Looks like you forgot there would be no place for your fighter to land. Instead of losing it for nothing, you can take it as one of your 3 losses, or keep the carrier alive. For your 3 remaining units from Pearl Harbor, you can pick any combination you’d like and I’ll edit accordingly. For example, lose the bomber and keep a fully loaded carrier, or lose the fighter and keep the other fighter, the bomber and either the carrier (empty or not) or the cruiser. Please tell me which combination you’d like and I’ll edit accordingly before proceeding.
Posts made by Zombie69
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
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RE: 1942.2 total vic. w/ int: Zombie69 (Axis) vs Commando Brado (Allies + 12)
I would really like to play w/Interceptors are 2, since this is how the rules work. We can make any edits via Edit Mode.
It would be a little complicated because in 1942.2, losses taken by the defender don’t shoot back during the interception phase. We could play that way anyway if you want, using edit mode. No need to roll on the forums, just use the same rolls made in game, but on a 2, delete an attacking plane and if it was a bomber, delete its SBR damage (the last SBR die rolled).
For the SZ closed, can planes still move through? I assume they can.
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
It will fight in round 1, be taken last as a loss and submerge after one round if still alive. Thank you!
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RE: 1942.2 total vic. w/ int: Zombie69 (Axis) vs Commando Brado (Allies + 12)
#1). Fighter interceptors fire at 2, instead of 1 during SBR missions? This is different from Global.
Normally that would be the case, but TripleA doesn’t implement this correctly and uses the same rule as Global.
#2). IC’s can be built on any territory with an IPC value of 1, including islands? They are limited to producing the number of units based on the IPC value of the territory? This is also different from Global.
Indeed.
We’ll play Total Victory conditions. Also, I’m assuming we’re closing SZ16 to naval movement, correct?
I’ve never played with it closed but I don’t mind; I don’t think it changes much actually. In fact, I don’t even see an option in TripleA to make it closed.
One more question, does Gibraltar block movement into and out of the Med?
No, it doesn’t.
Also:
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You must uncheck Honorable Surrender, otherwise I don’t think it will be a total victory game (should have been three radio buttons, not check boxes).
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You’re not allowed to place your bid in SZ 12, because you don’t have anything there. You can however put that destroyer in SZ 11 and that will be enough for me not to attack it.
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
Ah, finally received the dice rolls, nevermind!
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
Something looks wrong. I don’t seem to have received dice rolls from the server. If you want, I can redo my turn.
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 1
Purchase Units - British
British buy 2 artilleries, 2 fighters and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from Egypt to Libya
British take Libya from Germans
1 bomber moved from United Kingdom to 14 Sea Zone
1 destroyer moved from 17 Sea Zone to 14 Sea Zone
1 fighter moved from 35 Sea Zone to 61 Sea Zone
1 cruiser moved from 35 Sea Zone to 61 Sea Zone
1 fighter moved from United Kingdom to 5 Sea ZoneCombat - British
Battle in 5 Sea Zone
British attack with 1 fighter
Germans defend with 1 transport
British win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
Battle in 61 Sea Zone
British attack with 1 cruiser and 1 fighter
Japanese defend with 1 destroyer and 1 transport
British win with 1 fighter remaining. Battle score for attacker is 3
Casualties for Japanese: 1 destroyer and 1 transport
Casualties for British: 1 cruiser
Battle in 14 Sea Zone
British attack with 1 bomber and 1 destroyer
Germans defend with 1 battleship and 1 transport
British win with 1 bomber and 1 destroyer remaining. Battle score for attacker is 27
