Also, did you mean to leave the infantry and tank on the transport in sz33, or did you want them on Caroline Islands?
L18 BM3 Adam514 (Axis+3) vs farmboy (Allies) Game 3
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I retreated and should have gone one more round. I’ll accept being stuck with it of course but how would you feel with a continuation by forum dice.
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Oh no worries, go ahead. It’s certainly legal if other battles haven’t been rolled, and even if they had I’d let you.
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TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 7
Purchase Units - Americans
Americans buy 3 bombers, 3 fighters and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Americans
3 bombers moved from Eastern United States to 112 Sea Zone
2 bombers moved from United Kingdom to 112 Sea Zone
2 fighters moved from United Kingdom to 112 Sea Zone
1 carrier moved from 91 Sea Zone to 112 Sea Zone
2 fighters moved from Gibraltar to 112 Sea Zone
3 bombers moved from Bryansk to 112 Sea Zone
1 armour moved from Norway to Finland
Americans take Finland from Germans
1 armour moved from Finland to Norway
1 carrier moved from 91 Sea Zone to 112 Sea ZoneCombat - Americans
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Battle in 112 Sea Zone
Americans attack with 8 bombers, 2 carriers and 4 fighters
Germans defend with 2 carriers, 1 cruiser, 2 destroyers, 5 fighters, 3 submarines, 2 tactical_bombers and 1 transport
Germans roll dice for 3 submarines in 112 Sea Zone, round 2 : 0/3 hits, 0.50 expected hits
Americans roll dice for 8 bombers and 4 fighters in 112 Sea Zone, round 2 : 7/12 hits, 7.33 expected hits
Germans roll dice for 2 carriers, 1 cruiser, 2 destroyers, 5 fighters, 2 tactical_bombers and 1 transport in 112 Sea Zone, round 2 : 6/12 hits, 6.17 expected hits
Units damaged: 2 carriers owned by the Americans
2 destroyers owned by the Germans, 2 carriers owned by the Germans, 2 fighters owned by the Americans, 2 bombers owned by the Americans and 1 cruiser owned by the Germans lost in 112 Sea Zone
2 carriers owned by the Americans retreated to 110 Sea Zone
Germans win with 5 fighters, 3 submarines, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 16
Casualties for Americans: 2 bombers and 2 fighters
Casualties for Germans: 2 carriers, 1 cruiser and 2 destroyers
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
4 fighters owned by the Germans forced to land in Western GermanyNon Combat Move - Americans
Combat Hit Differential Summary :
Germans : -0.67
Americans : -0.33 -
Just posted a game save. You should have 2 tacs and 5 figs. I have 2 figs, 2 damaged carriers and 6 bombers. Have to look up again how to do forum dice. Should be just a couple of minutes.
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practice run through
: dice 6:
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crap. Will look it up again. If you see this and remember feel free to post instructions or start the battle.
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again, just a test.
: dice 6d6:
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I’ve done this before but all the instructions I can find quickly online I think are old. Or I’m just missing something. Will keep looking.
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final test I hope
: dice 6:
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Farmboy, I told Adam before, please let me show you how to run dice properly.
The command you use it ok for convoy rolls, however for battle rolls this goes so much better. Please look at the attached screenshot and see how beautiful and immediately ready for evaluation forum dice could look like ;-)
Rolls: 5@1 2@2 3@3 1@4; Total Hits: 45@1: (6, 6, 3, 2, 1)2@2: (3, 4)3@3: (3, 1, 5)1@4: (1)This command will throw 6-sided dice - 5 for units that hit on a 1, 2 dice that hit on a 2, 3 dice that hit on a 3, and 1 dice that hits on a 4.
So this would be a throw for 6 infantry, 1 artillery, 3 tanks, and 1 bomber.
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thanks JDOW
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test
Rolls: 5@1 2@2 3@4; Total Hits: 35@1: (1, 5, 3, 6, 4)2@2: (5, 4)3@4: (6, 2, 1) -
beautiful here it is
German subs
Rolls: 3@1; Total Hits: 03@1: (3, 5, 5)US air
Rolls: 2@3 6@4; Total Hits: 52@3: (2, 3)6@4: (4, 1, 6, 5, 6, 2)German air
Rolls: 2@3 5@4; Total Hits: 42@3: (3, 4)5@4: (2, 5, 4, 5, 3) -
I have to think about my casualties in relation to the UK turn but probably I’m only taking bombers off. I assume your casualties would be the two tacs and 3 fighters?
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Yeah, but why keep carriers alive?
