T2 Playoff JWW vs wheatbeer BM

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @wheatbeer:

    I apologize for the delay. Kept getting distracted … will do my best to play at a more normal pace since this is part of a playoff.

    Also, I apologize for this dice. My plan was to suicide the Americans so the UK and/or ANZAC could mop up the SZ.

    Japan might end up defending equally well, but before I keep rolling, I need OOL.

    (I am not sure if you want to save any carriers undamaged or if the American dice makes that too risky)

    a suicide runs that hits 8-10, well isn’t that nice!  :roll:

  • 17

    9 of 11 counting sub hit  :oops:

    If this ends up being a 1% type of battle (which seems pretty likely), I am open to some kind of dice mitigation (i.e. a low luck reroll or a similar solution).

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @wheatbeer:

    9 of 11 counting sub hit  :oops:

    If this ends up being a 1% type of battle (which seems pretty likely), I am open to some kind of dice mitigation (i.e. a low luck reroll or a similar solution).

    Didn’t you bring that concept out a few years ago? I remember liking it, especially now! LOL, each side could request one or two re rolls?

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    the funny thing is I had a dd block and then said no, he wouldn’t……

  • 17

    I used to offer an this whenever these situations arise since sometimes one anomalous battle can determine a game. I’m a fan of solutions like this since G40 is so time intensive to end on luck. Not sure when the last time I had luck quite this good was  :lol:

    I’m not sure if you’d want to put a threshold on it like <1% or <5% chance of result, or if you just want to have a set number to use for any battle.

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @wheatbeer:

    I used to offer an this whenever these situations arise since sometimes one anomalous battle can determine a game. I’m a fan of solutions like this since G40 is so time intensive to end on luck. Not sure when the last time I had luck quite this good was  :lol:

    I’m not sure if you’d want to put a threshold on it like <1% or <5% chance of result, or if you just want to have a set number to use for any battle.

    I am at your mercy and would be acceptable to whatever you think would be agreeable and am quite thankful for your offer. I do recall some people who were opposed to this stating that it allows for one side to push the envelope or something like that…anyways, do what you think is best and again thank you so much for the offer. I will await your decision.

  • 17

    I would propose we each start with 2 (can increase later by mutual agreement if needed), and they can be used for any battle (whether the user is the attacker or defender) with the exception of capitals.

    An attacking power can only use a low luck reroll on a capital city battle if they had a 90% or greater chance of capturing it with pure luck dice.
    A defending power can only use a low luck reroll on a capital city battle if they had a 90% or greater chance of holding it with pure luck dice.

    I only add an exception for capitals because they’re the most determining part of the game and they need some limit, or else a 60% pure luck chance at Moscow could become a guaranteed win.

    If that’s okay, let me know … then let me know about OOL for the first round (after all, it’s still possible that Japan will have an equally crazy defense roll, and you might not even need the reroll).

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @wheatbeer:

    I would propose we each start with 2 (can increase later by mutual agreement if needed), and they can be used for any battle (whether the user is the attacker or defender) with the exception of capitals.

    An attacking power can only use a low luck reroll on a capital city battle if they had a 90% or greater chance of capturing it with pure luck dice.
    A defending power can only use a low luck reroll on a capital city battle if they had a 90% or greater chance of holding it with pure luck dice.

    I only add an exception for capitals because they’re the most determining part of the game and they need some limit, or else a 60% pure luck chance at Moscow could become a guaranteed win.

    If that’s okay, let me know … then let me know about OOL for the first round (after all, it’s still possible that Japan will have an equally crazy defense roll, and you might not even need the reroll).

    yeah this is good with me, you have really thought this out! MY OOL would be to save one full CV w/two fighters to the end, otherwise MAX D

  • 17

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3 with Combat Move First, version: 3.3

    Game History

    Round: 4

    Combat Move - Americans
                1 battleship, 3 carriers, 2 cruisers, 2 destroyers, 4 fighters and 1 submarine moved from 54 Sea Zone to 37 Sea Zone
                1 bomber moved from Queensland to 37 Sea Zone
                1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 43 Sea Zone
                1 artillery and 1 infantry moved from 43 Sea Zone to Borneo
                2 infantry moved from Queensland to 54 Sea Zone
                2 infantry and 1 transport moved from 54 Sea Zone to 41 Sea Zone
                2 infantry moved from 41 Sea Zone to Sumatra

    Purchase Units - Americans
                Americans buy 1 carrier, 3 destroyers, 1 fighter and 4 submarines; Remaining resources: 1 PUs;

