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    Topics created by koala

    • koalaK

      L24 Wizmark (allies) vs Koala (axis+10)

      League
      • • • koala
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      koalaK

      Btw, some time ago I added a little feature to triplea to generate some statistics about the game (settings→testing→"enable beta features" and then game→"game statistics").

      Here is the PU and TUV overview over the turns:
      scrot_2025-08-11_00-11-20_screenshot.png scrot_2025-08-11_00-11-42_screenshot.png

    • koalaK

      Mixed transport clarification

      Axis & Allies Global 1940
      • • • koala
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      koalaK

      Thank you both for the clarification.

    • koalaK

      L19 – Koala (Axis) vs. Trulpen (Allies+22) – Vanilla

      League
      • • • koala
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      trulpenT

      I resign. Well played!

    • koalaK

      18L BM3 dawgoneit (allies) vs. koala (axis+6)

      League
      • • • koala
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      koalaK

      TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

      Game History

      Round: 6

      Purchase Units - Italians
                  Italians buy 1 artillery, 1 bomber and 1 transport; Remaining resources: 0 PUs;

      Combat Move - Italians
                  1 bomber moved from Southern Italy to 104 Sea Zone
                  1 submarine moved from 92 Sea Zone to 91 Sea Zone

      Combat - Italians
                  Americans scrambles 2 units out of Gibraltar to defend against the attack in 91 Sea Zone
                  Battle in 104 Sea Zone
                      Italians attack with 1 bomber
                      Americans defend with 1 destroyer
                          Italians roll dice for 1 bomber in 104 Sea Zone, round 2 : 0/1 hits, 0,67 expected hits
                          Americans roll dice for 1 destroyer in 104 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                          1 bomber owned by the Italians lost in 104 Sea Zone
                      Americans win with 1 destroyer remaining. Battle score for attacker is -12
                      Casualties for Italians: 1 bomber
                  Battle in 91 Sea Zone
                      Italians attack with 1 submarine
                      Americans defend with 1 carrier, 1 destroyer, 4 fighters and 4 transports
                          Italians roll dice for 1 submarine in 91 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                      Units damaged: 1 carrier owned by the Americans
                          Americans roll dice for 1 carrier, 1 destroyer, 4 fighters and 4 transports in 91 Sea Zone, round 2 : 2/6 hits, 3,33 expected hits
                          1 submarine owned by the Italians lost in 91 Sea Zone
                      Americans win with 1 carrier, 1 destroyer, 4 fighters and 4 transports remaining. Battle score for attacker is -6
                      Casualties for Italians: 1 submarine
                  Moving scrambled unit from 91 Sea Zone back to originating territory: Gibraltar
                  Moving scrambled unit from 91 Sea Zone back to originating territory: Gibraltar
                      2 fighters owned by the Americans forced to land in Gibraltar

      Non Combat Move - Italians
                  1 transport moved from 97 Sea Zone to 99 Sea Zone
                  1 artillery and 1 infantry moved from Crete to 99 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 99 Sea Zone to 97 Sea Zone
                  1 cruiser moved from 97 Sea Zone to 99 Sea Zone
                  1 marine moved from Cyprus to 99 Sea Zone
                  1 cruiser and 1 marine moved from 99 Sea Zone to 97 Sea Zone
                  1 artillery, 1 infantry and 1 marine moved from 97 Sea Zone to Northern Italy
                  1 infantry moved from Southern Italy to Northern Italy
                  2 infantry moved from Western Ukraine to Ukraine
                  1 infantry moved from Ukraine to Rostov

      Place Units - Italians
                  1 artillery and 1 bomber placed in Southern Italy
                  1 transport placed in 97 Sea Zone
                  Turning on Edit Mode
                  EDIT: Adding units owned by Italians to Southern Italy: 1 infantry and 1 marine
                  EDIT: Removing units owned by Italians from Northern Italy: 1 infantry
                  EDIT: Removing units owned by Italians from Northern Italy: 1 marine
                  EDIT: Turning off Edit Mode

      Turn Complete - Italians
                  Italians collect 13 PUs; end with 13 PUs
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs
                  Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 21 PUs

      Combat Hit Differential Summary :

      Italians : 0,00
          Americans : -0,67

      Dice Statistics:

      Total
                  1 was rolled 2 times
                  2 was rolled 1 times
                  4 was rolled 3 times
                  5 was rolled 3 times
              Average roll : 3,444
              Median : 4,000
              Variance : 1,375
              Standard Deviation : 1,173
              Total rolls : 9

      Italians Combat
                  2 was rolled 1 times
                  5 was rolled 1 times
              Average roll : 3,500
              Median : 3,500
              Variance : 2,000
              Standard Deviation : 1,414
              Total rolls : 2

