Scramble to Taranto?
Freh(x) v Sovietishcat(L+8) - BM3
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@sovietishcat ok, that’s fine with me. let’s just take our time then.
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TripleA Turn Summary: Germans round 24
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 24 Research Technology - Germans Purchase Units - Germans Germans buy 3 armour, 1 artillery, 1 bomber, 3 fighters and 1 infantry; Remaining resources: 3 PUs; Combat Move - Germans 3 infantry moved from Western Germany to Holland Belgium 2 mech_infantrys moved from Germany to Romania 1 bomber moved from Caucasus to Iraq 1 bomber moved from Western Germany to United Kingdom 2 fighters moved from Germany to Holland Belgium 1 tactical_bomber moved from Caucasus to Romania 1 fighter moved from France to Romania 1 infantry moved from Western Germany to Holland Belgium 1 fighter moved from France to Romania Combat - Germans Strategic bombing raid in United Kingdom British roll AA dice in United Kingdom : 0/1 hits, 0.17 expected hits Bombing raid in United Kingdom rolls: 5 and causes: 5 damage to unit: factory_major Bombing raid in United Kingdom causes 5 damage total. Strategic bombing raid in Iraq British roll AA dice in Iraq : 1/1 hits, 0.17 expected hits 1 bomber killed by AA Bombing raid in Iraq causes 0 damage total. Battle in Romania Germans attack with 2 fighters, 2 mech_infantrys and 1 tactical_bomber British defend with 1 infantry Germans roll dice for 2 fighters, 2 mech_infantrys and 1 tactical_bomber in Romania, round 2 : 2/5 hits, 2.00 expected hits British roll dice for 1 infantry in Romania, round 2 : 1/1 hits, 0.33 expected hits 1 mech_infantry owned by the Germans and 1 infantry owned by the British lost in Romania Germans win, taking Romania from British with 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is -1 Casualties for Germans: 1 mech_infantry Casualties for British: 1 infantry Battle in Holland Belgium Germans attack with 2 fighters and 4 infantry Americans defend with 2 infantry Germans roll dice for 2 fighters and 4 infantry in Holland Belgium, round 2 : 3/6 hits, 1.67 expected hits Americans roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Holland Belgium Germans win, taking Holland Belgium from Americans with 2 fighters and 3 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Americans: 2 infantry Non Combat Move - Germans 2 fighters moved from Holland Belgium to France 4 armour moved from Denmark to France 6 armour moved from Denmark to Germany 20 infantry moved from Western Germany to Denmark 1 fighter moved from Caucasus to Volgograd 3 infantry moved from Volgograd to Caucasus 2 mech_infantrys moved from Ukraine to Caucasus 2 fighters and 1 tactical_bomber moved from Romania to Caucasus 2 infantry moved from Smolensk to Belarus 2 infantry moved from Russia to Smolensk 6 armour and 6 mech_infantrys moved from Sikang to Yunnan 1 bomber moved from Caucasus to French Indo China 1 bomber moved from United Kingdom to France 1 infantry moved from Northern Italy to Yugoslavia Place Units - Germans 3 armour placed in Volgograd 1 artillery, 1 bomber and 1 infantry placed in Novgorod 3 fighters placed in Germany Turn Complete - Germans Germans collect 52 PUs; end with 55 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 60 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 75 PUs
Combat Hit Differential Summary :
Americans regular : 0.33 British AA : 0.67 Germans regular : 1.33 British regular : 0.67
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TripleA Turn Summary: Russians round 24
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 24 Combat Move - Russians Non Combat Move - Russians 3 fighters moved from Queensland to Caroline Islands Turn Complete - Russians
Combat Hit Differential Summary :
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TripleA Move Summary: Japanese round 24
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 24 Purchase Units - Japanese Japanese buy 5 bombers, 1 infantry, 1 mech_infantry and 2 submarines; Remaining resources: 0 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 1 mech_infantry moved from Celebes to 44 Sea Zone 1 marine moved from Celebes to 44 Sea Zone 1 marine, 1 mech_infantry and 1 transport moved from 44 Sea Zone to 34 Sea Zone 1 battleship moved from 44 Sea Zone to 34 Sea Zone 1 cruiser moved from 44 Sea Zone to 34 Sea Zone 2 submarines moved from 44 Sea Zone to 34 Sea Zone 1 battleship moved from 44 Sea Zone to 34 Sea Zone 1 submarine moved from 35 Sea Zone to 36 Sea Zone 1 submarine moved from 45 Sea Zone to 46 Sea Zone 1 submarine moved from 35 Sea Zone to 22 Sea Zone 8 submarines moved from 35 Sea Zone to 34 Sea Zone 3 destroyers moved from 