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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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.
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@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
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.
I think that’s not correct, because you will always have that extra inf/art/marine in the actual battle.
Doesn’t matter if you kept the actual marine or not, the land unit is there.
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Therefore 1 unit is not hit in round 1 and 2 units are not hit in round 3. I think.
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But maybe you’re right.
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I genuinely believe that I am correct here.
An extra unit cannot proliferate. If I have one unit too much, I will have one unit too much in every single round of the battle.
Thus, there can only be 1 unjustified hit per round.The thing that proliferates is the number of extra shots for Japan, this is an f(x) = x+1 function. If the battle lasted 4 turns, you would have had 3 extra shots in round 4 and 6 total. (Always assuming the extra units would hit, actually)
So here is the thing: I am convinced, 1 bonus shot at 2 and 2 at 4 is correct, but I will not have a dispute about a single die.
I have to say that these calculations are definitely confusing and although I am very certain to be correct here I would not bet my life on it.Thus, if you genuinely believe 1 at 2 and 3 at 4 is the way to go, just proceed this way and roll the dice.
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@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
this is an f(x) = x+1 function
BS. I just meant it increases 1 per turn. 1+2+3+4+5…
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One more illustration.
US had 37 units at the beginning of the battle, while it should have been 36 --> 1 too much
1 shot down by AA and Japan scored 11 hits.
Round 2 US has 25 attackers. Now pretend the Marine would have never been there. In this case, US would have started with 36 units and would lose 12, end up with 24 in round 2.
–> US still has (just) one extra unit in round 2.
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Maybe I was thinking if there was a hit in round 2.
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[dice 2d6]
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2d6: 1, 5
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One hit it was.
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OK. I will remove 2 fighters then. One as casualty instead of the marine in round 1 and one by the extra shots.
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@trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
[dice 2d6]
What was the mistake here? How does the actual command go that trigger the dice?
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@JDOW said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
@trulpen said in L20 #2 trulpen (X) vs JDOW (A+12) BM3:
[dice 2d6]
What was the mistake here? How does the actual command go that trigger the dice?
That’s the command. Then dicebot publishes the result.
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thanks a lot
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TripleA Manual Gamesave Post: British round 16
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 16 Combat Move - British 2 infantry moved from India to Burma 1 fighter moved from India to Burma 2 bombers moved from Guam to Burma 3 mech_infantrys moved from Trans-Jordan to Persia 2 fighters moved from Trans-Jordan to Persia 1 tactical_bomber moved from Trans-Jordan to Persia 1 submarine moved from 98 Sea Zone to 97 Sea Zone 3 submarines moved from 93 Sea Zone to 97 Sea Zone 6 fighters moved from 98 Sea Zone to 97 Sea Zone 3 fighters moved from Trans-Jordan to 97 Sea Zone 1 bomber moved from Trans-Jordan to 97 Sea Zone
Combat Hit Differential Summary :
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TripleA Move Summary: British round 16
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 16 Combat Move - British 2 infantry moved from India to Burma 1 fighter moved from India to Burma 2 bombers moved from Guam to Burma 3 mech_infantrys moved from Trans-Jordan to Persia 2 fighters moved from Trans-Jordan to Persia 1 tactical_bomber moved from Trans-Jordan to Persia 1 submarine moved from 98 Sea Zone to 97 Sea Zone 3 submarines moved from 93 Sea Zone to 97 Sea Zone 6 fighters moved from 98 Sea Zone to 97 Sea Zone 3 fighters moved from Trans-Jordan to 97 Sea Zone 1 bomber moved from Trans-Jordan to 97 Sea Zone
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Scramble to 97?