Game History
Round: 6 Purchase Units - Americans Americans buy 1 cruiser, 2 destroyers, 1 fighter, 2 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 submarine moved from 27 Sea Zone to 17 Sea Zone 1 bomber moved from Hawaiian Islands to 17 Sea Zone 3 fighters and 1 tactical_bomber moved from 27 Sea Zone to 17 Sea Zone 1 submarine moved from 27 Sea Zone to 50 Sea Zone 3 fighters and 1 tactical_bomber moved from 27 Sea Zone to 50 Sea Zone Combat - Americans Battle in 17 Sea Zone Americans attack with 1 bomber, 3 fighters, 1 submarine and 1 tactical_bomber Japanese defend with 1 destroyer Americans win with 1 bomber, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 2 Casualties for Americans: 1 submarine Casualties for Japanese: 1 destroyer Battle in 50 Sea Zone Americans attack with 3 fighters, 1 submarine and 1 tactical_bomber Japanese defend with 1 destroyer Americans win with 3 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - Americans Turning on Edit Mode EDIT: Changing ownership of French Guiana from Neutral_Axis to Americans EDIT: Turning off Edit Mode 3 fighters and 1 tactical_bomber moved from 50 Sea Zone to 27 Sea Zone 3 fighters and 1 tactical_bomber moved from 17 Sea Zone to 27 Sea Zone 1 bomber moved from 17 Sea Zone to Hawaiian Islands 2 infantry moved from Western United States to 11 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 11 Sea Zone to 27 Sea Zone 2 infantry moved from 27 Sea Zone to Hawaiian Islands 1 infantry and 1 mech_infantry moved from Brazil to 88 Sea Zone 2 infantry moved from Brazil to French Guiana 1 infantry, 1 mech_infantry and 1 transport moved from 88 Sea Zone to 93 Sea Zone 1 infantry and 1 mech_infantry moved from 93 Sea Zone to Gibraltar 1 aaGun and 1 infantry moved from Eastern United States to 104 Sea Zone 1 aaGun, 1 carrier, 1 destroyer, 1 infantry and 1 transport moved from 104 Sea Zone to 93 Sea Zone 1 fighter moved from Eastern United States to 93 Sea Zone 1 aaGun and 1 infantry moved from 93 Sea Zone to Morocco Place Units - Americans 1 destroyer and 1 transport placed in 104 Sea Zone 1 infantry placed in Eastern United States 1 fighter and 1 infantry placed in Western United States 1 cruiser, 1 destroyer, 3 submarines and 1 transport placed in 11 Sea Zone Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 3 artilleries; Remaining resources: 0 PUs; Combat Move - Chinese 1 artillery and 1 infantry moved from Szechwan to Tsinghai 1 artillery and 1 infantry moved from Szechwan to Hopei 2 infantry moved from Szechwan to Hunan 1 fighter moved from Yunnan to Hunan 1 infantry moved from Yunnan to Kwangsi Chinese take Kwangsi from Japanese Combat - Chinese Battle in Hunan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese win, taking Hunan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Tsinghai Chinese attack with 1 artillery and 1 infantry Japanese defend with 1 infantry Chinese win, taking Tsinghai from Japanese with 1 artillery remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Battle in Hopei Chinese attack with 1 artillery and 1 infantry Japanese defend with 1 infantry Chinese win, taking Hopei from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese 5 infantry moved from Szechwan to Hunan 1 fighter moved from Hunan to Szechwan 2 infantry moved from Yunnan to Kweichow 2 artilleries and 6 infantry moved from Yunnan to Szechwan Place Units - Chinese 1 artillery placed in Szechwan 2 artilleries placed in Hunan Turn Complete - Chinese Chinese collect 10 PUs; end with 10 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 13 PUs Purchase Units - British British buy 2 armour, 1 fighter, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - British 1 bomber moved from Gibraltar to Normandy Bordeaux 1 infantry moved from Morocco to Algeria 2 fighters moved from Gibraltar to Algeria 2 fighters moved from 93 Sea Zone to Algeria 1 artillery and 1 infantry moved from Iraq to Trans-Jordan 1 infantry moved from Iraq to Syria British take Syria from Neutral_Axis 3 fighters and 1 tactical_bomber moved from 82 Sea Zone to Trans-Jordan 1 mech_infantry moved from Yunnan to Kwangtung UK_Pacific take Kwangtung from Japanese Combat - British Strategic bombing raid in Normandy Bordeaux Bombing raid in Normandy Bordeaux rolls: 3 and causes: 3 damage to unit: factory_minor Bombing raid in Normandy Bordeaux causes 3 damage total. Battle in Algeria British attack with 4 fighters and 1 infantry Italians defend with 1 infantry