@BobbaRossa
yes, full intercept in moscow.
Karl vs. Jason G39 [EXPERIMENTAL]
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@Argothair said in Karl vs. Jason G39 [EXPERIMENTAL]:
Well, I lost another battle to dice in Malaya – admittedly this one was only 70% for the Allies. It looks pretty grim; I may have spread myself across too many fronts, but I don’t see a way to concentrate effectively from this position. I’ll try the American counter-attack against the Japanese fleet and see how that goes; depending I may need to surrender. Technically I’m still up on income, but if I can’t get control of the Pacific then I don’t see that going anywhere but down, and the window is closing – another turn and Japan will be rich enough and safe enough on land that it can just match the US naval builds.
Wow, Malaya is a bitch! My troops in there are in so deep it would take 1 million men 10 thousand years to get them!
Yeah, if you hit Japanese fleet, probably should give me an OOL as the planes and carrier issue will be present. Unless you are just going for broke
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Yeah, I am going for broke, but you should give me an OOL so I know what order to take your casualties in.
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TripleA Turn Summary: Italians round 11
TripleA Turn Summary for game: argo1939, version: 0.2.0
Game History
Round: 11 Purchase Units - Italians Italians buy 2 artilleries, 1 infantry, 3 jeeps and 2 jets; Remaining resources: 0 PUs; Combat Move - Italians 1 artillery, 1 halftrack, 1 infantry and 1 jeep moved from Rhodesia to Mozambique 3 tanks moved from Ethiopia to Mozambique 1 commando moved from Egypt to Mediterranean Sea Zone 6 1 commando and 1 cutter moved from Mediterranean Sea Zone 6 to Mediterranean Sea Zone 8 1 commando moved from Mediterranean Sea Zone 8 to Syria 1 bomber moved from Egypt to Syria 2 infantry and 1 jeep moved from Gold Coast to Central Africa 1 jeep moved from Egypt to Palestine Italians take Palestine from British 1 jeep moved from Palestine to Sudan Combat - Italians Battle in Mozambique Italians attack with 1 artillery, 1 halftrack, 1 infantry, 1 jeep and 3 tanks British defend with 1 infantry Italians roll dice for 1 artillery, 1 halftrack, 1 infantry, 1 jeep and 3 tanks in Mozambique, round 2 : 4/7 hits, 3.33 expected hits British roll dice for 1 infantry in Mozambique, round 2 : 0/1 hits, 0.50 expected hits 1 infantry owned by the British lost in Mozambique Italians win, taking Mozambique from British with 1 artillery, 1 halftrack, 1 infantry, 1 jeep and 3 tanks remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Central Africa Italians attack with 2 infantry and 1 jeep Americans defend with 1 infantry Italians roll dice for 2 infantry and 1 jeep in Central Africa, round 2 : 0/3 hits, 0.67 expected hits Americans roll dice for 1 infantry in Central Africa, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Italians lost in Central Africa Italians roll dice for 1 infantry and 1 jeep in Central Africa, round 3 : 2/2 hits, 0.50 expected hits Americans roll dice for 1 infantry in Central Africa, round 3 : 0/1 hits, 0.50 expected hits 1 infantry owned by the Americans lost in Central Africa Italians win, taking Central Africa from Americans with 1 infantry and 1 jeep remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for Americans: 1 infantry Battle in Syria Italians attack with 1 bomber and 1 commando British defend with 1 infantry Italians roll dice for 1 bomber and 1 commando in Syria, round 2 : 1/2 hits, 0.83 expected hits British roll dice for 1 infantry in Syria, round 2 : 0/1 hits, 0.50 expected hits 1 infantry owned by the British lost in Syria Italians win, taking Syria from British with 1 bomber and 1 commando remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Italians 1 bomber moved from Syria to Egypt 2 biplanes moved from Egypt to Rhodesia 1 jeep moved from Egypt to Mozambique 2 artilleries and 1 infantry moved from Addis Ababa to Rhodesia 5 artilleries and 2 infantry moved from Ethiopia to Rhodesia 3 transports moved from Mediterranean Sea Zone 4 to Mediterranean Sea Zone 3 1 jeep and 2 tanks moved from Rome to Mediterranean Sea Zone 3 1 jeep, 2 tanks and 3 transports moved from Mediterranean Sea Zone 3 to Mediterranean Sea Zone 4 1 jeep and 2 tanks moved from Mediterranean Sea Zone 4 to Algeria 4 artilleries moved from Tunis to Algeria Place Units - Italians 2 artilleries and 1 infantry placed in Algeria 3 jeeps placed in Egypt 2 jets placed in Rome Turn Complete - Italians Italians collect 57 PUs; end with 57 PUsCombat Hit Differential Summary :
Americans regular : 0.00 Italians regular : 1.67 British regular : -1.00 -
Or I can just do max defense / whatever the computer recommends. The battle calc is giving me 97% odds, but I need more than just a narrow win, I think, for the game to be viable; I need to win with enough to hold the sea zone (after building some more destroyers out of Truk).
