@barnee
Thank you - looks like that did the trick!
Mainah V Stough 5.0
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So small computer malfunction (coffee spillage on keyboard) caused me to have to redo the turn, then I screwed up setting it back up, and then third try the charm. Iraq ended up same as the first combat attempt, but the attack in Burma I had a casualty on the original results, so I had to edit out a British INF.
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No worries. None at all.
I still don’t know what proper protocol is for redoing battles. This is an issue for me because more than once I have had my turn freeze up mid combat sequence and had to reboot. I always keep the first dice results, assuming those results are reported and can be easily verified, but I’m not sure that how MARTI rolls (pun intended) like that.
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I don’t really know either. I figure, if I battle rolls to completion, you should keep it. If it sticks mid battle - complete do -over. But maybe some time I’ll get in a situation when it calls for a league moderator, and find out for sure. Everyone I have played with so far seems pretty relaxed about it - if you are making a real attempt at being honest and fair, there is no jury trial, just fait-accompli.
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That sounds right
Secondly, that was a heck of a scrap in Gibraltar. I didn’t expect for my guys to fight so well.
I am thrilled that Germany somehow managed to hold onto Jamaica for one more turn. I feel like they should get some sort of award for that. Like the: “Your strategy was garbage, but you did occupy the murder capital of the world and the home of some badass reggae for two turns” award.
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TripleA Manual Gamesave Post: Italians round 4
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - Italians Italians buy 1 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 armour moved from Yugoslavia to Eastern Poland Italians take Eastern Poland from Russians 1 infantry moved from Egypt to Anglo Egyptian Sudan Italians take Anglo Egyptian Sudan from British 1 mech_infantry moved from Egypt to 98 Sea Zone 1 infantry moved from Egypt to 98 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 92 Sea Zone 1 artillery moved from Northern Italy to 97 Sea Zone 1 infantry moved from Northern Italy to 97 Sea Zone 1 artillery moved from Yugoslavia to 97 Sea Zone 1 infantry moved from Yugoslavia to 97 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone 1 transport moved from 97 Sea Zone to 95 Sea Zone 1 infantry moved from Northern Italy to 95 Sea Zone 1 armour moved from Northern Italy to 95 Sea Zone 1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone 4 infantry moved from 92 Sea Zone to Gibraltar 1 armour moved from 92 Sea Zone to Gibraltar 2 artilleries moved from 92 Sea Zone to Gibraltar 1 mech_infantry moved from 92 Sea Zone to Gibraltar 1 battleship moved from 97 Sea Zone to 92 Sea Zone 2 cruisers moved from 98 Sea Zone to 92 Sea Zone 1 destroyer moved from 98 Sea Zone to 92 Sea Zone 1 bomber moved from Western Germany to Gibraltar
Combat Hit Differential Summary :
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TripleA Turn Summary: Italians round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0
Game History
Round: 4 Purchase Units - Italians Italians buy 1 armour, 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - Italians 1 armour moved from Yugoslavia to Eastern Poland Italians take Eastern Poland from Russians 1 infantry moved from Egypt to Anglo Egyptian Sudan Italians take Anglo Egyptian Sudan from British 1 mech_infantry moved from Egypt to 98 Sea Zone 1 infantry moved from Egypt to 98 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 98 Sea Zone to 92 Sea Zone 1 artillery moved from Northern Italy to 97 Sea Zone 1 infantry moved from Northern Italy to 97 Sea Zone 1 artillery moved from Yugoslavia to 97 Sea Zone 1 infantry moved from Yugoslavia to 97 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone 1 transport moved from 97 Sea Zone to 95 Sea Zone 1 infantry moved from Northern Italy to 95 Sea Zone 1 armour moved from Northern Italy to 95 Sea Zone 1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone 4 infantry moved from 92 Sea Zone to Gibraltar 1 armour moved from 92 Sea Zone to Gibraltar 2 artilleries moved from 92 Sea Zone to Gibraltar 1 mech_infantry moved from 92 Sea Zone to Gibraltar 1 battleship moved from 97 Sea Zone to 92 Sea Zone 2 cruisers moved from 98 Sea Zone to 92 Sea Zone 1 destroyer moved from 98 Sea Zone to 92 Sea Zone 1 bomber moved from Western Germany to Gibraltar Combat - Italians Battle in Gibraltar Italians attack with 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry British defend with 1 artillery, 2 fighters, 1 harbour and 1 infantry; Americans defend with 2 aaGuns, 1 armour, 1 artillery, 1 infantry and 2 mech_infantrys Americans roll AA dice in Gibraltar : 0/1 hits, 0.17 expected hits Italians roll dice for 1 battleship and 2 cruisers in Gibraltar, round 2 : 2/3 hits, 1.67 expected hits Italians roll dice for 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry in Gibraltar, round 2 : 5/9 hits, 3.00 expected hits British roll dice for 2 aaGuns, 1 armour, 2 artilleries, 2 fighters, 2 infantry and 2 mech_infantrys in Gibraltar, round 2 : 5/9 hits, 3.83 expected hits 2 aaGuns owned by the Americans, 1 infantry owned by the Americans, 1 artillery owned by the Americans, 1 artillery owned by the Italians, 1 infantry owned by the British, 4 infantry owned by the Italians and 2 mech_infantrys owned by the Americans lost in Gibraltar Italians roll dice for 1 armour, 1 artillery, 1 bomber and 1 mech_infantry in Gibraltar, round 3 : 3/4 hits, 1.83 expected hits British roll dice for 1 armour, 1 artillery and 2 fighters in Gibraltar, round 3 : 3/4 hits, 2.17 expected hits 1 mech_infantry owned by the Italians, 1 armour owned by the Americans, 1 artillery owned by the British, 1 artillery owned by the Italians, 1 fighter owned by the British and 1 armour owned by the Italians lost in Gibraltar Italians roll dice for 1 bomber in Gibraltar, round 4 : 1/1 hits, 0.67 expected hits British roll dice for 1 fighter in Gibraltar, round 4 : 1/1 hits, 0.67 expected hits 1 bomber owned by the Italians and 1 fighter owned by the British lost in Gibraltar British win with no units remaining. Battle score for attacker is 16 Casualties for Italians: 1 armour, 2 artilleries, 1 bomber, 4 infantry and 1 mech_infantry Casualties for Americans: 2 aaGuns, 1 armour, 1 artillery, 1 infantry and 2 mech_infantrys Casualties for British: 1 artillery, 2 fighters and 1 infantry Non Combat Move - Italians 1 artillery moved from Western Germany to Germany 2 infantry moved from Western Germany to Germany 2 infantry moved from Northern Italy to Yugoslavia 1 infantry moved from Northern Italy to Yugoslavia 1 mech_infantry moved from Northern Italy to Slovakia Hungary 1 aaGun, 2 artilleries, 1 fighter and 5 infantry moved from France to Southern France Place Units - Italians 1 armour, 8 infantry and 1 mech_infantry placed in Northern Italy Turn Complete - Italians Italians collect 17 PUs; end with 17 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 22 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 27 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 32 PUs
