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    Posts made by freh

    • RE: Loading Transports in Hostile Seazones

      So, when I was putting the rules back last night, I discovered another document: Rules Clarifications from General M. Bradley, Supreme GameMaster. It’s dated 1991; the game manual was dated 1986. Note that the rules are second edition and says that both transport and amphibious assault rules have changed (presumably since the first edition). So it’s possible that the OP was using First edition rules? To be honest I’ve never seen those, although now I’m curious…

      So in the rules clarifications, there’s no specific clarity on whether a transport can load in a hostile or enemy-occupied sea zone. But it does say that bridging is as the OP said: you can bridge with a transport after it moves. So I was wrong on that front.

      But, it does say again that for an amphibious assault the zone must be cleared before a transport can unload units. It doesn’t say or load and then unload units.

      There does seem to be some evolution of thought from the 2nd edition rules to the rules clarification. In the 2nd edition rules, there is an example of units moving from Japan to Manchuria and the transport could do so “without ever leaving the sea zone”, which suggests that it would have started the move there, because in the paragraph before, it states in bold caps that a transport’s move is over once it unloads. But then in the clarification, it says that the transport can move before bridging.

      Also, in the 2nd edition rules, under the section “how they fight”, for amphibious assaults, it says:

      “If you are launching such an attack and the sea zone adjacent to the target area is enemy-occupied, then your naval force including your cargo-laden transports must engage in in combat before the amphibious assault can occur”.

      To me this suggests that the transports had to have been loaded prior to the battle, not after, and such a move has to be done in a friendly sea zone, not an enemy-occupied one.

      Anyways, hope I’m not putting anyone to sleep - I just find this issue really interesting!

      L

      posted in Axis & Allies Classic
      frehF
      freh
    • RE: Loading Transports in Hostile Seazones

      This is a really interesting discussion! I dug out my old A&A Classic Second Edition rule book and I’ve been looking through it. Like the OP, I’ve been playing A&A since the original game. I started a long explanation with citations, but I’m not sure anyone wants to read it. So the Cole’s notes version is this:

      • in original A&A, a unit could never begin its turn in an enemy-occupied or enemy-controlled (hostile) territory or sea zone.

      • the combat part of the action sequence is “Combat Movement”, and the section of the rules is littered with detail about how to move your units into combat. It’s a fundamental concept, particularly in a new game being introduced to the public: first you move your units to create the combat, and then later you would actually resolve (roll) the combat.

      • for transports, the explanation starts out by saying how transports move. they can move 1 or 2 spaces, pick up, drop, and the rules show many examples.

      • after this, it describes “bridging”. To me, this section is redundant unless it’s emphasizing that combat loading and unloading doesn’t require the transport to move at all. Otherwise, it’s covered under the preceding paragraph where it says that cargo can be picked up before, during, or after the transport moves. The explanation offered (bridging can be after a transport moves) is already covered - cargo can be picked up after a transport moves.

      • So what happens when a transport moves into an enemy-occupied sea zone? It must conduct combat. It says this clearly in the rules, even though it doesn’t have an attack value. If it survives and has cargo, it can unload. And under battleships it once again says that in an amphibious assault, for an adjacent enemy-occupied sea zone, combat must ensue and the enemy units must be defeated before transports can unload units. It doesn’t say that transports can then unload or load and unload.

      • It says the same thing in the transports section on how they fight. The rules say, for amphibious assaults, that cargo-laden transports must engage in combat before the amphibious assault can occur if the adjacent sea zone is enemy-occupied. After combat, it says that the transport can unload assaulting land units if the sea zone is cleared. Notably, it doesn’t also say it can load and unload. And if the sea zone isn’t cleared, you must retreat.

      So to me, it’s clear that bridging was intended to just cover the fact that a transport is the only unit in the game that can be involved in the combat movement phase without actually moving (again, other than anti-aircraft guns). And it’s also clear that you could only load in a friendly sea zone, since the very moment you enter an enemy-controlled sea zone, you have to conduct combat, and then the only options for the transport are either a) retreat, or b) unload.

