Just a year ago! Thanks for pointing out, I did miss that link to an important place.
It’s like a rip in the cloth of space and time!
Well, that was fun.
FFFF YOU BRAIN!
for the record, if you were to allow me to make the changes, i would (during japan turn) attack sz 25 with only 1 sub and 2 fighters (using forum dice)
then move the rest of my fleet from sz8 to sz6
lets do this, then you can redo the USA turn
(and take alluetian islands, etc)
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 2 fighters, 2 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
Giving bonus movement to units
1 submarine moved from 91 Sea Zone to 110 Sea Zone
1 submarine moved from 92 Sea Zone to 97 Sea Zone
2 fighters moved from Normandy Bordeaux to Western Germany
2 mech_infantrys moved from Morocco to 91 Sea Zone
2 infantry moved from Morocco to 91 Sea Zone
2 infantry, 2 mech_infantrys and 2 transports moved from 91 Sea Zone to 104 Sea Zone
2 infantry moved from Morocco to 91 Sea Zone
2 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone
2 infantry moved from 112 Sea Zone to Western Germany
2 infantry, 2 mech_infantrys and 2 transports moved from 104 Sea Zone to 112 Sea Zone
2 fighters moved from Normandy Bordeaux to Western Germany
2 infantry and 2 mech_infantrys moved from 112 Sea Zone to Norway
Americans take Norway from Germans
1 artillery and 1 infantry moved from Normandy Bordeaux to 105 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 105 Sea Zone to 112 Sea Zone
1 artillery and 1 infantry moved from 112 Sea Zone to Western Germany
1 infantry moved from Normandy Bordeaux to 105 Sea Zone
1 infantry and 1 transport moved from 105 Sea Zone to 112 Sea Zone
1 infantry moved from 112 Sea Zone to Denmark
Americans take Denmark from Germans
2 armour, 1 infantry and 1 mech_infantry moved from Normandy Bordeaux to 105 Sea Zone
2 armour, 1 infantry, 1 mech_infantry and 3 transports moved from 105 Sea Zone to 112 Sea Zone
2 armour and 1 mech_infantry moved from 112 Sea Zone to Norway
1 bomber moved from Normandy Bordeaux to Northern Italy
2 fighters moved from Western United States to 25 Sea Zone
3 destroyers and 2 submarines moved from 10 Sea Zone to 25 Sea Zone
2 bombers moved from Queensland to 25 Sea Zone
1 fighter and 1 tactical_bomber moved from 54 Sea Zone to 55 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
1 fighter moved from 54 Sea Zone to 55 Sea Zone
Combat - Americans
Strategic bombing raid in Northern Italy
Bombing raid in Northern Italy causes: 6 damage to unit: factory_major
Bombing raid in Northern Italy causes 6 damage total.
Battle in Western Germany
Americans attack with 1 artillery, 4 fighters and 3 infantry
Germans defend with 1 airfield, 1 factory_major, 1 harbour and 3 infantry; Italians defend with 1 aaGun
Americans converts factory_major into different units
Americans win, taking Western Germany from Germans with 1 artillery and 3 fighters remaining. Battle score for attacker is -5
Casualties for Germans: 3 infantry
Casualties for Italians: 1 aaGun
Casualties for Americans: 1 fighter and 3 infantry
Americans win with 1 artillery and 3 fighters remaining. Battle score for attacker is -5
Casualties for Germans: 3 infantry
Casualties for Italians: 1 aaGun
Casualties for Americans: 1 fighter and 3 infantry
Battle in 110 Sea Zone
Americans attack with 1 submarine
Germans defend with 1 transport
Americans win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
Americans win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
Battle in 55 Sea Zone
Americans attack with 1 destroyer, 2 fighters and 1 tactical_bomber
Japanese defend with 1 destroyer
Americans win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 destroyer
Americans win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 destroyer
Battle in 25 Sea Zone
Americans attack with 2 bombers, 3 destroyers, 2 fighters and 2 submarines
Japanese defend with 1 carrier, 5 destroyers, 2 fighters, 1 submarine and 1 transport
Units damaged: 1 carrier owned by the Japanese
retreated to 25 Sea Zone
Japanese win with 1 carrier, 4 destroyers, 2 fighters and 1 transport remaining. Battle score for attacker is -22
Casualties for Japanese: 1 destroyer and 1 submarine
Casualties for Americans: 3 destroyers and 2 submarines
Recording Battle Statistics
2 fighters owned by the Japanese forced to land in Midway
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
French is now being played by: Human
British are now being played by: Human
Chinese are now being played by: Human
Dutch is now being played by: Human
Neutral_Axis are now being played by: Human
Neutral_Allies are now being played by: Human
ANZAC is now being played by: Human
Russians are now being played by: Human
