Test summary from TripleA, engine version: 2.7.15426, time: 8:05:46 PM
Savegame
14L G40 Bold (allies +17) v Cow (axis) - game 2
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well, i’m ready with my R3 so just let me know when you are ready to resume. i get 3 noncom edits, then we go 1 for 1 from that point on.
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whenever you are ready to stop being petty and get off your stalling tactics let me know. i will check back in two or three days from now. Hopefully you can reach Jenn and get a ruling before then. Just know that when you rolled dice with german accepting the uk pacific edit, that’s a dead issue.
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in other words, if the moderators were to rule that planes that are not landed when they can legally be landed are lost if the opponent refuses to allow them to be edited back, then it would not apply to this situation because you clearly accepted the edit by rolling with germany.
again, all i am saying is i want the edits to be equal on both sides in our game. this is being imminently more reasonable than the stunts you’ve pulled in the past. certainly not strict, but keep trying if you wish.
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wow - i can only imagine that you are very nervous to lose this tiebreaking game between us. you refuse to proceed with equal noncom edits and you are trying to use a technicality you will certainly lose to delay the game to wait for a moderator ruling. all fine with me, just surprised that you actually recognize how bad of shape you are in here. desperation time i guess? :|
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In regards to edits, I say any edit required to abide by the rules (such as moving a carrier to pick up planes that have no other legal landing zone) has to be allowed if the carrier can legally make it there (i.e. was not in combat, or some other disqualifier to moving to pick up the planes.) This is in accordance to the rules of the game.
All other edits are at the consent of your opponent. It is, ultimately, the player’s responsibility to make sure the map is the way he (or she) wants it to be before finally posting it. Honestly, it is one of the things I dislike about TripleA because sometimes you don’t see something until you start placing units and if you go back it says “EDIT” on it. So generally, I am inclined to allow any edits in the final post without quibble, as long as they were done through TripleA and were posted along with the NCM, Place Units and Collect Income phases.
League Rules on Edits: Edits are allowed after placing the last post of your round as long as they occur before the next round begins. In this situation, it seems it would behoove Boldfresh to immediately type “starting my turn now” right after he sees Cow is finished with his turn. At that point he could insist that Cow not make a non-com edit (provided the edit does not conflict with those needed to follow the rules of the game.)
The way I see it, something like:
German Round 5
I have 108 IPC to Spend
(more to follow)That clearly stipulates you have seen the map as it is, you are planning your turn, and you would not appreciate any changes at this time. The point of editing is to catch something you missed in the heat, not something you noticed a day later, in my opinion.
So there, that is my opinion, as asked for by Bold. It is in concurrence to Gamerman’s of course.
As of now, I am giving Cow until 5 PM EST (GMT -5) to make edits, then Boldfresh may post Russia 3. -
looks like we are good to go then. R3 posting soon.
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The UK fighters and tac that were lost over Burma belong back on the board. The aircraft must be landed during noncom and can not be lost. It should not even be an issue.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Russians
Russians buy 4 artilleries, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Politics - Russians
Russians takes Political Action: Political Action Russians To War With Germans
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Germans and Russians from Neutrality to WarCombat Move - Russians
1 armour moved from Novgorod to Karelia
1 armour moved from Novgorod to Vyborg
1 armour moved from Vyborg to Finland
1 armour moved from Karelia to Finland
1 armour, 2 fighters, 3 mech_infantrys and 1 tactical_bomber moved from Novgorod to Finland
1 infantry moved from Amur to Korea
Russians take Korea from Japanese
1 submarine moved from 115 Sea Zone to 113 Sea Zone
1 cruiser moved from 115 Sea Zone to 113 Sea Zone -
scramble z113?
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ok we got our ruling time to continue the butt-kicking. stap it on cow and you better pray for your best cowluck ever.
