G40 A.39 builder_chris2(allies) vs seththenewb(axis)
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program gave me an error wouldnt post UK Pac7 so here it is.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Italians
Italians buy 1 fighter and 1 submarine; Remaining resources: 7 PUs;Combat Move - Italians
Giving bonus movement to units
1 submarine moved from 99 Sea Zone to 98 Sea Zone
1 infantry moved from Libya to Tunisia
Italians take Tunisia from Americans
1 infantry moved from Libya to Tunisia
2 infantry moved from Tobruk to Libya
1 armour moved from Volgograd to Kazakhstan
Italians take Kazakhstan from Russians
1 armour moved from Kazakhstan to VolgogradCombat - Italians
Recording Battle StatisticsNon Combat Move - Italians
2 aaGuns and 5 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
1 submarine placed in 97 Sea Zone
1 fighter placed in Southern ItalyTurn Complete - Italians
Italians collect 18 PUs; end with 25 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 30 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
Giving bonus movement to units
2 fighters moved from Iraq to 41 Sea Zone
1 fighter moved from India to 41 Sea Zone
2 artilleries and 1 infantry moved from Caucasus to VolgogradCombat - ANZAC
Battle in 41 Sea Zone
ANZAC attack with 3 fighters
Japanese defend with 1 carrier, 1 fighter, 1 tactical_bomber and 1 transport
ANZAC roll dice for 3 fighters in 41 Sea Zone, round 1 : 1/3 hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 carrier, 1 fighter, 1 tactical_bomber and 1 transport in 41 Sea Zone, round 1 : 2/3 hits
2 fighters owned by the ANZAC lost in 41 Sea Zone
ANZAC roll dice for 1 fighter in 41 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 carrier, 1 fighter, 1 tactical_bomber and 1 transport in 41 Sea Zone, round 2 : 2/3 hits
1 fighter owned by the ANZAC lost in 41 Sea Zone
Japanese win with 1 carrier, 1 fighter, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -30
Casualties for ANZAC: 3 fighters
Battle in Volgograd
ANZAC attack with 2 artilleries and 1 infantry
Germans defend with 1 factory_minor; Italians defend with 1 armour
ANZAC roll dice for 2 artilleries and 1 infantry in Volgograd, round 1 : 0/3 hits
Germans roll dice for 1 armour in Volgograd, round 1 : 1/1 hits
1 infantry owned by the ANZAC lost in Volgograd
ANZAC roll dice for 2 artilleries in Volgograd, round 2 : 0/2 hits
Germans roll dice for 1 armour in Volgograd, round 2 : 1/1 hits
1 artillery owned by the ANZAC lost in Volgograd
ANZAC roll dice for 1 artillery in Volgograd, round 3 : 0/1 hits
Germans roll dice for 1 armour in Volgograd, round 3 : 1/1 hits
1 artillery owned by the ANZAC lost in Volgograd
Germans win with 1 armour remaining. Battle score for attacker is -11
Casualties for ANZAC: 2 artilleries and 1 infantry
Recording Battle Statistics
1 tactical_bomber owned by the Japanese and 1 fighter owned by the Japanese forced to land in SumatraNon Combat Move - ANZAC
1 armour moved from Iraq to Eastern Persia
ANZAC take Eastern Persia from Neutral_Allies
1 infantry moved from Trans-Jordan to Egypt
2 fighters moved from Algeria to Trans-JordanPlace Units - ANZAC
1 artillery and 2 infantry placed in Iraq
ANZAC undo move 1.
