L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V

  • 25 24 23 22 21 20

    TripleA Turn Summary: Americans round 5

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 5
    
        Purchase Units - Americans
            Americans buy 1 carrier, 1 destroyer, 1 fighter, 3 tactical_bombers and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 bomber moved from Hawaiian Islands to 46 Sea Zone
    
        Combat - Americans
            Battle in 46 Sea Zone
                Americans attack with 1 bomber
                Japanese defend with 1 transport
                    1 transport owned by the Japanese lost in 46 Sea Zone
                Americans win with 1 bomber remaining. Battle score for attacker is 6
                Casualties for Japanese: 1 transport
    
        Non Combat Move - Americans
            1 bomber moved from 46 Sea Zone to Caroline Islands
            1 submarine moved from 27 Sea Zone to 34 Sea Zone
            1 artillery, 1 battleship, 6 carriers, 3 cruisers, 4 destroyers, 6 fighters, 2 infantry, 1 marine, 3 submarines, 3 tactical_bombers and 2 transports moved from 32 Sea Zone to 34 Sea Zone
            1 artillery, 2 infantry and 1 marine moved from 34 Sea Zone to Caroline Islands
            2 fighters moved from Western United States to 11 Sea Zone
            2 fighters moved from 32 Sea Zone to Caroline Islands
            3 fighters moved from 34 Sea Zone to Caroline Islands
            1 fighter moved from 32 Sea Zone to Caroline Islands
            1 infantry and 1 mech_infantry moved from Western United States to 11 Sea Zone
            2 carriers, 2 fighters, 1 infantry, 1 mech_infantry, 1 submarine and 1 transport moved from 11 Sea Zone to 32 Sea Zone
            1 infantry and 1 mech_infantry moved from 32 Sea Zone to Wake Island
            1 armour and 1 infantry moved from Central United States to 104 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 104 Sea Zone to 93 Sea Zone
            1 armour and 1 infantry moved from 93 Sea Zone to Morocco
    
        Place Units - Americans
            1 carrier, 1 destroyer and 1 transport placed in 11 Sea Zone
            1 fighter placed in 11 Sea Zone
            3 tactical_bombers placed in Western United States
    
        Turn Complete - Americans
            Americans collect 50 PUs; end with 50 PUs
            Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 55 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 PUs
    

    Combat Hit Differential Summary :

    Savegame

  • 25 24 23 22 21 20

    TripleA Turn Summary: Chinese round 5

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 5
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 3 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            1 fighter and 3 infantry moved from Tsinghai to Inner Mongolia
    
        Combat - Chinese
            Battle in Inner Mongolia
                Chinese attack with 1 fighter and 3 infantry
                Japanese defend with 2 infantry
                    Chinese roll dice for 1 fighter and 3 infantry in Inner Mongolia, round 2 : 1/4 hits, 1.00 expected hits
                    Japanese roll dice for 2 infantry in Inner Mongolia, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Inner Mongolia
                    Chinese roll dice for 1 fighter and 2 infantry in Inner Mongolia, round 3 : 0/3 hits, 0.83 expected hits
                    Japanese roll dice for 1 infantry in Inner Mongolia, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Inner Mongolia
                    Chinese roll dice for 1 fighter and 1 infantry in Inner Mongolia, round 4 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Inner Mongolia, round 4 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Inner Mongolia
                 retreated to Inner Mongolia
                Japanese win with 1 infantry remaining. Battle score for attacker is -6
                Casualties for Chinese: 3 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            12 infantry moved from Tsinghai to Kansu
            1 fighter moved from Inner Mongolia to Kansu
    
        Place Units - Chinese
            3 infantry placed in Kansu
    
        Turn Complete - Chinese
            Chinese collect 5 PUs; end with 5 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -1.50
    Japanese regular : 1.67
    

    Savegame

  • 25 24 23 22 21 20

    TripleA Turn Summary: Chinese round 5

    TripleA Turn Summary for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 5
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 3 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            1 fighter and 3 infantry moved from Tsinghai to Inner Mongolia
    
