• RE: 2on2 WaW #2 - Elrood & Redrum (Ax) v Witt & Colt (Al)

    four your convenience:

    Game History

    Round: 1
    
        Combat Move - Americans
            2 units repaired.
            1 Destroyer moved from 13 Sea Zone to 25 Sea Zone
            1 Fighter moved from Washington to 25 Sea Zone
            3 Infantrys moved from Colombia to Venezuela
            1 Infantry moved from Northeast USA to 13 Sea Zone
            1 Tank moved from South Atlantic USA to 13 Sea Zone
            1 Infantry, 1 Tank and 1 Transport moved from 13 Sea Zone to 26 Sea Zone
            1 Infantry and 1 Tank moved from 26 Sea Zone to Venezuela
            1 Infantry moved from South Central USA to E.Mexico
            1 Tank moved from South Central USA to E.Mexico
            1 Tank moved from Southwest USA to E.Mexico
            1 Tank moved from San Francisco to W.Mexico
            1 Tank moved from San Francisco to W.Mexico
            1 Infantry moved from Southwest USA to W.Mexico
            1 Infantry moved from Southwest USA to W.Mexico
            1 Artillery moved from Southwest USA to 83 Sea Zone
            1 Artillery moved from San Francisco to 83 Sea Zone
            1 Infantry moved from San Francisco to 83 Sea Zone
            1 Infantry moved from San Francisco to 83 Sea Zone
            1 Bomber moved from South Central USA to 25 Sea Zone
            1 Fighter moved from Davao to 101 Sea Zone
            2 Artillerys, 1 Destroyer, 2 Infantrys, 1 Submarine and 2 Transports moved from 83 Sea Zone to 89 Sea Zone
            2 Artillerys and 2 Infantrys moved from 89 Sea Zone to Midway
            1 Artillery moved from Alaska to 74 Sea Zone
            1 Infantry moved from Alaska to 74 Sea Zone
            1 Artillery, 1 Destroyer, 1 Infantry and 1 Transport moved from 74 Sea Zone to 78 Sea Zone
            1 Submarine moved from 71 Sea Zone to 78 Sea Zone
            2 Carriers and 2 Fighters moved from 118 Sea Zone to 104 Sea Zone
            1 Destroyer and 1 Submarine moved from 98 Sea Zone to 104 Sea Zone
            2 Battleships moved from 91 Sea Zone to 104 Sea Zone
            1 Fighter moved from Pearl Harbor to 104 Sea Zone
            1 Infantry moved from Mindanao to Davao
            1 Fighter moved from Manila to 101 Sea Zone
            1 Infantry moved from Manila to Mindoro
            1 Artillery moved from Manila to Mindoro
            1 Artillery moved from Ponape to Truk
            1 Infantry moved from Ponape to Truk
            1 Bomber moved from Pearl Harbor to Port Moresby
            1 Fighter moved from Palmyra to 104 Sea Zone
            1 Artillery moved from Oahu to Pearl Harbor
            1 Infantry moved from Kauai to Oahu
            1 Tank moved from Northwest USA to W.Mexico
            1 Artillery and 1 Infantry moved from Northwest USA to Southwest USA
            1 Infantry moved from North Central USA to Southwest USA
            1 Bomber moved from North Central USA to Midway
            1 Destroyer and 2 Transports moved from 99 Sea Zone to 98 Sea Zone
            1 Infantry moved from Palmyra to 98 Sea Zone
            1 Infantry moved from Christmas to 98 Sea Zone
            1 Infantry moved from Pearl Harbor to 98 Sea Zone
            1 Infantry moved from Pearl Harbor to 98 Sea Zone
            1 Destroyer, 4 Infantrys and 2 Transports moved from 98 Sea Zone to 97 Sea Zone
            4 Infantrys moved from 97 Sea Zone to Johnston
    
