@666 No.
14L G40 ArtofWar1947 (Axis) vs JWW (Allies + 10)
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I would then roll your defending units, BB, CR & 2 dd
Rolls: 1@4 1@3 2@2; Total Hits: 11@4: (6)1@3: (3)2@2: (3, 6)
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So are the rolls still being generating by Marti, and I am simply specifying the results I see with Marti?
Or is there another dice-rolling mechanism that is used?
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so I had zero hits and you had one and the combat sequence would continue right here on this site.
So for triple A I have just been told that we need to roll multiple targeted (IC, Airbase or Harbor) BMB & TAC strategic attacks here in the forum….i.e…3 bmb’s strat attacks on the IC…3 aa guns fire
Rolls: 3@1; Total Hits: 13@1: (1, 5, 3)& 1 tac strat bombing run on airbase aa fire
Rolls: 1@1; Total Hits: 01@1: (6)
because triple a doesn’t handle this correctly either, it rolls all aa fire at once and the attacker can then choose to lose the tac when, perhaps the aa fire should have taken out a bmb.
This is also true for naval battles, as triple a doesn’t roll these correctly when ss are involved or when there is naval and air involved with a battle. This kind of really stinks as we will need to forgo the triple a dice or supercede and edit the results after we use the forum dice. Many of the tops players do this now and in close games, such as ours when the triple a system screws you out of a fgt I can see why it’s done.
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So are the rolls still being generating by Marti, and I am simply specifying the results I see with Marti?
Or is there another dice-rolling mechanism that is used?
We would forgo the Marti dice results and utilize the “in-house” dice
Rolls: 3@4; Total Hits: 13@4: (6, 5, 1)etc….and follow the in house results and the correct gaming rules combat process.
Then edit the results into triple a.
Do you understand. I know this stinks…
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Have to hit the road; will be on out of contact for 4 to 5 hours. Get back to you late this PM or early evening.
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It’s beginning to make sense.
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Have to hit the road; will be on out of contact for 4 to 5 hours. Get back to you late this PM or early evening.
I have asked “gamerman”, who is running the league to share with me/us his list of triple A issues and problems so we can both better understand going forward.
Speak soon.
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https://docs.google.com/document/d/1cS3hFwoBP0rWr3208jw1LAtCvHYa9Ji9uU8PwbCMIwM/edit?pli=1
here is a link to the report….it would be in our best interest to review and follow these procedures going forward.
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My head reels. Fortunately, most of triple A problems are not relevant to our game.
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How does AA work if a defender, say, has 2 AA gun and the attacker attacks 3 fighters, 3 tacs, and 3 bombers? As only 6 aircraft can be targeted for an AA roll @1, how are six of the nine attacking aircraft targeted/chosen?
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How does AA work if a defender, say, has 2 AA gun and the attacker attacks 3 fighters, 3 tacs, and 3 bombers? As only 6 aircraft can be targeted for an AA roll @1, how are six of the nine attacking aircraft targeted/chosen?
The attacker allocates the hits however he wishes.
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Hello Art, I woke up this morning thinking about the last UK turn, and attack in z110. Crazy huh, :roll: anyways, I did figure things incorrectly. Although the sequence of the sz110 attack was incorrect, the proper amount of dice were “thrown”, somehow when it all happened I thought the german dd had a sort of sneak attack on the fgt and this wasn’t the case.
This is probably good for me because it made me delve into the triple a irregularities which is something I need to be more cognizant of. So, I will try to use the in-house dice for AA guns in instances where triple A doesn’t do it right and the same for naval battles, please bear with me.
Other than that I will continue, thanks for your patience.
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TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 4 PUs;Combat Move - ANZAC
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 infantry and 1 transport moved from 45 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to Hainan -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 4 PUs;Combat Move - ANZAC
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 infantry and 1 transport moved from 45 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to HainanCombat - ANZAC
Battle in HainanNon Combat Move - ANZAC
1 cruiser and 1 destroyer moved from 61 Sea Zone to 54 Sea Zone
1 fighter moved from New South Wales to Queensland
2 fighters moved from South Australia to Queensland
1 aaGun and 3 infantry moved from New South Wales to Queensland
1 infantry moved from Egypt to Anglo Egyptian Sudan
1 infantry moved from Egypt to Trans-JordanPlace Units - ANZAC
1 destroyer and 1 submarine placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 18 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 28 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 3
Combat Move - French
1 fighter moved from United Kingdom to 110 Sea ZoneCombat - French
Battle in 110 Sea Zone
French attack with 1 fighter
Germans defend with 1 destroyer
French roll dice for 1 fighter in 110 Sea Zone, round 2 : 0/1 hits
Germans roll dice for 1 destroyer in 110 Sea Zone, round 2 : 0/1 hits
French roll dice for 1 fighter in 110 Sea Zone, round 3 : 0/1 hits
Germans roll dice for 1 destroyer in 110 Sea Zone, round 3 : 0/1 hits
French roll dice for 1 fighter in 110 Sea Zone, round 4 : 1/1 hits
Germans roll dice for 1 destroyer in 110 Sea Zone, round 4 : 0/1 hits
1 destroyer owned by the Germans lost in 110 Sea Zone
French win with 1 fighter remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyerNon Combat Move - French
1 fighter moved from 110 Sea Zone to 106 Sea Zone
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
1 infantry moved from French Equatorial Africa to Belgian CongoTurn Complete - French
Territory Summary for French :
Belgian Congo : 1 infantry
Egypt : 1 infantry
United Kingdom : 2 infantry
Morocco : 2 infantry
106 Sea Zone : 1 fighter
92 Sea Zone : 1 destroyerProduction/PUs Summary :
Germans : 46 / 56
Russians : 37 / 37
Japanese : 25 / 38
Americans : 52 / 77
Chinese : 12 / 14
British : 26 / 26
UK_Pacific : 25 / 26
Italians : 16 / 21
ANZAC : 14 / 28
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0Dice Statistics:
Total
1 was rolled 1 times
4 was rolled 1 times
5 was rolled 3 times
6 was rolled 1 times
Average roll : 4.333
Median : 5.000
Variance : 1.200
Standard Deviation : 1.095
Total rolls : 6Germans Combat
4 was rolled 1 times
5 was rolled 2 times
Average roll : 4.667
Median : 5.000
Variance : 2.500
Standard Deviation : 1.581
Total rolls : 3French Combat
1 was rolled 1 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.000
Median : 5.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3 -
Just in case you missed this……sorry for all the confusion over the z110 UK battle……
@JWW:
Hello Art, I woke up this morning thinking about the last UK turn, and attack in z110. Crazy huh, :roll: anyways, I did figure things incorrectly. Although the sequence of the sz110 attack was incorrect, the proper amount of dice were “thrown”, somehow when it all happened I thought the german dd had a sort of sneak attack on the fgt and this wasn’t the case.
