Test summary from TripleA, engine version: 1.7.0.3, time: 10:05:03
Posts made by questioneer
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RE: 14L_G40_No Tech_Questioneer(axis)_vs_CaptainKong(allies+7)_game1posted in League
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14L_G40_No Tech_Questioneer(axis)_vs_CaptainKong(allies+7)_game1posted in League
Ok I’ll start in a minute
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RE: Balancing 1914posted in House Rules
As the co-champion in the Origins 1914 tournament I might have a little insight here maybe…
My partner at the time also won the GenCon 1914 tourney as well…so I know how he plays.
By now he has probably over 30 games of experience…6 games in tourney format.
I myself have played the game 10-12 times- 3 in the tourney format.The tourney format at GenCon and Origins were slightly different than Larry tourney rules (here -->
(http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=44&t=18335)
…GenCon/Origins adopted them but changed 2 things:
1. They didn’t use the new setup
2. They allowed US to enter at turn 3 instead of 4.
This yielded in an average 18-20 IPCs given to the Allies in order for the other side to take the Axis. However, personally I like the tournament rules AS written by Larry WITH the setup changes and the US still entering on round 4. This makes the bid much lower too- balancing the game better IMHO.
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RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)posted in Axis & Allies 1914
As the co-champion in the Origins 1914 tournament I might have a little insight here maybe…
My partner at the time also won the GenCon 1914 tourney as well…so I know how he plays.
By now he has probably over 30 games of experience…6 games in tourney format.
I myself have played the game 10-12 times- 3 in the tourney format.The tourney format at GenCon and Origins were slightly different than Larry tourney rules (here -->
(http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=44&t=18335)
…GenCon/Origins adopted them but changed 2 things:
1. They didn’t use the new setup
2. They allowed US to enter at turn 3 instead of 4.
This yielded in an average 18-20 IPCs given to the Allies in order for the other side to take the Axis. However, personally I like the tournament rules AS written by Larry WITH the setup changes and the US still entering on round 4. This makes the bid much lower too- balancing the game better IMHO.
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RE: G40 (2nd ed) and G42 game via Triple Aposted in Find Online Players
Yes sorry about that, if its G40- I want a league game. If its G42 then its casual.
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
I think I play better if its more than “for fun”. Sorry, I’m out.
However I will play a G42 game for fun…interested??? -
RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
Oh ok, I’m sorry, I’m out then…I just want to play a league game…sorry.
BTW…you will find a much better chance of getting a game in if you declare it as a league game. Check out the “league” section here
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
Hey is this a league game? I would like it to be…can you make a thread in the league section???
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RE: 14L_G40_No Tech_Soul_vs_Questioneerposted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 1
Purchase Units - Japanese
Japanese buy 3 transports; Remaining resources: 5 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 infantry moved from Shantung to Anhwe
Japanese take Anhwe from Chinese
3 infantry moved from Kiangsi to Hunan
1 artillery moved from Kiangsi to Hunan
3 infantry moved from Kwangsi to Yunnan
1 artillery moved from Kwangsi to Yunnan
1 tactical_bomber moved from Manchuria to Hunan
1 fighter moved from Manchuria to Hunan
1 tactical_bomber moved from Manchuria to Hunan
1 fighter moved from Manchuria to Hunan
2 bombers moved from Japan to Yunnan
1 fighter moved from Formosa to Hunan
1 tactical_bomber moved from Kiangsu to Yunnan
1 fighter moved from Kiangsu to YunnanCombat - Japanese
Battle in Hunan
Japanese attack with 1 artillery, 3 fighters, 3 infantry and 2 tactical_bombers
Chinese defend with 2 infantry
Japanese win, taking Hunan from Chinese with 1 artillery, 3 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Japanese: 2 infantry