      Regarding the evolution of the game, there have been other changes to movement related to hostile sea zones: subs can move through hostile sea zones, or even end their turn in hostile sea zones. And you can build in a sea zone containing enemy naval units and make it a hostile sea zone. Interestingly, I couldn’t find the notion of a “hostile sea zone” in the A&A Classic Second Edition rules because, to me, the concept didn’t exist. A territory or sea-zone was either friendly-occupied, friendly-controlled, enemy-occupied, or enemy-controlled. I think the notion of a hostile sea zone emerged because sea zones aren’t really ‘controlled’ if they’re empty, and, as said earlier, in the original game there was no allowance for units of opposing sides to end a turn in the same sea zone or territory. Once this could happen, we needed a way to characterize these sea zones, and calling them hostile made the most sense.

      And as it was already pointed out, the Global 1940 exception for allowing transports to load on the turn that war is declared is evidence that, in any other case, this move is not allowed.

      To end, I’ll add that i also think it’s odd that a single dd can disrupt an amphibious assault. Odd, but not unfair, illogical, or contrary to the original spirit of the game. So to me, the original rules and those that follow are pretty consistent about bridging, and when and how transports load units for amphibious assaults.

      posted in Axis & Allies Classic
      frehF
      freh
    • RE: League General Discussion Thread

      @trulpen Thanks for the reply. So am I correct in saying that I should still (as the losing player) post the result of a single game in the League Results forum?

      posted in League
      frehF
      freh
    • RE: League General Discussion Thread

      Just want to clarify when a result from a league game should be posted. I saw that games should be played as best of 3s or 5s, etc. does that mean I should only post results of the series? Cause I see many people posting single game results. Is it that all results are posted, but the games only count for points in the league if they’re part of a series with the same player? Thanks!

      posted in League
      frehF
      freh
    • RE: Odonis (Axis) vs Freh (Allies +6) BM3L2020

      @Odonis yep, full scramble and I’ll take OOL based on strongest defense.

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight I definitely didn’t expect that attack! I made a lot of mistakes too. But it was still loads of fun!

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight that’s the last time I devise a move while driving lol. I think in my head I had calculated putting more fighters in TJ, rather than with the navy, as a way to protect that stack. Oh well, that’s A&A!

      posted in League
      frehF
      freh
    • RE: Post League Game Results Here

      https://www.axisandallies.org/forums/topic/35639/l20-cyanight-axis-vs-freh-allies-16-bm3-3/108

      L20 cyanight (axis) over freh (Allies+16) BM3.3

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight I surrender. You have the 8 European VCs and I can’t get any of them back. Well played!

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight nope

      and I think I opened that by accident in play by forum so if you got some dice rolls, just ignore them :)

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @freh @cyanight oops posted twice by mistake.

      OOL in TJ: Bombers, just go in order of defense, USA stuff then UK,
      inf, mech, art, tanks, tac, french ftrs before US and UK

      If I missed anything just use your judgment lol.

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      TripleA Turn Summary: Russians round 10

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

      Game History

      Round: 10
      
          Combat Move - Russians
      
          Non Combat Move - Russians
              1 aaGun and 4 infantry moved from West India to Eastern Persia
              2 fighters and 1 tactical_bomber moved from Anhwe to India
              1 aaGun moved from Chahar to Suiyuyan
      
          Turn Complete - Russians
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      TripleA Turn Summary: Russians round 10

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

      Game History

      Round: 10
      
          Combat Move - Russians
      
          Non Combat Move - Russians
              1 aaGun and 4 infantry moved from West India to Eastern Persia
              2 fighters and 1 tactical_bomber moved from Anhwe to India
              1 aaGun moved from Chahar to Suiyuyan
      
          Turn Complete - Russians
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight no scramble
      for TJ, which all of a sudden looks a lot worse than it did earlier lol, first the two bombers, then the french inf, then the US inf, then UK inf. If you get more hits than that I will surrender lol.

