Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs2011 Find League Opponents Here
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Got room for a 41 game, no tech, bid for allies. Preferably someone I haven’t played in 10L yet, and more preferably someone who gets bad luck :lol:
I’ll take you on, I don’t think we’ve played, I make no promisses on the bad luck. :lol: :lol:
How do you want to handle the bid?
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Looking to pick up another league game - '41, +NOs, -Tech, auction bid for allies. PM me if interested.
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Looking for a game of either 41, 42, tech or not, bid for allies for either. Let me know.
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Lookin for a reasonably paced 41 game with bid and NOs, no tech. PM me with a bid for allies if interested.
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Looking for another game or two for 41
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Looking to pick up another league game: '41, +NOs, -Tech, auction bid for allies. PM me if interested.
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looking for a game
41
tech on
NOs on
allies bid oncheers
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@Amon:
looking for a game
41
tech on
NOs on
allies bid oncheers
and Triple a on my part
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anyone?
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Dunno if league games are allowed via Triplea…no reason why they shouldn’t be…but still, probably something to take up with DM.
Check out the TripleA aa50 ladder competition…
http://www.tripleawarclub.org/modules/comp/ -
Looking for another game or two. 41 or 42. +NO -tech. Bid for allies. Feel free to PM me your opening bid if interested. :-)
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Looking for a 1941 game, or 1942 if you can convince me =)
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I’m down for a 41 game akreider2
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Looking for a game of 41 or 42, flexable on rules and side.
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looking for a triple a game of either 41 either 42
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Looking for another 41 or 42; easy on whatever rules.
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I’ll take another 41 or 42, auction bid free placement.
I’d like a ‘fast’ player, who will agree to a 3 turn per week minimum rule, and who expects to do 5 turns per week or more, barring unforeseen circumstance or me being too slow.
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@PGMatt:
Looking for another 41 or 42; easy on whatever rules.
Sent u PM Matt
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Looking for another game or two of '41, NOs, no Tech, auction bid for Allies.
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Looking for a 1941 league game with these fun gentlemen’s agreements:
This is a ’41 Setup League tech game played with OOB tech (and latest FAQ rules) as per League rules, but we have mutually agreed to a few “gentleman’s agreement” adjustments.
1. The bid is 9 IPCs to the Allies and is exactly 3 infantry units and nothing else.
2. These 3 infantry units must be placed in any combination on territory(s) which already contains at least 1 land unit or in empty Chinese territories.
3. These units must be of the same power which controlls the territory in which the units are placed.
4. These 3 infantry units may only be placed in territories EAST of Archangel, Moscow, Kazakh, and Persia.
5. Tech researchers may not be purchased until Round 4.
6. When a technology has been acquired, we agree to discount the tech until the following turn. The 2 exceptions to this are Radar (which doesn’t really take effect until after one’s turn is over anyway) and War Bonds (of which the IPCs rolled for may not be spent until one’s following turn also).Interested? PM me please.