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TripleA Manual Gamesave Post: Americans round 11
TripleA Manual Gamesave Post for game: argo1939, version: 0.2.0
Game History
Round: 11 Purchase Units - Americans Americans buy 1 battleship, 1 carrier, 3 commandos, 1 cruiser, 2 destroyers, 4 infantry, 2 interceptors and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber and 1 interceptor moved from Truk to Pacific Sea Zone 5 1 destroyer and 1 submersible moved from Pacific Sea Zone 12 to Pacific Sea Zone 5 1 interceptor moved from Midway to Pacific Sea Zone 5 2 battleships, 2 carriers, 1 destroyer, 1 interceptor and 2 transports moved from Timor Sea Zone to Pacific Sea Zone 5 1 interceptor moved from Celebes to Pacific Sea Zone 5 1 destroyer moved from Sulu Sea Zone to Pacific Sea Zone 5 Americans take Sulu Sea Zone from Japanese 1 bomber moved from San Francisco to Pacific Sea Zone 5 1 interceptor moved from Pacific Sea Zone 10 to Pacific Sea Zone 5 1 interceptor moved from Pacific Sea Zone 10 to Pacific Sea Zone 5 1 jeep moved from Morocco to West Africa 1 jeep moved from West Africa to Gold Coast British take Gold Coast from Italians 1 jeep moved from Gold Coast to Central Africa 1 jeep moved from Morocco to Central Africa 1 biplane moved from Morocco to Central Africa 1 commando moved from Brazil to Atlantic Sea Zone 12 1 infantry moved from Brazil to Atlantic Sea Zone 12 1 commando, 1 infantry and 1 transport moved from Atlantic Sea Zone 12 to Atlantic Sea Zone 6 1 commando and 1 infantry moved from Atlantic Sea Zone 6 to Central Africa 1 infantry moved from Brazil to Atlantic Sea Zone 12 1 cutter and 1 infantry moved from Atlantic Sea Zone 12 to Atlantic Sea Zone 3 1 artillery and 4 infantry moved from Washington DC to Atlantic Sea Zone 10 1 artillery, 4 infantry and 3 transports moved from Atlantic Sea Zone 10 to Atlantic Sea Zone 3 1 cutter moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 12 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 12 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 10 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 10 Combat - Americans Battle in Central Africa Americans attack with 1 biplane, 1 commando, 1 infantry and 2 jeeps Italians defend with 1 infantry and 1 jeep Americans roll dice for 1 biplane, 1 commando, 1 infantry and 2 jeeps in Central Africa, round 2 : 2/5 hits, 1.50 expected hits Italians roll dice for 1 infantry and 1 jeep in Central Africa, round 2 : 0/2 hits, 0.67 expected hits 1 jeep owned by the Italians and 1 infantry owned by the Italians lost in Central Africa Americans win, taking Central Africa from Italians with 1 biplane, 1 commando, 1 infantry and 2 jeeps remaining. Battle score for attacker is 8 Casualties for Italians: 1 infantry and 1 jeep Air Battle in Pacific Sea Zone 5 Americans attacks with 8 units heading to Pacific Sea Zone 5 Japanese launches 4 interceptors out of Pacific Sea Zone 5 Attackers Fire, : 5/6 hits, 3.00 expected hits Defenders Fire, : 2/4 hits, 1.67 expected hits 2 interceptors owned by the Americans lost in Pacific Sea Zone 5 2 interceptors owned by the Japanese and 2 jets owned by the Japanese lost in Pacific Sea Zone 5 Air Battle is over, the defenders have all died Battle in Pacific Sea Zone 5 Americans attack with 2 battleships, 2 bombers, 2 carriers, 3 destroyers, 4 interceptors, 1 submersible and 2 transports Japanese defend with 2 battleships, 2 carriers, 1 cruiser and 4 destroyers Americans roll dice for 2 battleships, 2 bombers, 2 carriers, 3 destroyers, 4 interceptors, 1 submersible and 2 transports in Pacific Sea Zone 5, round 2 : 5/14 hits, 5.67 expected hitsCombat Hit Differential Summary :
Americans regular : -0.17 Italians regular : -0.67 Defenders Fire, : 0.33 Attackers Fire, : 2.00 -
Wait, so you nuked all the air? Ok, doesn’t matter then. Max defense.
