Teslas (Allies) vs Private Panic (Axis) in 1940 Global

  • '15

    The loss of so many Americans in Spain, along with all of those Japanese ground units making their way into Russia… it’s definitely not looking good.

    Tonight when I get home, assuming something doesn’t steal my evening away from me.

  • '15

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

    Game History

    Round: 6

    Purchase Units - Americans
                Americans buy 1 airfield, 1 factory_minor, 4 fighters and 2 infantry; Remaining resources: 1 PUs;

    Combat Move - Americans
                1 artillery and 1 infantry moved from Soviet Far East to Siberia
                      Russians take Siberia from Japanese
                1 artillery, 1 infantry and 1 transport moved from 15 Sea Zone to 17 Sea Zone
                1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima
                2 fighters moved from 16 Sea Zone to Iwo Jima
                2 submarines moved from 16 Sea Zone to 6 Sea Zone
                1 submarine moved from 15 Sea Zone to 6 Sea Zone
                2 destroyers moved from 15 Sea Zone to 6 Sea Zone
                5 destroyers moved from 16 Sea Zone to 6 Sea Zone
                1 battleship moved from 16 Sea Zone to 6 Sea Zone
                3 carriers moved from 16 Sea Zone to 6 Sea Zone
                2 cruisers moved from 16 Sea Zone to 6 Sea Zone
                2 fighters moved from 16 Sea Zone to 6 Sea Zone
                1 bomber moved from Gibraltar to France

    Combat - Americans

  • '15

    Scrambles/Suicides for you to decide on.


  • Do suicides kick in if I attack sz 6 in the future?

    I’ll read the rules tomorrow.

  • '15

    You can only use Kamikaze strikes when defending. But yes, always good to read those rules.


  • Blimey - opened it and got a huge error message as below.

    First though - my answer to your question:

    No scramble.

    But all six kamikaze. One against each cruiser and four destroyers.

    And the error message just in case you can make something of it:

    triplea.engine.version.bin:1.8.0.9
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-72] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-72] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-72] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-76] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-76] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-76] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-135] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-135] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Triplea, roll in seperate thread] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-203] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    WARNING [Thread-203] HttpMethodBase -> Going to buffer response body of large or unknown size. Using getResponseBodyAsStream instead is recommended.
    Unit.toString() -> Possible java de-serialization error: Unit of UNKNOWN TYPE owned by UNKNOWN OWNER in territory: UNKNOWN TERRITORY with id: null

  • '15

    I don’t know much about how TripleA is built, but the new lines have to do with web communication in some way.

    Just keep an eye on your pieces as best you can, and when in doubt, check the game history to make sure something didn’t get screwy.

    Worst case scenario, we have to start a new game, set up the board with the edit mode, and start from turn 1 as if it’s actually turn 5 or whatever. Let’s hope it doesn’t come to that.

  • '15

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

    Game History

    Round: 6

    Purchase Units - Americans
                Americans buy 1 airfield, 1 factory_minor, 4 fighters and 2 infantry; Remaining resources: 1 PUs;

    Combat Move - Americans
                1 artillery and 1 infantry moved from Soviet Far East to Siberia
                      Russians take Siberia from Japanese
                1 artillery, 1 infantry and 1 transport moved from 15 Sea Zone to 17 Sea Zone
                1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima
                2 fighters moved from 16 Sea Zone to Iwo Jima
                2 submarines moved from 16 Sea Zone to 6 Sea Zone
                1 submarine moved from 15 Sea Zone to 6 Sea Zone
                2 destroyers moved from 15 Sea Zone to 6 Sea Zone
                5 destroyers moved from 16 Sea Zone to 6 Sea Zone
                1 battleship moved from 16 Sea Zone to 6 Sea Zone
                3 carriers moved from 16 Sea Zone to 6 Sea Zone
                2 cruisers moved from 16 Sea Zone to 6 Sea Zone
                2 fighters moved from 16 Sea Zone to 6 Sea Zone
                1 bomber moved from Gibraltar to France

    Combat - Americans
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 6
                Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits.  Rolls: 5
                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: 5
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 5
                Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 3
                Battle in 6 Sea Zone
                    Americans attack with 1 battleship, 3 carriers, 2 cruisers, 7 destroyers, 2 fighters and 3 submarines
                    Japanese defend with 1 destroyer
                    Americans win, taking 6 Sea Zone from Japanese with 1 battleship, 3 carriers, 2 cruisers, 7 destroyers, 2 fighters and 3 submarines remaining. Battle score for attacker is 8
                    Casualties for Japanese: 1 destroyer
                Battle in Iwo Jima
                    Americans attack with 1 artillery, 2 fighters and 1 infantry
                    Japanese defend with 1 infantry
                    Americans win, taking Iwo Jima from Japanese with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry
                Strategic bombing raid in France
                    1 bomber killed by AA
                    Bombing raid in France causes 0 damage total.

