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.
the game is going to end soon! I have a good feeling!
le bump
I can’t believe COW has a chance to pull this off, with no less than an Invasion of America!
This is going to be good…
you told me to take america so it was some tricky stuff and lots of rules to understand to get out of that baltic sea.
Yeah, this was the part where I thought it could backfire. I wasn’t sure if you’d see the chance if I let you out of the Baltic or if you’d take it. (thanks for goading him Garg!)
I also saw another way it could’ve backfired and I could’ve lost the ICs and eventually the fleet for nothing. So I’m kind of glad you took the chance as at least now it’ll be over one way or the other. I just wish I hadn’t missed the two extra fighters coming in due to the landing spot in the aleutians, stupid eskimos letting Japan use their bush runways . . . . As I would’ve had a lot more stuff to use in the defense of US!
Veqr, I found a small bug
I only bought one ac in this test(I need to see things to really grasp things), but it gave all my fighters in Norway the range to hit sz109.
Cow, I need OOL for sz109. I got 3 hits, I’m assuming kill a carrier completely and a fighter?
So with that roll I have to ask, what’s the ruling on if one of my fighters actually survives? Do I HAVE to put one of the cvs off of Norway? Because that would totally suck . . . here’s hoping for MAD or one wounded cv or german fighter left over!
@seththenewb:
Veqr, I found a small bug
I only bought one ac in this test(I need to see things to really grasp things), but it gave all my fighters in Norway the range to hit sz109.
the game engine is not smart enough to account for Canals,
so it thinks you can move your 2 CVs to sz112 to pick up the fighters, and then build 1 more, for a total capacity of 6 fighters.
i re-wrote the code for air-movement-validation a while ago to be much smarter and much faster, but there are still things it can not do.
if I was to code for things like canals, it could potentially cause the game to freeze whenever you made a fighter movement, due to the number of calculations involved in our route finding algorithms.
anyway, that is why you have to validate all naval-air-movement yourself when playing triplea. the engine does a decent job, but it is not perfect (plus you can trick it by moving then undoing carriers, and crap like that), so just remember: validate your own air movement, and only make legal moves
that said, as far as I can tell, you can not move more than 2 fighters to sz109 because your carriers can not move past the canal to pick them up
which means your move is illegal…
Take another look, my move is legal as I bought 2 carriers on the actual map I’m using. I’ll take the marti dice and forum posts off and move units around where I think they might be so I can better plan. Like I said, visual person … … anywho that’s when I noticed I could bring more fighters in that fight.
Sigh, you didn’t even download the real map . . . . and there you go saying my move’s illegal. :cry:
kill one carrier tilt the other.
ugh… hey usa what did you buy to defend your capital?
ah I c, the naval defense for east usa… that is interesting.
oh forgot the rest of my ool
for now carrier dead tilt carrier.
next round of combat kill fighter then carrier then fighter
Yeah, I can’t afford for you to take either CUS or EUS. And if I get real lucky I’ll have some fighters to land on Hawaii when this is done. Right … . that’ll happen :-P
Dang, I needed one more kill!
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Purchase Units - Americans
Americans buy 1 airfield, 2 carriers, 2 fighters and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Americans
Giving bonus movement to units
4 fighters moved from Norway to 109 Sea Zone
1 fighter moved from Norway to Novgorod
1 carrier moved from 113 Sea Zone to 115 Sea Zone
1 mech_infantry moved from Finland to Novgorod
1 infantry moved from Finland to Karelia
2 armour moved from Norway to Karelia
3 infantry moved from Norway to Finland
1 submarine moved from 97 Sea Zone to 99 Sea Zone
1 submarine moved from 97 Sea Zone to 93 Sea Zone
1 submarine moved from 97 Sea Zone to 94 Sea Zone
Combat - Americans
Americans creates battle in territory 97 Sea Zone
Italians scrambles 3 units out of Southern Italy to defend against the attack in 97 Sea Zone
Battle in 97 Sea Zone
Americans attack with 2 submarines
Germans defend with 3 fighters; Italians defend with 1 destroyer
Italians win with 3 fighters remaining. Battle score for attacker is -4
Casualties for Italians: 1 destroyer
Casualties for Americans: 2 submarines
Battle in 109 Sea Zone
Americans attack with 4 fighters
Germans defend with 2 carriers and 2 fighters
Units damaged: 1 carrier owned by the Germans
Germans win with 1 carrier and 1 fighter remaining. Battle score for attacker is -14
Casualties for Germans: 1 carrier and 1 fighter
Casualties for Americans: 4 fighters
Recording Battle Statistics
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy
1 fighter owned by the Germans forced to land in United Kingdom
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
Neutral_True is now being played by: Human
Italians are now being played by: Human
Americans are now being played by: Human
Non Combat Move - Americans
1 destroyer moved from 126 Sea Zone to 127 Sea Zone
3 fighters moved from Hawaiian Islands to Central United States
1 bomber moved from Hawaiian Islands to Western United States
Place Units - Americans
2 carriers and 1 submarine placed in 101 Sea Zone
2 fighters placed in Eastern United States
1 airfield placed in Central United States
Turn Complete - Americans
Americans collect 56 PUs (1 lost to blockades); end with 56 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
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: 1 PUs;
Combat Move - Chinese
Giving bonus movement to units
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Shensi
Turn Complete - Chinese
Chinese collect 4 PUs; end with 5 PUs total
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :13
Combat Move - British
Giving bonus movement to units
2 artilleries and 7 infantry moved from Tsinghai to Sikang
Combat - British
Battle in Sikang
British attack with 2 artilleries and 7 infantry
Japanese defend with 2 mech_infantrys
British win, taking Sikang from Japanese with 2 artilleries and 6 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 2 mech_infantrys
Casualties for British: 1 infantry
British win with 2 artilleries and 6 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 2 mech_infantrys
Casualties for British: 1 infantry
Recording Battle Statistics
Non Combat Move - British
1 aaGun moved from Tsinghai to Sikang
1 transport moved from 98 Sea Zone to 96 Sea Zone
1 aaGun moved from Malta to 96 Sea Zone
1 aaGun and 1 transport moved from 96 Sea Zone to 81 Sea Zone
1 battleship moved from 98 Sea Zone to 81 Sea Zone
1 aaGun moved from 81 Sea Zone to Trans-Jordan
1 artillery and 1 infantry moved from Egypt to Trans-Jordan
1 infantry moved from Morocco to Algeria
1 fighter and 1 tactical_bomber moved from Norway to Russia
1 armour moved from Norway to Karelia
1 infantry moved from Norway to Finland
2 aaGuns and 11 infantry moved from Persia to Iraq
2 infantry moved from Kansu to Tsinghai
Turn Complete - British