1 artillery, 1 fighter and 1 infantry placed in Iraq
1 infantry placed in New South Wales
Turning on Edit Mode
EDIT: ANZAC player Removing units owned by PlayerID named:ANZAC from New South Wales: 1 armour, 2 artilleries and 3 infantry
EDIT: ANZAC player Adding units owned by PlayerID named:ANZAC to South Australia: 1 armour, 2 artilleries and 3 infantry
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 12 PUs (4 lost to blockades); end with 12 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUsTerritory Summary for ANZAC :
Queensland : 1 airfield and 1 harbour
New Zealand : 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 aaGun, 1 factory_minor, 1 harbour and 1 infantry
South Australia : 1 armour, 2 artilleries and 3 infantry
Celebes : 1 flag, 1 infantry
Dutch New Guinea : 1 aaGun
Trans-Jordan : 2 fighters
Egypt : 2 infantry
Syria : 1 flag, Iraq : 1 flag, 1 airfield, 1 artillery, 1 factory_minor, 1 fighter and 1 infantry
Eastern Persia : 1 flag, 1 armourProduction/PUs Summary :
Germans : 51 / 71
Russians : 22 / 21
Japanese : 64 / 64
Americans : 54 / 78
Chinese : 0 / 3
British : 31 / 36
UK_Pacific : 5 / 3
Italians : 18 / 30
ANZAC : 16 / 17
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Setting uses for triggers used this phase.Combat Move - French
Giving bonus movement to unitsNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :8
Purchase Units - Germans
Germans buy 4 armour, 7 mech_infantrys and 3 submarines; Remaining resources: 1 PUs;Combat Move - Germans
Giving bonus movement to units
1 mech_infantry moved from Novgorod to Vologda
Germans take Vologda from Russians
1 mech_infantry moved from Novgorod to Smolensk
Germans take Smolensk from Russians
1 mech_infantry moved from Bryansk to Ukraine
1 mech_infantry moved from Bryansk to Ukraine
1 mech_infantry moved from Eastern Poland to Ukraine
3 bombers moved from Bryansk to Caucasus
1 tactical_bomber moved from Bryansk to Caucasus
1 mech_infantry moved from Bryansk to Rostov
Germans take Rostov from Russians
1 mech_infantry moved from Bryansk to Tambov
Germans take Tambov from Russians
1 armour moved from Novgorod to Nenetsia
Germans take Nenetsia from Russians
1 tactical_bomber moved from Bryansk to Ukraine
1 tactical_bomber moved from Bryansk to UkraineCombat - Germans
Battle in Caucasus
Germans attack with 3 bombers and 1 tactical_bomber
British defend with 1 fighter
Germans win with 3 bombers remaining. Battle score for attacker is -1
Casualties for Germans: 1 tactical_bomber
Casualties for British: 1 fighter
Germans win with 3 bombers remaining. Battle score for attacker is -1
Casualties for Germans: 1 tactical_bomber
Casualties for British: 1 fighter
Battle in Ukraine
Germans attack with 3 mech_infantrys and 2 tactical_bombers
British defend with 1 armour; Russians defend with 1 factory_minor
Germans win, taking Ukraine from Russians with 3 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for British: 1 armour
Germans win with 3 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for British: 1 armour
Recording Battle StatisticsNon Combat Move - Germans
2 tactical_bombers moved from Ukraine to Volgograd
2 mech_infantrys moved from Bryansk to Volgograd
2 aaGuns moved from Bryansk to Ukraine
2 bombers moved from Caucasus to Southern Italy
1 fighter moved from Southern Italy to Volgograd
1 bomber moved from Caucasus to Volgograd
3 mech_infantrys moved from Germany to Eastern Poland
1 fighter moved from Western Germany to Southern Italy
2 infantry moved from Finland to KareliaPlace Units - Germans
3 submarines placed in 112 Sea Zone
1 armour and 2 mech_infantrys placed in Volgograd
1 armour and 2 mech_infantrys placed in Novgorod
2 armour and 3 mech_infantrys placed in Germany
Germans undo move 4.
Germans undo move 2.
2 armour and 1 mech_infantry placed in Volgograd
1 armour and 4 mech_infantrys placed in GermanyTurn Complete - Germans
Germans collect 58 PUs; end with 59 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 74 PUs -
Might have an edit . … subs can cross the strait of gibraltar even if it’s in enemy hands yes? If so, I’d like to place one of those subs into sz93
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Oh and I missed my fighter in tobruk moving to S. Italy. You can do both edits on Russia’s turn if subs can pass through that strait, otherwise I can do it on Japan’s turn. Have you been tracking the money? Here are the end of round numbers thanks to the history tool.
