L21 #1 trulpen (X) vs Myygames (A+45) OOB LL

  • '23

    TripleA Turn Summary: Russians round 1

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Russians
            Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
    
        Combat - Russians
    
        Non Combat Move - Russians
            1 cruiser moved from 115 Sea Zone to 114 Sea Zone
            6 infantry moved from Amur to Buryatia
            2 aaGuns and 6 infantry moved from Sakha to Buryatia
            2 infantry moved from Karelia to Novgorod
            3 infantry moved from Vyborg to Novgorod
            3 infantry moved from Baltic States to Belarus
            2 infantry moved from Eastern Poland to Western Ukraine
            2 infantry moved from Bessarabia to Western Ukraine
            3 infantry moved from Ukraine to Western Ukraine
            1 infantry moved from Caucasus to Rostov
            1 mech_infantry moved from Volgograd to Kazakhstan
            1 armour moved from Volgograd to Bryansk
            1 mech_infantry moved from Russia to Belarus
            1 armour moved from Russia to Belarus
            1 fighter moved from Russia to Novgorod
            1 aaGun moved from Russia to Bryansk
            1 artillery moved from Russia to Bryansk
            1 aaGun moved from Russia to Bryansk
            1 infantry moved from Russia to Bryansk
            1 infantry moved from Archangel to Novgorod
            1 aaGun moved from Novgorod to Belarus
            1 artillery moved from Novgorod to Belarus
            4 infantry moved from Novgorod to Belarus
    
        Place Units - Russians
            1 artillery and 2 infantry placed in Ukraine
            9 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 37 PUs; end with 37 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • TripleA Turn Summary: Japanese round 1

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Japanese
            Japanese buy 1 factory_minor and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Politics - Japanese
            Japanese takes Political Action: Political Action Japanese To War With Russians
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Japanese and Russians from Neutrality to War
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Chinese from Neutrality to Allied
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and Dutch from Neutrality to Friendly
                Japanese succeeds on action: Political Action Japanese To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
            Japanese takes Political Action: Political Action Japanese To War With French
                Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
                Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied
    
        Combat Move - Japanese
            Turning on Edit Mode
            EDIT: Removing units owned by Chinese from Hunan: 2 infantry
            EDIT: Removing units owned by Japanese from Kiangsi: 1 infantry
            EDIT: Removing units owned by Japanese from Kwangsi: 2 infantry
            EDIT: Removing units owned by Chinese from Yunnan: 4 infantry
            EDIT: Turning off Edit Mode
            1 artillery and 1 infantry moved from Kwangsi to Yunnan
                  Japanese take Yunnan from Chinese
            1 artillery and 2 infantry moved from Kiangsi to Hunan
                  Japanese take Hunan from Chinese
            1 infantry moved from Shantung to Anhwe
                  Japanese take Anhwe from Chinese
            1 artillery and 2 infantry moved from Jehol to Chahar
                  Japanese take Chahar from Chinese
            1 fighter and 1 tactical_bomber moved from Manchuria to Hunan
            1 fighter and 1 tactical_bomber moved from Kiangsu to Yunnan
            2 bombers moved from Japan to Yunnan
            1 transport moved from 19 Sea Zone to 6 Sea Zone
            1 armour and 1 infantry moved from Japan to 6 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
            1 armour and 1 infantry moved from 5 Sea Zone to Siberia
    
