Satinpurpledefender trial by fire (A Marine's attempt, to escape from HELL!)
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First of all, thanks for the advice. I think I can adapt the American strategy a bit. There is still plenty of fight in my heart, so don’t worry about that. Good Marines don’t doe. They just go to Hell and regroup.
I’d be willing to sit in on your tournament team, and I feel I would actually do better in a situation where I am given some general orders.
I am sorry for slow responses and turns today. I had an interview this morning, and I am hoping to hear something more about it soon.
Just let me know what I need to do for the tournament game. I, like Journo, have never played Global. I’ll have to do some reading this weekend. If I understand the little that I have read so far, Global uses the Europe base rules and the Pacific special rules plus the A+3.9 errata. Is that correct?
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Take your time, there is no rush here.
If I understand the little that I have read so far, Global uses the Europe base rules and the Pacific special rules plus the A+3.9 errata. Is that correct?
Sort of… If you went out and bought, Europe, and Pacific, you could play Global (At the back of the Europe rules, is the rules for global).
The Alpha 3.9+ stuff, is changes made by larry, to the rulebook, and the setup cards, to make the game better, more balanced, and fun.
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TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round :2
Purchase Units - British
British buy 1 carrier, 1 fighter and 1 transport; Remaining resources: 1 PUs;Combat Move - British
1 bomber and 1 fighter moved from United Kingdom to Archangel
1 fighter moved from United Kingdom to ArchangelCombat - British
Battle in Archangel
British attack with 1 bomber and 2 fighters
Germans defend with 2 armour
British roll dice for 1 bomber and 2 fighters in Archangel, round 1 : 2/3 hits
Germans roll dice for 2 armour in Archangel, round 1 : 0/2 hits
2 armour owned by the Germans lost in Archangel
British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 10
Casualties for Germans: 2 armour
British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 10
Casualties for Germans: 2 armour
Recording Battle StatisticsNon Combat Move - British
2 fighters moved from Archangel to Russia
1 bomber moved from Archangel to Novosibirsk
1 destroyer and 1 submarine moved from 8 Sea Zone to 13 Sea Zone
1 cruiser moved from 8 Sea Zone to 13 Sea Zone
1 submarine moved from 45 Sea Zone to 37 Sea Zone
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 infantry moved from Western Canada to Eastern CanadaPlace Units - British
1 carrier and 1 transport placed in 6 Sea Zone
1 fighter placed in 6 Sea ZoneTurn Complete - British
British collect 24 PUs; end with 25 PUs total
Turning on Edit Mode
EDIT: British player Removing units owned by PlayerID named:British from Russia: 2 fighters
EDIT: Turning off Edit ModeTerritory Summary for British :
Eastern Canada : 1 infantry
Australia : 1 infantry
Kenya : 1 infantry
India : 1 aaGun and 3 infantry
Novosibirsk : 1 bomber
Trans-Jordan : 2 infantry
United Kingdom : 1 aaGun, 1 armour and 1 factory
New Zealand : 1 infantry
Solomon Islands : 1 flag, 2 infantry
37 Sea Zone : 1 submarine
6 Sea Zone : 1 carrier, 1 fighter and 1 transport
13 Sea Zone : 1 cruiser, 1 destroyer and 1 submarineProduction/PUs Summary :
Russians : 19 / 25
Germans : 50 / 50
British : 24 / 25
Japanese : 25 / 32
Americans : 48 / 50 -
You will have noticed two different sets of dice rolls for the same battle in Archangel in your inbox. Shortly (within seconds) of making my non-combat move with the British, I decided against my option, and I wanted to change it. I rebooted the game and replayed the battle. The second time around my fighters stayed alive, but I removed them from the board since they didn’t live through the initial skirmish. Typically this is not something I would do since it can lead to integrity violations and borders on cheating, but this is a learning game. I have no problems conceding victory to the Axis. I just wanted to see if my idea was correct, and how it would play out.
