@domanmacgee
Game History
Round: 1
Puchase Units - Germans
Germans buy 2 artilleries, 2 fighters and 5 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
British roll mine dice in SZ 9 : 1/2 hits, 0.33 expected hits
1 submarine lost in SZ 9
British roll mine dice in SZ 9 : 0/3 hits, 0.50 expected hits
1 infantry moved from German East Africa to Belgian Congo
Germans take Belgian Congo from Neutral_Allied
1 infantry moved from Kamerun to Belgian Congo
1 infantry moved from Togoland to Nigeria
Germans take Nigeria from British
3 artilleries and 6 infantry moved from Silesia to Poland
Germans take Poland from Russians
3 artilleries and 6 infantry moved from Prussia to Poland
3 artilleries and 7 infantry moved from Ruhr to Belgium
3 artilleries and 7 infantry moved from Alsace to Belgium
3 artilleries and 11 infantry moved from Munich to Alsace
1 infantry moved from Kiel to Ruhr
6 infantry moved from Hanover to Silesia
4 artilleries and 1 infantry moved from Kiel to Berlin
3 artilleries, 1 fighter and 13 infantry moved from Berlin to Silesia
1 fighter moved from Silesia to Poland
2 submarines moved from SZ 5 to SZ 9
1 battleship and 2 cruisers moved from SZ 10 to SZ 9
2 submarines moved from SZ 7 to SZ 2
Combat - Germans
Battle in Belgium
Germans attack with 6 artilleries and 14 infantry
Neutral_Allied defend with 1 artillery and 3 infantry
Germans roll dice for 6 artilleries and 14 infantry in Belgium, round 2 : 11/20 hits, 8.67 expected hits
Neutral_Allied roll dice for 1 artillery and 3 infantry in Belgium, round 2 : 2/4 hits, 2.00 expected hits
1 artillery owned by the Neutral_Allied, 3 infantry owned by the Neutral_Allied and 2 infantry owned by the Germans lost in Belgium
Germans win, taking Belgium from Neutral_Allied with 6 artilleries and 12 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 2 infantry
Casualties for Neutral_Allied: 1 artillery and 3 infantry
Battle in SZ 2
Germans attack with 2 submarines
British defend with 1 cruiser and 1 transport
Germans roll dice for 2 submarines in SZ 2, round 2 : 0/2 hits, 0.67 expected hits
British roll dice for 1 cruiser and 1 transport in SZ 2, round 2 : 0/1 hits, 0.50 expected hits
Germans roll dice for 2 submarines in SZ 2, round 3 : 1/2 hits, 0.67 expected hits
British roll dice for 1 cruiser and 1 transport in SZ 2, round 3 : 0/1 hits, 0.50 expected hits
1 cruiser owned by the British lost in SZ 2
1 transport owned by the British lost in SZ 2
Germans win with 2 submarines remaining. Battle score for attacker is 15
Casualties for British: 1 cruiser and 1 transport
Battle in SZ 9
Germans attack with 1 battleship, 2 cruisers and 1 submarine
British defend with 1 battleship, 2 cruisers, 1 mines and 1 transport
Germans roll dice for 1 battleship, 2 cruisers and 1 submarine in SZ 9, round 2 : 3/4 hits, 2.00 expected hits
Units damaged: 1 battleship owned by the British
British roll dice for 1 battleship, 2 cruisers and 1 transport in SZ 9, round 2 : 1/3 hits, 1.67 expected hits
Units damaged: 1 battleship owned by the Germans
2 cruisers owned by the British lost in SZ 9
Germans roll dice for 1 battleship, 2 cruisers and 1 submarine in SZ 9, round 3 : 2/4 hits, 2.00 expected hits
British roll dice for 1 battleship and 1 transport in SZ 9, round 3 : 0/1 hits, 0.67 expected hits
1 transport owned by the British and 1 battleship owned by the British lost in SZ 9
Germans win with 1 battleship, 2 cruisers and 1 submarine remaining. Battle score for attacker is 36
Casualties for British: 1 battleship, 2 cruisers and 1 transport
Combat Move - Germans
Place Units - Germans
2 artilleries, 2 fighters and 5 infantry placed in Berlin
Turn Complete - Germans
Germans collect 42 PUs; end with 42 PUs
Combat Hit Differential Summary :
Neutral_Allied regular : 0.00
Germans regular : 3.00
British mine : 0.17
British regular : -2.33
G1.tsvg
I very much appreciate that but I’m trying this out across multiple games and I, of course, need to see it function in different conditions. I think very highly of you for offering though. Another note - TripleA doesn’t run sub combat order of operations correctly. Subs that are hit can/should fire back but subs that are not hit can submerge in lieu of returning fire (which TripleA does not support). I have to ask that if the French decide to engage those subs off Canada, could you please use the dice roller under the “Game” tab, select “Roll Dice” - and based off the hits/misses, I will decide to submerge or return fire. Hope that makes sense and apologies for the inconvenience.