Got it, I didn’t see that I also had a FAQ, was thinking I only had the CLASSIFIED clarification
Now I see my specific question is answered, the carriers could not even split up during a combat move that ends in the same place
my bad that sub was from cali, 805 homie.
I never let you down I am going to shine on sight. no matter what they do they don’t do it like me, I am a g. I am back. Keep your mind on your grind and off mine aight. Recognize I am back. I am disappointed in you dawg, you ain’t holding it down. What is a molotov cocktail that ain’t never break the glass? I ain’t never satisfied till someone dies, but I am patient like the reaper.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Future, version: 3.1
Game History
Round :8
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 infantry; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 artillery and 1 infantry moved from New South Wales to 62 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 artillery and 1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 submarine moved from 43 Sea Zone to 45 Sea Zone
1 fighter moved from Queensland to Dutch New Guinea
Combat - ANZAC
Battle in 45 Sea Zone
ANZAC attack with 1 submarine and 1 transport
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 45 Sea Zone
ANZAC roll dice for 1 submarine in 45 Sea Zone, round 1 : 0/1 hits
ANZAC win with 1 submarine and 1 transport remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Dutch New Guinea
ANZAC attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 1 artillery and 1 infantry
ANZAC roll dice for 1 artillery, 1 fighter and 1 infantry in Dutch New Guinea, round 1 : 2/3 hits
Japanese roll dice for 1 artillery and 1 infantry in Dutch New Guinea, round 1 : 1/2 hits
1 infantry owned by the ANZAC , 1 infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Dutch New Guinea
ANZAC win, taking Dutch New Guinea from Japanese with 1 artillery and 1 fighter remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery and 1 infantry
Casualties for ANZAC: 1 infantry
Non Combat Move - ANZAC
1 fighter moved from Dutch New Guinea to New Guinea
1 submarine moved from 62 Sea Zone to 54 Sea Zone
2 infantry moved from Egypt to 81 Sea Zone
1 fighter moved from Kansu to Burma
1 infantry moved from India to Burma
Place Units - ANZAC
1 fighter and 1 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 12 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs
Territory Summary for ANZAC :
Caroline Islands : 1 flag, 1 airfield, 1 artillery and 1 harbour
Burma : 1 flag, 1 fighter and 1 infantry
Queensland : 1 flag, 1 airfield and 1 harbour
New Zealand : 1 flag, 1 airfield and 1 harbour
New South Wales : 1 flag, 1 factory_minor, 1 fighter, 1 harbour and 1 infantry
South Australia : 1 flag, 1 aaGun, 1 artillery and 5 infantry
New Guinea : 1 flag, 1 aaGun and 1 fighter
Dutch New Guinea : 1 flag, 1 artillery
42 Sea Zone : 1 flag
45 Sea Zone : 1 flag, 1 submarine and 1 transport
54 Sea Zone : 1 flag, 1 submarine
81 Sea Zone : 1 flag, 2 infantry
Production/PUs Summary :
Germans : 52 / 65
Russians : 35 / 40
Japanese : 64 / 66
Americans : 53 / 73
Chinese : 6 / 7
British : 20 / 0
UK_Pacific : 6 / 8
Italians : 12 / 16
ANZAC : 10 / 17
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Dice Statistics:
Total
1 was rolled 3 times
4 was rolled 2 times
5 was rolled 1 times
Average roll : 2.667
Median : 2.500
Variance : 1.600
Standard Deviation : 1.265
Total rolls : 6
Japanese Combat
1 was rolled 1 times
4 was rolled 1 times
Average roll : 2.500
Median : 2.500
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2
ANZAC Combat
1 was rolled 2 times
4 was rolled 1 times
5 was rolled 1 times
Average roll : 2.750
Median : 2.500
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 4
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Future, version: 3.1
Game History
Round :8
Combat Move - French
2 infantry moved from Libya to Tunisia
Non Combat Move - French
Turn Complete - French
Loaded 44s on the low where the cheese at, fresh off the jet to the Jects where the g’s at
we gonna come back like TI. :D
Also, it would be great if everyone upgraded their TripleA to version 1.6.1.2 right now.
(don’t worry, your savegames will work)
http://www.axisandallies.org/forums/index.php?topic=28038.0
thx
808, 805, all their children will be slant-eyed anyways….
