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 PUsLeague 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