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      TripleA Turn Summary: French round 9

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

      Game History

      Round: 9
      
          Purchase Units - ANZAC
              ANZAC buy 1 artillery, 1 infantry and 2 transports; Remaining resources: 6 PUs; 
      
          Combat Move - ANZAC
              1 artillery, 1 infantry and 1 transport moved from 22 Sea Zone to 19 Sea Zone
              1 artillery and 1 infantry moved from 19 Sea Zone to Okinawa
              1 artillery and 1 infantry moved from Paulau Island to 34 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 43 Sea Zone
              1 infantry moved from 43 Sea Zone to Borneo
              1 artillery moved from 43 Sea Zone to Borneo
              1 artillery moved from Sumatra to 41 Sea Zone
              1 artillery and 1 transport moved from 41 Sea Zone to 43 Sea Zone
              1 artillery moved from 43 Sea Zone to Borneo
              1 artillery and 2 infantry moved from Queensland to 54 Sea Zone
              1 artillery, 2 infantry and 2 transports moved from 54 Sea Zone to 44 Sea Zone
              1 artillery and 2 infantry moved from 44 Sea Zone to Celebes
      
          Combat - ANZAC
              Battle in Okinawa
              Battle in Borneo
                  ANZAC attack with 2 artilleries and 1 infantry
                  Japanese defend with 2 infantry
                      ANZAC roll dice for 2 artilleries and 1 infantry in Borneo, round 2 : 0/3 hits, 1.00 expected hits
                      Japanese roll dice for 2 infantry in Borneo, round 2 : 2/2 hits, 0.67 expected hits
                      1 infantry owned by the ANZAC and 1 artillery owned by the ANZAC lost in Borneo
                      ANZAC roll dice for 1 artillery in Borneo, round 3 : 1/1 hits, 0.33 expected hits
                      Japanese roll dice for 2 infantry in Borneo, round 3 : 0/2 hits, 0.67 expected hits
                      1 infantry owned by the Japanese lost in Borneo
                      ANZAC roll dice for 1 artillery in Borneo, round 4 : 0/1 hits, 0.33 expected hits
                      Japanese roll dice for 1 infantry in Borneo, round 4 : 0/1 hits, 0.33 expected hits
                      ANZAC roll dice for 1 artillery in Borneo, round 5 : 1/1 hits, 0.33 expected hits
                      Japanese roll dice for 1 infantry in Borneo, round 5 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Borneo
                  ANZAC win, taking Okinawa from Japanese, taking Borneo from Japanese with 1 artillery remaining. Battle score for attacker is -1
                  Casualties for ANZAC: 1 artillery and 1 infantry
                  Casualties for Japanese: 2 infantry
              Battle in Celebes
                  ANZAC attack with 1 artillery and 2 infantry
                  Japanese defend with 2 infantry
                      ANZAC roll dice for 1 artillery and 2 infantry in Celebes, round 2 : 0/3 hits, 0.83 expected hits
                      Japanese roll dice for 2 infantry in Celebes, round 2 : 0/2 hits, 0.67 expected hits
                      ANZAC roll dice for 1 artillery and 2 infantry in Celebes, round 3 : 1/3 hits, 0.83 expected hits
                      Japanese roll dice for 2 infantry in Celebes, round 3 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Japanese and 1 infantry owned by the ANZAC lost in Celebes
                      ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 4 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 4 : 0/1 hits, 0.33 expected hits
                      ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 5 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 5 : 0/1 hits, 0.33 expected hits
                      ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 6 : 1/2 hits, 0.67 expected hits
                      Japanese roll dice for 1 infantry in Celebes, round 6 : 1/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese and 1 infantry owned by the ANZAC lost in Celebes
                  ANZAC win, taking Celebes from Japanese with 1 artillery remaining. Battle score for attacker is 0
                  Casualties for ANZAC: 2 infantry
                  Casualties for Japanese: 2 infantry
      
          Non Combat Move - ANZAC
              2 infantry moved from New South Wales to Queensland
              1 carrier moved from 33 Sea Zone to 19 Sea Zone
              2 fighters moved from 6 Sea Zone to 19 Sea Zone
              1 cruiser and 1 marine moved from 17 Sea Zone to 6 Sea Zone
      
