@trimlinger I’m glad you hung in there, e-mails are in order, proper module installed, thread set up, and Russians have made their move! Here come the jets
13LG40 PGMatt (+6 allies) vs SeththeNewb(axis)
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@seththenewb:
  Round: 7
      Â
    Combat - Germans
      Battle in 110 Sea Zone
        Germans attack with 1 destroyer, 3 fighters and 3 tactical_bombers
        British defend with 1 destroyer
        Germans win with 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 0
        Casualties for Germans: 1 destroyer
        Casualties for British: 1 destroyerAt what force level would you have given me the option to scramble? I dunno if I would have TBH, but that fight looked like one that I could have traded UK and French fighters 1:1 for German.
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and just to be perfectly clear, I dont want to go back and do it or anything; this is purely a game philosophy question.
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Odds were it would’ve been a 2:3 trade.
And I am OK with rolling that battle on the forum if you want.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 carrier, 3 destroyers, 2 fighters and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
2 infantry moved from Eastern United States to 101 Sea Zone
1 carrier, 2 destroyers, 1 fighter, 2 infantry, 1 submarine, 1 tactical_bomber and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 armour, 1 artillery and 3 infantry moved from Morocco to 91 Sea Zone
2 armour, 1 artillery and 5 infantry moved from 91 Sea Zone to Gibraltar
1 destroyer, 8 fighters, 1 submarine and 3 tactical_bombers moved from 26 Sea Zone to 16 Sea ZoneCombat - Americans
Battle in Gibraltar
Americans attack with 2 armour, 1 artillery and 5 infantry
Italians defend with 2 aaGuns, 1 airfield, 1 harbour and 4 infantry
Americans roll dice for 2 armour, 1 artillery and 5 infantry in Gibraltar, round 2 : 4/8 hits
Italians roll dice for 2 aaGuns and 4 infantry in Gibraltar, round 2 : 1/4 hits
2 aaGuns owned by the Italians , 1 infantry owned by the Americans and 2 infantry owned by the Italians lost in Gibraltar
Americans roll dice for 2 armour, 1 artillery and 4 infantry in Gibraltar, round 3 : 1/7 hits
Italians roll dice for 2 infantry in Gibraltar, round 3 : 0/2 hits
1 infantry owned by the Italians lost in Gibraltar
Americans roll dice for 2 armour, 1 artillery and 4 infantry in Gibraltar, round 4 : 3/7 hits
Italians roll dice for 1 infantry in Gibraltar, round 4 : 1/1 hits
1 infantry owned by the Americans and 1 infantry owned by the Italians lost in Gibraltar
Americans win, taking Gibraltar from Italians with 2 armour, 1 artillery and 3 infantry remaining. Battle score for attacker is 16
Casualties for Italians: 2 aaGuns and 4 infantry
Casualties for Americans: 2 infantry
Battle in 16 Sea Zone
Americans attack with 1 destroyer, 8 fighters, 1 submarine and 3 tactical_bombers
Japanese defend with 1 destroyer
Americans roll dice for 1 submarine in 16 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 1 destroyer, 8 fighters and 3 tactical_bombers in 16 Sea Zone, round 2 : 3/12 hits
Japanese roll dice for 1 destroyer in 16 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Americans and 1 destroyer owned by the Japanese lost in 16 Sea Zone
Americans win with 1 destroyer, 8 fighters and 3 tactical_bombers remaining. Battle score for attacker is 2
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 submarineNon Combat Move - Americans
8 fighters and 3 tactical_bombers moved from 16 Sea Zone to 26 Sea Zone
3 transports moved from 26 Sea Zone to 10 Sea Zone
1 mech_infantry moved from Eastern United States to Western United States
4 submarines moved from 91 Sea Zone to 92 Sea Zone
2 submarines moved from 91 Sea Zone to 93 Sea ZonePlace Units - Americans
1 carrier, 3 destroyers and 2 submarines placed in 10 Sea Zone