37 Sea Zone to 34 Sea Zone 2 mech_infantrys moved from Burma to India 1 fighter and 1 tactical_bomber moved from Burma to India 1 mech_infantry moved from 34 Sea Zone to Paulau Island 8 carriers moved from 44 Sea Zone to 34 Sea Zone 1 submarine moved from 42 Sea Zone to 34 Sea Zone 3 fighters moved from Manchuria to 34 Sea Zone 1 mech_infantry moved from Yunnan to India 1 bomber moved from Philippines to 46 Sea Zone 1 bomber moved from Philippines to 22 Sea Zone 2 fighters moved from Philippines to 46 Sea Zone 3 tactical_bombers moved from Java to India 2 fighters moved from Java to India 1 fighter moved from Java to 42 Sea Zone 1 fighter and 1 tactical_bomber moved from 44 Sea Zone to 42 Sea Zone 1 fighter and 1 tactical_bomber moved from Iwo Jima to 22 Sea Zone 1 fighter moved from Japan to 22 Sea Zone 1 tactical_bomber moved from Philippines to 46 Sea Zone 1 fighter moved from Philippines to 22 Sea Zone 1 fighter and 1 tactical_bomber moved from Philippines to 42 Sea Zone 1 fighter moved from Philippines to 46 Sea Zone 4 fighters moved from Philippines to 36 Sea Zone 1 tactical_bomber moved from Philippines to 42 Sea Zone
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@freh do you want to submerge your sub in SZs 22 & 46?
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Actually before I roll, I have a question about the combat sequence. If you stay in, your sub would fire first, and it could only hit my sub. If you miss, I think the engine would roll my air first against your DD, and the sub after, but all rolls at that point should really be together, in which case my attacking sub should be rolled first and a hit could be taken against your DD, and then my fighters couldn’t hit your sub anyways.
This is how it should be - I’m not sure how the engine would roll it though and whether people just go by the rolls sequence, in which case I would have a chance at both units. From your experience, how does this play out? Because I may choose to pull my subs out of the battle…
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@freh Good question, we have no choice to go by the engine roll out, I would say just try it in Local mode and let me know, I would be able to give you an answer after.
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@freh Just to let you know you cannot load your marine in your boat in combat phase if you are not using it for combat ie attacking Palau, the engine lets you do NCM movements in combat phase which it has to be player enforce, it is mentioned in the notes. You would have to bring it in NCM if you wanted to be in the sz.
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@freh sz 46, my sub would fire a first strike 1st, if I hit you, your sub is gone, you would not have a first stricke since I have a dd in the first round of combat… Triplea seems to be doing it correctly… Your sub actually is rolling one die byitself and then you airfoce rolls to hit the dd. so my sub will fight for the 1st round, if alive please submerge.
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@sovietishcat ok thanks for your help.
Just to clarify though, because I don’t have a DD, my subs should fire simultaneously with my fighters, so if I roll a sub hit and a plane hit, do you have to take the sub and the dd as hits? I think so, right? You couldn’t choose to take the sub hit against your DD and then argue that the planes can’t hit your sub, right?
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@sovietishcat really? Interesting! I had no idea. That’s good to know… I wasn’t aware of that rule. So even though the cruiser is engaging in combat in the SZ, it can’t load the marine and carry it?
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@Sovietishcat ok I just read the rule. I guess that’s consistent with the way transports can’t participate in a battle in a SZ and then load in non-combat.
Ok, this will force me to re-do the move because I did another turn in another game and that over-rode my autosave :confounded: So I’ll do it again a little later…
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@freh No problems! take your time and for the sea zone 46, I tried it on local mode and your sub fired alone, maybe because your sub can only hit boats. But yea It allowed me to choose a seperate casualty, so I choose my dd, your planes cannot hit my sub. Most likely my dd won’t survive the air battle anyway:raised_back_of_hand: :raised_back_of_hand:
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@sovietishcat yeah, this is one of those things that isn’t particular to BM so I’m sure there’s an official ruling somewhere for the proper combat sequence. These aren’t extremely important battles… but every unit counts!