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scramble
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Russians
Russians buy 4 artilleries, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Politics - Russians
Russians takes Political Action: Political Action Russians To War With Germans
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Germans and Russians from Neutrality to WarCombat Move - Russians
1 armour moved from Novgorod to Karelia
1 armour moved from Novgorod to Vyborg
1 armour moved from Vyborg to Finland
1 armour moved from Karelia to Finland
1 armour, 2 fighters, 3 mech_infantrys and 1 tactical_bomber moved from Novgorod to Finland
1 infantry moved from Amur to Korea
Russians take Korea from Japanese
1 submarine moved from 115 Sea Zone to 113 Sea Zone
1 cruiser moved from 115 Sea Zone to 113 Sea ZoneCombat - Russians
Russians creates battle in territory 125 Sea Zone
Germans scrambles 2 units out of Western Germany to defend against the attack in 113 Sea Zone
Battle in 113 Sea Zone
Russians attack with 1 cruiser and 1 submarine
Germans defend with 1 cruiser, 1 fighter, 1 tactical_bomber and 1 transport
Germans win with 1 cruiser, 1 fighter, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -18
Casualties for Russians: 1 cruiser and 1 submarine
Battle in Finland
Russians attack with 3 armour, 2 fighters, 3 mech_infantrys and 1 tactical_bomber
Germans defend with 9 infantry
Russians win, taking Finland from Germans with 2 armour, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Germans: 9 infantry
Casualties for Russians: 1 armour and 3 mech_infantrys
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to RussiansNon Combat Move - Russians
3 infantry moved from Novgorod to Belarus
2 fighters and 1 tactical_bomber moved from Finland to Belarus
1 artillery and 15 infantry moved from Bryansk to Belarus
7 mech_infantrys moved from Russia to Belarus
1 infantry moved from Rostov to Tambov
1 submarine moved from 125 Sea Zone to 112 Sea ZonePlace Units - Russians
1 infantry placed in Novgorod
4 artilleries, 2 infantry and 3 mech_infantrys placed in RussiaTurn Complete - Russians
Russians collect 41 PUs; end with 41 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 44 PUs -
COWLUCK is very strong - it takes great determination and strategy to overcome.
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the germans are really letting you down - i hope the japanese can shoulder the entire load… :|
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Japanese
Japanese buy 1 artillery, 1 factory_minor, 2 fighters and 4 infantry; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
1 artillery and 1 infantry moved from Malaya to 37 Sea Zone
2 artilleries moved from French Indo China to 36 Sea Zone
1 artillery moved from Kwangsi to 36 Sea Zone
3 infantry moved from French Indo China to 36 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 36 Sea Zone to 39 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 38 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 38 Sea Zone to 39 Sea Zone
4 artilleries and 4 infantry moved from 39 Sea Zone to India
2 bombers, 6 fighters and 5 tactical_bombers moved from Kwangsi to India
1 fighter and 1 tactical_bomber moved from 37 Sea Zone to India
2 fighters and 2 tactical_bombers moved from 42 Sea Zone to India
1 battleship and 1 cruiser moved from 37 Sea Zone to 38 Sea Zone
1 battleship and 1 cruiser moved from 38 Sea Zone to 39 Sea Zone
1 carrier moved from 37 Sea Zone to 39 Sea Zone
1 destroyer moved from 36 Sea Zone to 39 Sea Zone
1 armour and 1 infantry moved from Java to 42 Sea Zone
1 armour, 1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone
1 armour and 1 infantry moved from 41 Sea Zone to Sumatra
1 battleship moved from 42 Sea Zone to 41 Sea Zone
1 destroyer moved from 42 Sea Zone to 41 Sea Zone
1 submarine moved from 42 Sea Zone to 41 Sea Zone
1 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 fighter moved from Japan to Korea
1 fighter moved from Manchuria to Korea
1 infantry moved from Manchuria to Korea
1 infantry moved from Manchuria to Korea
