That’s what I hoped wouldn’t happen !
Nice moves, now I’m bracing for the battleships!
XPAD-01 Bunnies P Wrath + Vold (Axis) vs JeffM + RGP44 (Allies)
-
It flagged my last post as spam for linking to a posting from this very site! Anyway, if you search “scramble” on the site you’ll see a discussion about the Novgorod sea zone that covers this topic. Planes can scramble against an amphibious invasion even if there are no ships in the sz, if it did not offer you the scramble option then this is a glitch we should report to whoever is editing the game
-
Here’s the relevant excerpt from the rules:
They can also be scrambled to resist
amphibious assaults from adjacent sea
zones, whether or not the territory being
assaulted is the territory containing the air
base. They may defend against the enemy
ships conducting the amphibious assault
even if friendly ships are not present.I can see how it could be interpreted this way, but I need to wrap my head around how an airbase in Morocco can scramble on a landing in Gib on a sea zone that is already controlled by Axis. I can see it happening for a neighboring territory, one across the water doesn’t make much sense to me, especially when I had control of the zone.
In that same vein, I should have been entitled to a scramble in sz112 had I had a plane in W.Ger capable of doing so (I may have, I don’t have my map atm), yes?
But, rules are rules regardless of if they are coded into TripleA or if I agree with the interpretation :)
In any event, I would like for Garg to weigh in with a verdict before rolling it back. Not to be petty or because it will make any big difference in the outcome, but so we have a definitive rule clarification going forward for this and future games in the tourney - and it’ll get some more visibility to get it coded into the next TripleA/map version.
We’re all learning here :)
V
-
On the US to Norway move you only had 2 HBs in WG, there were no fighters or tac bombers to scramble, go ahead and run it by Garg but i’ve seen him state this rule on the boards as well so i know he is going to confirm the scramble order.
-
i ran through the turn and TripleA does not query for scramble orders in this instance, bug that needs to be fixed
-
now that I can see my map you are right on W.Ger - I suspected as much because I had staged my fighters out of Paris. However, now I know for next time.
How can a scramble be initiated in TripleA? It’s not letting me add land units (apparently it classifies fighters as land units) to water.
-
Not sure how to do that, but if you see the dice i just rolled we can use that and just run the combat “manually” and then edit the results. You just roll your 3 dice in order DD, Ftg, Ftg; i’ll take casualties, then i’ll roll my three dice all fighters so no order necessary and you’ll take your casualties and so on. You just need to be in some version of our game, doesn’t need to be the current one and use the “roll dice” option under the “game” menu. Remember you are attacking so the carrier doesn’t get a roll and your fighters are at 3 and ours are at 4. If you would rather withdraw the attack because you didn’t know about the scramble feel free to re-do the Italian turn since there was no other combat.
rgp44
-
Sounds like a plan. I’m going to do the same move with one adjustment in light of the rule clarification, not your scramble - I’ll bring the bomber along instead of sending it to 112.
Rolls will be in order of 1b(4), 2f(3), 1d(2) (sub and cv are not combatants in the fight).
I’ll let you roll for the scrambled planes
V
-
1,6,3,2 - 3 hits.
-
wow, back up if you’re bringing the bomber we don’t want to scramble because then its 12-12 and you have 6 hits and we have 3.
-
whoa that should read, if you’re doing that you need to run the turn without the scramble.