Rd1
Axis: 91
Allies: 157Rd2
Axis: 94
Allies: 164Rd3
Axis: 117
Allies: 148Rd4
Axis: 119
Allies: 146Rd5
Axis: 123
Allies: 142Rd6
Axis: 131
Allies: 134Rd7
Axis: 133
Allies: 134Current as of G8
Axis: 140
Allies: 125Granted there will be some fluctuation during the rounds as territories are traded or say an ally liberates a territory and that power hasn’t collected on it yet. I didn’t want to go back country by country to get those totals. But I think the axis are sitting pretty; no allied fleet threatening europe, russia cocooned in moscow albeit with a lot of air power, and Japan is regaining it’s stride. Japan’s going to start feeling the pressure soon but China and UK Pac are non ententities and have near parity with US. Anzac’s spending in the middle east which is something I haven’t seen before. So that’s helped against Germany/Italy but hurt you in the pacific theater.
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My bad, allies should only have 132 and not 134 end of round 7.
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@seththenewb:
Might have an edit . … subs can cross the strait of gibraltar even if it’s in enemy hands yes? If so, I’d like to place one of those subs into sz93
yes. you can edit on jap turn.
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@seththenewb:
Oh and I missed my fighter in tobruk moving to S. Italy. You can do both edits on Russia’s turn if subs can pass through that strait, otherwise I can do it on Japan’s turn. Have you been tracking the money? Here are the end of round numbers thanks to the history tool.
Rd1
Axis: 91
Allies: 157Rd2
Axis: 94
Allies: 164Rd3
Axis: 117
Allies: 148Rd4
Axis: 119
Allies: 146Rd5
Axis: 123
Allies: 142Rd6
Axis: 131
Allies: 134Rd7
Axis: 133
Allies: 134Current as of G8
Axis: 140
Allies: 125Granted there will be some fluctuation during the rounds as territories are traded or say an ally liberates a territory and that power hasn’t collected on it yet. I didn’t want to go back country by country to get those totals. But I think the axis are sitting pretty; no allied fleet threatening europe, russia cocooned in moscow albeit with a lot of air power, and Japan is regaining it’s stride. Japan’s going to start feeling the pressure soon but China and UK Pac are non ententities and have near parity with US. Anzac’s spending in the middle east which is something I haven’t seen before. So that’s helped against Germany/Italy but hurt you in the pacific theater.
its a hard fight and i am enjoying it no doubt but i dont know if i can pull out a win against you, this is a way tuff strategy you have!
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ooops…i dint hit send to server. here is the map after russia 8. sorry
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Does this mean you’re now a proponent of a round 1 DOW? We can get another game going after this if you want another crack at this strat now that you know more of what to expect or we can flip the tables and make me play against my own/similar strat.
I like it because it gets into the action right away. Games develop their own inertia and if you start building up, oftentimes you and your opponent will become locked into an arms race. I’d rather have a footrace with fewer units. Fewer units encourages more attacks because the odds can quickly shift in your favor. They shifted against me when I tried cracking Russia and they shifted right back after volgo held. I’d rather try a 30% battle when there’s maybe half a dozen total units then a 30% battle when each side has 30+ units.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :8
Politics - Japanese
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
French is now being played by: Human
British are now being played by: Human
Chinese are now being played by: Human
Dutch is now being played by: Human
Neutral_Axis are now being played by: Human
Neutral_Allies are now being played by: Human
ANZAC is now being played by: Human
Russians are now being played by: Human
UK_Pacific is now being played by: Human
Mongolians are now being played by: Human
Italians are now being played by: Human
Neutral_True is now being played by: Human
Americans are now being played by: HumanPurchase Units - Japanese
Japanese buy 1 artillery, 1 carrier, 1 destroyer, 2 infantry, 6 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;Combat Move - Japanese
Giving bonus movement to units
1 infantry moved from Siberia to Soviet Far East
Japanese take Soviet Far East from Russians
1 infantry moved from Siberia to Sakha
Japanese take Sakha from Russians
1 mech_infantry moved from Amur to Buryatia
Japanese take Buryatia from Russians
2 armour and 1 mech_infantry moved from Korea to Manchuria
2 mech_infantrys moved from Kiangsu to Jehol
2 bombers moved from Anhwe to India
1 fighter moved from Sumatra to 39 Sea Zone
1 tactical_bomber moved from Sumatra to 39 Sea Zone
1 carrier moved from 41 Sea Zone to 37 Sea Zone
Japanese take 37 Sea Zone from UK_Pacific
2 infantry moved from Sumatra to 41 Sea Zone
2 infantry and 1 transport moved from 41 Sea Zone to 37 Sea Zone
2 infantry moved from 37 Sea Zone to Shan State
1 artillery moved from French Indo China to Yunnan
1 transport moved from 44 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Java to 42 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
1 fighter and 1 tactical_bomber moved from 44 Sea Zone to Celebes
2 infantry moved from Suiyuyan to Kansu
1 fighter moved from Anhwe to JeholCombat - Japanese
Strategic bombing raid in India
Bombing raid in India causes: 10 damage to unit: factory_major
Bombing raid in India causes 10 damage total.
