XDAP-01 DbD (AXIS) vs. BiA

  • Liaison TripleA '11 '10

    lol…

    Whatever you do, don’t ask Kyle (Canuck12) about the Sea Zone of ‘error’.

    :)

    I’ll review the map today, and we’ll see if Rule #7 is in order.

  • Customizer

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :4

    Purchase Units - Italians
                Italians buy 1 airfield, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                Giving bonus movement to units
                1 infantry moved from Northern Italy to 97 Sea Zone
                1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
                1 infantry moved from 92 Sea Zone to Morocco
                      Italians take Morocco from French
                1 bomber moved from Libya to Egypt

    Combat - Italians
                Strategic bombing raid in Egypt
                        AA guns fire in Egypt :  0/1 hits
                Bombing raid in Egypt causes: 1 damage to unit: factory_minor
                    Bombing raid in Egypt causes 1 damage total.
                Recording Battle Statistics

    Non Combat Move - Italians
                1 bomber moved from Egypt to Alexandria
                1 artillery moved from Tobruk to Alexandria
                4 infantry moved from Northern Italy to 97 Sea Zone
                4 infantry and 2 transports moved from 97 Sea Zone to 98 Sea Zone
                4 infantry moved from 98 Sea Zone to Alexandria
                1 fighter moved from Libya to Alexandria
                1 submarine moved from 97 Sea Zone to 98 Sea Zone
                1 artillery and 2 infantry moved from Slovakia Hungary to Eastern Poland

    Place Units - Italians
                1 airfield placed in Alexandria
                1 infantry and 1 mech_infantry placed in Northern Italy

    Turn Complete - Italians
                Italians collect 15 PUs; end with 15 PUs total
                Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 20 PUs
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 25 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 30 PUs

    Territory Summary for Italians :

    Alexandria : 1 flag, 1 airfield, 1 artillery, 1 bomber, 1 fighter and 5 infantry
        Morocco : 1 flag, 1 infantry
        Algeria : 1 flag,    Tunisia : 1 flag,    Northern Italy : 2 aaGuns, 1 factory_major, 1 infantry and 1 mech_infantry
        Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor and 1 harbour
        Eastern Poland : 1 artillery and 2 infantry
        Greece : 1 flag, 2 armour and 2 infantry
        92 Sea Zone : 1 transport

  • Customizer

    Could the SBR problem be that one of us is running v2.6? I notice that even though I’m using 2.8 all my turn posts are coming up 2.6 here on the forums. Once again we’ve done a bombing raid and only done 1 dmg but I know when I play a local game of global it adds the +2

    Anyway, have at it France!


  • I will be away on business until wed, sorry


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :4

    Purchase Units - ANZAC
                ANZAC buy 1 fighter and 2 infantry; Remaining resources: 4 PUs;

    Combat Move - ANZAC
                Giving bonus movement to units
                3 fighters moved from Java to 37 Sea Zone

    Combat - ANZAC
                Battle in 37 Sea Zone
                    ANZAC attack with 3 fighters
                    Japanese defend with 1 battleship, 1 cruiser and 2 transports
                        ANZAC roll dice for 3 fighters in 37 Sea Zone, round 1 :  2/3 hits
                    Units damaged: 1 battleship owned by the Japanese
                        Japanese roll dice for 1 battleship, 1 cruiser and 2 transports in 37 Sea Zone, round 1 :  0/2 hits
                        1 cruiser owned by the Japanese lost in 37 Sea Zone
                        ANZAC roll dice for 3 fighters in 37 Sea Zone, round 2 :  3/3 hits
                        Japanese roll dice for 1 battleship and 2 transports in 37 Sea Zone, round 2 :  1/1 hits
                        2 transports owned by the Japanese , 1 battleship owned by the Japanese and 1 fighter owned by the ANZAC lost in 37 Sea Zone
                    ANZAC win with 2 fighters remaining. Battle score for attacker is 36
                    Casualties for Japanese: 1 battleship, 1 cruiser and 2 transports
                    Casualties for ANZAC: 1 fighter
                    ANZAC win with 2 fighters remaining. Battle score for attacker is 36
                    Casualties for Japanese: 1 battleship, 1 cruiser and 2 transports
                    Casualties for ANZAC: 1 fighter
                Recording Battle Statistics

    Non Combat Move - ANZAC
                2 fighters moved from 37 Sea Zone to Java
                1 fighter moved from New South Wales to Queensland

    Place Units - ANZAC
                1 fighter and 2 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 10 PUs (4 lost to blockades); end with 14 PUs total

    Territory Summary for ANZAC :

    Queensland : 1 airfield, 1 fighter and 1 harbour
        New Zealand : 1 airfield, 1 harbour and 1 infantry
        New South Wales : 1 aaGun, 1 artillery, 1 factory_minor, 1 fighter, 1 harbour and 6 infantry
        Java : 1 flag, 1 aaGun, 2 fighters and 3 infantry
        Egypt : 2 infantry

    Production/PUs Summary :

    Germans : 49 / 63
        Russians : 36 / 47
        Japanese : 56 / 60
        Americans : 52 / 72
        Chinese : 0 / 2
        British : 29 / 29
        UK_Pacific : 6 / 6
        Italians : 15 / 30
        ANZAC : 14 / 14
        French : 4 / 0
        Dutch : 4 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :4