        Combat - Japanese
            Battle in Siberia
    
        Non Combat Move - Japanese
            Turning on Edit Mode
            EDIT: Turning off Edit Mode
            1 aaGun, 1 artillery and 6 infantry moved from Manchuria to Jehol
            1 artillery and 2 infantry moved from Shantung to Anhwe
            1 artillery and 3 infantry moved from Kiangsu to Anhwe
            1 mech_infantry moved from Manchuria to Chahar
            4 infantry moved from Korea to Manchuria
            1 fighter and 1 tactical_bomber moved from Manchuria to Kwangsi
            2 bombers, 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
            1 fighter and 1 tactical_bomber moved from Hunan to Kwangsi
            1 cruiser moved from 20 Sea Zone to 36 Sea Zone
            1 fighter moved from Formosa to Kwangsi
            1 fighter moved from Okinawa to Kwangsi
            1 fighter moved from Korea to Jehol
            1 fighter moved from Japan to Kwangsi
            2 carriers, 2 fighters and 2 tactical_bombers moved from 6 Sea Zone to 36 Sea Zone
            2 fighters and 2 tactical_bombers moved from 36 Sea Zone to Kwangsi
            1 battleship, 1 destroyer and 1 submarine moved from 19 Sea Zone to 36 Sea Zone
            1 battleship, 1 cruiser, 2 destroyers and 1 submarine moved from 6 Sea Zone to 33 Sea Zone
            EDIT: 1 infantry moved from Iwo Jima to Japan
            EDIT: Japanese undo move 20.
            EDIT: 1 transport moved from 6 Sea Zone to 5 Sea Zone
            EDIT: Japanese undo move 20.
            EDIT: 1 transport moved from 5 Sea Zone to 34 Sea Zone
            EDIT: 1 infantry moved from Okinawa to Paulau Island
            EDIT: 1 infantry moved from Iwo Jima to Siberia
            EDIT: Japanese undo move 22.
            EDIT: 1 infantry moved from Siberia to Japan
            EDIT: 1 infantry moved from Iwo Jima to Siberia
            EDIT: 1 transport moved from 6 Sea Zone to 17 Sea Zone
            EDIT: 1 transport moved from 17 Sea Zone to 5 Sea Zone
            1 transport moved from 20 Sea Zone to 6 Sea Zone
            1 artillery and 1 infantry moved from Japan to 6 Sea Zone
            1 artillery and 1 infantry moved from 6 Sea Zone to Korea
            1 tactical_bomber moved from Japan to Jehol
            1 fighter and 1 tactical_bomber moved from Japan to Kwangsi
    
        Place Units - Japanese
            1 factory_minor placed in Shantung
            2 transports placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Japanese collect 31 PUs; end with 31 PUs
            Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 41 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • You’ll have to excuse me, but I’m not so used to OOB anymore. Remembered in the middle of the turn that there’s no draw-back in DOWing against Russia (big difference to BM3), so restarted the turn with that change. Then of course messed up tr-movement (took the wrong one to Siberia), so did some adjustment during NCM.

  • '23

    @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    You’ll have to excuse me, but I’m not so used to OOB anymore. Remembered in the middle of the turn that there’s no draw-back in DOWing against Russia (big difference to BM3), so restarted the turn with that change. Then of course messed up tr-movement (took the wrong one to Siberia), so did some adjustment during NCM.

    Yey, no drawback on attacking russia, only the mongolian terretorries.

    Thats why I dont play varaints: too many rules to remember :-)

    By the way, I do not mind editing, f you did a mistake. As long as there are no relevant dice rolled my proposal is that edist are ok. especially as allies, I will need to fix things in the UK turn that I m,essed up with US :-)


  • Thanks! I prefer a liberal and lenient approach to edits, so seems we think alike then. Especially US/UK and I/G might need that.


  • I came to think of something else. I’d say that the only time a sub shouldn’t roll with the rest of the fleet is if there are no des present, since then there’s active first-strike.

    The problem is that 3A divides these units regardless of des present or no.

    Didn’t think of this, but in the future I suggest that if there are battles with subs we try to adjust. On the attack it’s easy and can be handled by exchanging the subs for des before the battle. On defence it’s trickier and would take adjusting the result and eventually either decide beforehand which dice will be the LL one (either sub or fleet/air.

    Not a biggie, but since we do this LL I feel it’s better to do it all the way. 😊

  • '23

    TripleA Turn Summary: Americans round 1

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Americans
            Americans buy 2 carriers, 2 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs; 
    
        Combat Move - Americans
    
        Non Combat Move - Americans
            1 fighter moved from Philippines to Guam
            1 destroyer and 1 submarine moved from 35 Sea Zone to 49 Sea Zone
            1 cruiser and 1 destroyer moved from 10 Sea Zone to 89 Sea Zone
            1 aaGun moved from Western United States to 10 Sea Zone
            1 infantry moved from Western United States to 10 Sea Zone
            1 aaGun, 1 battleship, 1 carrier, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
            1 infantry moved from 26 Sea Zone to Hawaiian Islands
            1 aaGun moved from 26 Sea Zone to Hawaiian Islands
            1 fighter moved from 10 Sea Zone to Hawaiian Islands
            1 bomber moved from Central United States to Hawaiian Islands
            1 fighter moved from Western United States to 26 Sea Zone
            1 tactical_bomber moved from 10 Sea Zone to Eastern United States
            1 aaGun, 1 artillery and 1 infantry moved from Eastern United States to Central United States
            1 aaGun moved from Eastern United States to Central United States
    