Battle in Celebes
Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
ANZAC defend with 1 infantry
Japanese win, taking Celebes from ANZAC with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantry
Japanese win with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantry
Battle in Jehol
Japanese attack with 1 fighter and 2 mech_infantrys
Russians defend with 1 infantry
Japanese win with 1 fighter remaining. Battle score for attacker is -5
Casualties for Japanese: 2 mech_infantrys
Casualties for Russians: 1 infantry
Japanese win with 1 fighter remaining. Battle score for attacker is -5
Casualties for Japanese: 2 mech_infantrys
Casualties for Russians: 1 infantry
Battle in Manchuria
Japanese attack with 2 armour and 1 mech_infantry
Russians defend with 1 infantry
Japanese win, taking Manchuria from Chinese with 2 armour remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 1 infantry
Japanese win with 2 armour remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 1 infantry
Battle in 39 Sea Zone
Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
British defend with 1 carrier
Units damaged: 1 carrier owned by the British
Japanese win, taking 39 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 16
Casualties for British: 1 carrier
Japanese win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 16
Casualties for British: 1 carrier
Recording Battle StatisticsNon Combat Move - Japanese
1 fighter and 1 tactical_bomber moved from 39 Sea Zone to Shan State
1 carrier moved from 44 Sea Zone to 35 Sea Zone
1 destroyer moved from 44 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from Celebes to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from Japan to Caroline Islands
1 destroyer and 1 submarine moved from 6 Sea Zone to 35 Sea Zone
1 mech_infantry moved from Yunnan to Szechwan
1 armour and 1 mech_infantry moved from French Indo China to Szechwan
7 armour moved from Kweichow to Szechwan
1 fighter moved from Jehol to 6 Sea Zone
1 tactical_bomber moved from Japan to 6 Sea Zone
1 armour moved from Kiangsu to Hopei
2 bombers moved from India to Shan StatePlace Units - Japanese
1 carrier, 1 destroyer and 1 submarine placed in 6 Sea Zone
1 artillery and 2 infantry placed in French Indo China
3 mech_infantrys placed in Korea
3 mech_infantrys placed in KiangsuTurn Complete - Japanese
Japanese collect 69 PUs; end with 69 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 74 PUs -
@seththenewb:
Does this mean you’re now a proponent of a round 1 DOW? We can get another game going after this if you want another crack at this strat now that you know more of what to expect or we can flip the tables and make me play against my own/similar strat.
I like it because it gets into the action right away. Games develop their own inertia and if you start building up, oftentimes you and your opponent will become locked into an arms race. I’d rather have a footrace with fewer units. Fewer units encourages more attacks because the odds can quickly shift in your favor. They shifted against me when I tried cracking Russia and they shifted right back after volgo held. I’d rather try a 30% battle when there’s maybe half a dozen total units then a 30% battle when each side has 30+ units.
i’m still on the fence about this strategy, i think there are a few things i could have done differntly to shut down your plan, and a few things i did, while they helped to buy me some time, they ultimately back fired on me (like USA in Korea).
but there are lots of things i like about it…more than i thought i would, and its WAY hard to deal with as the allies. plus, yu cant beat the fact that round one ALL powers are in the war…takes away lots of the slow play that has come into it with the DOW issue.
