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 1 
 on: Today at 08:52:52 am 
Started by dawgoneit - Last post by Whackamatt
TripleA Turn Summary for game: World At War, version: 2.1.1

Game History

    Round: 4

        Combat Move - Americans
            3 Infantrys and 1 Tank moved from Northern Ireland to Dublin
            4 Infantrys moved from Iceland to 10 Sea Zone
            4 Infantrys and 2 Transports moved from 10 Sea Zone to 18 Sea Zone
            4 Infantrys moved from 18 Sea Zone to Munster
            1 Fighter moved from Northern Ireland to Munster
            1 B.Transport moved from 9 Sea Zone to 10 Sea Zone
            4 Infantrys moved from Iceland to 10 Sea Zone
            4 Infantrys moved from 10 Sea Zone to Dublin
            6 Elites and 2 Infantrys moved from Northeast USA to 7 Sea Zone
            2 B.Transports, 6 Elites and 2 Infantrys moved from 7 Sea Zone to 9 Sea Zone
            2 B.Transports moved from 9 Sea Zone to 7 Sea Zone
            6 Elites and 2 Infantrys moved from 9 Sea Zone to Iceland
            12 Infantrys moved from Washington to Northeast USA
            2 Artillerys and 4 Infantrys moved from Central America to Colombia
            1 Artillery moved from Oahu to 91 Sea Zone
            1 Infantry moved from Kauai to 91 Sea Zone
            1 Artillery, 1 Carrier, 3 Destroyers, 1 Infantry, 3 Submarines and 1 Transport moved from 91 Sea Zone to 96 Sea Zone
            1 Artillery and 1 Infantry moved from 96 Sea Zone to Kwajalein
                  Americans take Kwajalein from Yamamoto
            1 Bomber moved from Johnston to 109 Sea Zone
            1 Bomber moved from Johnston to 72 Sea Zone
            1 Infantry moved from E.Mexico to Central America

        Purchase Units - Americans
            Americans buy 2 B.Transports, 1 Bomber, 4 Destroyers, 2 Elites, 9 Infantrys, 1 Marine and 1 Submarine; Remaining resources: 1 PUs;

        Combat - Americans
            Battle in 72 Sea Zone
                Americans attack with 1 Bomber and 1 Submarine
                Yamamoto defend with 1 Submarine
                    Americans roll dice for 1 Submarine in 72 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    Yamamoto roll dice for 1 Submarine in 72 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 Submarine owned by the Yamamoto lost in 72 Sea Zone
                Americans win with 1 Bomber and 1 Submarine remaining. Battle score for attacker is 7
                Casualties for Yamamoto: 1 Submarine
            Battle in Munster
                Americans attack with 1 Fighter and 4 Infantrys
                Neutral defend with 2 Infantrys
                    Americans roll dice for 1 Fighter and 4 Infantrys in Munster, round 2 : 0/5 hits, 1.00 expected hits
                    Neutral roll dice for 2 Infantrys in Munster, round 2 : 0/2 hits, 0.67 expected hits
                    Americans roll dice for 1 Fighter and 4 Infantrys in Munster, round 3 : 0/5 hits, 1.00 expected hits
                    Neutral roll dice for 2 Infantrys in Munster, round 3 : 1/2 hits, 0.67 expected hits
                    1 Infantry owned by the Americans lost in Munster
                    Americans roll dice for 1 Fighter and 3 Infantrys in Munster, round 4 : 2/4 hits, 0.83 expected hits
                    Neutral roll dice for 2 Infantrys in Munster, round 4 : 1/2 hits, 0.67 expected hits
                    1 Infantry owned by the Americans and 2 Infantrys owned by the Neutral lost in Munster
                Americans loses 0 PUs for violating Munsters neutrality.
                Americans win, taking Munster from Neutral with 1 Fighter and 2 Infantrys remaining. Battle score for attacker is 0
                Casualties for Americans: 2 Infantrys
                Casualties for Neutral: 2 Infantrys
            Battle in Dublin
                Americans attack with 7 Infantrys and 1 Tank
                Neutral defend with 1 Artillery and 2 Infantrys
                    Americans roll dice for 7 Infantrys and 1 Tank in Dublin, round 2 : 2/8 hits, 1.67 expected hits
                    Neutral roll dice for 1 Artillery and 2 Infantrys in Dublin, round 2 : 1/3 hits, 1.00 expected hits
                    1 Infantry owned by the Americans and 2 Infantrys owned by the Neutral lost in Dublin
                    Americans roll dice for 6 Infantrys and 1 Tank in Dublin, round 3 : 0/7 hits, 1.50 expected hits
                    Neutral roll dice for 1 Artillery in Dublin, round 3 : 1/1 hits, 0.33 expected hits
                    1 Infantry owned by the Americans lost in Dublin
                    Americans roll dice for 5 Infantrys and 1 Tank in Dublin, round 4 : 1/6 hits, 1.33 expected hits
                    Neutral roll dice for 1 Artillery in Dublin, round 4 : 0/1 hits, 0.33 expected hits
                    1 Artillery owned by the Neutral lost in Dublin
                Americans loses 0 PUs for violating Dublins neutrality.
                Americans win, taking Dublin from Neutral with 5 Infantrys and 1 Tank remaining. Battle score for attacker is 4
                Casualties for Americans: 2 Infantrys
                Casualties for Neutral: 1 Artillery and 2 Infantrys
            Battle in 109 Sea Zone
                Americans attack with 1 Bomber
                Yamamoto defend with 1 Submarine
                    Americans roll dice for 1 Bomber in 109 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits
                    1 Submarine owned by the Yamamoto lost in 109 Sea Zone
                Americans win with 1 Bomber remaining. Battle score for attacker is 7
                Casualties for Yamamoto: 1 Submarine

