Scramble all of them max defense.
13L G40 seththenewb(allies+10) vs MagicQ(axis)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 7 destroyers, 2 infantry and 1 transport; Remaining resources: 6 SuicideAttackTokens; 2 PUs;Combat Move - Japanese
1 destroyer moved from 35 Sea Zone to 45 Sea Zone
1 fighter moved from 35 Sea Zone to 42 Sea Zone
2 infantry moved from Philippines to 35 Sea Zone
2 infantry and 1 transport moved from 35 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
2 bombers moved from Shan State to Java
1 armour moved from Shan State to Burma
Japanese take Burma from UK_Pacific
1 armour moved from Burma to Yunnan
1 fighter and 1 tactical_bomber moved from Philippines to 45 Sea Zone
1 destroyer moved from 6 Sea Zone to 23 Sea Zone
1 destroyer moved from 6 Sea Zone to 22 Sea Zone
1 destroyer moved from 6 Sea Zone to 34 Sea Zone
1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 23 Sea Zone
1 fighter moved from 6 Sea Zone to 23 Sea Zone
1 fighter moved from 6 Sea Zone to 22 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to 22 Sea Zone
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to 34 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to 34 Sea Zone
1 fighter moved from 35 Sea Zone to 22 Sea Zone
1 fighter moved from Philippines to 34 Sea Zone
1 fighter moved from Philippines to 45 Sea ZoneCombat - Japanese
Battle in 45 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 1 tactical_bomber
Americans defend with 1 submarine
Japanese win with 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 42 Sea Zone
Japanese attack with 1 fighter and 1 transport
ANZAC defend with 1 transport
Japanese win with 1 fighter and 1 transport remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 23 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 1 tactical_bomber
ANZAC defend with 1 destroyer
Japanese win with 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in 34 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 2 tactical_bombers
Americans defend with 1 destroyer
Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 destroyer
Battle in 22 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 1 tactical_bomber
Americans defend with 1 destroyer
Japanese win, taking 22 Sea Zone from Americans with 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Java
Japanese attack with 2 bombers and 2 infantry
ANZAC defend with 1 infantry
Japanese win, taking Java from ANZAC with 2 bombers and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantryNon Combat Move - Japanese
2 bombers moved from Java to Shan State
1 fighter moved from 42 Sea Zone to 35 Sea Zone
2 fighters and 1 tactical_bomber moved from 45 Sea Zone to Philippines
1 fighter moved from 34 Sea Zone to Philippines
1 fighter and 2 tactical_bombers moved from 34 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 22 Sea Zone to 35 Sea Zone
2 fighters and 1 tactical_bomber moved from 23 Sea Zone to 6 Sea Zone
1 fighter moved from 22 Sea Zone to 6 Sea Zone
1 destroyer moved from 6 Sea Zone to 34 Sea Zone
2 destroyers moved from 6 Sea Zone to 35 Sea Zone
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
3 artilleries moved from Kweichow to Yunnan
1 mech_infantry moved from Tsinghai to CaucasusPlace Units - Japanese
7 destroyers and 1 transport placed in 6 Sea Zone
2 infantry placed in French Indo ChinaTurn Complete - Japanese
Japanese collect 65 PUs; end with 67 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 72 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Americans
Americans buy 2 bombers, 1 carrier, 2 destroyers, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 destroyer moved from 25 Sea Zone to 23 Sea Zone
1 submarine moved from 33 Sea Zone to 22 Sea Zone
1 submarine moved from 33 Sea Zone to 34 Sea Zone
1 submarine moved from 33 Sea Zone to 45 Sea Zone
2 fighters and 1 tactical_bomber moved from 33 Sea Zone to 23 Sea Zone
2 fighters moved from 33 Sea Zone to 22 Sea Zone
2 fighters moved from 33 Sea Zone to 34 Sea Zone
2 fighters moved from 33 Sea Zone to 45 Sea Zone
1 fighter moved from 33 Sea Zone to 23 Sea Zone
2 bombers moved from Caroline Islands to 45 Sea Zone
2 bombers moved from Caroline Islands to 34 Sea Zone
2 bombers moved from Caroline Islands to 22 Sea ZoneCombat - Americans
Battle in 22 Sea Zone
Americans attack with 2 bombers, 2 fighters and 1 submarine