      Americans Combat
                  1 was rolled 2 times
                  4 was rolled 3 times
                  5 was rolled 2 times
              Average roll : 3,429
              Median : 4,000
              Variance : 1,500
              Standard Deviation : 1,225
              Total rolls : 7

      triplea_42525_Ita6.tsvg

    • koalaK

      Seeking advice on hosting a game with inexperienced players

      Axis & Allies Global 1940
      • • • koala
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      oysteiloO

      I would tell them as little as possible and give them a +60 bid for allies and you take axis for yourself. When they loose they will ask why and learn a whole lot

    • koalaK

      Little math problem

      Player Help
      • • • koala
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      Midnight_ReaperM

      If playing a strictly low-luck game, you would roll 1 d6 at 3. Throwing 1 d6 at 3 give the same average results as throwing 3 d6 at 1 (on average, score 1 hit in every other toss of the dice).

      Use of low luck rules trades the possibility of lucky dice rolls for the certainty of making hits if enough units are present in the combat.

      So yes, you might shoot down three attackers with your AAA if you play by the base rules. But the most likely result is that you will shoot down 1 plane every other time - which is a result you would also get by tossing 1 d6 at 3.

      So the answer you are likely looking for is:
      If using AAA against three attacking planes, you toss 1d6 with a hit scored for ruling 3 or less.

      -Midnight_Reaper

    • koalaK

      Combat move before unit purchases

      Axis & Allies Global 1940
      • • • koala
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      S

      I agree. It is also not rules compliant.

    • koalaK

      16L G40BM Mr. Green (Allies) vs Koala (Axis)

      League
      • • • koala
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      koalaK

      @Mistergreen:

      Welll that’s the game I suppose. Haden’t I won a early 30% crapshoot it wouldn’t have lasted this long. I suppose it is fitting that my 81% gamble does me in.  :roll:

      This time the luck was certainly on my side around berlin! :-)

      But I can not quite see how the game is over at this point.

      In europe I need two additional victory points and I don’t see germany take moscow anytime soon.

      And in the pacific, the fight for australia will be a tough one with the american naval- and anzac land-reinforcements.

      But I don’t know if I judge the situation right. We’ll preceed as you wish  :-)

      Regards!

    • koalaK

      The 10.000th member..

      Website/Forum Discussion
      • • • koala
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      S

      Not bad 8-)

      single dating blog

    • koalaK

      Search function and the Umlauts

      Website/Forum Discussion
      • • • koala
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      Private-PanicP

      Yes - I can confirm it is now working fine on my machine.

    • koalaK

      Koalabär vs. Ozymandiac

      Play Boardgames
      • • • koala
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      koalaK

      @Ozymandiac:

      I don’t think I want to play Balanced Mod. My main two reasons are that

      I still feel like the original game has too much I haven’t seen yet. it’s a time investment for me, because I have to read up on those new rules which I can’t use in a tabletop game.

      A league game sounds fine; nothing really changes except that the result is logged somewhere right?

      no BM is fine with me :)

      yip, I would prefer a league game just for statistics and stuff.

      So just swap the sides?

      Feel free to open a game :wink:

    • koalaK

      No landing space after scrambling..

      Axis & Allies Global 1940
      • • • koala
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      PantherP

      Correct, but no interpretation is needed.

      At the moment the decision where to land has to be made, the scrambled fighters are in the seazone where they scrambled to.
      So it is one move from there.

      @rulebook:

      After all combat is completed, each surviving scrambled air unit must return to the territory from which it was scrambled. If
      the enemy has captured that territory, the unit can move 1 space to land in a friendly territory or on a friendly aircraft carrier.
      If no such landing space is available, the unit is lost.

    • koalaK

      US 30 IPC clarification

      Axis & Allies Pacific 1940
      • • • koala
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      V

      I believe you are correct.  The “bonus” 30 the US gets when it’s attacked early is to compensate for not having extra money while “at war during collect income”, for example:

      The US is attacked turn 2, gets 30 IPCs immediately so they have that to spend when it becomes their turn.  If this were NOT the case, then the US would only have their initial 30 IPCs to spend during “war time” which wouldn’t make sense.

      This is how I understand it.

    • koalaK

      Small reference chart

      Axis & Allies Pacific 1940
      • • • koala
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      koalaK

      Sadly no, because I only own pacific at the moment.

      When I change this fact in the future, there will be most certainly one for europe and one for the global map, too.

      Till then here is an updated version squeezed to four pages.
      ht tp://files.simon-lenz.de/aa_1940pa_2nd_reference_2016-04-06.pdf (/e most up to date link in first post)

      It is intended to fold the whole thing on the columns, so it fits in the Game boxes. If everything works the turn sequence should be on top of that pile, and every player should have its own copy.

      regards

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