          Place Units - ANZAC
              1 transport placed in 54 Sea Zone
              1 artillery and 1 infantry placed in New South Wales
              1 transport placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 22 PUs; end with 28 PUs
              Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 31 PUs
              Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 34 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 37 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              3 infantry moved from Tobruk to Alexandria
              1 fighter moved from Tobruk to Trans-Jordan
              1 destroyer moved from 92 Sea Zone to 98 Sea Zone
              1 infantry moved from Syria to Trans-Jordan
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Japanese regular : -0.33
      ANZAC regular : -1.67
      

      Savegame

      posted in League
      frehF
      freh
    • RE: Odonis (Axis) vs Freh (Allies +6) BM3L2020

      TripleA Turn Summary: Russians round 5

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

      Game History

      Round: 5
      
          Purchase Units - Russians
              Russians buy 1 artillery and 12 infantry; Remaining resources: 0 PUs; 
      
          Politics - Russians
              Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
      
          Combat Move - Russians
      
          Non Combat Move - Russians
              5 artilleries and 5 infantry moved from Russia to Bryansk
              1 infantry moved from Volgograd to Rostov
              2 infantry moved from Olgiy to Kansu
              2 infantry moved from Buyant-Uhaa to Ulaanbaatar
              1 infantry moved from Dzavhan to Ulaanbaatar
              6 infantry moved from Timguska to Kansu
              1 aaGun moved from Timguska to Kansu
              5 infantry moved from Timguska to Novosibirsk
              1 aaGun moved from Timguska to Novosibirsk
              1 fighter and 1 tactical_bomber moved from Kansu to Russia
              1 tactical_bomber moved from Russia to Bryansk
      
          Place Units - Russians
              1 artillery and 2 infantry placed in Volgograd
              10 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 26 PUs; end with 26 PUs
              Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 29 PUs
              Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 31 PUs
      

      Combat Hit Differential Summary :

      Savegame

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      TripleA Turn Summary: UK_Pacific round 9

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

      Game History

      Round: 9
      
          Purchase Units - Americans
              Americans buy 3 artilleries, 2 bombers, 4 fighters, 3 infantry and 3 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 bomber moved from Midway to Japan
              1 bomber moved from Guam to Japan
              2 fighters moved from 22 Sea Zone to Japan
              1 fighter moved from Midway to 6 Sea Zone
              1 fighter moved from 22 Sea Zone to 6 Sea Zone
              1 infantry moved from Marianas to 22 Sea Zone
              1 mech_infantry moved from Marianas to 22 Sea Zone
              1 infantry, 1 mech_infantry and 1 transport moved from 22 Sea Zone to 6 Sea Zone
              1 tactical_bomber moved from 22 Sea Zone to Japan
              1 fighter moved from 17 Sea Zone to Korea
              1 infantry moved from Iwo Jima to 17 Sea Zone
              1 artillery moved from Iwo Jima to 17 Sea Zone
              1 infantry moved from Iwo Jima to 17 Sea Zone
              1 artillery, 2 infantry and 2 transports moved from 17 Sea Zone to 19 Sea Zone
              1 mech_infantry moved from 6 Sea Zone to Korea
              1 infantry moved from 6 Sea Zone to Korea
              1 artillery and 2 infantry moved from 19 Sea Zone to Manchuria
              1 fighter moved from Anhwe to Manchuria
              1 fighter moved from 17 Sea Zone to 6 Sea Zone
              1 fighter moved from 6 Sea Zone to Korea
              3 destroyers moved from 22 Sea Zone to 6 Sea Zone
                    Americans take 17 Sea Zone from Japanese
                    Americans take 22 Sea Zone from Japanese
                    Americans take 6 Sea Zone from Japanese
              1 destroyer moved from 16 Sea Zone to 6 Sea Zone
      
