@fasthard immer lachen. geht nicht anders. ist schon abgefahren… Fighter passt.
L12G40 jim010 (allies -5) vs seththenewb(axis) NT triplea
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These have been some pretty bad dice for me all around*. Bleh
- not talking Italy, just France/Germany/USSR/Japan/US/China/& UK.
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I had to edit the ANZAC fhts and CA to move to sz31, as TripleA won’t allow it do to incorrect spacing.
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2 hits.
Losses?
I’ll give you abattlemap just in case - its what I use to plan on.
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Um, that’s because they CAN’T reach. :roll:
Try again :-P
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They are supposed to reach. It is a mistake on TripleA.
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How are they supposed to reach? It’s five spaces for the fighters to get to the seazone, but they don’t have any movement left to land and you can’t suicide them. There’s no carrier for them to land on either. The cruiser is one space too short to reach that seazone as well, best that it can do is reach sz32 or sz26.
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http://www.axisandallies.org/forums/index.php?topic=26989.60
Line 4.
[quote author=Veqryn link=topic=26989.msg967885#msg967885 date=1338549120]
I’m finished with Technology, at least as far as I can tell. Â It still needs testing by the professionals here on A&A.orgI’ve also fixed many many other bugs, and made little improvements here and there.
Here is a running list of stuff I still need to do before the next release:
1. Allow non-combat move a submarine into a hostile sea zone (but make sure to disallow moving that unit any further if there is a destroyer there) (and create a new game option for this, since revised doesn’t work this way).
2. Allow separate declarations of war on Russia
3. Allow Chinese to move into Burma/Kwangtung from the beginning of the game (possibly create a new relationship just between uk_pac and china with open borders)
4. Change map basetiles and polygons to show 30 and 31 connecting
5. [done] Should be able to load in a sea zone if it became hostile this TURN
6. Remove connection from Rio De Oro to French West Africa, and add connection to Algeria
7. Remove connection from SZ 121 to Newfoundland Labrador
8. Change the “What to bomb?” question to show which unit we are talking about
9. [done] Fix issue with UK aircraft disappearing in the pacific before the UK_Pacific nation can place a carrier under them. (possibly create an extended end turn delegate just for UK or Pac that ignores the aircraft stuff)
10. Remove connection for Eastern Persia to SZ79
11. Make sure bombers roll dice during interceptions too.Can someone confirm the connections of Rio De Oro? Â I don’t actually own the map, so I can’t look myself.
I also wouldn’t mind someone comparing the whole map’s connections to the real thing.[/quote]
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Also check post 38 from Cmdr Jennifer.
http://www.axisandallies.org/forums/index.php?topic=25277.30
The map from Abattlemap is correct. TripleA is conncecting the spaces incorrectly. The units have to be edited to make it. It is only 4 spaces to get to sz31, not 5 spaces. It is a mistake that is currently being fixed for the next update.
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Be that as it may, we are playing this map and I came up with this strat using triplea. I would not have left those units in sz31 had I known that there was a possible 1-2 from Anzacs/US.
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Go ahead and change you casualties from the last round of combat from sz31, then, since ANZAC can hit. Â
But I reserve the right to continue to a third round with the Americans depending on your casualty choice.
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I emailed Cmdr Jennifer to make a ruling.
The League was started using the legal map.
Wait for her.
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I’ll offer you an annulment of this game. I had checked with Cmdr Jennifer and had it confirmed that in the League we are to play the legal map, despite the problem with Triple A. When I noticed the space error, I checked to see if you had played abattlemap, which you had. That meant to me you were likely aware of the problem. I wasn’t trying to be underhanded, but I wasn’t going to point out to you my plan - much like like I wouldn’t tell you that you forgot to move in a blocker from me hitting Tokyo.
But if this was an honest oversight due to Triple A, we can annul the game.
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How about I just redo Japan’s turn? I’ll lose Yunnan via editing. That way you can keep your good dice elsewhere, keep your China $$$, and I’ll make a modification to my combat moves now that I know that sz31 could be subjected to a 1-2 punch.
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That gets too complicated. There are many battles you would doing over again, as would I. All those battles need to be preserved and such.
We will just annul the game.
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The game board, as issued by Larry Harris et el, takes precedence over third party programs.
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For the record, if jim010 is amiable, perhaps you may redo your non-combat movement phase (please note, any units used in combat will be limited to what movement points they have left.)
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Since I have not heard from you, I am assuming this is continuing.
After having heard from Cmdr Jennifer, the Japanese NCM may be redone.
If a unit is added to sz31 and I still hit it, the round 1 rolls stand. If you hit with the extra unit, then round 2 gets rerolled. If you miss then round 2 rolls stand plus your extra unit.
Did I get that right Cmdr Jennifer?
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Correct.
Regardless the results from round 1 stands.
If the extra unit misses, then round 2 stands.
Etc.
If, of course, Jim010 wants to permit you to move the unit. I need to hear from Seththenewb that he still wants to play within 3 days (0:00 hours Central Time (GMT -6) on 14 June, 2012) or he forfits.
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I hadn’t posted again because you said, “We will just annul the game” so I figured that was that . . .
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I would prefer to have a conclusion instead of an annulment. You may always play each other again, after all. But I leave it up to you two.