        Non Combat Move - Americans
            1 Bomber moved from 109 Sea Zone to Johnston
            1 Bomber moved from 72 Sea Zone to Alaska
            1 Destroyer moved from 3 Sea Zone to 11 Sea Zone
            1 Destroyer moved from 10 Sea Zone to 11 Sea Zone
            1 Fighter moved from Munster to Scotland

        Place Units - Americans
            2 B.Transports placed in 7 Sea Zone
            2 Destroyers placed in 10 Sea Zone
            Americans undo move 2.
            2 Destroyers placed in 4 Sea Zone
            1 Destroyer placed in 3 Sea Zone
            2 Elites, 9 Infantrys and 1 Marine placed in Washington
            1 Destroyer and 1 Submarine placed in 91 Sea Zone
            1 Bomber placed in Pearl Harbor

        Turn Complete - Americans
            Americans collect 98 PUs; end with 99 PUs

Combat Hit Differential Summary :

    Neutral : 0.33
    Yamamoto : -0.33
    Americans : -1.33


 2 
 on: Today at 08:50:51 am 
Started by arathorn - Last post by axis-dominion
Scramble?


111

 3 
 on: Today at 08:37:34 am 
Started by Whackamatt - Last post by Whackamatt
TripleA Turn Summary for game: World At War, version: 2.1.1

Game History

    Round: 8

        Combat Move - Hisaichi
            2 Artillerys and 2 Marines moved from Changchun to 84 Sea Zone
            1 Artillery moved from 84 Sea Zone to Peking
            1 Artillery moved from 84 Sea Zone to Shantung
            1 Marine moved from 84 Sea Zone to Peking
            1 Marine moved from 84 Sea Zone to Shantung
            1 Infantry moved from Koryakia to Kolyma
                  Hisaichi take Kolyma from Russians
            3 Infantrys and 4 Tanks moved from N.Buryat Mongolia to Chita
            2 Tanks moved from Yakutsk to Chita
            4 Adv.Fighters moved from Bangkok to 65 Sea Zone
            1 S.Bomber moved from Bangkok to Hulunbuir
            2 Infantrys moved from Liaoning to Hulunbuir
            1 Elite moved from Changchun to 84 Sea Zone
            1 Elite moved from 84 Sea Zone to Shantung
            1 Marine moved from Kirin to 84 Sea Zone
            1 Marine moved from 84 Sea Zone to Peking
            2 Artillerys moved from Kirin to Liaoning
            1 ArmoredCar moved from S.French Indochina to S.Thailand
            1 Tank moved from S.Thailand to S.French Indochina