        Purchase Units - Americans
            Americans buy 1 B.Transport, 1 Carrier, 2 Cruisers and 1 Marine; Remaining resources: 0 PUs; 
    
        Combat - Americans
            Battle in Venezuela
                Americans attack with 4 Infantrys and 1 Tank
                Neutral defend with 3 Infantrys
                Americans loses 0 PUs for violating Venezuelas neutrality.
                Americans win, taking Venezuela from Neutral with 3 Infantrys and 1 Tank remaining. Battle score for attacker is 4
                Casualties for Neutral: 3 Infantrys
                Casualties for Americans: 1 Infantry
            Battle in E.Mexico
                Americans attack with 1 Infantry and 2 Tanks
                Neutral defend with 1 Infantry
                Americans loses 0 PUs for violating E.Mexicos neutrality.
                Americans win, taking E.Mexico from Neutral with 1 Infantry and 2 Tanks remaining. Battle score for attacker is 2
                Casualties for Neutral: 1 Infantry
            Battle in W.Mexico
                Americans attack with 2 Infantrys and 3 Tanks
                Neutral defend with 1 Infantry and 1 Tank
                Americans loses 0 PUs for violating W.Mexicos neutrality.
                Americans win, taking W.Mexico from Neutral with 1 Infantry and 3 Tanks remaining. Battle score for attacker is 5
                Casualties for Neutral: 1 Infantry and 1 Tank
                Casualties for Americans: 1 Infantry
            Battle in 101 Sea Zone
                Americans attack with 2 Fighters
                Yamamoto defend with 1 Transport
                Yamamoto win with 1 Transport remaining. Battle score for attacker is -16
                Casualties for Americans: 2 Fighters
            Battle in 25 Sea Zone
                Americans attack with 1 Bomber, 1 Destroyer and 1 Fighter
                Germans defend with 1 Submarine
                Americans win with 1 Bomber and 1 Fighter remaining. Battle score for attacker is -1
                Casualties for Americans: 1 Destroyer
                Casualties for Germans: 1 Submarine
    
        Non Combat Move - Americans
            1 Bomber and 1 Fighter moved from 25 Sea Zone to Colombia
    
        Place Units - Americans
            1 Carrier and 2 Cruisers placed in 91 Sea Zone
            1 B.Transport placed in 83 Sea Zone
            1 Marine placed in San Francisco
    
        Turn Complete - Americans
            Americans collect 108 PUs; end with 108 PUs
    

    I want to highlight:

    Battle in 101 Sea Zone
    Americans attack with 2 Fighters
    Yamamoto defend with 1 Transport
    Yamamoto win with 1 Transport remaining. Battle score for attacker is -16
    Casualties for Americans: 2 Fighters

    posted in Team Games
  • RE: 2on2 WaW #2 - Elrood & Redrum (Ax) v Witt & Colt (Al)

    @Witt
    Game History

    Round: 1
    
        Combat Move - Thai
            1 Artillery and 1 Infantry moved from Bangkok to 105 Sea Zone
            1 Infantry moved from Bangkok to 105 Sea Zone
            1 Infantry and 1 T.Boat moved from 105 Sea Zone to 110 Sea Zone
            1 Artillery, 1 Infantry and 1 Transport moved from 105 Sea Zone to 110 Sea Zone
            1 Artillery and 1 Infantry moved from 110 Sea Zone to East And South Borneo
            1 Infantry moved from 110 Sea Zone to Java
                  Thai take Java from Dutch
            1 Fighter moved from Bangkok to East And South Borneo
    
        Purchase Units - Thai
            Thai buy 4 Infantrys; Remaining resources: 0 PUs; 
    