          Combat - Americans
              Air Battle in Japan
                  Americans attacks with 5 units heading to Japan
                  Air Battle is over, the remaining bombers go on to their targets
              Strategic bombing raid in Japan
                      Japanese roll AA dice in Japan : 1/2 hits, 0.33 expected hits
                  1 bomber killed by AA
                      Japanese roll AA dice in Japan : 1/1 hits, 0.17 expected hits
                  1 tactical_bomber killed by AA
                  Bombing raid in Japan rolls: 6 and causes: 6 damage to unit: factory_major
                  Bombing raid in Japan causes 6 damage total. 
              Battle in Korea
                  Americans attack with 2 fighters, 1 infantry and 1 mech_infantry
                  Japanese defend with 1 armour
                      Americans roll dice for 2 fighters, 1 infantry and 1 mech_infantry in Korea, round 2 : 1/4 hits, 1.33 expected hits
                      Japanese roll dice for 1 armour in Korea, round 2 : 1/1 hits, 0.50 expected hits
                      1 armour owned by the Japanese and 1 infantry owned by the Americans lost in Korea
                  Americans win, taking Korea from Japanese with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
                  Casualties for Japanese: 1 armour
              Battle in Manchuria
                  Americans attack with 1 artillery, 1 fighter and 2 infantry
                  Japanese defend with 1 armour and 1 mech_infantry
                      Americans roll dice for 1 artillery, 1 fighter and 2 infantry in Manchuria, round 2 : 1/4 hits, 1.33 expected hits
                      Japanese roll dice for 1 armour and 1 mech_infantry in Manchuria, round 2 : 0/2 hits, 0.83 expected hits
                      1 mech_infantry owned by the Japanese lost in Manchuria
                      Americans roll dice for 1 artillery, 1 fighter and 2 infantry in Manchuria, round 3 : 1/4 hits, 1.33 expected hits
                      Japanese roll dice for 1 armour in Manchuria, round 3 : 0/1 hits, 0.50 expected hits
                      1 armour owned by the Japanese lost in Manchuria
                  Americans win, taking Manchuria from Japanese with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 10
                  Casualties for Japanese: 1 armour and 1 mech_infantry
              Cleaning up after air battles
      
          Non Combat Move - Americans
              1 carrier and 2 fighters moved from 22 Sea Zone to 6 Sea Zone
              1 carrier moved from 17 Sea Zone to 6 Sea Zone
              1 carrier moved from 22 Sea Zone to 6 Sea Zone
              1 carrier moved from 22 Sea Zone to 19 Sea Zone
              1 battleship moved from 22 Sea Zone to 6 Sea Zone
              1 cruiser moved from 22 Sea Zone to 19 Sea Zone
              1 cruiser moved from 22 Sea Zone to 6 Sea Zone
              1 transport moved from 22 Sea Zone to 31 Sea Zone
              1 artillery moved from Western United States to 10 Sea Zone
              3 infantry moved from Western United States to 10 Sea Zone
              2 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
              1 fighter moved from Japan to 6 Sea Zone
              1 fighter moved from Japan to 6 Sea Zone
              1 fighter moved from Korea to 19 Sea Zone
              1 fighter moved from Korea to 19 Sea Zone
              1 fighter moved from Anhwe to India
              8 infantry moved from Gibraltar to 91 Sea Zone
              8 infantry and 4 transports moved from 91 Sea Zone to 110 Sea Zone
              8 infantry moved from 110 Sea Zone to United Kingdom
              2 fighters moved from 91 Sea Zone to United Kingdom
              3 submarines moved from 101 Sea Zone to 91 Sea Zone
              1 carrier moved from 91 Sea Zone to 87 Sea Zone
              1 carrier moved from 94 Sea Zone to 98 Sea Zone
              2 fighters moved from Gibraltar to 98 Sea Zone
              2 carriers moved from 92 Sea Zone to 98 Sea Zone
              1 fighter moved from Gibraltar to 98 Sea Zone
              1 fighter moved from Algeria to 98 Sea Zone
              2 fighters moved from Algeria to 98 Sea Zone
              1 bomber moved from Algeria to Trans-Jordan
              1 armour moved from Algeria to 94 Sea Zone
              1 infantry moved from Algeria to 94 Sea Zone
              1 armour, 1 infantry and 1 transport moved from 94 Sea Zone to 98 Sea Zone
              1 mech_infantry moved from Algeria to 92 Sea Zone
              3 artilleries moved from Algeria to 92 Sea Zone
              6 infantry moved from Algeria to 92 Sea Zone
              3 artilleries, 6 infantry, 1 mech_infantry and 5 transports moved from 92 Sea Zone to 98 Sea Zone
              1 marine moved from Algeria to 92 Sea Zone
              1 cruiser and 1 marine moved from 92 Sea Zone to 98 Sea Zone
              1 transport moved from 92 Sea Zone to 89 Sea Zone
              1 submarine moved from 92 Sea Zone to 97 Sea Zone
              2 destroyers moved from 92 Sea Zone to 98 Sea Zone
              1 mech_infantry moved from Albania to Greece
              1 armour, 3 artilleries, 7 infantry and 1 mech_infantry moved from 98 Sea Zone to Trans-Jordan
              1 marine moved from 98 Sea Zone to Trans-Jordan
              2 fighters moved from 92 Sea Zone to Trans-Jordan
              2 fighters moved from Eastern United States to 92 Sea Zone
              1 fighter moved from Manchuria to Amur
              1 bomber moved from Japan to Amur
              2 bombers moved from Western United States to Amur
      
