Thanks @VictoryFirst , it’s our loss that we can’t play with you for awhile.
Thanks for the go ahead on the G40, and don’t worry about the tournament because the other guys were cool
I wish the best to you, and will be great when you come back
You have got to be completely embarrassed by that
TripleA Turn Summary for game: World War II Classic
Game History
Round: 12
Purchase Units - British
British buy 1 armour and 8 infantry; Remaining resources: 0 PUs;
Combat Move - British
2 armour and 8 infantry moved from Finland Norway to Karelia S.S.R.
1 bomber moved from United Kingdom to Karelia S.S.R.
3 armour and 1 infantry moved from Russia to Karelia S.S.R.
6 infantry moved from United Kingdom to North Sea Zone
6 infantry and 3 transports moved from North Sea Zone to Karelia Sea Zone
6 infantry moved from Karelia Sea Zone to Karelia S.S.R.
Combat - British
Battle in Karelia S.S.R.
British attack with 5 armour, 1 bomber and 15 infantry
Germans defend with 1 aaGun, 14 armour, 1 factory and 6 infantry
Germans roll AA dice in Karelia S.S.R. : 0/1 hits, 0.17 expected hits
British roll dice for 5 armour, 1 bomber and 15 infantry in Karelia S.S.R., round 2 : 5/21 hits, 5.67 expected hits
Germans roll dice for 14 armour and 6 infantry in Karelia S.S.R., round 2 : 7/20 hits, 6.67 expected hits
7 infantry owned by the British lost in Karelia S.S.R.
5 infantry owned by the Germans lost in Karelia S.S.R.
British roll dice for 5 armour, 1 bomber and 8 infantry in Karelia S.S.R., round 3 : 5/14 hits, 4.50 expected hits
Germans roll dice for 14 armour and 1 infantry in Karelia S.S.R., round 3 : 2/15 hits, 5.00 expected hits
2 infantry owned by the British lost in Karelia S.S.R.
1 infantry owned by the Germans and 4 armour owned by the Germans lost in Karelia S.S.R.
British roll dice for 5 armour, 1 bomber and 6 infantry in Karelia S.S.R., round 4 : 4/12 hits, 4.17 expected hits
Germans roll dice for 10 armour in Karelia S.S.R., round 4 : 4/10 hits, 3.33 expected hits
4 infantry owned by the British lost in Karelia S.S.R.
4 armour owned by the Germans lost in Karelia S.S.R.
British roll dice for 5 armour, 1 bomber and 2 infantry in Karelia S.S.R., round 5 : 2/8 hits, 3.50 expected hits
Germans roll dice for 6 armour in Karelia S.S.R., round 5 : 1/6 hits, 2.00 expected hits
1 infantry owned by the British lost in Karelia S.S.R.
2 armour owned by the Germans lost in Karelia S.S.R.
British roll dice for 5 armour, 1 bomber and 1 infantry in Karelia S.S.R., round 6 : 2/7 hits, 3.33 expected hits
Germans roll dice for 4 armour in Karelia S.S.R., round 6 : 3/4 hits, 1.33 expected hits
1 infantry owned by the British and 2 armour owned by the British lost in Karelia S.S.R.
2 armour owned by the Germans lost in Karelia S.S.R.
British roll dice for 3 armour and 1 bomber in Karelia S.S.R., round 7 : 3/4 hits, 2.17 expected hits
Germans roll dice for 2 armour in Karelia S.S.R., round 7 : 0/2 hits, 0.67 expected hits
2 armour owned by the Germans lost in Karelia S.S.R.
British win, taking Karelia S.S.R. from Germans with 3 armour and 1 bomber remaining. Battle score for attacker is 33
Casualties for British: 2 armour and 15 infantry
Casualties for Germans: 14 armour and 6 infantry
Non Combat Move - British
1 aaGun moved from North Sea Zone to Finland Norway
1 armour moved from South Africa to Congo
1 bomber moved from Karelia S.S.R. to Russia
2 fighters moved from Anglo Sudan Egypt to Libya
1 fighter moved from Libya to North Sea Zone
2 infantry moved from Anglo Sudan Egypt to French Equatorial Africa
Place Units - British
1 armour and 8 infantry placed in United Kingdom
Turn Complete - British
British collect 29 PUs; end with 29 PUs
Combat Hit Differential Summary :
Germans AA : -0.17
Germans regular : -2.00
British regular : -2.33
??? We are nearly back to the starting territories and incomes, going into J12. That has got to be extremely rare.