Casualties for Chinese: 2 infantry
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 1 fighter, 3 infantry and 1 tactical_bomber
Chinese defend with 4 infantry
Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 3 infantry
Casualties for Chinese: 4 infantryNon Combat Move - Japanese
3 fighters moved from Hunan to Kwangsi
2 tactical_bombers moved from Hunan to Kwangsi
1 tactical_bomber moved from Yunnan to Kwangsi
1 fighter moved from Yunnan to Kwangsi
2 bombers moved from Yunnan to Kwangsi
1 infantry moved from Okinawa to 19 Sea Zone
1 artillery moved from Shantung to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to Kwangsi
1 infantry moved from 36 Sea Zone to Kwangsi
1 infantry moved from Japan to 6 Sea Zone
1 artillery moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to Kwangsi
1 infantry moved from 36 Sea Zone to Kwangsi
1 battleship moved from 19 Sea Zone to 36 Sea Zone
1 destroyer moved from 19 Sea Zone to 36 Sea Zone
1 submarine moved from 19 Sea Zone to 36 Sea Zone
1 cruiser moved from 20 Sea Zone to 36 Sea Zone
1 battleship moved from 6 Sea Zone to 20 Sea Zone
1 cruiser moved from 6 Sea Zone to 20 Sea Zone
1 destroyer moved from 6 Sea Zone to 20 Sea Zone
1 submarine moved from 6 Sea Zone to 36 Sea Zone
1 destroyer moved from 6 Sea Zone to 36 Sea Zone
1 carrier moved from 6 Sea Zone to 20 Sea Zone
1 fighter moved from 6 Sea Zone to 20 Sea Zone
1 tactical_bomber moved from 6 Sea Zone to 20 Sea Zone
1 carrier moved from 6 Sea Zone to 33 Sea Zone
1 fighter moved from 6 Sea Zone to 33 Sea Zone
1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone
2 infantry moved from Shantung to Anhwe
1 infantry moved from Jehol to Anhwe
1 artillery moved from Jehol to Anhwe
1 mech_infantry moved from Manchuria to Anhwe
1 infantry moved from Kiangsu to Kiangsi
1 infantry moved from Kiangsu to Kiangsi
1 fighter moved from Okinawa to Kiangsi
1 artillery moved from Kiangsu to Anhwe
1 infantry moved from Kiangsu to Anhwe
1 transport moved from 20 Sea Zone to 6 Sea Zone
1 fighter moved from Korea to Kiangsi
6 infantry moved from Manchuria to Jehol
1 aaGun moved from Manchuria to Jehol
1 artillery moved from Manchuria to Jehol
4 infantry moved from Korea to Manchuria
1 tactical_bomber moved from Japan to Kiangsi
1 tactical_bomber moved from Japan to Kiangsi
2 fighters moved from Japan to KiangsiPlace Units - Japanese
3 transports placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 30 PUs; end with 35 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 45 PUs -
RE: 14L_G40_No Tech_Soul_vs_Questioneerposted in League
I like it to be sporting. I’ve seen france fail to fall and the axis still win.
An opponent of mine a while back failed at taking France…so instead he took it with Italy and he was actually doing very well…in fact I thought he had a very good chance…I encouraged him to keep going but alas he threw in the towel on round 3.
You are right though, I should have just tried to play it out for kicks- oh well…
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RE: Forced Armistice Rule for G40/G42posted in House Rules
Yes I suppose armistice is the wrong word. Point is trying to incorporate the impact of the A-bomb race…as I believe Germany was trying to invest also. The A-bomb technology is something that is really not addressed in this game. It some sense I always felt it should be simply bc of its effect on the war- virtually put the war to a much quicker end.
Any power with this technology alone would have extreme power to turn the tide very quickly for their side. Its just a difficult thing to ignore. Mechanically its always been a challenge to incorporate without being too dicey- than again this was meant to be played with tech anyway which players know “dice up” the game.
Game mechanic wise I see it working as a timeclock so to speak. 12 rounds to me is fair enough to let the game play out far yet begin a “timeclock” scenario with an A-bomb type mechanic- maybe like a Defcon 5 thing in Twilight Struggle.
I was thinking a single power could gradually save up six tech tokens (not roll them throughout the game- $30 worth)- and starting in round 12 “buy” the A-bomb tech and force the current round to be the last round.
I don’t know…just brain storming…what’s the best A-bomb house rule you guys have heard of…please share I’m intrigued!!!
