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
When I was 14 and looking through a hobby shop with my Dad, the only thing I remember is looking at the back of the Classic box, with the infantry and fighter on India.
Game was $20, pretty expensive.
Dad wouldn’t buy it for me, especially because of his army experience.
I would have been delirious if I knew that some day in the future, I would have an A&A experience like this. Thanks for teaching me the rules that I missed as a teenager. It’s a thrill to play against very high caliber players in distant lands 😎👌🔥
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 2 fighters and 8 infantry; Remaining resources: 1 PUs;
Combat Move - Japanese
1 transport moved from Red Sea Zone to West Compass Sea Zone
1 infantry moved from Madagascar to West Compass Sea Zone
1 infantry and 1 transport moved from West Compass Sea Zone to Red Sea Zone
1 infantry moved from Red Sea Zone to Anglo Sudan Egypt
1 infantry moved from Italian East Africa to Kenya-Rhodesia
Japanese take Kenya-Rhodesia from British
1 infantry moved from Syria Jordan to Anglo Sudan Egypt
1 fighter moved from Red Sea Zone to Anglo Sudan Egypt
1 fighter moved from Red Sea Zone to Persia
1 bomber moved from French Indo China to Persia
2 infantry moved from India to Persia
1 infantry moved from India to Sinkiang
1 bomber moved from French Indo China to Sinkiang
1 infantry moved from India to Sinkiang
Combat - Japanese
Battle in Anglo Sudan Egypt
Japanese attack with 1 fighter and 2 infantry
British defend with 1 infantry
Japanese roll dice for 1 battleship in Anglo Sudan Egypt, round 2 : 1/1 hits, 0.67 expected hits
British roll dice for 1 infantry in Anglo Sudan Egypt, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Anglo Sudan Egypt
1 infantry owned by the British lost in Anglo Sudan Egypt
Japanese win, taking Anglo Sudan Egypt from British with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for British: 1 infantry
Battle in Sinkiang
Japanese attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 bomber and 2 infantry in Sinkiang, round 2 : 1/3 hits, 1.00 expected hits
Americans roll dice for 1 infantry in Sinkiang, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Sinkiang
1 infantry owned by the Russians lost in Sinkiang
Japanese win, taking Sinkiang from Americans with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in Persia
Japanese attack with 1 bomber, 1 fighter and 2 infantry
Russians defend with 2 infantry
Japanese roll dice for 1 bomber, 1 fighter and 2 infantry in Persia, round 2 : 2/4 hits, 1.50 expected hits
British roll dice for 2 infantry in Persia, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Persia
2 infantry owned by the Russians lost in Persia
Japanese win, taking Persia from British with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Russians: 2 infantry
Non Combat Move - Japanese
1 infantry moved from Manchuria to Soviet Far East
1 infantry moved from China to Manchuria
1 infantry moved from French Indo China to China
3 infantry moved from French Indo China to India
1 fighter moved from Persia to Red Sea Zone
1 fighter moved from Anglo Sudan Egypt to Red Sea Zone
1 bomber moved from Persia to French Indo China
4 infantry moved from Japan to Japan Sea Zone
4 infantry and 2 transports moved from Japan Sea Zone to French Indo China Sea Zone
4 infantry moved from French Indo China Sea Zone to French Indo China
2 carriers and 4 fighters moved from Japan Sea Zone to French Indo China Sea Zone
1 bomber moved from Sinkiang to India
1 battleship, 3 submarines and 4 transports moved from Japan Sea Zone to Philippines Sea Zone
1 armour moved from India to French Indo China
Place Units - Japanese
2 fighters and 8 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 43 PUs; end with 44 PUs
Combat Hit Differential Summary :
Americans regular : 0.67
Japanese regular : 0.83
British regular : 1.00
J8.tsvg Axis: +2.08
J8 NCM edit.tsvg forgot to shuck two guys off India to Italian East Africa. Fixed in this file.
I need to ask you if you meant to move that fleet to Phi or if it was perhaps a misclick and you meant to go FIC.
OK… it’s probably what you meant because it covers Wake and projects SEward at the same time, but with the tight spaces and quirkiness of TripleA I don’t want to work on my turn if it’s a misclick
@gamerman01 said in Gamerman01 v TheGoodCaptain (+8) Loser bracket final:
OK… it’s probably what you meant because it covers Wake and projects SEward at the same time, but with the tight spaces and quirkiness of TripleA I don’t want to work on my turn if it’s a misclick
It’s intentional. You are a kickass dude. If you’re ever in CA, I will drop what I’m doing to have a game with you. More of this in tournaments please.
<sigh> in my dreams, California dreaming
I’m exhausted, so looked over the move but not playing tonight.
2 1/2 hour insurance appointment today - we tackled health and house both, and I didn’t like what I heard/saw
Planning for sometime today,
Got my monster G21 done yesterday in my nearly 2 year long game with Oysteilo. I wonder how many hours each of us have spent on that one so far, and it seems to have many rounds to go. Someone else might have to finish it for us some day.
