Scramble sz111. In sz106, sub fights and then submerges if you hit first and the hit goes on the DD.
L22 #1 trulpen (X) vs Myygames (A+45) OOB LL
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actually I did not think your transport would survive. the chances were good. I should have adapted by NCM better. Well…
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The credentials are empty. Did you save it as local mode?
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I’m adding them and see what happens.
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@trulpen said in L22 #1 trulpen (X) vs Myygames (A+45) OOB LL:
The credentials are empty. Did you save it as local mode?
Night be as there was no combat. Sorry für that.
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Seems to work.
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I assume that you don’t want to scramble nor intercept. No problem to roll those battles afterwards if you were of a different opinion.
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Horrible, horrible aa…
G3 L22 #1 trulpen vs myygames (+45) OOB LL.tsvg
Game History
Round: 3
Purchase Units - Germans Germans buy 4 artilleries, 9 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 1 unit repaired. 1 infantry moved from Normandy Bordeaux to 110 Sea Zone 1 infantry and 1 transport moved from 110 Sea Zone to 109 Sea Zone 1 infantry moved from 109 Sea Zone to Scotland 1 artillery, 1 infantry and 1 transport moved from 110 Sea Zone to 109 Sea Zone 1 artillery and 1 infantry moved from 109 Sea Zone to Eire 2 bombers moved from Western Germany to United Kingdom 1 fighter moved from 110 Sea Zone to United Kingdom 1 battleship, 1 carrier, 1 cruiser and 1 destroyer moved from 110 Sea Zone to 109 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to United Kingdom Combat - Germans Air Battle in United Kingdom Germans attacks with 4 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom British roll AA dice in United Kingdom : 1/1 hits, 0,17 expected hits 1 tactical_bomber killed by AA British roll AA dice in United Kingdom : 1/1 hits, 0,33 expected hits 1 bomber killed by AA Bombing raid in United Kingdom rolls: 6 and causes: 6 damage to unit: factory_major Bombing raid in United Kingdom causes 6 damage total. Battle in Scotland Battle in Eire Cleaning up after air battles Non Combat Move - Germans 3 armour moved from Bulgaria to Romania 2 aaGuns, 3 artilleries and 14 infantry moved from Poland to Baltic States 6 armour and 2 mech_infantrys moved from Germany to Baltic States 3 artilleries and 7 infantry moved from Germany to Poland 2 mech_infantrys moved from Northern Italy to Romania 1 fighter and 1 tactical_bomber moved from Alexandria to Southern Italy 1 fighter moved from Alexandria to Southern Italy 1 submarine moved from 110 Sea Zone to 109 Sea Zone 1 fighter moved from United Kingdom to 109 Sea Zone 1 bomber moved from United Kingdom to Western Germany 1 submarine moved from 112 Sea Zone to 125 Sea Zone 1 submarine moved from 112 Sea Zone to 109 Sea Zone Place Units - Germans 1 submarine placed in 112 Sea Zone 3 infantry placed in Normandy Bordeaux Germans undo move 2. 1 artillery and 2 infantry placed in Normandy Bordeaux 3 artilleries and 7 infantry placed in Germany Germans undo move 3. 3 artilleries and 7 infantry placed in Germany Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs
Combat Hit Differential Summary :
British AA : 1,50
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Wait, need to change the positioning. Reposting.
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Realized Russia may DOW on Germany, so need to protect Slovakia Hungary as well.
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This should be better.
