Gamerman's G40 Laegue House Rules Playtest Shin Ji (Axis) vs Nozdormu (Allies)

  • '15

    Ah!  Never mind.  I’m just being punchy again, it seems.  I really need to be getting more sleep. :P


  • You need to get worse dice.  :lol:

  • '15

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 15

    Purchase Units - Japanese
                Japanese buy 6 armour and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 infantry moved from Dutch New Guinea to 45 Sea Zone
                1 infantry and 1 transport moved from 45 Sea Zone to 47 Sea Zone
                1 infantry moved from 47 Sea Zone to New Britain
                1 bomber moved from Paulau Island to 42 Sea Zone
                1 bomber moved from Philippines to 41 Sea Zone
                1 bomber moved from Philippines to 43 Sea Zone
                5 bombers moved from Philippines to India
                4 fighters moved from Burma to India
                1 tactical_bomber moved from Burma to India

  • '15

    So, interceptions?  Flying Tigers?

    I’m assuming that I can bomb a Medium IC for 10 points, based on the existing ones’ damage limits.

    I guess if you want to do a flying tiger, I’ll have to just redo the combat move (with everything the same minus the ones you hit).


  • @Shin:

    So, interceptions?  Flying Tigers?

    I’m assuming that I can bomb a Medium IC for 10 points, based on the existing ones’ damage limits.

    I guess if you want to do a flying tiger, I’ll have to just redo the combat move (with everything the same minus the ones you hit).

    You assume correctly. I want to know whether the chits can be used in this situation and whether they are used before intercept and AA. I assume they are.

  • '15

    Gamerman specified that they could be used in an SBR situation before.  Maybe in this thread?

    Anyway, they would work like kamikazes - taking out the planes before any of the battles even start.  I can’t even do that in Edit Mode, so I’ll just post a new combat move once we’ve resolved all that.  You can use the Roll Dice command in TripleA, and just let me know what each one is aimed at.  If they’re all at bombers, then we can pretty much ignore that part.


  • No intercept and I am using my chits on your bombers.

  • '15

    All 5 chits?  And do you want me to roll them in TripleA?


  • On second thought I am not using an chits at all. I will rely on AA.

  • '15

    OK, so no chits, no intercept.  Got it.

  • '15

    Never mind the dice - I was closing the window but they rolled anyway.


  • If you don’t know whether a tactical bomber or a bomber needs to die, roll a die on the forum. Even/uneven 2 bombers die and otherwise it is the other situation.

  • '15

    Oh. It just let me pick.  Aren’t all AA shots resolved at the same time anyway?

    If it’s an issue, I can redo - but we’d have to redo the AA too, wouldn’t we?

  • '15

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 15

    Purchase Units - Japanese
                Japanese buy 6 armour and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 infantry moved from Dutch New Guinea to 45 Sea Zone
                1 infantry and 1 transport moved from 45 Sea Zone to 47 Sea Zone
                1 infantry moved from 47 Sea Zone to New Britain
                1 bomber moved from Paulau Island to 42 Sea Zone
                1 bomber moved from Philippines to 41 Sea Zone
                1 bomber moved from Philippines to 43 Sea Zone
                5 bombers moved from Philippines to India
                4 fighters moved from Burma to India
                1 tactical_bomber moved from Burma to India

    Combat - Japanese
                Battle in 41 Sea Zone
                    Japanese attack with 1 bomber
                    British defend with 1 transport
                    Japanese win with 1 bomber remaining. Battle score for attacker is 7
                    Casualties for British: 1 transport
                Battle in 42 Sea Zone
                    Japanese attack with 1 bomber
                    British defend with 1 transport
                    Japanese win with 1 bomber remaining. Battle score for attacker is 7
                    Casualties for British: 1 transport
                Battle in 43 Sea Zone
                    Japanese attack with 1 bomber
                    British defend with 1 transport
                    Japanese win with 1 bomber remaining. Battle score for attacker is 7
                    Casualties for British: 1 transport
                Battle in New Britain
                Air Battle in India
                    Japanese attacks with 10 units heading to India
                    Air Battle is over, the remaining bombers go on to their targets
                Strategic bombing raid in India
                    1 bomber and 1 tactical_bomber killed by AA
                    Bombing raid in India rolls: 7 and causes: 6 damage to unit: airfield
                    Bombing raid in India rolls: 7,6,8 and causes: 15 damage to unit: factory_major
                    Bombing raid in India causes 21 damage total.  Damaged units is as follows: airfield = 6, factory_major = 15
                Cleaning up after air battles