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@seththenewb:
We can get another game going after this if you want….
The addict in me would LOVE to start another game after this, but I don’t know if that’s a good idea for me.
Axis and Allies is already (as bob said to you last game day) like crack cocaine to me; why else would I be able to play for 12+ hours straight on game days? But playing online like this with you and gargantuan is really messing with me; I am constantly thinking about our games and obsessing over my next move or what it is you might do, etc, etc. its worse than the trouble I experience trying to fall asleep after a game day, my mind wont shut off about it; I’ve been thinking about conceding in this game and with the one I have going with gar and stepping away from playing the game until next game day just to give myself a rest, I haven had a full nights sleep since we started this game! Problem is, when i think about conceding I always give in because the crack addict in me is always asking…well…maybe you could still win…but if you stop in the middle of the game you will never know! DAMN I’m such an AA junkie!!!
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Ha, I have an hour’s plus drive home after game days that I use to think about the games I took part in . . . which sucked last gameday because all I could think about was how bad Jeff messed Japan up! As if it hadn’t bugged me enough during the game itself! And then he has the temerity to blame the loss on Italy. :roll: Oh I am so looking forward to beating him on the 2nd.
One thing I don’t like about triplea is the map zoom isn’t all that great, so it’s harder to see air threats. I’ve made a couple mistakes with the IJN’s movements that left some of it open to isolated attacks that attrited it’s strength away. The ac protecting my last transport and hope for a quick take back of korea, I think I lost a bb or two as well. I saw korea 1-2 turns before it happened but didn’t worry about it . . . until you sunk my transport and them I was like well what am I going to do now?
Some of those might’ve been mistakes on my part, but a good/great player takes advantage of his opponent’s mistakes. And you . . . you were ruthless in that. Usually my Japan looks a lot stronger by this point in the game, unless US goes balls to the wall there. You’ve oscillated your US might from Pacific to Atlantic and back again and still were able to put a crimp in Japan. I wonder what more aussie presence would’ve done? But on the other hand, I’ve never had Italy so strong in the med before either. You have a chance now that the bulk of the italian fleet is gone, but you’re 2-3 turns away from sz91 at the earliest and there’s a reason I started to build german subs. :evil:
We can shelve this game for some time if you want. I don’t know if you’ll still obsess about it even if it’s not an active game. I think I’ve got this game though and maybe a couple more rounds will convince you of that. fyi, I used to obsess about my games as well when I had 1-2 games going. Now I have half a dozen and I can’t keep them all straight in my head and stress on them less. Granted I’m also putting a lot of the time I’d be thinking about those games actually playing those games.
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Yea, its proabably best if i end this game…too addicting to me playing like this, i think it best if i just stick with face to face games 1 or 2 times each month. sorry.
and yea, i also agree…you will eventually win this game. economy and time are in your favor and you are also in better postion in too many locations for me to contend with.
Good Game!
and i hate to disapoint you but i dont think i should get into the turnament with you; that will proabably be more than my addictive, obsessive compulsive personality can handle.
sorry man.
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I’ve been thinking about conceding in this game and with the one I have going with gar and stepping away from playing the game until next game day just to give myself a rest, I haven had a full nights sleep since we started this game! Problem is, when i think about conceding I always give in because the crack addict in me is always asking…well…maybe you could still win…but if you stop in the middle of the game you will never know! DAMN I’m such an AA junkie!!!
Man I hear ya…
A good trick for me, is to TIME myself, I decide what time I am willing to commit to the game and thinking about it. And I spend a certain time in/of the day doing that task. Then to break it off, I do a cool down. I usually go for a 10 minute walk, then I force myself to play Sudoku or, another simple puzzle game.
You will entirely derail the axis and allies thoughts, and feel successful and COMPLETE as you’ve solved the other puzzle. Then tomorrow is another day.
Training yourself to mentally cool down, is as important as training yourself to switch on before game day.
The puzzle cool-down totally breaks your concentration on the other game, and you are good to go.
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Seththenewb,
You should approach Surprise Attack about joining you. He needs some help learning tripleA, but he’s a solid teammate - as is always lucky with the dice!