G3 L22 #1 trulpen vs myygames (+45) OOB LL.tsvg
Game History
Round: 3
Purchase Units - Germans Germans buy 4 artilleries, 9 infantry and 1 submarine; Remaining resources: 0 PUs; Combat Move - Germans 1 unit repaired. 1 infantry moved from Normandy Bordeaux to 110 Sea Zone 1 infantry and 1 transport moved from 110 Sea Zone to 109 Sea Zone 1 infantry moved from 109 Sea Zone to Scotland 1 artillery, 1 infantry and 1 transport moved from 110 Sea Zone to 109 Sea Zone 1 artillery and 1 infantry moved from 109 Sea Zone to Eire 2 bombers moved from Western Germany to United Kingdom 1 fighter moved from 110 Sea Zone to United Kingdom 1 battleship, 1 carrier, 1 cruiser and 1 destroyer moved from 110 Sea Zone to 109 Sea Zone 1 tactical_bomber moved from 110 Sea Zone to United Kingdom Combat - Germans Air Battle in United Kingdom Germans attacks with 4 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom British roll AA dice in United Kingdom : 1/1 hits, 0,17 expected hits 1 tactical_bomber killed by AA British roll AA dice in United Kingdom : 1/1 hits, 0,33 expected hits 1 bomber killed by AA Bombing raid in United Kingdom rolls: 6 and causes: 6 damage to unit: factory_major Bombing raid in United Kingdom causes 6 damage total. Battle in Scotland Battle in Eire Cleaning up after air battles Non Combat Move - Germans 3 armour moved from Bulgaria to Romania 6 armour and 2 mech_infantrys moved from Germany to Baltic States 2 mech_infantrys moved from Northern Italy to Romania 1 fighter and 1 tactical_bomber moved from Alexandria to Southern Italy 1 fighter moved from Alexandria to Southern Italy 1 submarine moved from 110 Sea Zone to 109 Sea Zone 1 fighter moved from United Kingdom to 109 Sea Zone 1 bomber moved from United Kingdom to Western Germany 1 submarine moved from 112 Sea Zone to 125 Sea Zone 1 submarine moved from 112 Sea Zone to 109 Sea Zone 3 infantry moved from Romania to Slovakia Hungary 1 aaGun moved from Romania to Slovakia Hungary 3 infantry moved from Romania to Slovakia Hungary 1 aaGun moved from Poland to Baltic States 3 artilleries and 14 infantry moved from Poland to Baltic States 1 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Germany to Slovakia Hungary 3 artilleries and 5 infantry moved from Germany to Poland Place Units - Germans 1 submarine placed in 112 Sea Zone 1 artillery and 2 infantry placed in Normandy Bordeaux 3 artilleries and 7 infantry placed in Germany Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs
Combat Hit Differential Summary :
British AA : 1,50
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I was actually going for Gibraltar pretty hard, but then hesitated and reconsidered during Germany. Didn’t want to ask about redoing Italy, so it is what it is.
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I was actually about to buy 2 ac, 1 des and sacrifice the present fleet in z91 countering next turn. Felt it became rather expensive and put the idea on hold. Barbarossa is more important than Gibraltar.
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Will be able to do some economic damage on UK meanwhile, although losing a tac and a sb during SBR hurt like hell.
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Might add that even if you don’t DOW on Germany with Russia, the german sub will prevent the NO. The rule says only “axis warship” so Germany doesn’t have to be at war with Russia.
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@trulpen said in L22 #1 trulpen (X) vs Myygames (A+45) OOB LL:
Might add that even if you don’t DOW on Germany with Russia, the german sub will prevent the NO. The rule says only “axis warship” so Germany doesn’t have to be at war with Russia.
I am clear on that and will declare with russia to prevent trippleA errors
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Seems 1 tr slipped along with the fleet to z42. I’ll move it back. I mean, no point in having an empty tr down there at this point. And not in danger in z36 either.
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@trulpen said in L22 #1 trulpen (X) vs Myygames (A+45) OOB LL:
Seems 1 tr slipped along with the fleet to z42. I’ll move it back. I mean, no point in having an empty tr down there at this point. And not in danger in z36 either.
Yes, i saw that. Actually i was wondering what that was Good for. Nevertheless i also Took that into consideration with my moves. Where die you intend to move it to?
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In general I am open to editing, and I am not picky on that. But I think edist should follow some guidelines. I had to work these out in a different game, so here to share my thoughts:
- Edits should aim to correct klick-errors, caused by wrong or too fast klicking in trippleA
- Edits must be accepted by both players
- Edist should be mentioned in the post, except if its only a NCM in the same turn
- Edits never should give a tactical advantage to a player. Especially no dice should be rolled that are relevant for the edit. The turn sequence must be kept
- Edits should be made in a timely manner. Best case in the same turn before the post. Latest before the next players turn
Let me know what you think!