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@sovietishcat I looked this up and it’s in the Global 40 rules:
STEP 3. ATTACKING UNITS FIRE
Roll one die for each attacking unit with an attack value that didn’t fire or submerge in step 2. Roll for units with the same attack value at the same time. For example, roll all units with an attack value of 3 at the same time. An attacking unit scores a hit if you roll its attack value or less. After the attacking player has rolled for all attacking units, the defender chooses 1 unit for each hit scored and moves it behind the casualty strip. All units behind the casualty strip will return fire in step 4. As many hits as possible must be assigned. For instance, if 1 cruiser and 2 submarines attack a carrier with a fighter and score 3 hits, the defender must assign the cruiser hit to the fighter and the submarine hits to the carrier. The defender may not assign the cruiser hit to the carrier, as the subs cannot hit the fighter and 1 sub hit would be lost.Source: https://axisallies.com/rules/axis-allies-rules-pacific1940-2nd-edition.pdf page 19.
So I think this is a case where the engine doesn’t treat it properly. if my sub survives your first strike, and gets a hit & I get at least 1 plane hit, both your DD and sub would be hit.
Just want to confirm that this is our understanding. And to be honest I’m still afraid of your defensive first strike so I haven’t decided if I’m gonna bring them in or not lol.
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@freh That is correct, if your sub hits and your planes hit I lose both units, you bring a good point, but the engine will roll the subs separetly because you don’t have a dd, your planes can have 6 hits, but will never be able to hit my sub, it’s like a sub vs sub battle at the risk my sub hits first!
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@sovietishcat
Ok I think I’m good to go.
I’ll redo Japan though. New file should arrive soon! -
TripleA Turn Summary: Japanese round 24
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 24 Purchase Units - Japanese Japanese buy 2 bombers, 2 infantry, 1 mech_infantry, 3 submarines and 3 tactical_bombers; Remaining resources: 0 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 3 fighters moved from Manchuria to 22 Sea Zone 1 mech_infantry moved from Celebes to 44 Sea Zone 1 mech_infantry and 1 transport moved from 44 Sea Zone to 34 Sea Zone 10 submarines moved from 35 Sea Zone to 34 Sea Zone 1 mech_infantry moved from 34 Sea Zone to Paulau Island 1 battleship moved from 44 Sea Zone to 34 Sea Zone 1 battleship moved from 44 Sea Zone to 34 Sea Zone 8 carriers moved from 44 Sea Zone to 34 Sea Zone 2 submarines moved from 44 Sea Zone to 34 Sea Zone 1 fighter and 1 tactical_bomber moved from Burma to India 3 destroyers moved from 37 Sea Zone to 34 Sea Zone 1 fighter and 1 tactical_bomber moved from Iwo Jima to 22 Sea Zone 1 fighter moved from Japan to 22 Sea Zone 1 fighter and 1 tactical_bomber moved from 44 Sea Zone to 46 Sea Zone 1 submarine moved from 45 Sea Zone to 36 Sea Zone 2 bombers moved from Philippines to 36 Sea Zone 1 fighter moved from Philippines to 46 Sea Zone 1 tactical_bomber moved from Philippines to 42 Sea Zone 3 fighters moved from Philippines to 42 Sea Zone 1 tactical_bomber moved from Java to 42 Sea Zone 3 fighters and 2 tactical_bombers moved from Java to India 2 fighters moved from Philippines to 46 Sea Zone 1 fighter moved from Philippines to 36 Sea Zone 1 tactical_bomber moved from Philippines to 36 Sea Zone 1 fighter moved from Philippines to 22 Sea Zone 1 fighter and 1 tactical_bomber moved from Philippines to 36 Sea Zone 2 mech_infantrys moved from Burma to India 1 mech_infantry moved from Yunnan to India Combat - Japanese Japanese creates battle in territory 44 Sea Zone Battle in 22 Sea Zone Japanese attack with 6 fighters and 1 tactical_bomber Americans defend with 1 destroyer and 1 submarine 1 submarine owned by the Americans submerged Japanese roll dice for 6 fighters and 1 tactical_bomber in 22 Sea Zone, round 2 : 3/7 hits, 3.67 expected hits Americans roll dice for 1 destroyer in 22 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 tactical_bomber owned by the Japanese and 1 destroyer owned by the Americans lost in 22 Sea Zone Japanese win with 6 fighters remaining. Battle score for attacker is -3 Casualties for Japanese: 1 tactical_bomber Casualties for Americans: 1 destroyer Battle in 34 Sea Zone Japanese attack with 2 battleships, 8 carriers, 3 destroyers, 12 submarines and 1 transport Americans defend with 1 destroyer and 1 submarine Japanese roll dice for 12 submarines in 34 Sea Zone, round 2 : 4/12 hits, 4.00 expected hits Americans roll dice for 1 submarine in 34 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Americans roll dice for 1 destroyer in 34 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 