Game History
Round: 6 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 2 destroyers, 3 fighters and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 armour and 1 mech_infantry moved from Leningrad to Archangel Germans take Archangel from Russians 1 armour and 1 mech_infantry moved from Archangel to Karelia Germans take Karelia from Russians 1 armour moved from Leningrad to Vologda Germans take Vologda from Russians 1 armour moved from Vologda to Leningrad 1 armour moved from Leningrad to Novgorod Germans take Novgorod from Russians 1 armour moved from Novgorod to Leningrad 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys moved from Leningrad to Vyborg 1 transport moved from 116 Sea Zone to 117 Sea Zone 1 artillery and 1 infantry moved from Poland to 117 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 117 Sea Zone to 116 Sea Zone 1 armour, 2 artilleries and 2 infantry moved from Germany to 116 Sea Zone 1 artillery and 2 infantry moved from Western Germany to 116 Sea Zone 1 armour, 4 artilleries and 5 infantry moved from 116 Sea Zone to Norway 1 fighter and 2 tactical_bombers moved from France to Norway 1 bomber, 2 fighters and 1 tactical_bomber moved from Western Germany to Norway 1 fighter and 2 tactical_bombers moved from Germany to Norway 1 armour moved from Eastern Poland to Southern Belarus Germans take Southern Belarus from Russians 1 armour moved from Southern Belarus to Eastern Poland Combat - Germans Russians scrambles 2 units out of 128 Sea Zone to defend against the attack in Norway Battle in Norway Germans attack with 1 armour, 4 artilleries, 1 bomber, 4 fighters, 5 infantry and 5 tactical_bombers British defend with 1 armour, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber; Russians defend with 1 aaGun, 3 armour and 1 mech_infantry Germans win, taking Norway from Russians with 1 armour, 3 fighters and 5 tactical_bombers remaining. Battle score for attacker is 57 Casualties for Germans: 4 artilleries, 1 bomber, 1 fighter and 5 infantry Casualties for Americans: 1 armour, 1 artillery, 1 bomber, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber Casualties for British: 1 armour, 1 artillery and 2 infantry Casualties for Russians: 1 aaGun, 3 armour and 1 mech_infantry Battle in Vyborg Germans attack with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 5 armour, 1 artillery, 1 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 aaGun, 2 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Bessarabia to Eastern Poland 1 destroyer moved from 118 Sea Zone to 116 Sea Zone 1 transport moved from 94 Sea Zone to 95 Sea Zone 1 artillery and 1 infantry moved from Southern France to 95 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 95 Sea Zone to 93 Sea Zone 1 artillery and 1 infantry moved from 93 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 94 Sea Zone to 93 Sea Zone 1 submarine moved from 116 Sea Zone to 108 Sea Zone 2 fighters and 1 tactical_bomber moved from Norway to Leningrad 1 fighter and 4 tactical_bombers moved from Norway to Western Germany Place Units - Germans 1 artillery, 3 fighters and 1 infantry placed in Western Germany 5 infantry placed in Germany 2 infantry placed in Western Germany Germans undo move 1. 3 fighters placed in France 1 artillery and 1 infantry placed in Western Germany Germans undo move 3. 2 fighters placed in France 1 fighter placed in Western Germany 2 destroyers placed in 116 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 128 Sea Zone. Rolls: 4,3,1,6,5,2,3,6,4,3,4,5,4,1,4 Germans collect 54 PUs (3 lost to blockades); end with 54 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 57 PUs Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 70 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 5 PUs; end with 75 PUsL20 #2 trulpen (X) vs JDOW (A+12) BM3
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Wow, that was HUGE. I need to go afk and finish the turn later.
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I btw did not realize that the BB was taken down. How is that possible? I thought triple A chooses BB last. I may switch this for a fighter.
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@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
I btw did not realize that the BB was taken down. How is that possible? I thought triple A chooses BB last. I may switch this for a fighter.
Sorry, the battle is faulty. The bs was sunk by kami and the marine should’ve went down with it, but participated.
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Well, I keep the BB down, my initial intention was to keep as many fighters alive possible.
Also, last turn, I could not edit a sub back at the time and forgot later. There is an extra sub in 98. I always had 4 UK subs in the med.
