@Pejon_88 no scrambles!
L25 PTV ArtofWar (X+10) v mikawagunichi (L)
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Game History
Round: 24 Purchase Units - Japanese Japanese buy 8 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 submarine moved from 7 Sea Zone to 26 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to 26 Sea Zone 1 submarine moved from 7 Sea Zone to 26 Sea Zone 2 infantry moved from Kyushu to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 marine moved from Davao to 36 Sea Zone 1 cruiser and 1 marine moved from 36 Sea Zone to 37 Sea Zone 2 infantry and 1 marine moved from 37 Sea Zone to Borneo 1 infantry moved from Malaya to Shan State 2 fighters and 2 tactical_bombers moved from French Indo China to Shan State 1 transport moved from 36 Sea Zone to 37 Sea Zone 2 infantry moved from French Indo China to 37 Sea Zone 2 infantry and 1 transport moved from 37 Sea Zone to 38 Sea Zone 2 infantry moved from 38 Sea Zone to Sumatra 1 fighter moved from Davao to 44 Sea Zone 2 infantry moved from Davao to 36 Sea Zone 1 battleship, 4 carriers, 2 cruisers, 3 destroyers, 2 fighters, 2 infantry, 6 submarines, 2 tactical_bombers and 1 transport moved from 36 Sea Zone to 43 Sea Zone Japanese take 45 Sea Zone from Americans 2 infantry moved from 43 Sea Zone to Java 3 fighters and 2 tactical_bombers moved from 36 Sea Zone to Borneo 2 fighters and 1 tactical_bomber moved from 36 Sea Zone to Borneo 1 infantry moved from Davao to 36 Sea Zone 1 infantry and 1 transport moved from 36 Sea Zone to 45 Sea Zone 1 infantry moved from 45 Sea Zone to Celebes Combat - Japanese Battle in Sumatra Battle in Celebes Battle in 44 Sea Zone Japanese attack with 1 fighter Americans defend with 1 transport 1 transport owned by the Americans lost in 44 Sea Zone Japanese win, taking Sumatra from UK_Pacific, taking Celebes from Americans with 1 fighter remaining. Battle score for attacker is 6 Casualties for Americans: 1 transport Battle in 43 Sea Zone Japanese attack with 1 battleship, 4 carriers, 2 cruisers, 3 destroyers, 2 fighters, 6 submarines, 2 tactical_bombers and 1 transport Americans defend with 1 destroyer Japanese roll dice for 6 submarines in 43 Sea Zone, round 2 : 1/6 hits, 2.00 expected hits Americans roll dice for 1 destroyer in 43 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 43 Sea Zone Japanese win, taking 43 Sea Zone from Americans with 1 battleship, 4 carriers, 2 cruisers, 3 destroyers, 2 fighters, 6 submarines, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Java Battle in Borneo Japanese attack with 5 fighters, 2 infantry, 1 marine and 3 tactical_bombers Americans defend with 1 artillery and 1 infantry Japanese roll dice for 1 cruiser in Borneo, round 2 : 1/1 hits, 0.50 expected hits Japanese roll dice for 5 fighters, 2 infantry, 1 marine and 3 tactical_bombers in Borneo, round 2 : 5/11 hits, 5.17 expected hits UK_Pacific roll dice for 1 artillery and 1 infantry in Borneo, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Borneo 1 infantry owned by the Americans and 1 artillery owned by the Americans lost in Borneo Japanese win, taking Java from UK_Pacific, taking Borneo from UK_Pacific with 5 fighters, 1 infantry, 1 marine and 3 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in 26 Sea Zone Japanese attack with 1 fighter, 2 submarines and 1 tactical_bomber Americans defend with 1 destroyer Japanese roll dice for 2 submarines in 26 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits Americans roll dice for 1 destroyer in 26 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 26 Sea Zone Japanese win with 1 fighter, 2 submarines and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Shan State Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers British defend with 1 infantry Japanese roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Shan State, round 2 : 4/5 hits, 2.50 expected hits UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Shan State Japanese win, taking Shan State from UK_Pacific with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Japanese 1 artillery moved from French Indo China to Yunnan 2 fighters and 2 tactical_bombers moved from Shan State to Yunnan 1 carrier, 2 destroyers and 1 submarine moved from 36 Sea Zone to 37 Sea Zone 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 fighter and 1 submarine moved from 36 Sea Zone to 38 Sea Zone 1 fighter and 1 tactical_bomber moved from Borneo to 37 Sea Zone 4 fighters and 2 tactical_bombers moved from Borneo to 43 Sea Zone 2 fighters and 1 tactical_bomber moved from 43 Sea Zone to 38 Sea Zone 1 fighter moved from 44 Sea Zone to 43 Sea Zone 2 fighters moved from Japan to Davao 1 fighter and 1 tactical_bomber moved from 26 Sea Zone to 7 Sea Zone Place Units - Japanese 3 infantry placed in Malaya 3 infantry placed in French Indo China 2 infantry placed in Japan 1 submarine and 1 transport placed in 7 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 132 Sea Zone. Rolls: 2,6 Japanese collect 38 PUs (2 lost to blockades); end with 38 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 41 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 46 PUsCombat Hit Differential Summary :