          Place Units - Americans
              3 infantry placed in Western United States
              3 artilleries placed in Western United States
              3 transports placed in 10 Sea Zone
              1 bomber placed in Western United States
              1 bomber and 4 fighters placed in Eastern United States
              Americans undo move 5.
              Americans undo move 4.
              1 fighter placed in Western United States
              2 bombers and 3 fighters placed in Eastern United States
      
          Turn Complete - Americans
              Americans collect 64 PUs; end with 64 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs
              Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 79 PUs
              Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 84 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 89 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 94 PUs
              Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 99 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 2 artilleries and 2 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
              Trigger Chinese Guerilla Sikang: Chinese has 1 infantry placed in Sikang
              1 infantry moved from Chahar to Jehol
                    Chinese take Jehol from Japanese
              1 infantry moved from Hunan to Kwangsi
                    Chinese take Kwangsi from Japanese
              1 infantry moved from Anhwe to Kiangsi
                    Chinese take Kiangsi from Japanese
              1 infantry moved from Anhwe to Kiangsu
                    Chinese take Kiangsu from Japanese
              1 infantry moved from Anhwe to Shantung
                    Chinese take Shantung from Japanese
              1 infantry moved from Tsinghai to Kansu
              1 infantry moved from Shensi to Kansu
              1 fighter moved from Chahar to Kansu
      
          Combat - Chinese
              Chinese creates battle in territory Sikang
              Battle in Kansu
                  Chinese attack with 1 fighter and 2 infantry
                  Germans defend with 1 infantry
                      Chinese roll dice for 1 fighter and 2 infantry in Kansu, round 2 : 1/3 hits, 0.83 expected hits
                      Germans roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Germans lost in Kansu
                  Chinese win, taking Sikang from Japanese, taking Kansu from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Trigger Chinese Destroy Factories Shantung Chinese: has removed 1 factory_minor owned by Chinese in Shantung
      
          Non Combat Move - Chinese
              7 infantry moved from Chahar to Hopei
              2 artilleries moved from Anhwe to Hopei
              1 infantry moved from Szechwan to Shensi
              1 fighter moved from Kansu to Hopei
      
          Place Units - Chinese
              2 artilleries and 2 infantry placed in Shensi
      
          Turn Complete - Chinese
              Chinese collect 23 PUs; end with 23 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 26 PUs
      
          Purchase Units - British
              British buy 1 airfield and 2 carriers; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 1 armour and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 mech_infantry moved from French Indo China to Kwangtung
                    UK_Pacific take Kwangtung from Japanese
      
