Any scramble? If so what is your OOL.
Posts made by Tirano
-
RE: Tirano (X) Vs. OwenToo (L)posted in League
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
Germans buy 4 artilleries, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 fighter moved from Holland Belgium to 110 Sea Zone
3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
1 tactical_bomber moved from Western Germany to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
2 bombers moved from Germany to 111 Sea Zone
2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone
1 tactical_bomber moved from Germany to 110 Sea Zone
1 battleship moved from 113 Sea Zone to 110 Sea Zone
1 submarine moved from 108 Sea Zone to 110 Sea Zone
1 submarine moved from 103 Sea Zone to 91 Sea Zone
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
3 armour moved from Greater Southern Germany to France
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 armour moved from Slovakia Hungary to Yugoslavia
1 armour moved from Poland to Yugoslavia
1 fighter moved from Slovakia Hungary to Yugoslavia
1 tactical_bomber moved from Poland to Yugoslavia
1 infantry moved from Romania to Yugoslavia -
RE: Tirano (X) Vs. OwenToo (L)posted in League
Test summary from TripleA, engine version: 1.9, time: 5:04:25 PM
-
RE: Stroutqb22 (Axis) vs OwenToo (Allies)posted in Play Boardgames
Please remove my email from this thread strout
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
I turned on edit mode because it would not allow me to move the sub from SZ91 to SZ96 as a combat move. Obviously if I am having an oversight (it might be obvious) then please correct me on this. Also it would not allow me to post the combat move summary and so I did a manual post which excluded my purchases which was 6 inf 1 fighter, 3 inf 1 art 1 mech. I apologize for all these difficulties, but assuming this is all acceptable, Scramble in SZ97?
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Combat Move - British
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 destroyer moved from 109 Sea Zone to 111 Sea Zone
1 fighter moved from Scotland to 111 Sea Zone
1 bomber moved from United Kingdom to 111 Sea Zone
1 fighter moved from Gibraltar to 96 Sea Zone
EDIT: 1 submarine moved from 91 Sea Zone to 96 Sea Zone
1 fighter moved from Malta to 97 Sea Zone
1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
1 artillery and 1 infantry moved from Egypt to 98 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 96 Sea Zone
1 artillery and 1 infantry moved from 96 Sea Zone to Tobruk
1 armour, 1 artillery and 2 infantry moved from Alexandria to Tobruk
1 mech_infantry moved from Egypt to TobrukCombat - British
Combat Hit Differential Summary :
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
Sorry, I am new to tripleA and thought for some reason that I could do America and China and it would post both. I am sorry for not having America posted, if this is an issue I will revert to the save of Japan. I will assume it was not though since no dice were rolled and continue with the British.
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
2 infantry moved from Kweichow to Yunnan
2 infantry moved from Szechwan to Yunnan
1 fighter moved from Szechwan to YunnanCombat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 4 infantry
Japanese defend with 1 artillery and 2 infantry
Chinese roll dice for 1 fighter and 4 infantry in Yunnan, round 2 : 3/5 hits, 1.17 expected hits
Japanese roll dice for 1 artillery and 2 infantry in Yunnan, round 2 : 0/3 hits, 1.00 expected hits
2 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 4 infantry remaining. Battle score for attacker is 10
Casualties for Japanese: 1 artillery and 2 infantryNon Combat Move - Chinese
1 fighter moved from Yunnan to SzechwanPlace Units - Chinese
4 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUsCombat Hit Differential Summary :
Chinese : 1.83
Japanese : -1.00Territory Summary for Chinese :
Shensi : 1 infantry
Yunnan : 4 infantry
Suiyuyan : 2 infantry
Szechwan : 1 fighter and 8 infantryProduction/PUs Summary :
Germans : 44 / 73
Russians : 35 / 38
Japanese : 31 / 42
Americans : 52 / 52
Chinese : 9 / 15
British : 28 / 28
UK_Pacific : 17 / 17
Italians : 10 / 10
ANZAC : 10 / 10
French : 10 / 0
Dutch : 11 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 6 / 0
Neutral_True : 18 / 0Dice Statistics:
Total
1 was rolled 3 times
3 was rolled 2 times
4 was rolled 2 times
5 was rolled 1 times
Average roll : 2.750
Median : 3.000
Variance : 1.143
Standard Deviation : 1.069
Total rolls : 8Chinese Combat
1 was rolled 3 times
3 was rolled 1 times
5 was rolled 1 times
Average roll : 2.200
Median : 1.000
Variance : 2.750
Standard Deviation : 1.658
Total rolls : 5Japanese Combat
3 was rolled 1 times
4 was rolled 2 times
Average roll : 3.667
Median : 4.000
Variance : 2.500
Standard Deviation : 1.581
Total rolls : 3 -
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Russians
Russians buy 6 armour; Remaining resources: 1 PUs;Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
1 infantry moved from Archangel to Belarus
3 infantry moved from Baltic States to Belarus
2 infantry moved from Eastern Poland to Western Ukraine
1 infantry moved from Bessarabia to Western Ukraine
2 infantry moved from Caucasus to Rostov
1 mech_infantry moved from Volgograd to Bryansk
1 armour moved from Volgograd to Bryansk
2 aaGuns, 1 armour, 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber moved from Russia to Bryansk
2 aaGuns, 1 artillery, 1 fighter and 6 infantry moved from Novgorod to Belarus
3 infantry moved from Vyborg to Novgorod
2 infantry moved from Karelia to Novgorod
6 infantry moved from Buryatia to Yakut S.S.R.
