Max D, tip BB, lose DD, CA and 1 fig
16L G40 axis-dominion vs gamer (allies) BM
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I’m assuming you allow movement of sub to Z20 which was supposed to be done in combat movement I think
If you don’t allow, move the sub back to 43 -
TripleA Turn Summary for game: World War II G40 Balanced Mod, version: 2.0
Game History
Round: 9
Purchase Units - British
British buy 8 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 mech_infantry; Remaining resources: 3 PUs;Combat Move - British
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from Shan State to Malaya
UK_Pacific take Malaya from Japanese
1 infantry moved from Burma to Yunnan
1 mech_infantry moved from Burma to French Indo China
UK_Pacific take French Indo China from Japanese
1 tactical_bomber moved from Burma to Yunnan
2 fighters moved from India to Yunnan
1 fighter moved from 92 Sea Zone to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Normandy Bordeaux
3 fighters moved from United Kingdom to Holland Belgium
1 fighter and 1 tactical_bomber moved from Anglo Egyptian Sudan to EgyptCombat - British
Air Battle in Egypt
British attacks with 2 units heading to Egypt
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Egypt
Bombing raid in Egypt rolls: 6 and causes: 6 damage to unit: harbour
Bombing raid in Egypt causes 6 damage total.
Battle in Normandy Bordeaux
British attack with 2 fighters and 2 infantry
Germans defend with 1 factory_minor, 1 harbour and 1 infantry
British win, taking Normandy Bordeaux from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Holland Belgium
British attack with 3 fighters and 1 infantry
Germans defend with 1 infantry
British win, taking Holland Belgium from Germans with 3 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Yunnan
British attack with 2 fighters, 1 infantry and 1 tactical_bomber
Japanese defend with 1 artillery
British win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 1
Casualties for British: 1 infantry
Casualties for Japanese: 1 artillery
Cleaning up after air battlesNon Combat Move - British
2 fighters and 1 tactical_bomber moved from Yunnan to India
1 infantry moved from Burma to Shan State
1 armour moved from Burma to India
1 artillery and 1 marine moved from Burma to India
2 aaGuns and 13 infantry moved from Burma to India
2 infantry moved from Union of South Africa to Rhodesia
1 battleship, 1 carrier and 1 destroyer moved from 72 Sea Zone to 71 Sea Zone
1 fighter moved from 72 Sea Zone to India
1 fighter and 1 tactical_bomber moved from Egypt to Belgian Congo
2 armour, 2 artilleries, 4 infantry and 6 mech_infantrys moved from Anglo Egyptian Sudan to Belgian Congo
1 fighter moved from Anglo Egyptian Sudan to 71 Sea Zone
1 fighter moved from Holland Belgium to United Kingdom
1 fighter moved from Normandy Bordeaux to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 carrier moved from 92 Sea Zone to 110 Sea Zone
1 fighter moved from Normandy Bordeaux to United Kingdom
1 destroyer moved from 110 Sea Zone to 92 Sea Zone
1 submarine moved from 110 Sea Zone to 92 Sea ZonePlace Units - British
Turning on Edit Mode
EDIT: Removing units owned by British from 110 Sea Zone: 1 transport
EDIT: Removing units owned by British from United Kingdom: 1 armour and 1 infantry
EDIT: Adding units owned by British to 92 Sea Zone: 1 transport
EDIT: Adding units owned by British to Algeria: 1 armour and 1 infantry
EDIT: Turning off Edit Mode
1 submarine placed in 71 Sea Zone
2 infantry placed in Union of South Africa
6 infantry placed in United Kingdom
1 transport placed in 110 Sea ZoneTurn Complete - British
British collect 33 PUs; end with 33 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 36 PUsPlace Units - UK_Pacific
1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 1,6,6,1,1,2
UK_Pacific collect 8 PUs (4 lost to blockades); end with 11 PUs total
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 14 PUs
Some Units in India change ownership: 1 mech_infantry -
Assumed no intercept in Egypt
At least my tacticals are over-achieving