TripleA Turn Summary for game: World War II Classic
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 2 factories; Remaining resources: 0 PUs;
Combat Move - Japanese
2 infantry moved from Manchuria to Yakut S.S.R.
1 fighter moved from Manchuria to Yakut S.S.R.
1 bomber moved from Japan to Yakut S.S.R.
2 infantry moved from China to Sinkiang
2 bombers moved from Japan to Sinkiang
1 infantry moved from French Indo China to French Indo China Sea Zone
1 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Italian East Africa
Japanese take Italian East Africa from British
1 armour moved from French Indo China to French Indo China Sea Zone
1 armour and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 armour moved from Red Sea Zone to Syria Jordan
4 infantry moved from French Indo China to French Indo China Sea Zone
4 infantry and 2 transports moved from French Indo China Sea Zone to Red Sea Zone
4 infantry moved from Red Sea Zone to Syria Jordan
1 armour moved from French Indo China to French Indo China Sea Zone
1 armour and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 armour moved from Red Sea Zone to Syria Jordan
1 infantry moved from French Indo China to French Indo China Sea Zone
1 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Anglo Sudan Egypt
Japanese take Anglo Sudan Egypt from British
2 infantry moved from French Indo China to French Indo China Sea Zone
2 infantry and 1 transport moved from French Indo China Sea Zone to Red Sea Zone
2 infantry moved from Red Sea Zone to Persia
2 fighters moved from French Indo China Sea Zone to Persia
1 battleship moved from French Indo China Sea Zone to Red Sea Zone
1 carrier moved from French Indo China Sea Zone to Red Sea Zone
2 armour moved from Manchuria to French Indo China
2 infantry moved from China to Manchuria
2 infantry moved from French Indo China to India
Japanese take India from British
1 infantry moved from French Indo China to India
1 infantry moved from French Indo China to India
1 armour moved from French Indo China to India
Combat - Japanese
Battle in Persia
Japanese attack with 2 fighters and 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 2 fighters and 2 infantry in Persia, round 2 : 0/4 hits, 1.33 expected hits
British roll dice for 1 infantry in Persia, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Persia
Japanese roll dice for 2 fighters and 1 infantry in Persia, round 3 : 1/3 hits, 1.17 expected hits
British roll dice for 1 infantry in Persia, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Persia
Japanese win, taking Persia from British with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Americans: 1 infantry
Battle in Sinkiang
Japanese attack with 2 bombers and 2 infantry
Americans defend with 1 infantry
Japanese roll dice for 2 bombers and 2 infantry in Sinkiang, round 2 : 2/4 hits, 1.67 expected hits
Americans roll dice for 1 infantry in Sinkiang, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Sinkiang
Japanese win, taking Sinkiang from Americans with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in Syria Jordan
Japanese attack with 2 armour and 4 infantry
Americans defend with 2 infantry
Japanese roll dice for 1 battleship in Syria Jordan, round 2 : 0/1 hits, 0.67 expected hits
Japanese roll dice for 2 armour and 4 infantry in Syria Jordan, round 2 : 2/6 hits, 1.67 expected hits
British roll dice for 2 infantry in Syria Jordan, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Americans lost in Syria Jordan
Japanese win, taking Syria Jordan from British with 2 armour and 4 infantry remaining. Battle score for attacker is 6
Casualties for Americans: 2 infantry
Battle in Yakut S.S.R.
Japanese attack with 1 bomber, 1 fighter and 2 infantry
Russians defend with 1 armour
Japanese roll dice for 1 bomber, 1 fighter and 2 infantry in Yakut S.S.R., round 2 : 2/4 hits, 1.50 expected hits
Russians roll dice for 1 armour in Yakut S.S.R., round 2 : 0/1 hits, 0.33 expected hits
1 armour owned by the Russians lost in Yakut S.S.R.
