@surfer said in L25 Avner (L+9) vs Surfer (X) BM4:
@Avner Still need your email to put into the game to get dice rolls
ok i’ll put it in the allied turn
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8
Purchase Units - Italians
Italians buy 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 infantry moved from Rostov to Tambov
1 bomber moved from Belarus to Tambov
1 mech_infantry moved from Yugoslavia to Greece
Italians take Greece from British
1 mech_infantry moved from Rostov to Northwest Persia
Italians take Northwest Persia from Russians
1 mech_infantry moved from Rostov to Turkey
Italians take Turkey from British
1 mech_infantry moved from Northern Italy to Holland Belgium
1 bomber moved from Southern Italy to Holland Belgium
Combat - Italians
Battle in Holland Belgium
Italians attack with 1 bomber and 1 mech_infantry
British defend with 1 infantry
Italians roll dice for 1 bomber and 1 mech_infantry in Holland Belgium, round 2 : 1/2 hits, 0,83 expected hits
British roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits
1 mech_infantry owned by the Italians and 1 infantry owned by the British lost in Holland Belgium
Italians win with 1 bomber remaining. Battle score for attacker is -1
Casualties for Italians: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Tambov
Italians attack with 1 bomber and 1 infantry
Russians defend with 1 infantry
Italians roll dice for 1 bomber and 1 infantry in Tambov, round 2 : 1/2 hits, 0,83 expected hits
Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Tambov
Italians win, taking Tambov from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Italians
1 bomber moved from Tambov to Yugoslavia
4 infantry moved from Northern Italy to Western Germany
1 mech_infantry moved from Northern Italy to Romania
1 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern Italy
1 bomber moved from Holland Belgium to Southern Italy
3 infantry moved from Northern Italy to Western Germany
2 aaGuns moved from Northern Italy to Southern Italy
1 aaGun moved from France to Western Germany
Place Units - Italians
2 mech_infantrys placed in Southern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,6,5,1,5
Italians collect 13 PUs (5 lost to blockades); end with 14 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 16 PUs
Combat Hit Differential Summary :
Italians : 0,33
British : 0,67
Russians : -0,33
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8
Purchase Units - Italians
Italians buy 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 infantry moved from Rostov to Tambov
1 bomber moved from Belarus to Tambov
1 mech_infantry moved from Yugoslavia to Greece
Italians take Greece from British
1 mech_infantry moved from Rostov to Northwest Persia
Italians take Northwest Persia from Russians
1 mech_infantry moved from Rostov to Turkey
Italians take Turkey from British
1 mech_infantry moved from Northern Italy to Holland Belgium
1 bomber moved from Southern Italy to Holland Belgium
Combat - Italians
Battle in Holland Belgium
Italians attack with 1 bomber and 1 mech_infantry
British defend with 1 infantry
Italians roll dice for 1 bomber and 1 mech_infantry in Holland Belgium, round 2 : 1/2 hits, 0,83 expected hits
British roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits
1 mech_infantry owned by the Italians and 1 infantry owned by the British lost in Holland Belgium
Italians win with 1 bomber remaining. Battle score for attacker is -1
Casualties for Italians: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Tambov
Italians attack with 1 bomber and 1 infantry
Russians defend with 1 infantry
Italians roll dice for 1 bomber and 1 infantry in Tambov, round 2 : 1/2 hits, 0,83 expected hits
Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Tambov
Italians win, taking Tambov from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Italians
1 bomber moved from Tambov to Yugoslavia
4 infantry moved from Northern Italy to Western Germany
1 mech_infantry moved from Northern Italy to Romania
1 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern Italy
1 bomber moved from Holland Belgium to Southern Italy
3 infantry moved from Northern Italy to Western Germany
2 aaGuns moved from Northern Italy to Southern Italy
1 aaGun moved from France to Western Germany
Place Units - Italians
2 mech_infantrys placed in Southern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,6,5,1,5
Italians collect 13 PUs (5 lost to blockades); end with 14 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 16 PUs
Turning on Edit Mode
EDIT: Removing units owned by Italians from Yugoslavia: 1 bomber
EDIT: Adding units owned by Italians to Rostov: 1 bomber
EDIT: Removing units owned by Italians from Yugoslavia: 1 infantry
EDIT: Adding units owned by Italians to Bulgaria: 1 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians : 0,33
British : 0,67
Russians : -0,33