submarine owned by the Americans and 1 destroyer owned by the Americans lost in 34 Sea Zone Japanese win with 2 battleships, 8 carriers, 3 destroyers, 12 submarines and 1 transport remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in 46 Sea Zone Japanese attack with 4 fighters and 1 tactical_bomber Americans defend with 1 destroyer and 1 submarine 1 submarine owned by the Americans submerged Japanese roll dice for 4 fighters and 1 tactical_bomber in 46 Sea Zone, round 2 : 1/5 hits, 2.67 expected hits Americans roll dice for 1 destroyer in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 46 Sea Zone Japanese win with 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in 36 Sea Zone Japanese attack with 2 bombers, 2 fighters, 1 submarine and 2 tactical_bombers Americans defend with 1 destroyer Japanese roll dice for 1 submarine in 36 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 bombers, 2 fighters and 2 tactical_bombers in 36 Sea Zone, round 2 : 5/6 hits, 3.67 expected hits Americans roll dice for 1 destroyer in 36 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 36 Sea Zone Japanese win with 2 bombers, 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in 42 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 2 tactical_bombers Americans defend with 1 submarine Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 destroyer, 3 fighters and 2 tactical_bombers in 42 Sea Zone, round 2 : 2/6 hits, 3.17 expected hits Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Americans lost in 42 Sea Zone Japanese win with 1 destroyer, 3 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Americans: 1 submarine Battle in Paulau Island Battle in India Japanese attack with 4 fighters, 3 mech_infantrys and 3 tactical_bombers British defend with 2 mech_infantrys; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour Japanese roll dice for 4 fighters, 3 mech_infantrys and 3 tactical_bombers in India, round 2 : 4/10 hits, 4.50 expected hits UK_Pacific roll dice for 2 mech_infantrys in India, round 2 : 0/2 hits, 0.67 expected hits 2 mech_infantrys owned by the British lost in India Japanese destroys 8PUs while taking UK_Pacific capital Japanese win, taking Paulau Island from ANZAC, taking India from UK_Pacific with 4 fighters, 3 mech_infantrys and 3 tactical_bombers remaining. Battle score for attacker is 8 Casualties for British: 2 mech_infantrys Non Combat Move - Japanese 1 infantry and 2 mech_infantrys moved from Yunnan to Burma 2 mech_infantrys moved from Kweichow to Burma 1 armour and 2 mech_infantrys moved from French Indo China to Burma 1 armour and 2 mech_infantrys moved from Kwangtung to Yunnan 2 mech_infantrys moved from Anhwe to Yunnan 1 infantry moved from Szechwan to Kweichow 1 infantry moved from Sikang to Szechwan 1 infantry moved from Kazakhstan to Sikang 6 fighters moved from 22 Sea Zone to 34 Sea Zone 1 marine moved from Celebes to 44 Sea Zone 1 cruiser and 1 marine moved from 44 Sea Zone to 34 Sea Zone 2 bombers moved from 36 Sea Zone to French Indo China 2 fighters moved from 36 Sea Zone to 34 Sea Zone 4 fighters moved from 46 Sea Zone to 34 Sea Zone 1 fighter moved from 42 Sea Zone to 34 Sea Zone 1 tactical_bomber moved from 46 Sea Zone to 34 Sea Zone 2 tactical_bombers moved from 36 Sea Zone to 34 Sea Zone 2 fighters and 2 tactical_bombers moved from 42 Sea Zone to Java 1 fighter moved from Soviet Far East to Japan 1 infantry and 1 mech_infantry moved from Siberia to Soviet Far East 4 fighters and 3 tactical_bombers moved from India to Burma Place Units - Japanese 3 submarines placed in 37 Sea Zone 3 tactical_bombers placed in French Indo China 1 mech_infantry placed in Kwangtung 2 infantry placed in Shantung 2 bombers placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 12 Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 5,6 Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 6,2 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 6,2 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 5,3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 4,2 Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 4,6 Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 2,4 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,2 Japanese collect 67 PUs (12 lost to blockades); end with 67 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 70 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 75 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 80 PUs
Combat Hit Differential Summary :
Americans regular : -0.67 Japanese regular : -3.33 UK_Pacific regular : -0.67
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@freh Would be okay if you give me more time for this turn? A very complicated turn for the allies!
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@sovietishcat no problem at all. Take all the time you need.