    Combat Move - French
                Giving bonus movement to units

    Non Combat Move - French
                1 fighter moved from United Kingdom to Scotland
                2 infantry moved from United Kingdom to Scotland

    Turn Complete - French

    Territory Summary for French :

    Egypt : 1 infantry
        Scotland : 1 fighter and 2 infantry

    Production/PUs Summary :

    Germans : 49 / 63
        Russians : 36 / 47
        Japanese : 56 / 60
        Americans : 52 / 72
        Chinese : 0 / 2
        British : 29 / 29
        UK_Pacific : 6 / 6
        Italians : 15 / 30
        ANZAC : 14 / 14
        French : 4 / 0
        Dutch : 4 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

    Summary Text: Connection timed out: connect

  • '20 '18 '16 '13 '12

    Ouch:

    ANZAC roll dice for 3 fighters in 37 Sea Zone, round 1 :  2/3 hits
                    Units damaged: 1 battleship owned by the Japanese
                        Japanese roll dice for 1 battleship, 1 cruiser and 2 transports in 37 Sea Zone, round 1 :  0/2 hits
                        1 cruiser owned by the Japanese lost in 37 Sea Zone
                        ANZAC roll dice for 3 fighters in 37 Sea Zone, round 2 :  3/3 hits
                        Japanese roll dice for 1 battleship and 2 transports in 37 Sea Zone, round 2 :  1/1 hits
                        2 transports owned by the Japanese , 1 battleship owned by the Japanese and 1 fighter owned by the ANZAC lost in 37 Sea Zone
                    ANZAC win with 2 fighters remaining. Battle score for attacker is 36


  • Ya, Ouch.

    Odds of me winning were 52%.

    Odds of losing only one plane? Again very low.

    It seems my luck with minor powers is REALLY high. Maybe this will get thing’s turned around in the Pacific for me my team…


  • i was worried about that……

    the dice gods…god damn them.

  • '20 '18 '16 '13 '12

    !Battle score for attacker is 36."

    That’s more than Italy has made in a single turn all game!

  • '20 '18 '16 '13 '12

    Let’s just hope it evens out a bit.

    need a SCAMBLE ORDER from the Brits.

    You gonna sortie those planes anytime this game there Winston?

  • Liaison TripleA '11 '10

    LOL WHAT ARE YOU DOING!?!?!?!

    Trans Jordan would block the allies ability to enter the Med!

    NOOOO!

  • Liaison TripleA '11 '10

    I guess you’ll be committing planes to “alexandia’s” airbase… but still…

  • Liaison TripleA '11 '10

    LAW SEVEN

    At the CONCLUSION of this German Turn:

    • Place 1 Italian Armor unit in Kwangtung.

    And

    • Place 1 French Submarine in Sz120.

    This is going to make for some Great LOL’s…

  • Liaison TripleA '11 '10

    Actually…

    I present BROTHERS IN ARMS with the choice.

    SUB or DESTROYER.  It’s up to them.  For good sportsmanship. :)

    As for the other curse-ed lot… well. NO CHOICE for you. :)

  • Liaison TripleA '11 '10

    psst - take the sub! :D You’ll have more fun.

  • '20 '18 '16 '13 '12

    I am unfamiliar with this “Law Seven”

    Why are Italian units going to china and french units going on the board?


  • Law seven is supposed to compensate for bad luck, and help make the games more fun.

    No scramble, I’ll keep my planes alive and unused instead of used and dead for now. (perhaps I’ll use them later, who knows?)

    I think we’ll chose the submarine. I’ll just pretend it’s the Quebecois war effort kicking in. (Not sure how to justify the Italians in China though…)

  • '20 '18 '16 '13 '12

    @AmorphousCube:

    Law seven is supposed to compensate for bad luck, and help make the games more fun.

    No scramble, I’ll keep my planes alive and unused instead of used and dead for now. (perhaps I’ll use them later, who knows?)

    I think we’ll chose the submarine. I’ll just pretend it’s the Quebecois war effort kicking in. (Not sure how to justify the Italians in China though…)

    Yeah… is there any opposition to us just playing out the game as-is? I am not upset about the way dice have been. In fact it is really bad or good dice that MAKES the game fun and interesting. If dice are crazy sometimes (as they have been) I think it actually REMOVES the incentive to alter the game to make it more fun.

    Thoughts everyone?

  • Liaison TripleA '11 '10

    Kyle are you REVOLTING against me? :)

    • This is my tournament!  :-o
    • You agreed to the rules!  :evil:
      and rule #7 is valid and posted!  :lol:

    :D

    Ok…

    That said, I digress, it’s my hope your all here having fun.

    If all of you are in agreement, who am I to interfere with consensus? and good gaming? you may proceed with no alterations.

    But I expect the holiest of holies, may want to holy on to his vision of an Italo-Pacific campaign.

    Rule #7 only exists to mitigate total dice rape, and present players with unique - character building and thought testing experiences.

    I’ll leave it with all of you. :)  Great game by the way guys…

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