        Place Units - Americans
            1 carrier and 1 transport placed in 10 Sea Zone
            1 infantry placed in Western United States
            1 carrier and 1 submarine placed in 101 Sea Zone
            1 infantry placed in Central United States
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 53 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from 26 Sea Zone: 1 transport
            EDIT: Adding units owned by Americans to 10 Sea Zone: 1 transport
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

  • '23

    TripleA Turn Summary: Chinese round 1

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 4 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Kweichow to Hunan
            1 fighter moved from Szechwan to Hunan
            5 infantry moved from Szechwan to Yunnan
    
        Combat - Chinese
            Battle in Yunnan
                Chinese attack with 5 infantry
                Japanese defend with 1 artillery and 1 infantry
                    Chinese roll dice for 5 infantry in Yunnan, round 2 : 1/1 hits, 0,83 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 1/1 hits, 0,67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                    Chinese roll dice for 4 infantry in Yunnan, round 3 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 3 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 4 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 4 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 5 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 5 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 6 : 1/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 6 : 0/1 hits, 0,33 expected hits
                    1 artillery owned by the Japanese lost in Yunnan
                Chinese win, taking Yunnan from Japanese with 4 infantry remaining. Battle score for attacker is 4
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 artillery and 1 infantry
            Battle in Hunan
                Chinese attack with 1 fighter and 2 infantry
                Japanese defend with 1 artillery and 2 infantry
                    Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 2 : 1/1 hits, 0,83 expected hits
                    Japanese roll dice for 1 artillery and 2 infantry in Hunan, round 2 : 1/0 hits, 1,00 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hunan
                    Chinese roll dice for 1 fighter and 1 infantry in Hunan, round 3 : 1/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in Hunan, round 3 : 1/1 hits, 0,67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hunan
                1 fighter owned by the Chinese retreated
                Japanese win with 1 artillery remaining. Battle score for attacker is 0
                Casualties for Chinese: 2 infantry
                Casualties for Japanese: 2 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Hunan to Shensi
            2 infantry moved from Suiyuyan to Shensi
    
        Place Units - Chinese
            1 infantry placed in Szechwan
            3 infantry placed in Shensi
    
        Turn Complete - Chinese
            Chinese collect 9 PUs; end with 9 PUs
            Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
    

    Combat Hit Differential Summary :

    Chinese regular : -1,00
    Japanese regular : -0,67
    

    Savegame


  • @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    either decide beforehand which dice will be the LL one (either sub or fleet/air.

    Partly missed something and partly suggested something that wasn’t logical.

    I therefore suggest that the power of subs, surface ships and air is added and then the LL-die can be rolled here in the forum. I’ll show you how. Lets say it’s a value of 4, then

    [dice 1d6<=4]

    or if 2 it’s

    [dice 1d6<=2]


  • 1d6<=4: 5; Hits: 0
    1d6<=2: 5; Hits: 0

  • '23

    TripleA Manual Gamesave Post: British round 1

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Combat Move - British
            1 destroyer moved from 111 Sea Zone to 110 Sea Zone
            2 fighters moved from United Kingdom to 110 Sea Zone
            1 bomber moved from United Kingdom to 106 Sea Zone
            1 destroyer moved from 109 Sea Zone to 106 Sea Zone
            1 cruiser moved from 91 Sea Zone to 96 Sea Zone
            1 fighter moved from Gibraltar to 96 Sea Zone
            2 fighters moved from Malta to 97 Sea Zone
            1 bomber moved from Alexandria to 97 Sea Zone
            1 cruiser, 1 destroyer, 1 submarine and 1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
            1 armour moved from Egypt to Ethiopia
            1 infantry moved from Anglo Egyptian Sudan to Ethiopia
            1 cruiser moved from 39 Sea Zone to 76 Sea Zone
            2 infantry moved from Union of South Africa to 71 Sea Zone
            2 infantry and 1 transport moved from 71 Sea Zone to 76 Sea Zone
            2 infantry moved from 76 Sea Zone to Ethiopia
    
        Combat - British
    

    Combat Hit Differential Summary :

    Savegame


  • No scramble, thanks.

