L21 #2 trulpen (X+12) vs Ghostglider (A) P2V


  • TripleA Turn Summary: French round 18

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 18
    
        Purchase Units - ANZAC
            ANZAC buy 1 transport; Remaining resources: 4 PUs; 
    
        Combat Move - ANZAC
            1 artillery and 3 infantry moved from New South Wales to 64 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 64 Sea Zone to 35 Sea Zone
            1 artillery and 1 infantry moved from 35 Sea Zone to Paulau
            2 infantry and 1 transport moved from 64 Sea Zone to 47 Sea Zone
            2 infantry moved from 47 Sea Zone to New Guinea
            1 destroyer and 2 submarines moved from 65 Sea Zone to 87 Sea Zone
            1 submarine moved from 55 Sea Zone to 68 Sea Zone
            1 transport moved from 7 Sea Zone to 35 Sea Zone
            2 submarines moved from 7 Sea Zone to 27 Sea Zone
            1 fighter moved from Japan to Shansi
    
        Combat - ANZAC
            Battle in New Guinea
            Battle in Paulau
            Battle in Shansi
                ANZAC attack with 1 fighter
                Japanese defend with 1 infantry
                    ANZAC roll dice for 1 fighter in Shansi, round 2 : 1/1 hits, 0.50 expected hits
                    Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Shansi
                ANZAC win, taking New Guinea from Japanese, taking Paulau from Japanese with 1 fighter remaining. Battle score for attacker is 3
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - ANZAC
            1 fighter moved from Shansi to Inner Mongolia
            1 aaGun and 8 infantry moved from New South Wales to Queensland
            2 infantry moved from Queensland to Northern Australia
    
        Place Units - ANZAC
            1 transport placed in 64 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 10 PUs; end with 14 PUs
    
        Combat Move - French
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Japanese regular : -0.33
    ANZAC regular : 0.50
    

    Savegame


  • Forgot about the Atlantic Wall. Should’ve left 1 inf in Normandie and Holland. Can I change that and add 3 IPC to G?


  • Sigh, forgot about it the turn before that as well.


  • sure you can adjust


  • @ghostglider said in L21 #2 trulpen (X+12) vs Ghostglider (A) P2V:

    sure you can adjust

    Thanks!

    In turn 16 Normandie was retaken, so not applicable, but turn 17 (put all in Holland) and 18 (put all in WG) was easy to achieve.


  • I have just had pointed out that
    my attack by US on z6 in Round 18 was illegal.

    "You sent 8 ftrs from alaska to z6 which is 5 spaces and thus you would need to have existing carriers for them to land on. You only had 3 carriers so you could only legally send 6.

    In PTV you can no longer use carriers that you are purchasing as legal landing spots. That was legal in BM3 and other variants (including original rules) but is no longer allowed in P2V.

    So you could only legally send 6 of those 8 ftrs."

    How do you suggest that we proceed? Should we redo from US turn 18?


  • It should still be a wash-out and dice were rolled. It’s a bit tricky to adjust a battle of several rounds, but not impossible. Redoing the turn is a bit harsh, but if you think that’s the best way it’s also an alternative of course.

    How would you like to solve it?


  • I suggest that either we just leave it as is and continue from the present map or we redo from US’s turn.

    It is not too much to redo so I will be fine redoing the turn, but because I did the mistake I think it should be your call.

    1. redo from start of US’s turn
      or
    2. continue from present map

  • @ghostglider said in L21 #2 trulpen (X+12) vs Ghostglider (A) P2V:

    I suggest that either we just leave it as is and continue from the present map or we redo from US’s turn.

    It is not too much to redo so I will be fine redoing the turn, but because I did the mistake I think it should be your call.

    1. redo from start of US’s turn
      or
    2. continue from present map

    I hate to decide upon this, but since the attack was illegal perhaps redo the turn then?


  • As a third alternative I could look at an adjustment of the battle, if you want.