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Purchase Units - Italians
Italians buy 1 infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - Italians
Giving bonus movement to units
2 artilleries and 2 infantry moved from Southern Italy to 95 Sea Zone
1 fighter moved from Southern Italy to 92 Sea Zone
2 artilleries, 1 carrier, 1 fighter, 2 infantry, 1 submarine and 2 transports moved from 95 Sea Zone to 92 Sea Zone
2 artilleries and 2 infantry moved from 92 Sea Zone to Gibraltar
Italians take Gibraltar from BritishCombat - Italians
Recording Battle StatisticsNon Combat Move - Italians
Place Units - Italians
1 infantry placed in Southern Italy
2 submarines placed in 95 Sea ZoneTurn Complete - Italians
Italians collect 9 PUs; end with 9 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 14 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUsTerritory Summary for Italians :
Gibraltar : 1 flag, 2 artilleries, 1 harbour and 2 infantry
Tobruk : 1 artillery
Northern Italy : 2 aaGuns, 1 factory_major and 1 infantry
Southern Italy : 2 aaGuns, 1 airfield, 1 bomber, 1 factory_minor, 1 harbour and 1 infantry
95 Sea Zone : 2 submarines
92 Sea Zone : 1 carrier, 1 destroyer, 2 fighters, 1 submarine and 2 transportsProduction/PUs Summary :
Germans : 43 / 51
Russians : 31 / 34
Japanese : 43 / 46
Americans : 62 / 80
Chinese : 5 / 4
British : 33 / 57
UK_Pacific : 17 / 14
Italians : 9 / 19
ANZAC : 17 / 23
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
OK, I should have ran that change past you. done again without the scramble and sz112 combat
-
RGP/ Vold,
I agree with RGP that if the bomber is brought into the mix that the odds are heavily against scrambling.
The problem, is that when Vold did his initial attack, he did not know that the fighters could scramble from Morocco, and did not bring the bomber (no reason to). In that situation, it would have been advantageous for us to send the fighters into the sea zone.
Now that we have the rule clarification, and Vold knows that the fighters can scramble, it makes sense for him to bring the bomber. In this situation, it does not make sense for us to scramble.
Given that Vold has the option of bringing the bomber, lets just stick with the results from Italy’s initial turn (Vold invades Gibraltar, no scramble). Is that good with everyone?
Jeff
-
The difference is that the attacker must make all moves first and scramble decision comes after, it forces the attacker to deploy forces against a possible scramble even if there isn’t one thereby preventing them from attacking elsewhere on the same turn. In the original move the bomber was used to sink the US transports off Norway, so it is incorrect for the bomber to be able to deter our scramble and sink the transports. Haven’t looked yet but i believe this was not done in the revised turn which would be correct
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 factory_minor and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
Giving bonus movement to units
1 infantry moved from Queensland to 54 Sea Zone
1 infantry and 1 transport moved from 54 Sea Zone to 37 Sea Zone
1 infantry moved from 37 Sea Zone to Malaya
UK_Pacific take Malaya from Japanese
1 destroyer moved from 54 Sea Zone to 42 Sea Zone
2 fighters moved from 54 Sea Zone to 42 Sea Zone
1 fighter moved from Queensland to 42 Sea ZoneCombat - ANZAC
Battle in 42 Sea Zone
ANZAC attack with 1 destroyer and 3 fighters
Japanese defend with 1 submarine
Japanese roll dice for 1 submarine in 42 Sea Zone, round 1 : 0/1 hits
ANZAC roll dice for 1 destroyer and 3 fighters in 42 Sea Zone, round 1 : 3/4 hits
1 submarine owned by the Japanese lost in 42 Sea Zone
ANZAC win, taking 42 Sea Zone from Japanese with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
ANZAC win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Recording Battle StatisticsNon Combat Move - ANZAC
1 carrier and 1 fighter moved from 62 Sea Zone to 54 Sea Zone
1 transport moved from 62 Sea Zone to 54 Sea Zone
3 fighters moved from 42 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 factory_minor placed in Queensland
1 transport placed in 62 Sea Zone
1 artillery placed in New South WalesTurn Complete - ANZAC
ANZAC collect 17 PUs; end with 17 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 27 PUsTerritory Summary for ANZAC :
Malaya : 1 infantry
Queensland : 1 aaGun, 1 airfield, 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 aaGun, 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
New Guinea : 1 infantry
Celebes : 1 flag, 1 infantry
Java : 1 flag, 1 artillery
Dutch New Guinea : 1 flag, -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :8
Combat Move - French
Giving bonus movement to unitsNon Combat Move - French
Turn Complete - French
Territory Summary for French :
United Kingdom : 2 infantry
81 Sea Zone : 1 destroyer
91 Sea Zone : 1 cruiser, 1 destroyer and 1 fighterProduction/PUs Summary :
Germans : 43 / 51
Russians : 31 / 34
Japanese : 40 / 46
Americans : 62 / 80
Chinese : 5 / 4
British : 33 / 57
UK_Pacific : 20 / 14
Italians : 9 / 19
ANZAC : 17 / 27
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
that is correct, the bomber did not take sz112 as it did in the original iteration.