British win, taking Algeria from Italians with 4 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Trans-Jordan British attack with 1 artillery, 3 fighters, 1 infantry and 1 tactical_bomber Italians defend with 1 infantry British win, taking Trans-Jordan from Italians with 1 artillery, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Italians: 1 infantry Non Combat Move - British 1 infantry moved from Rhodesia to Belgian Congo 1 armour and 1 mech_infantry moved from Union of South Africa to Belgian Congo 2 infantry moved from French Madagascar to 74 Sea Zone 2 infantry and 1 transport moved from 74 Sea Zone to 81 Sea Zone 2 infantry moved from 81 Sea Zone to Western India 5 infantry moved from Yunnan to Burma 1 tactical_bomber moved from Eastern India to Burma 1 artillery and 9 infantry moved from Eastern India to Burma 1 fighter moved from Southern Persia to Eastern India 1 armour moved from Southern Persia to Central India 1 infantry moved from Northeast Persia to Southern Persia 1 artillery and 1 infantry moved from Southern Persia to Iraq 2 fighters moved from Algeria to 93 Sea Zone 1 bomber moved from Normandy Bordeaux to United Kingdom 1 transport moved from 93 Sea Zone to 105 Sea Zone 1 transport moved from 105 Sea Zone to 109 Sea Zone 2 infantry moved from Quebec to 109 Sea Zone 2 infantry and 1 transport moved from 109 Sea Zone to 93 Sea Zone 2 infantry moved from 93 Sea Zone to Gibraltar 2 fighters moved from Algeria to Morocco 2 fighters moved from Trans-Jordan to 82 Sea Zone 1 fighter moved from Trans-Jordan to Southern Persia 1 tactical_bomber moved from Trans-Jordan to 82 Sea Zone Place Units - British 1 fighter, 1 infantry and 1 mech_infantry placed in Southern Persia 1 armour and 1 mech_infantry placed in Union of South Africa 1 armour placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 101 Sea Zone. Rolls: 6,4 British collect 35 PUs; end with 35 PUs Place Units - UK_Pacific 1 artillery and 2 infantry placed in Eastern India Turn Complete - UK_Pacific UK_Pacific collect 10 PUs; end with 10 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 13 PUs Some Units in Eastern India change ownership: 1 artillery and 2 infantryLeague General Discussion Thread
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@Stucifer So far, I am really enjoying our first game of G42. We played with a 7 bid to the axis and japan feels super strong. Germany feels weak.
Overall, the setup from G42 is very similar to the setup for 42SE, but obviously the rules and map are different.
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@simon33 said in League General Discussion Thread:
I really like this idea although the actuality of the details might make it less likeable. It’s always struck me as weird that you invest in research and can’t direct where the investment goes!
The way I think of it is the nation is pouring a lot of money into all kinds of research, but only breakthrough here or there, or the breakthrough comes too late, and it is very unpredictable.
Think German rockets, German jets (too late), atomic bombs (never), for example
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@gamerman01 said in League General Discussion Thread:
@simon33 said in League General Discussion Thread:
I really like this idea although the actuality of the details might make it less likeable. It’s always struck me as weird that you invest in research and can’t direct where the investment goes!
The way I think of it is the nation is pouring a lot of money into all kinds of research, but only breakthrough here or there, or the breakthrough comes too late, and it is very unpredictable.
Think German rockets, German jets (too late), atomic bombs (never), for example
Having played with tech a lot, I would counter this and say that you are not going to pull a fish from a pond you are not fishing in. For the US to get radar is nonsensical except in a house rule where you allow allied sharing (historically accurate for the Anglo-American alliance). I will tell you that the different charts (ponds) make it so that your chance of getting the tech you want go up as you possess almost every tech on that chart.
Please remember that I am always writing as a playtester who might influence some future game designer who might update the rules for the next generation of players. We need another great WW2 movie! Anyone doing anything to celebrate/commemorate our victory 80 years ago May or September?
