Game History
Round: 1 Purchase Units - ANZAC ANZAC buy nothing; Remaining resources: 10 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 fighters moved from New Zealand to Western Australia 1 cruiser moved from 63 Sea Zone to 56 Sea Zone 1 destroyer moved from 62 Sea Zone to 56 Sea Zone 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 61 Sea Zone 1 infantry moved from 61 Sea Zone to South Australia 2 aaGuns and 2 infantry moved from New South Wales to South Australia 2 infantry moved from Queensland to South Australia 1 artillery moved from Queensland to South Australia 1 fighter moved from Queensland to Western Australia Turn Complete - ANZAC ANZAC collect 10 PUs; end with 20 PUs#1 trulpen (X) vs WindowWasher (A) WaW
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Also missed my des in the Med.
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@trulpen want to take it off?
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Means restart with proper dice and such?
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@trulpen i mean do we have to restart or can we just turn it off now and go
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Think this first round was pretty enlightening. I can actually resign and we start a new one. If that’s ok.
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Could set up a new game in this thread again, if we consider the first one more of a test.
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@trulpen sure, but dont bother “resigning”, this was a test game. Lets just play a new one
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But you crushed me! :grin:
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@trulpen well, it helps that ive seen the thing before :laughing:
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Ok, so which options should we check?
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low luck off, and i guess, i dont see anything else really
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maybe neutral flyovers because it is really annoying that you can hit all neutrals but you cant fly over them, not like you’re at war. just something ive notived from my game
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Hits repaired first on turn I think is better. Then atleast bs can be exposed.
Also units can be destroyed. Goes for aa and factories. Is it optional?
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yes, AA is capturable
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I think thats fine, I think low luck and neutral flyovers are the only ones i see worth changing
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Thing is, if I check it, then perhaps there’s an option to destroy those units. I wouldn’t want it to be unreservedly auto-destroy though, especially for factories.
I’d like to push for the repair at start instead of end, or do you have a solid argument to keep it? :)
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repair at end is good. Destroy is bad, gtg
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Another one that’s fishy, but not necessarily bad, is that units that are killed by shore bombardment can’t return fire. Actually, I think that one makes a bit of sense.
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@trulpen yeah have at it, ive really got to go now ill be late :laughing:
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@WindowWasher said in #1 trulpen (X) vs WindowWasher (A) WaW:
repair at end is good. Destroy is bad, gtg
Ok, perhaps not solid arguments, but I’ll keep those then.