G4015L HOBO(Allies +14) v Karl7(Axis)


  • you killed 1 destroyer and 1 cruiser, I assume you want max def here so sink the carriers?


  • yeah you probably want max def, I got 11 hits


  • and I guess I need ool for sinking carriers or sinking destroyers first, in the rare event I withdraw  :lol:

  • 22 20 19 18 17 16 15 14 12

    max defense dd’s over cvs etc

  • 22 20 19 18 17 16 15 14 12

    you have an advantage in fire power?

    eyeballing it I thought I could defend…


  • the battle started at 2:1 in my favor after your kamikazes and I got 2 hits above average on first round so I guess I have the slight edge so far


  • damn gotta love marti, you got 12 hits yourself  :|

    you rolled 2 1 1 5 2 2 2 6 for your @2s

  • 22 20 19 18 17 16 15 14 12

    I need everyone of them!  :-P

  • 22 20 19 18 17 16 15 14 12

    I see you got it!

    Good work

    Surrender.

    I’ll post


  • thanks for the game, the dice was crazy throughout  :lol:

    if you want to play LL let me know  :lol:


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 4

    Purchase Units - Americans
                Americans buy 2 carriers, 1 destroyer, 2 fighters, 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Americans
                1 bomber moved from Wake Island to 6 Sea Zone
                1 fighter moved from Hawaiian Islands to 6 Sea Zone
                2 fighters and 1 tactical_bomber moved from Western United States to 6 Sea Zone
                1 armour, 1 artillery, 1 battleship, 4 carriers, 3 cruisers, 5 destroyers, 5 fighters, 3 infantry, 1 mech_infantry, 2 submarines, 1 tactical_bomber and 3 transports moved from 31 Sea Zone to 16 Sea Zone
                1 armour, 1 artillery, 1 battleship, 4 carriers, 3 cruisers, 5 destroyers, 5 fighters, 3 infantry, 1 mech_infantry, 2 submarines, 1 tactical_bomber and 3 transports moved from 16 Sea Zone to 6 Sea Zone
                1 submarine moved from 26 Sea Zone to 6 Sea Zone
                1 armour, 1 artillery, 3 infantry and 1 mech_infantry moved from 6 Sea Zone to Japan

    Combat - Americans
                Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits.  Rolls: 2
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 4
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits.  Rolls: 3
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 6
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits.  Rolls: 2
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits.  Rolls: 5
                Battle in 6 Sea Zone
                    Americans attack with 1 battleship, 1 bomber, 4 carriers, 2 cruisers, 4 destroyers, 8 fighters, 3 submarines, 2 tactical_bombers and 3 transports
                    Japanese defend with 1 battleship, 4 carriers, 1 cruiser, 4 destroyers, 7 fighters, 1 submarine, 4 tactical_bombers and 2 transports
                    Units damaged: 1 carrier owned by the Japanese
                    Units damaged: 1 battleship owned by the Japanese and 2 carriers owned by the Japanese
                    Units damaged: 1 battleship owned by the Americans
                    Americans win, taking 6 Sea Zone from Japanese with 1 battleship, 1 bomber, 2 cruisers, 1 fighter, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is 67
                    Casualties for Americans: 4 carriers, 4 destroyers, 7 fighters, 3 submarines and 1 tactical_bomber
                    Casualties for Japanese: 1 battleship, 4 carriers, 1 cruiser, 4 destroyers, 7 fighters, 1 submarine, 4 tactical_bombers and 2 transports
                Battle in Japan
                    Americans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
                    Japanese defend with 3 aaGuns, 1 airfield, 1 factory_major, 1 harbour and 1 infantry
                    Americans captures 68PUs while taking Japanese capital
                    Americans converts factory_major into different units
                    Americans win, taking Japan from Japanese with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 15
                    Casualties for Americans: 1 infantry
                    Casualties for Japanese: 3 aaGuns and 1 infantry

    Non Combat Move - Americans
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 7 Sea Zone
                1 bomber moved from 6 Sea Zone to Midway
                1 infantry moved from Western United States to 10 Sea Zone
                1 mech_infantry moved from Western United States to 10 Sea Zone
                1 carrier moved from 10 Sea Zone to 7 Sea Zone
                1 destroyer moved from 10 Sea Zone to 7 Sea Zone
                1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 31 Sea Zone
                1 submarine moved from 30 Sea Zone to 31 Sea Zone

    Place Units - Americans
                2 carriers, 1 destroyer and 1 transport placed in 10 Sea Zone
                2 fighters and 1 infantry placed in Western United States

    Turn Complete - Americans
                Americans collect 58 PUs; end with 126 PUs total
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 131 PUs
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 136 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 146 PUs

  • 22 20 19 18 17 16 15 14 12

    How does LL work>?  Can you prompt it on the program itself>?

  • 22 20 19 18 17 16 15 14 12

    By that I mean I know what LL is etc, just never played with it all the time in a game…

    I assume we don’t have to do it manually


  • its built in to triplea

    basically it adds up the dice power and turns any total of 6 into a automatic hit.  anything less than 6 is rolled to see if it’s a hit.

    example 2 fighters attack a destroyer, 2 x 3 = 6 so the attack automatically hits, but the destroyer has to roll @2

    example 3 fighters attack 4 destroyers, 3 x 3 = 9, the attacker gets 1 automatic it and rolls 1@3, the defender gets 1 automatic hit and rolls 1@2

    etc

  • 22 20 19 18 17 16 15 14 12

    Interesting, ok, I guess I am up for a low luck game.  It should be interesting.  You want to bid or just redo last game>?


  • doesn’t matter, we can keep same bids, u just pick the side

  • 22 20 19 18 17 16 15 14 12

    cool, I’ll take Axis again

    I’ll get it up and running later today.

    I’ll PM you when ready

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