2 fighters placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 52 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUsTerritory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield and 1 harbour
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 1 aaGun, 1 airfield, 1 factory_major, 1 harbour, 1 infantry and 3 mech_infantrys
Hawaiian Islands : 1 aaGun, 1 airfield, 1 artillery, 1 harbour and 5 infantry
Midway : 1 airfield
44 Sea Zone : 1 flag
26 Sea Zone : 1 battleship, 6 carriers, 3 cruisers, 3 destroyers, 8 fighters, 1 submarine and 3 tactical_bombers
10 Sea Zone : 1 carrier, 3 destroyers, 2 fighters, 2 submarines and 3 transports
16 Sea Zone : 1 destroyer
Central United States : 1 factory_major
Eastern United States : 2 aaGuns, 1 airfield, 1 factory_major, 1 harbour and 1 mech_infantry
Gibraltar : 2 armour, 1 artillery and 3 infantry
Morocco : 1 armour and 1 infantry
93 Sea Zone : 2 submarines
92 Sea Zone : 4 submarines
Brazil : 1 flag, 2 infantry
91 Sea Zone : 1 carrier, 6 destroyers, 1 fighter, 1 submarine, 1 tactical_bomber and 4 transportsProduction/PUs Summary :
Germans : 60 / 87
Russians : 13 / 0
Japanese : 72 / 82
Americans : 52 / 72
Chinese : 0 / 19
British : 31 / 31
UK_Pacific : 0 / 0
Italians : 18 / 28
ANZAC : 10 / 19
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - British
British buy 1 artillery and 9 infantry; Remaining resources: 0 PUs;Combat Move - British
3 infantry moved from Persia to Northwest PersiaCombat - British
Battle in Northwest Persia
British attack with 3 infantry
Germans defend with 1 mech_infantry
British roll dice for 3 infantry in Northwest Persia, round 2 : 0/3 hits
Germans roll dice for 1 mech_infantry in Northwest Persia, round 2 : 1/1 hits
1 infantry owned by the British lost in Northwest Persia
British roll dice for 2 infantry in Northwest Persia, round 3 : 0/2 hits
Germans roll dice for 1 mech_infantry in Northwest Persia, round 3 : 0/1 hits
British roll dice for 2 infantry in Northwest Persia, round 4 : 0/2 hits
Germans roll dice for 1 mech_infantry in Northwest Persia, round 4 : 0/1 hits
British roll dice for 2 infantry in Northwest Persia, round 5 : 0/2 hits
Germans roll dice for 1 mech_infantry in Northwest Persia, round 5 : 1/1 hits
1 infantry owned by the British lost in Northwest Persia
1 infantry owned by the British retreated to Persia
Germans win with 1 mech_infantry remaining. Battle score for attacker is -6
Casualties for British: 2 infantryNon Combat Move - British
3 mech_infantrys moved from Trans-Jordan to Egypt
1 cruiser and 2 destroyers moved from 76 Sea Zone to 71 Sea Zone
2 transports moved from 72 Sea Zone to 71 Sea Zone
3 fighters moved from 91 Sea Zone to GibraltarPlace Units - British
1 artillery and 2 infantry placed in Union of South Africa
7 infantry placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,2,3,3,3,3,2,5,3,3,5
British collect 28 PUs (3 lost to blockades); end with 28 PUs totalTurn Complete - UK_Pacific
Territory Summary for British, UK_Pacific :
41 Sea Zone : 1 flag
Iceland : 1 airfield
Quebec : 1 factory_minor
Gibraltar : 1 airfield, 3 fighters and 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 armour, 2 artilleries, 1 fighter, 1 harbour, 4 infantry and 4 mech_infantrys
Union of South Africa : 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
Scotland : 1 airfield
Malta : 1 aaGun and 1 infantry
United Kingdom : 5 aaGuns, 1 airfield, 1 bomber, 1 factory_major, 2 fighters, 1 harbour, 17 infantry and 1 mech_infantry
Morocco : 2 artilleries and 4 infantry
Italian Somaliland : 1 flag
Ethiopia : 1 flag
125 Sea Zone : 1 flag
Eire : 1 flag
97 Sea Zone : 1 flag
71 Sea Zone : 1 cruiser, 2 destroyers and 2 transports
Persia : 1 flag, 1 factory_minor and 1 infantry
91 Sea Zone : 2 carriers, 1 destroyer, 1 fighter and 3 transportsProduction/PUs Summary :
Germans : 60 / 87
Russians : 13 / 0
Japanese : 72 / 82
Americans : 52 / 72
Chinese : 0 / 19
British : 31 / 28
UK_Pacific : 0 / 0
Italians : 18 / 28
ANZAC : 10 / 19
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
@seththenewb:
Odds were it would’ve been a 2:3 trade.