Mongolians are now being played by: Human
UK_Pacific is now being played by: Human
Italians are now being played by: Human
Neutral_True is now being played by: Human
Americans are now being played by: Human
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Americans player Removing units owned by PlayerID named:Americans from 10 Sea Zone: 1 transport
EDIT: Americans player Adding units owned by PlayerID named:Americans to 8 Sea Zone: 1 transport
EDIT: Americans player Removing units owned by PlayerID named:Americans from Western United States: 1 infantry
EDIT: Americans player Adding units owned by PlayerID named:Americans to Aleutian Islands: 1 infantry
EDIT: Americans player Changing ownership of Aleutian Islands from Japanese to Americans
EDIT: Turning off Edit Mode
2 bombers and 2 fighters moved from 25 Sea Zone to 26 Sea Zone
2 bombers moved from 26 Sea Zone to Hawaiian Islands
1 carrier moved from 54 Sea Zone to 26 Sea Zone
3 fighters moved from Western Germany to 112 Sea Zone
1 fighter moved from 105 Sea Zone to 112 Sea Zone
1 carrier moved from 105 Sea Zone to 112 Sea Zone
3 destroyers moved from 105 Sea Zone to 112 Sea Zone
1 carrier moved from 91 Sea Zone to 112 Sea Zone
1 destroyer moved from 92 Sea Zone to 89 Sea Zone
1 submarine moved from 91 Sea Zone to 93 Sea Zone
1 bomber moved from Northern Italy to Gibraltar
1 fighter moved from 105 Sea Zone to Gibraltar
2 fighters and 1 tactical_bomber moved from 55 Sea Zone to South Australia
1 artillery moved from Queensland to South Australia
1 battleship, 3 cruisers, 2 destroyers and 1 submarine moved from 54 Sea Zone to 26 Sea Zone
1 carrier and 1 fighter moved from 54 Sea Zone to 62 Sea Zone
1 destroyer moved from 54 Sea Zone to 26 Sea Zone
1 destroyer moved from 54 Sea Zone to 62 Sea Zone
1 destroyer moved from 105 Sea Zone to 88 Sea Zone
1 fighter moved from 91 Sea Zone to Gibraltar
1 fighter moved from 91 Sea Zone to Eastern United States
Place Units - Americans
2 submarines placed in 101 Sea Zone
1 carrier, 1 destroyer, 1 submarine and 2 transports placed in 10 Sea Zone
2 fighters and 2 infantry placed in Western United States
Turn Complete - Americans
Americans collect 64 PUs; end with 64 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 74 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 84 PUs
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
Giving bonus movement to units
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Kansu
Turn Complete - Chinese
Chinese collect 2 PUs; end with 2 PUs total
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Combat Move - British
Giving bonus movement to units
1 artillery moved from Egypt to 81 Sea Zone
1 artillery and 1 transport moved from 81 Sea Zone to 96 Sea Zone
1 infantry moved from Malta to 96 Sea Zone
1 artillery and 1 infantry moved from 96 Sea Zone to Tobruk
1 armour and 1 mech_infantry moved from Egypt to Tobruk
1 infantry moved from Alexandria to Tobruk
1 battleship and 1 cruiser moved from 81 Sea Zone to 96 Sea Zone
Combat - British
Battle in Tobruk
British attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
Italians defend with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
Italians win with 1 armour, 1 artillery and 1 mech_infantry remaining. Battle score for attacker is -14
Casualties for British: 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
Casualties for Italians: 2 infantry
Recording Battle Statistics
Non Combat Move - British
3 infantry moved from Egypt to Alexandria
1 fighter and 1 tactical_bomber moved from Persia to Russia
3 aaGuns, 3 artilleries, 2 fighters and 25 infantry moved from West India to Eastern Persia
1 fighter moved from Eastern Persia to Samara
1 fighter moved from Eastern Persia to Northwest Persia
1 armour moved from Morocco to 91 Sea Zone
1 infantry moved from Gibraltar to 91 Sea Zone
1 armour, 1 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone
1 armour and 1 infantry moved from 112 Sea Zone to Norway
1 artillery and 2 infantry moved from Morocco to Algeria
Turn Complete - British
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Turn Complete - UK_Pacific
for sub and 2x fighter:
Rolls: 1@2 2@3; Total Hits: 21@2: (4)2@3: (3, 3)
for destroyer:
Rolls: 1@2; Total Hits: 01@2: (4)
If you wanna go through route, here is the end of the japanese turn
What’s this?
Ok, so just completely redo US? What about the Europe side of the equation? Tobruk? Is Cow cool with a carte blanche and we pretend Japan never took Wake and everything after Japan was just a weird dream?
@seththenewb:
Ok, so just completely redo US? What about the Europe side of the equation? Tobruk? Is Cow cool with a carte blanche and we pretend Japan never took Wake and everything after Japan was just a weird dream?