        Purchase Units - Hisaichi
            Hisaichi buy 1 Bunker, 1 Destroyer, 1 Elite, 5 Marines and 1 S.Bomber; Remaining resources: 0 PUs;

        Combat - Hisaichi
            Battle in Peking
                Hisaichi attack with 1 Artillery and 2 Marines
                Chinese defend with 1 AAGun and 2 Adv.Fighters
                    Hisaichi roll dice for 1 Artillery and 2 Marines in Peking, round 2 : 3/3 hits, 1.50 expected hits
                    Chinese roll dice for 2 Adv.Fighters in Peking, round 2 : 2/2 hits, 1.33 expected hits
                2 Adv.Fighters owned by the Chinese, 1 Artillery owned by the Hisaichi and 1 Marine owned by the Hisaichi lost in Peking
                Hisaichi win, taking Peking from Chinese with 1 Marine remaining. Battle score for attacker is 12
                Casualties for Hisaichi: 1 Artillery and 1 Marine
                Casualties for Chinese: 2 Adv.Fighters
            Battle in 65 Sea Zone
                Hisaichi attack with 4 Adv.Fighters
                British defend with 2 Destroyers and 2 Transports
                    Hisaichi roll dice for 4 Adv.Fighters in 65 Sea Zone, round 2 : 3/4 hits, 2.00 expected hits
                    British roll dice for 2 Destroyers and 2 Transports in 65 Sea Zone, round 2 : 0/4 hits, 1.00 expected hits
                    2 Transports owned by the British and 1 Destroyer owned by the British lost in 65 Sea Zone
                    Hisaichi roll dice for 4 Adv.Fighters in 65 Sea Zone, round 3 : 3/4 hits, 2.00 expected hits
                    British roll dice for 1 Destroyer in 65 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
                    1 Destroyer owned by the British and 1 Adv.Fighter owned by the Hisaichi lost in 65 Sea Zone
                Hisaichi win with 3 Adv.Fighters remaining. Battle score for attacker is 18
                Casualties for British: 2 Destroyers and 2 Transports
                Casualties for Hisaichi: 1 Adv.Fighter
            Battle in Hulunbuir
                Hisaichi attack with 2 Infantrys and 1 S.Bomber
                Chinese defend with 1 Factory and 3 Tanks
                    Hisaichi roll dice for 2 Infantrys and 1 S.Bomber in Hulunbuir, round 2 : 1/3 hits, 1.33 expected hits
                    Chinese roll dice for 3 Tanks in Hulunbuir, round 2 : 1/3 hits, 1.50 expected hits
                    1 Tank owned by the Chinese and 1 Infantry owned by the Hisaichi lost in Hulunbuir
                    Hisaichi roll dice for 1 Infantry and 1 S.Bomber in Hulunbuir, round 3 : 1/2 hits, 1.17 expected hits
                    Chinese roll dice for 2 Tanks in Hulunbuir, round 3 : 0/2 hits, 1.00 expected hits
                    1 Tank owned by the Chinese lost in Hulunbuir
                    Hisaichi roll dice for 1 Infantry and 1 S.Bomber in Hulunbuir, round 4 : 1/2 hits, 1.17 expected hits
                    Chinese roll dice for 1 Tank in Hulunbuir, round 4 : 1/1 hits, 0.50 expected hits
                    1 Tank owned by the Chinese and 1 Infantry owned by the Hisaichi lost in Hulunbuir
                Hisaichi win with 1 S.Bomber remaining. Battle score for attacker is 11
                Casualties for Hisaichi: 2 Infantrys
                Casualties for Chinese: 3 Tanks
            Battle in Chita
                Hisaichi attack with 3 Infantrys and 6 Tanks
                Chinese defend with 8 Mech.Infs; Russians defend with 1 Factory
                    Hisaichi roll dice for 3 Infantrys and 6 Tanks in Chita, round 2 : 3/9 hits, 3.50 expected hits
                    Russians roll dice for 8 Mech.Infs in Chita, round 2 : 2/8 hits, 2.67 expected hits
                3 Mech.Infs owned by the Chinese and 2 Infantrys owned by the Hisaichi lost in Chita
                    Hisaichi roll dice for 1 Infantry and 6 Tanks in Chita, round 3 : 2/7 hits, 3.17 expected hits
                    Russians roll dice for 5 Mech.Infs in Chita, round 3 : 1/5 hits, 1.67 expected hits
                2 Mech.Infs owned by the Chinese and 1 Infantry owned by the Hisaichi lost in Chita
                    Hisaichi roll dice for 6 Tanks in Chita, round 4 : 3/6 hits, 3.00 expected hits
                    Russians roll dice for 3 Mech.Infs in Chita, round 4 : 1/3 hits, 1.00 expected hits
                3 Mech.Infs owned by the Chinese and 1 Tank owned by the Hisaichi lost in Chita
                Hisaichi win, taking Chita from Russians with 5 Tanks remaining. Battle score for attacker is 37
                Casualties for Hisaichi: 3 Infantrys and 1 Tank
                Casualties for Chinese: 8 Mech.Infs
            Battle in Shantung
                Hisaichi attack with 1 Artillery, 1 Elite and 1 Marine
                Chinese defend with 1 AAGun and 1 Infantry
                    Hisaichi roll dice for 1 Artillery, 1 Elite and 1 Marine in Shantung, round 2 : 1/3 hits, 1.33 expected hits
                    Chinese roll dice for 1 Infantry in Shantung, round 2 : 0/1 hits, 0.33 expected hits
                    1 Infantry owned by the Chinese lost in Shantung
                Hisaichi win, taking Shantung from Chinese with 1 Artillery, 1 Elite and 1 Marine remaining. Battle score for attacker is 2
                Casualties for Chinese: 1 Infantry

