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 1 
 on: Today at 05:10:58 am 
Started by GeneralSvend-Sved - Last post by JWW
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3 with Combat Move First, version: 3.3

Game History

    Round: 1

        Combat Move - ANZAC

        Purchase Units - ANZAC
            ANZAC buy 1 transport; Remaining resources: 3 PUs;

        Non Combat Move - ANZAC
            1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone
            1 aaGun, 1 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
            1 aaGun and 1 infantry moved from 42 Sea Zone to Java
                  ANZAC take Java from Dutch
            2 fighters moved from New Zealand to Java
            1 fighter moved from Queensland to Java
            1 destroyer moved from 62 Sea Zone to 42 Sea Zone
            1 aaGun and 1 infantry moved from New South Wales to Queensland
            1 cruiser moved from 63 Sea Zone to 54 Sea Zone

        Place Units - ANZAC
            1 transport placed in 62 Sea Zone

        Turn Complete - ANZAC
            ANZAC collect 14 PUs; end with 17 PUs total

        Combat Move - French
            1 fighter moved from United Kingdom to 92 Sea Zone

        Combat - French
            Battle in 92 Sea Zone
                French attack with 1 fighter
                Italians defend with 1 transport
                French win with 1 fighter remaining. Battle score for attacker is 7
                Casualties for Italians: 1 transport

        Non Combat Move - French
            1 fighter moved from 92 Sea Zone to Morocco
            1 infantry moved from Algeria to Morocco
            1 infantry moved from French West Africa to French Central Africa
            1 infantry moved from Syria to Trans-Jordan
            1 destroyer moved from 72 Sea Zone to 58 Sea Zone

        Turn Complete - French


Territory Summary for ANZAC and French :

    Malaya : 1 infantry
    Queensland : 1 aaGun, 1 airfield, 1 artillery, 1 harbour and 3 infantry
    New Zealand : 1 airfield, 1 harbour and 1 infantry
    New South Wales : 1 factory_minor and 1 harbour
    Java : 1 flag, 1 aaGun, 3 fighters and 1 infantry
    42 Sea Zone : 1 destroyer and 1 transport
    58 Sea Zone : 1 destroyer
    54 Sea Zone : 1 cruiser
    62 Sea Zone : 1 transport
    Trans-Jordan : 1 infantry
    Egypt : 2 infantry
    United Kingdom : 2 infantry
    Morocco : 1 fighter and 2 infantry
    Normandy Bordeaux : 1 artillery, 1 factory_minor and 1 harbour
    French Central Africa : 1 infantry


Production/PUs Summary :

    Germans : 39 / 68
    Russians : 37 / 38
    Japanese : 27 / 39
    Americans : 52 / 52
    Chinese : 11 / 14
    British : 30 / 37
    UK_Pacific : 17 / 17
    Italians : 16 / 26
    ANZAC : 14 / 17
    French : 11 / 0
    Dutch : 7 / 0
    Mongolians : 0 / 0
    Neutral_Axis : 2 / 0
    Neutral_Allies : 2 / 0
    Neutral_True : 18 / 0



 2 
 on: Today at 05:06:52 am 
Started by bgugs - Last post by dillankid
Affinity Photo (Raster app comparable to Photoshop) and Affinity Designer (Vector app comparable to Illustrator) are the closest things you can get to professional software without the monthly or otherwise outrageous costs...roughly $50 each.  Mac or PC, very powerful for the price and not too difficult to learn.

 3 
 on: Today at 05:06:32 am 
Started by Momentum - Last post by Krieghund
The older A&A games had much simpler rules because no cash = nothing to buy.
So there was no distinction or skipping phases.

The Classic rules state that you may not collect income or buy units while your capital is enemy-held, which is pretty much the same thing.


I doubt it that the devs would have made provisions in their rules for something that actualy in real games does not happen ( capturing a capital while your own is captured )

That eventuality was considered and accounted for.


it is more likely that they wanted to clarify the rules but forgot that they actualy changed the rules.

