cwglee51 v mike G40.tsvg I did a manual save. place your bid please. I am on version 2.7+15160
Gamerman's G40 Laegue House Rules Playtest Shin Ji (Axis) vs Nozdormu (Allies)
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 15
Purchase Units - Russians
Russians repair 18 damage on 18 factory_majors; Remaining resources: 24 PUs;
Russians buy 8 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Russia to Volgograd
1 infantry moved from Samara to Volgograd
1 armour moved from Russia to Smolensk
Russians take Smolensk from Germans
1 armour moved from Russia to Tambov
Russians take Tambov from Germans
1 armour moved from Tambov to Russia
1 armour moved from Smolensk to Russia -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 15
Purchase Units - Russians
Russians repair 18 damage on 18 factory_majors; Remaining resources: 24 PUs;
Russians buy 8 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Russia to Volgograd
1 infantry moved from Samara to Volgograd
1 armour moved from Russia to Smolensk
Russians take Smolensk from Germans
1 armour moved from Russia to Tambov
Russians take Tambov from Germans
1 armour moved from Tambov to Russia
1 armour moved from Smolensk to RussiaCombat - Russians
Battle in Volgograd
Russians attack with 2 fighters, 1 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor and 1 infantry
Russians roll dice for 2 fighters, 1 infantry and 1 tactical_bomber in Volgograd, round 2 : 0/4 hits
Germans roll dice for 1 infantry in Volgograd, round 2 : 0/1 hits
Russians roll dice for 2 fighters, 1 infantry and 1 tactical_bomber in Volgograd, round 3 : 1/4 hits
Germans roll dice for 1 infantry in Volgograd, round 3 : 0/1 hits
1 infantry owned by the Germans lost in Volgograd
Russians win, taking Volgograd from Germans with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Volgograd to Russia
1 infantry moved from Russia to Vologda
1 infantry moved from Russia to Samara
1 infantry moved from Samara to Kazakhstan
1 submarine moved from 109 Sea Zone to 92 Sea Zone
1 cruiser and 1 submarine moved from 115 Sea Zone to 113 Sea ZonePlace Units - Russians
8 infantry placed in RussiaTurn Complete - Russians
Russians collect 22 PUs; end with 22 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 27 PUs
Turning on Edit Mode
EDIT: Changing PUs for Russians from 27 to 32
EDIT: Turning off Edit ModeTerritory Summary for Russians :
Kazakhstan : 1 infantry
Archangel : 1 mech_infantry
Russia : 4 aaGuns, 1 airfield, 3 armour, 8 artilleries, 1 factory_major, 2 fighters, 82 infantry, 1 mech_infantry and 1 tactical_bomber
Vologda : 1 infantry
Volgograd : 1 factory_minor and 1 infantry
Samara : 1 infantry
113 Sea Zone : 1 cruiser and 1 submarine
92 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 58 / 79
Russians : 22 / 32
Japanese : 45 / 63
Americans : 53 / 74
Chinese : 8 / 10
British : 31 / 36
UK_Pacific : 27 / 28
Italians : 20 / 33
ANZAC : 0 / 0
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 1200
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 15 / 0Dice Statistics:
Total
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 2 times
5 was rolled 3 times
6 was rolled 3 times
Average roll : 4,200
Median : 5,000
Variance : 1,111
Standard Deviation : 1,054
Total rolls : 10Germans Combat
3 was rolled 1 times
6 was rolled 1 times
Average roll : 4,500
Median : 4,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 2Russians Combat
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 1 times
5 was rolled 3 times
6 was rolled 2 times
Average roll : 4,125
Median : 5,000
Variance : 0,857
Standard Deviation : 0,926
Total rolls : 8 -
It was actually the full 20, even factoring in the 1 less damage. I always take that into account.
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Would you like to remove 1 Inf and save 1 PU?
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If I repair 18 damage, I can build a maximum of 8 units (which I did). So I am unsure what the problem is.
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Ah! Never mind. I’m just being punchy again, it seems. I really need to be getting more sleep. :P
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You need to get worse dice. :lol:
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 15
Purchase Units - Japanese
Japanese buy 6 armour and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 infantry and 1 transport moved from 45 Sea Zone to 47 Sea Zone
1 infantry moved from 47 Sea Zone to New Britain
1 bomber moved from Paulau Island to 42 Sea Zone
1 bomber moved from Philippines to 41 Sea Zone
1 bomber moved from Philippines to 43 Sea Zone
5 bombers moved from Philippines to India
4 fighters moved from Burma to India
1 tactical_bomber moved from Burma to India -
So, interceptions? Flying Tigers?
I’m assuming that I can bomb a Medium IC for 10 points, based on the existing ones’ damage limits.
I guess if you want to do a flying tiger, I’ll have to just redo the combat move (with everything the same minus the ones you hit).
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@Shin:
So, interceptions? Flying Tigers?
I’m assuming that I can bomb a Medium IC for 10 points, based on the existing ones’ damage limits.
I guess if you want to do a flying tiger, I’ll have to just redo the combat move (with everything the same minus the ones you hit).