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8
Purchase Units - Italians
Italians buy 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Italians
1 infantry moved from Rostov to Tambov
1 bomber moved from Belarus to Tambov
1 mech_infantry moved from Yugoslavia to Greece
Italians take Greece from British
1 mech_infantry moved from Rostov to Northwest Persia
Italians take Northwest Persia from Russians
1 mech_infantry moved from Rostov to Turkey
Italians take Turkey from British
1 mech_infantry moved from Northern Italy to Holland Belgium
1 bomber moved from Southern Italy to Holland Belgium
Combat - Italians
Battle in Holland Belgium
Italians attack with 1 bomber and 1 mech_infantry
British defend with 1 infantry
Italians roll dice for 1 bomber and 1 mech_infantry in Holland Belgium, round 2 : 1/2 hits, 0,83 expected hits
British roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits
1 mech_infantry owned by the Italians and 1 infantry owned by the British lost in Holland Belgium
Italians win with 1 bomber remaining. Battle score for attacker is -1
Casualties for Italians: 1 mech_infantry
Casualties for British: 1 infantry
Battle in Tambov
Italians attack with 1 bomber and 1 infantry
Russians defend with 1 infantry
Italians roll dice for 1 bomber and 1 infantry in Tambov, round 2 : 1/2 hits, 0,83 expected hits
Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Tambov
Italians win, taking Tambov from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Italians
1 bomber moved from Tambov to Yugoslavia
4 infantry moved from Northern Italy to Western Germany
1 mech_infantry moved from Northern Italy to Romania
1 infantry moved from Northern Italy to Southern France
2 artilleries moved from Northern Italy to Southern Italy
1 bomber moved from Holland Belgium to Southern Italy
3 infantry moved from Northern Italy to Western Germany
2 aaGuns moved from Northern Italy to Southern Italy
1 aaGun moved from France to Western Germany
Place Units - Italians
2 mech_infantrys placed in Southern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,6,5,1,5
Italians collect 13 PUs (5 lost to blockades); end with 14 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 16 PUs
Turning on Edit Mode
EDIT: Removing units owned by Italians from Yugoslavia: 1 bomber
EDIT: Adding units owned by Italians to Rostov: 1 bomber
EDIT: Removing units owned by Italians from Yugoslavia: 1 infantry
EDIT: Adding units owned by Italians to Bulgaria: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 infantry
EDIT: Adding units owned by Italians to Northern Italy: 1 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians : 0,33
British : 0,67
Russians : -0,33
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery moved from Queensland to 54 Sea Zone
1 artillery and 1 transport moved from 54 Sea Zone to 46 Sea Zone
1 infantry moved from New Guinea to 46 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
Combat - ANZAC
Battle in Celebes
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 2 : 1/2 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Celebes
ANZAC win, taking Celebes from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - ANZAC
1 carrier moved from 62 Sea Zone to 54 Sea Zone
1 fighter moved from India to Iraq
1 submarine moved from 54 Sea Zone to 37 Sea Zone
1 submarine moved from 54 Sea Zone to 43 Sea Zone
Place Units - ANZAC
1 fighter placed in New South Wales
1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 13 PUs; end with 13 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Hit Differential Summary :
ANZAC : 0,33
Japanese : -0,33
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery moved from Queensland to 54 Sea Zone
1 artillery and 1 transport moved from 54 Sea Zone to 46 Sea Zone
1 infantry moved from New Guinea to 46 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
Combat - ANZAC
Battle in Celebes
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 2 : 1/2 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Celebes
ANZAC win, taking Celebes from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - ANZAC
1 carrier moved from 62 Sea Zone to 54 Sea Zone
1 fighter moved from India to Iraq
1 submarine moved from 54 Sea Zone to 37 Sea Zone
1 submarine moved from 54 Sea Zone to 43 Sea Zone
Place Units - ANZAC
1 fighter placed in New South Wales
1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 13 PUs; end with 13 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
ANZAC : 0,33
Japanese : -0,33
two anzac fighters on usa carrier, sz 54
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 13 artilleries and 6 infantry; Remaining resources: 2 PUs;
Combat Move - Germans
1 mech_infantry moved from Caucasus to Persia
Germans take Persia from Russians
1 mech_infantry moved from Yugoslavia to Bulgaria
1 infantry moved from Western Germany to Holland Belgium