No, it was intentional.  The skipping of phases removes all ambiguity as to what is and is not allowed while your capital is enemy-held.  As I said, the intention is (and always has been) that you're only allowed to move and fight.

 4 
 on: Today at 05:04:13 am 
Started by Drejemester - Last post by GeneralSvend-Sved
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0

Game History

    Round: 12

        Purchase Units - Japanese
            Japanese buy 1 carrier, 2 destroyers, 2 fighters, 1 infantry and 5 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;

        Combat Move - Japanese
            1 armour and 1 infantry moved from Java to 42 Sea Zone
            2 artilleries and 1 infantry moved from Malaya to 37 Sea Zone
            2 artilleries, 1 infantry and 2 transports moved from 37 Sea Zone to 39 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 42 Sea Zone to 39 Sea Zone
            2 battleships, 4 carriers, 2 cruisers, 6 fighters, 1 tactical_bomber and 1 transport moved from 37 Sea Zone to 39 Sea Zone
            6 fighters and 1 tactical_bomber moved from 39 Sea Zone to India
            1 armour, 2 artilleries and 2 infantry moved from 39 Sea Zone to India
            1 carrier moved from 42 Sea Zone to 39 Sea Zone
            1 fighter and 1 tactical_bomber moved from 42 Sea Zone to India
            1 artillery moved from South Australia to New South Wales
            1 submarine moved from 37 Sea Zone to 41 Sea Zone
            2 submarines moved from 37 Sea Zone to 38 Sea Zone
            1 destroyer moved from 16 Sea Zone to 17 Sea Zone
            1 destroyer moved from 35 Sea Zone to 18 Sea Zone
            1 carrier, 1 fighter and 1 tactical_bomber moved from 35 Sea Zone to 6 Sea Zone
            1 infantry moved from Manchuria to Amur
                  Japanese take Amur from Russians
            1 artillery and 2 infantry moved from Manchuria to Korea
            1 fighter and 1 tactical_bomber moved from Manchuria to Korea
            1 submarine moved from 37 Sea Zone to 38 Sea Zone
            1 destroyer moved from 55 Sea Zone to 37 Sea Zone
            2 destroyers moved from 37 Sea Zone to 39 Sea Zone
            4 infantry moved from Philippines to 35 Sea Zone
            4 infantry and 2 transports moved from 35 Sea Zone to 41 Sea Zone
            4 infantry moved from 41 Sea Zone to Sumatra
            1 fighter and 1 tactical_bomber moved from Kwangtung to Kwangsi
            1 artillery and 1 infantry moved from Kwangtung to Kwangsi
            1 infantry moved from Anhwe to Hunan
                  Japanese take Hunan from Chinese
            1 infantry moved from Kansu to Novosibirsk
                  Japanese take Novosibirsk from Russians
            1 mech_infantry moved from Shensi to Timguska
                  Japanese take Timguska from Russians
            1 infantry moved from Suiyuyan to Kansu
            1 artillery moved from Chahar to Suiyuyan
            1 infantry moved from Anhwe to Chahar
            1 mech_infantry moved from Kiangsu to Anhwe
            1 infantry moved from Anhwe to Kweichow
            1 bomber moved from Anhwe to Kweichow
            1 artillery moved from Shensi to Szechwan
            1 mech_infantry moved from Shensi to Szechwan
            1 bomber moved from Anhwe to Szechwan
            1 armour moved from Shensi to Tsinghai
                  Japanese take Tsinghai from Chinese
            1 bomber moved from Kweichow to Szechwan
            1 fighter and 1 tactical_bomber moved from Anhwe to Kweichow
            1 fighter moved from Kwangtung to Kwangsi
            1 mech_infantry moved from Shensi to Sikang
                  Japanese take Sikang from Chinese
            1 infantry moved from Hopei to Shensi
            1 mech_infantry moved from Anhwe to Hopei
            1 infantry moved from Shantung to Anhwe
            1 infantry moved from Shantung to Jehol
            1 infantry moved from Shantung to Anhwe

