@Jacob16 full scramble 110, sub fights in 106, sub in 111 fights first round and then stays again only if safe.
L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3
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@Amon-Sul said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
ish win, taking Malaya from Japanese with 1 mech_infantry remaining. Battle score for attacker is -12
Casualties for British: 1 bomber and 1 infantry
Casualties for Japanese: 1 infantryi have an impression that ur usual games with axis do not look like this one xd
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TripleA Manual Gamesave Post: Italians round 5
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 5 Purchase Units - Italians Italians buy 1 bomber and 1 tactical_bomber; Remaining resources: 0 PUs; Combat Move - Italians 1 destroyer and 1 submarine moved from 97 Sea Zone to 92 Sea Zone 1 fighter moved from 99 Sea Zone to 92 Sea Zone 1 armour and 1 infantry moved from Cyprus to 99 Sea Zone 1 marine moved from Crete to 99 Sea Zone 1 armour, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 99 Sea Zone to 94 Sea Zone 1 marine moved from 94 Sea Zone to Algeria 1 armour and 1 infantry moved from 94 Sea Zone to Tunisia 1 bomber moved from Western Germany to 92 Sea Zone 2 fighters moved from Southern Italy to 92 Sea Zone Combat - Italians
Combat Hit Differential Summary :
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Scramble sz92?
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@Amon-Sul said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
i have an impression that ur usual games with axis do not look like this one xd
No, they usually don’t. But it’s mostly because I have to act according to your strategy. No one plays like you do. :)
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I will assume no scramble, since it’s bad odds for the defender.
If you wanted to scramble, I’ll re-roll the whole battle.
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TripleA Turn Summary: Italians round 5
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 5 Purchase Units - Italians Italians buy 1 bomber and 1 tactical_bomber; Remaining resources: 0 PUs; Combat Move - Italians 1 destroyer and 1 submarine moved from 97 Sea Zone to 92 Sea Zone 1 fighter moved from 99 Sea Zone to 92 Sea Zone 1 armour and 1 infantry moved from Cyprus to 99 Sea Zone 1 marine moved from Crete to 99 Sea Zone 1 armour, 1 cruiser, 1 infantry, 1 marine and 1 transport moved from 99 Sea Zone to 94 Sea Zone 1 marine moved from 94 Sea Zone to Algeria 1 armour and 1 infantry moved from 94 Sea Zone to Tunisia 1 bomber moved from Western Germany to 92 Sea Zone 2 fighters moved from Southern Italy to 92 Sea Zone Combat - Italians Battle in Algeria Battle in 92 Sea Zone Italians attack with 1 bomber, 1 destroyer, 3 fighters and 1 submarine Americans defend with 1 destroyer Italians roll dice for 1 submarine in 92 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 bomber, 1 destroyer and 3 fighters in 92 Sea Zone, round 2 : 1/5 hits, 2,50 expected hits Americans roll dice for 1 destroyer in 92 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Americans lost in 92 Sea Zone Italians win, taking Algeria from Americans with 1 bomber, 1 destroyer, 3 fighters and 1 submarine remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Tunisia Italians attack with 1 armour and 1 infantry Americans defend with 1 armour Italians roll dice for 1 cruiser in Tunisia, round 2 : 1/1 hits, 0,50 expected hits Americans roll dice for 1 armour in Tunisia, round 2 : 1/1 hits, 0,50 expected hits 1 armour owned by the Americans and 1 infantry owned by the Italians lost in Tunisia Italians win, taking Tunisia from Americans with 1 armour remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Casualties for Americans: 1 armour Non Combat Move - Italians 1 carrier, 1 destroyer and 1 fighter moved from 99 Sea Zone to 94 Sea Zone 1 carrier moved from 97 Sea Zone to 94 Sea Zone 3 fighters moved from 92 Sea Zone to 94 Sea Zone 1 bomber moved from 92 Sea Zone to Southern Italy 2 artilleries and 2 infantry moved from Southern Italy to Northern Italy 1 aaGun moved from Southern Italy to Northern Italy 2 armour and 2 infantry moved from Ukraine to Bryansk Place Units - Italians 1 bomber and 1 tactical_bomber placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,2 Italians collect 13 PUs (2 lost to blockades); end with 13 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 21 PUs
Combat Hit Differential Summary :
Italians : -1,33 Americans : 0,17
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wait i ll look at the map
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@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
I will assume no scramble, since it’s bad odds for the defender.