2 aaGuns and 6 infantry moved from Sakha to Buryatia
6 infantry moved from Amur to Buryatia
1 infantry moved from Ukraine to Western Ukraine
2 infantry moved from Ukraine to Western Ukraine
1 fighter moved from Belarus to Novgorod
1 submarine moved from 127 Sea Zone to 125 Sea ZonePlace Units - Russians
3 armour placed in Novgorod
3 armour placed in UkraineTurn Complete - Russians
Russians collect 37 PUs; end with 38 PUsCombat Hit Differential Summary :
Territory Summary for Russians :
Yakut S.S.R. : 6 infantry
Buryatia : 2 aaGuns and 12 infantry
Belarus : 2 aaGuns, 1 artillery and 11 infantry
Bryansk : 2 aaGuns, 2 armour, 1 artillery, 1 fighter, 1 infantry, 2 mech_infantrys and 1 tactical_bomber
Rostov : 2 infantry
Bessarabia : 1 infantry
Russia : 1 airfield and 1 factory_major
Ukraine : 3 armour and 1 factory_minor
Western Ukraine : 1 artillery and 7 infantry
Volgograd : 1 factory_minor
Novgorod : 1 airfield, 3 armour, 1 factory_minor, 1 fighter, 1 harbour and 5 infantry
125 Sea Zone : 1 submarine
115 Sea Zone : 1 cruiser and 1 submarineProduction/PUs Summary :
Germans : 44 / 73
Russians : 37 / 38
Japanese : 26 / 26
Americans : 52 / 52
Chinese : 12 / 12
British : 28 / 28
UK_Pacific : 17 / 17
Italians : 10 / 10
ANZAC : 10 / 10
French : 10 / 0
Dutch : 11 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 6 / 0
Neutral_True : 18 / 0 -
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
holy moly that rolling in SZ110, a clean sweep on round 1 hurts! Well played.
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
Also submerge in 91 in case thats not what you were thinking.
-
RE: Stroutqb22 (Axis) v Tirano (Allies)posted in Play Boardgames
scramble in 110, OOL Tip BB, French Cruiser, Brit Cruiser, Kill BB, French Fig, Brit Fig. No scramble in 111, thanks and good luck.
-
RE: Find League Opponents Threadposted in League
Looking for a G40 game, not interested in Balance Mod. New to league and have not played an abundant amount either, I am fine with low-luck or ADS, standard bidding.
Fair warning I will be unable to play this Friday-Sunday due to face to face matches, so please realize this. PM if you are interested, thanks!
-
RE: Clarity of a few things.posted in Axis & Allies Global 1940
Probably because it’s too big a benefit to have a first strike bombardment. Makes it virtually pointless to put small garrisons on islands.
Plus because then if you took out an AA gun as the bombardment hit, you wouldn’t get any AA rolls which is huge, but if you took out your inf( maybe only one) then AA Indra kill anyways
-
RE: Chips colors: OOB vs HBGposted in Customizations
It would actualy be better if they are slightly off color.
That way you know which chips belong to eachother as chips of different versions dont match exactly.
If you got people that dont understand that 2 different shades of red are still red just shoot them.
Im taking it you have not played the 1914 version of A&A then….
AFAIK the colors are red and blue there. And 1914 is the only exception where different sides have different color chips.
There are two shades for each side though. 2 shades of blue and 2 shades of red.
-
RE: Chips colors: OOB vs HBGposted in Customizations
It would actualy be better if they are slightly off color.
That way you know which chips belong to eachother as chips of different versions dont match exactly.
If you got people that dont understand that 2 different shades of red are still red just shoot them.
Im taking it you have not played the 1914 version of A&A then….
-
RE: Cant seem to win with the Alliesposted in Axis & Allies Global 1940
Do you put a fighter on Scotland?
The Luftwaffe can still take out both fleets but they lose most of their force with a scramble which is a bad attack.
True, but G1 purchases have to be taken into account.
-
RE: Cant seem to win with the Alliesposted in Axis & Allies Global 1940
I think that is heroic. I would have done the USSR strengthens Yunnan strategy but I still think that the allies will have this one.
Wow. I was wrong! Axis win against a +60 bid.
+60? +80? Holly SHITT!
I’d say anything more than 30 would be nigh impossible for the Axis… with 30 you can crush Italy, save 1 of the UK fleets… and more! :-o
Honest question here Karl but where would you put a bid of 30 that allows a UK fleet to be saved? Unless you are referring to the SZ106 fleet or possibly SZ91… But I personally interpret fleet as SZ110 or SZ111. It is an honest question, because if there is a way I can save 110 or 111 and destroy Italy with 30, than I am missing it.
-
RE: Research and Development for Global 1940posted in House Rules
The nation’s player will roll the die and after that they will choose the chart from which to pick a weapon/technology. This is very important because I just don’t believe that any nation would be foolish enough to invent something that they can’t possibly use. Regardless of what number you roll or what nation rolls that number, there is a weapon that they can use if they are allowed to choose between the 2 charts after their roll.
General out of your ideas this is the one I think is best. However, the only problem I see is (and it is a 1/6 in chance) if the US rolls a 4. If they roll a 4, they are forced to pick between radar which is horrific for them, or Increased Factory Production…. Which might only benefit them once in an entire game, if ever. I don’t know what a solution would be, but I know if I were US and rolled a 4, I would feel cheated!