Man that move was a pain. 10 carriers against 3 in the Pacific - makes it difficult :-) -
TripleA Turn Summary for game: World War II G40 Balanced Mod, version: 2.0
Game History
Round: 9
Purchase Units - Italians
Italians repair damage of 4x harbour; Remaining resources: 20 PUs;
Italians buy 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 mech_infantry moved from Trans-Jordan to Northwest Persia
Italians take Northwest Persia from Neutral_Allies
2 infantry moved from Egypt to Anglo Egyptian Sudan
1 bomber moved from Egypt to Anglo Egyptian Sudan
1 artillery and 1 infantry moved from Trans-Jordan to 98 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Eastern Persia
1 fighter moved from Egypt to Anglo Egyptian SudanCombat - Italians
Battle in Eastern Persia
Battle in Anglo Egyptian Sudan
Italians attack with 1 bomber, 1 fighter and 2 infantry
French defend with 1 infantry
Italians win, taking Eastern Persia from British, taking Anglo Egyptian Sudan from British with 1 bomber, 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantryNon Combat Move - Italians
1 aaGun and 1 infantry moved from Trans-Jordan to 98 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 aaGun and 1 infantry moved from 80 Sea Zone to Eastern Persia
2 armour and 1 mech_infantry moved from Egypt to Iraq
1 infantry moved from Egypt to 98 Sea Zone
1 infantry moved from Trans-Jordan to 98 Sea Zone
2 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
2 infantry moved from 80 Sea Zone to Eastern Persia
1 artillery moved from Trans-Jordan to 98 Sea Zone
1 infantry moved from Egypt to 98 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Eastern Persia
1 battleship and 2 cruisers moved from 98 Sea Zone to 80 Sea Zone
1 destroyer moved from 98 Sea Zone to 80 Sea Zone
1 bomber moved from Anglo Egyptian Sudan to Egypt
1 fighter moved from Anglo Egyptian Sudan to Egypt
1 artillery moved from Trans-Jordan to 98 Sea Zone
1 infantry moved from Egypt to 98 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Eastern PersiaPlace Units - Italians
1 infantry and 2 mech_infantrys placed in Egypt
3 infantry placed in Southern ItalyTurn Complete - Italians
Italians collect 17 PUs; end with 17 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 22 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 26 PUs -
ok so i’m going to kindly ask that we pick up this pace a little more and stick more closely to the 3-day limit…i know you’re not in your busy season of work, so no excuses, get off your playstation and let’s get this game moving! :-)
i’m not used to a game dragging on this much, i mean, even the 3 days is a bit much if we maxed it out each time. it also affects my level of play as i start to forget my train of thought and the little details and options i was considering.
it’s a fun fight so far, and i’d like this to be a memorable game in a good way regardless of who wins, but when each turn gets dragged out for too long it can sour the experience, at least for me.
and anyway, remember, this was supposed to be a light one for you!
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ok so i’m going to kindly ask that we pick up this pace a little more and stick more closely to the 3-day limit…i know you’re not in your busy season of work, so no excuses, get off your playstation and let’s get this game moving! :-)
i’m not used to a game dragging on this much, i mean, even the 3 days is a bit much if we maxed it out each time.
Pretty much every time I get the USA/UK turn done, I turn around the ANZAC and Russian moves within 1 day. It’s nowhere near 3 days each time for ANZAC and Russia
it also affects my level of play as i start to forget my train of thought and the little details and options i was considering.
Sure, I understand, that’s why I keep apologizing and thanking you for your patience
it’s a fun fight so far, and i’d like this to be a memorable game in a good way regardless of who wins, but when each turn gets dragged out for too long it can sour the experience, at least for me.
Sure
and anyway, remember, this was supposed to be a light one for you!