-
here’s Ger’s turn, I hit ‘done’ instead of ‘post’
-
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :9
Politics - Russians
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
UK_Pacific is now being played by: Human
Mongolians are 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: HumanPurchase Units - Russians
Russians buy 1 armour, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Russians
Giving bonus movement to units
1 infantry moved from Karelia to Finland
Russians take Finland from Germans
1 infantry moved from Baltic States to Poland
1 infantry moved from Eastern Poland to Poland
1 tactical_bomber moved from Novgorod to Poland
1 fighter moved from Novgorod to Poland
1 armour moved from Eastern Poland to Yugoslavia
Russians take Romania from Germans
Russians take Yugoslavia from Germans
1 armour moved from Eastern Poland to Bulgaria
Russians take Bulgaria from Germans
1 infantry moved from Eastern Poland to Romania
1 mech_infantry moved from Trans-Jordan to Egypt
2 infantry moved from Volgograd to Kazakhstan
1 armour moved from Volgograd to Novosibirsk
1 mech_infantry moved from Volgograd to Novosibirsk
1 tactical_bomber moved from Russia to Novosibirsk
2 fighters moved from Russia to Kazakhstan
1 infantry moved from Buryatia to Sakha
Russians take Sakha from Japanese
7 infantry moved from Buryatia to Ulaanbaatar
1 mech_infantry moved from Novgorod to Eastern Poland
1 artillery moved from Belarus to Eastern Poland
9 infantry moved from Belarus to Eastern Poland
1 mech_infantry moved from Belarus to Eastern Poland
4 infantry moved from Western Ukraine to Eastern Poland
2 artilleries moved from Western Ukraine to Eastern Poland
1 infantry moved from Ukraine to Bessarabia
1 mech_infantry moved from Ukraine to Eastern Poland
1 mech_infantry moved from Russia to Belarus
3 infantry moved from Novgorod to Belarus
3 infantry moved from Karelia to NovgorodCombat - Russians
Russians creates battle in territory 125 Sea Zone
Battle in Poland
Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Poland, round 1 : 2/4 hits
Germans roll dice for 1 infantry in Poland, round 1 : 0/1 hits
1 infantry owned by the Germans lost in Poland
Russians win, taking Poland from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Russians win with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Kazakhstan
Russians attack with 2 fighters and 2 infantry
Japanese defend with 1 armour
Russians roll dice for 2 fighters and 2 infantry in Kazakhstan, round 1 : 1/4 hits
Japanese roll dice for 1 armour in Kazakhstan, round 1 : 1/1 hits
1 infantry owned by the Russians and 1 armour owned by the Japanese lost in Kazakhstan
Russians win, taking Kazakhstan from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 armour
Casualties for Russians: 1 infantry
Russians win with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 armour
Casualties for Russians: 1 infantry
Battle in Novosibirsk
Russians attack with 1 armour, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 1 armour
Russians roll dice for 1 armour, 1 mech_infantry and 1 tactical_bomber in Novosibirsk, round 1 : 1/3 hits
Japanese roll dice for 1 armour in Novosibirsk, round 1 : 1/1 hits
1 armour owned by the Japanese and 1 mech_infantry owned by the Russians lost in Novosibirsk
Russians win, taking Novosibirsk from Japanese with 1 armour and 1 tactical_bomber remaining. Battle score for attacker is 2
Casualties for Japanese: 1 armour
Casualties for Russians: 1 mech_infantry
Russians win with 1 armour and 1 tactical_bomber remaining. Battle score for attacker is 2