Japanese win, taking Yakut S.S.R. from Russians with 1 bomber, 1 fighter and 2 infantry remaining. Battle score for attacker is 5
Casualties for Russians: 1 armour
Non Combat Move - Japanese
1 fighter moved from Yakut S.S.R. to Japan
1 bomber moved from Yakut S.S.R. to Japan
2 bombers moved from Sinkiang to French Indo China
2 fighters moved from Persia to Red Sea Zone
Place Units - Japanese
1 factory placed in Kwangtung
1 factory placed in French Indo China
Turn Complete - Japanese
Japanese collect 40 PUs; end with 40 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Japanese regular : -1.00
Russians regular : -0.33
British regular : -0.33
TripleA Turn Summary for game: World War II Classic
Game History
Round: 12
Purchase Units - Americans
Americans buy 2 aaGuns, 1 bomber, 1 infantry and 1 transport; Remaining resources: 2 PUs;
Combat Move - Americans
2 infantry moved from Novosibirsk to Sinkiang
1 bomber moved from Wake Island to Sinkiang
1 fighter moved from Novosibirsk to Sinkiang
2 infantry moved from Russia to Caucasus
1 armour moved from Novosibirsk to Caucasus
4 infantry moved from Solomon Islands to Solomon Islands Sea Zone
4 infantry and 2 transports moved from Solomon Islands Sea Zone to Philippines Sea Zone
1 battleship moved from Solomon Islands Sea Zone to Philippines Sea Zone
4 fighters moved from Solomon Islands Sea Zone to Philippines
Combat - Americans
Battle in Philippines
Americans attack with 4 fighters
Japanese defend with 2 infantry
Americans roll dice for 4 fighters in Philippines, round 2 : 2/4 hits, 2.00 expected hits
Japanese roll dice for 2 infantry in Philippines, round 2 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Japanese lost in Philippines
Americans win with 4 fighters remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Battle in Sinkiang
Americans attack with 1 bomber, 1 fighter and 2 infantry
Japanese defend with 2 infantry
Americans roll dice for 1 bomber, 1 fighter and 2 infantry in Sinkiang, round 2 : 3/4 hits, 1.50 expected hits
Japanese roll dice for 2 infantry in Sinkiang, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Americans lost in Sinkiang
2 infantry owned by the Japanese lost in Sinkiang
Americans win, taking Sinkiang from Japanese with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Casualties for Japanese: 2 infantry
Battle in Caucasus
Americans attack with 1 armour and 2 infantry
Germans defend with 1 infantry
Americans roll dice for 1 armour and 2 infantry in Caucasus, round 2 : 1/3 hits, 0.83 expected hits
Germans roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Caucasus
Americans win, taking Caucasus from Germans with 1 armour and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Americans
4 fighters moved from Philippines to Philippines Sea Zone
2 carriers and 1 submarine moved from Solomon Islands Sea Zone to Philippines Sea Zone
2 bombers moved from West US to Russia
1 bomber moved from Sinkiang to Novosibirsk
4 infantry moved from East US to East US Sea Zone
2 transports moved from North Sea Zone to Karelia Sea Zone
1 infantry moved from West US to West Canada
4 infantry and 2 transports moved from East US Sea Zone to North Sea Zone
1 infantry moved from Finland Norway to Karelia S.S.R.
4 infantry moved from North Sea Zone to Finland Norway
2 infantry moved from Russia to Novosibirsk
1 fighter moved from Sinkiang to Karelia S.S.R.
2 fighters moved from Wake Island to Australia
2 infantry moved from Kenya-Rhodesia to Congo
Place Units - Americans
1 transport placed in West US Sea Zone
1 aaGun, 1 bomber and 1 infantry placed in West US
1 aaGun placed in East US
Turning on Edit Mode
EDIT: Changing ownership of Philippines from Japanese to Americans
EDIT: Adding units owned by Americans to Philippines: 4 infantry
EDIT: Removing units owned by Americans from Philippines Sea Zone: 4 infantry and 2 transports
EDIT: Adding units owned by Americans to Philippines Sea Zone: 2 transports
EDIT: Turning off Edit Mode
Turn Complete - Americans
Americans collect 41 PUs; end with 43 PUs
COMMENT: No AA guns in the box
Combat Hit Differential Summary :
Americans regular : 1.67
Japanese regular : -0.33
Germans regular : -0.33
Of course I meant to unload the men onto the Philippines but failed to do it properly with the mouse and Triple A, so edited.
I bought the last AA guns.
TripleA Turn Summary for game: World War II Classic
Game History
Round: 13
Purchase Units - Russians
Russians buy 8 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
2 infantry moved from Kazakh S.S.R. to Persia
1 fighter moved from Novosibirsk to Persia
2 fighters and 3 infantry moved from Novosibirsk to Yakut S.S.R.
Combat - Russians
Battle in Persia
Russians attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 fighter and 2 infantry in Persia, round 2 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Persia
Russians win, taking Persia from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Yakut S.S.R.
Russians attack with 2 fighters and 3 infantry
Japanese defend with 2 infantry
Russians roll dice for 2 fighters and 3 infantry in Yakut S.S.R., round 2 : 0/5 hits, 1.50 expected hits
Japanese roll dice for 2 infantry in Yakut S.S.R., round 2 : 0/2 hits, 0.67 expected hits
Russians roll dice for 2 fighters and 3 infantry in Yakut S.S.R., round 3 : 1/5 hits, 1.50 expected hits
Japanese roll dice for 2 infantry in Yakut S.S.R., round 3 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Yakut S.S.R.