Japanese defend with 1 destroyer
Americans win, taking 22 Sea Zone from Japanese with 2 bombers, 2 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 34 Sea Zone
Americans attack with 2 bombers, 2 fighters and 1 submarine
Japanese defend with 1 destroyer
Americans win with 2 bombers, 2 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 45 Sea Zone
Americans attack with 2 bombers, 2 fighters and 1 submarine
Japanese defend with 1 destroyer
Americans win with 2 bombers, 2 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 23 Sea Zone
Americans attack with 1 destroyer, 3 fighters and 1 tactical_bomber
Japanese defend with 1 destroyer
Americans win with 1 destroyer, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - Americans
1 artillery and 3 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 battleship, 5 carriers, 3 cruisers, 3 destroyers, 3 infantry and 2 transports moved from 33 Sea Zone to 45 Sea Zone
1 artillery and 3 infantry moved from 45 Sea Zone to Dutch New Guinea
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 bomber moved from Queensland to Dutch New Guinea
2 bombers moved from 34 Sea Zone to Dutch New Guinea
2 bombers moved from 45 Sea Zone to Dutch New Guinea
2 bombers moved from 22 Sea Zone to Dutch New Guinea
3 fighters and 1 tactical_bomber moved from 23 Sea Zone to 45 Sea Zone
2 fighters moved from 22 Sea Zone to 45 Sea Zone
2 fighters moved from 34 Sea Zone to 45 Sea Zone
1 bomber moved from Western United States to Hawaiian Islands
5 destroyers and 1 submarine moved from 26 Sea Zone to 54 Sea Zone
4 destroyers and 3 submarines moved from 10 Sea Zone to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
1 mech_infantry moved from British Columbia to Central United StatesPlace Units - Americans
1 destroyer and 1 transport placed in 101 Sea Zone
1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone
2 bombers placed in Western United States
1 infantry placed in Central United StatesTurn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - British
British buy 2 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;Combat Move - British
3 artilleries and 31 infantry moved from India to Burma
UK_Pacific take Burma from Japanese
1 submarine moved from 79 Sea Zone to 41 Sea Zone
1 infantry and 1 transport moved from 110 Sea Zone to 92 Sea Zone
1 armour moved from Gibraltar to 92 Sea Zone
1 armour moved from 92 Sea Zone to Morocco
4 infantry moved from United Kingdom to 110 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 4 infantry and 2 transports moved from 110 Sea Zone to 92 Sea Zone
4 infantry moved from 92 Sea Zone to Algeria
2 fighters moved from Egypt to AlgeriaCombat - British
Battle in Algeria
British attack with 2 fighters and 4 infantry
Italians defend with 1 armour
British win, taking Algeria from Italians with 2 fighters and 3 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Casualties for Italians: 1 armour
Battle in MoroccoNon Combat Move - British
2 fighters moved from Algeria to 92 Sea Zone
3 fighters moved from United Kingdom to Gibraltar
1 armour, 1 artillery and 5 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
1 fighter moved from Egypt to Trans-Jordan
1 infantry moved from Iraq to Trans-Jordan
1 armour and 7 mech_infantrys moved from Persia to Trans-Jordan
2 fighters moved from Persia to Trans-Jordan
1 tactical_bomber moved from Persia to Egypt
1 bomber moved from Persia to India
1 infantry moved from Persia to Iraq
5 infantry moved from Persia to Eastern Persia
3 aaGuns moved from India to BurmaPlace Units - British
3 infantry placed in Egypt
2 armour and 1 mech_infantry placed in Union of South Africa
5 infantry placed in United KingdomTurn Complete - British
British collect 35 PUs; end with 35 PUs totalPlace Units - UK_Pacific
2 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some Units in India change ownership: 2 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - British
British buy 2 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;Combat Move - British
3 artilleries and 31 infantry moved from India to Burma
UK_Pacific take Burma from Japanese
1 submarine moved from 79 Sea Zone to 41 Sea Zone
1 infantry and 1 transport moved from 110 Sea Zone to 92 Sea Zone
1 armour moved from Gibraltar to 92 Sea Zone
1 armour moved from 92 Sea Zone to Morocco