        Combat - Thai
            Battle in East And South Borneo
                Thai attack with 1 Artillery, 1 Fighter and 1 Infantry
                British defend with 1 Artillery
                    Thai roll dice for 1 Artillery, 1 Fighter and 1 Infantry in East And South Borneo, round 2 : 1/3 hits, 1,00 expected hits
                    Dutch roll dice for 1 Artillery in East And South Borneo, round 2 : 0/1 hits, 0,33 expected hits
                    1 Artillery owned by the British lost in East And South Borneo
                Thai win, taking East And South Borneo from Dutch with 1 Artillery, 1 Fighter and 1 Infantry remaining. Battle score for attacker is 4
                Casualties for British: 1 Artillery
    
        Non Combat Move - Thai
            1 Fighter moved from East And South Borneo to West Borneo
            1 Destroyer, 1 Submarine and 1 Transport moved from 105 Sea Zone to 110 Sea Zone
    
        Place Units - Thai
            4 Infantrys placed in Bangkok
    
        Turn Complete - Thai
            Thai collect 10 PUs; end with 10 PUs
    

    Combat Hit Differential Summary :

    Thai regular : 0,00
    Dutch regular : -0,33
    

    waw_thai_1.tsvg

    posted in Team Games
  • RE: NML 1914 Team Game 8

    @dawgoneit
    Game History

    Round: 13
    
        Research Technology - Communists
            Communists spend 5 on tech rolls
                Communists roll 6,5 and gets 1 hit
            Communists removing all Technology Tokens after successful research.
            Communists discover workingWomen
    
        Combat Move - Communists
            5 infantry moved from Yakutsk to Tiksi
            5 field_guns moved from Yakutsk to Tiksi
            6 conscripts moved from Yakutsk to Tiksi
            2 heavy_guns moved from Yakutsk to Tiksi
            2 conscripts moved from Yakutsk to Tiksi
            3 heavy_guns moved from Yakutsk to Aldan
            7 conscripts moved from Yakutsk to Aldan
            3 conscripts moved from Yakutsk to Aldan
            1 conscript moved from Yakutsk to Tiksi
            1 conscript moved from Yakutsk to Tiksi
            2 field_guns moved from Yakutsk to Tiksi
            7 field_guns moved from Yakutsk to Aldan
            1 field_gun moved from Yakutsk to Tiksi
            6 infantry moved from Yakutsk to Aldan
            3 conscripts moved from Yakutsk to Tiksi
            3 conscripts moved from Yakutsk to Aldan
    
        Purchase Units - Communists
            Communists buy 11 conscripts and 1 trench; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat - Communists
            Battle in Aldan
                Communists attack with 13 conscripts, 7 field_guns, 3 heavy_guns and 6 infantry
                Russia defend with 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs
                    Communists roll dice for 13 conscripts, 7 field_guns, 3 heavy_guns and 6 infantry in Aldan, round 2 : 11/26 hits, 6,00 expected hits
                    Russia roll dice for 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs in Aldan, round 2 : 1/8 hits, 2,33 expected hits
                    2 trenchs owned by the Russia, 2 infantry owned by the Russia, 3 conscripts owned by the Russia, 1 heavy_gun owned by the Russia and 1 conscript owned by the Communists lost in Aldan
                Communists win, taking Aldan from Russia with 12 conscripts, 7 field_guns, 3 heavy_guns and 6 infantry remaining. Battle score for attacker is 21
                Casualties for Communists: 1 conscript
                Casualties for Russia: 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs
            Battle in Tiksi
                Communists attack with 13 conscripts, 8 field_guns, 2 heavy_guns and 5 infantry
                Russia defend with 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs
                    Communists roll dice for 13 conscripts, 8 field_guns, 2 heavy_guns and 5 infantry in Tiksi, round 2 : 3/25 hits, 5,83 expected hits
                Units damaged: 2 trenchs owned by the Russia
                    Russia roll dice for 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs in Tiksi, round 2 : 1/8 hits, 2,33 expected hits
                    1 conscript owned by the Russia and 1 conscript owned by the Communists lost in Tiksi
                    Communists roll dice for 12 conscripts, 8 field_guns, 2 heavy_guns and 5 infantry in Tiksi, round 3 : 3/25 hits, 5,83 expected hits
                    Russia roll dice for 2 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs in Tiksi, round 3 : 1/7 hits, 2,17 expected hits
                    1 trench owned by the Russia, 2 conscripts owned by the Russia and 1 conscript owned by the Communists lost in Tiksi
                    Communists roll dice for 11 conscripts, 8 field_guns, 2 heavy_guns and 5 infantry in Tiksi, round 4 : 4/25 hits, 5,83 expected hits
                    Russia roll dice for 1 heavy_gun, 2 infantry and 1 trench in Tiksi, round 4 : 2/4 hits, 1,67 expected hits
                    1 trench owned by the Russia, 2 infantry owned by the Russia, 1 heavy_gun owned by the Russia and 2 conscripts owned by the Communists lost in Tiksi
                Communists win, taking Tiksi from Russia with 9 conscripts, 8 field_guns, 2 heavy_guns and 5 infantry remaining. Battle score for attacker is 15
                Casualties for Communists: 4 conscripts
                Casualties for Russia: 3 conscripts, 1 heavy_gun, 2 infantry and 2 trenchs
    