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Future, version: 3.1
Game History
Round :9
Purchase Units - Germans
Germans buy 2 artilleries, 1 destroyer, 1 fighter and 13 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Romania to Eastern Poland
1 artillery moved from Romania to Eastern Poland
1 infantry moved from Romania to Eastern Poland
1 infantry moved from Karelia to Novgorod
1 infantry moved from Karelia to Novgorod
1 bomber moved from Western Germany to Novgorod
1 bomber moved from Southern Italy to Eastern Poland
1 battleship, 1 carrier, 1 destroyer and 1 submarine moved from 112 Sea Zone to 110 Sea Zone
1 submarine moved from 125 Sea Zone to 110 Sea Zone
Combat - Germans
Battle in Eastern Poland
Germans attack with 1 artillery, 1 bomber and 2 infantry
Russians defend with 1 artillery and 1 infantry
Germans roll dice for 1 artillery, 1 bomber and 2 infantry in Eastern Poland, round 1 : 1/4 hits
Russians roll dice for 1 artillery and 1 infantry in Eastern Poland, round 1 : 1/2 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Eastern Poland
Germans roll dice for 1 artillery, 1 bomber and 1 infantry in Eastern Poland, round 2 : 1/3 hits
Russians roll dice for 1 artillery in Eastern Poland, round 2 : 1/1 hits
1 infantry owned by the Germans and 1 artillery owned by the Russians lost in Eastern Poland
Germans win, taking Eastern Poland from Russians with 1 artillery and 1 bomber remaining. Battle score for attacker is 1
Casualties for Germans: 2 infantry
Casualties for Russians: 1 artillery and 1 infantry
Battle in Novgorod
Germans attack with 1 bomber and 2 infantry
Russians defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Germans roll dice for 1 bomber and 2 infantry in Novgorod, round 1 : 0/3 hits
Russians roll dice for 1 infantry in Novgorod, round 1 : 0/1 hits
Germans roll dice for 1 bomber and 2 infantry in Novgorod, round 2 : 0/3 hits
Russians roll dice for 1 infantry in Novgorod, round 2 : 1/1 hits
1 infantry owned by the Germans lost in Novgorod
Germans roll dice for 1 bomber and 1 infantry in Novgorod, round 3 : 0/2 hits
Russians roll dice for 1 infantry in Novgorod, round 3 : 0/1 hits
Germans roll dice for 1 bomber and 1 infantry in Novgorod, round 4 : 1/2 hits
Russians roll dice for 1 infantry in Novgorod, round 4 : 1/1 hits
1 infantry owned by the Russians and 1 bomber owned by the Germans lost in Novgorod
Germans win, taking Novgorod from Russians with 1 infantry remaining. Battle score for attacker is -12
Casualties for Germans: 1 bomber and 1 infantry
Casualties for Russians: 1 infantry
Battle in 110 Sea Zone
Germans attack with 1 battleship, 1 carrier, 1 destroyer and 2 submarines
Americans defend with 1 destroyer
Germans roll dice for 2 submarines in 110 Sea Zone, round 1 : 1/2 hits
Americans roll dice for 1 destroyer in 110 Sea Zone, round 1 : 1/1 hits
Units damaged: 1 battleship owned by the Germans
1 destroyer owned by the Americans lost in 110 Sea Zone
Germans win with 1 battleship, 1 carrier, 1 destroyer and 2 submarines remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Non Combat Move - Germans
1 destroyer moved from 114 Sea Zone to 115 Sea Zone
2 armour moved from Karelia to Baltic States
1 bomber moved from Eastern Poland to Western Germany
1 infantry moved from Germany to Slovakia Hungary
4 armour and 2 mech_infantrys moved from Germany to Baltic States
8 armour moved from Romania to Baltic States
3 armour, 4 artilleries, 8 infantry and 1 mech_infantry moved from Western Germany to 112 Sea Zone
3 armour, 4 artilleries, 1 carrier, 8 infantry, 1 mech_infantry and 8 transports moved from 112 Sea Zone to 115 Sea Zone
3 armour, 4 artilleries, 8 infantry and 1 mech_infantry moved from 115 Sea Zone to Baltic States
1 infantry moved from Romania to Bulgaria
3 armour moved from Bulgaria to Romania
1 fighter and 1 tactical_bomber moved from Southern Italy to 115 Sea Zone
1 fighter moved from Southern Italy to 110 Sea Zone
Place Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by Germans from 110 Sea Zone: 1 fighter
EDIT: Adding units owned by Germans to United Kingdom: 1 fighter
EDIT: Turning off Edit Mode
1 fighter placed in United Kingdom
1 destroyer placed in 110 Sea Zone
3 infantry placed in France
2 artilleries and 8 infantry placed in Germany
2 infantry placed in Western Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from 114 Sea Zone: 3 submarines
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Germans to 112 Sea Zone: 3 submarines
