@FranceNeedsMorePower I meant to say saw not so
Wheatbeer (axis) vs Fortress (allies) g40.2
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Nice catch. I think I was on tilt over not capturing it the first time when I should have and really didn’t think that one out. I think I screwed myself pretty good. 2-3 rounds ago I was thinking I had a pretty clear plan to having a path to victory.
This is the first time I’ve been Sealion’ed. Is this normally how it goes?
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I didn’t mean to leave London so weakly guarded the first time you assaulted it … not sure what I was thinking.
I would say you’re probably in trouble if Germany sinks SZ110 and also reclaims London (though there’s a chance one or both of those combats could fail).
I think it went more smoothly than normal for the Axis. My previous experience with Sea Lion in Alpha 3 was that it took a little longer to repel the Soviets … but I haven’t had it happen in enough games to make any generalizations yet.
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I fell asleep with TripleA up during my Anzac turn last night :) When I woke up it wouldn’t let me post my turn and I tried to save and post that way and it said something about the “uploader” being full. :?
Since you got the emailed dice results from the one Anzac battle (2SSv1DD), I’m just going to recreate it on my work computer. If you need the dice results resent let me know and I’ll email them to you. :-)
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Crap. Something is up. See if you can do anything with it.
No Anzac purchase. Anzac SSs from 62 and 63 defeated Japanese DD in 42 with no losses. Anzac NCM 1 infantry to Iraq, 1 DD from 62 to 63, 1 DD from 63 to 26.
France NCM 2 infantry to Iraq.
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I can’t post ANZAC either … maybe the Italian save is buggy somehow?
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I saw somebody else on the league page had the same EXACT issue. I reported the bug to tripleA and sent djensen a pm. It’s the same way in every one of my games. I think it’s a forum thing…
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Okay, glad the game file isn’t at fault though.
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I emailed you as a workaround for the time being. You want to give that a shot? I have a game with karl7 right now that it seems to be working with. It’s not too much of a pain in the ass. FYI, though, I’m probably not going to be on too much tonight…
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It doesn’t bother me to play that way temporarily, so I’ll probably do at least Germany.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :10
Purchase Units - Russians
Russians buy 2 armour and 8 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Smolensk to Archangel
Russians take Archangel from Germans
1 artillery moved from Volgograd to Caucasus
1 infantry moved from Volgograd to Caucasus
1 armour moved from Tobruk to Libya
1 bomber moved from Russia to Libya
1 infantry moved from Volgograd to CaucasusCombat - Russians
Battle in Caucasus
Russians attack with 1 artillery and 2 infantry
Germans defend with 2 mech_infantrys
Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 1 : 1/3 hits
Germans roll dice for 2 mech_infantrys in Caucasus, round 1 : 0/2 hits
1 mech_infantry owned by the Germans lost in Caucasus
Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 2 : 0/3 hits
Germans roll dice for 1 mech_infantry in Caucasus, round 2 : 0/1 hits
Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 3 : 0/3 hits
Germans roll dice for 1 mech_infantry in Caucasus, round 3 : 0/1 hits
Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 4 : 2/3 hits
Germans roll dice for 1 mech_infantry in Caucasus, round 4 : 0/1 hits
1 mech_infantry owned by the Germans lost in Caucasus
Russians win, taking Caucasus from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 8
Casualties for Germans: 2 mech_infantrys
Battle in Libya
Russians attack with 1 armour and 1 bomber
Italians defend with 1 artillery
Russians roll dice for 1 armour and 1 bomber in Libya, round 1 : 1/2 hits
Italians roll dice for 1 artillery in Libya, round 1 : 1/1 hits
1 bomber owned by the Russians and 1 artillery owned by the Italians lost in Libya