And I am OK with rolling that battle on the forum if you want.
Like I said, I dont want to roll back the clock, I wanted to know your thought process for not asking. In another game, I had a player dive my subs even though I had built them to be cannon fodder to allow my DD an extra shot at his subs.
It’s just interesting how different people interpret risk levels.
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I sent just enough that I didn’t think you’d scramble, a single air less than that I would’ve asked.
Typically I look at a couple things when deciding to scramble or not.
TUV difference: Will I gain more or lose more by scrambling. Battle went from +5-6 in my favor to +12 in my favor had you scrambled. Hence losing proposition for you to scramble. Expected TUV change still was in my favor had you scrambled against 1 fewer fighter/tac. But it was marginal difference and maybe worth it. Less a fighter/tac and now the expected TUV change swung in your favor, dropping from +5-6 for me to +1-2.
Importance/Payoff Does scrambling prevent something that could impact the game. IE, US landing in Norway or maybe Denmark for a can opener. Maybe clearing a blocker would expose a fleet to another friendly power. Not really applicable here.
Win Percentage How much do the odds change if the air scrambles? 99% to 91% doesn’t really impact things too much. But 91% to 70% is suddenly a lot more viable.
Attrition Which side is in better position to replace and/or absorb the losses. Who needs that air more?
I don’t have a hard and fast formula and I try to weigh the above to figure out whether to scramble or not. And a lot of times I internalize these things and just kind of eyeball it. If it’s big enough, important enough, or close enough I might run some calcs and figure out what I should do.
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The Professor is In!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Italians
Italians buy 1 armour, 1 carrier and 2 infantry; Remaining resources: 0 PUs;Combat Move - Italians
3 artilleries and 8 infantry moved from Alexandria to Egypt
1 armour moved from Tobruk to Egypt
3 transports moved from 98 Sea Zone to 99 Sea Zone
1 artillery and 5 infantry moved from Greece to 99 Sea Zone
1 infantry moved from Albania to 97 Sea Zone
2 armour and 1 infantry moved from Southern Italy to 97 Sea Zone
2 armour, 2 infantry and 2 transports moved from 97 Sea Zone to 98 Sea Zone
1 artillery, 5 infantry and 3 transports moved from 99 Sea Zone to 98 Sea Zone
1 cruiser moved from 98 Sea Zone to 95 Sea Zone
2 armour, 1 artillery and 7 infantry moved from 98 Sea Zone to Egypt
4 destroyers and 3 submarines moved from 98 Sea Zone to 95 Sea Zone
1 submarine moved from 97 Sea Zone to 95 Sea Zone
1 fighter moved from Southern Italy to Egypt
1 fighter moved from Southern Italy to EgyptCombat - Italians
Battle in Egypt
Italians attack with 3 armour, 4 artilleries, 2 fighters and 15 infantry
ANZAC defend with 2 infantry; French defend with 2 infantry; Russians defend with 1 mech_infantry; British defend with 1 armour, 2 artilleries, 1 fighter, 1 harbour, 4 infantry and 4 mech_infantrys
Italians win, taking Egypt from British with 3 armour, 4 artilleries, 2 fighters and 2 infantry remaining. Battle score for attacker is 29
Casualties for ANZAC: 2 infantry
Casualties for French: 2 infantry
Casualties for Russians: 1 mech_infantry
Casualties for British: 1 armour, 2 artilleries, 1 fighter, 4 infantry and 4 mech_infantrys
Casualties for Italians: 13 infantryNon Combat Move - Italians
2 fighters moved from Egypt to Alexandria
1 destroyer moved from 97 Sea Zone to 92 Sea Zone
4 infantry moved from Northern Italy to Southern ItalyPlace Units - Italians
1 carrier placed in 95 Sea Zone
1 armour and 2 infantry placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 1,3,3,2
Italians collect 17 PUs (3 lost to blockades); end with 17 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 22 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 27 PUs -
Axis have met victory conditions in Europe. The allies have 1 turn to retake a VC.
I see two possibilities, Rome or Cairo. German air will be flying in to support both and your odds at either are already pretty low. I’m fine with you taking a shot though.
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I don’t think I need to, I know the game is over even if I recover one turn. ill post the loss.
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GG Matt. Great playing against ya.