4 infantry moved from United Kingdom to 110 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 4 infantry and 2 transports moved from 110 Sea Zone to 92 Sea Zone
4 infantry moved from 92 Sea Zone to Algeria
2 fighters moved from Egypt to AlgeriaCombat - British
Battle in Algeria
British attack with 2 fighters and 4 infantry
Italians defend with 1 armour
British win, taking Algeria from Italians with 2 fighters and 3 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Casualties for Italians: 1 armour
Battle in MoroccoNon Combat Move - British
2 fighters moved from Algeria to 92 Sea Zone
3 fighters moved from United Kingdom to Gibraltar
1 armour, 1 artillery and 5 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
1 fighter moved from Egypt to Trans-Jordan
1 infantry moved from Iraq to Trans-Jordan
1 armour and 7 mech_infantrys moved from Persia to Trans-Jordan
2 fighters moved from Persia to Trans-Jordan
1 tactical_bomber moved from Persia to Egypt
1 bomber moved from Persia to India
1 infantry moved from Persia to Iraq
5 infantry moved from Persia to Eastern Persia
3 aaGuns moved from India to BurmaPlace Units - British
3 infantry placed in Egypt
2 armour and 1 mech_infantry placed in Union of South Africa
5 infantry placed in United KingdomTurn Complete - British
British collect 35 PUs; end with 35 PUs totalPlace Units - UK_Pacific
2 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some Units in India change ownership: 2 infantry
Turning on Edit Mode
EDIT: Removing units owned by British from India: 2 fighters
EDIT: Adding units owned by British to Trans-Jordan: 2 fighters
EDIT: Turning off Edit Mode -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Italians
Italians buy 1 carrier, 1 destroyer and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 cruiser moved from 97 Sea Zone to 94 Sea Zone
1 infantry moved from Libya to Tobruk
Italians take Tobruk from British
1 carrier moved from 97 Sea Zone to 93 Sea Zone
3 destroyers and 4 submarines moved from 97 Sea Zone to 92 Sea Zone
Italians take 97 Sea Zone from British
2 fighters moved from 97 Sea Zone to 92 Sea Zone
1 cruiser moved from 94 Sea Zone to 92 Sea Zone
1 carrier moved from 93 Sea Zone to 92 Sea Zone
1 fighter and 1 tactical_bomber moved from Western Germany to 92 Sea Zone
1 bomber moved from Caucasus to 92 Sea Zone -
Big crash in Med sea. Scramble?
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Yes
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need ool
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FYI
https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit?pli=1
With sub combat you should roll the battle out on the forum. I don’t do so when it’s say a sub+air vs a dd or dd+air vs sub. But it’s to roll on the forum once you start getting multiple units in the battle. As you start picking sub casualties without knowing how the rest of the battle will go.
I’ll accept this round of combat with subs, but I reserve the right to negate any subsequent combat rolls in triplea that involve subs.
cv*2, 2dd, ca
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Did Triplea do it wrong in terms of the battle sequence in this case? If so, what’s wrong? I don’t get it.
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I think the proper battle sequence would be
1. attacker roll
2. defender choose casualty
3. defender roll
4. attacker choose casualtyItalian subs attack first here is not a surprise attack. They can only hit warships so that they should roll separately from other attackers.
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Probably when defender’s sub present, things will get more complicated.
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Yes, I have destroyers present in the battle. So your sub special abilities are negated. But triplea still has your subs rolling first before everyone else, forcing casualty choices prior to the rest of the attacker’s dice. It does this with both defending and attacking subs and it’s wrong.
Quick example
I attack a sub with dd, ca, 2ftrs. In triplea the sub rolls first and gets a hit before the attacker knows if he’ll get the sub or not. If the attacker chooses to lose the dd and then all his units miss that sub escapes. If the attacker decides to play it safe and kill the cruiser, then he risks losing a more valuable piece for nothing if he gets a hit.