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We need another great WW2 movie! Anyone doing anything to celebrate/commemorate our victory 80 years ago May or September?
I have been watching several World at War documentary sections with my 24 y/o son. We just watched 50 minute on Stalingrad last night. Several of the things on the maps really made me think of G40 A&A, the turning down by Rostov to the oil fields of the Caucasus, for example. Luftwaffe support pounding Stalingrad. What an absolute nightmare, the documentaries have made me quit playing A&A for awhile in past years.
The World at War series done by the UK in the early 70’s is particularly good. They interviewed a lot of different officials, generals, and normal people and use only authentic footage as they make a montage. HIGHLY recommended by me.
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@gamerman01 said in League General Discussion Thread:
I think the rule was largely a reaction to Axis bombing of Moscow.
I don’t think I said this before but if that what the 14IPC bombers were for, I think the change was misguided. I think SBR should be part of the game. And as for your theory about stopping/weakening dark skies, I’ve never really seen anyone do this but I can’t imagine that it isn’t easy enough for USA to counter with just a slightly larger fleet than normal. While this soaks up some of their income, it also costs Germany a significant number of its land units.
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@simon33 I think @Arthur-Bomber-Harris would have something to say about this…He’s a big proponent of dark skies and having played against him, it’s not so easy to dismiss. The reach of bombers in the European map is quite effective. And yes the Allies can buy more CVs + ftrs, but that slows down their invasion time tables and allows the Germans to advance.
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@simon33 can you do anything about the triple a programming for casualty choices? It would be a big improvement if the engine would, when enemy destroyers are present, roll the subs separately but NOT require a casualty choice before rolling all else.
Then let player choose the appropriate casualties, that is, a ship hit or sunk for each sub hitIt’s a problem
It seems like, with the other capabilities of tripleA, it’s probably not even difficult
What do you think? Thanks!!!
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@gamerman01 That is beyond my ability. Or at least not at all easy, and even if I could do it, there is no guarantee they would adopt it. A few years back there was a poll for what priorities there should be for engine changes and this was one of the options and I’m pretty sure I was the only one who voted for this change. Really annoyed me.
Gamerman01 - Edited out last sentence per Simon’s request
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Just so long as no one attacking asks for casualty selection when the subs have shot but the defender has a DD, it’s not too much of a problem. If the assumption is wrong, just use forum dice. I suppose if you’re attacking subs in a mixed fleet and as the attacker you have a DD can be an issue but usually not.
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Thanks!!!
Now kindly remind me in the future when I forget this helpful answer please
I have old dad brain -
Remind me in a kind way, when I forget and bring it up again, I mean
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@simon33 you’re right, I know
It’s a bit inconvenient but we have workarounds when necessary -
Maybe a note in the league rules for how to deal with this limitation, then I don’t think I would have to remind you.
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@gamerman01 let me guess… you got badly diced again by a destroyer in your playoff game?
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@Arthur-Bomber-Harris said in League General Discussion Thread:
@gamerman01 let me guess… you got badly diced again by a destroyer in your playoff game?
No but I am getting diced so hard there
It hasn’t stopped. But Midway could make it all moot. Or make me give up A&A for a year. Both are possible -
P Panther forked this topic on
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Update
Reverse Midway happened, so won’t be giving up A&A for a year at this time.
Lot of fighting to go, @pacifiersboard playing very tough, and a peek at his other first round game says he’s playing great there too
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@gamerman01 said in League General Discussion Thread:
…
Reverse Midway happened, so won’t be giving up A&A for a year at this time.
…🎉
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@gamerman01 said in League General Discussion Thread:
t would be a big improvement if the engine would, when enemy destroyers are present, roll the subs separately but NOT require a casualty choice before rolling all else.
Then let player choose the appropriate casualties, that is, a ship hit or sunk for each sub hitIn case you’re not aware of it, you can fight battles in edit and pick casualties the way you would in person. Dice rolls still show up in History.
Idk if it’d help in this case or not but it’s a nice option to know about.
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@gamerman01 When you edit the League Rules post can you maybe point out what you edited. I realize it may just be grammar or something, but I can’t tell what changes are made and it would be nice to know :)
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@Stucifer great idea, I’ll try to remember
It was the addition of naval combat in triplea that I will probably be editing again after checking barnee s point