Casualties for Japanese: 1 armour
Casualties for Russians: 1 mech_infantry
Recording Battle StatisticsNon Combat Move - Russians
1 tactical_bomber moved from Novosibirsk to Russia
2 fighters moved from Kazakhstan to Russia
1 mech_infantry moved from Volgograd to Novosibirsk
1 mech_infantry moved from Volgograd to Ukraine
2 infantry moved from Russia to Bryansk
1 artillery moved from Russia to Bryansk
1 aaGun moved from Belarus to Novgorod
1 fighter moved from Poland to Novgorod
1 tactical_bomber moved from Poland to Novgorod
1 aaGun moved from Buryatia to UlaanbaatarPlace Units - Russians
1 armour and 2 infantry placed in Volgograd
2 infantry and 1 mech_infantry placed in Novgorod
2 mech_infantrys placed in Russia
1 mech_infantry placed in UkraineTurn Complete - Russians
Russians collect 44 PUs; end with 44 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 12 PUs; end with 56 PUsTerritory Summary for Russians :
Sakha : 1 infantry
Yenisey : 1 infantry
Kazakhstan : 1 infantry
Olgiy : 1 flag, Dzavhan : 1 flag, Ulaanbaatar : 1 flag, 1 aaGun and 7 infantry
Tsagaan Olom : 1 flag, Egypt : 1 mech_infantry
Romania : 1 flag, 1 infantry
Poland : 1 flag, 2 infantry
Belarus : 3 infantry and 1 mech_infantry
Bryansk : 1 artillery and 2 infantry
Eastern Poland : 2 armour, 15 artilleries, 13 infantry and 9 mech_infantrys
Bessarabia : 1 infantry
Russia : 1 aaGun, 1 airfield, 1 factory_major, 2 fighters, 2 mech_infantrys and 1 tactical_bomber
Ukraine : 1 factory_minor and 2 mech_infantrys
Novosibirsk : 1 armour and 1 mech_infantry
Volgograd : 1 armour, 1 factory_minor and 2 infantry
Novgorod : 1 aaGun, 1 airfield, 1 factory_minor, 1 fighter, 1 harbour, 5 infantry, 1 mech_infantry and 1 tactical_bomber -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :9
Purchase Units - Japanese
Japanese buy 3 armour, 1 artillery, 1 destroyer, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Japanese
Giving bonus movement to units
3 infantry moved from Kiangsu to Anhwe
1 infantry moved from Kiangsi to Kwangsi
1 artillery moved from Kiangsi to Hunan
4 armour moved from Kiangsi to Kwangtung
1 bomber moved from Suiyuyan to Hunan
1 bomber moved from Kiangsu to Kwangsi
2 artilleries and 2 infantry moved from Philippines to 35 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 35 Sea Zone to 37 Sea Zone
1 bomber moved from Japan to Anhwe
2 artilleries and 2 infantry moved from 37 Sea Zone to Malaya
1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 37 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
1 destroyer moved from 6 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Kwangtung
1 submarine moved from 20 Sea Zone to 43 Sea Zone
2 submarines moved from 6 Sea Zone to 36 Sea ZoneCombat - Japanese
Battle in Hunan
Japanese attack with 1 artillery and 1 bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 artillery and 1 bomber in Hunan, round 1 : 1/2 hits
Chinese roll dice for 1 infantry in Hunan, round 1 : 0/1 hits
1 infantry owned by the Chinese lost in Hunan
Japanese win, taking Hunan from Chinese with 1 artillery and 1 bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Japanese win with 1 artillery and 1 bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 37 Sea Zone
Japanese attack with 1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 2 transports
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 37 Sea Zone
Japanese win, taking 37 Sea Zone from Americans with 1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 2 transports remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Japanese win with 1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 2 transports remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Malaya