    Non Combat Move - Americans
                1 transport moved from 4 Sea Zone to 6 Sea Zone
                2 fighters moved from Iwo Jima to 6 Sea Zone
                1 carrier moved from 16 Sea Zone to 26 Sea Zone
                1 carrier, 2 destroyers and 2 submarines moved from 10 Sea Zone to 26 Sea Zone
                3 infantry moved from Central United States to Southeast Mexico
                3 artilleries moved from Central United States to Southeast Mexico
                3 transports moved from 91 Sea Zone to 64 Sea Zone
                2 destroyers moved from 64 Sea Zone to 26 Sea Zone
                2 fighters moved from 16 Sea Zone to Midway
                1 transport moved from 91 Sea Zone to 64 Sea Zone
                2 transports moved from 91 Sea Zone to 101 Sea Zone
                1 artillery and 1 infantry moved from Central United States to Southeast Mexico
                1 fighter and 1 tactical_bomber moved from Gibraltar to Spain
                1 infantry moved from Portugal to Spain
                1 armour moved from Portugal to Spain
                1 mech_infantry moved from Portugal to Spain
                1 submarine moved from 91 Sea Zone to 105 Sea Zone
                1 cruiser and 2 destroyers moved from 91 Sea Zone to 64 Sea Zone

    Place Units - Americans
                2 infantry placed in Central United States
                1 airfield and 1 factory_minor placed in Spain
                4 fighters placed in Eastern United States

    Turn Complete - Americans
                Americans collect 55 PUs; end with 56 PUs total
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 66 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs

  • '15

    No kamikaze hits, but you did get my bomber in France.

    I am still getting errors from communication with the dice server, but it appears to still be working.

  • '15

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

    Game History

    Round: 6

    Purchase Units - British
                British buy 3 fighters and 3 mech_infantrys; Remaining resources: 0 PUs;

    Purchase Units - UK_Pacific
                UK_Pacific repair damage of 7x factory_major; Remaining resources: 0 PUs;
                UK_Pacific buy nothing; Remaining resources: 0 PUs;

    Combat Move - British
                1 mech_infantry moved from Iraq to Turkey
                2 fighters and 2 tactical_bombers moved from Iraq to Turkey
                5 fighters moved from Russia to Smolensk

    Combat - British
                Battle in Turkey
                    British attack with 2 fighters, 1 mech_infantry and 2 tactical_bombers
                    Italians defend with 1 artillery
                    British win, taking Turkey from Italians with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 4
                    Casualties for Italians: 1 artillery
                Battle in Smolensk
                    British attack with 5 fighters
                    Italians defend with 1 armour
                    British win with 4 fighters remaining. Battle score for attacker is -4
                    Casualties for British: 1 fighter
                    Casualties for Italians: 1 armour

    Non Combat Move - British
                4 fighters moved from Smolensk to Russia
                2 fighters and 2 tactical_bombers moved from Turkey to Russia
                3 mech_infantrys moved from West India to Persia
                1 fighter moved from India to Iraq
                1 armour and 1 mech_infantry moved from Egypt to Syria
                1 infantry moved from Egypt to Trans-Jordan
                5 aaGuns, 8 artilleries and 9 infantry moved from India to West India
                1 battleship moved from 76 Sea Zone to 98 Sea Zone
                1 transport moved from 81 Sea Zone to 98 Sea Zone
                2 infantry moved from Algeria to 92 Sea Zone
                2 infantry and 1 transport moved from 92 Sea Zone to 91 Sea Zone
                2 infantry moved from 91 Sea Zone to Spain
                1 battleship moved from 92 Sea Zone to 91 Sea Zone
                1 artillery and 1 infantry moved from Quebec to 106 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                1 artillery and 1 infantry moved from 91 Sea Zone to Spain

    Place Units - British
                3 fighters placed in Iraq
                3 mech_infantrys placed in Egypt

    Turn Complete - British
                British collect 37 PUs; end with 37 PUs total
                Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 42 PUs

    Turn Complete - UK_Pacific
                Total Cost from Convoy Blockades: 3
                    Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 1,3
                UK_Pacific collect 2 PUs (3 lost to blockades); end with 2 PUs total

  • '15

    America is attempting to do both sides of the board at the same time, which is normally a recipe for disaster.

