@Panzerstahl-Helm Thanks, I added one infantry and one bunker as described. Nothing to note for the minor allies, back to Germany
Purchase Units Turning on Edit Mode EDIT: Adding units owned by British to United Kingdom: 1 infantry EDIT: Adding units owned by British to Borneo: 1 Fortification EDIT: Turning off Edit Mode ANZAC buy 2 air_transports; Remaining resources: 2 PUs; Combat Move Resetting and Giving Bonus Movement to Units Combat Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 fighter moved from Queensland to Malaya 2 infantry moved from New Guinea to Dutch New Guinea ANZAC undo move 2. 2 infantry moved from New Guinea to Dutch New Guinea 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone ANZAC undo move 3. 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 destroyer moved from 62 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 cruiser moved from 63 Sea Zone to 54 Sea Zone 2 fighters moved from New Zealand to Queensland 2 aaGuns moved from New South Wales to Queensland Cleaning up during movement phase Place Units 2 air_transports placed in New South Wales Turn Complete ANZAC collect 14 PUs; end with 16 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 Optional[PUs]; end with 18 Optional[PUs] Combat Move Resetting and Giving Bonus Movement to Units 1 infantry moved from Tunisia to Libya Combat Recording Battle Statistics Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone Non Combat Move Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 infantry moved from Algeria to Tunisia 1 infantry moved from Morocco to Algeria 1 destroyer moved from 72 Sea Zone to 81 Sea Zone Cleaning up during movement phaseTriple A dice test
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Attempting to test randomness of Triple A dice with this thread
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;aaa 1@1 2@2 2@3 1@4;
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Rolls: 1@1 2@2 2@3 1@4; Total Hits: 11@1: (3)2@2: (5, 3)2@3: (6, 4)1@4: (4)
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Airbase
Rolls: 1@1; Total Hits: 11@1: (1)
Navalbase
Rolls: 1@1; Total Hits: 01@1: (6)
IC
Rolls: 2@1; Total Hits: 02@1: (6, 3)
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Rolls: 1@6; Total Hits: 11@6: (3)
Rolls: 2@6; Total Hits: 22@6: (5, 5)
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If you don’t know already, there is also a “dice” command for rolling dice. It is also bounded by colons
dice 1
This rolls 1 6-sided diedice 5
This rolls 5 6-sided dice. Beware, it will sort them from lowest # to highest #. It will not be in time order.dice 5d10
Rolls 5 10-sided dice, and then sorts them lowest to highestdice 1d2
Rolls 1 2-sided dice (like a coin flip) I’ve never seen a 2-sided die before :wink: -
Rolls: 1@1; Total Hits: 01@1: (2)
Rolls: 2@1; Total Hits: 02@1: (4, 5)
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Rolls: 1@1; Total Hits: 01@1: (3)
Rolls: 2@1; Total Hits: 02@1: (6, 2)
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tactical against airbase:
Rolls: 1@6; Total Hits: 11@6: (1)
2 bombers against IC
Rolls: 2@6; Total Hits: 22@6: (3, 6)
- 2 for each bomber
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Rolls: 1@1; Total Hits: 01@1: (3)
UK
Rolls: 1@2; Total Hits: 01@2: (5)
Rolls: 2@3; Total Hits: 22@3: (2, 2)
Rolls: 2@4; Total Hits: 22@4: (2, 2)
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Input ErrorThere was an error in your dice throw: “dice1” is not correct syntax.
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:dice1:
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Rolling 1:
(3) -
If you don’t know already, there is also a “dice” command for rolling dice. It is also bounded by colons
dice 1
This rolls 1 6-sided diedice 5
This rolls 5 6-sided dice. Beware, it will sort them from lowest # to highest #. It will not be in time order.dice 5d10
Rolls 5 10-sided dice, and then sorts them lowest to highestdice 1d2
Rolls 1 2-sided dice (like a coin flip) I’ve never seen a 2-sided die before :wink:Thank you! That works!!!
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Yeah, using the “dice” command can be more elegant since it doesn’t bold numbers and count up “hits”. Again, just be aware that it always sorts them lowest to highest
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Rolls: 1@1; Total Hits: 01@1: (5)
Rolls: 2@1; Total Hits: 12@1: (1, 4)
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Rolls: 1@1; 2@2
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;aaa 1@1 2@2 2@3 1@4;
dice 1;
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;dice 6;
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Rolling 3d6:
(2, 3, 5)