I assume your moves in Europe would stay the same, correct? Or only minor changes?
Just use edit mode to redo battles in Europe, if the battles would be the same. I wouldn’t want you to lose a bomber instead of doing your 6 damage. Or not take Western Germany.
For the Pacific side, if the battle in the sz by australia is the same, just redo it with edit mode. Other than that you have carte blanche to redo your turn.
I would rather win against you fair and square, then either you lose because you forgot a fighter, or i lose because i forgot you had a fighter to forget.
to redo the strategic bombing raid against italy, just create a bunch of bombers, then bomb italy, then delete the bombers, then give italy enough PUs to be the difference between the original damage and the new total of damage
(ie: create 10 bombers, bomb italy. you do 8 (the max) damage to italy. Because you really did 6 damage the first time, give Italy 2 PUs so he can repair it to 6)
wow japan sucked out on midway. I was going to get a good laugh when veqryn got sunk, but now I got a good laugh at seth instead.
wait so what happened? he rolled 1 hit only on the first round of attack with the sub? the rest of his stuff missed? Even if he had the fighter in the mix, it would be a maybe hit only… would seth continue? It would be 5 units vs 6 right? we could roll that out here.
I really confused as to what happened here.
luck is part of the game. Plus it is really weird to edit combat outside of bugs and rule debates. We can add on a fighter roll, that would be okay with me, like obviously important battle you want to maximize your odds on and the fighter wasn’t going to do anything else anyway so ok that makes sense. What if the battle turned out good without the fighter, would you want to reroll the dice to add the fighter? Of course not! So it has to be taken as it is, just add the extra die roll.
I also dont mind forgetting a battle and rolling it out on the forum if it is just a destroyer or w/e
what happened:
(this all happens in the space of 10 minutes, from me doing my whole turn to the whole usa turn, as were both online at same time)
1. I finish the Japanese turn, post it. I did not realize those 2 fighters in Western USA could make it to the battle in sz25. I keep forgetting about air bases. If I had saw that, I would never have made the sz25 move.
2. I realized my mistake right after I did my turn, and I sent you that PM crying and hoping that Seth would not realize he had good odds on the battle (70-80% odds)
3. Seth is not dumb, he saw it right away. He is probably too excited to crush me, and also sleepy. He does the attack, but forgets to bring the lone fighter in Hawaii.
4. Seth starts the battle, and his submarines roll getting 1 hit. He then asks me for OOL. I see the savegame, and give a small shout of joy, which attracts mild embarrassment because I am at work.
5. I tell Seth to damage my carrier.
6. Seth is about to roll again when he sees that he forgot the fighter. He asks if he can bring the fighter to the battle. Before I respond, I decides to roll the battle in the forum. The in-forum dice give him 3 more hits (so 4 total) and give me 2 hits (total).
7. I tell Seth that I would rather, because we each made a mistake, that we rewind the clock and either continue the battle without his fighter, or we rewind even further and not move my fleet to sz25 (instead move it to sz6). I would have greatly preferred he let me rewind the fleet to sz6 then continue.
8. Seth continues the battle in triplea without the fighter. He gets 2? more hits, while I get 5? hits (not sure if correct), and he is forced to retreat with huge losses. I now feel like a complete asshole.
9. I propose that we rewind and never do the battle, let my units go to sz6. Seth does not get the message til he is done his UK turn.
10. I would still like to rewind even though I saw his UK turn. With the savegame as it stands right now, allies are finished. I would rather go from the savegame I posted at the top, and have USA redo his turn in a situation where my fleet is at sz6 instead of sz25. Other than that, the europe side (the battles in europe) can stay the same (use edit mode to fix), as I talked about above.
I think this is the ‘most fun’ way to continue.
I can’t let Seth beat himself up over missing a fighter.
And I can’t continue beating myself up over being an asshole about it and not letting him bring it to the battle.
that is the story
This is why I hate editing combat, stuff just gets weird.
LOL what a mess…
In all honestly. If you`re going to -rewind- I would just rewind everything to a certain point, and start again from there.
If that means redoing all of USAs, China
s, and UKs turns, then so be it. That
s my advice for you guys.
Ugh, it is not my fault I got a break on the europe half with dug in defenders. I vote no rewind.
I see Seth’s in forum dice rolls, but not yours veqryn (aside from the sub 2 fighter vs dd for some reason).
Whatever seth rolled first be it in forum or by triple a is what he should take. If he rolled triple a first then he adds the fighter roll in forum. If his forum rolls were first then he should take that.
I don’t know what timezone the marty servers / hotmail is in and as well as this forum and I don’t care because I am not japan or usa.
If you guys want to pretend this whole thing never happened instead, the naval is in japan waters and the 2 infantry is still in aleutan islands.
I don’t care, I finally get a break in europe and you are not taking that away from moo!