Russians win, taking Libya from Italians with 1 armour remaining. Battle score for attacker is -8
Casualties for Russians: 1 bomber
Casualties for Italians: 1 artilleryNon Combat Move - Russians
2 infantry moved from Volgograd to Samara
3 armour and 10 mech_infantrys moved from Volgograd to VologdaPlace Units - Russians
2 armour and 8 infantry placed in RussiaTurn Complete - Russians
Russians collect 27 PUs; end with 27 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 36 PUsTerritory Summary for Russians :
Libya : 1 flag, 1 armour
Ethiopia : 1 flag
Archangel : 1 flag, 1 infantry
Russia : 1 flag, 6 aaGuns, 1 airfield, 2 armour, 29 artilleries, 1 factory_major, 2 fighters and 51 infantry
Vologda : 1 flag, 3 armour and 10 mech_infantrys
Volgograd : 1 flag, 1 factory_minor
Caucasus : 1 flag, 1 artillery and 2 infantry
Samara : 1 flag, 2 infantry
Iraq : 1 flag
Northwest Persia : 1 flag
Persia : 1 flagProduction/PUs Summary :
Germans : 46 / 64
Russians : 27 / 36
Japanese : 67 / 72
Americans : 50 / 65
Chinese : 8 / 10
British : 26 / 26
UK_Pacific : 0 / 0
Italians : 24 / 30
ANZAC : 10 / 21
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0Dice Statistics:
Total
1 was rolled 4 times
3 was rolled 2 times
4 was rolled 7 times
5 was rolled 3 times
6 was rolled 4 times
Average roll : 3.850
Median : 4.000
Variance : 1.474
Standard Deviation : 1.214
Total rolls : 20Germans Combat
4 was rolled 1 times
5 was rolled 2 times
6 was rolled 2 times
Average roll : 5.200
Median : 5.000
Variance : 2.250
Standard Deviation : 1.500
Total rolls : 5Russians Combat
1 was rolled 3 times
3 was rolled 2 times
4 was rolled 6 times
5 was rolled 1 times
6 was rolled 2 times
Average roll : 3.571
Median : 4.000
Variance : 1.692
Standard Deviation : 1.301
Total rolls : 14Italians Combat
1 was rolled 1 times
Average roll : 1.000
Median : 1.000
Variance : ?
Standard Deviation : ?
Total rolls : 1 -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :10
Purchase Units - Japanese
Japanese buy 1 armour, 1 destroyer, 1 infantry, 4 mech_infantrys, 1 submarine and 3 tactical_bombers; Remaining resources: 0 PUs;Combat Move - Japanese
1 infantry moved from Alaska to Yukon Territory
Japanese take Yukon Territory from British
1 infantry moved from Alaska to British Columbia
Japanese take British Columbia from British
1 destroyer moved from 6 Sea Zone to 2 Sea Zone
2 artilleries and 2 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 mech_infantry moved from Kiangsu to Hopei
Japanese take Hopei from Chinese
1 infantry moved from Kweichow to Szechwan
5 armour, 8 artilleries, 18 infantry and 4 mech_infantrys moved from Eastern Persia to Persia
1 destroyer moved from 35 Sea Zone to 42 Sea Zone
2 bombers moved from Burma to 42 Sea Zone
1 infantry moved from Kweichow to Shensi
1 artillery moved from Kweichow to Szechwan
2 tactical_bombers moved from Yunnan to Szechwan
4 fighters moved from 35 Sea Zone to 42 Sea Zone
2 tactical_bombers moved from Anhwe to Shensi
1 bomber moved from Jehol to Shensi
1 bomber moved from Jehol to ShensiCombat - Japanese
Battle in Shensi
Japanese attack with 2 bombers, 1 infantry and 2 tactical_bombers
Chinese defend with 1 infantry
Japanese roll dice for 2 bombers, 1 infantry and 2 tactical_bombers in Shensi, round 1 : 3/5 hits
Chinese roll dice for 1 infantry in Shensi, round 1 : 0/1 hits
1 infantry owned by the Chinese lost in Shensi
Japanese win, taking Shensi from Chinese with 2 bombers, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Szechwan
Japanese attack with 1 artillery, 1 infantry and 2 tactical_bombers
Chinese defend with 1 infantry
Japanese roll dice for 1 artillery, 1 infantry and 2 tactical_bombers in Szechwan, round 1 : 1/4 hits
Chinese roll dice for 1 infantry in Szechwan, round 1 : 0/1 hits
1 infantry owned by the Chinese lost in Szechwan
Japanese win, taking Szechwan from Chinese with 1 artillery, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 42 Sea Zone
Japanese attack with 2 bombers, 1 destroyer and 4 fighters
ANZAC defend with 2 submarines
ANZAC roll dice for 2 submarines in 42 Sea Zone, round 1 : 0/2 hits
Japanese roll dice for 2 bombers, 1 destroyer and 4 fighters in 42 Sea Zone, round 1 : 3/7 hits
2 submarines owned by the ANZAC lost in 42 Sea Zone
Japanese win, taking 42 Sea Zone from ANZAC with 2 bombers, 1 destroyer and 4 fighters remaining. Battle score for attacker is 12
Casualties for ANZAC: 2 submarines
Battle in Persia