        Combat - Japanese
            Battle in 41 Sea Zone
                Japanese attack with 1 submarine and 2 transports
                British defend with 1 transport
                Japanese win, taking 41 Sea Zone from UK_Pacific with 1 submarine and 2 transports remaining. Battle score for attacker is 7
                Casualties for British: 1 transport
            Battle in 38 Sea Zone
                Japanese attack with 3 submarines
                British defend with 1 destroyer
                Japanese win with 3 submarines remaining. Battle score for attacker is 8
                Casualties for British: 1 destroyer
            Battle in Kwangsi
                Japanese attack with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber
                Chinese defend with 2 infantry
                Japanese win, taking Kwangsi from Chinese with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                Casualties for Chinese: 2 infantry
            Battle in Szechwan
                Japanese attack with 1 artillery, 2 bombers and 1 mech_infantry
                Chinese defend with 1 infantry
                Japanese win, taking Szechwan from Chinese with 1 artillery and 2 bombers remaining. Battle score for attacker is -1
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 mech_infantry
            Battle in Sumatra
                Japanese attack with 4 infantry
                British defend with 1 mech_infantry
                Japanese win, taking Sumatra from UK_Pacific with 2 infantry remaining. Battle score for attacker is -2
                Casualties for British: 1 mech_infantry
                Casualties for Japanese: 2 infantry
            Battle in Korea
                Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber
                Russians defend with 1 infantry
                Japanese win, taking Korea from Russians with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
            Battle in New South Wales
                Japanese attack with 1 artillery
                ANZAC defend with 1 factory_minor and 1 harbour; Americans defend with 1 artillery and 1 infantry
                ANZAC win with 1 artillery and 1 infantry remaining. Battle score for attacker is -4
                Casualties for Japanese: 1 artillery
            Battle in Kweichow
                Japanese attack with 1 fighter, 1 infantry and 1 tactical_bomber
                Chinese defend with 1 infantry
                Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 infantry
            Battle in India
                Japanese attack with 1 armour, 2 artilleries, 7 fighters, 2 infantry and 2 tactical_bombers
                British defend with 2 armour, 3 fighters, 4 infantry and 3 mech_infantrys; UK_Pacific defend with 1 airfield, 1 factory_major and 1 harbour
                Japanese captures 15PUs while taking UK_Pacific capital
                Japanese converts factory_major into different units
                Japanese win, taking India from UK_Pacific with 1 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -19
                Casualties for British: 2 armour, 3 fighters, 4 infantry and 3 mech_infantrys
                Casualties for Japanese: 2 artilleries, 6 fighters, 2 infantry and 1 tactical_bomber
            triggerUKPacificDestroyPUsJapanese: Setting destroysPUs to true for playerAttachment attached to UK_Pacific

        Non Combat Move - Japanese
            1 fighter and 1 tactical_bomber moved from India to 39 Sea Zone
            2 bombers moved from Szechwan to Anhwe
            1 fighter and 1 tactical_bomber moved from Kweichow to Kiangsu
            2 fighters and 1 tactical_bomber moved from Kwangsi to Kiangsu
            2 bombers moved from Anhwe to Kiangsu
            1 armour moved from Kiangsu to Kwangtung
            1 mech_infantry moved from Kiangsu to Hopei
            1 fighter and 1 tactical_bomber moved from Korea to 6 Sea Zone

        Place Units - Japanese
            1 carrier and 2 destroyers placed in 6 Sea Zone
            1 infantry and 1 mech_infantry placed in Kwangtung
            3 mech_infantrys placed in Kiangsu
            1 mech_infantry placed in Kwangtung
            2 fighters placed in Japan

        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 3
            Japanese collect 67 PUs (2 lost to blockades); end with 82 PUs total
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 87 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 92 PUs



 5 
 on: Today at 05:04:03 am 
Started by wheatbeer - Last post by wheatbeer
Dang ... I know I'd be deterred at that point  shocked


 6 
 on: Today at 05:03:11 am 
Started by Ichabod - Last post by Sovietishcat
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 3

        Purchase Units - Chinese
            Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
            Chinese buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

