Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUsLeague General Discussion Thread
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Ooh aah. Try unticking some of the options in the post box - like “Show dice/battle details”.
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It’s so annoying. Well, you have a bunch of transports in a sea zone, you load one in combat move and then triple a choose your empty transport when you want to do your combat moves. How do people do this?
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Can you try that again? If you have dissimilar transports, it asks you which one you want to load units into.
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I am talking about when you have multiple transports in a sea zone and they are all the same nationality. You select two inantry from the adjacent land area and drop them in the same transport. Now, when you click on the transport and you choose its destination the default is an empty transport, the box pops up and you can choose the correct transport this way. My argue is that when the transport is loaded (the second before in this case) this is also the transport you want to move in most cases. If you want to move an empty transport you do this before you load any other transports. It is not a big deal it is just a few extra clicks though but becomes annoying over time
Or maybe there is a better way of doing this?
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Ok. I don’t think the chooser is smart enough to know that you’ve just loaded a transport. It could be of course but probably more effort than it is worth.
What that leaves is that they have to always choose a loaded one out always choose an empty one. They went with the latter option.
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Doesn’t a transport create a hostile sea zone and prevent transport loading there. For example SZ91. Germans move submarine in during non-combat. American then wants to load transport in SZ91 and attack Normandy and/or liberate UK. Doesn’t the sub prevent that? Triple A allowed it.
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Subs don’t make a sea zone hostile, it’s legal.
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Yep, figured it out. Thanks and pardon my ignorant question!
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if i take my sub after a cruiser and theres an air base the planes cant go after my sub rite?
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That is right .
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the transports that are in the water are lost also?
even though the planes are there? -
As long as you hit the Cruiser , yes.
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thank you kindly for the information.
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Anyone having trouble with the dice roller today. When I get to combat, it tells me that there is no internet connection, even though there clearly is. Any advice?
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We can only wait (for it to be resolved).
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thanks. glad to hear at least that it isn’t only me.
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There is nothing worse, when you are an A&A addict, than waiting on outside forces.
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it came back for me.
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So when is the big G gonna play again
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Conclusions like Oysteilo just made about BM make me wanna play again
Oysteilo, do you want to play a rusty Gamerman in Balanced Mod - I take the fearsome Allies and you take the underdog Axis with no bid??