If you wanted to scramble, I’ll re-roll the whole battle.
u should of wait me a few min, i was online
so what u saw bad dices and u then decided we will re roll if i scramble?
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@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
I will assume no scramble, since it’s bad odds for the defender.
If you wanted to scramble, I’ll re-roll the whole battle.
the standard procedure is that the dices scored are kept, so its a risk for the attacker. u should of know that
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otherwise what u scored good dices its ok, u scored bad ones, we re roll
no no, that is not the way
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i WONT SCRAMBLE
BUT NEXT TIME IF U GO FOR THAT TYPE OF ATTACK WITHOUT ASKING ME THE RISKS IS YOURS
u score bad dices
ur problem
we dont re roll itcheers
i have to go
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Sorry. Was in a rush. Had to run off for running practise and wanted to have Italy ready for you.
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I wrote in advance (I would never re-roll on my part), so it’s actually to the defenders advantage if good dice was scored and at the same time not being able to capitalize on bad dice. I think it’s a correct procedure and usually do it like that with scramble assumptions. It’s very different from causalty selection. It’s important for me that we have a mutual agreement about procedures, so I’ll avoid assumption in the future.
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I’m off for atleast 2 h from now. Can look here on the mobile earlier.
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I am sorry I assumed wrong one thing, u said if u score good dice we re roll the same
But u must know that according to league rules ur rushing into scramble battle is ur risk alone, and u have to bear the concenquences of it. So no re roll, unless i accept. Since i dont like to cause trouble for players, i wont ask it, i wont scramble as i wouldnt before knowing the dice,
But against some other players u ll maybe wont be that luckY.
If u want to hasten do it. But u must bear the risks.
And the moderators cant help here. Its a clear rule. Only the good will of the defender can help. As i say its not so much about this particular situation, as its for the future.
P. S.
U wrote a mssg here and dice we rolled at the same minute so its impossible to know did u see the dice first and then wrote the msg.But i trust u so far to be pretty sure u were honest, but as i say in some play off or other games u ll probably get, sanked for nothing.
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@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
Sorry. Was in a rush. Had to run off for running practise and wanted to have Italy ready for you.
I have family issues. And no need to rush anyway. The, game, will be finished sooner or later xd
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@trulpen said in L20 #3 trulpen (X) vs Amon-Sul (A+7) BM3:
I wrote in advance (I would never re-roll on my part), so it’s actually to the defenders advantage if good dice was scored and at the same time not being able to capitalize on bad dice. I think it’s a correct procedure and usually do it like that with scramble assumptions. It’s very different from causalty selection. It’s important for me that we have a mutual agreement about procedures, so I’ll avoid assumption in the future.
How its to my advantage since if have to re roll?
U score good dices, my advantage.
U score bad dicea, your advantage.So its null.
But the risk is the attackers. Always.
The same was for me when i was attaxcking sz 54 with jap to speed up the game
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So next time u dont have to ask me for scramble, but what u score u scored. And i decide upon scrambling knowing rd 1 dices.
Cus tehnically no dices should be re rolled, we can just add my scrambled figs.
The dices can, not be nullified (except that case maybe when i rolled as the, defender by accident)
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Ok, that’s a good way. I’m game.
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TripleA Turn Summary: ANZAC round 5
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 destroyer and 2 submarines; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 submarines moved from 62 Sea Zone to 54 Sea Zone 3 fighters moved from Queensland to 33 Sea Zone 3 fighters moved from 33 Sea Zone to Caroline Islands 3 submarines moved from 54 Sea Zone to 33 Sea Zone 1 transport moved from 62 Sea Zone to 54 Sea Zone 2 infantry moved from Queensland to 54 Sea Zone 1 artillery and 1 infantry moved from South Australia to Queensland 2 infantry and 1 transport moved from 54 Sea Zone to 33 Sea Zone 2 infantry moved from 33 Sea Zone to Caroline Islands 1 infantry moved from Alexandria to Tobruk Place Units - ANZAC 1 destroyer and 2 submarines placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 10 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 13 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
Combat Hit Differential Summary :