    Combat - Americans
                Battle in Borneo
                Battle in Sumatra
                Battle in 37 Sea Zone
                    Americans attack with 1 battleship, 1 bomber, 3 carriers, 2 cruisers, 2 destroyers, 4 fighters and 1 submarine
                    Japanese defend with 2 battleships, 3 carriers, 2 cruisers, 2 destroyers, 3 fighters, 3 tactical_bombers and 1 transport
                        Americans roll dice for 1 submarine in 37 Sea Zone, round 2 :  1/1 hits
                    Units damaged: 1 battleship owned by the Japanese
                        Americans roll dice for 1 battleship, 1 bomber, 3 carriers, 2 cruisers, 2 destroyers and 4 fighters in 37 Sea Zone, round 2 :  8/10 hits
                    Units damaged: 1 battleship owned by the Japanese
                        Japanese roll dice for 2 battleships, 3 carriers, 2 cruisers, 2 destroyers, 3 fighters, 3 tactical_bombers and 1 transport in 37 Sea Zone, round 2 :  8/15 hits
                    Units damaged: 1 battleship owned by the Americans
                        2 destroyers owned by the Japanese, 1 submarine owned by the Americans, 1 cruiser owned by the Japanese, 3 carriers owned by the Americans and 2 carriers owned by the Japanese lost in 37 Sea Zone
                        Americans roll dice for 1 battleship, 1 bomber, 2 cruisers, 2 destroyers and 4 fighters in 37 Sea Zone, round 3 :  3/10 hits
                        Japanese roll dice for 2 battleships, 1 carrier, 1 cruiser, 3 fighters, 3 tactical_bombers and 1 transport in 37 Sea Zone, round 3 :  7/10 hits
                        1 cruiser owned by the Japanese, 1 cruiser owned by the Americans, 2 destroyers owned by the Americans, 2 tactical_bombers owned by the Japanese and 4 fighters owned by the Americans lost in 37 Sea Zone
                        Americans roll dice for 1 battleship, 1 bomber and 1 cruiser in 37 Sea Zone, round 4 :  2/3 hits
                        Japanese roll dice for 2 battleships, 1 carrier, 3 fighters, 1 tactical_bomber and 1 transport in 37 Sea Zone, round 4 :  2/7 hits
                        1 battleship owned by the Americans, 1 fighter owned by the Japanese, 1 cruiser owned by the Americans and 1 tactical_bomber owned by the Japanese lost in 37 Sea Zone
                        Americans roll dice for 1 bomber in 37 Sea Zone, round 5 :  1/1 hits
                        Japanese roll dice for 2 battleships, 1 carrier, 2 fighters and 1 transport in 37 Sea Zone, round 5 :  1/5 hits
                        1 bomber owned by the Americans and 1 battleship owned by the Japanese lost in 37 Sea Zone
                    Japanese win, taking Borneo from Japanese, taking Sumatra from Japanese with 1 battleship, 1 carrier, 2 fighters and 1 transport remaining. Battle score for attacker is -31
                    Casualties for Americans: 1 battleship, 1 bomber, 3 carriers, 2 cruisers, 2 destroyers, 4 fighters and 1 submarine
                    Casualties for Japanese: 1 battleship, 2 carriers, 2 cruisers, 2 destroyers, 1 fighter and 3 tactical_bombers

    Non Combat Move - Americans

    triplea_41257_Ame4.tsvg

  • 17

    Surprisingly, the American result ended up pretty close to average for a large naval battle.

    -31 rather than -41

    Low luck would probably yield a similar result. I am guessing since it worked out within 10 TUV, you’d want to save your rerolls?

    Just making sure since it affects UK (apologies in advance for the delay).

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    @wheatbeer:

    Surprisingly, the American result ended up pretty close to average for a large naval battle.

    -31 rather than -41

    Low luck would probably yield a similar result. I am guessing since it worked out within 10 TUV, you’d want to save your rerolls?

    Just making sure since it affects UK (apologies in advance for the delay).

    ok, let me take a look. I promised myself only two games at a time this year and I have 4 already….

  • 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10

    I think after you throw everything at the Japan fleet it will be gone regardless, but my chances of inflicting the most damage on allied material would be realized if I initiated our low luck re-roll option. I agree w/your analysis, the USA v JPN low luck re roll might not save Jpn much but that is one additional dice cast when the UK and then Anzac attack so what the hell…let’s do it.

  • 17

    Ok doke

    I’m going to finish up a turn in another game, then I’ll roll it out.

    Same OOL? Or would you like to call it round by round?

  • 17

    (or you could roll it out if you want … the American OOL will simply be max damage because I know I’ll have no survivors on low luck)

  • 17

    Okay, I’m going to assume same OOL for expediency’s sake.

  • 17

    SZ37 r1

    Americans
    3 carrier, 1 sub, 2 dd, 2 cru, 4 fig, 1 bb, 1 strat

    = 0 + 2 + 4 + 6 +12 +4 +4 = 32 = 5 hits r2

    DiceRolls: 1@2; Total Hits: 11@2: (2)

    Japanese
    3 carrier, 2 dd, 2 cru, 3 tact, 3 fig, 2 bb

    = 6 + 4 + 6 + 9 + 12 + 8 = 45 = 7 hits r3

    DiceRolls: 1@3; Total Hits: 11@3: (1)

  • 17

    Americans take 8 hits: damage bb, sink 3 carriers, sink sub
    Japanese take 6 hits: damage 2 bb, sink 2 carriers

    SZ37 r2

    Americans
    2 dd, 2 cru, 4 fig, 1 damaged bb, 1 strat

    = 4 + 6 +12 +4 +4 = 30 = 5 hits r0

    no remainder, no roll

    Japanese
    1 carrier, 2 dd, 2 cru, 3 tact, 3 fig, 2 damaged bb

    = 2 + 4 + 6 + 9 + 12 + 8 = 41 = 6 hits r5

    DiceRolls: 1@5; Total Hits: 11@5: (2)

  • 17

    Americans take 7 hits: sink 2 dd, 2 cru, 3 fig
    Japanese take 5 hits: sink 2 dd, 3 tact

    SZ37 r3

    Americans
    1 fig, 1 damaged bb, 1 strat

    = 3 + 4 + 4 = 11 = 1 hits r5

    DiceRolls: 1@5; Total Hits: 11@5: (5)

    Japanese
    1 carrier, 2 cru, 3 fig, 2 damaged bb

    = 2 + 6 + 12 + 8 = 28 = 4 hits r2

    Americans wiped out by guaranteed hits

  • 17

    I think I got all that right.

    End result Japan survives with 1 carrier, 1 cru, 2 fig, 2 damaged bb

    TUV ends up -73 for Americans

    2 extra units … going to make it very hard on UK and ANZAC

  • 17

    I’ll finish up the rest of the turn later today, going out for a bit.

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