Game History
Round: 8 Purchase Units - Americans Americans buy 1 carrier, 1 fighter, 1 harbour, 7 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 infantry and 1 transport moved from 26 Sea Zone to 1 Sea Zone 1 infantry moved from 1 Sea Zone to Alaska 1 infantry moved from Western United States to British Columbia 1 fighter moved from Western United States to British Columbia 1 fighter moved from Aleutian Islands to British Columbia 1 submarine moved from 31 Sea Zone to 22 Sea Zone 6 fighters moved from 31 Sea Zone to 22 Sea Zone 1 artillery and 2 infantry moved from Greece to Bulgaria Americans take Bulgaria from Germans 1 fighter moved from Greece to 96 Sea Zone Combat - Americans Battle in Alaska Battle in 96 Sea Zone Americans attack with 1 fighter Italians defend with 1 transport Americans win, taking Alaska from Japanese with 1 fighter remaining. Battle score for attacker is 7 Casualties for Italians: 1 transport Battle in 22 Sea Zone Americans attack with 6 fighters and 1 submarine Japanese defend with 1 destroyer Americans win, taking 22 Sea Zone from Japanese with 6 fighters and 1 submarine remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in British Columbia Americans attack with 2 fighters and 1 infantry Japanese defend with 1 infantry Americans win, taking British Columbia from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is -7 Casualties for Americans: 1 fighter Casualties for Japanese: 1 infantry Non Combat Move - Americans 1 fighter moved from British Columbia to 1 Sea Zone 1 carrier moved from 10 Sea Zone to 1 Sea Zone 1 destroyer moved from 26 Sea Zone to 1 Sea Zone 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 31 Sea Zone 1 destroyer and 2 submarines moved from 26 Sea Zone to 31 Sea Zone 2 fighters and 1 tactical_bomber moved from Midway to 31 Sea Zone 6 fighters moved from 22 Sea Zone to 31 Sea Zone 1 armour moved from West India to India 1 mech_infantry moved from Persia to West India 1 transport moved from 81 Sea Zone to 80 Sea Zone 1 submarine moved from 99 Sea Zone to 97 Sea Zone 1 fighter moved from 96 Sea Zone to Gibraltar 2 fighters moved from Egypt to 80 Sea Zone 1 infantry moved from Central United States to 101 Sea Zone 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 infantry moved from 91 Sea Zone to Gibraltar 1 fighter moved from Greece to Gibraltar 1 marine moved from Greece to 99 Sea Zone 1 cruiser, 1 destroyer, 1 marine and 1 transport moved from 99 Sea Zone to 81 Sea Zone 2 submarines moved from 10 Sea Zone to 31 Sea Zone 2 fighters moved from Hawaiian Islands to 31 Sea Zone 1 fighter moved from Hawaiian Islands to 1 Sea Zone Place Units - Americans 1 carrier placed in 80 Sea Zone 2 infantry placed in Iraq 1 harbour and 3 infantry placed in Greece 2 submarines and 1 transport placed in 10 Sea Zone 1 fighter and 2 infantry placed in Western United States Turn Complete - Americans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,4,4,6,1,4,5,2,3,2,4,6,4,2,6,4,2 Americans collect 59 PUs (2 lost to blockades); end with 59 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 64 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 84 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 infantry moved from Hopei to Suiyuyan 1 infantry moved from Kansu to Suiyuyan 1 fighter moved from Tsinghai to Suiyuyan 3 infantry moved from Hopei to Chahar 1 infantry moved from Hopei to Suiyuyan Combat - Chinese Battle in Chahar Chinese attack with 3 infantry Japanese defend with 1 infantry Chinese win, taking Chahar from Japanese with 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Battle in Suiyuyan Chinese attack with 1 fighter and 3 infantry Japanese defend with 1 infantry Chinese win, taking Suiyuyan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 infantry moved from Kweichow to Shensi 1 fighter moved from Suiyuyan to Tsinghai Place Units - Chinese 2 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 9 PUs; end with 11 PUs Purchase Units - British British buy 2 artilleries, 1 fighter, 5 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 artilleries and 1 infantry; Remaining resources: 0 PUs; Combat Move - British 1 armour moved from Greece to Albania British take Albania from Italians 1 armour moved from Albania to Bulgaria 1 carrier