of casualties for one side or the other is 1/2 or less of what it should be a person can use a a low luck token.  Standard rounding rules apply.
        In game the battle calculator will be the key tool in determining if low luck tokens can be used.
        Each Player (assuming 2 player game) starts the game with 3  low luck tokens.  Every 2 game turns will give an additional 1 low luck token to each player.  (i.e. Start of turn 3 each side adds 1, again on turn 5,7,9,…)

    OK Britian uses a lowluck reroll token on taranto.

    will edit other battles to dicey.
    I think I can do this by changing the program to lowluck and then saving and tajing it off.

    If it doesnt work we will ignore results.


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