Germans take Holland Belgium from British
3 artilleries moved from France to Normandy Bordeaux
11 artilleries and 21 infantry moved from Southern France to Normandy Bordeaux
2 infantry moved from Rostov to Volgograd
1 artillery moved from Rostov to Volgograd
1 mech_infantry moved from Caucasus to Volgograd
1 armour moved from Caucasus to Volgograd
3 infantry moved from Belarus to Smolensk
1 bomber moved from Novgorod to Smolensk
3 infantry moved from Novgorod to Archangel
Germans take Archangel from Russians
1 mech_infantry moved from Belarus to Archangel
1 infantry moved from Novgorod to Belarus
1 bomber moved from French Indo China to 44 Sea Zone
Combat - Germans
Battle in 44 Sea Zone
Germans attack with 1 bomber
Americans defend with 1 submarine; ANZAC defend with 1 transport
1 submarine owned by the Americans Submerged
1 transport owned by the ANZAC lost in 44 Sea Zone
Germans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Smolensk
Germans attack with 1 bomber and 3 infantry
Russians defend with 1 artillery and 1 infantry
Germans roll dice for 1 bomber and 3 infantry in Smolensk, round 2 : 1/4 hits, 1,17 expected hits
Russians roll dice for 1 artillery and 1 infantry in Smolensk, round 2 : 0/2 hits, 0,67 expected hits
1 infantry owned by the Russians lost in Smolensk
Germans roll dice for 1 bomber and 3 infantry in Smolensk, round 3 : 1/4 hits, 1,17 expected hits
Russians roll dice for 1 artillery in Smolensk, round 3 : 1/1 hits, 0,33 expected hits
1 artillery owned by the Russians and 1 infantry owned by the Germans lost in Smolensk
Germans win, taking Smolensk from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 artillery and 1 infantry
Casualties for Germans: 1 infantry
Battle in Normandy Bordeaux
Germans attack with 14 artilleries and 21 infantry
Americans defend with 1 factory_minor, 1 harbour and 2 infantry
Germans roll dice for 14 artilleries and 21 infantry in Normandy Bordeaux, round 2 : 12/35 hits, 10,50 expected hits
Americans roll dice for 2 infantry in Normandy Bordeaux, round 2 : 1/2 hits, 0,67 expected hits
1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Normandy Bordeaux
Germans win, taking Normandy Bordeaux from Americans with 14 artilleries and 20 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Americans: 2 infantry
Battle in Volgograd
Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry
Russians defend with 1 factory_minor and 1 infantry
Germans roll dice for 1 armour, 1 artillery, 2 infantry and 1 mech_infantry in Volgograd, round 2 : 1/5 hits, 1,50 expected hits
Russians roll dice for 1 infantry in Volgograd, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Volgograd
Germans win, taking Volgograd from Russians with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
1 bomber moved from 44 Sea Zone to French Indo China
1 fighter and 1 tactical_bomber moved from Southern Italy to Rostov
9 armour and 34 mech_infantrys moved from Caucasus to Rostov
1 infantry moved from Ukraine to Western Ukraine
2 infantry moved from Ukraine to Rostov
3 mech_infantrys moved from Western Germany to Germany
4 infantry moved from Germany to Western Germany
8 mech_infantrys moved from Western Germany to France
1 infantry moved from Western Germany to France
2 infantry moved from Sweden to 114 Sea Zone
2 infantry moved from 114 Sea Zone to Germany
1 bomber moved from Smolensk to Rostov
Place Units - Germans
3 artilleries placed in France
10 artilleries placed in Western Germany
3 infantry placed in Ukraine
3 infantry placed in Novgorod
Turn Complete - Germans
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,2
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 3,2
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 4,1
Germans collect 55 PUs (8 lost to blockades); end with 57 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 64 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 79 PUs
Turning on Edit Mode
EDIT: Changing PUs for Germans from 79 to 82
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Volgograd: 1 infantry
EDIT: Adding units owned by Germans to Normandy Bordeaux: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Rostov: 1 infantry
EDIT: Adding units owned by Germans to Caucasus: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Germans : 0,67
Americans : 0,33
Russians : -0,33
@JuanSpain Edits because had to repeat and dice were different
@JuanSpain said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JuanSpain Edits because had to repeat and dice were different
Please explain a little more why your edits are okey. It looks a little dicey. If you had to redo something, why should i have the worse result? I am sure everything is ok, just some more info
@JuanSpain I think you need to explain a little more why your edits are ok. You give me a worse result
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.
Why didnt he post the result of the original result?
@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.Why didnt he post the result of the original result?
And edit that accordingly? I think i would have done that. There is also no note about a re-do og the turn
@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.Why didnt he post the result of the original result?
And edit that accordingly? I think i would have done that. There is also no note about a re-do og the turn
And why did he have to adjust the result? No note about that either. Juan is a fair player, so no issues about that, but i feel i have the right to ask what this is about
@oysteilo computer failed and had to redo, that is all. You have all the dice in the dice server email. The map posted corresponds of course to the first dice launched. In the end the difference the second time was little when redoing: One defense more in one combat and one less in other (affecting infs in both sides), and 3 IPC in convoy damage.
@JuanSpain ok. I dont get to this today or tomorrow anyway so i will look at my dice emails. I would have appreciated an original post though
@oysteilo me too, was no possible Sir, had to repeat everything. Would have been easier for me too.
First of all, I will go with this.
Howerver, I am not very happy about how this is handled. Here it is just assumed I will continue with the worse of two results without any questions. I think 99,9% of players would have asked in this situation. I also don’t find anything in the rules supporting JDOW’s view of ALWAYS accepting the first set of dice emails by skimming through the text. I agree it is logical but nothing supports that this is absolute.
Maybe a better way of going about this is to edit the file according to the initial dice emails without going for a second set of dice emails? You ended up editing anyway so there was no point in throwing in the confusion with the second dice emails.
So at the end of the day there are two sets of dice emails, you give me the worse result and you choose to throw dice a second time even though you could have resolved the computer crash issue in a different way, by plain editing and thus avoiding the confusion.
I am done with this now and there are no hard feelings from my side. I think I have stated my opinion clearly.
I think my schedule allows me to continue this afternoon!
Oysteilo, frankly, I had this situation plenty of times from both sides. My opponents did plenty of times and often I did it too, because sometimes I could not handle things via edits (e.g units on transports could not be removed) so I redid the turn and made edits according to the original dice set. Or sometimes the computer or tripleA crashes
@JuanSpain: The better solution next time is: Do the second run in local mode. Save after you made the edits. Then reload in real mode and post --> There is no second set of dice in this case.
@oysteilo: Imo it is very easy to check whether Juan handled this correctly. There were just 2 battles affected weren’t they? Just look at the affected battles and check if the first dice mail (earlier timestamp) matches the results on the map after the edits.
I, in fact, did this from time to time and it was a 2 min exercise (I have a separate dice mail that does not get any other messages, do you?)
In a nutshell: A second set of dice can be avoided by doing the new run in local mode, make edits, save, reload and post in real mode.
However, this would not avoid that that posted map shows different dice than the dice email does.
"So at the end of the day there are two sets of dice emails, you give me the worse result "
I really think this is not true and a subtle accusation lies in that statement. Juan did not give you the worse result but the first result. This is a huge difference because in 50% when these situations happened, the edits happened to improve the situation for the defender as the second run was worse for the attacker than the first run in these cases.
Anyway, I am not playing in this game but I am 100% neutral here and try to mediate by supporting that there is nothing special nor unsportsmanlike in Juan’s actions. Also, this is not comparable to an edit where one has to ask for permission because the rules are clear: The posted map has to match the first dice set that has been rolled. This is the rules and its common sense. Only if this should not happen (e.g. because you misclicked something) you have to ask for permission to reroll and to take the 2nd set of dice.
" I also don’t find anything in the rules supporting JDOW’s view of ALWAYS accepting the first set of dice emails by skimming through the text. I agree it is logical but nothing supports that this is absolute."
It is absolute and has been explained and thus indirectly ruled by gamerman some years ago (I think it is not in the official rules because it is so logical that it must not be further explained)
First dice count, period.
If someone takes the second set of dice for real without asking for permission he/violates the rules. I am certain that any rule deputy would support this statement.