14L G40 Ghost vs. Bold - no tech, 1 unit per TT


  • I completely agree with you that convoy dice would rarely affect NCMs.

    As you know I play the flexible style (Extra movement was allowed during US2) - anything that will speed up the game is usually OK with me.
    I also always accept changes in combat moves also - as long as it is clear that the change is not due to the results of the battles.
    I often also accept changes in purchases - again as long as it does not take advantage of the results from the battles.

    I think it is very good that you have firm rules - as you say you are not flexible about changing combat movement. Firm rules makes it much easier for you compared to changing what to allow and not from time to time.

    I will not allow the change in NCM for US. You started playing China3, so the map after US3 stands.
    Please feel free to change any or all of your UK3 turn.

    Please send updated map after UK3 and I will proceed.

  • '12

    no nothing changes for me.  just put the boats back or i can do so after your italian move.

    thanks

  • '12

    just to be clear, when you say i started playing china 3 what did you mean?  neither china nor uk had any combat moves.  in fact, china has nothing at all  :-)

  • '12

    to be exactly correct, uk did have one combat move, a walkin.

  • '12

    @Ghostglider:

    I completely agree with you that convoy dice would rarely affect NCMs.

    As you know I play the flexible style (Extra movement was allowed during US2) - anything that will speed up the game is usually OK with me.
    I also always accept changes in combat moves also - as long as it is clear that the change is not due to the results of the battles.
    I often also accept changes in purchases - again as long as it does not take advantage of the results from the battles.

    I think it is very good that you have firm rules - as you say you are not flexible about changing combat movement. Firm rules makes it much easier for you compared to changing what to allow and not from time to time.

    I will not allow the change in NCM for US. You started playing China3, so the map after US3 stands.
    Please feel free to change any or all of your UK3 turn.

    Please send updated map after UK3 and I will proceed.

    actually i’m totally fine if you want to not allow the noncom, but would the reason be that i went ahead with china (since china did nothing) or would it be because of the convoy dice rolled in the philippines?  i just hope it is not because of the fact that i didn’t allow the added walkin to fic on your japanese turn…  i don’t want any hard feelings - to me i thought there was a good chance that you may have taken fic when you realized in noncom that fleet in z36 could be attacked by anzac.  this is the reason i just don’t allow any combat changes after combat dice are rolled, which is something the majority of players recognize as rational.  however, if it is upsetting you at all, i would rather just let you have the walkin to fic and set the expectation for the rest of the game that no changes to combat are allowed after dice are rolled?

    cheers


  • China turn: You collected income… :roll:

    I will continue from the updated map

  • '12

    hmmm ok.  nothing china did had any effect on the income collected, since they had no units.  as i said, i’m fine with it, just trying to understand your decision making so i can account for it in the future.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - Italians
                Italians buy 1 transport; Remaining resources: 6 PUs;

    Combat Move - Italians
                1 bomber moved from Southern Italy to 98 Sea Zone

    Combat - Italians
                Battle in 98 Sea Zone
                    Italians attack with 1 bomber
                    British defend with 1 destroyer
                    British win with 1 destroyer remaining. Battle score for attacker is -12
                    Casualties for Italians: 1 bomber

    Non Combat Move - Italians
                1 fighter moved from Southern France to Slovakia Hungary
                1 aaGun moved from Northern Italy to Yugoslavia
                1 aaGun and 1 infantry moved from Southern France to Northern Italy
                1 aaGun and 8 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 transport placed in 95 Sea Zone

    Turn Complete - Italians
                Italians collect 11 PUs; end with 17 PUs total

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Purchase Units - ANZAC
                ANZAC buy 1 fighter and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 cruiser moved from 37 Sea Zone to 79 Sea Zone

    Non Combat Move - ANZAC
                1 destroyer moved from 61 Sea Zone to 63 Sea Zone
                1 transport moved from 38 Sea Zone to 79 Sea Zone
                3 fighters and 3 infantry moved from Burma to India
                1 infantry moved from New South Wales to South Australia
                2 infantry moved from Queensland to South Australia
                1 infantry moved from New South Wales to South Australia
                1 aaGun moved from Queensland to South Australia
                1 aaGun moved from Queensland to New South Wales
                2 infantry moved from Trans-Jordan to Egypt

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

    Turn Complete - ANZAC
                ANZAC collect 14 PUs; end with 14 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs

  • '12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 3

    Combat Move - French

    Non Combat Move - French
                1 infantry moved from Trans-Jordan to Egypt
                1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
                1 destroyer moved from 39 Sea Zone to 79 Sea Zone

    Turn Complete - French


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Research Technology - Germans

    Purchase Units - Germans
                Germans buy 2 armour, 10 artilleries and 1 mech_infantry; Remaining resources: 0 PUs;

