Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry, 1 marine and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 fighter and 1 tactical_bomber moved from 34 Sea Zone to 27 Sea Zone 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 7 Sea Zone to 27 Sea Zone 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 33 Sea Zone 1 marine moved from 33 Sea Zone to Gilbert Islands 1 infantry moved from Iwo Jima to 7 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 2 infantry and 1 transport moved from 7 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Wake Island 1 cruiser moved from 21 Sea Zone to 132 Sea Zone 1 fighter moved from Formosa to 132 Sea Zone 2 bombers moved from Japan to 132 Sea Zone 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 1 artillery and 2 infantry moved from Fukien to Kwangtung 1 fighter and 1 tactical_bomber moved from Kiangsu to Kwangtung 1 infantry moved from Fukien to 21 Sea Zone 1 infantry moved from Formosa to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from Japan to 7 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 7 Sea Zone to 36 Sea Zone 1 artillery moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 battleship and 1 destroyer moved from 7 Sea Zone to 36 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 artilleries and 4 infantry moved from 36 Sea Zone to Davao 1 mech_infantry moved from Southern Manchuria to Shansi 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter moved from Korea to Shansi 1 fighter moved from Southern Manchuria to 36 Sea Zone 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese Combat - Japanese Battle in Wake Island Battle in Gilbert Islands Battle in Shansi Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win, taking Wake Island from Americans, taking Gilbert Islands from UK_Pacific, taking Shansi from Chinese with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 27 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese win, taking 27 Sea Zone from Neutral with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour 1 fighter owned by the Japanese retreated UK_Pacific win with 1 infantry remaining. Battle score for attacker is -17 Casualties for Japanese: 1 artillery, 2 infantry and 1 tactical_bomber Casualties for British: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports Americans defend with 1 destroyer and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in Davao Japanese attack with 2 artilleries and 4 infantry Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 infantry Japanese win, taking Davao from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Americans: 1 fighter and 1 infantry Battle in 132 Sea Zone Japanese attack with 2 bombers, 1 cruiser and 1 fighter British defend with 1 battleship Japanese win with 2 bombers and 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 cruiser Casualties for British: 1 battleship Non Combat Move - Japanese 1 fighter and 1 tactical_bomber moved from Yunnan to Siam 1 fighter moved from 132 Sea Zone to Siam 2 bombers moved from 132 Sea Zone to Siam 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 fighter moved from Shansi to Jehol 1 tactical_bomber moved from Shansi to Shantung 3 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Northern Manchuria to Southern Manchuria 1 infantry moved from Korea to Northern Manchuria 2 infantry moved from Korea to Southern Manchuria 1 fighter moved from Kwangtung to Formosa 1 armour and 1 infantry moved from Japan to Kyushu 1 artillery moved from Japan to Kyushu 1 infantry moved from Japan to Kyushu 2 carriers moved from 7 Sea Zone to 32 Sea Zone 1 carrier and 1 destroyer moved from 34 Sea Zone to 32 Sea Zone 3 fighters and 3 tactical_bombers moved from 27 Sea Zone to 32 Sea Zone 2 fighters and 2 tactical_bombers moved from Japan to Caroline Islands 1 fighter moved from 36 Sea Zone to Paulau Place Units - Japanese 1 infantry and 1 marine placed in Japan 3 transports placed in 7 Sea Zone Japanese undo move 2. 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 35 PUs; end with 36 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 39 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 44 PUs18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2
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I’m not 100% sure on the rules, but in case the attacker needs to roll everything and not only the submarine first, then battles like these should only be done on the forum.
Should the defender need to select casualties from submarines first, I still think that “Max Defense” means tipping instead of losing something.
However, I don’t want to fight about losing half a fighter (50% chance of you hitting). This game was so dicey anyway (Asia…) that I don’t care about it enough to get in a fight with you. Let’s just roll your tac
:aaa 1@3:
If it hits, feel free to edit one fighter out from me.
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The command seems to have changed.
@djensen can you help out please?
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@Panther Thanks for helping out. Are you reading all game threads, or what???
@JWWII I just attacked something with a single tank to represent your defending tac and marti rolled a 5.
So nothing has changed.
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@MrRoboto Not really, but there are some keywords sometimes striking me when taking a quick glance over the recent threads. So it’s more or less a coincidence. :smirk:
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Also, I believe triple a handles this incorrectly as all attacking dice should be rolled before casualties are selected, I think.
Not to butt in (although I guess I am by posting this) page 19 of the Europe rulebook under step 2 will clear up the rule issue. Suprise strike rolls and results are accounted for before the rest of the attacking dice are rolled. Triple A does do this correctly. And for what its worth I would agree with Mr Roboto’s interpretation of MAX D. (butting out now game on!)