Russians roll dice for 2 fighters and 3 infantry in Yakut S.S.R., round 4 : 3/5 hits, 1.50 expected hits
Japanese roll dice for 1 infantry in Yakut S.S.R., round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Yakut S.S.R.
Russians win, taking Yakut S.S.R. from Japanese with 2 fighters and 3 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - Russians
COMMENT: USA has more than 3 bombers, must stay in 3 groups
1 aaGun moved from Novosibirsk to Yakut S.S.R.
1 transport moved from North Sea Zone to Karelia Sea Zone
1 fighter moved from Persia to Karelia S.S.R.
2 infantry moved from Novosibirsk to Kazakh S.S.R.
1 infantry moved from Novosibirsk to Yakut S.S.R.
1 infantry moved from Novosibirsk to Kazakh S.S.R.
1 fighter moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Yakut S.S.R. to Novosibirsk
1 infantry moved from Novosibirsk to Yakut S.S.R.
1 infantry moved from Novosibirsk to Kazakh S.S.R.
1 submarine moved from Solomon Islands Sea Zone to Philippines Sea Zone
Place Units - Russians
6 infantry placed in Karelia S.S.R.
2 infantry placed in Russia
Turn Complete - Russians
Russians collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : -2.00
Russians regular : -0.33
@gamerman01 re last AA guns
There are NO last anything in Classic 2nd Edition
@leemorrison Also, I surrender, you have too much supply advantage
Nicely done, glade to meet you
I’m glad you said something right away.
I’m looking in the rulebook again, I was sure @The_Good_Captain showed me exactly where it said that, some months ago
@leemorrison That was the most enjoyable and challenging Classic game in my life, not that I’ve played many against good players.
Thank you for your sportsmanship and your excellent play.
The stacks rule is clearly stated in the middle of page 7 of the rulebook. You can only have 2 aircraft carrier stacks, for example.
I’m not seeing the detailed rule about the Factories and AA guns after a quick look.
@The_Good_Captain can you point us to the clear rule about limited Factories and AA guns if there is one, and expound a little on how the groups must stay together?
Like if you had 3 aircraft carriers in 2 groups, could you move them in 3 different routes during the combat movement phase (say, to establish a retreat route) if you end up in 2 different locations (since you have only 2 plastic carriers)?
@leemorrison said in LeeMorrison (+6) v Gamerman01 (Allies) Classic Tourn Loser bracket round 3:
@gamerman01 re last AA guns
There are NO last anything in Classic 2nd Edition
This is not correct although it absolutely was/is the most missed rule in the game.
Page 7 in the manual under “Plastic Chips”.
Also the official errata, last question on the first page: https://axisallies.com/rules/axis-allies-rules-classic-2nd-edition-faqs.pdf
In my experience, AA guns (there are only three available for purchase at the start of the game) and IC (only four available) are the most affected by this rule.
@gamerman01 said in LeeMorrison (+6) v Gamerman01 (Allies) Classic Tourn Loser bracket round 3:
The stacks rule is clearly stated in the middle of page 7 of the rulebook. You can only have 2 aircraft carrier stacks, for example.
I’m not seeing the detailed rule about the Factories and AA guns after a quick look.
@The_Good_Captain can you point us to the clear rule about limited Factories and AA guns if there is one, and expound a little on how the groups must stay together?
Like if you had 3 aircraft carriers in 2 groups, could you move them in 3 different routes during the combat movement phase (say, to establish a retreat route) if you end up in 2 different locations (since you have only 2 plastic carriers)?
The example in the FAQ posted above helps clarify.
The definition of a “unit” on page 7 covers AA guns and industrial complexes. There is no exception posted anywhere for those units. They are limited in the same way.
Thanks for confirming, I’m just a new learner of the rule. And it really changes the game a lot, maybe @leemorrison will decide he likes the actual official rule, like I did. Bring on the quirkiness.
Can you address my question about how exactly this works during movement? Do you just have to end a phase with the limit?
My example, you have 2 stacks of aircraft carriers, say one in the Atlantic and the other in the Pacific, where it’s chipped because you have 2 aircraft carriers in the Pacific.
During combat movement, is it allowable to send those 2 carriers along 2 different routes but end up in the same battle?
Got it, I didn’t see that I also had a FAQ, was thinking I only had the CLASSIFIED clarification
Now I see my specific question is answered, the carriers could not even split up during a combat move that ends in the same place