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TripleA Turn Summary: Americans round 11
TripleA Turn Summary for game: argo1939, version: 0.2.0
Game History
Round: 11 Purchase Units - Americans Americans buy 1 battleship, 1 carrier, 3 commandos, 1 cruiser, 2 destroyers, 4 infantry, 2 interceptors and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber and 1 interceptor moved from Truk to Pacific Sea Zone 5 1 destroyer and 1 submersible moved from Pacific Sea Zone 12 to Pacific Sea Zone 5 1 interceptor moved from Midway to Pacific Sea Zone 5 2 battleships, 2 carriers, 1 destroyer, 1 interceptor and 2 transports moved from Timor Sea Zone to Pacific Sea Zone 5 1 interceptor moved from Celebes to Pacific Sea Zone 5 1 destroyer moved from Sulu Sea Zone to Pacific Sea Zone 5 Americans take Sulu Sea Zone from Japanese 1 bomber moved from San Francisco to Pacific Sea Zone 5 1 interceptor moved from Pacific Sea Zone 10 to Pacific Sea Zone 5 1 interceptor moved from Pacific Sea Zone 10 to Pacific Sea Zone 5 1 jeep moved from Morocco to West Africa 1 jeep moved from West Africa to Gold Coast British take Gold Coast from Italians 1 jeep moved from Gold Coast to Central Africa 1 jeep moved from Morocco to Central Africa 1 biplane moved from Morocco to Central Africa 1 commando moved from Brazil to Atlantic Sea Zone 12 1 infantry moved from Brazil to Atlantic Sea Zone 12 1 commando, 1 infantry and 1 transport moved from Atlantic Sea Zone 12 to Atlantic Sea Zone 6 1 commando and 1 infantry moved from Atlantic Sea Zone 6 to Central Africa 1 infantry moved from Brazil to Atlantic Sea Zone 12 1 cutter and 1 infantry moved from Atlantic Sea Zone 12 to Atlantic Sea Zone 3 1 artillery and 4 infantry moved from Washington DC to Atlantic Sea Zone 10 1 artillery, 4 infantry and 3 transports moved from Atlantic Sea Zone 10 to Atlantic Sea Zone 3 1 cutter moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 12 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 12 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 10 1 transport moved from Atlantic Sea Zone 3 to Atlantic Sea Zone 10 Combat - Americans Battle in Central Africa Americans attack with 1 biplane, 1 commando, 1 infantry and 2 jeeps Italians defend with 1 infantry and 1 jeep Americans roll dice for 1 biplane, 1 commando, 1 infantry and 2 jeeps in Central Africa, round 2 : 2/5 hits, 1.50 expected hits Italians roll dice for 1 infantry and 1 jeep in Central Africa, round 2 : 0/2 hits, 0.67 expected hits 1 jeep owned by the Italians and 1 infantry owned by the Italians lost in Central Africa Americans win, taking Central Africa from Italians with 1 biplane, 1 commando, 1 infantry and 2 jeeps remaining. Battle score for attacker is 8 Casualties for Italians: 1 infantry and 1 jeep Air Battle in Pacific Sea Zone 5 Americans attacks with 8 units heading to Pacific Sea Zone 5 Japanese launches 4 interceptors out of Pacific Sea Zone 5 Attackers Fire, : 5/6 hits, 3.00 expected hits Defenders Fire, : 2/4 hits, 1.67 expected hits 2 interceptors owned by the Americans lost in Pacific Sea Zone 5 2 interceptors owned by the Japanese and 2 jets owned by the Japanese lost in Pacific Sea Zone 5 Air Battle is over, the defenders have all died Battle in Pacific Sea Zone 5 Americans attack with 2 battleships, 2 bombers, 2 carriers, 3 destroyers, 4 interceptors, 1 submersible and 2 transports Japanese defend with 2 battleships, 2 carriers, 1 cruiser and 4 destroyers Americans roll dice for 2 battleships, 2 bombers, 2 carriers, 3 destroyers, 4 interceptors, 1 submersible and 2 transports in Pacific Sea Zone 5, round 2 : 5/14 hits, 5.67 expected hits Japanese roll dice for 2 battleships, 2 carriers, 1 cruiser and 4 destroyers in Pacific Sea Zone 5, round 2 : 4/9 hits, 4.50 expected hits 1 submersible owned by the Americans, 2 carriers owned by the Japanese, 3 destroyers owned by the Japanese, 1 carrier owned by the Americans and 2 transports owned by the Americans lost in Pacific Sea Zone 5 Americans roll dice for 2 battleships, 