Japanese attack with 5 armour, 8 artilleries, 18 infantry and 4 mech_infantrys
ANZAC defend with 1 infantry
Japanese roll dice for 5 armour, 8 artilleries, 18 infantry and 4 mech_infantrys in Persia, round 1 : 9/35 hits
Russians roll dice for 1 infantry in Persia, round 1 : 0/1 hits
1 infantry owned by the ANZAC lost in Persia
Japanese win, taking Persia from Russians with 5 armour, 8 artilleries, 18 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantry
Battle in 2 Sea Zone
Japanese attack with 1 destroyer
Americans defend with 1 submarine
Americans roll dice for 1 submarine in 2 Sea Zone, round 1 : 0/1 hits
Japanese roll dice for 1 destroyer in 2 Sea Zone, round 1 : 0/1 hits
Americans roll dice for 1 submarine in 2 Sea Zone, round 2 : 1/1 hits
Japanese roll dice for 1 destroyer in 2 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 2 Sea Zone
Americans win with 1 submarine remaining. Battle score for attacker is -8
Casualties for Japanese: 1 destroyer
Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to GermansNon Combat Move - Japanese
1 infantry moved from Soviet Far East to Siberia
2 battleships, 2 carriers, 1 cruiser, 2 destroyers, 4 fighters and 4 submarines moved from 6 Sea Zone to 35 Sea Zone
4 fighters moved from 42 Sea Zone to 35 Sea Zone
1 infantry moved from New Guinea to Dutch New Guinea
1 armour and 2 mech_infantrys moved from India to Eastern Persia
1 aaGun moved from Eastern Persia to Persia
2 bombers moved from 42 Sea Zone to India
2 tactical_bombers moved from Szechwan to India
2 bombers moved from Shensi to Kiangsu
1 armour and 1 mech_infantry moved from Kiangsu to Kweichow
2 tactical_bombers moved from Shensi to Anhwe
3 mech_infantrys moved from Yunnan to Kweichow
1 armour and 2 mech_infantrys moved from French Indo China to Kweichow
1 transport moved from 19 Sea Zone to 35 Sea Zone
1 tactical_bomber moved from Japan to AnhwePlace Units - Japanese
1 destroyer and 1 submarine placed in 39 Sea Zone
3 tactical_bombers placed in Japan
1 armour, 1 infantry and 1 mech_infantry placed in French Indo China
3 mech_infantrys placed in KiangsuTurn Complete - Japanese
Japanese collect 74 PUs; end with 74 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 79 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 84 PUsProduction/PUs Summary :
Germans : 46 / 64
Russians : 25 / 36
Japanese : 74 / 84
Americans : 50 / 65
Chinese : 4 / 10
British : 25 / 26
UK_Pacific : 0 / 0
Italians : 24 / 30
ANZAC : 10 / 21
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
I should’ve reminded you that we’re playing 40.2 on a 3.9 map. Yukon and BC are one territory. What do you want to do over there? (Not that it really matters – I’m pretty close to congratulating you on your victory…)
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Make both infantry on BC then I guess.
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I’m gonna check this out when I get my kid home from school today. I think I’ve got another round or 2 until I have to concede. I’ll play it out, but I don’t see how I can win.
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No rush … I’ll be out of town this weekend, back Monday.
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Actually, and this is really lame of me, I’m gonna concede now. I can reinforce England once with 3I, A, 2AA and can build 2F, T. But I can’t keep you from taking it right back. And I’m all out of bullets to take it back a third time – if it fell the first time, before you could get in position to take it back, we had a game that I thought I had a chance to win. Now, you don’t even have to take Moscow to get 8VCs…
Lesson: don’t lose London to a good player. I’ll file that one away for later use… :-D
Lesson 2: the Allies no-bid aren’t an automatic out, but you can’t play loose against a good opponent
Lesson 3: if you deserve to have the dice go against you, they’ll figure out a way to do it
Good game. Maybe I can pick up a league game against you sometime.
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The Allies could delay for a little while, but I think that even with the US investing full-Atlantic eventually Japan takes Cairo while Germany holds NOV, VOL, and London for the win.
My view is that even bids as high as 11 wouldn’t let the Allies really destabilize the game.
I’d definitely play again, league or otherwise, just let me know.