and 4 cruisers moved from 99 Sea Zone to 97 Sea Zone 2 battleships moved from 99 Sea Zone to 97 Sea Zone 2 destroyers moved from 99 Sea Zone to 97 Sea Zone 1 destroyer moved from 99 Sea Zone to 97 Sea Zone 1 submarine moved from 81 Sea Zone to 97 Sea Zone 2 fighters moved from Gibraltar to 97 Sea Zone 2 fighters moved from Egypt to 97 Sea Zone 2 fighters moved from 99 Sea Zone to 97 Sea Zone 2 fighters moved from United Kingdom to 97 Sea Zone 2 infantry moved from Northwest Persia to Caucasus 1 fighter moved from India to Caucasus 1 bomber, 3 fighters and 2 tactical_bombers moved from Greece to 97 Sea Zone 1 fighter moved from Greece to Caucasus Combat - British Battle in Caucasus British attack with 2 fighters and 2 infantry Germans defend with 1 mech_infantry British win, taking Caucasus from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 mech_infantry Battle in 97 Sea Zone British attack with 2 battleships, 1 bomber, 1 carrier, 4 cruisers, 3 destroyers, 11 fighters, 1 submarine and 2 tactical_bombers; Americans loiter and taunt Germans defend with 2 tactical_bombers; Italians defend with 1 battleship, 2 carriers, 2 cruisers, 2 destroyers, 2 fighters, 2 submarines and 1 transport Units damaged: 1 battleship owned by the Italians Units damaged: 2 battleships owned by the British British win, taking 97 Sea Zone from Neutral with 2 battleships, 1 bomber, 1 carrier, 4 cruisers, 9 fighters and 2 tactical_bombers remaining. Battle score for attacker is 103 Casualties for British: 3 destroyers, 2 fighters and 1 submarine Casualties for Germans: 2 tactical_bombers Casualties for Italians: 1 battleship, 2 carriers, 2 cruisers, 2 destroyers, 2 fighters, 2 submarines and 1 transport Non Combat Move - British 2 aaGuns, 6 artilleries and 19 infantry moved from Burma to India 2 infantry moved from West India to India 1 destroyer moved from 39 Sea Zone to 80 Sea Zone 1 transport moved from 79 Sea Zone to 80 Sea Zone 3 infantry moved from Persia to Northwest Persia 1 armour moved from Iraq to Eastern Persia 3 transports moved from 99 Sea Zone to 98 Sea Zone 3 infantry moved from Egypt to 98 Sea Zone 3 infantry moved from Trans-Jordan to 98 Sea Zone 6 infantry and 3 transports moved from 98 Sea Zone to 97 Sea Zone 6 infantry moved from 97 Sea Zone to Greece 3 artilleries and 6 infantry moved from Greece to Bulgaria 3 fighters and 1 tactical_bomber moved from 97 Sea Zone to Bulgaria 1 tactical_bomber moved from 97 Sea Zone to Bulgaria 1 fighter moved from Caucasus to Bulgaria 4 fighters moved from 97 Sea Zone to Greece 1 bomber moved from 97 Sea Zone to Iraq 1 fighter moved from Caucasus to Northwest Persia 1 mech_infantry moved from Union of South Africa to Belgian Congo 4 marines moved from Greece to Bulgaria 2 marines moved from Greece to Bulgaria Place Units - British 2 artilleries and 1 infantry placed in Persia 3 infantry placed in Egypt 3 mech_infantrys placed in Union of South Africa 1 fighter and 1 infantry placed in United Kingdom Turn Complete - British British collect 37 PUs; end with 37 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 40 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 43 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 46 PUs Place Units - UK_Pacific 2 artilleries and 1 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 6 PUs; end with 6 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs Some Units in India change ownership: 2 artilleries and 1 infantryL22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1
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@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 I always look at games with a bit of pessimism from my own end, but with those two outcomes, I really struggle already round 1! For some reason I gamble too much against stronger players during round 1s, which is really stupid. Also, I am usually more cautions with scrambling myself and that affect how I think other players would do in similar situations, which is wrong. In hindsight your SZ110 scramble was reasonable, even without coming out on top I think.
I know what you’re saying, and Round 1 is very volatile because we didn’t choose our starting positions. I just want to say that good dice makes you look like a genius, and poor dice the opposite.