        Non Combat Move - Communists
    
        Place Units - Communists
            11 conscripts and 1 trench placed in Yakutsk
    
        Activate Technology - Communists
            Communists activating workingWomen
            Trigger CommunistsT1: buyfield_gun_w added to productionCommunists
            Trigger CommunistsT1: buyheavy_gun_w added to productionCommunists
            Trigger CommunistsT1: buyfield_gun removed from productionCommunists
            Trigger CommunistsT1: buyheavy_gun removed from productionCommunists
            Trigger CommunistsT1: buygas_w added to productionCommunists
            Trigger CommunistsT1: buyfighter_w added to productionCommunists
            Trigger CommunistsT1: buygas removed from productionCommunists
            Trigger CommunistsT1: buyfighter removed from productionCommunists
            Trigger CommunistsP: Communists has 3 infantry placed in Yakutsk
            Trigger CommunistsS: Communists met a national objective for an additional 1 techTokens; end with 1 techTokens
    
        Turn Complete - Communists
            Communists collect 24 PUs; end with 24 PUs
    

    Combat Hit Differential Summary :

    Communists regular : -2,50
    Russia regular : -3,50
    

    commies13.tsvg

    posted in Team Games
  • RE: NML 1914 Team Game 8

    @dawgoneit VB: [dice 2d6]

    posted in Team Games
  • RE: NML 1914 Team Game 8

    @captainwalker Russia is up

    posted in Team Games
  • RE: World at War game 16

    @captainwalker your go

    posted in Team Games
  • RE: 2on2 WaW #2 - Elrood & Redrum (Ax) v Witt & Colt (Al)

    @colt45554 i think Witt said he was playing US and USSR…

    posted in Team Games
  • RE: World at War game 16

    @dawgoneit Game History

    Round: 12
    
        Combat Move - Yamamoto
            1 Infantry moved from Koryakia to 72 Sea Zone
            1 Infantry and 1 S.Submarine moved from 72 Sea Zone to 91 Sea Zone
            1 Infantry moved from 91 Sea Zone to Pearl Harbor
                  Yamamoto take Pearl Harbor from Americans
            1 Bomber moved from Tokyo to Kwangsi
            1 Infantry moved from Kwangtung to Kwangsi
            1 Artillery and 1 Infantry moved from Hong Kong to Kiangsi
            1 Infantry moved from Hong Kong to Kiangsi
            3 Adv.Fighters moved from Tokyo to Kiangsi
    
        Purchase Units - Yamamoto
            Yamamoto buy 2 ArmoredCars, 15 Infantrys and 1 L.Fighter; Remaining resources: 1 PUs; 
    