2 bombers, 1 carrier, 3 destroyers and 4 interceptors in Pacific Sea Zone 5, round 3 : 5/12 hits, 5.17 expected hits Japanese roll dice for 2 battleships, 1 cruiser and 1 destroyer in Pacific Sea Zone 5, round 3 : 3/4 hits, 2.33 expected hits 2 destroyers owned by the Americans, 1 destroyer owned by the Japanese, 2 battleships owned by the Japanese, 1 bomber owned by the Americans and 1 cruiser owned by the Japanese lost in Pacific Sea Zone 5 Americans win, taking Pacific Sea Zone 5 from Japanese with 2 battleships, 1 bomber, 1 carrier, 1 destroyer and 4 interceptors remaining. Battle score for attacker is 38 Casualties for Americans: 1 bomber, 1 carrier, 2 destroyers, 1 submersible and 2 transports Casualties for Japanese: 2 battleships, 2 carriers, 1 cruiser and 4 destroyers Non Combat Move - Americans 1 bomber moved from Pacific Sea Zone 5 to Truk 1 carrier moved from Pacific Sea Zone 10 to Pacific Sea Zone 7 1 interceptor moved from Pacific Sea Zone 5 to Pacific Sea Zone 7 1 interceptor moved from Pacific Sea Zone 5 to Pacific Sea Zone 7 1 biplane moved from Central Africa to West Africa 5 infantry moved from Atlantic Sea Zone 3 to Morocco 1 artillery moved from Atlantic Sea Zone 3 to Morocco Place Units - Americans 1 destroyer and 2 transports placed in Pacific Sea Zone 5 Americans undo move 1. 2 destroyers and 1 transport placed in Pacific Sea Zone 5 1 transport placed in Banda Sea Zone 1 commando and 2 infantry placed in Borneo 1 battleship and 1 carrier placed in Pacific Sea Zone 10 2 interceptors placed in Pacific Sea Zone 10 1 cruiser placed in Atlantic Sea Zone 10 2 commandos and 2 infantry placed in Washington DC Turn Complete - Americans Americans collect 112 PUs; end with 112 PUsCombat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : 0.17 Italians regular : -0.67 Defenders Fire, : 0.33 Attackers Fire, : 2.00 -
Well, that gives me some new reasons to stay in the game! 6 interceptors in the same battle go a long way.
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Oh, you know what, the fighter in London really ought to be on the carrier in the English Channel. I don’t know if it’ll matter or not, but I thought I’d mention it.
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Hmm, won’t let me post the game…
But here is the file. Check history to see what happened. Germany 12.tsvg
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Hmm, very clever – so that’s why you kept building jets! I gather that may be part of what you meant by ‘I’ll tell you my thoughts on infantry defending at 3 after the game.’ I suppose a huge stack of infantry and jets might be overpowered, given the stats I’ve assigned to everything. The infantry are very hard to wipe out, the jets can attack from far away, which protects them until it’s go time, and so you can do very well with a force of nothing but infantry and jets. Part of that is that I was shamelessly robbing Leningrad of defenders to go play in Poland and so on, and you called my bluff, but part of it may be the unit balance. I’ll have to think about it, and I’d value your thoughts, too.
More immediately, I think that forces a retreat to Moscow? I’m going to lose Norway, Lithuania, and Murmansk, so it’s not just that I’m down a factory, I’m down all of the income that used to fuel that factory. That means your stack in Leningrad has nothing stopping it from just marching on Moscow unless the South Russia stack moves north; I can’t build enough in Moscow to hold it without reinforcements. But if I abandon the South Russia factory then I lose the money territories in the south, too, so at that point I’m just bottled up in Moscow sniping at the Urals or Archangel or whatever. It’ll take a few turns, but it seems like that’s where it’s headed. The Japanese break through in Kazakh, after a couple of turns, too, unless I get quite lucky.
So I basically have to take Tokyo just to stay in the game, which is not…impossible, but it seems like an uphill battle. That’s my analysis. What’s yours?