    Non Combat Move - Japanese
                Turning on Edit Mode
                EDIT: Changing unit bombing damage for these British owned units to: airfield = 5
                EDIT: Changing unit bombing damage for these UK_Pacific owned units to: factory_major = 15
                EDIT: Turning off Edit Mode
                4 bombers moved from India to Burma
                4 fighters moved from India to Burma
                1 bomber moved from 41 Sea Zone to Burma
                1 bomber moved from 42 Sea Zone to Burma
                1 bomber moved from 43 Sea Zone to Burma
                1 aaGun moved from Yunnan to Burma
                3 armour moved from French Indo China to Yunnan
                3 armour moved from Malaya to Yunnan
                4 armour moved from Burma to Yunnan
                3 mech_infantrys moved from Burma to Yunnan
                1 armour moved from Burma to Yunnan
                1 artillery moved from Yunnan to Burma
                4 fighters moved from Burma to Yunnan
                11 infantry moved from Yunnan to Burma
                2 artilleries moved from Japan to 6 Sea Zone
                2 infantry moved from Japan to 6 Sea Zone
                2 artilleries, 2 battleships, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters, 2 infantry, 9 submarines, 1 tactical_bomber and 4 transports moved from 6 Sea Zone to 19 Sea Zone
                2 artilleries and 2 infantry moved from Jehol to 19 Sea Zone
                4 artilleries, 2 battleships, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters, 4 infantry, 9 submarines, 1 tactical_bomber and 4 transports moved from 19 Sea Zone to 35 Sea Zone
                4 infantry moved from 35 Sea Zone to Philippines
                4 artilleries moved from 35 Sea Zone to Philippines
                3 infantry moved from Korea to Manchuria

    Place Units - Japanese
                3 armour placed in Malaya
                3 armour placed in French Indo China
                9 infantry placed in Japan

    Turn Complete - Japanese
                Japanese collect 45 PUs; end with 45 PUs total


  • @Shin:

    Oh. It just let me pick.� Aren’t all AA shots resolved at the same time anyway?

    If it’s an issue, I can redo - but we’d have to redo the AA too, wouldn’t we?

    Not at all. AA is supposed to be rolled for each installation separately. Which is why we have to roll AA using forum dice if we attack multiple installations. However since you already rolled the dice in triple A, they count. As of right now there are two solutions. The easiest would be to use forum dice and roll a single die. 1,3,5 would mean a tactical bomber and a bomber would die and 2,4 and 6 would mean 2 bombers would die or the other way around. It is a simple and effective solution. So two planes are going to die still.

  • '15

    Oh, OK.  This has never come up for me before, actually.

    What is the roll command here?


  • DiceRolls: 1@6 ; Total Hits: 11@6: (5)

    However the ‘:’ after the 6 should be right behind it. Then you get the following:

    DiceRolls: 1@6; Total Hits: 11@6: (2)


  • @Nozdormu:

    DiceRolls: 1@6 ; Total Hits: 11@6: (5)

    However the ‘:’ after the 6 should be right behind it. Then you get the following:

    DiceRolls: 1@6; Total Hits: 11@6: (2)

    let me try again:
    ;aaa 1@6;

    and replace ; with :

  • '15

    OK!  Like you said, odds mean a Tac bomber dies and nothing changes.  Even means that the Tac lives (and the Airfield takes one more hit), but one more bomber dies.  I suppose we could roll to see which bomber gets hit later if we need to.

    DiceRolls: 1@6; Total Hits: 11@6: (6)

  • '15

    Excellent!  Then we can just play on.  The turn I posted stands.

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