        Combat - Yamamoto
            Battle in Kiangsi
                Yamamoto attack with 3 Adv.Fighters, 1 Artillery and 2 Infantrys
                Dutch defend with 1 Artillery and 1 Infantry
                    Yamamoto roll dice for 3 Adv.Fighters, 1 Artillery and 2 Infantrys in Kiangsi, round 2 : 1/6 hits, 2,33 expected hits
                    Chinese roll dice for 1 Artillery and 1 Infantry in Kiangsi, round 2 : 0/2 hits, 0,67 expected hits
                    1 Infantry owned by the Dutch lost in Kiangsi
                    Yamamoto roll dice for 3 Adv.Fighters, 1 Artillery and 2 Infantrys in Kiangsi, round 3 : 3/6 hits, 2,33 expected hits
                    Chinese roll dice for 1 Artillery in Kiangsi, round 3 : 0/1 hits, 0,33 expected hits
                    1 Artillery owned by the Dutch lost in Kiangsi
                Yamamoto win, taking Kiangsi from Chinese with 3 Adv.Fighters, 1 Artillery and 2 Infantrys remaining. Battle score for attacker is 6
                Casualties for Dutch: 1 Artillery and 1 Infantry
            Battle in Kwangsi
                Yamamoto attack with 1 Bomber and 1 Infantry
                Chinese defend with 1 Artillery
                    Yamamoto roll dice for 1 Bomber and 1 Infantry in Kwangsi, round 2 : 0/2 hits, 0,83 expected hits
                    Chinese roll dice for 1 Artillery in Kwangsi, round 2 : 0/1 hits, 0,33 expected hits
                    Yamamoto roll dice for 1 Bomber and 1 Infantry in Kwangsi, round 3 : 1/2 hits, 0,83 expected hits
                    Chinese roll dice for 1 Artillery in Kwangsi, round 3 : 0/1 hits, 0,33 expected hits
                    1 Artillery owned by the Chinese lost in Kwangsi
                Yamamoto win, taking Kwangsi from Chinese with 1 Bomber and 1 Infantry remaining. Battle score for attacker is 4
                Casualties for Chinese: 1 Artillery
    
        Non Combat Move - Yamamoto
            1 Bomber moved from Kwangsi to Tokyo
            1 Infantry moved from Hong Kong to Kwangtung
            3 Adv.Fighters moved from Kiangsi to Tokyo
            2 Infantrys moved from Tokyo to Chubu
            2 Infantrys moved from Tokyo to Tohoku
    
        Place Units - Yamamoto
            6 Infantrys placed in Hong Kong
            2 ArmoredCars, 5 Infantrys and 1 L.Fighter placed in Tokyo
            3 Infantrys placed in Saipan
            1 Infantry placed in Minamitori
            Yamamoto undo move 3.
            2 Infantrys placed in Saipan
            1 Infantry placed in Minamitori
    
        Turn Complete - Yamamoto
            Yamamoto collect 50 PUs; end with 51 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -1,67
    Yamamoto regular : -1,33
    

    yama-12.tsvg

    posted in Team Games
  • RE: L22 BM BombsAway (Axis) vs wizmark (Allies+17)

    @bombsaway fr13.tsvg Convoy rng is amazing again! 🙄

    posted in League
  • RE: "East & West" by Imp Games - Discussion

    The biggest changes from Classic to E&W are largely rules cribbed (IMO) from Xeno Games’ World at War

    1. Infantry can be placed on any territory you have owned since the start of your turn; the number of infantry is limited to the IPC value of the territory.
    2. Industrial complexes allow for the production of ANY type of unit, limited to a number equal to the territory’s IPC value (no exceptions for capitols, or “original” ICs) – this can be used to effectively double the production of infantry on a territory; it does not have to be used for mechanical units
    3. New units: (aside from tech upgrades to existing units) heavy tanks (move 3, attack 4, defend 3, cost 7) and cruisers (move 2, attack 2, defend 3, cost 12; can bombard) – self-propelled artillery can also be unlocked, with a tech (move 2, attack 4, defend 1, cost 4; cannot blitz)
    4. Units hit by shore bombardment cannot fire back.