You assume correctly. I want to know whether the chits can be used in this situation and whether they are used before intercept and AA. I assume they are.
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Gamerman specified that they could be used in an SBR situation before. Maybe in this thread?
Anyway, they would work like kamikazes - taking out the planes before any of the battles even start. I can’t even do that in Edit Mode, so I’ll just post a new combat move once we’ve resolved all that. You can use the Roll Dice command in TripleA, and just let me know what each one is aimed at. If they’re all at bombers, then we can pretty much ignore that part.
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No intercept and I am using my chits on your bombers.
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All 5 chits? And do you want me to roll them in TripleA?
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On second thought I am not using an chits at all. I will rely on AA.
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OK, so no chits, no intercept. Got it.
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Never mind the dice - I was closing the window but they rolled anyway.
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If you don’t know whether a tactical bomber or a bomber needs to die, roll a die on the forum. Even/uneven 2 bombers die and otherwise it is the other situation.
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Oh. It just let me pick. Aren’t all AA shots resolved at the same time anyway?
If it’s an issue, I can redo - but we’d have to redo the AA too, wouldn’t we?
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 15
Purchase Units - Japanese
Japanese buy 6 armour and 9 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 infantry and 1 transport moved from 45 Sea Zone to 47 Sea Zone
1 infantry moved from 47 Sea Zone to New Britain
1 bomber moved from Paulau Island to 42 Sea Zone
1 bomber moved from Philippines to 41 Sea Zone
1 bomber moved from Philippines to 43 Sea Zone
5 bombers moved from Philippines to India
4 fighters moved from Burma to India
1 tactical_bomber moved from Burma to IndiaCombat - Japanese
Battle in 41 Sea Zone
Japanese attack with 1 bomber
British defend with 1 transport
Japanese win with 1 bomber remaining. Battle score for attacker is 7
Casualties for British: 1 transport
Battle in 42 Sea Zone
Japanese attack with 1 bomber
British defend with 1 transport
Japanese win with 1 bomber remaining. Battle score for attacker is 7
Casualties for British: 1 transport
Battle in 43 Sea Zone
Japanese attack with 1 bomber
British defend with 1 transport
Japanese win with 1 bomber remaining. Battle score for attacker is 7
Casualties for British: 1 transport
Battle in New Britain
Air Battle in India
Japanese attacks with 10 units heading to India
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in India
1 bomber and 1 tactical_bomber killed by AA
Bombing raid in India rolls: 7 and causes: 6 damage to unit: airfield
Bombing raid in India rolls: 7,6,8 and causes: 15 damage to unit: factory_major
Bombing raid in India causes 21 damage total. Damaged units is as follows: airfield = 6, factory_major = 15
Cleaning up after air battlesNon Combat Move - Japanese
Turning on Edit Mode
EDIT: Changing unit bombing damage for these British owned units to: airfield = 5
EDIT: Changing unit bombing damage for these UK_Pacific owned units to: factory_major = 15
EDIT: Turning off Edit Mode
4 bombers moved from India to Burma
4 fighters moved from India to Burma
1 bomber moved from 41 Sea Zone to Burma
1 bomber moved from 42 Sea Zone to Burma
1 bomber moved from 43 Sea Zone to Burma
1 aaGun moved from Yunnan to Burma
3 armour moved from French Indo China to Yunnan
3 armour moved from Malaya to Yunnan
4 armour moved from Burma to Yunnan
3 mech_infantrys moved from Burma to Yunnan
1 armour moved from Burma to Yunnan
1 artillery moved from Yunnan to Burma
4 fighters moved from Burma to Yunnan
11 infantry moved from Yunnan to Burma
2 artilleries moved from Japan to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 artilleries, 2 battleships, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters, 2 infantry, 9 submarines, 1 tactical_bomber and 4 transports moved from 6 Sea Zone to 19 Sea Zone
2 artilleries and 2 infantry moved from Jehol to 19 Sea Zone
4 artilleries, 2 battleships, 2 carriers, 2 cruisers, 3 destroyers, 3 fighters, 4 infantry, 9 submarines, 1 tactical_bomber and 4 transports moved from 19 Sea Zone to 35 Sea Zone
4 infantry moved from 35 Sea Zone to Philippines
4 artilleries moved from 35 Sea Zone to Philippines
3 infantry moved from Korea to ManchuriaPlace Units - Japanese
3 armour placed in Malaya
3 armour placed in French Indo China
9 infantry placed in JapanTurn Complete - Japanese
Japanese collect 45 PUs; end with 45 PUs total -
@Shin:
Oh. It just let me pick.� Aren’t all AA shots resolved at the same time anyway?
If it’s an issue, I can redo - but we’d have to redo the AA too, wouldn’t we?
Not at all. AA is supposed to be rolled for each installation separately. Which is why we have to roll AA using forum dice if we attack multiple installations. However since you already rolled the dice in triple A, they count. As of right now there are two solutions. The easiest would be to use forum dice and roll a single die. 1,3,5 would mean a tactical bomber and a bomber would die and 2,4 and 6 would mean 2 bombers would die or the other way around. It is a simple and effective solution. So two planes are going to die still.