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TripleA Turn Summary: Americans round 16
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 16 Purchase Units - Americans Americans buy 1 artillery, 1 destroyer, 8 fighters and 1 infantry; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Removing units owned by Americans from 18 Sea Zone: 1 battleship EDIT: Adding units owned by Americans to 21 Sea Zone: 1 battleship EDIT: Adding units owned by Americans to Guam: 1 marine EDIT: Turning off Edit Mode 1 marine moved from Guam to 21 Sea Zone 1 battleship and 1 marine moved from 21 Sea Zone to 6 Sea Zone 1 marine moved from 6 Sea Zone to Japan 5 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 5 infantry and 3 transports moved from 26 Sea Zone to 6 Sea Zone 5 infantry moved from 6 Sea Zone to Japan 1 artillery moved from 6 Sea Zone to Japan 1 artillery, 1 infantry and 1 transport moved from 8 Sea Zone to 6 Sea Zone 1 artillery moved from 6 Sea Zone to Japan 1 infantry moved from 6 Sea Zone to Japan 5 fighters moved from Western United States to 6 Sea Zone 4 fighters moved from 8 Sea Zone to Japan 2 bombers, 9 fighters and 1 tactical_bomber moved from Korea to Japan 9 fighters moved from 18 Sea Zone to Japan 3 fighters moved from Guam to Japan 1 infantry moved from Trans-Jordan to Iraq Americans take Iraq from Germans Combat - Americans Kamikaze Suicide Attack attacks 1 battleship owned by the Americans scoring 2 hits. Rolls: 1,2,6,6,3,4 Battle in Japan Americans attack with 2 artilleries, 2 bombers, 25 fighters, 6 infantry, 1 marine and 1 tactical_bomber Japanese defend with 3 aaGuns, 1 airfield, 1 artillery, 3 bombers, 1 factory_major, 9 fighters, 1 harbour, 17 infantry and 1 tactical_bomber Japanese roll AA dice in Japan : 1/9 hits, 1,50 expected hits 1 fighter owned by the Americans lost in Japan Americans roll dice for 2 artilleries, 2 bombers, 24 fighters, 6 infantry, 1 marine and 1 tactical_bomber in Japan, round 2 : 17/36 hits, 16,33 expected hits Japanese roll dice for 3 aaGuns, 1 artillery, 3 bombers, 9 fighters, 17 infantry and 1 tactical_bomber in Japan, round 2 : 11/31 hits, 13,00 expected hits 11 infantry owned by the Japanese, 3 bombers owned by the Japanese, 3 aaGuns owned by the Japanese, 3 fighters owned by the Americans, 6 infantry owned by the Americans, 1 artillery owned by the Americans and 1 marine owned by the Americans lost in Japan Americans roll dice for 1 artillery, 2 bombers, 21 fighters and 1 tactical_bomber in Japan, round 3 : 15/25 hits, 12,83 expected hits Japanese roll dice for 1 artillery, 9 fighters, 6 infantry and 1 tactical_bomber in Japan, round 3 : 7/17 hits, 8,83 expected hits 1 tactical_bomber owned by the Japanese, 7 fighters owned by the Japanese, 6 infantry owned by the Japanese, 1 artillery owned by the Japanese, 1 tactical_bomber owned by the Americans and 6 fighters owned by the Americans lost in Japan Americans roll dice for 1 artillery, 2 bombers and 15 fighters in Japan, round 4 : 7/18 hits, 9,17 expected hits Japanese roll dice for 2 fighters in Japan, round 4 : 2/2 hits, 1,33 expected hits 2 fighters owned by the Japanese and 2 bombers owned by the Americans lost in Japan Americans captures 68PUs while taking Japanese capital Americans converts factory_major into different units Americans win, taking Japan from Japanese with 1 artillery and 15 fighters remaining. Battle score for attacker is 45 Casualties for Americans: 1 artillery, 2 bombers, 10 fighters, 6 infantry, 1 marine and 1 tactical_bomber Casualties for Japanese: 3 aaGuns, 1 artillery, 3 bombers, 9 fighters, 17 infantry and 1 tactical_bomber triggerJapaneseDestroyPUsAmericans: Setting destroysPUs to true for playerAttachment attached to Japanese Non Combat Move - Americans Turning on Edit Mode EDIT: Adding units owned by British to 98 Sea Zone: 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode 10 carriers and 2 destroyers moved from 18 Sea Zone to 6 Sea Zone 12 submarines moved from 21 Sea Zone to 6 Sea Zone 4 submarines moved from 33 Sea Zone to 6 Sea Zone 2 carriers and 1 destroyer moved from 8 Sea Zone to 6 Sea Zone 15 fighters moved from Japan to 6 Sea Zone 3 fighters moved from Western United States to 6 Sea Zone 6 fighters moved from Gibraltar to Cyprus 1 submarine moved from 99 Sea Zone to 93 Sea Zone 11 fighters moved from Trans-Jordan to Cyprus 1 bomber moved from Trans-Jordan to India 1 fighter moved from India to Eastern Persia Place Units - Americans 1 artillery and 1 infantry placed in Korea 1 fighter placed in 6 Sea Zone 1 destroyer placed in 101 Sea Zone 2 fighters placed in Western United States 5 fighters placed in Eastern United States Americans undo move 4. 2 fighters placed in Eastern United States Turn Complete - Americans Americans collect 67 PUs; end with 135 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 145 PUs Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 150 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 155 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 160 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 165 PUs
Combat Hit Differential Summary :
Americans regular : 0,67 Japanese regular : -3,17 Japanese AA : -0,50
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It appears Tokyo will remain green for the rest of the game.
