Scramble sz110/111?
12L, AA50-41, Ol' Blood&Guts (Axis) vs. Boldfresh (Allies+7), no tech, + NOs
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TripleA Turn Summary for game: World War II v3 1941, version: 1.4
Game History
Round :10
Non Combat Move - Americans
4 submarines moved from 18 Sea Zone to 7 Sea Zone
5 submarines moved from 18 Sea Zone to 20 Sea Zone
4 artilleries moved from Western Canada to 56 Sea Zone
3 armour moved from Western Canada to 56 Sea Zone
8 infantry moved from Western Canada to 56 Sea Zone
1 destroyer moved from 55 Sea Zone to 53 Sea Zone
3 armour, 5 artilleries, 1 battleship, 2 carriers, 1 destroyer, 8 infantry and 8 transports moved from 56 Sea Zone to 51 Sea Zone
1 submarine moved from 48 Sea Zone to 50 Sea Zone
18 battleships, 14 carriers, 2 cruisers, 2 destroyers, 28 fighters, 9 submarines and 1 transport moved from 62 Sea Zone to 50 Sea Zone
1 transport moved from 62 Sea Zone to 51 Sea ZonePlace Units - Americans
3 artilleries and 3 infantry placed in Eastern United States
5 artilleries and 5 infantry placed in Western United StatesTurn Complete - Americans
Americans collect 41 PUs; end with 42 PUs total
Objective 2: Americans met a national objective for an additional 5 PUs; end with 47 PUs
Objective 3: Americans met a national objective for an additional 5 PUs; end with 52 PUs
Objective 4: Americans met a national objective for an additional 5 PUs; end with 57 PUsTerritory Summary for Americans :
Alaska : 1 factory
Caroline Islands : 1 flag, Eastern United States : 3 artilleries, 1 factory and 3 infantry
Formosa : 1 flag, Iwo Jima : 1 flag, Philippine Islands : 1 bomber, 1 factory and 2 infantry
United Kingdom : 1 aaGun
Western Canada : 1 armour and 1 infantry
Western United States : 5 artilleries, 1 factory and 5 infantry
7 Sea Zone : 4 submarines
20 Sea Zone : 5 submarines
50 Sea Zone : 18 battleships, 14 carriers, 2 cruisers, 2 destroyers, 27 fighters, 10 submarines and 1 transport
51 Sea Zone : 3 armour, 4 artilleries, 1 battleship, 2 carriers, 1 destroyer, 8 infantry and 9 transports
53 Sea Zone : 1 destroyer
62 Sea Zone : 8 transportsProduction/PUs Summary :
Germans : 57 / 72
Russians : 0 / 0
Japanese : 29 / 44
British : 25 / 32
Italians : 26 / 36
Chinese : 0 / 0
Americans : 41 / 57 -
use the last one, disregard priors, they had errors.
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TripleA Turn Summary for game: World War II v3 1941, version: 1.4
Game History
Round :11
Purchase Units - Germans
Germans buy 1 bomber and 6 fighters; Remaining resources: 0 PUs;Combat Move - Germans
1 bomber moved from Soviet Far East to 62 Sea ZoneCombat - Germans
Battle in 62 Sea Zone
Germans attack with 1 bomber
Americans defend with 8 transports
8 transports owned by the Americans lost in 62 Sea Zone
Germans win with 1 bomber remaining. Battle score for attacker is 56
Casualties for Americans: 8 transports
Germans win with 1 bomber remaining. Battle score for attacker is 56
Casualties for Americans: 8 transports
Recording Battle StatisticsNon Combat Move - Germans
1 bomber moved from 62 Sea Zone to Japan
28 bombers and 55 fighters moved from Soviet Far East to Japan
39 armour moved from Soviet Far East to Manchuria
1 aaGun moved from Burma to Yunnan
7 submarines moved from 37 Sea Zone to 35 Sea Zone
1 bomber moved from Russia to Morocco Algeria
4 bombers moved from Russia to Manchuria
1 infantry moved from Belgian Congo to French Equatorial AfricaPlace Units - Germans
6 fighters placed in France
Germans undo move 1.