        Combat Move - Chinese
            1 infantry moved from Kweichow to Hunan
                  Chinese take Hunan from Japanese
            2 infantry moved from Kweichow to Shensi
            1 fighter moved from Burma to Shensi

        Combat - Chinese
            Battle in Shensi
                Chinese attack with 1 fighter and 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 1 fighter and 2 infantry in Shensi, round 2 :  1/3 hits
                    Japanese roll dice for 1 infantry in Shensi, round 2 :  0/1 hits
                    1 infantry owned by the Japanese lost in Shensi
                Chinese win, taking Shensi from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry

        Non Combat Move - Chinese
            1 fighter moved from Shensi to Sikang
            5 infantry moved from Szechwan to Yunnan

        Place Units - Chinese
            1 artillery and 1 infantry placed in Yunnan

        Turn Complete - Chinese
            Chinese collect 8 PUs; end with 8 PUs
            Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 14 PUs



 7 
 on: Today at 05:01:47 am 
Started by Ichabod - Last post by Sovietishcat
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 3

        Purchase Units - Chinese
            Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
            Chinese buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

        Combat Move - Chinese
            1 infantry moved from Kweichow to Hunan
                  Chinese take Hunan from Japanese
            2 infantry moved from Kweichow to Shensi
            1 fighter moved from Burma to Shensi



 8 
 on: Today at 04:58:59 am 
Started by Ichabod - Last post by Sovietishcat
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 3

        Purchase Units - Americans
            Americans buy 1 bomber, 1 destroyer, 1 fighter, 1 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs;

        Combat Move - Americans

        Non Combat Move - Americans
            1 destroyer moved from 54 Sea Zone to 55 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
            1 infantry moved from Central United States to Western United States
            1 carrier moved from 10 Sea Zone to 26 Sea Zone
            1 bomber moved from Western United States to Hawaiian Islands
            1 fighter moved from Eastern United States to 26 Sea Zone

        Place Units - Americans
            1 bomber placed in Central United States
            1 destroyer and 2 submarines placed in 10 Sea Zone
            1 transport placed in 101 Sea Zone
            1 infantry placed in Eastern United States
            1 fighter placed in Central United States
            Note to players Americans: <body>America has joined the Allies, and declared war on the Axis!</body>
            Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War
            Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied
            Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied
            Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
            Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied
            Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied
            Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly
            Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War
            Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War
            Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
            Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral

        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
            Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 62 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 67 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 77 PUs
            Turning on Edit Mode
            EDIT: Adding units owned by Americans to Eastern United States: 1 fighter
            EDIT: Removing units owned by Americans from Central United States: 1 fighter
            EDIT: Turning off Edit Mode



 9 
 on: Today at 04:54:41 am 
Started by Ichabod - Last post by Sovietishcat
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

Game History

    Round: 3

        Purchase Units - Americans
            Americans buy 1 bomber, 1 destroyer, 1 fighter, 1 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs;

        Combat Move - Americans



 10 
 on: Today at 04:48:36 am 
Started by Momentum - Last post by ShadowHAwk
A bit weird with the wording.

But what would happen if germany captures russia and in the same turn russia captures germany.
Russia now has money, so why cant they spend it?

Because that function isn't allowed when your capital is held by the enemy.  Spending and production direction are high-level government functions, which cannot be accomplished while the capital is enemy-held.


But the whole section is kinda useless, you dont get to collect income would be enough.
You cant buy units without money so you dont have to skip the step you just buy forces with all the cash (0) you have.

Well, you could in the situation you described above, but that's not allowed, so the phase is skipped.  It's supposed to hurt when you lose your capital, so all you can do is move and fight.

Nice but not repairing a ship at a naval base does not no sense at all.

The older A&A games had much simpler rules because no cash = nothing to buy.
So there was no distinction or skipping phases.

I doubt it that the devs would have made provisions in their rules for something that actualy in real games does not happen ( capturing a capital while your own is captured ), it is more likely that they wanted to clarify the rules but forgot that they actualy changed the rules.


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