L20 #2 trulpen (X) vs JDOW (A+12) BM3


  • Trying to get my head around this issue.

    I’ll start with rolling the inf in round 2.

    [dice 1d6]


  • 1d6: 4

  • '15 '14

    Actually, the marine is not there in round 2. I took it off as casualty in round 1, and, as said, I will take another plane off round 1 that compensates for the marine that should have never been there in the first place.

    So in terms of attackers, round 2 Japan is “accurate” with deducting one plane and thus deducting another hit.

    Thus, I am quite certain it is accurate to give Japan one extra shot @2 for round 2 and 2 extra shots @4 for round 3.

  • '15 '14

    @trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    Also, an eventual hit in round 1 will have implications.

    It won’t as round 3 was an overwhelming kill. So whether your extra inf hits or not. Round 3 is a clearance and the only implication is whether US loses another plane or not.


  • @JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    Actually, the marine is not there in round 2. I took it off as casualty in round 1, and, as said, I will take another plane off round 1 that compensates for the marine that should have never been there in the first place.

    So in terms of attackers, round 2 Japan is “accurate” with deducting one plane and thus deducting another hit.

    Thus, I am quite certain it is accurate to give Japan one extra shot @2 for round 2 and 2 extra shots @4 for round 3.

    I think that’s not correct, because you will always have that extra inf/art/marine in the actual battle.

    Doesn’t matter if you kept the actual marine or not, the land unit is there.


  • Therefore 1 unit is not hit in round 1 and 2 units are not hit in round 3. I think.


  • But maybe you’re right.

  • '15 '14

    I genuinely believe that I am correct here.
    An extra unit cannot proliferate. If I have one unit too much, I will have one unit too much in every single round of the battle.
    Thus, there can only be 1 unjustified hit per round.

    The thing that proliferates is the number of extra shots for Japan, this is an f(x) = x+1 function. If the battle lasted 4 turns, you would have had 3 extra shots in round 4 and 6 total. (Always assuming the extra units would hit, actually)

    So here is the thing: I am convinced, 1 bonus shot at 2 and 2 at 4 is correct, but I will not have a dispute about a single die.
    I have to say that these calculations are definitely confusing and although I am very certain to be correct here I would not bet my life on it.

    Thus, if you genuinely believe 1 at 2 and 3 at 4 is the way to go, just proceed this way and roll the dice.

  • '15 '14

    @JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    this is an f(x) = x+1 function

    BS. I just meant it increases 1 per turn. 1+2+3+4+5…

  • '15 '14

    One more illustration.

    US had 37 units at the beginning of the battle, while it should have been 36 --> 1 too much

    1 shot down by AA and Japan scored 11 hits.

    Round 2 US has 25 attackers. Now pretend the Marine would have never been there. In this case, US would have started with 36 units and would lose 12, end up with 24 in round 2.

    –> US still has (just) one extra unit in round 2.


  • Maybe I was thinking if there was a hit in round 2.


  • [dice 2d6]


  • 2d6: 1, 5


  • One hit it was.

  • '15 '14

    OK. I will remove 2 fighters then. One as casualty instead of the marine in round 1 and one by the extra shots.

  • '15 '14

    @trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    [dice 2d6]

    What was the mistake here? How does the actual command go that trigger the dice?


  • @JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    @trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:

    [dice 2d6]

    What was the mistake here? How does the actual command go that trigger the dice?

    That’s the command. Then dicebot publishes the result.

  • '15 '14

    thanks a lot

  • '15 '14

    TripleA Manual Gamesave Post: British round 16

    TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 16
    
        Combat Move - British
            2 infantry moved from India to Burma
            1 fighter moved from India to Burma
            2 bombers moved from Guam to Burma
            3 mech_infantrys moved from Trans-Jordan to Persia
            2 fighters moved from Trans-Jordan to Persia
            1 tactical_bomber moved from Trans-Jordan to Persia
            1 submarine moved from 98 Sea Zone to 97 Sea Zone
            3 submarines moved from 93 Sea Zone to 97 Sea Zone
            6 fighters moved from 98 Sea Zone to 97 Sea Zone
            3 fighters moved from Trans-Jordan to 97 Sea Zone
            1 bomber moved from Trans-Jordan to 97 Sea Zone
    

    Combat Hit Differential Summary :

    Savegame

  • '15 '14

    TripleA Move Summary: British round 16

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0

    Game History

    Round: 16
    
        Combat Move - British
            2 infantry moved from India to Burma
            1 fighter moved from India to Burma
            2 bombers moved from Guam to Burma
            3 mech_infantrys moved from Trans-Jordan to Persia
            2 fighters moved from Trans-Jordan to Persia
            1 tactical_bomber moved from Trans-Jordan to Persia
            1 submarine moved from 98 Sea Zone to 97 Sea Zone
            3 submarines moved from 93 Sea Zone to 97 Sea Zone
            6 fighters moved from 98 Sea Zone to 97 Sea Zone
            3 fighters moved from Trans-Jordan to 97 Sea Zone
            1 bomber moved from Trans-Jordan to 97 Sea Zone
    

    Savegame

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