Wheatbeer (axis) vs Fortress (allies) g40.2


  • 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…

  • 17

    Okay, glad the game file isn’t at fault though.


  • 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…

  • 17

    It doesn’t bother me to play that way temporarily, so I’ll probably do at least Germany.


  • 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 Caucasus

    Combat - 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 artillery

    Non Combat Move - Russians
                2 infantry moved from Volgograd to Samara
                3 armour and 10 mech_infantrys moved from Volgograd to Vologda

    Place Units - Russians
                2 armour and 8 infantry placed in Russia

    Turn 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 PUs

    Territory 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 flag

    Production/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 / 0

    Dice 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 : 20

    Germans 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 : 5

    Russians 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 : 14

    Italians Combat
                1 was rolled 1 times
            Average roll : 1.000
            Median : 1.000
            Variance : ?
            Standard Deviation : ?
            Total rolls : 1

  • 17

    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 Shensi

    Combat - 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 Germans

    Non 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 Anhwe

    Place 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 Kiangsu

    Turn 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 PUs

    Production/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…)

  • 17

    Make both infantry on BC then I guess.


  • 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.

  • 17

    No rush … I’ll be out of town this weekend, back Monday.


  • 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.

  • 17

    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.

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