Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUs2015 League General Discussion Thread
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Is it not the rule/custom that if there is an “over roll” that you subtract from the dice results from the right?
Thanks
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
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That is the method many players use, but there is no rule or official statement. It should be established with your opponent.
Do you need a moderator?
no, we worked it out under that rule. I just wanted to be sure I had it right.
Haven’t had to deal with an “over-roll” since the bad old battle map days. Can’t say I miss that old program. Can you imagine going back to moving all those little tiles!? :-P
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Yeah - but it did have it’s advantages. You could place the things exactly where you wanted them. Zone 89 still bugs me - how Triple A tucks the units away where they’re easy to miss…
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Question on rules gentlemen, may be easy for most of you, but it has been the first time that happened to me.
I attacked Russia in Italia 2, and placed german land troops together with them in G2 + german ships on SZ125 with Germany NOT declaring war to Russia.
Russia attacked the land territories and eliminated just the italians, now I have russian troops on the same land territory that Germany, but the land is owned by Russia. And Russia met the 5 extra IPC for Archangel.
Was Triple A acting correctly?
Thank you
Juan
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It’s a TripleA bug. You aren’t allowed to do a land attack on a territory containing friendly units, so the Russian move is illegal.
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You can’t invade a land territory without being at war with the territory owner and each owner of units there. You can do that at sea, but not land.
So in your situation, Russia cannot attack a territory with German units in it without declaring war on Germany. You can’t “eliminate just the Italians”, and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
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Thank you both, I expected that answer but it is always good checking with you. I also think that Russia should not have met the extra 5 IPC.
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You can’t invade a land territory without being at war with the territory owner and each owner of units there. You can do that at sea, but not land.
So in your situation, Russia cannot attack a territory with German units in it without declaring war on Germany. You can’t “eliminate just the Italians”, and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
I agree with Gamerman01 and bmnielsen, however, the diplomacy is not exactly logical.
If London is occupied by Germany Russia is allowed to declare war on Germany.
But if a territory originally owned by Russia is controlled by Italy, and Germany - while still at peace with Russia - sends units into that territory Russia is not allowed to act upon it? Pfff…
Either Germany should be forced to declare war on Russia before sending units into that Italian controlled territory or Russia should be allowed to declare war on Germany(if the German units still remain in that territory at the beginning of Russia´s turn).
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Dude, Russia can declare war on Germany no matter what Germany does, once Italy is at war with Russia. Russia can also declare on Italy if Russia is at war with Germany.
As far as a +5, Russia gets +5 if at war with either Euro-Axis, there is no German (or Italian) sub in 125, no Allies in Russia originals, and Russia controls Arch.
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lol… alright :roll:
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I just recall playing a game recently with no option to DOW with Russia
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and you can never have Russian troops in the same territory as Germans after the combat phase :lol:
They probably wouldn’t get along very well anyways :)
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OK… will someone please tell me how to read the marti results?
I know that having played over 200 games, you’d think I’d know how. But as far as I can tell there is no continuity between the results and the order of the units the marti email designates.
to wit:
XPAD2 Game 21 Dicer’s Creed vs Team Garl:Germans roll dice for 6 bombers, 2 fighters and 2 tactical_bombers in 91 Sea Zone, round 2
Your dice are: 4,5,5,5,5,3,1,5,4,1
Have a nice day.You attribute the order of units to the dice going right from left, it would seem to say the roller got 5 hits.
You do it from the left, it would say you got 5 hits.
But in reality the roller only got 4.
:oops: :-P
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It seems to be in order of power (fighters are the first 2 die in this case, etc).
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It seems to be in order of power (fighters are the first 2 die in this case, etc).
AH, no, only the bombers hit.
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OK… will someone please tell me how to read the marti results?
I know that having played over 200 games, you’d think I’d know how. But as far as I can tell there is no continuity between the results and the order of the units the marti email designates.
to wit:
XPAD2 Game 21 Dicer’s Creed vs Team Garl:Germans roll dice for 6 bombers, 2 fighters and 2 tactical_bombers in 91 Sea Zone, round 2
Yes only 4. Always go from weakest to strongest, left to right. First 3 dice are ftrs, next 3 tacs, last 3 bombers.
Your dice are: 4,5,5,5,5,3,1,5,4,1
Have a nice day.You attribute the order of units to the dice going right from left, it would seem to say the roller got 5 hits.
You do it from the left, it would say you got 5 hits.
But in reality the roller only got 4.
:oops: :-P
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Yes only 4. Always go from weakest to strongest, left to right. First 3 dice are ftrs, next 3 tacs, last 3 bombers.
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Yes only 4. Always go from weakest to strongest, left to right. First 3 dice are ftrs, next 3 tacs, last 3 bombers.
Thanks… Jesus!
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Yes, it comes in handy to know how to read them. Here’s another example so you can practice reading some more:
Germans roll dice for 60 bombers, 5 fighters and 5 tactical_bombers in 97 Sea Zone, round 2
Your dice are: 3,4,1,2,3,6,6,3,2,3,4,5,3,6,1,3,4,1,2,3,6,6,3,2,3,4,5,3,6,1,3,4,1,2,3,6,6,3,2,3,4,5,3,6,1,3,4,1,2,3,6,6,3,2,3,4,5,3,6,1
Have a nice day.
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Yes only 4. Always go from weakest to strongest, left to right. First 3 dice are ftrs, next 3 tacs, last 3 bombers.
Thanks… Jesus!