I am sorry for dicing that big, that was a bit over the top. With average odds I would have been forced to block your fleet off (against the German bombers) and you had at least a shot to move to an adjacent seazone and try to reclaim Tokyo.On the run again. I will play UK carefully though. Post the rest later.
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@trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
I btw did not realize that the BB was taken down. How is that possible? I thought triple A chooses BB last. I may switch this for a fighter.
Sorry, the battle is faulty. The bs was sunk by kami and the marine should’ve went down with it, but participated.
My apologies, I did not realize that. But then I suggest, I remove one hit each turn (just assuming the extra unit always hit) and give you an extra roll @4 for every removed hit, ok?
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And one extra plane dies of course as casualty instead of the marine.
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Well. I can do better. I guess I can precisely implement the implication of the extra marine.
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On my cell atm but this is how it would work:
Round 1: I am willing to assume the Marine scored a hit.
Japan loses one inf less
Us takes an extra plane down instead of the marineRound 2: Japan has an extra inf that will roll at 2.
Japan had an extra plane that I am willing to assume it did hit.Thus, after round 2 Japan has 2 extra units for round 3 = 2 shots at 4 for round 3.
The implication of the extra inf hit Or not on round 3 is neglectable as round 3 is a kill anyway.
Thus the summary would be:
Us one extra plane down plus Japan has 1 extra shot at 2 und two extra shots at 4.This reflects the worst possible outcome to me expecting my extra units did always hit.
Agree?
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Re round 2. „japan had an extra plane“ must of course read „US had an extra plane“
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So? I assume you are asking other players for their opinion?
I would like to underline that I am genuinely convinced that adjusting the actual dice based on my suggestion is the right way to do this. Gamerman stated in previous rulings involving dice outcomes that the spirit is always to keep as many original dice as possible. And in this case, this is perfectly possible because it was just one unit, the battle just lasted 3 rounds, the battle outcome wasn’t even close and it was an all-in/max defense battle with no casualty choices affected.
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Not asking around. Just feeling depressed.
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Oh I C. So my suggestion is fine? I would roll your extra dice in the forum then.
How is the new command again for forum dice? -
@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
On my cell atm but this is how it would work:
Round 1: I am willing to assume the Marine scored a hit.
Japan loses one inf less
Us takes an extra plane down instead of the marineRound 2: Japan has an extra inf that will roll at 2.
Japan had an extra plane that I am willing to assume it did hit.Thus, after round 2 Japan has 2 extra units for round 3 = 2 shots at 4 for round 3.
The implication of the extra inf hit Or not on round 3 is neglectable as round 3 is a kill anyway.
Thus the summary would be:
Us one extra plane down plus Japan has 1 extra shot at 2 und two extra shots at 4.This reflects the worst possible outcome to me expecting my extra units did always hit.
Agree?
The marine is still in there in round 2, which I believe needs adjusting. Thus J has 3 shots at 4 in round 3, right?
Nothing of consequence, but in accordance with the logic at hand. I can roll it now if it’s correct.
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Also, an eventual hit in round 1 will have implications.
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Trying to get my head around this issue.
I’ll start with rolling the inf in round 2.
[dice 1d6]
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1d6: 4
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Actually, the marine is not there in round 2. I took it off as casualty in round 1, and, as said, I will take another plane off round 1 that compensates for the marine that should have never been there in the first place.
So in terms of attackers, round 2 Japan is “accurate” with deducting one plane and thus deducting another hit.
Thus, I am quite certain it is accurate to give Japan one extra shot @2 for round 2 and 2 extra shots @4 for round 3.
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@trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
Also, an eventual hit in round 1 will have implications.
It won’t as round 3 was an overwhelming kill. So whether your extra inf hits or not. Round 3 is a clearance and the only implication is whether US loses another plane or not.