    #1-4 should be no problem.

    1. Tanks/heavy tanks/artillery (not just planes) can use any remaining movement, on the non-combat phase, even after retreating – handy for increasing their survivability. From the FAQ: In a combined overland + amphibious assault, the overland units can still retreat; aerial units may always retreat from amphibious assaults.

    I’ll see what I can do on enabling a second non-combat move. It might be possible, but I don’t know how to do it; I’ll have to ask the experts. It probably means adding a special “mobile move” phase to the game, which is easy enough, but players might have to just remember which units have movement left. The overland/aerial retreats should be no problem.

    1. Bombers can carry 1 infantry as a “paratrooper” but they must both start their turn in the same territory. (Bombers are also used to carry nukes)

    No problem.

    1. Map changes: (check the OP for the prototype map, which is functionally accurate to the final product) Again, much of it is nearly identical to the Xeno Games W@W map; if we’re just doing a hack of Classic, it’s not entirely necessary to faithfully recreate the E&W map. Basically, every territory is split depending on its alliance, so “French Indochina Burma” from Classic effectively becomes Burma (British), Thailand (neutral), Indochina (WEur), and Singapore (British) – exactly as it in in W@W.

    Eh, I’m happy to at least give this a try, but please drop the map you want me to use right here at the end of the thread so I don’t have to go looking for it and guessing which one you mean. If there’s a high-resolution version, so much the better.

    As far as other “cold war necessary”-changes

    • North Korea/South Korea (splits Korea from W@W)
    • Greece/Yugoslavia (splits Balkans(iirc?) from W@W)
    • East Germany/West Germany (effectively includes Netherlands and Denmark)
      The USSR and eastern bloc countries are largely the same as in W@W (Poland and Baltic States are split) so, that part of the map actually pretty closely resembles the Revised A&A map.
    1. Another one of the rules from the FAQ: NATO cannot land planes in any territory which they have not controlled for an entire round, i.e. if UK liberates a territory, the US cannot land fighters there on their turn, they have to wait until the following round to do so.

    This sounds like it is going to be way more trouble than it’s worth to code. I could maybe make airfields pop up at the appropriate time as a reminder? And then if you don’t have an airfield, that means you shouldn’t land your planes there.

    1. Submarines can submerge or withdraw to an adjacent zone after any round of combat (this is what allows the “Tokyo Drift” tactic.)

    I’ll have to ask around and see if anyone else knows how to enable defenders to retreat. I don’t know of any other tripleA game that does that off the top of my head.

    1. 2-hit Battleships; cost 10 to repair (has to be at a coastal IC, IIRC) and damage battleships cannot attack or bombard, but defend as normal. From the FAQ: if struck by a nuke, a battleship can absorb two “hits” before being destroyed

    Should be fine. I’m not going to code special rules for the nukes because I think the nukes will be fully manual anyway.

    1. Straits: Gibraltar/Morocco, Turkey, and West Germany/Sweden. Surface ships cannot pass through unless you control both sides (or in the case of the Baltic sea, control West Germany while Sweden is at least neutral) – technically an optional rule, but was always highly-recommended and used by basically everybody. (Does not block submarines or planes)

    Should be fine. The idea here is that if Sweden is even slightly tilted toward your opponent diplomatically, then it blocks the strait for surface warships?

    1. Tech trees: You can research Air, Armor, Submarines, or Nuclear Weapons tech, but you have to start at the beginning of the tree and progress along it. US begins with the 1st tier nuke tech (fission weapons); USSR begins with the 1st tier armor tech (heavy armor)

    Is there a chart somewhere that shows me exactly what all these techs do? How do you gain a new tech? Can we just rely on players to research techs in a legal order, or is there a reason that has to be coded in?

    posted in Other Axis & Allies Variants