Freh(x) v Sovietishcat(L+8) - BM3

  • '19

    TripleA Turn Summary: French round 23

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 23
    
        Purchase Units - ANZAC
            ANZAC buy 1 destroyer and 1 transport; Remaining resources: 2 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 fighter moved from Queensland to 33 Sea Zone
            1 armour, 6 infantry and 1 mech_infantry moved from Queensland to South Australia
            1 infantry moved from New South Wales to South Australia
            2 infantry moved from Eastern Persia to West India
    
        Place Units - ANZAC
            1 destroyer and 1 transport placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 11 PUs; end with 13 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
    
        Combat Move - French
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame


  • @sovietishcat so maybe I’m not as quick as you lol. But I start to think we might be headed for a draw. To get the VCs I need, I figure Japan needs about another 6-8 turns to try to hold India and have a shot to then get Hawaii or NSW. And Germany would just go into a defensive posture and hope to hold on.
    And at least to me, the last few rounds have been fairly repetitive.
    What do you think?

  • '19

    @freh I get your point, and for sure the game looks like it will take another 10 rounds to see an outcome, but it was discussed before by the league members and Gamerman is not recording draws, so I think we do not have a choice to continue; usually unless the Axis makes a blunder, takes about 30-35 rounds for allies to win. You are a good player, it’s been a great game and a good challenge for us, If you need more time to play that’s fine by me!


  • @sovietishcat ok, that’s fine with me. let’s just take our time then.

  • '21 '20 '18 '17 '16 '15 TripleA

    TripleA Turn Summary: Germans round 24

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 24
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 3 armour, 1 artillery, 1 bomber, 3 fighters and 1 infantry; Remaining resources: 3 PUs; 
    
        Combat Move - Germans
            3 infantry moved from Western Germany to Holland Belgium
            2 mech_infantrys moved from Germany to Romania
            1 bomber moved from Caucasus to Iraq
            1 bomber moved from Western Germany to United Kingdom
            2 fighters moved from Germany to Holland Belgium
            1 tactical_bomber moved from Caucasus to Romania
            1 fighter moved from France to Romania
            1 infantry moved from Western Germany to Holland Belgium
            1 fighter moved from France to Romania
    
        Combat - Germans
            Strategic bombing raid in United Kingdom
                    British roll AA dice in United Kingdom : 0/1 hits, 0.17 expected hits
                Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: factory_major
                Bombing raid in United Kingdom causes 5 damage total. 
            Strategic bombing raid in Iraq
                    British roll AA dice in Iraq : 1/1 hits, 0.17 expected hits
                1 bomber killed by AA
                Bombing raid in Iraq causes 0 damage total. 
            Battle in Romania
                Germans attack with 2 fighters, 2 mech_infantrys and 1 tactical_bomber
                British defend with 1 infantry
                    Germans roll dice for 2 fighters, 2 mech_infantrys and 1 tactical_bomber in Romania, round 2 : 2/5 hits, 2.00 expected hits
                    British roll dice for 1 infantry in Romania, round 2 : 1/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Germans and 1 infantry owned by the British lost in Romania
                Germans win, taking Romania from British with 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is -1
                Casualties for Germans: 1 mech_infantry
                Casualties for British: 1 infantry
            Battle in Holland Belgium
                Germans attack with 2 fighters and 4 infantry
                Americans defend with 2 infantry
                    Germans roll dice for 2 fighters and 4 infantry in Holland Belgium, round 2 : 3/6 hits, 1.67 expected hits
                    Americans roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Holland Belgium
                Germans win, taking Holland Belgium from Americans with 2 fighters and 3 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
                Casualties for Americans: 2 infantry
    
        Non Combat Move - Germans
            2 fighters moved from Holland Belgium to France
            4 armour moved from Denmark to France
            6 armour moved from Denmark to Germany
            20 infantry moved from Western Germany to Denmark
            1 fighter moved from Caucasus to Volgograd
            3 infantry moved from Volgograd to Caucasus
            2 mech_infantrys moved from Ukraine to Caucasus
            2 fighters and 1 tactical_bomber moved from Romania to Caucasus
            2 infantry moved from Smolensk to Belarus
            2 infantry moved from Russia to Smolensk
            6 armour and 6 mech_infantrys moved from Sikang to Yunnan
            1 bomber moved from Caucasus to French Indo China
            1 bomber moved from United Kingdom to France
            1 infantry moved from Northern Italy to Yugoslavia
    
