Game History
Round: 2 Research Technology - Germans Purchase Units - Germans Germans buy 1 carrier, 1 fighter and 6 transports; Remaining resources: 0 PUs; Combat Move - Germans 1 unit repaired. 2 bombers moved from Western Germany to United Kingdom 1 tactical_bomber moved from Western Germany to 104 Sea Zone 1 submarine moved from 110 Sea Zone to 104 Sea Zone 1 fighter moved from 112 Sea Zone to 104 Sea Zone 1 tactical_bomber moved from Western Germany to 118 Sea Zone 1 fighter moved from 112 Sea Zone to 118 Sea Zone 3 submarines moved from 112 Sea Zone to 118 Sea Zone 1 infantry moved from Holland Belgium to Normandy Bordeaux 2 mech_infantrys moved from France to Normandy Bordeaux 2 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 1 armour moved from France to Normandy Bordeaux 2 infantry moved from Norway to 112 Sea Zone 2 infantry and 1 transport moved from 112 Sea Zone to 119 Sea Zone 2 infantry moved from 119 Sea Zone to Scotland Combat - Germans Air Battle in United Kingdom Germans attacks with 2 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom Bombing raid in United Kingdom rolls: 3,8 and causes: 11 damage to unit: factory_major Bombing raid in United Kingdom causes 11 damage total. Battle in Scotland Battle in Normandy Bordeaux Germans attack with 4 armour, 1 infantry and 2 mech_infantrys French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Scotland from British, taking Normandy Bordeaux from French with 4 armour and 2 mech_infantrys remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in 118 Sea Zone Germans attack with 1 fighter, 3 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 28 Casualties for Germans: 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 104 Sea Zone Germans attack with 1 fighter, 1 submarine and 1 tactical_bomber British defend with 1 destroyer Germans win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Cleaning up after air battles Non Combat Move - Germans 1 fighter and 1 tactical_bomber moved from 104 Sea Zone to 112 Sea Zone 1 cruiser moved from 112 Sea Zone to 119 Sea Zone 1 carrier moved from 112 Sea Zone to 119 Sea Zone 1 battleship moved from 112 Sea Zone to 119 Sea Zone 1 destroyer moved from 112 Sea Zone to 119 Sea Zone 1 fighter and 1 tactical_bomber moved from 118 Sea Zone to 119 Sea Zone 1 fighter moved from Southern Italy to Western Germany 1 infantry moved from Western Germany to Holland Belgium 2 armour moved from France to Holland Belgium 1 aaGun moved from Western Germany to Holland Belgium 1 aaGun moved from Germany to Western Germany 1 aaGun moved from Poland to Germany 2 infantry moved from Slovakia Hungary to Germany 3 artilleries and 11 infantry moved from Germany to Western Germany 1 infantry moved from Romania to Slovakia Hungary 5 infantry moved from Bulgaria to Romania 2 infantry moved from Yugoslavia to Slovakia Hungary 3 armour moved from Yugoslavia to Western Germany 1 artillery moved from France to Western Germany 3 infantry moved from Finland to Norway 2 bombers moved from United Kingdom to Western Germany 1 infantry moved from Western Germany to Holland Belgium 1 infantry moved from Poland to Germany 1 infantry moved from Finland to Norway 1 infantry moved from Poland to Germany Place Units - Germans 1 carrier and 6 transports placed in 112 Sea Zone 1 fighter placed in Western Germany Turn Complete - Germans Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs2015 League General Discussion Thread
-
@Cmdr:
So what’s average bid now, Gamer? That’s a demographic I’d love to know!
that’s a demographic I’d like to know too :wink:
-
Average bid above 9 (to eliminate outliers, such as zero bids) is 14.3.
Bid of 15 and above: Allies have 16 wins, Axis have 24.
Bid of 14 or less: Allies have 35 wins, Axis have 25.(I show a record of 51-49, but I think that’s due to a player counting a result and then “uncounting” it; I left it counted)
What does this show?