Americans regular : -0.67 Japanese regular : 1.17 UK_Pacific regular : 0.00 -
TripleA Manual Gamesave Post: Americans round 24
TripleA Manual Gamesave Post for game: WW2 Path to Victory
Game History
Round: 24 Purchase Units - Americans Americans buy 1 artillery, 1 destroyer, 1 factory_minor, 2 fighters, 1 infantry, 3 tactical_bombers and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 artillery and 1 infantry moved from United Kingdom to 112 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 112 Sea Zone to 115 Sea Zone 3 battleships, 5 carriers, 1 cruiser and 6 destroyers moved from 112 Sea Zone to 115 Sea Zone 1 artillery and 1 infantry moved from 115 Sea Zone to Denmark 6 bombers moved from United Kingdom to Poland 3 bombers, 10 fighters and 1 tactical_bomber moved from Norway to Poland 5 bombers moved from Eastern United States to 115 Sea Zone 1 battleship, 2 carriers, 1 cruiser, 8 destroyers, 10 fighters and 16 submarines moved from 55 Sea Zone to 43 Sea Zone 2 fighters and 1 tactical_bomber moved from Queensland to 43 Sea Zone 1 tactical_bomber moved from Burma to 43 Sea Zone 1 carrier and 1 fighter moved from 65 Sea Zone to 43 Sea Zone 1 marine moved from Queensland to 55 Sea Zone 1 cruiser and 1 marine moved from 55 Sea Zone to 45 Sea Zone 1 marine moved from 45 Sea Zone to Celebes 1 submarine moved from 132 Sea Zone to 43 Sea ZoneCombat Hit Differential Summary :
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@ArtofWar1947 Scramble option for you
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This would be hilarious if it were not so sad. I forgot the element of the Japanese S. Pacific plan: sent a DD to 56 to block a naval attack. You played well; I made too many bad mistakes. I concede.
Let me know if you want a rematch.
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@ArtofWar1947 Thanks for the game! Happy to play another if you’d like
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I’ll report this one.
As you are the higher rank player, you have the right to a first bid.
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A ArtofWar1947 referenced this topic on
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@ArtofWar1947 X+14
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+13
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@ArtofWar1947 You must like Axis more than Allies. Take them again sir
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Thanks. Will set later today or tomorrow morning.
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@ArtofWar1947 Sounds good
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The Gettysburg game has an interesting rule that takes a little of the sting out of extreme dice. One side holds a “take-over” marker that if played allows the redo of a single battle during a turn. Once played, the opponent takes over marker and may play it at will, and so forth. As the Allies have more resilience than the Axis, I propose that the Axis begin with marker. I have used such a marker with a game with Stucifer and never used it because I did not encounter dice so extreme that I wanted to turn the marker over to the Allies. Let me know if you would be open to this rule.
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@ArtofWar1947 Just to make sure I understand - do you have to play it preemptively, or not until after the dice have been rolled ?
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After the dice are rolled. Playing the do-over card can be done only by the attacker.
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@ArtofWar1947 And if the token is used, that one battle is re-rolled, and we live the result of the 2nd roll regardless?
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Yes, for the player who used the token would have to live the result of the 2nd roll regardless. We could agree that another re-roll would not be allowed. But I have always assumed the opponent who has now taken possession of the token could decide the 2nd the roll was so horrible, he could trade in the token and have the dice re-rerolled a third time. As holding onto the token is so precious, I have never seen it used a second, let alone, third time.
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@ArtofWar1947 Sounds good, we can use that rule in our next game.
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New game is posted and awaiting your scramble decisions.