        Place Units - Germans
            3 armour placed in Volgograd
            1 artillery, 1 bomber and 1 infantry placed in Novgorod
            3 fighters placed in Germany
    
        Turn Complete - Germans
            Germans collect 52 PUs; end with 55 PUs
            Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 60 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 75 PUs
    

    Combat Hit Differential Summary :

    Americans regular : 0.33
    British AA : 0.67
    Germans regular : 1.33
    British regular : 0.67
    

    Savegame

  • '19

    TripleA Turn Summary: Russians round 24

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 24
    
        Combat Move - Russians
    
        Non Combat Move - Russians
            3 fighters moved from Queensland to Caroline Islands
    
        Turn Complete - Russians
    

    Combat Hit Differential Summary :

    Savegame

  • '21 '20 '18 '17 '16 '15 TripleA

    TripleA Move Summary: Japanese round 24

    TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0

    Game History

    Round: 24
    
        Purchase Units - Japanese
            Japanese buy 5 bombers, 1 infantry, 1 mech_infantry and 2 submarines; Remaining resources: 0 PUs; 0 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 mech_infantry moved from Celebes to 44 Sea Zone
            1 marine moved from Celebes to 44 Sea Zone
            1 marine, 1 mech_infantry and 1 transport moved from 44 Sea Zone to 34 Sea Zone
            1 battleship moved from 44 Sea Zone to 34 Sea Zone
            1 cruiser moved from 44 Sea Zone to 34 Sea Zone
            2 submarines moved from 44 Sea Zone to 34 Sea Zone
            1 battleship moved from 44 Sea Zone to 34 Sea Zone
            1 submarine moved from 35 Sea Zone to 36 Sea Zone
            1 submarine moved from 45 Sea Zone to 46 Sea Zone
            1 submarine moved from 35 Sea Zone to 22 Sea Zone
            8 submarines moved from 35 Sea Zone to 34 Sea Zone
            3 destroyers moved from 37 Sea Zone to 34 Sea Zone
            2 mech_infantrys moved from Burma to India
            1 fighter and 1 tactical_bomber moved from Burma to India
            1 mech_infantry moved from 34 Sea Zone to Paulau Island
            8 carriers moved from 44 Sea Zone to 34 Sea Zone
            1 submarine moved from 42 Sea Zone to 34 Sea Zone
            3 fighters moved from Manchuria to 34 Sea Zone
            1 mech_infantry moved from Yunnan to India
            1 bomber moved from Philippines to 46 Sea Zone
            1 bomber moved from Philippines to 22 Sea Zone
            2 fighters moved from Philippines to 46 Sea Zone
            3 tactical_bombers moved from Java to India
            2 fighters moved from Java to India
            1 fighter moved from Java to 42 Sea Zone
            1 fighter and 1 tactical_bomber moved from 44 Sea Zone to 42 Sea Zone
            1 fighter and 1 tactical_bomber moved from Iwo Jima to 22 Sea Zone
            1 fighter moved from Japan to 22 Sea Zone
            1 tactical_bomber moved from Philippines to 46 Sea Zone
            1 fighter moved from Philippines to 22 Sea Zone
            1 fighter and 1 tactical_bomber moved from Philippines to 42 Sea Zone
            1 fighter moved from Philippines to 46 Sea Zone
            4 fighters moved from Philippines to 36 Sea Zone
            1 tactical_bomber moved from Philippines to 42 Sea Zone
    

    Savegame

  • '21 '20 '18 '17 '16 '15 TripleA

    @freh do you want to submerge your sub in SZs 22 & 46?

  • '21 '20 '18 '17 '16 '15 TripleA

    @Sovietishcat

    Actually before I roll, I have a question about the combat sequence. If you stay in, your sub would fire first, and it could only hit my sub. If you miss, I think the engine would roll my air first against your DD, and the sub after, but all rolls at that point should really be together, in which case my attacking sub should be rolled first and a hit could be taken against your DD, and then my fighters couldn’t hit your sub anyways.