Yep, but you have an awful lot of games under your belt (experience) and you don’t give openings the way most players do. And my USA bombers are all getting shot down :-)
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One of the fastest players with one of the slowest - not a good matchup that way
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TripleA Turn Summary for game: World War II G40 Balanced Mod, version: 2.0
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
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 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 transport moved from 62 Sea Zone to 66 Sea Zone
2 aaGuns and 1 infantry moved from Queensland to New South Wales
1 infantry moved from New Guinea to Dutch New GuineaPlace Units - ANZAC
3 infantry placed in Queensland
2 artilleries and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs -
TripleA Turn Summary for game: World War II G40 Balanced Mod, version: 2.0
Game History
Round: 9
Combat Move - French
Non Combat Move - French
2 infantry moved from Algeria to TunisiaTurn Complete - French
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TripleA Turn Summary for game: World War II G40 Balanced Mod, version: 2.0
Game History
Round: 10
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 artilleries, 15 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Novgorod to Archangel
1 fighter moved from Novgorod to Archangel
1 bomber moved from Western Germany to Archangel
3 infantry moved from Eastern Poland to Belarus
1 fighter moved from Novgorod to Belarus
1 tactical_bomber moved from Germany to Belarus
2 infantry moved from France to Normandy Bordeaux
2 infantry moved from Western Germany to Holland Belgium
1 fighter and 1 tactical_bomber moved from Southern Italy to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from Western Germany to Holland Belgium
1 fighter and 1 tactical_bomber moved from Western Germany to Normandy Bordeaux
1 tactical_bomber moved from Western Germany to Holland Belgium
1 fighter moved from Southern Italy to Holland Belgium
1 fighter moved from Germany to Belarus
1 infantry moved from Egypt to 98 Sea Zone
1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to PersiaCombat - Germans
Battle in Belarus
Germans attack with 2 fighters, 3 infantry and 1 tactical_bomber
Russians defend with 2 infantry
Germans win, taking Belarus from Russians with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry
Battle in Holland Belgium
Germans attack with 2 fighters, 2 infantry and 2 tactical_bombers
British defend with 1 infantry
Germans win, taking Holland Belgium from British with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Persia
Battle in Archangel
Germans attack with 1 bomber, 1 fighter and 1 infantry
Russians defend with 1 mech_infantry
Germans win, taking Persia from British, taking Archangel from Russians with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 mech_infantry
Battle in Normandy Bordeaux
Germans attack with 2 fighters, 2 infantry and 2 tactical_bombers
British defend with 1 factory_minor, 1 harbour and 1 infantry
Germans win, taking Normandy Bordeaux from British with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Germans
9 artilleries moved from Baltic States to Eastern Poland
4 artilleries moved from Novgorod to Baltic States
1 infantry moved from Western Germany to France
1 fighter moved from 98 Sea Zone to Southern Italy
1 infantry moved from Trans-Jordan to 98 Sea Zone
1 artillery moved from Egypt to 98 Sea Zone
1 artillery, 2 carriers, 1 cruiser, 3 fighters, 1 infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Eastern Persia
1 tactical_bomber moved from Normandy Bordeaux to Southern Italy
6 mech_infantrys moved from Eastern Poland to Bessarabia
2 mech_infantrys moved from Eastern Poland to Bessarabia
1 mech_infantry moved from Eastern Poland to Bessarabia
1 mech_infantry moved from Germany to Western Germany
1 transport moved from 115 Sea Zone to 114 Sea Zone
2 infantry moved from Germany to 114 Sea Zone
2 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Baltic States
1 tactical_bomber moved from Belarus to Novgorod
1 fighter moved from Belarus to Western Germany
1 fighter moved from Belarus to Novgorod
1 fighter moved from Archangel to Novgorod
1 bomber moved from Archangel to Novgorod
1 fighter and 1 tactical_bomber moved from Holland Belgium to Southern Italy
1 fighter moved from Holland Belgium to Western Germany
1 tactical_bomber moved from Holland Belgium to Western Germany
1 tactical_bomber moved from Western Germany to Germany
1 tactical_bomber moved from Normandy Bordeaux to Western Germany
1 fighter moved from Normandy Bordeaux to Western Germany
1 fighter moved from Normandy Bordeaux to Germany
2 armour and 2 mech_infantrys moved from Eastern Poland to RomaniaPlace Units - Germans
3 artilleries placed in France
2 mech_infantrys placed in Western Germany
3 infantry placed in Novgorod
4 infantry placed in Germany
1 infantry placed in Southern France
1 infantry placed in Germany
6 infantry placed in Western Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from Germany: 2 mech_infantrys
EDIT: Adding units owned by Germans to Eastern Poland: 2 mech_infantrys
EDIT: Removing units owned by Germans from Western Germany: 2 infantry
EDIT: Adding units owned by Germans to Western Germany: 2 infantry
EDIT: Turning off Edit Mode
Germans undo move 7.