          Combat - British
      
          Non Combat Move - British
              1 artillery, 6 infantry and 1 mech_infantry moved from West India to Eastern Persia
              1 mech_infantry moved from India to Eastern Persia
              2 fighters moved from India to Trans-Jordan
              4 fighters moved from Algeria to 98 Sea Zone
              1 fighter moved from Algeria to Trans-Jordan
              1 armour, 2 artilleries, 7 infantry and 1 marine moved from Algeria to 92 Sea Zone
              1 armour, 2 artilleries, 3 battleships, 1 carrier, 3 cruisers, 5 destroyers, 2 fighters, 7 infantry, 1 marine and 6 transports moved from 92 Sea Zone to 98 Sea Zone
              2 artilleries moved from 98 Sea Zone to Trans-Jordan
              1 armour moved from 98 Sea Zone to Trans-Jordan
              1 marine moved from 98 Sea Zone to Trans-Jordan
              1 infantry moved from 98 Sea Zone to Trans-Jordan
              6 infantry moved from 98 Sea Zone to Trans-Jordan
              1 bomber moved from India to Trans-Jordan
              1 tactical_bomber moved from India to Trans-Jordan
              1 infantry moved from India to West India
              3 aaGuns and 15 infantry moved from India to West India
              1 fighter moved from Burma to Eastern Persia
              2 infantry moved from Burma to India
              1 mech_infantry moved from Yunnan to Shensi
              1 armour moved from French Indo China to Szechwan
      
          Place Units - British
              1 airfield placed in Trans-Jordan
              2 carriers placed in 98 Sea Zone
      
          Turn Complete - British
              British collect 26 PUs; end with 26 PUs
              Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 29 PUs
              Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 32 PUs
      
          Place Units - UK_Pacific
              1 armour placed in India
              1 transport placed in 39 Sea Zone
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 16 PUs; end with 16 PUs
              Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 3 PUs; end with 19 PUs
              Units Change Ownership
                  Some Units in India change ownership: 1 armour
                  Some Units in 39 Sea Zone change ownership: 1 transport
      

      Combat Hit Differential Summary :

      Chinese regular : 0.17
      Americans regular : -1.00
      Japanese regular : -0.83
      Japanese AA : 1.50
      Germans regular : -0.33
      

      Savegame

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      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @cyanight what about intercepting against strat bombing? I think you probably meant no, but just want to be sure.

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      @freh @cyanight kamikaze decision & scramble decision & interceptor decision

      posted in League
      frehF
      freh
    • RE: L20 cyanight(axis) vs freh(Allies+16) BM3.3

      TripleA Move Summary: Americans round 9

      TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

      Game History

      Round: 9
      
          Purchase Units - Americans
              Americans buy 3 artilleries, 2 bombers, 4 fighters, 3 infantry and 3 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 bomber moved from Midway to Japan
              1 bomber moved from Guam to Japan
              2 fighters moved from 22 Sea Zone to Japan
              1 fighter moved from Midway to 6 Sea Zone
              1 fighter moved from 22 Sea Zone to 6 Sea Zone
              1 infantry moved from Marianas to 22 Sea Zone
              1 mech_infantry moved from Marianas to 22 Sea Zone
              1 infantry, 1 mech_infantry and 1 transport moved from 22 Sea Zone to 6 Sea Zone
              1 tactical_bomber moved from 22 Sea Zone to Japan
              1 fighter moved from 17 Sea Zone to Korea
              1 infantry moved from Iwo Jima to 17 Sea Zone
              1 artillery moved from Iwo Jima to 17 Sea Zone
              1 infantry moved from Iwo Jima to 17 Sea Zone
              1 artillery, 2 infantry and 2 transports moved from 17 Sea Zone to 19 Sea Zone
              1 mech_infantry moved from 6 Sea Zone to Korea
              1 infantry moved from 6 Sea Zone to Korea
              1 artillery and 2 infantry moved from 19 Sea Zone to Manchuria
              1 fighter moved from Anhwe to Manchuria
              1 fighter moved from 17 Sea Zone to 6 Sea Zone
              1 fighter moved from 6 Sea Zone to Korea
              3 destroyers moved from 22 Sea Zone to 6 Sea Zone
                    Americans take 17 Sea Zone from Japanese
                    Americans take 22 Sea Zone from Japanese
                    Americans take 6 Sea Zone from Japanese
              1 destroyer moved from 16 Sea Zone to 6 Sea Zone
      

      Savegame

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