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Agreed, but UK is putting real pressure on Western Europe too. My weakness on the western front is an opening.
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I was watching Leningrad to see if there was an opening and there was. But I also got luck too.
Jets are basically the new bombers in this game, I figure. You could reduce range to make them more tactical. Super attack and defense but range 3?
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TripleA Turn Summary: Germans round 12
TripleA Turn Summary for game: argo1939, version: 0.2.0
Game History
Round: 12 Activate Technology - Germans Trigger PenalizeJapaneseArtillery: Setting isMarine to -3 for unitAttachment attached to artillery Purchase Units - Germans Germans buy 1 artillery, 25 infantry and 1 jet; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 1 flak and 32 infantry moved from Finland to Leningrad 2 infantry moved from Prussia to West Baltic Sea Zone 1 infantry moved from Denmark to West Baltic Sea Zone 1 cruiser, 1 cutter, 1 destroyer, 3 infantry and 2 transports moved from West Baltic Sea Zone to East Baltic Sea Zone 3 infantry moved from East Baltic Sea Zone to Leningrad 3 jets moved from East Ukraine to Leningrad 4 jets moved from Ruhr to Leningrad 1 halftrack moved from Czechoslovakia to West Poland 1 tank moved from West Ukraine to West Poland 1 halftrack and 1 tank moved from West Ukraine to Warsaw 4 infantry moved from Romania to South Ukraine 1 tank moved from Bulgaria to South Ukraine 2 infantry moved from Kiev to East Poland 1 infantry moved from Kiev to East Poland 1 jet moved from Kiev to East Poland 2 infantry moved from South France to Bordeaux 2 infantry moved from Ruhr to Benelux 4 infantry moved from Ruhr to Benelux 1 biplane and 4 jets moved from Ruhr to Benelux 1 infantry moved from South France to Bordeaux 1 halftrack and 1 tank moved from West Ukraine to East Poland 1 halftrack moved from West Ukraine to Warsaw 1 halftrack moved from West Ukraine to East Poland Combat - Germans British scrambles 1 units out of Normandy to defend against the attack in Bordeaux British scrambles 1 units out of English Channel Sea Zone to defend against the attack in Benelux Battle in Warsaw Germans attack with 2 halftracks and 1 tank Russians defend with 1 infantry Germans roll dice for 2 halftracks and 1 tank in Warsaw, round 2 : 3/3 hits, 1.33 expected hits Russians roll dice for 1 infantry in Warsaw, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Russians and 1 halftrack owned by the Germans lost in Warsaw Germans win, taking Warsaw from Russians with 1 halftrack and 1 tank remaining. Battle score for attacker is -2 Casualties for Germans: 1 halftrack Casualties for Russians: 1 infantry Battle in Bordeaux Germans attack with 3 infantry British defend with 1 artillery and 1 interceptor Germans roll dice for 3 infantry in Bordeaux, round 2 : 0/3 hits, 0.50 expected hits British roll dice for 1 artillery and 1 interceptor in Bordeaux, round 2 : 2/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Bordeaux 1 infantry owned by the Germans retreated to South France British win with 1 artillery and 1 interceptor remaining. Battle score for attacker is -6 Casualties for Germans: 2 infantry Battle in South Ukraine Germans attack with 4 infantry and 1 tank Russians defend with 1 halftrack and 1 infantry Germans roll dice for 4 infantry and 1 tank in South Ukraine, round 2 : 3/5 hits, 1.33 expected hits Russians roll dice for 1 halftrack and 1 infantry in South Ukraine, round 2 : 1/2 hits, 1.00 expected hits 1 infantry owned by the Russians, 1 infantry owned by the Germans and 1 halftrack owned by the Russians lost in South Ukraine Germans win, taking South Ukraine from Russians with 3 infantry and 1 tank remaining. Battle score for attacker is 5 Casualties for Germans: 1 infantry Casualties for Russians: 1 halftrack and 1 infantry Battle in East Poland Germans attack with 2 halftracks, 3 infantry, 1 jet and 1 tank Russians defend with 1 halftrack and 1 infantry Germans roll dice for 2 halftracks, 3 infantry, 1 jet and 1 tank in East Poland, round 2 : 2/7 hits, 2.67 expected hits Russians roll dice for 1 halftrack and 1 infantry in East Poland, round 2 : 1/2 hits, 1.00 expected hits 1 infantry owned by the Russians, 1 infantry owned by the Germans and 1 halftrack owned by the Russians lost in East Poland Germans win, taking East Poland from Russians with 2 halftracks, 2 infantry, 1 jet and 1 tank remaining. Battle score for attacker is 5 Casualties for Germans: 1 infantry Casualties for Russians: 1 