        Non Combat Move - Hisaichi
            1 S.Bomber moved from Hulunbuir to Kirin
            3 Adv.Fighters moved from 65 Sea Zone to S.French Indochina

        Place Units - Hisaichi
            1 Destroyer placed in 84 Sea Zone
            1 Bunker, 1 Elite, 5 Marines and 1 S.Bomber placed in Changchun
            Hisaichi undo move 2.
            1 Bunker placed in Ayan
            1 Elite, 5 Marines and 1 S.Bomber placed in Changchun
            Turning on Edit Mode
            EDIT: Removing units owned by Hisaichi from Kiska: 2 Adv.Fighters
            EDIT: Adding units owned by Hisaichi to Ayan: 2 Adv.Fighters
            EDIT: Turning off Edit Mode

        Turn Complete - Hisaichi
            Hisaichi collect 54 PUs; end with 54 PUs

Combat Hit Differential Summary :

    Hisaichi : 0.83
    British : -0.33
    Chinese : -0.67
    Russians : -1.33


 4 
 on: Today at 08:36:47 am 
Started by Gargantua - Last post by Gargantua

 5 
 on: Today at 08:35:04 am 
Started by Zhukov44 - Last post by Adam514
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3

Game History

    Round: 16

        Purchase Units - ANZAC
            ANZAC buy 1 fighter, 1 infantry and 1 transport; Remaining resources: 0 PUs;

        Combat Move - ANZAC
            2 infantry moved from Queensland to 54 Sea Zone
            2 infantry and 1 transport moved from 54 Sea Zone to 37 Sea Zone
            2 infantry moved from 37 Sea Zone to Shan State