Or say there’s a massive slugfest w/10 subs in the attacking force. Those subs are rolled and produce 7 hits. The defender thinks that a battle he should win just went south in a hurry and loses some carriers because he ‘knows’ that the rest of the attackers are about to stomp him. Instead the rest of the attackers score just 5 hits despite hordes of air, ca, bbs, etc. Now the defender’s lost a bunch of his flight decks because he made casualty choices based on the sub rolls despite having destroyers to negate the subs.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Italians
Italians buy 1 carrier, 1 destroyer and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 cruiser moved from 97 Sea Zone to 94 Sea Zone
1 infantry moved from Libya to Tobruk
Italians take Tobruk from British
1 carrier moved from 97 Sea Zone to 93 Sea Zone
3 destroyers and 4 submarines moved from 97 Sea Zone to 92 Sea Zone
Italians take 97 Sea Zone from British
2 fighters moved from 97 Sea Zone to 92 Sea Zone
1 cruiser moved from 94 Sea Zone to 92 Sea Zone
1 carrier moved from 93 Sea Zone to 92 Sea Zone
1 fighter and 1 tactical_bomber moved from Western Germany to 92 Sea Zone
1 bomber moved from Caucasus to 92 Sea ZoneCombat - Italians
British scrambles 3 units out of Gibraltar to defend against the attack in 92 Sea Zone
Battle in 92 Sea Zone
Italians attack with 1 bomber, 1 carrier, 1 cruiser, 3 destroyers, 3 fighters, 4 submarines and 1 tactical_bomber
French defend with 1 infantry; British defend with 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 5 fighters and 3 transports
Units damaged: 1 battleship owned by the British
Italians win with 1 bomber, 1 cruiser, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 72
Casualties for French: 1 infantry
Casualties for British: 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 5 fighters and 3 transports
Casualties for Italians: 1 carrier, 3 destroyers, 1 fighter and 4 submarinesNon Combat Move - Italians
1 fighter could not land in 92 Sea Zone and was removed
1 bomber moved from 92 Sea Zone to Southern France
1 tactical_bomber moved from 92 Sea Zone to 93 Sea Zone
1 fighter moved from 92 Sea Zone to 93 Sea Zone
1 transport moved from 97 Sea Zone to 93 Sea Zone
1 aaGun, 4 infantry and 1 mech_infantry moved from Caucasus to Northwest Persia
1 artillery moved from Normandy Bordeaux to Southern France
1 infantry moved from France to Southern France
1 infantry moved from France to Northern Italy
1 infantry moved from Northern Italy to Southern ItalyPlace Units - Italians
1 carrier and 1 destroyer placed in 93 Sea Zone
1 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 23 PUs; end with 23 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 25 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 30 PUs -
Got a little bit of luck there.
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Ok and Nope
Reroll after the 2nd round since you ignored my stated wish.
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Subs got 2 hits and there is only 2 warships so there is no choice for defender. What do you reckon?
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The battle was rolled illegally, hence the results aren’t valid. I told you why they were illegal and gave you the first round. But I stated that I would not accept any further sub combat that was rolled on triplea. That document clearly states that sub combat needs to be rolled on the forum and THAT’s what I’m protesting.
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@seththenewb:
Yes, I have destroyers present in the battle. So your sub special abilities are negated. But triplea still has your subs rolling first before everyone else, forcing casualty choices prior to the rest of the attacker’s dice. It does this with both defending and attacking subs and it’s wrong.
Quick example
I attack a sub with dd, ca, 2ftrs. In triplea the sub rolls first and gets a hit before the attacker knows if he’ll get the sub or not. If the attacker chooses to lose the dd and then all his units miss that sub escapes. If the attacker decides to play it safe and kill the cruiser, then he risks losing a more valuable piece for nothing if he gets a hit.
Or say there’s a massive slugfest w/10 subs in the attacking force. Those subs are rolled and produce 7 hits. The defender thinks that a battle he should win just went south in a hurry and loses some carriers because he ‘knows’ that the rest of the attackers are about to stomp him. Instead the rest of the attackers score just 5 hits despite hordes of air, ca, bbs, etc. Now the defender’s lost a bunch of his flight decks because he made casualty choices based on the sub rolls despite having destroyers to negate the subs.
Thanks. I get what you mean by that. Attacker will take advantage of that little flaw of the software. But in most cases it won’t make any difference.
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I’m asking Gamer to get involved