From what I’ve seen, I am a lot more apt to scramble 110 and 111 than most players are. My thinking is that British planes are not worth as much as German ones, and I would be willing to trade 3 British for 2 German, but of course the dice can make it worse than that. I was surprised to find out that I still need to build infantry on London to protect against Sealion even though you lost 7 planes
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Oh, and 1 of them isn’t even British, its French
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@gamerman01 I very much agree! German planes are invaluable. Leaving G1 with less than 10-12 is pretty much it against a strong opponent. Of course dependent on what the UK has left etc.
Haha, yeah I was hoping you might overlook Sealion, but that was too much to hope for
Never done one either btw. -
@gamerman01 Yes which is even better for the Allies.
I really dislike round 1 in general as both Allies and Axis to be honest.
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I almost did, but like my old nemesis Boldfresh would say, if you’re going to win Sealion you’d better have a lot of ground units left over after the battle.
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Losing 8 German planes and suffering an aggressive 97 where a loaded carrier and more are left, is very hard to overcome. And don’t worry, I will not let up
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@gamerman01 Reason why I never scramble as UK in SZ110 is because if the opposite happens, you lose your capital round 3
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I need 96 to go well or my plan won’t be so great. Still helping my kid, finished turn might be a bit
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Did I get you guys answered about TripleA and subs?
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@gamerman01 Yeah, I know the rules but I also think I understand how you mean AAA does it wrong. Something to keep in mind. Thanks!
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OK, finally got it. And I feel your pain.
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All defending units should roll at once after any defending subs’ surprise strikes and corresponding attacker ship casualty choices.
In person you’d roll air and naval separately because attacking subs can only be taken as casualties to the extent defending ships scored hits, but you don’t require a casualty choice after only rolling the ships. That’s the problem in TripleA
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@gamerman01 Thanks!
I was asking how to restore casualties during a TripleA battle for the reason you mentioned, incorrectly having to choose casualties too soon, and for the sometimes I fat finger a button and accidentally pick the wrong casualty and go “Noooo, not that one!” Good to know there is no secret way to fix it that I was unaware of. I do like your idea of rolling additional rounds outside of TripleA and fixing it that way. Learned something.
TripleA is wrong in lots of issues, this being one. You need to know the rules to make sure you are playing the game correctly. I can’t even count how many times in face to face games I have had to point out something a person was doing was against the rules only to have them say “TripleA does it that way”.
I agree with you I think the reason TripeA screws up is it needs to determine air hits versus ship hits just for the subs with no spotting destroyers present. Would be nice if it would let you roll all dice and know which ones could go anywhere and which ones could not go on a sub. Asking too much probably.
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You might want to experiment in local. Roll a round of combat, take a casualty choice, then edit some units out and some in.
It freaked out when I did it with our 97 battle, but I do know if you edit all the defending units off the board, Triple A will stop rolling dice. Unless it’s changed in a newer version. Oh shoot, I’ll just try it out now.
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@gamerman01 One hit in SZ97?
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Eh, I’m not even able to get into edit mode during a battle now. So yeah, my solution of going straight to the forum dice, wait a bit so you can prove the MARTI dice came at a later time than your forum dice, and edit to correct result at the end.
Maybe what I was thinking of is I have edited all of the loser’s units off the board after resolving on the forum, and then Triple
A doesn’t roll any unwanted dice. But now I can’t access edit mode in the middle of the battle.So it still works, if you resolve the rest on the forum, then wait so there’s no dispute about MARTI e-mails, then delete the rest of the units
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@pejon_88 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
@gamerman01 One hit in SZ97?
No map - did you hit it with all Italian naval and the bomber?
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@gamerman01 Yup, three boats plus bomber.
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You’re getting such bad dice it’s making my casualty choices hard
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Did the sub hit?
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@gamerman01 said in L22 Pejon_88 (X) vs. Gamerman01 (+12) BM4 game1:
Eh, I’m not even able to get into edit mode during a battle now. So yeah, my solution of going straight to the forum dice, wait a bit so you can prove the MARTI dice came at a later time than your forum dice, and edit to correct result at the end.
Good point. Wouldn’t want my opponent saying I was only rolling in the forum because I didn’t like the real marti result.
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@gamerman01 I reckon this game is over unfortunately, so had to do the only thing I could at his point. A desperate two-nation attack.
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@gamerman01 Nope cruiser.
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@andrewaagamer Haha yeah that would be bad. Be extra careful announcing the intention in such a situation.
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