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@MrRoboto I hear ya, I have received good dice in asia, I don’t consider this a fight at all, sorry if you feel that way. Perhaps i should have been clearer on my defensive wishes here. There seems to be enough times where I don’t do the math/calculations that hurt me and in this case I did, knew it would be close, and then for my plans to go awry because I wasn’t clear enough is my main driver here. But yes, with respect to the sub rule and selecting your loses I am quite confident that the rules don’t dictate that a decision on “loses” needs to be made before everything else. I could ask Gamerman etc…for clarification if you haven’t already. I haven’t read further in this thread, perhaps I should before commenting.
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@MrRoboto I didn’t notice, the roll, but I trust you, but to make things more abrasive the extra tac means, i think, that there needs to be another round of fighting as I believe you hit 4 and I had five units, tac & 4 fighter’s. there would have been a fighter left for another round.
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@majikforce said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
Also, I believe triple a handles this incorrectly as all attacking dice should be rolled before casualties are selected, I think.
Not to butt in (although I guess I am by posting this) page 19 of the Europe rulebook under step 2 will clear up the rule issue. Suprise strike rolls and results are accounted for before the rest of the attacking dice are rolled. Triple A does do this correctly. And for what its worth I would agree with Mr Roboto’s interpretation of MAX D. (butting out now game on!)
hmmm, I will ask for clarification on the rule for my own sake, perhaps I have it all wrong. Lesson learned, provide OOL.
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@simon33, @gamerman01, @majikforce gent’s I hope this message finds you, I haven’t sent a PM since the new site came up…w/respect to naval battles, attacking SS’s fire, then defending SS’s fire and Triple A makes you select loses, then the remainder of the attacking fleet fires and so on. I thought that this process was handled incorrectly by TripleA, whereby the rules does not make a defender select casualties before the entire 1st round of attacks take place? Am I mistaken?
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Triple-A gets it wrong in a couple of cases:
- where an SS attacks/defends with other units and the other side has a DD.
- where a plane fires at an SS and the plane doesn’t have an accompanying DD.
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@MrRoboto @JWWII
I am not acting as referee here, as this definitely is @Gamerman01 's part.
I just took a look at the SZ112 battle and realized your rules discussion regarding submarines here and how TripleA handles submarines.Here is what I can add to this scenario from a rules and TripleA perspective:
At the start of the battle the German forces face the Allied forces including two Allied destroyers.
The Allied forces don’t face a German destroyer.
This is why the German submarine does not have a surprise strike in Combat Round 1, while the American submarine has it.Now this is what TripleA should do:
It should roll only the American submarine in advance. In case the submarine had hit, a German unit would have had to be either damaged or immediately removed. Here the sub missed, however.
Then it should roll the “rest” of the battle including the attacking German submarine.
This is what TripleA actually does:
It does not roll only the American submarine in advance, but the German submarine, too, and forces the opponent to assign a hit. This is technically wrong and against the rules.
However TripleA considers the fact that the German submarine does not roll as a suprise strike. So casualties of this “illegal” in advance roll would not be removed immediately (though they disappear from the battle screen) but would - and actually do - fire back.
So the consequence of this in advance roll is similar to a roll of the submarine that occurred during the regular combat. The difference here is the timing of the casualty selection.
Players must be aware of this flaw when rolling sea battles.
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@Panther I can’t say I have ever encountered this on triple A. I probably just overlooked it. I will have to keep an eye on it going forward. Thanks Panther. As for the rules it is clearly stated on pg 19 that all casualties from a “Surpise Strike” are applied first before the rest of the battle is rolled.
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@majikforce
Definitely yes. However, the German submarine does not have a surprise strike in the given scenario. -
Thanks everyone for pitching in! I really appreciate the fact that you guys are keeping attention and are helping out.
The situation we have is excatly how I assumed:
@MrRoboto said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
I’m not 100% sure on the rules, but in case the attacker needs to roll everything and not only the submarine first, then battles like these should only be done on the forum.
Maybe I wasn’t very clear on this, so I’m going to explain (it’s basically exactly what @Panther said)
Should the attacker during a naval battle has submarines without surprise attacks, it’s probably be best to roll it on the forum. Because otherwise the defender would need to select casualties ahead of schedule.
This usually isn’t that big of a deal during bigger naval battles since the attacker usually has more ships accompanying the submarine. But it might make a big difference in battles like we just had.
@JWWII
Re-Reading my last post, I realize I might have come across a little bitter. Sorry for that, I’m not bitter. I have accepted the bad dice in this game and basically treated this one already as a loss, unless something crazy happens. That’s one reason why I’m not very invested in keeping one more unit or not. The other reason is that this community is very sportsmanlike and any kind of conflict with other players is not in my interest and I’d rather avoid it than having a very minor advantage in the game.You’re absolutely right, however @JWWII . There’d be one more round in this fight, I have not considered that. I would need to score one additional hit with my 2 fighters and 3 tacs and you get one more chance to shoot back. I will simulate that battle right now! (You’ll get a Marti Dice Mail.)