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 7
Purchase Units - Americans
Americans buy 3 bombers, 3 fighters and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Americans
3 bombers moved from Eastern United States to 112 Sea Zone
2 bombers moved from United Kingdom to 112 Sea Zone
2 fighters moved from United Kingdom to 112 Sea Zone
1 carrier moved from 91 Sea Zone to 112 Sea Zone
2 fighters moved from Gibraltar to 112 Sea Zone
3 bombers moved from Bryansk to 112 Sea Zone
1 armour moved from Norway to Finland
Americans take Finland from Germans
1 armour moved from Finland to Norway
1 carrier moved from 91 Sea Zone to 112 Sea ZoneCombat - Americans
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Battle in 112 Sea Zone
Americans attack with 8 bombers, 2 carriers and 4 fighters
Germans defend with 2 carriers, 1 cruiser, 2 destroyers, 5 fighters, 3 submarines, 2 tactical_bombers and 1 transport
Germans roll dice for 3 submarines in 112 Sea Zone, round 2 : 0/3 hits, 0.50 expected hits
Americans roll dice for 8 bombers and 4 fighters in 112 Sea Zone, round 2 : 7/12 hits, 7.33 expected hits
Germans roll dice for 2 carriers, 1 cruiser, 2 destroyers, 5 fighters, 2 tactical_bombers and 1 transport in 112 Sea Zone, round 2 : 6/12 hits, 6.17 expected hits
Units damaged: 2 carriers owned by the Americans
2 destroyers owned by the Germans, 2 carriers owned by the Germans, 2 fighters owned by the Americans, 2 bombers owned by the Americans and 1 cruiser owned by the Germans lost in 112 Sea Zone
2 carriers owned by the Americans retreated to 110 Sea Zone
Germans win with 5 fighters, 3 submarines, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 16
Casualties for Americans: 2 bombers and 2 fighters
Casualties for Germans: 2 carriers, 1 cruiser and 2 destroyers
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
4 fighters owned by the Germans forced to land in Western GermanyNon Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Germans from Western Germany: 3 fighters and 2 tactical_bombers
EDIT: Removing units owned by Americans from 110 Sea Zone: 1 carrier
EDIT: Removing units owned by Americans from 112 Sea Zone: 3 bombers
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
2 fighters moved from 112 Sea Zone to United Kingdom
1 bomber moved from 112 Sea Zone to Norway
2 bombers moved from 112 Sea Zone to Norway
4 infantry and 2 mech_infantrys moved from Norway to Finland
2 fighters moved from Eastern United States to Gibraltar
1 armour, 1 destroyer, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 cruiser moved from 92 Sea Zone to 110 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 destroyer moved from 26 Sea Zone to 30 Sea Zone
4 carriers and 2 fighters moved from 26 Sea Zone to 30 Sea Zone
1 battleship moved from 26 Sea Zone to 30 Sea Zone
4 fighters moved from Iwo Jima to 30 Sea Zone
2 tactical_bombers moved from Iwo Jima to 26 Sea Zone
2 tactical_bombers moved from Iwo Jima to 30 Sea Zone
1 destroyer moved from 26 Sea Zone to 30 Sea ZonePlace Units - Americans
2 fighters placed in Western United States
3 bombers, 1 fighter and 1 tactical_bomber placed in Eastern United StatesTurn Complete - Americans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,6
Americans collect 58 PUs; end with 58 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUsCombat Hit Differential Summary :
Germans : -0.67
Americans : -0.33 -
Yeah, but why keep carriers alive?
Because of the retreat they are back in 110 and will repair at the end of the turn. I thought the carrier may still be useful to me to support transports or as cannon fodder against your next fleet. :) But I ended up dropping one carrier and keeping a bomber. Its too bad I didn’t make that decision on the first round.
For some reason, the edit took out the bombers with more range. I will be editing again and landing two on Scotland.
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I had a weird glitch on the China Turn. I could build an inf and had the option of placing it in the Himalayas. I’m assuming its a technical error but thought this might be a special rule in BM?
Assuming its just a technical error, there may be a China inf held over that I shouldn’t place, if a China territory becomes open again.
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Sorry for all the comments and corrections. Just thought this was better to say in advance of the UK turn. Landing an inf in Holland that was already on a transport from a previous turn. I would like to drop the art on the transport in the UK. I’m pretty sure that I can’t do that and both units must land in Holland if I want both to be off the transport on this turn. If that is the case, both units will land and I will edit after.
Also 8 air are hitting the transport in 112 and I am assuming no scramble.
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I’m assuming its a technical error but thought this might be a special rule in BM?
Yep, this is a special BM rule. Whenever Germans, Italians and Japanese occupy China entirely, the “unholy trinity”-sacrament gets activated creating an immortal Chinese unit that spawns in the Himalaya and that can shoot a rocket each turn PRIOR to the actual Chinese turn. The rocket auto-hits and removes a hostile unit. As this is prior to the Chinese turn, a Chinese inf will spawn in the affected territory in case only one unit occupied it.
The rule was designed to make it harder to hold China in case all Axis powers invaded it. Thus, the Axis need at least 2 units per territory in order to prevent it from spawning guerrillas.





