Scramble to sz97?
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2d6: 3, 5
2d6: 6, 6
2d6: 5, 2
[dice 11d6]
11d6: 4, 6, 5, 1, 2, 2, 2, 2, 2, 6, 4
[dice 21d6]
just give me max defence
21d6: 4, 3, 3, 1, 4, 3, 6, 2, 1, 5, 2, 6, 4, 5, 3, 1, 1, 5, 3, 1, 5
for each round you should declare what units attacker has and what units defender has
@oysteilo I’ll have to deal with this later
alternatively you can roll off line up to the point where you get 9 hits for yourself and 8 hits for me, save and roll online from there
take your time. I wont go tonight anyway (9 pm)
@oysteilo round 2 I got 12 hits , my cas from round 1 are unchanged I will keep those 12 hits for you to take round 2.
4 fighters, 1 battleship (dice 4d6 ) 2 DD, 3 damaged carriers (dice 5d6) 1 tac, 3 cruisers (dice 4d6)
4 fighters, 1 battleship dice 4d6 2 DD, 3 damaged carriers dice 5d6 1 tac, 3 cruisers dice 4d6
4 fighters, 1 battleship [dice 4d6] 2 DD, 3 damaged carriers [dice 5d6] 1 tac, 3 cruisers [dice 4d6]
4d6: 3, 4, 5, 5
5d6: 1, 5, 3, 4, 4
4d6: 6, 4, 1, 3
i count 5 hits for you on me round 2. and with my 12 hits you are down to 2 fighters, 2 transports
after round 2 i will be left with 5 fighter, 3 tac, 1 carrier, 2 cruiser, 2 damaged Bship - round 3 i kill off you last units and we’ll call your fighters get 2 hits - i have 2 aircraft that have to sink to the ocean anyways because i dont have 4 total carriers.
if you are good with this then its the same results as what i sent you originally - use the original game save I sent.
i will look at it
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 8
Purchase Units - Americans
Americans buy 2 artilleries, 1 bomber, 1 carrier, 1 destroyer, 1 fighter, 2 infantry and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
1 transport moved from 64 Sea Zone to 91 Sea Zone
1 transport moved from 101 Sea Zone to 91 Sea Zone
1 artillery, 1 infantry, 1 marine and 1 mech_infantry moved from Gibraltar to 91 Sea Zone
1 artillery, 1 infantry, 1 marine and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 fighter moved from Gibraltar to Morocco
2 fighters moved from Gibraltar to 109 Sea Zone
1 destroyer and 1 submarine moved from 104 Sea Zone to 109 Sea Zone
2 submarines moved from 26 Sea Zone to 54 Sea Zone
1 submarine moved from 46 Sea Zone to 54 Sea Zone
1 carrier and 1 destroyer moved from 64 Sea Zone to 26 Sea Zone
2 fighters moved from 64 Sea Zone to 26 Sea Zone
1 fighter moved from Western United States to 26 Sea Zone
1 infantry moved from Manchuria to Jehol
Chinese take Jehol from Japanese
Combat - Americans
Battle in Morocco
Americans attack with 1 artillery, 1 fighter, 1 infantry, 1 marine and 1 mech_infantry
Italians defend with 1 aaGun and 1 mech_infantry
Italians roll AA dice in Morocco : 0/1 hits, 0,17 expected hits
Americans roll dice for 1 artillery, 1 fighter, 1 infantry, 1 marine and 1 mech_infantry in Morocco, round 2 : 2/5 hits, 1,67 expected hits
Italians roll dice for 1 aaGun and 1 mech_infantry in Morocco, round 2 : 0/1 hits, 0,33 expected hits
1 mech_infantry owned by the Italians and 1 aaGun owned by the Italians lost in Morocco
Americans win, taking Morocco from Italians with 1 artillery, 1 fighter, 1 infantry, 1 marine and 1 mech_infantry remaining. Battle score for attacker is 9
Casualties for Italians: 1 aaGun and 1 mech_infantry
Battle in 54 Sea Zone
Americans attack with 3 submarines
Japanese defend with 1 carrier and 2 tactical_bombers
Americans roll dice for 3 submarines in 54 Sea Zone, round 2 : 1/3 hits, 1,00 expected hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 carrier in 54 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
Americans roll dice for 3 submarines in 54 Sea Zone, round 3 : 1/3 hits, 1,00 expected hits
1 carrier owned by the Japanese lost in 54 Sea Zone
Japanese and Americans reach a stalemate
. Battle score for attacker is 16
Casualties for Japanese: 1 carrier
Battle in 109 Sea Zone
Americans attack with 1 destroyer, 2 fighters and 3 submarines
Germans defend with 1 destroyer and 5 submarines
Americans roll dice for 3 submarines in 109 Sea Zone, round 2 : 2/3 hits, 1,00 expected hits
Americans roll dice for 1 destroyer and 2 fighters in 109 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits
Germans roll dice for 5 submarines in 109 Sea Zone, round 2 : 1/5 hits, 0,83 expected hits
Germans roll dice for 1 destroyer in 109 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
1 submarine owned by the Americans and 3 submarines owned by the Germans lost in 109 Sea Zone
Americans roll dice for 2 submarines in 109 Sea Zone, round 3 : 1/2 hits, 0,67 expected hits
Americans roll dice for 1 destroyer and 2 fighters in 109 Sea Zone, round 3 : 1/3 hits, 1,33 expected hits
Germans roll dice for 2 submarines in 109 Sea Zone, round 3 : 0/2 hits, 0,33 expected hits
Germans roll dice for 1 destroyer in 109 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
2 submarines owned by the Germans lost in 109 Sea Zone
Americans roll dice for 2 submarines in 109 Sea Zone, round 4 : 1/2 hits, 0,67 expected hits
Germans roll dice for 1 destroyer in 109 Sea Zone, round 4 : 0/1 hits, 0,33 expected hits
1 destroyer owned by the Germans lost in 109 Sea Zone
Americans win, taking 109 Sea Zone from Germans with 1 destroyer, 2 fighters and 2 submarines remaining. Battle score for attacker is 32
Casualties for Americans: 1 submarine
Casualties for Germans: 1 destroyer and 5 submarines
Battle in 26 Sea Zone
Americans attack with 1 carrier, 1 destroyer and 3 fighters
Japanese defend with 2 submarines
Americans roll dice for 1 carrier, 1 destroyer and 3 fighters in 26 Sea Zone, round 2 : 2/4 hits, 1,83 expected hits
Japanese roll dice for 2 submarines in 26 Sea Zone, round 2 : 1/2 hits, 0,33 expected hits
Units damaged: 1 carrier owned by the Americans
2 submarines owned by the Japanese lost in 26 Sea Zone
Americans win, taking 26 Sea Zone from Neutral with 1 carrier, 1 destroyer and 3 fighters remaining. Battle score for attacker is 12
Casualties for Japanese: 2 submarines
2 tactical_bombers owned by the Japanese could not land and were killed
Non Combat Move - Americans
3 fighters moved from 26 Sea Zone to Hawaiian Islands
1 transport moved from 64 Sea Zone to 10 Sea Zone
1 artillery and 1 infantry moved from Central America to 64 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 64 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 mech_infantry moved from Western Australia to Queensland
2 destroyers moved from 101 Sea Zone to 91 Sea Zone
2 fighters moved from 109 Sea Zone to 91 Sea Zone
1 carrier moved from 64 Sea Zone to 91 Sea Zone
1 fighter moved from Morocco to Gibraltar
1 fighter moved from Eastern United States to Gibraltar
1 armour and 1 mech_infantry moved from Korea to Manchuria
2 infantry moved from Manchuria to Korea
Place Units - Americans
1 artillery, 1 bomber and 1 infantry placed in Korea
1 artillery, 1 fighter and 1 infantry placed in Western United States
1 carrier, 1 destroyer and 2 submarines placed in 10 Sea Zone
Turn Complete - Americans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,5,6
Americans collect 55 PUs (1 lost to blockades); end with 55 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 PUs
Combat Hit Differential Summary :
Americans regular : 1,50
Japanese regular : 0,33
Italians regular : -0,33
Germans regular : -1,17
Italians AA : -0,17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 5 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
1 artillery and 1 infantry moved from Yunnan to Hunan
1 fighter moved from Yunnan to Hunan
Combat - Chinese
Battle in Hunan
Chinese attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 artillery, 1 fighter and 1 infantry in Hunan, round 2 : 1/3 hits, 1,17 expected hits
Japanese roll dice for 2 infantry in Hunan, round 2 : 0/2 hits, 0,67 expected hits
1 infantry owned by the Japanese lost in Hunan
Chinese roll dice for 1 artillery, 1 fighter and 1 infantry in Hunan, round 3 : 2/3 hits, 1,17 expected hits
Japanese roll dice for 1 infantry in Hunan, round 3 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Hunan
Chinese win, taking Hunan from Japanese with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - Chinese
1 fighter moved from Hunan to Yunnan
Place Units - Chinese
5 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 14 PUs; end with 15 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 18 PUs
Combat Hit Differential Summary :
Chinese regular : 0,67
Japanese regular : -1,00