    This is how it should be - I’m not sure how the engine would roll it though and whether people just go by the rolls sequence, in which case I would have a chance at both units. From your experience, how does this play out? Because I may choose to pull my subs out of the battle…

  • '19

    @freh Good question, we have no choice to go by the engine roll out, I would say just try it in Local mode and let me know, I would be able to give you an answer after.

  • '19

    @freh Just to let you know you cannot load your marine in your boat in combat phase if you are not using it for combat ie attacking Palau, the engine lets you do NCM movements in combat phase which it has to be player enforce, it is mentioned in the notes. You would have to bring it in NCM if you wanted to be in the sz.

  • '19

    @freh sz 46, my sub would fire a first strike 1st, if I hit you, your sub is gone, you would not have a first stricke since I have a dd in the first round of combat… Triplea seems to be doing it correctly… Your sub actually is rolling one die byitself and then you airfoce rolls to hit the dd. so my sub will fight for the 1st round, if alive please submerge.


  • @sovietishcat ok thanks for your help.

    Just to clarify though, because I don’t have a DD, my subs should fire simultaneously with my fighters, so if I roll a sub hit and a plane hit, do you have to take the sub and the dd as hits? I think so, right? You couldn’t choose to take the sub hit against your DD and then argue that the planes can’t hit your sub, right?


  • @sovietishcat really? Interesting! I had no idea. That’s good to know… I wasn’t aware of that rule. So even though the cruiser is engaging in combat in the SZ, it can’t load the marine and carry it?

  • '21 '20 '18 '17 '16 '15 TripleA

    @Sovietishcat ok I just read the rule. I guess that’s consistent with the way transports can’t participate in a battle in a SZ and then load in non-combat.

    Ok, this will force me to re-do the move because I did another turn in another game and that over-rode my autosave :confounded: So I’ll do it again a little later…

  • '19

    @freh No problems! take your time and for the sea zone 46, I tried it on local mode and your sub fired alone, maybe because your sub can only hit boats. But yea It allowed me to choose a seperate casualty, so I choose my dd, your planes cannot hit my sub. Most likely my dd won’t survive the air battle anyway:raised_back_of_hand: :raised_back_of_hand:


  • @sovietishcat yeah, this is one of those things that isn’t particular to BM so I’m sure there’s an official ruling somewhere for the proper combat sequence. These aren’t extremely important battles… but every unit counts!


  • @sovietishcat I looked this up and it’s in the Global 40 rules:

    STEP 3. ATTACKING UNITS FIRE
    Roll one die for each attacking unit with an attack value that didn’t fire or submerge in step 2. Roll for units with the same attack value at the same time. For example, roll all units with an attack value of 3 at the same time. An attacking unit scores a hit if you roll its attack value or less. After the attacking player has rolled for all attacking units, the defender chooses 1 unit for each hit scored and moves it behind the casualty strip. All units behind the casualty strip will return fire in step 4. As many hits as possible must be assigned. For instance, if 1 cruiser and 2 submarines attack a carrier with a fighter and score 3 hits, the defender must assign the cruiser hit to the fighter and the submarine hits to the carrier. The defender may not assign the cruiser hit to the carrier, as the subs cannot hit the fighter and 1 sub hit would be lost.

    Source: https://axisallies.com/rules/axis-allies-rules-pacific1940-2nd-edition.pdf page 19.

    So I think this is a case where the engine doesn’t treat it properly. if my sub survives your first strike, and gets a hit & I get at least 1 plane hit, both your DD and sub would be hit.

    Just want to confirm that this is our understanding. And to be honest I’m still afraid of your defensive first strike so I haven’t decided if I’m gonna bring them in or not lol.

  • '19

    @freh That is correct, if your sub hits and your planes hit I lose both units, you bring a good point, but the engine will roll the subs separetly because you don’t have a dd, your planes can have 6 hits, but will never be able to hit my sub, it’s like a sub vs sub battle at the risk my sub hits first!


  • @sovietishcat
    Ok I think I’m good to go.
    I’ll redo Japan though. New file should arrive soon!

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