It shows that the less you bid for Allies, the more likely you are to win as Allies. Meaning, the results have no meaning. :P
-
Of course, a better answer is that bid results need to be adjusted for skill level of the players….
-
i am absolutely psychologically traumatized due to my totally abysmal aa and interceptor luck…i can’t seem to get any hits against those of my opponents who are bombing me…wheatbeer has been terrorizing me every round and i miss almost every time, and just now he bombed me with 5 japanese bombers and i had NINE opportunities to down one of them (with aa or interceptors), and i missed every one while he got an interceptor hit on me out of just 3 of those bombers (2 of them were not in a dog fight)! that’s pretty much been the story the whole game…and then in my current game against artofwar it’s probably worse, as i’m currently 1/21 on interceptor/aa hits, whereas he’s 4/7!!! i’ve had about similar results vs other opponents like roboto and jww so far this season
anyone know what i can do to get over this?? i’m seriously traumatized by this…when aa doesn’t work how am i supposed to win? i’m considering giving up my games at this point, or maybe taking a long vacation from aa in hopes of having this curse fade away
i seriously think there’s something really broken with the sbr in this game, especially the rules surrounding intercepting…like how the hell can a larger and bulkier bomber dog fight with a more maneuverable fighter? and why can a strategic bomber attack in a dog fight whereas a defending tac bomber can’t?
-
Couple thoughts, axis
If your opponent has anywhere near the same level of skill you have, does a lot of SBR, and gets lucky, you pretty much can’t win. I learned that lesson years ago.
Second, there is no such thing as a curse - each roll is a new independent roll. And if it makes you feel any better, I’ve rolled a lot of dice in Triple A and they seem appropriately random. Sometimes bad stuff happens. I know you realize all this.
There are 3 different RNG’s though. Are you using the first one? It’s the only one I’ve ever used. Triple A war club or something like that.
You might need a break from the game and come back later. Once it gets in your head, and it’s understandable that it would - it can start to cause you to make worse decisions as a result. If you are gunshy, you won’t take the risks that might be smart to take, perhaps.
Interceptors did use to roll at 2 in AA50 I believe. I think they were reduced to 1 so that bombing raids would not be inordinately discouraged. Also, there is the fact that all complexes now have AA guns whereas before (and in AA50) they did not necessarily.
-
Thanks for the stats, Dizz.
Yes, I think looking at average bids and win percentage (as I also did) is of very limited value, because we have a wide spectrum of players of varying ability and experience.
Also significantly, I think, is that the effect of bid amounts are much smaller than the average player thinks. That is, I think the difference between a 10 bid and a 20 bid is not as effective as people seem to think. Now all that said, I squeeze out every IPC I can just like anyone else. But I think with 1,000 IPC’s of unit value for each side, adding .1% is pretty small. Earlier games had less units to start, so a 10 or 20 bid was relatively more important.
-
I appreciate the positive response. I understand there’s no actual curse, but man I certainly feel that way now, and it’s hard to shake it off. I do believe our thoughts affect reality in some way, and thinking negatively about each raid is only making it worse. I’m trying to stay positive but it’s hard.
I checked that I am indeed using the TripleA Warclub NRG, so that’s not an issue.
And yes, I agree, I’m finding myself at times making more emotional decisions following the really bad luck. I am definitely considering a break if this keeps up. I think it may be the only way to shake it off.
Couple thoughts, axis
If your opponent has anywhere near the same level of skill you have, does a lot of SBR, and gets lucky, you pretty much can’t win.� I learned that lesson years ago.
Second, there is no such thing as a curse - each roll is a new independent roll.� And if it makes you feel any better, I’ve rolled a lot of dice in Triple A and they seem appropriately random.� Sometimes bad stuff happens.� I know you realize all this.
There are 3 different RNG’s though.� Are you using the first one?� It’s the only one I’ve ever used.� Triple A war club or something like that.
You might need a break from the game and come back later.� Once it gets in your head, and it’s understandable that it would - it can start to cause you to make worse decisions as a result.� If you are gunshy, you won’t take the risks that might be smart to take, perhaps.