  • '23

    @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    either decide beforehand which dice will be the LL one (either sub or fleet/air.

    Partly missed something and partly suggested something that wasn’t logical.

    I therefore suggest that the power of subs, surface ships and air is added and then the LL-die can be rolled here in the forum. I’ll show you how. Lets say it’s a value of 4, then

    [dice 1d6<=4]

    or if 2 it’s

    [dice 1d6<=2]

    The issue with subs is also that they cannot hit air. So there is another case where you need to divide the rolls.

    In principle AAA is just rolling all subs seperately. ever. that could be adjusted in some cases, eg. when a DD is present and there is no air at the opponent. in f2f games we are doing that, but I am not so sure if it makes sense to adjust the AAA here manually, with dioces rolling in the forum. It seems to complicate things and there could be errors. Also think that you might be able to combine the sub values with the other fleet in round one, but you might need to seperate them in round 2.

    BTW in f2f games we are also adding bombardment value of ships to the total of attacking amphibious units in round 1. Thats also nice.

    In the light of simplicity I would opt to use the AAA options as they are.

    And: Scramble decision and order of losses in the Med for you :-)

  • '23

    TripleA Turn Summary: UK_Pacific round 1

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0.0

    Game History

    Round: 1
    
        Purchase Units - Americans
            Americans buy 2 carriers, 2 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs; 
    
        Combat Move - Americans
    
        Non Combat Move - Americans
            1 fighter moved from Philippines to Guam
            1 destroyer and 1 submarine moved from 35 Sea Zone to 49 Sea Zone
            1 cruiser and 1 destroyer moved from 10 Sea Zone to 89 Sea Zone
            1 aaGun moved from Western United States to 10 Sea Zone
            1 infantry moved from Western United States to 10 Sea Zone
            1 aaGun, 1 battleship, 1 carrier, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
            1 infantry moved from 26 Sea Zone to Hawaiian Islands
            1 aaGun moved from 26 Sea Zone to Hawaiian Islands
            1 fighter moved from 10 Sea Zone to Hawaiian Islands
            1 bomber moved from Central United States to Hawaiian Islands
            1 fighter moved from Western United States to 26 Sea Zone
            1 tactical_bomber moved from 10 Sea Zone to Eastern United States
            1 aaGun, 1 artillery and 1 infantry moved from Eastern United States to Central United States
            1 aaGun moved from Eastern United States to Central United States
    
        Place Units - Americans
            1 carrier and 1 transport placed in 10 Sea Zone
            1 infantry placed in Western United States
            1 carrier and 1 submarine placed in 101 Sea Zone
            1 infantry placed in Central United States
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 53 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from 26 Sea Zone: 1 transport
            EDIT: Adding units owned by Americans to 10 Sea Zone: 1 transport
            EDIT: Turning off Edit Mode
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 4 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Chinese
            2 infantry moved from Kweichow to Hunan
            1 fighter moved from Szechwan to Hunan
            5 infantry moved from Szechwan to Yunnan
    
        Combat - Chinese
            Battle in Yunnan
                Chinese attack with 5 infantry
                Japanese defend with 1 artillery and 1 infantry
                    Chinese roll dice for 5 infantry in Yunnan, round 2 : 1/1 hits, 0,83 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in Yunnan, round 2 : 1/1 hits, 0,67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
                    Chinese roll dice for 4 infantry in Yunnan, round 3 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 3 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 4 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 4 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 5 : 0/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 5 : 0/1 hits, 0,33 expected hits
                    Chinese roll dice for 4 infantry in Yunnan, round 6 : 1/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery in Yunnan, round 6 : 0/1 hits, 0,33 expected hits
                    1 artillery owned by the Japanese lost in Yunnan
                Chinese win, taking Yunnan from Japanese with 4 infantry remaining. Battle score for attacker is 4
                Casualties for Chinese: 1 infantry
                Casualties for Japanese: 1 artillery and 1 infantry
            Battle in Hunan
                Chinese attack with 1 fighter and 2 infantry
                Japanese defend with 1 artillery and 2 infantry
                    Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 2 : 1/1 hits, 0,83 expected hits
                    Japanese roll dice for 1 artillery and 2 infantry in Hunan, round 2 : 1/0 hits, 1,00 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hunan
                    Chinese roll dice for 1 fighter and 1 infantry in Hunan, round 3 : 1/1 hits, 0,67 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in Hunan, round 3 : 1/1 hits, 0,67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hunan
                1 fighter owned by the Chinese retreated
                Japanese win with 1 artillery remaining. Battle score for attacker is 0
                Casualties for Chinese: 2 infantry
                Casualties for Japanese: 2 infantry
    