    Combat Move - Germans
                1 fighter and 1 tactical_bomber moved from 104 Sea Zone to United Kingdom
                1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to United Kingdom
                1 bomber and 1 tactical_bomber moved from Western Germany to United Kingdom
                4 infantry moved from Norway to Finland
                9 transports moved from 111 Sea Zone to 112 Sea Zone
                3 infantry moved from Norway to 112 Sea Zone
                9 artilleries and 2 infantry moved from Western Germany to 112 Sea Zone
                9 artilleries, 5 infantry and 9 transports moved from 112 Sea Zone to 110 Sea Zone
                1 infantry moved from Normandy Bordeaux to 110 Sea Zone
                9 artilleries and 6 infantry moved from 110 Sea Zone to United Kingdom
                1 carrier moved from 104 Sea Zone to 110 Sea Zone
                1 submarine moved from 102 Sea Zone to 108 Sea Zone
                1 battleship and 1 submarine moved from 111 Sea Zone to 125 Sea Zone
                1 destroyer moved from 111 Sea Zone to 125 Sea Zone
                1 cruiser moved from 111 Sea Zone to 110 Sea Zone
                5 armour, 4 artilleries and 9 infantry moved from Scotland to United Kingdom
                3 armour moved from Romania to Slovakia Hungary
                5 infantry and 2 mech_infantrys moved from Germany to Slovakia Hungary
                1 armour moved from Western Germany to Slovakia Hungary
                5 infantry moved from Poland to Slovakia Hungary
                2 mech_infantrys moved from Southern France to Yugoslavia

    Combat - Germans
                Battle in United Kingdom
                    Germans attack with 5 armour, 13 artilleries, 1 bomber, 2 fighters, 15 infantry and 3 tactical_bombers
                    French defend with 2 infantry; British defend with 5 aaGuns, 1 airfield, 2 artilleries, 1 factory_major, 1 harbour, 23 infantry and 1 mech_infantry
                    Germans captures 29PUs while taking British capital
                    Germans converts factory_major into different units
                    Germans win, taking United Kingdom from British with 1 armour, 1 bomber and 1 fighter remaining. Battle score for attacker is -52
                    Casualties for Germans: 4 armour, 13 artilleries, 1 fighter, 15 infantry and 3 tactical_bombers
                    Casualties for French: 2 infantry
                    Casualties for British: 5 aaGuns, 2 artilleries, 23 infantry and 1 mech_infantry
                Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans

    Non Combat Move - Germans
                1 fighter moved from United Kingdom to 110 Sea Zone
                1 bomber moved from United Kingdom to Western Germany
                1 fighter moved from Normandy Bordeaux to Southern Italy

    Place Units - Germans
                10 artilleries placed in Germany
                2 armour and 1 mech_infantry placed in Western Germany

    Turn Complete - Germans
                Germans collect 52 PUs; end with 81 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 86 PUs
                Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 91 PUs


  • :-o Wow you are lucky :-o - With this kind of dice I should probably just give up.


  • Expected battlescore was +43. A result of -52 instead is devastating - completely destroys the game.

  • '12

    i don’t even know what you are referring to yet, but i better check fast cuz it sure sounds good…  you had +60 on the china battle now you had -95?  Sounds like close to a wash no?

  • '12

    Holy smokes, that was some great defensive rolling!  A few thoughts:

    1. you could have taken in 3 more infantry and 1 ftr
    2. you could have bombarded with the battleship
    3.  if i had left my british ftr on the island, you would have likely lost the battle
    4. thank goodness for your superb 3rd round roll of 7/8 huh?
    5. bizarre for a battle that started with zero AA hits and the bombardment hitting
    6. you are really really going to wish you had gone for it on G3 - my gut told me it was a fatal decision either way, but boy, that sure is way beyond anything i could have expected.
    7. battles like this are why i don’t complain about dice until the game is over.

    I will probably think of more.

    Cheers

  • '12

    8. you do have 91 bucks
    9. you don’t have the logistical problem of having to take so many heavy artillery and tanks off the island

    always gotta look on the bright side.  :-)


  • Thanks for the comments - here is some more salt you can rub in  :roll:

  • '12

    Not trying to rub any salt just commenting on a wild battle/game.  We have had two completely crazy ones now - i calculated that your attack on Szechwan was a <1% chance result.  This is probably an even smaller chance of happening.  Still many many things that can still occur - these are the kind of games even I can remember, when there are so many spectacular battles.

  • '12

    Thanks to the earlier Szech result, you have japanese bearing down on the russian backside.  Should be interesting from here.


  • You are wrong. If I had attacked London G3 with these dice, I would have been beating so much that there would be no recovery possible. Luckyly for me I waited until I had the option to bring more units and thereby I will still be able to take this one home although it will be more difficult than if dice had gone as expected.

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