1 bomber and 6 fighters placed in GermanyTurn Complete - Germans
Germans collect 57 PUs; end with 57 PUs total
Objective 1: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective 2: Germans met a national objective for an additional 5 PUs; end with 67 PUs
Objective 3: Germans met a national objective for an additional 5 PUs; end with 72 PUsTerritory Summary for Germans :
Anglo-Egypt Sudan : 1 flag, Baltic States : 1 flag, Belgian Congo : 1 flag, Burma : 1 flag, 1 factory
Caucasus : 1 aaGun
East Poland : 1 flag, Evenki National Okrug : 1 flag, France : 1 aaGun, 5 armour, 3 artilleries, 1 factory and 26 infantry
French Equatorial Africa : 1 flag, 1 aaGun, 12 armour and 4 infantry
French Indo-China Thailand : 22 infantry
Germany : 1 aaGun, 1 bomber, 1 factory, 6 fighters and 5 infantry
Italian Africa : 1 flag, Japan : 29 bombers and 55 fighters
Karelia S.S.R. : 1 armour and 16 infantry
Kazakh S.S.R. : 1 flag, Manchuria : 39 armour and 4 bombers
Morocco Algeria : 1 bomber
Northwestern Europe : 1 aaGun
Novosibirsk : 1 flag, Poland : 1 aaGun, 1 factory and 18 infantry
Rhodesia : 1 flag, Russia : 1 flag, 1 factory
Ukraine : 1 flag, Union of South Africa : 1 flag, Urals : 1 flag, Yakut S.S.R. : 1 aaGun
Yunnan : 1 flag, 1 aaGun
35 Sea Zone : 7 submarinesProduction/PUs Summary :
Germans : 57 / 72
Russians : 0 / 0
Japanese : 29 / 44
British : 25 / 32
Italians : 26 / 36
Chinese : 0 / 0
Americans : 41 / 57 -
TripleA Turn Summary for game: World War II v3 1941, version: 1.4
Game History
Round :11
Purchase Units - Japanese
Japanese buy 1 destroyer, 1 fighter and 8 infantry; Remaining resources: 2 PUs;Non Combat Move - Japanese
1 fighter moved from Manchuria to Japan
1 aaGun and 6 infantry moved from Soviet Far East to Buryatia S.S.R.Place Units - Japanese
1 destroyer placed in 62 Sea Zone
8 infantry placed in Japan
1 fighter placed in ManchuriaTurn Complete - Japanese
Japanese collect 29 PUs; end with 31 PUs total
Objective 3: Japanese met a national objective for an additional 5 PUs; end with 36 PUs
Objective 1: Japanese met a national objective for an additional 5 PUs; end with 41 PUsTerritory Summary for Japanese :
Buryatia S.S.R. : 1 flag, 1 aaGun and 6 infantry
Chinghai : 1 flag, Egypt : 1 flag, 1 aaGun, 4 armour and 1 factory
French Indo-China Thailand : 1 aaGun, 5 artilleries, 1 factory and 19 infantry
French Madagascar : 1 flag, Fukien : 1 flag, Hupeh : 1 flag, Japan : 1 aaGun, 1 factory, 14 fighters and 16 infantry
Kwangtung : 1 flag, Manchuria : 1 aaGun, 6 armour, 3 artilleries, 1 factory, 1 fighter and 14 infantry
Morocco Algeria : 12 armour, 4 artilleries and 11 infantry
Ningxia : 1 flag, Sikang : 1 flag, Soviet Far East : 1 flag, Stanovoj Chrebet : 1 flag, Suiyuan : 1 flag, Yakut S.S.R. : 1 flag, 62 Sea Zone : 1 destroyerProduction/PUs Summary :
Germans : 57 / 72
Russians : 0 / 0
Japanese : 29 / 41
British : 25 / 32
Italians : 26 / 36
Chinese : 0 / 0
Americans : 41 / 57 -
Hey Bold,
I will wait for you to get back off vacation to post anything….in case you change your mind. Either way, I think you need to post in here before I can report anything if you stay with the concession.