Turning on Edit Mode
EDIT: Removing units owned by Germans from Western Germany: 2 infantry
EDIT: Adding units owned by Germans to Germany: 2 infantry
EDIT: Turning off Edit Mode
Germans undo move 5.
1 infantry placed in Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from Western Germany: 1 tactical_bomber
EDIT: Adding units owned by Germans to Southern Italy: 1 tactical_bomber
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Germany: 1 mech_infantry
EDIT: Adding units owned by Germans to Western Germany: 1 mech_infantry
EDIT: Turning off Edit ModeTurn Complete - Germans
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,4
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,3
Germans collect 47 PUs (6 lost to blockades); end with 47 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 59 PUs
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 61 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 66 PUs -
thanks for making the anz move, and yah i feel kinda bad rushing you, but i really think this game can be more enjoyable if we try to make a turn at least once a day, or no more than two days to do it (for US/UK perhaps). i’d appreciate that consideration :)
ok so i’m going to kindly ask that we pick up this pace a little more and stick more closely to the 3-day limit…i know you’re not in your busy season of work, so no excuses, get off your playstation and let’s get this game moving! :-)
i’m not used to a game dragging on this much, i mean, even the 3 days is a bit much if we maxed it out each time.
Pretty much every time I get the USA/UK turn done, I turn around the ANZAC and Russian moves within 1 day. It’s nowhere near 3 days each time for ANZAC and Russia
it also affects my level of play as i start to forget my train of thought and the little details and options i was considering.
Sure, I understand, that’s why I keep apologizing and thanking you for your patience
it’s a fun fight so far, and i’d like this to be a memorable game in a good way regardless of who wins, but when each turn gets dragged out for too long it can sour the experience, at least for me.
Sure
and anyway, remember, this was supposed to be a light one for you!
Yep, but you have an awful lot of games under your belt (experience) and you don’t give openings the way most players do. And my USA bombers are all getting shot down :-)
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and whatever bad luck you’re having, seems to be made up in your convoy…never seen such great raids with so few subs
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Sure, I understand, and I’ll try - it’s just those big USA/UK moves that give me trouble. The way I approach those moves, it takes a sitting down of 1-3 hours at a time with energy and minimal distractions. I still wish the designers had found a way to not have back to back moves for major powers - indeed, in my modded game that I haven’t finished because the balanced mod filled the void, that is one of the issues I fixed.
And the way you always move super fast, it puts the ball in my court that much quicker. If I’m playing someone who averages a move every 1-2 days, that gives me more time
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I’ve played 10 games in a year and you’ve played 50,
Year before was 8, to 53. I just don’t play the game the same way you do. I let the big moves marinate and roll around in my brain a few or several days. Let my subconscious work on it and everything…But I don’t blame you at all for not liking 2 week breaks in action - you’re playing other games and even if you weren’t, then you have to get re-acquainted with the board - I totally get it and that’s why I thanked you and apologized on multiple occasions, and I really appreciated the patience and understanding you communicated.
These Russian moves have required about 1/10th the strategy of the USA moves. I will probably have it done Monday
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and whatever bad luck you’re having, seems to be made up in your convoy…never seen such great raids with so few subs
I want to be crystal clear, I do not think I have had below average dice for the game overall. I just can’t resist talking about (for fun) things like USA bombers getting shot down like crazy, and likewise I enjoy your comments on convoy rolls.