        Non Combat Move - Chinese
            1 fighter moved from Hunan to Shensi
            2 infantry moved from Suiyuyan to Shensi
    
        Place Units - Chinese
            1 infantry placed in Szechwan
            3 infantry placed in Shensi
    
        Turn Complete - Chinese
            Chinese collect 9 PUs; end with 9 PUs
            Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs
    
        Purchase Units - British
            British buy 1 fighter and 6 infantry; Remaining resources: 0 PUs; 
    
        Purchase Units - UK_Pacific
            UK_Pacific buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
            1 destroyer moved from 111 Sea Zone to 110 Sea Zone
            2 fighters moved from United Kingdom to 110 Sea Zone
            1 bomber moved from United Kingdom to 106 Sea Zone
            1 destroyer moved from 109 Sea Zone to 106 Sea Zone
            1 cruiser moved from 91 Sea Zone to 96 Sea Zone
            1 fighter moved from Gibraltar to 96 Sea Zone
            2 fighters moved from Malta to 97 Sea Zone
            1 bomber moved from Alexandria to 97 Sea Zone
            1 cruiser, 1 destroyer, 1 submarine and 1 tactical_bomber moved from 98 Sea Zone to 97 Sea Zone
            1 armour moved from Egypt to Ethiopia
            1 infantry moved from Anglo Egyptian Sudan to Ethiopia
            1 cruiser moved from 39 Sea Zone to 76 Sea Zone
            2 infantry moved from Union of South Africa to 71 Sea Zone
            2 infantry and 1 transport moved from 71 Sea Zone to 76 Sea Zone
            2 infantry moved from 76 Sea Zone to Ethiopia
    