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Karelia: 1 artillery and 3 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Germans to Vyborg: 1 artillery and 3 infantry
EDIT: Turning off Edit Mode
Turn Complete - Germans
Germans collect 55 PUs; end with 55 PUs total
Trigger Germans 5 Swedish Iron Ore: 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 5 PUs; end with 65 PUs
Dice Statistics:
Total
1 was rolled 4 times
2 was rolled 4 times
3 was rolled 2 times
4 was rolled 9 times
5 was rolled 4 times
6 was rolled 4 times
Average roll : 3.630
Median : 4.000
Variance : 1.115
Standard Deviation : 1.056
Total rolls : 27
Germans Combat
1 was rolled 1 times
2 was rolled 2 times
3 was rolled 2 times
4 was rolled 7 times
5 was rolled 3 times
6 was rolled 4 times
Average roll : 4.105
Median : 4.000
Variance : 1.278
Standard Deviation : 1.130
Total rolls : 19
Russians Combat
1 was rolled 3 times
2 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
Average roll : 2.571
Median : 2.000
Variance : 1.167
Standard Deviation : 1.080
Total rolls : 7
Americans Combat
2 was rolled 1 times
Average roll : 2.000
Median : 2.000
Variance : ?
Standard Deviation : ?
Total rolls : 1
This has been typical all game. Finally I have the stats to back me up - so you can eat some cheese with your whines!
Germans Combat Average roll: 4.105
Total rolls: 19
Russians Combat Average roll: 2.571
Total rolls: 7
Must be nice to have that 25% difference forgiving all your mistakes. :P
You know what it must be… when playing the game, I only see when it’s my turn and the dice are rolled, and the other side really only sees when it’s THEIR turn and the dice are rolled…
and if the dice is always being worse to the attacker, then we’d both feel diced LOL. Must be…
Now that we’re all using 1.6.1.2, we’re going to know by the end of the game.
7 rolls or 25 rolls isn’t really enough to illustrate the Law of Central Tendency. I could run the math, but I feel reasonably safe saying that an average of 2.571 is not inconceivable over 7 rolls. Something as high as 4.429 is just as conceivable, so higher or lower numbers being the better is just an arbitration of the rules.
If you take a random sample of any 200 rolls, it shouldn’t come as a surprise that the average roll is somewhere in the neighborhood of 3.500.
Like I said before, the number of dice rolled in a game such as this pretty much eliminates luck in the long run. There is something to be said about luck in a clutch situation, yes, but speaking from experience, luck plays its role in every battle. If you follow the teachings of Sun Tzu, though, you should be accounting for bad luck anyway. Either way, the dice should be a moot point. They are just the vehicle for deciding who lives and who dies instead of actually sending troops to sort it out. I am not saying that it is an accurate comparison, dice to troops, but it is one of supreme convenience for the situation, a game.
I have seen good and bad “luck” in this match, but I rest assured that, in the long run, it isn’t luck that will win or lose this match.
Garg’s post illustrates the math perfectly, by the way, if his point doesn’t necessarily. His 19-roll average is closer to 3.500 than the Russian 7-roll average. If this were Risk, Garg would be flaunting how lucky he is to have rolled so well. High and low are arbitrary to the system. There is no luck.
What are you talking about satin!
100% of the American rolls are 2! 100% man!
:P
Usually people look at dice stats for the entire game. Also when you shove 15 units against 1 and only roll 1 hit… usually stuff like that you would omit, because you only needed 1 hit.
also the dd off london doesn’t matter as a hit, your stuff repairs. :)
you lost 3 inf for 3 inf, that is breaking even, you can say you got diced if you lost the battle and even then it would only be a little skirmish, you do 100 of them you going to lose a few. It is bound to happen.
What are the 15 units though? 15 unsupported infantry getting only one hit on offense is not statistically overly improbable. Even with an average roll of 1.933, 15 unsupported infantry could score only 1 hit and roll 14 2’s. That’s why I am saying that it is the context of the rolls, not luck, that is most affecting games of this nature. Luck is just a “false positive.”
I lost 4 inf and a fighter in korea to 6 russian inf attacking once on russia round 1. It was hilarious.
That’s a hell of a way to start off a game. lol
yeah, I still won that game in the pacific, japan owns in this game, even with slightly bad dice.