        Combat - ANZAC
            Battle in Shan State

        Non Combat Move - ANZAC
            1 cruiser moved from 42 Sea Zone to 37 Sea Zone
            1 submarine moved from 42 Sea Zone to 36 Sea Zone
            1 submarine moved from 54 Sea Zone to 37 Sea Zone
            1 submarine moved from 62 Sea Zone to 33 Sea Zone
            1 fighter moved from Philippines to Sumatra
            1 fighter moved from Queensland to 37 Sea Zone

        Place Units - ANZAC
            1 transport placed in 54 Sea Zone
            1 fighter and 1 infantry placed in Queensland

        Turn Complete - ANZAC
            ANZAC collect 15 PUs; end with 15 PUs
            Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs

        Combat Move - French

        Turn Complete - French



 6 
 on: Today at 08:34:19 am 
Started by Karl7 - Last post by MrRoboto
scramble 111 please

 7 
 on: Today at 08:30:03 am 
Started by captain walker - Last post by Gargantua
Just a minor NCM change. 

Go Austria!

 8 
 on: Today at 08:29:39 am 
Started by captain walker - Last post by Gargantua
TripleA Turn Summary for game: Domination 1914 No Man's Land, version: 1.0

Game History

    Round: 1

        Research Technology - Serbia
            Serbia spend 5 on tech rolls
                Serbia rolls : 0/1 hits, 0.00 expected hits

        Combat Move - Serbia
            1 heavy_gun and 2 infantry moved from Serbia to Belgrade
            1 infantry moved from Albania to Serbia
            1 field_gun and 2 infantry moved from Montenegro to Serbia
            3 infantry moved from Macedonia to Serbia
            1 cavalry moved from Albania to Serbia
            1 field_gun, 1 fighter and 4 infantry moved from Greece to Macedonia
            1 fighter moved from Macedonia to Belgrade
            1 cruiser moved from Sea Zone 69 Sea of Crete to Sea Zone 59 Central Mediterranean

        Purchase Units - Serbia
            Turning on Edit Mode
            EDIT: Removing units owned by Serbia from Serbia: 1 cavalry
            EDIT: Adding units owned by Serbia to Belgrade: 1 cavalry
            EDIT: Turning off Edit Mode
            Serbia buy 1 heavy_gun, 2 infantry and 3 trenchs; Remaining resources: 1 techTokens; 0 PUs;

        Non Combat Move - Serbia

        Place Units - Serbia
            1 heavy_gun, 2 infantry and 3 trenchs placed in Belgrade

        Turn Complete - Serbia
            Serbia collect 19 PUs; end with 19 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by France from Sea Zone 127 Gulf of Thailand: 1 cruiser
            EDIT: Adding units owned by France to Sea Zone 84 Andaman Sea: 1 cruiser
            EDIT: Turning off Edit Mode

Combat Hit Differential Summary :

    Serbia rolls : : 0.00


 9 
 on: Today at 08:27:39 am 
Started by squirecam - Last post by squirecam
YOU??? after all these years??

Like a zombie, I have come back to bite you.  cheesy

 10 
 on: Today at 08:27:07 am 
Started by squirecam - Last post by squirecam
Quote
Follow-up question for these two. Are Attackers still allowed to retreat from battles? I ask because of the following situation:
Setup: German stack in Ukraine, Russian stack in West Russia.
1. USSR attacks Ukraine.
2. Fight begins, Russians lose most of their INF.
3. Russians retreat back to West Russia.
4. Zombies spawn.
5. Zombies wipe out Germans during the "Zombies Attack" phase of their turn.

This sort of scenario seems like a blatant way to abuse the Zombie mechanic. Is there something I said above that doesn't jive with the rules for zombies?

Yes, attackers can retreat. And if zombies are left over, you do NOT have to wipe them out. Although you can continue attacking them if you wish.

This does lead to some "abuse" in a way. Germany has West Russia in force. 10 zombies are there too. I sent 1 USSR infantry in. Since the zombies attack first, they managed to turn 3 Germans into zombies, along with my dead USSR inf. This mechanic did NOT save USSR from defeat though. But you can use it to spread infections and try to slow down your opponent.


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