        Combat - Chinese
            Battle in Inner Mongolia
                Chinese attack with 1 fighter and 3 infantry
                Japanese defend with 2 infantry
                    Chinese roll dice for 1 fighter and 3 infantry in Inner Mongolia, round 2 : 1/4 hits, 1.00 expected hits
                    Japanese roll dice for 2 infantry in Inner Mongolia, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Inner Mongolia
                    Chinese roll dice for 1 fighter and 2 infantry in Inner Mongolia, round 3 : 0/3 hits, 0.83 expected hits
                    Japanese roll dice for 1 infantry in Inner Mongolia, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Inner Mongolia
                    Chinese roll dice for 1 fighter and 1 infantry in Inner Mongolia, round 4 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Inner Mongolia, round 4 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Inner Mongolia
                 retreated to Inner Mongolia
                Japanese win with 1 infantry remaining. Battle score for attacker is -6
                Casualties for Chinese: 3 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Chinese
            12 infantry moved from Tsinghai to Kansu
            1 fighter moved from Inner Mongolia to Kansu
    
        Place Units - Chinese
            3 infantry placed in Kansu
    
        Turn Complete - Chinese
            Chinese collect 5 PUs; end with 5 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -1.50
    Japanese regular : 1.67
    

    Savegame

  • 25 24 23 22 21 20

    Well I screwed that up. So the rolls count, as always. I declined a scramble assuming you would not want to lose your German planes then just before the battle I realized you may want to scramble one plane to remove the bombards. So I cancelled the attacks and for some screwy reason it not only conducted the first attack for Malta it did not do a bombard.

    So I am going to post the combat move and let me know if you want to scramble one German plane to remove the bombards. Then depending on what you say I will continue the attacks using the dice already rolled for the Malta attack.

  • 25 24 23 22 21 20

    TripleA Manual Gamesave Post: British round 5

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 3.0.0

    Game History

    Round: 5
    
        Combat Move - British
            1 artillery and 3 infantry moved from Gibraltar to 93 Sea Zone
            1 artillery, 1 battleship, 1 cruiser, 1 destroyer, 3 infantry and 2 transports moved from 93 Sea Zone to 98 Sea Zone
            1 fighter moved from Gibraltar to 96 Sea Zone
            1 artillery and 1 infantry moved from Egypt to 100 Sea Zone
            1 artillery and 3 infantry moved from 98 Sea Zone to Libya
            1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 2 fighters, 1 infantry and 1 transport moved from 100 Sea Zone to 98 Sea Zone
            1 artillery, 2 fighters and 1 infantry moved from 98 Sea Zone to Malta
            1 bomber moved from Egypt to Malta
            1 infantry moved from Alexandria to Tobruk
                  British take Tobruk from Italians
            1 armour moved from Iraq to Syria
                  British take Syria from Italians
            1 armour moved from Syria to Trans-Jordan
            3 fighters moved from Egypt to Libya
            1 fighter moved from Gibraltar to Libya
    
        Combat - British
    

    Combat Hit Differential Summary :

    Savegame


  • I’ll check.

  • 25 24 23 22 21 20

    2 battleships vs Malta and 3 cruisers versus Libya. Scramble a German plane?


  • Sure, send out a fig for a suicide mission. We can roll here with dicebot. If you want me to, I can handle it.


  • We do the sea-battle first.


  • 2 bs, 3 cr, 4 des against 1 fig.

    Do you want me to roll?


  • The setup will be:

    2d6 (bs)
    3d6 (cr)
    4d6 (des)
    1d6 (fig)

  • 25 24 23 22 21 20

    Not sure what any of that means. I rolled it in the game.


  • @AndrewAAGamer said in L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V:

    Not sure what any of that means. I rolled it in the game.

    I thought you said you skipped the sea-battle?

    If so, the figures above is the said battle, preceeding the landings.

    d6 means six-sided die.


  • I’ll just roll it and you will see. :)


  • [dice 2d6]
    [dice 3d6]
    [dice 4d6]
    [dice 1d6]


  • 2d6: 2, 5
    3d6: 2, 6, 6
    4d6: 6, 5, 5, 4
    1d6: 1


  • @dicebot said in L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V:

    2d6: 2, 5
    3d6: 2, 6, 6
    4d6: 6, 5, 5, 4
    1d6: 1

    This means the fig definitely got shot down, but there’s a dmg on a bs.

  • 25 24 23 22 21 20

    I just rebuilt the Turn and edited out the infantry loss that had already occurred in Malta.

    Oh - that is interesting. You an roll dice in the Forum?


  • @AndrewAAGamer said in L20 #1 trulpen (X) vs AndrewAAGamer (A) P2V:

    Oh - that is interesting. You an roll dice in the Forum?

    Yessir.

    Convenient at times. Not to be abused. ;)


  • Not sure how you want to handle this information. I thought this was the easiest way, but then you’ve gone to length to redo the turn. If you want to use the rolled dice, then just proceed and edit. If you think it was wrong of me to roll, then just proceed with the sea-battle at pleasure.

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