        Combat - British
            Battle in 96 Sea Zone
                British attack with 1 cruiser and 1 fighter
                Italians defend with 1 destroyer and 1 transport
                    British roll dice for 1 cruiser and 1 fighter in 96 Sea Zone, round 2 : 1/0 hits, 1,00 expected hits
                    Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                    1 destroyer owned by the Italians and 1 cruiser owned by the British lost in 96 Sea Zone
                    1 transport owned by the Italians lost in 96 Sea Zone
                British win with 1 fighter remaining. Battle score for attacker is 3
                Casualties for British: 1 cruiser
                Casualties for Italians: 1 destroyer and 1 transport
            Battle in 97 Sea Zone
                British attack with 1 bomber, 1 cruiser, 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber
                Italians defend with 1 battleship, 1 cruiser and 1 transport
                    British roll dice for 1 submarine in 97 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                    British roll dice for 1 bomber, 1 cruiser, 1 destroyer, 2 fighters and 1 tactical_bomber in 97 Sea Zone, round 2 : 3/1 hits, 3,17 expected hits
                    Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 97 Sea Zone, round 2 : 1/1 hits, 1,17 expected hits
                    1 cruiser owned by the Italians, 1 cruiser owned by the British and 1 battleship owned by the Italians lost in 97 Sea Zone
                    1 transport owned by the Italians lost in 97 Sea Zone
                British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 27
                Casualties for British: 1 cruiser
                Casualties for Italians: 1 battleship, 1 cruiser and 1 transport
            Battle in 110 Sea Zone
                British attack with 1 destroyer and 2 fighters
                Germans defend with 1 submarine
                    British roll dice for 1 destroyer and 2 fighters in 110 Sea Zone, round 2 : 2/1 hits, 1,33 expected hits
                    Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 1/1 hits, 0,17 expected hits
                    1 destroyer owned by the British and 1 submarine owned by the Germans lost in 110 Sea Zone
                British win with 2 fighters remaining. Battle score for attacker is -2
                Casualties for British: 1 destroyer
                Casualties for Germans: 1 submarine
            Battle in 106 Sea Zone
                British attack with 1 bomber and 1 destroyer
                Germans defend with 1 submarine
                    British roll dice for 1 bomber and 1 destroyer in 106 Sea Zone, round 2 : 1/0 hits, 1,00 expected hits
                    Germans roll dice for 1 submarine in 106 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
                    1 submarine owned by the Germans lost in 106 Sea Zone
                British win, taking 106 Sea Zone from Germans with 1 bomber and 1 destroyer remaining. Battle score for attacker is 6
                Casualties for Germans: 1 submarine
            Battle in Ethiopia
                British attack with 1 armour and 3 infantry
                Italians defend with 1 artillery and 2 infantry
                    British roll dice for 1 cruiser in Ethiopia, round 2 : 1/1 hits, 0,50 expected hits
                    British roll dice for 1 armour and 3 infantry in Ethiopia, round 2 : 1/0 hits, 1,00 expected hits
                    Italians roll dice for 1 artillery and 2 infantry in Ethiopia, round 2 : 1/0 hits, 1,00 expected hits
                    2 infantry owned by the Italians and 1 infantry owned by the British lost in Ethiopia
                    British roll dice for 1 armour and 2 infantry in Ethiopia, round 3 : 1/1 hits, 0,83 expected hits
                    Italians roll dice for 1 artillery in Ethiopia, round 3 : 0/1 hits, 0,33 expected hits
                    1 artillery owned by the Italians lost in Ethiopia
                British win, taking Ethiopia from Italians with 1 armour and 2 infantry remaining. Battle score for attacker is 7
                Casualties for British: 1 infantry
                Casualties for Italians: 1 artillery and 2 infantry
    
        Non Combat Move - British
            1 carrier moved from 98 Sea Zone to 76 Sea Zone
            1 mech_infantry moved from Egypt to 98 Sea Zone
            1 mech_infantry and 1 transport moved from 98 Sea Zone to 80 Sea Zone
            1 mech_infantry moved from 80 Sea Zone to Persia
                  British take Persia from Neutral_Allies
            1 armour, 1 artillery and 2 infantry moved from Alexandria to Egypt
            1 destroyer moved from 71 Sea Zone to 76 Sea Zone
            1 transport moved from 39 Sea Zone to 37 Sea Zone
            2 infantry moved from Malaya to 37 Sea Zone
            2 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone
            2 infantry moved from 41 Sea Zone to Sumatra
                  UK_Pacific take Sumatra from Dutch
            1 battleship moved from 37 Sea Zone to 39 Sea Zone
            1 infantry moved from Malaya to Shan State
            1 fighter and 2 infantry moved from Burma to India
            1 infantry moved from West India to India
            1 mech_infantry moved from India to Eastern Persia
                  British take Eastern Persia from Neutral_Allies
            1 bomber moved from 97 Sea Zone to Egypt
            1 fighter moved from 96 Sea Zone to Malta
            2 fighters moved from 97 Sea Zone to Malta
            1 tactical_bomber moved from 97 Sea Zone to Malta
            2 fighters moved from 110 Sea Zone to United Kingdom
            1 transport moved from 109 Sea Zone to 106 Sea Zone
            1 bomber moved from 106 Sea Zone to Quebec
            1 artillery and 1 infantry moved from Ontario to Quebec
            1 mech_infantry moved from United Kingdom to Eire
                  British take Eire from Neutral_Allies
            1 aaGun, 1 fighter and 2 infantry moved from Scotland to United Kingdom
            1 battleship moved from 111 Sea Zone to 110 Sea Zone
            1 tactical_bomber moved from India to 76 Sea Zone
    
        Place Units - British
            1 fighter and 6 infantry placed in United Kingdom
    
        Turn Complete - British
            British collect 31 PUs; end with 31 PUs
            Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 36 PUs
    
        Place Units - UK_Pacific
            2 artilleries and 3 infantry placed in India
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 21 PUs; end with 21 PUs
            Some Units in India change ownership: 2 artilleries and 3 infantry
    

    Combat Hit Differential Summary :

    Chinese regular : -1,00
    Italians regular : 0,17
    Japanese regular : -0,67
    Germans regular : 0,67
    British regular : 0,83
    

    Savegame


  • @myygames said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    The issue with subs is also that they cannot hit air. So there is another case where you need to divide the rolls.