halftrack and 1 infantry Air Battle in Leningrad Germans attacks with 8 units heading to Leningrad Russians launches 4 interceptors out of Leningrad Attackers Fire, : 3/8 hits, 2.50 expected hits Defenders Fire, : 0/2 hits, 0.67 expected hits 1 bomber owned by the Russians and 2 flaks owned by the Russians lost in Leningrad Air Battle is over, neither side is eliminated Air Battle in Benelux Germans attacks with 5 units heading to Benelux British launches 1 interceptors out of Benelux Attackers Fire, : 1/5 hits, 1.50 expected hits Defenders Fire, : 1/1 hits, 0.50 expected hits 1 biplane owned by the Germans lost in Benelux 1 interceptor owned by the British lost in Benelux Air Battle is over, the defenders have all died Battle in West Poland Germans attack with 1 halftrack and 1 tank Russians defend with 1 infantry Germans roll dice for 1 halftrack and 1 tank in West Poland, round 2 : 1/2 hits, 1.00 expected hits Russians roll dice for 1 infantry in West Poland, round 2 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Russians and 1 halftrack owned by the Germans lost in West Poland Germans win, taking West Poland from Russians with 1 tank remaining. Battle score for attacker is -2 Casualties for Germans: 1 halftrack Casualties for Russians: 1 infantry Battle in Benelux Germans attack with 6 infantry and 4 jets British defend with 6 infantry Germans roll dice for 6 infantry and 4 jets in Benelux, round 2 : 5/10 hits, 4.33 expected hits British roll dice for 6 infantry in Benelux, round 2 : 3/6 hits, 3.00 expected hits 3 infantry owned by the Germans and 5 infantry owned by the British lost in Benelux Germans roll dice for 3 infantry and 4 jets in Benelux, round 3 : 3/7 hits, 3.83 expected hits British roll dice for 1 infantry in Benelux, round 3 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Benelux Germans win, taking Benelux from British with 2 infantry and 4 jets remaining. Battle score for attacker is 6 Casualties for Germans: 4 infantry Casualties for British: 6 infantry Battle in Leningrad Germans attack with 1 artillery, 1 flak, 35 infantry and 7 jets Russians defend with 4 artilleries, 1 bomber, 2 bunkers, 1 factory and 18 infantry Germans roll dice for 1 cruiser in Leningrad, round 2 : 0/1 hits, 0.50 expected hits Germans roll dice for 1 artillery, 1 flak, 35 infantry and 7 jets in Leningrad, round 2 : 11/44 hits, 12.33 expected hits Russians roll dice for 4 artilleries, 1 bomber, 2 bunkers and 18 infantry in Leningrad, round 2 : 9/25 hits, 11.83 expected hits 6 infantry owned by the Russians, 1 bomber owned by the Russians, 4 artilleries owned by the Russians and 9 infantry owned by the Germans lost in Leningrad Germans roll dice for 1 artillery, 1 flak, 26 infantry and 7 jets in Leningrad, round 3 : 14/35 hits, 10.83 expected hits Russians roll dice for 2 bunkers and 12 infantry in Leningrad, round 3 : 2/14 hits, 7.33 expected hits 12 infantry owned by the Russians, 2 bunkers owned by the Russians and 2 infantry owned by the Germans lost in Leningrad Germans converts factory into different units Germans win, taking Leningrad from Russians with 1 artillery, 1 flak, 24 infantry and 7 jets remaining. Battle score for attacker is 57 Casualties for Germans: 11 infantry Casualties for Russians: 4 artilleries, 1 bomber, 2 bunkers and 18 infantry Moving scrambled unit from Bordeaux back to originating territory: Normandy Non Combat Move - Germans 1 jet moved from East Poland to East Ukraine 3 jets moved from Leningrad to East Ukraine 4 jets moved from Leningrad to Finland 4 jets moved from Benelux to Ruhr Place Units - Germans 11 infantry and 1 jet placed in Ruhr 4 infantry placed in Finland 1 artillery and 2 infantry placed in Kiev 3 infantry placed in South France 4 infantry placed in Romania 1 infantry placed in Prussia Turn Complete - Germans Germans collect 86 PUs (4 lost to blockades); end with 86 PUsCombat Hit Differential Summary :
Defenders Fire, : -0.17 Attackers Fire, : 0.00 Russians regular : -7.17 Germans regular : 3.33 British regular : 1.83 -
huh, got it to post now
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Yeah, that’s fair. The range is hard to get right – the biplanes are supposed to be primitive, so they need a short range. Historically, interceptors had a short range because they went so fast in order to chase down and destroy enemy aircraft – lots of mph, not so much mpg. The jets might need a short range because they are so powerful. So that leaves what, just the strategic bombers as the only non-short-range aircraft? I’m not in love with it. I wonder if I need a sixth aircraft type; I hope not.
