Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs2015 League General Discussion Thread
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
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I didn’t mean an old response to the FAQ thread. I responded to your question today in the FAQ thread, and I was directing you to go see that.
AH, good. THanks!
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Can someone clarify the league rule for bidding placement for me? The rules clearly state that bids can only be placed in a territory or SZ that already has a unit from that power. However, I see several league games that start with an ANZAC infantry in New Guinea. What gives?
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
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It is not a league rule, it is a default.
That way, if players don’t agree, there is a standard. Also, players don’t have to specify the guidelines they want to play by every time, because there is a default.
Upon mutual agreement, players can play pretty much however they want - whatever house rules they want, for example.
So if I want a game where each nation doesn’t have its own capital, but starts elsewhere. That is possible? :P
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Yes. Is that the craziest thing you could come up with ? :-)
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Is it not the rule/custom that if there is an “over roll” that you subtract from the dice results from the right?
Thanks
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
no, we worked it out under that rule. I just wanted to be sure I had it right.
Haven’t had to deal with an “over-roll” since the bad old battle map days. Can’t say I miss that old program. Can you imagine going back to moving all those little tiles!? :-P
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Yeah - but it did have it’s advantages. You could place the things exactly where you wanted them. Zone 89 still bugs me - how Triple A tucks the units away where they’re easy to miss…
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Question on rules gentlemen, may be easy for most of you, but it has been the first time that happened to me.
I attacked Russia in Italia 2, and placed german land troops together with them in G2 + german ships on SZ125 with Germany NOT declaring war to Russia.
Russia attacked the land territories and eliminated just the italians, now I have russian troops on the same land territory that Germany, but the land is owned by Russia. And Russia met the 5 extra IPC for Archangel.
Was Triple A acting correctly?
Thank you
Juan
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It’s a TripleA bug. You aren’t allowed to do a land attack on a territory containing friendly units, so the Russian move is illegal.
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You can’t invade a land territory without being at war with the territory owner and each owner of units there. You can do that at sea, but not land.
So in your situation, Russia cannot attack a territory with German units in it without declaring war on Germany. You can’t “eliminate just the Italians”, and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
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Thank you both, I expected that answer but it is always good checking with you. I also think that Russia should not have met the extra 5 IPC.
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You can’t invade a land territory without being at war with the territory owner and each owner of units there. You can do that at sea, but not land.
So in your situation, Russia cannot attack a territory with German units in it without declaring war on Germany. You can’t “eliminate just the Italians”, and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
I agree with Gamerman01 and bmnielsen, however, the diplomacy is not exactly logical.
If London is occupied by Germany Russia is allowed to declare war on Germany.
But if a territory originally owned by Russia is controlled by Italy, and Germany - while still at peace with Russia - sends units into that territory Russia is not allowed to act upon it? Pfff…
Either Germany should be forced to declare war on Russia before sending units into that Italian controlled territory or Russia should be allowed to declare war on Germany(if the German units still remain in that territory at the beginning of Russia´s turn).
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Dude, Russia can declare war on Germany no matter what Germany does, once Italy is at war with Russia. Russia can also declare on Italy if Russia is at war with Germany.
As far as a +5, Russia gets +5 if at war with either Euro-Axis, there is no German (or Italian) sub in 125, no Allies in Russia originals, and Russia controls Arch.
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lol… alright :roll:
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I just recall playing a game recently with no option to DOW with Russia
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and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
They probably wouldn’t get along very well anyways :)
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OK… will someone please tell me how to read the marti results?
I know that having played over 200 games, you’d think I’d know how. But as far as I can tell there is no continuity between the results and the order of the units the marti email designates.
to wit:
XPAD2 Game 21 Dicer’s Creed vs Team Garl:Germans roll dice for 6 bombers, 2 fighters and 2 tactical_bombers in 91 Sea Zone, round 2
Your dice are: 4,5,5,5,5,3,1,5,4,1
Have a nice day.You attribute the order of units to the dice going right from left, it would seem to say the roller got 5 hits.
You do it from the left, it would say you got 5 hits.
But in reality the roller only got 4.
:oops: :-P