Interceptors did use to roll at 2 in AA50 I believe.� I think they were reduced to 1 so that bombing raids would not be inordinately discouraged.� Also, there is the fact that all complexes now have AA guns whereas before (and in AA50) they did not necessarily.
-
I’m happy if I can help
-
Thanks for the stats, Dizz.
Yes, I think looking at average bids and win percentage (as I also did) is of very limited value, because we have a wide spectrum of players of varying ability and experience.
Also significantly, I think, is that the effect of bid amounts are much smaller than the average player thinks. That is, I think the difference between a 10 bid and a 20 bid is not as effective as people seem to think. Now all that said, I squeeze out every IPC I can just like anyone else. But I think with 1,000 IPC’s of unit value for each side, adding .1% is pretty small. Earlier games had less units to start, so a 10 or 20 bid was relatively more important.
I still think Japan needs to lose 4 Air from its set up.
Those planes are a massive deterrent to any kind of Allied offensive. And perhaps the Soviet/Japanese pact should be better in favour of Russia. Very few players care about giving Russia 6 more units. Too much income is lost by Russia to Japan and affects the Eastern Front balance. -
Yes, Mongolia is not much of a deterrent, in fact, it can HELP Japan to have Mongolia in play since she can switch back and forth from Russia to China, fly over it, and easily get out of China where China can’t attack them.
In my houseruled game, I am going back to the 12 IPC payment for violating the pact. And I removed some Japanese air. Still need to put finishing touches on it before we start playing it, but you might be interested in my houseruled game, Witt
-
You have removed Air? Nice.
Japan is too strong to start and it is hard to overtake it as the US (who should have more!).
Can’t remember the 12IPC thing. Was that Alpha 2, which I missed?
Does that go to Russia? -
It was Alpha2, yes. It goes to Russia or Japan, depending on who violated it.
Yes, I am creating a houseruled game to right all the wrongs that I perceive :-D
Including eliminating ANZAC -
So Mongolia is a normal true neutral, so Japan can’t put it in play by itself merely by attacking forbidden territories.
Houserule spreadsheet is here https://docs.google.com/spreadsheets/d/1ujxn3r0e5sekcVPS8CbkH3KByB1iVrNJimiwA3e_BiI/edit#gid=2
Discussion is in stickied thread, league section
-
Will look tomorrow, as I need to to to work, but thank you.
-
I am good with house rules myself, they usually fix defects perceived by the players.
As for Russo/Japanese treaty we had one back in the day that Japan and Russia just couldn’t be at war - PERIOD. Â This was back in classic though.
Maybe Mongolia would be better with the following conditions:
- Â Each Mongolian territory is worth 1 IPC to Russia as long as Japan has not taken it at any point during the game. Â (When Mongolia is activated of course!)
- Â China may enter and exit Mongolian territories if, and only if, Mongolia has been activated for one side or the other.
- Â Mongolian territories are always worth 1 IPC to China
That might be enough deterrent for Japan.
-
I do like the idea of no Japan-Russia war because there was insignificant conflict between the two during WWII. However, that means USA can count on Russian territories for landing places, and Amur being only 2 spaces from Z6 is huge.
-
Treat Russia like impassible zones for allied troops on the Pacific map, that should suffice to close that loophole.
Unless you really want to allow for Japan to invade Russia, and I see an argument for that, but you can just make it so that Russia is impassible until Japan declares war on Russia then Russia immediately gets Mongolia as above and Allied forces are allowed to use Russian territories provided they are at war with Japan. (That would be territories that are Russian on the Pacific map.)
If it feels like I am trying to close loopholes as you open them, I am. Not saying AT ALL that this is a well thought out suggestion, just a suggestion.
-
Yeah, no, that’s good stuff. Reminds me that I had thought of another idea with Russia some time ago.
NO ALLIED UNITS allowed in any part of Russia at any time. Because they pretty much weren’t during the war.
-
Maybe with the caveat that allied units are allowed on Russian soil if the Russian capitol is in the control, or has been in the control at some time, of an Axis power during that game.
-
Ah, right, of course.