Casualties for Germans: 1 battleship and 1 transportNon Combat Move - British
1 fighter moved from 5 Sea Zone to West Russia
1 fighter moved from United Kingdom to West Russia
1 armour moved from Eastern Canada to Eastern United States
1 infantry moved from Western Canada to Eastern Canada
1 destroyer moved from 10 Sea Zone to 11 Sea Zone
1 transport moved from 10 Sea Zone to 11 Sea Zone
1 cruiser, 1 submarine and 1 transport moved from 39 Sea Zone to 41 Sea Zone
1 infantry moved from Western Australia to Eastern Australia
1 carrier moved from 35 Sea Zone to 33 Sea Zone
1 transport moved from 35 Sea Zone to 33 Sea Zone
1 infantry moved from Union of South Africa to Rhodesia
1 fighter moved from Egypt to 33 Sea Zone
1 fighter moved from 61 Sea Zone to Szechwan
1 infantry moved from Trans-Jordan to Egypt
1 infantry moved from Persia to Caucasus
1 infantry moved from Burma to India
1 armour moved from Egypt to Trans-Jordan
1 bomber moved from 14 Sea Zone to EgyptPlace Units - British
2 fighters placed in United Kingdom
2 artilleries and 1 infantry placed in IndiaTurn Complete - British
British collect 32 PUs; end with 32 PUs total -
RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
It’s ok, the way the battle went I would have kept fighting with the sub anyway. But I think it’s customary to ask if the defender wants to submerge them. I think you forgot to move your troops in Africa and you probably didn’t mean to leave your tank there at the front line with a lone infantry. I’ll let you edit Africa to adjust your non-combat moves before I play the UK. Everything else was played more or less along the lines of standard play as far as I can tell.
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RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 1
Purchase Units - Russians
Russians buy 3 artilleries and 4 infantry; Remaining resources: 0 PUs;Combat Move - Russians
3 infantry moved from Caucasus to Ukraine S.S.R.
2 artilleries moved from Caucasus to Ukraine S.S.R.
1 fighter moved from Karelia S.S.R. to Ukraine S.S.R.
1 fighter moved from Russia to Ukraine S.S.R.
1 armour moved from Caucasus to Ukraine S.S.R.
1 artillery and 5 infantry moved from Karelia S.S.R. to West Russia
1 armour and 1 infantry moved from Archangel to West Russia
2 armour, 1 artillery and 4 infantry moved from Russia to West RussiaCombat - Russians
Battle in Ukraine S.S.R.
Russians attack with 1 armour, 2 artilleries, 2 fighters and 3 infantry
Germans defend with 1 armour, 1 artillery, 1 fighter and 3 infantry
Russians win, taking Ukraine S.S.R. from Germans with 1 armour, 1 artillery and 2 fighters remaining. Battle score for attacker is 16
Casualties for Germans: 1 armour, 1 artillery, 1 fighter and 3 infantry
Casualties for Russians: 1 artillery and 3 infantry
Battle in West Russia
Russians attack with 3 armour, 2 artilleries and 10 infantry
Germans defend with 1 armour, 1 artillery and 3 infantry
Russians win, taking West Russia from Germans with 3 armour, 2 artilleries and 6 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 1 armour, 1 artillery and 3 infantry
Casualties for Russians: 4 infantryNon Combat Move - Russians
1 aaGun moved from Russia to West Russia
1 aaGun moved from Caucasus to West Russia
1 submarine moved from 4 Sea Zone to 7 Sea Zone
2 infantry moved from Evenki National Okrug to Archangel
1 infantry moved from Kazakh S.S.R. to Szechwan
1 infantry moved from Novosibirsk to Russia
1 infantry moved from Yakut S.S.R. to Evenki National Okrug
2 infantry moved from Soviet Far East to Yakut S.S.R.
2 infantry moved from Buryatia S.S.R. to Yakut S.S.R.
1 fighter moved from Ukraine S.S.R. to Archangel
1 fighter moved from Ukraine S.S.R. to ArchangelPlace Units - Russians
3 artilleries and 1 infantry placed in Caucasus
3 infantry placed in RussiaTurn Complete - Russians
Russians collect 28 PUs; end with 28 PUs total -
RE: 1942.2 total victory w/ int: dawgoneit (Axis) vs Zombie69 (Allies + 10)
Test summary from TripleA, engine version: 1.8.0.3, time: 10:45:30
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RE: 1942SE, looking for a good opponent
I sure am!