Combat Hit Differential Summary :
Italians regular : 3.83 Americans AA : -0.17 British regular : 2.33
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Wowza! I didn’t expect the Italians to fight so well, in fact, I was torn about picking your AAA as casualties first, but I considered it was a fight to the death and I only had one air unit so I picked the AAA first; which was good for you, otherwise , I would have captured it outright.
My demise has been delayed- yay for me.
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It’s not an NO, but an earned achievement badge on the expansion set.
I wouldn’t have sent the tank. 1 Inf + 1 Trans = 10 IPC. Holding it cause US to lose a 5 IPC NO. You would have needed to hold it for at least 2 turns to break even. If I went to take it back, the attack on Gib would have been light = more casualties and potential fail. You were pretty much guaranteed to hold it for 1 turn. The 2nd turn - well, that kind of depends on what the US player has lined up - might ignore it for another turn. So now your even - but you won’t get a 3rd, that I guarantee. Whether I take it 2nd turn after capture, or 3rd, I know have a trans and 1-2 units out of position for a turn - which can matter a lot early in the game. So if you hold it for 2 turns, and pull some units out of the battle line for 2 turns, it might very well be worth it.But since you sent in the tank - it cost you 16 IPC’s. You hold for 2 turns - that’s 2 IPC for you, 10 less for the USA. you’re at -4 TV, with 1 US trans and 1 -2 ground units out of place for 1-2 turns, but then you had a tran and 1 inf and 1 tank that could have been in the ME/Africa push - which is a little over extended currently. Less than optimal in this situation.
But if you were looking for options to do something other than the ME - invading French west africa would have been in my rear in africa, and the transport could have picked them up again and brought them done even farther south - serious issues for my fledging army in africa.
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On an ironic note- I was in the last round, and doing great- only my Bomber and your UK fighter were left alive… and then my internet looked like it was going to blank out. Under such circumstance, self preservation kicked in and I pulled out my phone camera and was fully prepared to take a picture of the battle in progress… to document my good fortune and preserve it just in case the internet falters. Lucky fo rme , it kicked in and the battle was completed.
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Oh no doubt, there were smarter ways to use the tank and transport, but I really wanted the vanity achievement of taking West Indies.
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Oh I get it. It was like that ridiculous Alaskan invasion I did on you once. I still laugh at that
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That Alaskan invasion was awesome. It’s till funny to me- I didn’t see it for like 6 moves. And when I did, I was like <“What the heck?!?”
I figure we’ll never do OOB again after this series of 6 games, so why not have some wonky fun every once in a while. Also, my intensity level for this game has gone down a notch; which is probably a good thing- my life does need to be lived every once on a while.
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BTW- I finished the Italians.
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Not sure about never doing OOB - I have an OOB league game going on. I do like to mix up the rule set a bit - keeps the noggin working.
Intensity on a game like this can be good, but I don’t think I’ll get it too much. Life is too busy. I often find myself pushing just to get a move in - not worrying about the full consequences. Like that Alaskan invaison. You said you have a kid on the way - you wait. Despite what you hear, the first year or 2 is actually easier in a lot ways. Once they are self-propelled - look out. -
Then post.
I am surprised you went for retaking Gib. Can’t wait to see G so I can figure out if I am toast, or if it turns up to be a pyrrhic victory for you.
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LOL. Don’t scare me; hahahaha. I’m already freaked out about having a kid.
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Oh, I think you can ping pong me all day long in the Med. I can’t defend it forever. If I go to heavy to keep it, hello Russians. … and they are already ginormous.
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I once woke up with my children laughing like crazy while 1 of the 12 chicken chicks they carried into my room and let loose was pooping on my head.
A lock went on the chicken coop in less than 3 hours. -
Hahahaha. That’s awesome. I’m utterly freaked out about the cost of one mongrel child, much less a heavy of them- but I have the feeling my Lady will ant more. It’s a serious bummer that the soonest I will be able to see him (it’s a boy btw) will be in August. The baby is due n late May.
We’ll make it legal when I get to Thailand and then I’ll work on getting her and the bundle joy here to China in the Fall on a spousal Visa.
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After that, my life will be truly ruined. LOL. Old life- gone. New life- we’ll see. I keep telling her we should look into selling it. I mean, we can make more right? It just seems negligent to not at least look into the market and see what he will fetch. :)