Japanese attack with 2 artilleries and 2 infantry
ANZAC defend with 1 infantry; UK_Pacific defend with 1 harbour
Japanese roll dice for 2 artilleries and 2 infantry in Malaya, round 1 : 2/4 hits
UK_Pacific roll dice for 1 infantry in Malaya, round 1 : 1/1 hits
1 infantry owned by the ANZAC and 1 infantry owned by the Japanese lost in Malaya
Japanese win, taking Malaya from UK_Pacific with 2 artilleries and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantry
Japanese win with 2 artilleries and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantry
Battle in Kwangtung
Japanese attack with 4 armour and 2 infantry
British defend with 1 armour and 1 harbour; UK_Pacific defend with 1 factory_minor
Japanese roll dice for 4 armour and 2 infantry in Kwangtung, round 1 : 2/6 hits
UK_Pacific roll dice for 1 armour in Kwangtung, round 1 : 0/1 hits
1 armour owned by the British lost in Kwangtung
Japanese win, taking Kwangtung from UK_Pacific with 4 armour and 2 infantry remaining. Battle score for attacker is 6
Casualties for British: 1 armour
Japanese win with 4 armour and 2 infantry remaining. Battle score for attacker is 6
Casualties for British: 1 armour
Battle in Anhwe
Japanese attack with 1 bomber and 3 infantry
Chinese defend with 1 infantry
Japanese roll dice for 1 bomber and 3 infantry in Anhwe, round 1 : 1/4 hits
Chinese roll dice for 1 infantry in Anhwe, round 1 : 1/1 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Anhwe
Japanese win, taking Anhwe from Chinese with 1 bomber and 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Japanese win with 1 bomber and 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Kwangsi
Japanese attack with 1 bomber and 1 infantry
British defend with 1 infantry
Japanese roll dice for 1 bomber and 1 infantry in Kwangsi, round 1 : 1/2 hits
Chinese roll dice for 1 infantry in Kwangsi, round 1 : 0/1 hits
1 infantry owned by the British lost in Kwangsi
Japanese win, taking Kwangsi from Chinese with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Japanese win with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Recording Battle StatisticsNon Combat Move - Japanese
1 bomber moved from Kwangsi to Kiangsu
1 bomber moved from Anhwe to Kiangsu
3 armour moved from Szechwan to Kansu
1 infantry moved from Suiyuyan to Kansu
1 infantry moved from Timguska to Kansu
1 bomber moved from Hunan to KansuPlace Units - Japanese
3 armour placed in Kiangsu
1 artillery and 1 infantry placed in Japan
1 destroyer, 1 submarine and 1 transport placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 46 PUs; end with 46 PUs totalTerritory Summary for Japanese :
Caroline Islands : 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Iwo Jima : 1 infantry
Paulau Island : 1 infantry
Kwangsi : 1 infantry
Kiangsu : 3 armour, 2 bombers and 1 factory_minor
Japan : 3 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 1 infantry
Okinawa : 1 infantry
Manchuria : 1 aaGun
Shensi : 1 flag, Suiyuyan : 1 flag, Hunan : 1 flag, 1 artillery
Kansu : 1 flag, 3 armour, 1 bomber and 2 infantry
Hopei : 1 flag, Tsinghai : 1 flag, Szechwan : 1 flag, Chahar : 1 flag, Sikang : 1 flag, Anhwe : 1 flag, 2 infantry
Malaya : 1 flag, 2 artilleries, 1 harbour and 1 infantry
Kwangtung : 1 flag, 4 armour, 1 factory_minor, 1 harbour and 2 infantry
Philippines : 1 flag, 1 airfield, 1 harbour and 2 tactical_bombers
Amur : 1 flag, Timguska : 1 flag, Siberia : 1 flag, 43 Sea Zone : 1 submarine
Suggested Topics
