a6caa18b-b834-4b94-9ef1-3fa179ad7495-triplea_42321_1Fre.tsvg
Redrum's and P@nther's battle thread
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You are right, I am going to resign again. That one felt lost from the early beginning…
Enjoy your vacation :-)
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I will wait for your return - so that we can discuss how to continue then.
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I’m back and ready to continue :)
Let me know what map you’d like to play next.
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Welcome back. I hope you enjoyed your vacation.
Is 1941 (ww2v6) interesting enough for your project?
It’s “only” Global1940 that will be left otherwise…
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Let’s skip v6 as its really basic and doesn’t seem very popular. I think I’m ready to take the dive into Global!
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OK, I’m fine with that. How familiar are you with the Global1940 2nd edition ruleset?
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
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Just in case…
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdfhttp://www.wizards.com/AvalonHill/rules/AA_Europe_1940_2nd_Edition_FAQ.pdf
http://www.wizards.com/AvalonHill/rules/AA_Pacific_1940_2nd_Edition_FAQ.pdfIn brief the global rules are the close to those of 1942 2nd edition but with the following enhancements:
- Many more playable nations
- UK as one Power with two economies
- More unit types, more combined arms, different factories (allowing different placements)
- More canals/narrow straits
- Facilities such as harbors and air bases
- Convoy disruption
- Polititcs
- National Objectives
- Strict neutrals, friendly neutrals, unfriendliy neutrals - and how to handle them
- Kamikaze strikes
- Scramble air units
- Fighter escorts and interceptors
(- optional: Research and Development)
… just to name those that just came to my mind …
Let me know how I can help.
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
In this case I really recommend to read the rules and FAQ before playing. The complexity is huge compared to the other maps.
I’m happy to guide you through the rules as much as you need. Just ask…
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Also I should add, that Gamerman01 in this thread
http://www.axisandallies.org/forums/index.php?topic=31667.0
provides a list of currently unresolved issues when playing Global1940 with TripleA.
Many of them are already part of the game notes provided with the map.
It’s by far not a game breaker … but these are aspects to keep in mind.
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Excellent! Thanks for all the resources! I’ll glance over them but let’s go ahead and get started. I definitely learn much better by making mistakes than reading the rule book :)
I have a feeling our first G40 game will be pretty lopsided but I hope to be competitive in the second one.
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Also, I’d prefer to play whichever side goes second if you don’t mind (so I can play more reactionary early on). Unless you feel one side is easier for beginners than the other.
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Allright, I will start with G1 soon, but not before tomorrow or probably Tuesday. My last competitive game of Global1940 was around Autumn 2012, so I have to deal with it a bit more…
As always, the Allies need a well coordinated play, but I have no doubt, that you will manage that perfectly.
And I have learnt from our games so far that playing against you is a huge challenge for me.So I am curious about how this will work out …
I recommend to use the option “Also post after combat move” in TripleA more often, as on this map the need of orders (scramble, OOL etc.) occurs more frequent than on other maps.
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Some additional hints before we start:
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Carriers are two hit units such as Battleships in this game
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Damaged Battleships and Carriers don’t autorepair after the combat phase. They are repaired during the next Purchase and Repair Phase, but they need to be in a SZ adjacent to a friendly Naval Base in order to be repaired.
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Tacs can land on carriers. Air units can’t land on damaged carriers. Cargo Air units cannot start from damaged carriers.
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Naval and Air Bases enhance ships/air units movement points by 1 when starting from there. They are subject to damage (by bombing).
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Fighters and Tacs may scramble from Air Bases (see “Scramble” in the rulebook")
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Major ICs produce up to 10 units, minor ICs up to 3 - both regardless of the territory value. Minors can be built on territories with a value of two or more, Majors of three or more. Major industrial complexes can be built only in originally controlled (not captured) territories. You can’t build ICs on islands.
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Thanks for the hints. The repairing and bombing are definitely pretty different. I’m pretty good on scrambling and bases since the AI already handles these to some extent.
Think you’ll have your turn up today?
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Think you’ll have your turn up today?