I could maybe cut the jet range down from 6 to 4? Jets were longer-range than biplanes, for sure.
While we’re talking about unit design, I also feel like the game is missing a high-defense option. The BBs defend at 4, and the bunkers defend at 4, but you can’t build bunkers. So I could let people build bunkers? But some people hate that, they say it makes the game too static.
I don’t know that the western front is really all that weak – I had to give the Ruhr a high IPC value to make Germany competitive, but that also means that the Ruhr is pretty easy to defend, as long as you keep building infantry there. You’ll be rich in a couple of turns, so I don’t think you’ll run out of infantry. Britain is slowly losing income as Africa slips into Italian hands and India goes Japanese, so they don’t have the money to put more than their current ~12 troops per turn into western Europe, and I think Germany can defend against that without too much trouble. 8 units in Ruhr, 3 units in S. France, and honestly that’s enough to hold for essentially the whole game, although you could always send in a mech now and then to keep it totally even.
I edited the code to fix the canals, so now in the new version you can get from North Sea <-> Baltic Sea if you own either Denmark or Norway. I think that would put more pressure on Germany because then they have to worry about defending their Baltic Sea fleet, defending Prussia, etc. I don’t know if that’s good or bad; Germany didn’t seem totally overpowered.
I’ll play a couple more turns, but I suspect you’ve won. Again, I’m having a lot of fun – thanks for giving it a try!
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Yeah taking back france flipped those territories in North Africa. Would be cool if you had an option button to liberate a capitol or not.
If USA could punch through algeria it would be able to stuff Italy
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Oh, that’s really clever. I might actually be able to code that; I’ll investigate. Good idea!
Cause yeah, liberating france was a huge unforced error on my part. Would have totally changed the game.
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TripleA Turn Summary: Russians round 12
TripleA Turn Summary for game: argo1939, version: 0.2.0
Game History
Round: 12 Purchase Units - Russians Russians buy 3 artilleries, 1 barracks, 1 biplane, 2 halftracks, 7 infantry and 1 tank; Remaining resources: 0 PUs; Combat Move - Russians 1 biplane moved from Belarus to South Russia 1 halftrack moved from Karelia to South Russia 1 infantry moved from Central Russia to Karelia 1 artillery moved from Karelia to Central Russia 1 artillery and 1 infantry moved from Kazakh to Qinghai 1 bomber moved from Moscow to Qinghai 1 artillery and 2 infantry moved from Volga to Kazakh 1 biplane moved from Magadan to Yakutsk 1 artillery and 2 infantry moved from Omsk to Yakutsk 1 jeep moved from Moscow to Kazakh 1 halftrack and 2 jeeps moved from Moscow to South Russia 1 biplane moved from Scotland to Archangel Combat - Russians Battle in Qinghai Russians attack with 1 artillery, 1 bomber and 1 infantry Japanese defend with 2 jeeps Russians roll dice for 1 artillery, 1 bomber and 1 infantry in Qinghai, round 2 : 1/3 hits, 1.17 expected hits Japanese roll dice for 2 jeeps in Qinghai, round 2 : 0/2 hits, 0.33 expected hits 1 jeep owned by the Japanese lost in Qinghai Russians roll dice for 1 artillery, 1 bomber and 1 infantry in Qinghai, round 3 : 2/3 hits, 1.17 expected hits Japanese roll dice for 1 jeep in Qinghai, round 3 : 0/1 hits, 0.17 expected hits 1 jeep owned by the Japanese lost in Qinghai Russians win, taking Qinghai from Japanese with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 10 Casualties for Japanese: 2 jeeps Non Combat Move - Russians 1 bomber moved from Qinghai to Moscow Place Units - Russians 1 barracks placed in Urals 1 artillery and 1 infantry placed in South Russia 1 artillery and 2 infantry placed in Omsk 1 artillery and 2 infantry placed in Volga 1 biplane, 2 halftracks, 2 infantry and 1 tank placed in Moscow Turn Complete - Russians Russians collect 55 PUs; end with 55 PUsCombat Hit Differential Summary :