    True, although that’s not really relevant when there are (enough) ships to hit. Any hits has to be distributed if possible, so the sub-hits would automatically hit ships anyway while air hit surface ships a s o.

    In principle AAA is just rolling all subs seperately. ever. that could be adjusted in some cases, eg. when a DD is present and there is no air at the opponent. in f2f games we are doing that, but I am not so sure if it makes sense to adjust the AAA here manually, with dioces rolling in the forum. It seems to complicate things and there could be errors. Also think that you might be able to combine the sub values with the other fleet in round one, but you might need to seperate them in round 2.

    When they need to be separated, they will.

    In the light of simplicity I would opt to use the AAA options as they are.

    Might be, but I don’t really like it. I still suggest that we try to adjust as much as possible. In other instances when 3A can’t handle a rule, we have to adjust. I look upon this issue as the same thing.

    And: Scramble decision and order of losses in the Med for you :-)

    Seems to have been taken care of. :)


  • There’s already an instance where this will be relevant. Namely if I either attack z97 with atleast 1 des and/or z93 with 1 sub and something else.

  • '23

    @trulpen Can you adjust losses in AAA inside a combat? Not sure how this is done, I think the editor will not work within a combat.

    So, if we say we adjust the combat rolls whenever possible, would we need to roll all dices manually for a combat where this is relevant? And then edit the result?


  • @myygames said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    @trulpen Can you adjust losses in AAA inside a combat? Not sure how this is done, I think the editor will not work within a combat.

    No, that’s not possible. The battle has to be restarted with adjusted casualties.

    So, if we say we adjust the combat rolls whenever possible, would we need to roll all dices manually for a combat where this is relevant? And then edit the result?

    Yes.

    In the case of hitting the french navy, I can simply exchange the sub for a des before battle. That’s pretty feasible.

    With the UK navy in z97 it’s trickier since the sub defends @1.

    Anyway, before we proceed, we just need to find our common ground.

  • '23

    @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    @myygames said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

    @trulpen Can you adjust losses in AAA inside a combat? Not sure how this is done, I think the editor will not work within a combat.

    No, that’s not possible. The battle has to be restarted with adjusted casualties.

    So, if we say we adjust the combat rolls whenever possible, would we need to roll all dices manually for a combat where this is relevant? And then edit the result?

    Yes.

    In the case of hitting the french navy, I can simply exchange the sub for a des before battle. That’s pretty feasible.

    With the UK navy in z97 it’s trickier since the sub defends @1.

    Anyway, before we proceed, we just need to find our common ground.

    OK, if you would like to try that we can do. I still fear it will be complicated and there may be errors, but lets give it a try. Maybe that lets you see the LL concept in a better light then ;-)

    The rules would be: Combine everything that is possible, seperate only when needed.

    • Combine sub values to fleet if no enemy air present and no DD
    • Combine bombardment to amphibious assaults in round 1 (?)
      In that case roll manual dices in the forum with short description what the dices are for, for all following combat rolls.

    Any additions?


  • My suggestion is to adjust in the following instances, with the solution below:

    Subs attacking without defending des
    No change needed, first-strike active

    Subs attacking with defending des
    Exchange subs to des before battle and if relevant exchange back after battle

    Subs defending without des attacking
    No change needed, first-strike active

    Several subs defending together with surface ships with only 1 des attacking and a lot of air
    No change needed, since the subs can only hit the des

    Subs defending with des attacking along with surface ships and air
    Add the subs power to the fleet and roll the LL-die in the forum (enough ships to hit)

    Are these suggestions ok?

    I think the easiest and therefore most important one is when subs attack des. To simply exchange subs for des before the battle is easy and straight-forward.

    I’m not completely opposed to keeping things simple and just follow the faulty 3A when subs defend, but it’s weird to not follow the spirit of LL.

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