Yes, I’m optimistic to find some time this evening. :-)
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
3 armour moved from Greater Southern Germany to France
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour moved from Poland to Yugoslavia
1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia
1 armour and 1 infantry moved from Romania to Yugoslavia
1 tactical_bomber moved from Poland to Yugoslavia
1 fighter moved from Slovakia Hungary to Yugoslavia
1 fighter moved from Holland Belgium to 110 Sea Zone
2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 tactical_bomber moved from Germany to 111 Sea Zone
2 bombers moved from Germany to 111 Sea Zone
1 submarine moved from 103 Sea Zone to 110 Sea Zone
1 submarine moved from 108 Sea Zone to 110 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
Germans take 119 Sea Zone from Neutral
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 battleship moved from 113 Sea Zone to 110 Sea Zone -
Awaiting scramble orders for SZ 110 and 111…
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Scramble 1 UK fighter to SZ111 and none to SZ110.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
3 armour moved from Greater Southern Germany to France
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour moved from Poland to Yugoslavia
1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia
1 armour and 1 infantry moved from Romania to Yugoslavia
1 tactical_bomber moved from Poland to Yugoslavia
1 fighter moved from Slovakia Hungary to Yugoslavia
1 fighter moved from Holland Belgium to 110 Sea Zone
2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 tactical_bomber moved from Germany to 111 Sea Zone
2 bombers moved from Germany to 111 Sea Zone
1 submarine moved from 103 Sea Zone to 110 Sea Zone
1 submarine moved from 108 Sea Zone to 110 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
Germans take 119 Sea Zone from Neutral
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 battleship moved from 113 Sea Zone to 110 Sea ZoneCombat - Germans
British scrambles 1 units out of Scotland to defend against the attack in 111 Sea Zone
Battle in Yugoslavia
Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber
Neutral_Allies defend with 5 infantry
Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 5 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 4 infantry
Casualties for Neutral_Allies: 5 infantry
Battle in France
Germans attack with 6 armour, 3 artilleries, 7 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 6 armour, 3 artilleries and 4 mech_infantrys remaining. Battle score for attacker is 32
Casualties for Germans: 7 infantry
Casualties for British: 1 armour and 1 artillery
Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
Battle in 106 Sea Zone
Germans attack with 1 submarine
British defend with 1 destroyer and 1 transport
British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6
Casualties for Germans: 1 submarine
Battle in 110 Sea Zone
Germans attack with 1 battleship, 3 fighters, 2 submarines and 3 tactical_bombers
British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser
Units damaged: 1 battleship owned by the Germans
Germans win with 1 battleship, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 32
Casualties for Germans: 2 submarines
Casualties for British: 1 battleship and 1 cruiser
Casualties for French: 1 cruiser
Battle in 111 Sea Zone
Germans attack with 2 bombers, 1 fighter, 2 submarines and 1 tactical_bomber
British defend with 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Units damaged: 1 battleship owned by the British
Germans win with 2 bombers and 1 tactical_bomber remaining. Battle score for attacker is 28
Casualties for Germans: 1 fighter and 2 submarines
Casualties for British: 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to FrenchNon Combat Move - Germans
1 tactical_bomber moved from 111 Sea Zone to 112 Sea Zone
1 fighter moved from 110 Sea Zone to 112 Sea Zone
2 bombers moved from 111 Sea Zone to Western Germany
1 tactical_bomber moved from Yugoslavia to Southern Italy
1 fighter moved from Yugoslavia to Tobruk
2 aaGuns moved from Western Germany to Holland Belgium
1 aaGun moved from Western Germany to France
2 fighters and 3 tactical_bombers moved from 110 Sea Zone to Holland Belgium
3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland
1 infantry moved from Norway to Finland
Germans take Finland from Neutral_Axis
1 infantry moved from Romania to Bulgaria
Germans take Bulgaria from Neutral_Axis
1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone
1 infantry moved from Norway to 112 Sea Zone
1 infantry moved from 112 Sea Zone to Western Germany
2 infantry moved from Denmark to Western Germany
1 infantry moved from Norway to FinlandPlace Units - Germans
1 carrier, 1 destroyer and 1 submarine placed in 112 Sea ZoneTurn Complete - Germans
Germans collect 39 PUs; end with 58 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs





