trulpen (X) vs 666 (A+8) BM3


  • TripleA Turn Summary: Japanese round 13

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 13
    
        Purchase Units - Japanese
            Japanese buy 1 armour, 1 artillery, 1 carrier, 1 destroyer, 4 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 artillery and 1 infantry moved from Guam to 21 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 21 Sea Zone to 43 Sea Zone
            1 artillery and 1 infantry moved from 43 Sea Zone to Borneo
            1 infantry moved from Guam to 21 Sea Zone
            1 infantry and 1 transport moved from 21 Sea Zone to 44 Sea Zone
            1 infantry moved from 44 Sea Zone to Celebes
            1 battleship moved from 21 Sea Zone to 35 Sea Zone
            1 marine moved from Philippines to 35 Sea Zone
            1 battleship and 1 marine moved from 35 Sea Zone to 44 Sea Zone
            1 marine moved from 44 Sea Zone to Celebes
            1 cruiser moved from 33 Sea Zone to 35 Sea Zone
            1 marine moved from Philippines to 35 Sea Zone
            1 cruiser and 1 marine moved from 35 Sea Zone to 43 Sea Zone
                  Japanese take 43 Sea Zone from ANZAC
            1 marine moved from 43 Sea Zone to Borneo
            1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 44 Sea Zone
            1 tactical_bomber moved from French Indo China to Shan State
            1 fighter and 1 tactical_bomber moved from 21 Sea Zone to Borneo
            2 bombers moved from Suiyuyan to Shan State
            1 infantry moved from French Indo China to Shan State
            1 tactical_bomber moved from French Indo China to Shan State
            1 marine moved from Caroline Islands to 33 Sea Zone
            1 battleship and 1 marine moved from 33 Sea Zone to 62 Sea Zone
            1 marine moved from 62 Sea Zone to New South Wales
            1 cruiser moved from 33 Sea Zone to 43 Sea Zone
    
        Combat - Japanese
            Battle in New South Wales
                Japanese captures 22PUs while taking ANZAC capital
            Battle in Borneo
                Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 marine and 1 tactical_bomber
                British defend with 1 infantry
                    Japanese roll dice for 2 cruisers in Borneo, round 2 : 2/2 hits, 1,00 expected hits
                    UK_Pacific roll dice for 1 infantry in Borneo, round 2 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the British lost in Borneo
                Japanese win, taking New South Wales from ANZAC, taking Borneo from UK_Pacific with 1 artillery, 1 fighter, 1 marine and 1 tactical_bomber remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for British: 1 infantry
            Battle in Celebes
                Japanese attack with 1 infantry and 1 marine
                ANZAC defend with 1 infantry
                    Japanese roll dice for 1 battleship in Celebes, round 2 : 1/1 hits, 0,67 expected hits
                    ANZAC roll dice for 1 infantry in Celebes, round 2 : 1/1 hits, 0,33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the ANZAC lost in Celebes
                Japanese win, taking Celebes from ANZAC with 1 marine remaining. Battle score for attacker is 0
                Casualties for Japanese: 1 infantry
                Casualties for ANZAC: 1 infantry
            Battle in Shan State
                Japanese attack with 2 bombers, 1 infantry and 2 tactical_bombers
                British defend with 1 infantry; UK_Pacific defend with 1 airfield
                    Japanese roll dice for 2 bombers, 1 infantry and 2 tactical_bombers in Shan State, round 2 : 1/5 hits, 2,50 expected hits
                    UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the British lost in Shan State
                Japanese win, taking Shan State from UK_Pacific with 2 bombers, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
            triggerANZACDestroyPUsJapanese: Setting destroysPUs to true for playerAttachment attached to ANZAC
    
        Non Combat Move - Japanese
            1 carrier moved from 33 Sea Zone to 62 Sea Zone
            1 fighter and 1 tactical_bomber moved from 33 Sea Zone to 62 Sea Zone
            1 carrier moved from 33 Sea Zone to 43 Sea Zone
            1 carrier moved from 33 Sea Zone to 44 Sea Zone
            1 destroyer moved from 34 Sea Zone to 44 Sea Zone
            1 fighter and 1 tactical_bomber moved from Borneo to 43 Sea Zone
            1 destroyer moved from 6 Sea Zone to 16 Sea Zone
            2 submarines moved from 6 Sea Zone to 35 Sea Zone
            1 fighter moved from 33 Sea Zone to Japan
            1 carrier moved from 21 Sea Zone to 43 Sea Zone
            1 destroyer moved from 33 Sea Zone to 62 Sea Zone
            1 fighter moved from Philippines to 43 Sea Zone
            1 tactical_bomber moved from Philippines to Japan
            1 fighter moved from Japan to 6 Sea Zone
            1 tactical_bomber moved from French Indo China to 6 Sea Zone
            2 bombers moved from Shan State to Yunnan
            2 aaGuns, 3 armour, 6 artilleries, 13 infantry and 3 mech_infantrys moved from French Indo China to Yunnan
            2 infantry moved from Hunan to Yunnan
            1 infantry moved from Szechwan to Yunnan
            1 infantry moved from Kweichow to Yunnan
            1 infantry moved from Shensi to Szechwan
            1 infantry moved from Suiyuyan to Shensi
            1 infantry moved from Chahar to Suiyuyan
            1 infantry moved from Anhwe to Chahar
            1 infantry moved from Anhwe to Kweichow
            1 mech_infantry moved from Hunan to Anhwe
            2 infantry moved from Anhwe to Hunan
            1 tactical_bomber moved from 33 Sea Zone to 6 Sea Zone
            1 tactical_bomber moved from 6 Sea Zone to Japan
            1 fighter moved from Japan to 6 Sea Zone
            1 artillery and 1 infantry moved from Japan to 6 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
            1 artillery and 1 infantry moved from 20 Sea Zone to Kiangsi
            1 armour moved from Soviet Far East to Amur
            1 tactical_bomber moved from Shan State to Yunnan
            1 tactical_bomber moved from Shan State to 43 Sea Zone
    
        Place Units - Japanese
            1 carrier and 1 destroyer placed in 6 Sea Zone
            1 artillery and 2 infantry placed in French Indo China
            1 armour and 2 mech_infantrys placed in Kiangsu
            2 infantry and 1 mech_infantry placed in Shantung
    
        Turn Complete - Japanese
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 3,4
            Japanese collect 61 PUs (2 lost to blockades); end with 83 PUs
            Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 86 PUs
            Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 91 PUs
    

    Combat Hit Differential Summary :

    ANZAC : 0,67
    UK_Pacific : 0,33
    Japanese : -0,17
    

    Savegame


  • @trulpen wow that was a big blunder…wth


  • I can’t keep Sydney, of course, but yes, you weren’t forced to allow that.


  • @trulpen said in trulpen (X) vs 666 (A+8) BM3:

    I can’t keep Sydney, of course, but yes, you weren’t forced to allow that.

    I am doing my best to lose this game…haha


  • TripleA Manual Gamesave Post: Americans round 13

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 13
    
        Purchase Units - Americans
            Americans buy 1 airfield, 1 artillery, 6 fighters, 3 infantry and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 infantry moved from United Kingdom to 110 Sea Zone
            1 infantry and 1 transport moved from 110 Sea Zone to 125 Sea Zone
            1 infantry moved from 125 Sea Zone to Norway
            4 infantry moved from United Kingdom to 110 Sea Zone
            4 infantry moved from 110 Sea Zone to Holland Belgium
            1 fighter moved from United Kingdom to 112 Sea Zone
            2 bombers and 1 tactical_bomber moved from United Kingdom to 112 Sea Zone
            3 carriers and 6 fighters moved from 110 Sea Zone to 112 Sea Zone
            2 destroyers and 10 submarines moved from 110 Sea Zone to 112 Sea Zone
            1 destroyer moved from 91 Sea Zone to 112 Sea Zone
            1 bomber moved from Gibraltar to 112 Sea Zone
            1 bomber moved from India to French Indo China
            1 infantry moved from Hawaiian Islands to 26 Sea Zone
            1 infantry and 1 transport moved from 26 Sea Zone to 17 Sea Zone
            1 infantry moved from 17 Sea Zone to Iwo Jima
    

    Combat Hit Differential Summary :

    Savegame

  • '15 '14

    Indeed, this was very annoying and the game is tense, this can definitely matter. Axis look stable but a big and rich US/UK move incoming. Interesting to see!


  • @trulpen I assume scramble out of Germany…OOL?

  • '15 '14

    A massive 1/2 attack but with so much buffer in form of subs and carriers and with such a big UK follow up this looks like a good move to me.


  • @JDOW said in trulpen (X) vs 666 (A+8) BM3:

    A massive 1/2 attack but with so much buffer in form of subs and carriers and with such a big UK follow up this looks like a good move to me.

    it all depends on the dice gods


  • @666 said in trulpen (X) vs 666 (A+8) BM3:

    @trulpen I assume scramble out of Germany…OOL?

    Definitely full scramble. OOL depends on the dice. Too important battle to make some standardized decision.

    I’m also off to a chess match soon, so might not be able to make decisions for a few hours.


  • @trulpen, chess match, nice!

  • '15 '14

    GL for the chess match.

    May I ask, what is your ELO rating?


  • @JDOW said in trulpen (X) vs 666 (A+8) BM3:

    GL for the chess match.

    May I ask, what is your ELO rating?

    used to play at chess.com


  • 5 sub hits, ool?

  • '15 '14

    I played at chess.com, too.

    But although I know a lot of Grandmasters (it is weird, I guess it is 6+ I know, 3 of them 2600+) I am just a hobby player that would be rated about 1800 at best if I ever started playing seriously.

    Trulpen, how about you?


  • Thanks! 1940 atm.

  • '15 '14

    @666 said in trulpen (X) vs 666 (A+8) BM3:

    5 sub hits, ool?

    Luckbox.

    but btw, no need to ask for OOL after sub hits. This is just a tripleA flaw. As Axis has DDs present he is allowed to see the full roll before deciding on OOL.

    Thus, you are forced to make assumptions (such as tip BB and 4 Carriers) and then might be in trouble in case you e.g. whiff everything then and the opponent says “Well, nah, just tip BB, 1 carrier, and sink 3 subs”:D

    But I am afraid nothing we can do about


  • @JDOW said in trulpen (X) vs 666 (A+8) BM3:

    @666 said in trulpen (X) vs 666 (A+8) BM3:

    5 sub hits, ool?

    Luckbox.

    but btw, no need to ask for OOL after sub hits. This is just a tripleA flaw. As Axis has DDs present he is allowed to see the full roll before deciding on OOL.

    Thus, you are forced to make assumptions (such as tip BB and 4 Carriers) and then might be in trouble in case you e.g. whiff everything then and the opponent says “Well, nah, just tip BB, 1 carrier, and sink 3 subs”:D

    But I am afraid nothing we can do about

    I understand, just not sure how we get around this flaw? without asking for OOL?

  • '15 '14

    @trulpen said in trulpen (X) vs 666 (A+8) BM3:

    Thanks! 1940 atm.

    Solid. Many people fail to understan how diffcult it is to get in the 1900-2000 range and how much work is required for that.

    I once had a phase in which I tried to become a 2000+ player, motivated by the “crowd” of GMs that could support me, but I then lost the motivation when I realized how hard it is to progress in chess.

    Thus I ended up playing A&A^^

  • '15 '14

    @666 As said. Assuming something (usually max defense), then waiting for the rest, then ask for OOL and if it differs from your assumption, roll the rest in the forum…

    oh wait, forum dice have never been installed, big trouble then^^

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