I have scored exactly one hit (phew!) and you shot down one of my planes. As stated earlier: please feel free to remove one fighter with the edit function.
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@simon33 said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
Triple-A gets it wrong in a couple of cases:
- where an SS attacks/defends with other units and the other side has a DD.
- where a plane fires at an SS and the plane doesn’t have an accompanying DD.
thanks, I thought there were some issues…I should remember these things but the details, the details…often escape me.
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@Panther said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
@MrRoboto @JWWII
I am not acting as referee here, as this definitely is @Gamerman01 's part.
I just took a look at the SZ112 battle and realized your rules discussion regarding submarines here and how TripleA handles submarines.Here is what I can add to this scenario from a rules and TripleA perspective:
At the start of the battle the German forces face the Allied forces including two Allied destroyers.
The Allied forces don’t face a German destroyer.
This is why the German submarine does not have a surprise strike in Combat Round 1, while the American submarine has it.Now this is what TripleA should do:
It should roll only the American submarine in advance. In case the submarine had hit, a German unit would have had to be either damaged or immediately removed. Here the sub missed, however.
Then it should roll the “rest” of the battle including the attacking German submarine.
This is what TripleA actually does:
It does not roll only the American submarine in advance, but the German submarine, too, and forces the opponent to assign a hit. This is technically wrong and against the rules.
However TripleA considers the fact that the German submarine does not roll as a suprise strike. So casualties of this “illegal” in advance roll would not be removed immediately (though they disappear from the battle screen) but would - and actually do - fire back.
So the consequence of this in advance roll is similar to a roll of the submarine that occurred during the regular combat. The difference here is the timing of the casualty selection.
Players must be aware of this flaw when rolling sea battles.
Thanks for the detailed clarification.
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@MrRoboto said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
Thanks everyone for pitching in! I really appreciate the fact that you guys are keeping attention and are helping out.
The situation we have is excatly how I assumed:
@MrRoboto said in 18L MrRoboto (Axis) vs JWW(Allies) BM3 Game 2:
I’m not 100% sure on the rules, but in case the attacker needs to roll everything and not only the submarine first, then battles like these should only be done on the forum.
Maybe I wasn’t very clear on this, so I’m going to explain (it’s basically exactly what @Panther said)
Should the attacker during a naval battle has submarines without surprise attacks, it’s probably be best to roll it on the forum. Because otherwise the defender would need to select casualties ahead of schedule.
This usually isn’t that big of a deal during bigger naval battles since the attacker usually has more ships accompanying the submarine. But it might make a big difference in battles like we just had.
@JWWII
Re-Reading my last post, I realize I might have come across a little bitter. Sorry for that, I’m not bitter. I have accepted the bad dice in this game and basically treated this one already as a loss, unless something crazy happens. That’s one reason why I’m not very invested in keeping one more unit or not. The other reason is that this community is very sportsmanlike and any kind of conflict with other players is not in my interest and I’d rather avoid it than having a very minor advantage in the game.You’re absolutely right, however @JWWII . There’d be one more round in this fight, I have not considered that. I would need to score one additional hit with my 2 fighters and 3 tacs and you get one more chance to shoot back. I will simulate that battle right now! (You’ll get a Marti Dice Mail.)
I have scored exactly one hit (phew!) and you shot down one of my planes. As stated earlier: please feel free to remove one fighter with the edit function.
Bad dice happen to good people MrR and you are one of the good ones! No need to apologize, sorry my obsession with this stuff has dragged us all down this rabbit hole…you would think with lazy gameplay and all my frequent blunders that this stuff wouldn’t get me to this point but we are all crazy at times…Lastly, this game is far from over, a few more whacked dice results coupled w/my laziness and aptitude for big blunders might surprise you! I will get to this in a bit…
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TripleA Move Summary: Russians round 8
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 8 Purchase Units - Russians Russians buy 6 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Bryansk to Western Ukraine Russians take Western Ukraine from Italians 1 infantry moved from Bryansk to Ukraine Russians take Ukraine from Italians 1 infantry moved from Bryansk to Rostov 1 infantry moved from Samara to Novosibirsk 1 mech_infantry moved from Russia to Vologda 1 mech_infantry moved from Vologda to Novosibirsk 2 fighters moved from Russia to Novosibirsk 1 artillery and 8 infantry moved from Russia to Smolensk 1 artillery and 1 infantry moved from Bryansk to Rostov 1 artillery moved from Bryansk to Smolensk 2 infantry moved from Bryansk to Smolensk 1 infantry moved from Bryansk to Smolensk 1 infantry moved from Bryansk to Smolensk 20 infantry moved from Bryansk to Tambov





