Thank you for your patience for this move!
I assumed casualties for round 1 of the Sea of Japan attack, but I need to ask you for 2 more casualties - see file posted
Thanks, and it shouldn’t take me too long to finish through Russia 10 after that
hey Dutch look at it this way now it’s like we gave cow a 30 or 40 bid with the axis. Which is probably about right to give him a chance to be competitive. :wink:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
@Cow:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
I dont begrudge it I am very glad. I dont want one of your quick flame outs… :lol:
let’s just say some need more luck than others and leave it at that
Probability of going fighter for fighter 70%+, which is 20% better than a 50/50. That is not something people turn down.
Odds of losing the fighter without killing a fighter compared to odds of winning and the payout… it is a good risk to make.
Yes I have had some real fast league games. Nothing wrong with a quick game.
I don’t want a quick game with you cow I want to grind you into the dirt slowly :evil:
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 1 : 1/4 hits
Japanese roll dice for 2 infantry in Yunnan, round 1 : 1/2 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/3 hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 1 infantry
Battle in Kweichow
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Kweichow, round 1 : 1/3 hits
Japanese roll dice for 1 infantry in Kweichow, round 1 : 0/1 hits
1 infantry owned by the Japanese lost in Kweichow
Chinese win, taking Kweichow from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Szechwan
Place Units - Chinese
5 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
ok cow, let’s hope your luck continues to hold up for a while… :?
All:
The game glitched on the retreat on the tnp. It sent it to zone 5 with 5 infantry loaded on it. I deleted it and tried to add it to z16, but of course, you cannot add a loaded tnp to the map. Â So, I added the two inf to Midway and the tnp to z25, but:
THE TRANSPORT AND 2 INFANTRY ARE IN Z16 WITH THE REST OF THE AMERICAN FLEET.
Oops, looks like i will have to add that to the UK map….
edited adding the tnp and 2 inf
Remember please, they are in zone 16. Hopefully I can move them to a zone that allows natural movement soon and this will not be a problem for the rest fo the game.
you can retreat transports from an amphibious assault?
Uh… yes :roll:
If u had 2 ftrs and both had hit in the second round (which they surely would have) then the second hit would have killed the transport before it had a chance to retreat.
Cow stop stalling…
@Cow:
you can retreat transports from an amphibious assault?
There was no amphibious assault… the naval/air battle had to fought first. A transport can retreat from a battle the same as any naval or air unit by an attacking power. As Veq’s TripleA constantly reminds us, attacking or defending units have to actually hit a transport in order to kill it. Thus the reason triple A asked me if I wanted to retreat the transport after the inexplicable occured and my 9 punch all missed and your 8 punch hit twice, but not thrice.
Cow for being so “good” u know surprisingly little about the game… :roll:
Infantry can’t retreat from Amphibous assaults.
But infantry aren’t part of a NAVAL battle.
That’s the reality. The retreat is completely legal.