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 1
Purchase Units - Germans
Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 fighter moved from Norway to 111 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 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 103 Sea Zone to 110 Sea Zone
1 battleship moved from 113 Sea Zone to 111 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 tactical_bomber moved from Germany to 111 Sea Zone
2 fighters moved from Western Germany to 110 Sea Zone
3 tactical_bombers moved from Western Germany to 110 Sea Zone
1 bomber moved from Germany to 110 Sea Zone
1 bomber moved from Germany to 111 Sea Zone
3 infantry moved from Western Germany to France
4 infantry moved from Holland Belgium to France
2 artilleries moved from Holland Belgium to France
3 armour moved from Holland Belgium to France
1 mech_infantry moved from Western Germany to Southern France
2 armour moved from Greater Southern Germany to Southern France
1 armour moved from Greater Southern Germany to France
1 mech_infantry moved from Western Germany to Southern France
2 mech_infantrys moved from Western Germany to France
1 artillery moved from Western Germany to France
1 tactical_bomber moved from Poland to France
1 fighter moved from Slovakia Hungary to France
2 infantry moved from Slovakia Hungary to Yugoslavia
1 armour moved from Slovakia Hungary to Yugoslavia
1 infantry moved from Romania to Yugoslavia
1 armour moved from Romania to Yugoslavia
6 infantry moved from Greater Southern Germany to Yugoslavia
2 artilleries moved from Greater Southern Germany to Yugoslavia
1 armour moved from Poland to Yugoslavia -
RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
Test summary from TripleA, engine version: 1.7.0.3, time: 22:44:48
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RE: 14L_G40_No Tech_Soul_vs_Questioneerposted in League
Got hosed in France- French ended up winning by a unit. That’s usually about 1/20 games that happens to people. I think its the second time for me.
You can chalk that up as a cheap win b/c I give in after that.Instead of restarting I just redid the battle from the combat move, assuming everything would be the same. My buys were different though, I changed to 2 trannies instead. If you think this is too “out of order”, I can restart it fresh- no problem. Just let me know.
So technically, you win game1 and we are on game2.
How would you like to handle this French fiasco???
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RE: 14L_G40_No Tech_Soul_vs_Questioneerposted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 1
Purchase Units - Germans
Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 submarine moved from 118 Sea Zone to 111 Sea Zone
1 submarine moved from 124 Sea Zone to 111 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 103 Sea Zone to 110 Sea Zone
1 battleship moved from 113 Sea Zone to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 fighter moved from Western Germany to 110 Sea Zone
1 fighter moved from Western Germany to 110 Sea Zone
3 tactical_bombers moved from Western Germany to 110 Sea Zone
1 tactical_bomber moved from Germany to 111 Sea Zone
1 bomber moved from Germany to 110 Sea Zone
1 bomber moved from Germany to 110 Sea Zone
3 infantry moved from Western Germany to France
2 armour moved from Greater Southern Germany to Southern France
1 mech_infantry moved from Western Germany to Southern France
3 mech_infantrys moved from Western Germany to France
1 armour moved from Greater Southern Germany to France
3 armour moved from Holland Belgium to France
2 infantry moved from Holland Belgium to France
2 infantry moved from Holland Belgium to Normandy Bordeaux
2 artilleries moved from Holland Belgium to Normandy Bordeaux
1 artillery moved from Western Germany to France
2 infantry moved from Slovakia Hungary to Yugoslavia
6 infantry moved from Greater Southern Germany to Yugoslavia
2 artilleries moved from Greater Southern Germany to Yugoslavia
1 armour moved from Slovakia Hungary to Yugoslavia
1 armour moved from Romania to Yugoslavia
1 infantry moved from Romania to Yugoslavia
1 armour moved from Poland to Yugoslavia
1 tactical_bomber moved from Poland to France
1 fighter moved from Slovakia Hungary to FranceCombat - Germans
British scrambles 1 units out of Scotland to defend against the attack in 111 Sea Zone
Battle in 106 Sea Zone
Germans attack with 1 submarine
British defend with 1 destroyer and 1 transport
British win with 1 transport remaining. Battle score for attacker is 2
Casualties for Germans: 1 submarine
Casualties for British: 1 destroyer
Battle in France