We were breaking in a whole new map skin and sprites and were really disoriented for at least 3 rounds. Since we knew it was going to be chaotic, we just went ahead and threw in tech. Tech as in you can only get one per turn, costs 5, no tokens. You’d think we wouldn’t buy any, but hey we were playing for fun before it got serious.
Germany - super subs
USSR - war bonds + 1 per turn
Japan - radar (J20)
USA - heavy bombers
Yeah, that’s right, we each have 2, and no more than 1 per power. He rolled once for ANZAC when things were fast and loose early, but then we started to sense we had a monster epic on our hands.
TripleA Turn Summary for game: Classic League
Game History
Round: 8
Purchase Units - Americans
Americans buy 1 armour, 1 bomber, 2 infantry and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Americans
2 infantry moved from New Zealand to New Zealand Sea Zone
2 infantry and 1 transport moved from New Zealand Sea Zone to South Australia Sea Zone
2 infantry moved from South Australia Sea Zone to Australia
British take Australia from Japanese
1 armour moved from Caucasus to Persia
1 bomber moved from Novosibirsk to Persia
3 fighters moved from Wake Island to Manchuria
Combat - Americans
Battle in Manchuria
Americans attack with 3 fighters
Japanese defend with 1 infantry
Americans roll dice for 3 fighters in Manchuria, round 2 : 0/3 hits, 1.50 expected hits
Japanese roll dice for 1 infantry in Manchuria, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 3 fighters in Manchuria, round 3 : 2/3 hits, 1.50 expected hits
Japanese roll dice for 1 infantry in Manchuria, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Manchuria
Americans win with 3 fighters remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Persia
Americans attack with 1 armour and 1 bomber
Japanese defend with 1 infantry
Americans roll dice for 1 armour and 1 bomber in Persia, round 2 : 1/2 hits, 1.17 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
Americans win, taking Persia from Japanese with 1 armour and 1 bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Americans
3 fighters moved from Manchuria to Yakut S.S.R.
2 transports moved from North Sea Zone to East US Sea Zone
2 infantry moved from West US to East US
1 aaGun moved from East Canada to East US
1 bomber moved from Persia to Kazakh S.S.R.
1 carrier, 1 submarine and 1 transport moved from New Zealand Sea Zone to Hawaii Sea Zone
1 battleship, 1 carrier, 2 infantry and 3 transports moved from South Pacific Sea Zone to Hawaii Sea Zone
2 infantry moved from Hawaii Sea Zone to Hawaiian Islands
1 fighter moved from New Zealand Sea Zone to Wake Island
1 fighter moved from New Zealand Sea Zone to Hawaii Sea Zone
1 fighter moved from South Pacific Sea Zone to Hawaii Sea Zone
2 fighters moved from West US to Hawaii Sea Zone
Place Units - Americans
1 submarine placed in West US Sea Zone
1 armour and 2 infantry placed in East US
1 bomber placed in West US
Turn Complete - Americans
Americans collect 32 PUs; end with 32 PUs
Combat Hit Differential Summary :
Americans regular : -1.17
Japanese regular : -1.00
TripleA Turn Summary for game: Classic League
Game History
Round: 9
Purchase Units - Russians
Russians buy 3 armour and 4 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Novosibirsk to Sinkiang
2 fighters moved from Karelia S.S.R. to Sinkiang
1 armour moved from Yakut S.S.R. to Kwangtung
Russians take Manchuria from Japanese
Russians take Kwangtung from Japanese
2 infantry moved from Yakut S.S.R. to Soviet Far East
1 fighter moved from Novosibirsk to Soviet Far East
Combat - Russians
Battle in Sinkiang
Russians attack with 2 fighters and 1 infantry
Japanese defend with 1 infantry
Russians roll dice for 2 fighters and 1 infantry in Sinkiang, round 2 : 1/3 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Sinkiang, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Sinkiang
Russians win, taking Sinkiang from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Soviet Far East
Russians attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 fighter and 2 infantry in Soviet Far East, round 2 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Soviet Far East, round 2 : 0/1 hits, 0.33 expected hits
Russians roll dice for 1 fighter and 2 infantry in Soviet Far East, round 3 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Soviet Far East, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Soviet Far East
1 infantry owned by the Japanese lost in Soviet Far East
Russians win, taking Soviet Far East from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Russians
1 aaGun and 1 infantry moved from Yakut S.S.R. to Novosibirsk
1 fighter moved from Soviet Far East to Novosibirsk
2 fighters moved from Sinkiang to Novosibirsk
1 armour moved from Karelia S.S.R. to Russia
1 submarine and 1 transport moved from North Sea Zone to East US Sea Zone
2 infantry moved from Kazakh S.S.R. to Russia
1 infantry moved from Kazakh S.S.R. to Novosibirsk
Place Units - Russians
4 infantry placed in Karelia S.S.R.
3 armour placed in Russia
Turn Complete - Russians
Russians collect 32 PUs; end with 32 PUs
Turning on Edit Mode
EDIT: Removing units owned by Russians from Russia: 7 armour
EDIT: Adding units owned by Russians to Novosibirsk: 7 armour
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Japanese regular : 0.00
Russians regular : -0.83