Japanese regular : -0.50 Russians regular : 0.67 -
TripleA Turn Summary: Japanese round 12
TripleA Turn Summary for game: argo1939, version: 0.2.0
Game History
Round: 12 Purchase Units - Japanese Japanese buy 1 biplane, 1 carrier, 3 destroyers, 9 infantry and 1 interceptor; Remaining resources: 0 PUs; Combat Move - Japanese 3 jeeps moved from Ningxia to Qinghai 1 artillery and 18 infantry moved from Buryatia to Amur 2 infantry moved from Heilongjiang to Buryatia 1 tank moved from Manchuria to Amur 1 jeep moved from Manchuria to Amur Combat - Japanese Battle in Amur Japanese attack with 1 artillery, 18 infantry, 1 jeep and 1 tank Russians defend with 1 infantry Japanese roll dice for 1 artillery, 18 infantry, 1 jeep and 1 tank in Amur, round 2 : 4/21 hits, 4.50 expected hits Russians roll dice for 1 infantry in Amur, round 2 : 0/1 hits, 0.50 expected hits 1 infantry owned by the Russians lost in Amur Japanese win, taking Amur from Russians with 1 artillery, 18 infantry, 1 jeep and 1 tank remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Qinghai Japanese attack with 3 jeeps Russians defend with 1 artillery and 1 infantry Japanese roll dice for 3 jeeps in Qinghai, round 2 : 1/3 hits, 1.00 expected hits Russians roll dice for 1 artillery and 1 infantry in Qinghai, round 2 : 1/2 hits, 0.83 expected hits 1 artillery owned by the Russians and 1 jeep owned by the Japanese lost in Qinghai Japanese roll dice for 2 jeeps in Qinghai, round 3 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Qinghai, round 3 : 0/1 hits, 0.50 expected hits Japanese roll dice for 2 jeeps in Qinghai, round 4 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Qinghai, round 4 : 0/1 hits, 0.50 expected hits Japanese roll dice for 2 jeeps in Qinghai, round 5 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Qinghai, round 5 : 0/1 hits, 0.50 expected hits Japanese roll dice for 2 jeeps in Qinghai, round 6 : 1/2 hits, 0.67 expected hits Russians roll dice for 1 infantry in Qinghai, round 6 : 1/1 hits, 0.50 expected hits 1 infantry owned by the Russians and 1 jeep owned by the Japanese lost in Qinghai Japanese win, taking Qinghai from Russians with 1 jeep remaining. Battle score for attacker is -3 Casualties for Japanese: 2 jeeps Casualties for Russians: 1 artillery and 1 infantry Non Combat Move - Japanese 2 infantry moved from Hubei to Yunnan 1 halftrack moved from Yunnan to Siam 1 infantry moved from Siam to Malaya 2 artilleries moved from Indochina to Siam 2 tanks moved from Yunnan to Siam 1 artillery and 1 infantry moved from East India to Burma 1 infantry moved from West India to Calcutta 2 destroyers, 1 submersible and 3 transports moved from Yellow Sea Zone to Tsushima Sea Zone 2 artilleries moved from Korea to Heilongjiang 2 biplanes moved from South Japan to Tsushima Sea Zone 1 jet moved from South Japan to Tokyo 1 commando moved from South Japan to Tokyo 1 submersible moved from Tsushima Sea Zone to Yellow Sea Zone Place Units - Japanese 1 carrier and 3 destroyers placed in Tsushima Sea Zone 1 biplane and 1 interceptor placed in Tokyo Japanese undo move 1. 3 infantry placed in Tokyo 1 carrier and 3 destroyers placed in Tsushima Sea Zone 3 infantry placed in Manchuria 3 infantry placed in Malaya Japanese undo move 4. 3 infantry placed in Shanghai Turn Complete - Japanese Japanese collect 76 PUs; end with 76 PUs Turning on Edit Mode EDIT: Removing units owned by Japanese from Yellow Sea Zone: 1 submersible EDIT: Adding units owned by Japanese to Osaka Sea Zone: 1 submersible EDIT: Removing units owned by Japanese from Korea: 1 infantry EDIT: Adding units owned by Japanese to Heilongjiang: 1 infantry EDIT: Turning off Edit ModeCombat Hit Differential Summary :
Japanese regular : -2.17 Russians regular : -1.33