  • I will redo the turn, which I think is the best way to correct and luckily the error was noticed early.
    I will ask for kamikaze options in a moment… (I will attack with all air and all navy again)


  • TripleA Manual Gamesave Post: Americans round 18

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 18
    
        Purchase Units - Americans
            Americans buy 1 destroyer, 5 fighters, 2 infantry and 2 tactical_bombers; Remaining resources: 1 PUs; 
    
        Combat Move - Americans
            3 carriers, 1 destroyer, 6 fighters and 3 submarines moved from 7 Sea Zone to 6 Sea Zone
            8 fighters moved from Japan to 6 Sea Zone
            6 fighters moved from Alaska to 6 Sea Zone
            5 bombers moved from Western United States to 6 Sea Zone
            2 infantry and 1 transport moved from 27 Sea Zone to 34 Sea Zone
            2 infantry moved from 34 Sea Zone to Caroline Islands
    
        Combat - Americans
            Americans creates battle in territory 7 Sea Zone
    

    Combat Hit Differential Summary :

    Savegame


  • 1 kamikaze on each again?


  • @ghostglider said in L21 #2 trulpen (X+12) vs Ghostglider (A) P2V:

    1 kamikaze on each again?

    Sure, sounds ok.


  • TripleA Turn Summary: Americans round 18

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 18
    
        Purchase Units - Americans
            Americans buy 1 destroyer, 5 fighters, 2 infantry and 2 tactical_bombers; Remaining resources: 1 PUs; 
    
        Combat Move - Americans
            3 carriers, 1 destroyer, 6 fighters and 3 submarines moved from 7 Sea Zone to 6 Sea Zone
            8 fighters moved from Japan to 6 Sea Zone
            6 fighters moved from Alaska to 6 Sea Zone
            5 bombers moved from Western United States to 6 Sea Zone
            2 infantry and 1 transport moved from 27 Sea Zone to 34 Sea Zone
            2 infantry moved from 34 Sea Zone to Caroline Islands
    
        Combat - Americans
            Americans creates battle in territory 7 Sea Zone
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 4
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 1 hits.  Rolls: 1
                Units damaged: 1 carrier owned by the Americans
            Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits.  Rolls: 3
            Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits.  Rolls: 3
            Battle in Caroline Islands
            Battle in 6 Sea Zone
                Americans attack with 5 bombers, 3 carriers, 1 destroyer, 20 fighters and 3 submarines
                Japanese defend with 2 battleships, 7 carriers, 3 cruisers, 4 destroyers, 7 fighters, 2 tactical_bombers and 4 transports
                    Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits
                Units damaged: 1 carrier owned by the Japanese
                    Americans roll dice for 5 bombers, 3 carriers, 1 destroyer and 20 fighters in 6 Sea Zone, round 2 : 11/26 hits, 12.83 expected hits
                    Japanese roll dice for 2 battleships, 7 carriers, 3 cruisers, 4 destroyers, 7 fighters, 2 tactical_bombers and 4 transports in 6 Sea Zone, round 2 : 13/25 hits, 11.00 expected hits
                    3 submarines owned by the Americans, 1 destroyer owned by the Americans, 7 carriers owned by the Japanese, 3 carriers owned by the Americans and 4 fighters owned by the Americans lost in 6 Sea Zone
                    Americans roll dice for 5 bombers and 16 fighters in 6 Sea Zone, round 3 : 10/21 hits, 10.50 expected hits
                    Japanese roll dice for 2 battleships, 3 cruisers, 4 destroyers, 7 fighters, 2 tactical_bombers and 4 transports in 6 Sea Zone, round 3 : 8/18 hits, 9.83 expected hits
                    2 tactical_bombers owned by the Japanese, 4 destroyers owned by the Japanese, 1 battleship owned by the Japanese, 8 fighters owned by the Americans and 3 cruisers owned by the Japanese lost in 6 Sea Zone
                    Americans roll dice for 5 bombers and 8 fighters in 6 Sea Zone, round 4 : 9/13 hits, 6.50 expected hits
                    Japanese roll dice for 1 battleship, 7 fighters and 4 transports in 6 Sea Zone, round 4 : 4/8 hits, 5.33 expected hits
                    7 fighters owned by the Japanese, 1 transport owned by the Japanese, 1 battleship owned by the Japanese and 4 fighters owned by the Americans lost in 6 Sea Zone
                    3 transports owned by the Japanese lost in 6 Sea Zone
                Americans win, taking Caroline Islands from Japanese with 5 bombers and 4 fighters remaining. Battle score for attacker is 93
                Casualties for Americans: 3 carriers, 1 destroyer, 16 fighters and 3 submarines
                Casualties for Japanese: 2 battleships, 7 carriers, 3 cruisers, 4 destroyers, 7 fighters, 2 tactical_bombers and 4 transports
    
