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 PUs1914 out-of-box rules, SuperbattleshipYamato (Central Powers) vs FranceNeesMorePower (Allies)
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@SuperbattleshipYamato Kinda wish I did not use those two guys. I forgot about those dangerous artillery shots.
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@SuperbattleshipYamato Hmm, I’m 99% sure I’m right about that rule. We will just go with that for now so we don’t have to get bogged down on time. Unless you really want to wait.
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@SuperbattleshipYamato said in 1914 out-of-box rules, SuperbattleshipYamato (Central Powers) vs FranceNeesMorePower (Allies):
Sorry if this question has been asked before, but if all amphibiously attacking units were destroyed by the artillery’s pre-emptive strike in 1914, can a battleship still bombard if other units attacked from overland?
Yes, The number of bombarding battleships is limited by the number of units that offloaded, not by the number that actually made it to shore.
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So I guess that battleship still gets to bombard.
However, according to ChatGPT, (https://chatgpt.com/s/t_689e5ffb82508191aedc075daadb5cb8), there was over a 60% chance that the 2 infantry the Austro-Hungarian artillery destroyed scored 1 hit later on, so I think we should say that the Italians still scored 1 fewer hit than they actually did.
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Last turn was really painful for the Central Powers. They lost or the Allies didn’t lose a combined 11.5 more units than they would’ve normally.
This brings the luck numbers sharply against the Central Powers:
Central Powers land total: -5.03 swing
Allies land total: +5.03 swing -
Last round, not last turn.
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@SuperbattleshipYamato Good for me I guess! :)
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Germany Turn 10 Complete Game 35.tsvg
Central Powers land total: -2.37 swing
Allies land total: +2.37 swing -
@SuperbattleshipYamato I can’t put one guy One Guy In Burgundy and not attack right. TripleA allows me so I always get confused what I can and can’t do.
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@SuperbattleshipYamato I will just continue with my turn just for the sake of time then if I’m allowed I will edit it and have one guy there.
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You can’t.
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@SuperbattleshipYamato I feel the Allied fleet is pointless (except for battleships) when the Axis Navy is gone or I should say the Central Power Navy.
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@SuperbattleshipYamato And expect Transports of Course.
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Agreed.
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Overall round 10 dice swings (based off of only 2 battles though):
End of round 10: +2.67 swing in favor of Central Powers
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@SuperbattleshipYamato Personally I think the game keeps going back and forth. I think I’m winning then I think you are. So far i think it’s one of the most interesting 1914 games I’ve played. I assume you can’t say the same because you have played way more than me. This is my first time going against someone else besides a family member.
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I think exactly the same.
This is my first time playing as the Central Powers against someone else on TripleA, and it’s definitely one of the closest and most unique games I’ve played.