I lost my first online game to MarineIguana playing in real time (made some mistakes trying to play fast and every second bombing raid I lost a bomber). I destroyed a friend in play by email. I’m currently in a game with Guerrillero using play by forum.
I could play you in either one of those 3 ways, your call. I much prefer total victory but everything else I leave up to you.
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RE: 1942.2 total vic. w/ int: Zombie69 (Allies) vs Guerillero (Axis)
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - British
British buy 9 infantry; Remaining resources: 3 PUs;Combat Move - British
1 infantry moved from United Kingdom to 6 Sea Zone
1 infantry moved from United Kingdom to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
2 infantry moved from 5 Sea Zone to Baltic States
British take Baltic States from Germans
1 infantry moved from India to Burma
2 fighters moved from India to Burma
1 bomber moved from India to Burma
1 infantry moved from Finland to Karelia S.S.R.
Russians take Karelia S.S.R. from GermansCombat - British
Battle in Burma
British attack with 1 bomber, 2 fighters and 1 infantry
Japanese defend with 1 infantry
British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for British: 1 infantryNon Combat Move - British
2 fighters moved from Burma to India
1 bomber moved from Burma to India
6 infantry moved from United Kingdom to 6 Sea Zone
6 infantry and 3 transports moved from 6 Sea Zone to 5 Sea Zone
1 carrier moved from 6 Sea Zone to 5 Sea Zone
2 infantry moved from 5 Sea Zone to Northwestern Europe
4 infantry moved from 5 Sea Zone to Finland
2 infantry moved from Norway to Finland
2 fighters moved from 6 Sea Zone to Morocco
1 cruiser and 2 destroyers moved from 10 Sea Zone to 23 Sea Zone
1 infantry moved from India to PersiaPlace Units - British
6 infantry placed in United Kingdom
3 infantry placed in IndiaTurn Complete - British
British collect 31 PUs; end with 34 PUs total -
RE: 2020 Master Players List Version 3.0
Name: Zombie69
Location: Montreal, QC, Canada
Games: A&A Revised, A&A 1942 2nd edition, Diplomacy, Blood Bowl -
RE: Searching for players on the south shore of Montreal
I live in Montreal (no car so South shore is a no go). I play with shaigan above quite often and I know one or two other dudes who play but who aren’t as good. Give me a shout for a game.
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RE: Exploring cheaper & weaker AAA guns unit to incite purchase
All I know is that the decision whether or not to buy AAA is much more interesting tactically if it only fires at planes, so I wouldn’t want to take that away from the game. I find current OOB AAA all right as is, and I do buy it under certain circumstances (mainly for defense of UK or India, but also, although more rarely, under other circumstances). If you want to see more of it, just make it cost 3 and leave it at that. I’ve got nothing else to say on the matter.
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RE: Exploring cheaper & weaker AAA guns unit to incite purchase
Well, I disagree. AAA are supposed to defend against planes, period. It’s an interesting tactical decision whether or not to place them on the front line, based on whether you think planes will be attacking you. Making them defend against everything just makes them less interesting and more like standard units, which would be a shame. If you think they’re too weak, make them cost less (no lower than 3) and/or defend against more planes.
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RE: Exploring cheaper & weaker AAA guns unit to incite purchase
Yes, I do mean firing at planes. Letting them fire normally (opponent chooses) after the opening salve wouldn’t change anything. In fact, it’s not even worth adding to the mix before it practically makes no difference at all. If my AAA defended at 1 after the opening salve, I would still take it as my first loss just like I do now (before any infantry), so they would rarely, if ever, get to use that ability anyway.
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RE: Exploring cheaper & weaker AAA guns unit to incite purchase
AAA are pretty good at what they do as is, i.e. take a shot at 3 planes then get taken as the first hit in order to keep an INF alive and fighting. You could theoretically drop them all the way to 3 IPC (no lower), but whatever you do, don’t allow them to fire past the opening shots.