Germans attack with 4 armour, 1 artillery, 1 fighter, 5 infantry, 3 mech_infantrys and 1 tactical_bomber
French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
Germans captures 19PUs while taking French capital
Germans converts factory_major into different units
Germans win, taking France from French with 4 armour, 1 artillery, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 24
Casualties for Germans: 1 fighter, 5 infantry and 1 mech_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 111 Sea Zone
Germans attack with 1 battleship, 1 fighter, 2 submarines and 1 tactical_bomber
British defend with 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Units damaged: 1 battleship owned by the British
Units damaged: 1 battleship owned by the Germans
Germans win with 1 battleship, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 38
Casualties for Germans: 2 submarines
Casualties for British: 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Battle in Yugoslavia
Germans attack with 3 armour, 2 artilleries and 9 infantry
Neutral_Allies defend with 5 infantry
Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries and 6 infantry remaining. Battle score for attacker is 6
Casualties for Neutral_Allies: 5 infantry
Casualties for Germans: 3 infantry
Battle in Normandy Bordeaux
Germans attack with 2 artilleries and 2 infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Germans win, taking Normandy Bordeaux from French with 2 artilleries remaining. Battle score for attacker is 1
Casualties for Germans: 2 infantry
Casualties for French: 1 artillery and 1 infantry
Battle in Southern France
Germans attack with 2 armour and 1 mech_infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Germans win, taking Southern France from French with 2 armour remaining. Battle score for attacker is 3
Casualties for Germans: 1 mech_infantry
Casualties for French: 1 artillery and 1 infantry
Battle in 110 Sea Zone
Germans attack with 2 bombers, 3 fighters, 2 submarines and 3 tactical_bombers
French defend with 1 cruiser; British defend with 1 battleship and 1 cruiser
Germans win with 2 bombers, 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 38
Casualties for Germans: 1 submarine
Casualties for French: 1 cruiser
Casualties for British: 1 battleship and 1 cruiser
Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to FrenchNon Combat Move - Germans
1 tactical_bomber could not land in France and was removed
1 fighter moved from 111 Sea Zone to 112 Sea Zone
1 tactical_bomber moved from 111 Sea Zone to 112 Sea Zone
1 bomber moved from 110 Sea Zone to Western Germany
3 fighters moved from 110 Sea Zone to Western Germany
3 tactical_bombers moved from 110 Sea Zone to Western Germany
1 bomber moved from 110 Sea Zone to Western Germany
1 infantry moved from Norway to Finland
Germans take Finland from Neutral_Axis
1 infantry moved from Romania to Bulgaria
Germans take Bulgaria from Neutral_Axis
1 cruiser moved from 114 Sea Zone to 112 Sea Zone
1 transport moved from 114 Sea Zone to 112 Sea Zone
3 artilleries moved from Germany to Greater Southern Germany
11 infantry moved from Germany to Greater Southern GermanyPlace Units - Germans
1 carrier, 1 destroyer and 1 submarine placed in 112 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,6
Germans collect 41 PUs (3 lost to blockades); end with 60 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs
Turning on Edit Mode
EDIT: Removing units owned by Germans from 112 Sea Zone: 1 submarine
EDIT: Removing units owned by Germans from 112 Sea Zone: 1 destroyer
EDIT: Adding units owned by Germans to 112 Sea Zone: 2 transports
EDIT: Adding units owned by British to Alexandria: 1 artillery
EDIT: Adding units owned by British to 98 Sea Zone: 1 submarine
EDIT: Adding units owned by Chinese to Kweichow: 1 artillery
EDIT: Turning off Edit Mode -
RE: 14L_G40_No Tech_Soul_vs_Questioneerposted in League
Test summary from TripleA, engine version: 1.7.0.3, time: 22:10:44
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
Name the units you want to put down and where and I’ll start the game. I’m assuming that you cannot save any leftover cash and such…I think that’s the league rules…I forget.
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
I’m sorry, I mean I’ll take the Axis and you keep the +12 with Allies. Correct now???
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RE: JeffM/Rgp44 vs Questioneer - 1940 Global 2nd Edition, Bidding for Alliesposted in Play Boardgames
I’ll take the Axis and you keep the +14. Did I do this right??? I think so…hmmm that’s different…but hey, I got no problem with it.