That being said, you have got to be kidding! So I got some 3’s, and Borneo got drilled for 4 once, but while that double 3 in Z93 was unbelievable, of course the damage was only 3 and the damage would be about 2 on average, so that roll is a big whopping +1! And yeah, you got hit for 3 at Norway this turn? Well, you only lost 1 last turn, so now it’s average over the past 2 turns
A single bomber getting shot down on a bomb run is approximately a minus 17.5, plus a piece on the board that is in position has been removed, so it’s not even comparable to 17.5 in extra convoy damage because that is a damage to your income, which couldn’t buy pieces for another turn, which can’t be moved for another turn after that, and I have lost, what, 4 bombers, I’m losing count :lol:I’m only writing this because I enjoy talking about the dice - I’m a numbers guy - don’t take it as a complaint or an attack, because it’s neither. It’s all in good fun A&A banter.
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yup i understand, and you won’t be getting any break after the russian turn as i already have japan fully worked out :-D
Sure, I understand, and I’ll try - it’s just those big USA/UK moves that give me trouble. The way I approach those moves, it takes a sitting down of 1-3 hours at a time with energy and minimal distractions. I still wish the designers had found a way to not have back to back moves for major powers - indeed, in my modded game that I haven’t finished because the balanced mod filled the void, that is one of the issues I fixed.
And the way you always move super fast, it puts the ball in my court that much quicker. If I’m playing someone who averages a move every 1-2 days, that gives me more time
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yea no prob, the many games i play in parallel helps with the wait on this game. i do have to admit, the challenge you’re presenting makes the wait more acceptable, as i can tell a lot of thought has been invested in each move, which is welcomed and appreciated. i don’t get that from some of my other opponents who are also fast-movers.
and yah, today is good with me.
I’ve played 10 games in a year and you’ve played 50,
Year before was 8, to 53. I just don’t play the game the same way you do. I let the big moves marinate and roll around in my brain a few or several days. Let my subconscious work on it and everything…But I don’t blame you at all for not liking 2 week breaks in action - you’re playing other games and even if you weren’t, then you have to get re-acquainted with the board - I totally get it and that’s why I thanked you and apologized on multiple occasions, and I really appreciated the patience and understanding you communicated.
These Russian moves have required about 1/10th the strategy of the USA moves. I will probably have it done Monday
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yah i didn’t take it as dice-whining at all, i know you’ve been pretty fair about the dice judgement, and i agree the bomber strike-down luck i’ve been having is pretty funny, i know in the past i’ve had such bad streaks involving aaa fire, to the point where i started getting frustrated when the pattern turned up in many of my games at the same time…made me take a significant break from aaa (which for me is like 2 weeks lol)
and whatever bad luck you’re having, seems to be made up in your convoy…never seen such great raids with so few subs
I want to be crystal clear, I do not think I have had below average dice for the game overall. I just can’t resist talking about (for fun) things like USA bombers getting shot down like crazy, and likewise I enjoy your comments on convoy rolls.
That being said, you have got to be kidding! So I got some 3’s, and Borneo got drilled for 4 once, but while that double 3 in Z93 was unbelievable, of course the damage was only 3 and the damage would be about 2 on average, so that roll is a big whopping +1! And yeah, you got hit for 3 at Norway this turn? Well, you only lost 1 last turn, so now it’s average over the past 2 turns
A single bomber getting shot down on a bomb run is approximately a minus 17.5, plus a piece on the board that is in position has been removed, so it’s not even comparable to 17.5 in extra convoy damage because that is a damage to your income, which couldn’t buy pieces for another turn, which can’t be moved for another turn after that, and I have lost, what, 4 bombers, I’m losing count :lol:I’m only writing this because I enjoy talking about the dice - I’m a numbers guy - don’t take it as a complaint or an attack, because it’s neither. It’s all in good fun A&A banter.
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yup i understand, and you won’t be getting any break after the russian turn as i already have japan fully worked out :-D
You’re a machine. Yes, it is one of the better games I’ve played - most interesting, competitive, and fun I mean
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yea no prob, the many games i play in parallel helps with the wait on this game. i do have to admit, the challenge you’re presenting makes the wait more acceptable, as i can tell a lot of thought has been invested in each move, which is welcomed and appreciated. i don’t get that from some of my other opponents who are also fast-movers.
and yah, today is good with me.
I thought that’s what you probably thought, but I really appreciate you communicating that. I don’t think quality games are too easy to come by
Yes, still planning on today/tonight for the Reds