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bump
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I played the japanese turn, and it errored out, and wouldn’t let me post… I saved the file, and it’s goofed.
I could fix it… but… would you prefer we just start a new game?
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Also…
http://www.axisandallies.org/forums/index.php?topic=27334.0
You’re italy.
Germanies job is to help you get up off of the ground. He’s a noob too, I’ll use everybit of my expertise to help you, but at the end of the day its up to you.
Don’t let me down, I’m Japan! :P
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Yeah, starting over is fine with me. Lol
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TripleA Turn Summary for game: World War II v4, version: 2.7
Game History
Round :1
Purchase Units - Russians
Russians buy 8 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 armour, 1 artillery, 1 fighter and 3 infantry moved from Russia to West Russia
1 fighter moved from Karelia S.S.R. to West Russia
3 infantry moved from Caucasus to West RussiaCombat - Russians
Battle in West Russia
Russians attack with 2 armour, 1 artillery, 2 fighters and 6 infantry
Germans defend with 1 armour, 1 artillery and 3 infantry
Russians roll dice for 2 armour, 1 artillery, 2 fighters and 6 infantry in West Russia, round 1 : 3/11 hits
Germans roll dice for 1 armour, 1 artillery and 3 infantry in West Russia, round 1 : 1/5 hits
1 infantry owned by the Russians and 3 infantry owned by the Germans lost in West Russia
Russians roll dice for 2 armour, 1 artillery, 2 fighters and 5 infantry in West Russia, round 2 : 5/10 hits
Germans roll dice for 1 armour and 1 artillery in West Russia, round 2 : 0/2 hits
1 armour owned by the Germans and 1 artillery owned by the Germans lost in West Russia
Russians win, taking West Russia from Germans with 2 armour, 1 artillery, 2 fighters and 5 infantry remaining. Battle score for attacker is 15
Casualties for Germans: 1 armour, 1 artillery and 3 infantry
Casualties for Russians: 1 infantry
Russians win with 2 armour, 1 artillery, 2 fighters and 5 infantry remaining. Battle score for attacker is 15
Casualties for Germans: 1 armour, 1 artillery and 3 infantry
Casualties for Russians: 1 infantry
Recording Battle StatisticsNon Combat Move - Russians
2 fighters moved from West Russia to Russia
1 armour and 3 infantry moved from Archangel to Karelia S.S.R.
2 infantry moved from Kazakh S.S.R. to Caucasus
2 infantry moved from Novosibirsk to Sinkiang
2 infantry moved from Evenki National Okrug to Novosibirsk
2 infantry moved from Yakut S.S.R. to Buryatia S.S.R.
1 infantry moved from Soviet Far East to Buryatia S.S.R.
1 infantry moved from Soviet Far East to Buryatia S.S.R.Place Units - Russians
4 infantry placed in Caucasus
4 infantry placed in RussiaTurn Complete - Russians
Russians collect 26 PUs; end with 26 PUs totalTerritory Summary for Russians :
Novosibirsk : 2 infantry
Karelia S.S.R. : 1 armour and 6 infantry
Caucasus : 1 aaGun, 1 armour, 1 artillery, 1 factory and 6 infantry
Sinkiang : 2 infantry
West Russia : 1 flag, 2 armour, 1 artillery and 5 infantry
Buryatia S.S.R. : 6 infantry
Russia : 1 aaGun, 1 factory, 2 fighters and 4 infantry
4 Sea Zone : 1 submarineProduction/PUs Summary :
Russians : 26 / 26
Germans : 38 / 40
British : 30 / 30
Japanese : 30 / 30
Americans : 42 / 42 -
I debated taking West Russia, but I figured it best to put some space between the Nazi advance and the Motherland. I still don’t feel completely confident on my stack sizes, but I think that I am doing better than last time.
What do you define as a medium stack? Is it a stack that approaches the size of the stacks bordering it, yet not clearly larger?