This is probably good for me because it made me delve into the triple a irregularities which is something I need to be more cognizant of. So, I will try to use the in-house dice for AA guns in instances where triple A doesn’t do it right and the same for naval battles, please bear with me.
Other than that I will continue, thanks for your patience.
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With battles where AA or naval errors are not problem, Marti is fine then? Is there really a need to edit in the rolls? Indeed for battles where AA is an issue/problem, could we not agree that the first set of Marti rolls would be applied to fighters, the set to Tacs, and third set to bombers. For example, if an attacker attacks with 2 fighters, 2 Tacs, and 2 bombers; the defender has 2 AA units; and Marti rolls 3, 2, 1, 5, 6, 1; the 3 & 2 would be applied to the fighters, the 1 and 5 to the Tacs (1 Tac lost), and the 6 and 1 would be applied to the bomber (1 bomber lost). This would avoid all the work of the play by web site procedure.
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TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Politics - Germans
Purchase Units - Germans
Germans buy 1 destroyer, 10 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Scotland to Eire
Germans take Eire from British
5 armour, 3 artilleries and 7 infantry moved from Scotland to United Kingdom
7 transports moved from 111 Sea Zone to 112 Sea Zone
4 armour moved from Western Germany to 112 Sea Zone
1 mech_infantry moved from Western Germany to 112 Sea Zone
9 infantry moved from Western Germany to 112 Sea Zone
4 armour, 1 carrier, 2 fighters, 9 infantry, 1 mech_infantry and 7 transports moved from 112 Sea Zone to 110 Sea Zone
4 armour, 9 infantry and 1 mech_infantry moved from 110 Sea Zone to United Kingdom
1 cruiser moved from 111 Sea Zone to 110 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 4
Politics - Germans
Purchase Units - Germans
Germans buy 1 destroyer, 10 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Scotland to Eire
Germans take Eire from British
5 armour, 3 artilleries and 7 infantry moved from Scotland to United Kingdom
7 transports moved from 111 Sea Zone to 112 Sea Zone
4 armour moved from Western Germany to 112 Sea Zone
1 mech_infantry moved from Western Germany to 112 Sea Zone
9 infantry moved from Western Germany to 112 Sea Zone
4 armour, 1 carrier, 2 fighters, 9 infantry, 1 mech_infantry and 7 transports moved from 112 Sea Zone to 110 Sea Zone
4 armour, 9 infantry and 1 mech_infantry moved from 110 Sea Zone to United Kingdom
1 cruiser moved from 111 Sea Zone to 110 Sea ZoneCombat - Germans
Battle in United Kingdom
Germans attack with 9 armour, 3 artilleries, 16 infantry and 1 mech_infantry
French defend with 2 infantry; British defend with 5 aaGuns, 1 airfield, 1 armour, 1 factory_major, 1 harbour, 12 infantry and 1 mech_infantry
Germans captures 26PUs while taking British capital
Germans converts factory_major into different units
Germans win, taking United Kingdom from British with 9 armour, 3 artilleries, 9 infantry and 1 mech_infantry remaining. Battle score for attacker is 56
Casualties for Germans: 7 infantry
Casualties for French: 2 infantry
Casualties for British: 5 aaGuns, 1 armour, 12 infantry and 1 mech_infantry
Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to GermansNon Combat Move - Germans
1 carrier, 2 fighters and 1 transport moved from 111 Sea Zone to 110 Sea Zone
1 aaGun moved from Holland Belgium to 110 Sea Zone
1 aaGun moved from 110 Sea Zone to United Kingdom
3 tactical_bombers moved from Holland Belgium to Slovakia Hungary
3 aaGuns, 11 artilleries and 20 infantry moved from Poland to Slovakia Hungary
1 infantry moved from Slovakia Hungary to Romania
1 infantry and 1 mech_infantry moved from Germany to Slovakia Hungary
2 aaGuns moved from Holland Belgium to Western GermanyPlace Units - Germans
1 destroyer and 1 submarine placed in 110 Sea Zone
10 infantry placed in Germany
3 mech_infantrys placed in Western GermanyTurn Complete - Germans
Germans collect 52 PUs; end with 78 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 88 PUs -
Round 1
Germans: Bombard 0/1 @ 3 hit; 4/14 @1 hit; 4/6 @2; 7/9 @3.
UK: 5/15 @ 2 hit; 1/1 @ 3 hit.Round 2
Germans: 2/8 @ 2 hit; 3/6 @2; 5/9 @3.
UK: 0/5 @2 hit; 1/1 @ 3 hit.