    Moscow is a razor’s edge. Spain is shaky. Turkey/middle east is shaky.

    Japan is doing quite well, but now America is there to distract them as best it can, though, as said above, can it do two things at once, and for how long? (This is where the extra 10 IPCs/turn that I like to try to do with America really helps.)

    Tense game.


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

    Game History

    Round: 6

    Purchase Units - Italians
                Italians buy 1 armour and 1 destroyer; Remaining resources: 0 PUs;

    Combat Move - Italians

    Non Combat Move - Italians
                3 fighters moved from Albania to Southern Italy
                3 infantry moved from Yugoslavia to Albania
                1 artillery moved from Southern Italy to Northern Italy
                1 infantry moved from Southern Italy to Northern Italy
                1 infantry moved from Northern Italy to Yugoslavia
                1 artillery moved from Southern Italy to Northern Italy
                1 infantry moved from Southern Italy to Northern Italy

    Place Units - Italians
                1 destroyer placed in 97 Sea Zone
                1 armour placed in Northern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 5
                    Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,1
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,1,6,4,1,2
                Italians collect 11 PUs (5 lost to blockades); end with 11 PUs total


  • Kamikazes were useless!

  • '15

    Yeah, bad luck for you. If I might make two suggestions:

    1:
    I like hitting carriers with them, if they’re present. 2 dice each. A damaged carrier can’t hold planes. That’s 2 less things throwing 4’s, and if you’re lucky and the American player is bad, maybe you just killed some planes that have nothing to land on anymore. It’s especially damaging for the Americans if the carriers are not near any naval bases to be repaired soon. If you’re really lucky, you might even outright kill a carrier.

    (There are, however, plenty of cases where spreading them out and trying to kill the cruiser/destroyer fodder is also as good or sometimes even a better choice.)

    2:
    Saving 1 Kamikaze is sometimes nice, because it forces naval combat, and can prevent bombards. Just for later, just in case.

  • '15

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

    Game History

    Round: 6

    Purchase Units - ANZAC
                ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 infantry moved from Queensland to 54 Sea Zone
                1 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
                1 infantry moved from 44 Sea Zone to Celebes
                1 infantry moved from Queensland to 54 Sea Zone
                1 artillery moved from Queensland to 54 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 35 Sea Zone
                1 artillery and 1 infantry moved from 35 Sea Zone to Philippines

    Combat - ANZAC
                Battle in Philippines
                Battle in Celebes

    Non Combat Move - ANZAC
                1 transport moved from 76 Sea Zone to 81 Sea Zone

    Place Units - ANZAC
                1 transport placed in 54 Sea Zone
                1 infantry placed in Queensland

    Turn Complete - ANZAC
                ANZAC collect 13 PUs; end with 13 PUs total

  • '15

    On the french turn, I ran my french cruiser into your new Italian destroyer. I can only assume you wanted to scramble your planes.

    The french cruiser has scored a hit. You must select the destroyer or one of your three Italian fighters.

  • '15

    And if you didn’t want to scramble the planes, fine, no harm no foul, I can fix that in edit mode after this round.


  • @teslas:

    On the french turn, I ran my french cruiser into your new Italian destroyer. I can only assume you wanted to scramble your planes.

    The french cruiser has scored a hit. You must select the destroyer or one of your three Italian fighters.

    I’ll select the destroyer. Lucky beggar!


  • @teslas:

    And if you didn’t want to scramble the planes, fine, no harm no foul, I can fix that in edit mode after this round.

    No - scrambling was the plan

  • '15

    Hey, at least all four of your Italian units scored a hit, sinking the cruiser three extra times :p

    And man, I got fucking shitty convoy rolls against Italy.

Suggested Topics

  • 4
  • 25
  • 17
  • 58
  • 55
  • 153
  • 65
  • 117
Axis & Allies Boardgaming Custom Painted Miniatures

38

Online

17.8k

Users

40.6k

Topics

1.8m

Posts