X-DAP-05 TeamBoldDutch vs. DairyQryn

  • '12

    hey Dutch look at it this way now it’s like we gave cow a 30 or 40 bid with the axis. Which is probably about right to give him a chance to be competitive.  :wink:

  • TripleA

    My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).

    So it seemed like a good move to make.

    Yes, you need luck to win games.  Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!

    That is just how dice games go.

  • '12

    @Cow:

    My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).

    So it seemed like a good move to make.

    Yes, you need luck to win games.  Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!

    That is just how dice games go.

    I dont begrudge it I am very glad.  I dont want one of your quick flame outs…  :lol:

  • '12

    let’s just say some need more luck than others and leave it at that

  • TripleA

    Probability of going fighter for fighter 70%+, which is 20% better than a 50/50. That is not something people turn down.

    Odds of losing the fighter without killing a fighter compared to odds of winning and the payout… it is a good risk to make.

    Yes I have had some real fast league games. Nothing wrong with a quick game.

  • '12

    I don’t want a quick game with you cow I want to grind you into the dirt slowly  :evil:

  • '10

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Shensi to Kweichow
                1 infantry moved from Shensi to Kweichow
                1 fighter moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Kweichow

  • '10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Shensi to Kweichow
                1 infantry moved from Shensi to Kweichow
                1 fighter moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Kweichow

    Combat - Chinese
                Battle in Yunnan
                    Chinese attack with 1 fighter and 3 infantry
                    Japanese defend with 2 infantry
                        Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 1 :  1/4 hits
                        Japanese roll dice for 2 infantry in Yunnan, round 1 :  1/2 hits
                        1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                        Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 :  1/3 hits
                        Japanese roll dice for 1 infantry in Yunnan, round 2 :  0/1 hits
                        1 infantry owned by the Japanese lost in Yunnan
                    Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 2 infantry
                    Casualties for Chinese: 1 infantry
                Battle in Kweichow
                    Chinese attack with 3 infantry
                    Japanese defend with 1 infantry
                        Chinese roll dice for 3 infantry in Kweichow, round 1 :  1/3 hits
                        Japanese roll dice for 1 infantry in Kweichow, round 1 :  0/1 hits
                        1 infantry owned by the Japanese lost in Kweichow
                    Chinese win, taking Kweichow from Japanese with 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Japanese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Yunnan to Szechwan

    Place Units - Chinese
                5 infantry placed in Szechwan

    Turn Complete - Chinese
                Chinese collect 7 PUs; end with 7 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs

  • '12

    ok cow, let’s hope your luck continues to hold up for a while…  :?

  • '10

    All:

    The game glitched on the retreat on the tnp. It sent it to zone 5 with 5 infantry loaded on it. I deleted it and tried to add it to z16, but of course, you cannot add a loaded tnp to the map.  So, I added the two inf to Midway and the tnp to z25, but:

    THE TRANSPORT AND 2 INFANTRY ARE IN Z16 WITH THE REST OF THE AMERICAN FLEET.

    02Echi - edited US tnp.tsvg

  • '10

    Oops, looks like i will have to add that to the UK map….

  • '10

    edited adding the tnp and 2 inf

    Remember please, they are in zone 16.  Hopefully I can move them to a zone that allows natural movement soon and this will not be a problem for the rest fo the game.

  • '10

  • TripleA

    you can retreat transports from an amphibious assault?

  • '12

    Uh… yes  :roll:

  • '12

    If u had 2 ftrs and both had hit in the second round (which they surely would have) then the second hit would have killed the transport before it had a chance to retreat.

  • '12

    Cow stop stalling…

  • '10

    @Cow:

    you can retreat transports from an amphibious assault?

    There was no amphibious assault… the naval/air battle had to fought first.  A transport can retreat from a battle the same as any naval or air unit by an attacking power. As Veq’s TripleA constantly reminds us, attacking or defending units have to actually hit a transport in order to kill it. Thus the reason triple A asked me if I wanted to retreat the transport after the inexplicable occured and my 9 punch all missed and your 8 punch hit twice, but not thrice.

  • '12

    Cow for being so “good” u know surprisingly little about the game…  :roll:

  • Liaison TripleA '11 '10

    Infantry can’t retreat from Amphibous assaults.

    But infantry aren’t part of a NAVAL battle.

    That’s the reality. The retreat is completely legal.

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