        Non Combat Move - Americans
            1 aaGun moved from 7 Sea Zone to Japan
            5 bombers and 4 fighters moved from 6 Sea Zone to Japan
            1 artillery and 1 infantry moved from Western United States to 11 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 11 Sea Zone to 27 Sea Zone
            3 carriers, 1 cruiser, 6 submarines and 2 transports moved from 12 Sea Zone to 91 Sea Zone
            2 transports moved from 1 Sea Zone to 11 Sea Zone
            1 artillery and 1 infantry moved from Western United States to Central United States
            1 aaGun and 1 infantry moved from Western United States to Central United States
            1 fighter moved from French West Africa to Gibraltar
            3 infantry moved from Anglo-Egyptian Sudan to Egypt
            2 infantry and 2 transports moved from 73 Sea Zone to 60 Sea Zone
            1 infantry and 1 transport moved from 73 Sea Zone to 85 Sea Zone
            1 infantry moved from 85 Sea Zone to French West Africa
    
        Place Units - Americans
            1 destroyer placed in 7 Sea Zone
            2 infantry placed in Japan
            5 fighters and 2 tactical_bombers placed in Eastern United States
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from Alaska: 2 fighters
            EDIT: Adding units owned by Americans to Eastern United States: 2 fighters
            EDIT: Turning off Edit Mode
    
        Turn Complete - Americans
            Total Cost from Convoy Blockades: 0
                Rolling for Convoy Blockade Damage in 7 Sea Zone. Rolls: 5,5
            Americans collect 59 PUs; end with 60 PUs
            Trigger Americans 10 Presence In Axis Capital: Americans met a national objective for an additional 5 PUs; end with 65 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 85 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0.17
    Japanese regular : -1.17
    

    Savegame


  • TripleA Turn Summary: Chinese round 18

    TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 18
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 2 infantry; Remaining resources: 2 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Hopei to Hunan
            2 infantry moved from Hopei to Kiangsi
            2 infantry moved from Inner Mongolia to Chahar
    
        Combat - Chinese
            Battle in Hunan
                Chinese attack with 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 2 infantry in Hunan, round 2 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Hunan, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Hunan
                1 infantry owned by the Chinese retreated to Hopei
                Japanese win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Chinese: 1 infantry
            Battle in Chahar
                Chinese attack with 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 2 infantry in Chahar, round 2 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits
                    Chinese roll dice for 2 infantry in Chahar, round 3 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits, 0.33 expected hits
                    Chinese roll dice for 2 infantry in Chahar, round 4 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Chahar, round 4 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Chahar
                    Chinese roll dice for 1 infantry in Chahar, round 5 : 1/1 hits, 0.17 expected hits
                    Japanese roll dice for 1 infantry in Chahar, round 5 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Chahar
                Japanese win with no units remaining. Battle score for attacker is -3
                Casualties for Chinese: 2 infantry
                Casualties for Japanese: 1 infantry
            Battle in Kiangsi
                Chinese attack with 2 infantry
                Japanese defend with 1 infantry
                    Chinese roll dice for 2 infantry in Kiangsi, round 2 : 0/2 hits, 0.33 expected hits
                    Japanese roll dice for 1 infantry in Kiangsi, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Chinese lost in Kiangsi
                1 infantry owned by the Chinese retreated to Hopei
                Japanese win with 1 infantry remaining. Battle score for attacker is -3
                Casualties for Chinese: 1 infantry
    
        Non Combat Move - Chinese
    
        Place Units - Chinese
            2 infantry placed in Inner Mongolia
    
        Turn Complete - Chinese
            Chinese collect 7 PUs; end with 9 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -0.83
    Japanese regular : 2.00
    

    Savegame


  • TripleA Manual Gamesave Post: British round 18

    TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0

    Game History

    Round: 18
    
        Combat Move - British
            7 fighters and 5 infantry moved from United Kingdom to Scotland
            6 fighters moved from Gibraltar to Scotland
            2 infantry moved from Java to 42 Sea Zone
            2 infantry and 1 transport moved from 42 Sea Zone to 132 Sea Zone
            2 infantry moved from 132 Sea Zone to Malaya
    
        Combat - British
    

    Combat Hit Differential Summary :

    Savegame


  • Scramble to Scotland?


  • @ghostglider said in L21 #2 trulpen (X+12) vs Ghostglider (A) P2V:

    Scramble to Scotland?

    Tempting, but no. :)


  • When I previously looked in local mode G got no hits with aa, but 6/7 on defence in Scotland. That was pretty amazing.

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