1 infantry moved from Manchuria to Korea
1 destroyer moved from 36 Sea Zone to 39 Sea ZoneCombat - Japanese
Battle in Korea
Japanese attack with 2 fighters and 3 infantry
Russians defend with 1 infantry
Japanese win, taking Korea from Russians with 2 fighters and 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in 41 Sea Zone
Japanese attack with 1 battleship, 1 destroyer, 1 submarine and 1 transport
French defend with 1 destroyer
Units damaged: 1 battleship owned by the Japanese
Japanese win, taking 41 Sea Zone from Neutral with 1 battleship, 1 destroyer, 1 submarine and 1 transport remaining. Battle score for attacker is 8
Casualties for French: 1 destroyer
Battle in Sumatra
Battle in India
Japanese attack with 4 artilleries, 2 bombers, 9 fighters, 4 infantry and 8 tactical_bombers
British defend with 3 aaGuns, 1 airfield, 1 armour, 1 artillery, 2 fighters, 1 harbour, 9 infantry, 2 mech_infantrys and 1 tactical_bomber; UK_Pacific defend with 1 factory_major
Japanese captures 6PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
Japanese win, taking Sumatra from Dutch, taking India from UK_Pacific with 4 artilleries, 2 bombers, 8 fighters, 1 infantry and 8 tactical_bombers remaining. Battle score for attacker is 72
Casualties for Japanese: 1 fighter and 3 infantry
Casualties for British: 3 aaGuns, 1 armour, 1 artillery, 2 fighters, 9 infantry, 2 mech_infantrys and 1 tactical_bomberNon Combat Move - Japanese
2 carriers moved from 42 Sea Zone to 39 Sea Zone
6 fighters and 5 tactical_bombers moved from India to Shan State
2 fighters and 3 tactical_bombers moved from India to 39 Sea Zone
1 destroyer moved from 42 Sea Zone to 35 Sea Zone
1 submarine moved from 36 Sea Zone to 37 Sea Zone
1 artillery and 5 infantry moved from Anhwe to Hunan
1 infantry moved from Hunan to Kwangsi
1 infantry moved from French Indo China to Kwangsi
1 infantry moved from Manchuria to Korea
2 fighters moved from Korea to Anhwe
2 artilleries and 1 infantry moved from Jehol to Anhwe
1 mech_infantry moved from Manchuria to Jehol
1 aaGun and 6 infantry moved from Manchuria to Jehol
1 mech_infantry moved from Jehol to Anhwe
2 bombers moved from India to KwangsiPlace Units - Japanese
1 factory_minor placed in Malaya
1 artillery and 2 infantry placed in French Indo China
2 fighters and 2 infantry placed in JapanTurn Complete - Japanese
Japanese collect 56 PUs; end with 63 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 68 PUs -
HAHAHAHAH i love it.
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even with that massacre you are going to lose badly. you’re gonna need a ton more help than that.
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HAHAHAHAH i love it.
i’m so glad that worked out great for you. will make for a much longer match.
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India for nothing on J3 and you still get body slammed - legendary.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 fighter, 9 infantry and 5 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 armour and 1 infantry moved from Gibraltar to 91 Sea Zone
1 armour, 1 infantry and 1 transport moved from 91 Sea Zone to 104 Sea Zone
1 armour, 1 infantry and 1 transport moved from 104 Sea Zone to 112 Sea Zone
1 armour and 1 infantry moved from 112 Sea Zone to Norway
1 infantry moved from Gibraltar to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 104 Sea Zone
1 infantry and 1 transport moved from 104 Sea Zone to 112 Sea Zone
1 infantry moved from 112 Sea Zone to Denmark
1 bomber moved from United Kingdom to Western Germany
1 fighter and 1 tactical_bomber moved from 91 Sea Zone to 104 Sea Zone
1 fighter and 1 tactical_bomber moved from 104 Sea Zone to 112 Sea Zone
1 cruiser moved from 109 Sea Zone to 112 Sea Zone
1 carrier moved from 91 Sea Zone to 104 Sea Zone
1 carrier moved from 104 Sea Zone to 112 Sea Zone
1 fighter and 1 submarine moved from 33 Sea Zone to 35 Sea Zone
1 infantry moved from Caroline Islands to 33 Sea Zone
1 infantry and 1 transport moved from 33 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Philippines
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to Java