OBG
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hey OBG,
i’m very sorry to hear that you want to insist with the sinking of the 8 undefended transports in z62. i was playing this game out for fun, i see no real chance for the allies to win - i was only playing it out for respect for a game that has gone well over 60 rounds to this point.
as you very well know, i’m brand new to tripleA in the first place and this is the first game of AA50 i’ve played on it (i’ve played 1 short game of global in the XDAP tourney playing only russia so i am still very un-used to how naval is presented in this format. i’m not used to the map or the pieces are configured at all, especially as it concerns naval, and you can see from the two previous moves i made that turn, i fully intended to move all transports out of z62. i redid the move the final time precisely to move the 8 transports to z51 instead of to z50 - i simply forgot to finish the move or just didn’t see them there nestled up against manchuria. as you stated there were 10 days between my move and your move, but i never looked at the board again after finishing that move so i am not sure how the amount of time is relevant.
i don’t know if it’s a grudge you are still holding from round 1 of this game, or if you feel you need to sink those transports to insure your victory here (confusing since you are so far ahead). either way, if you insist, it takes any remaining fun out of the game for me and i do not wish to continue.
if you were to change your mind, i will still finish out the game. if you do not change your mind, i nevertheless wish you the best. i think you are a good guy and again, i am very sorry i upset you early in the game - i thought that was behind us. this is a short life and this is a game we are playing for fun - i see no reason to hold grudges or hatred in the heart. thank you for the game.
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Interesting game you two -over sixty rounds! It would be a pleasure to see it continue - if not, well played by both sides!
Cheers
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i would like to finish it - i mean how often does a game go 60+ rounds?
i finally had a little time to investigate further how the mistake happened, and i see that it was a simple keystroke error. i wanted one of the trn from 62 to go to 50 and the rest (9) to go to 51. in the final try at it, i thought i had grabbed all 9 trannies with a shift key but only got the one. thinking they had all moved and with that being the last thing i did, i hit post and never looked at it again until i saw OBG’s post that all transports in z62 were sunk. i really hope he reconsiders. even though i’m almost certainly toast anyway :lol: to me this would just be a terrible way for it to end, on a keystroke error. i lost a good chunk of my fleet off the coast of africa earlier in the game when an italian tank randomly happened to hit on defense (i guess i just count on the italians to miss in my head) and it gave a landing spot for a huge japanese fighter squadron to annihilate my fleet - i think it was like 6 bat and 15 trn or something crazy). that was hard enough to swallow (i really find it hard to lose due to something the ITALIANS do) but this issue is in a whole other league, in my humble opinion.
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hey obg, you still sure you don’t want to let the transports live and finish this one out?
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No thank you
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@Ol’:
No thank you
Do you believe i intended to leave the transports in z62?
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I do not care about the win/loss but i hate to see no real resolution to a game that has gone this long.
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I don’t know what to say, so I won’t say anything except that I won’t say anything :-P
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I don’t know what to say, so I won’t say anything except that I won’t say anything :-P
Haha that doesnt sound like Gamerman. Did you kidnap him?
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Maybe I’m learning a tiny bit more restraint
Maybe
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Well, that move gets my cowardly act of the year award. he takes a win on an obvious technicality, i am in shock and awe of that bold stroke.
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by the way, Yoshi’s dice are E-P-I-C. apparently rising dragon is the only one that knows how to crack the code because that was the only game where i have seen Yoshi get diced.
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by the way, Yoshi’s dice are E-P-I-C. apparently rising dragon is the only one that knows how to crack the code because that was the only game where i have seen Yoshi get diced.
Interesting
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Well, that move gets my cowardly act of the year award. he takes a win on an obvious technicality, i am in shock and awe of that bold stroke.Â
Obvious technicality
It’s best to not even play those who are this stubborn. Same stubborness as in round 1 with the German tanks. It’s not the first time and it won’t be the last, so you might as well spare yourself the next episode. Not that you have a choice.
I’ve learned to be more selective with my opponents. There are plenty of guys on this site who are good players, reasonable, courteous, smart, funny, and nice. So there’s no reason to put up with the rest.
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Well, that move gets my cowardly act of the year award.� he takes a win on an obvious technicality, i am in shock and awe of that bold stroke.�
Obvious technicality
It’s best to not even play those who are this stubborn. Same stubborness as in round 1 with the German tanks. It’s not the first time and it won’t be the last, so you might as well spare yourself the next episode. Not that you have a choice.
I’ve learned to be more selective with my opponents. There are plenty of guys on this site who are good players, reasonable, courteous, smart, funny, and nice. So there’s no reason to put up with the rest.
My thoughts exactly….which is why there are two I will avoid like the black plague