Japan:
Kwangtung: +0.68 swing
Sea zone 37: +0.88 swing
Sea zone 35: +0.07 swing
Hunan: +0.69 swing
Yunnan: +0.07 swing
Philippines: -0.36 swing
Total for round 1: +1.69 in favor of the Allies
France won with 1 cruiser and 1 destroyer.
just going to try the dicebot now as I was figuring it out. If dice still turn up for the Philippines they will trump these.
at 1
[dice 2d6]
at 3
[dice 2d6]
at 4
[dice 2d6]
Defenders
at 2
[dice 2d6]
2d6: 1, 3
2d6: 3, 2
2d6: 3, 1
2d6: 5, 5
Axis and Allies 1914 game.
Forgot to change the mine in sea zone 16 when Austria-Hungary took over Marseillies.
Game: autosaveAfterBritishCombatMove.tsvg
Rolling for a British battleship, 1 empty British transport, and a British transport carrying 2 infantry (in that order):
[dice 3d6]
3d6: 4, 6, 3
No mines hit.
For game 2024-8-27-Ozteas-1941-Global-Setup.tsvg .
As Germany on round 3, I forgot to move the forces from Iraq to attack the French units in Trans-Jordan. The battle will be rolled for here:
Germany:
4 infantry, 1 tank
France:
1 infantry, 1 mechanized infantry
German infantry: [dice 4d6]
German tank: [dice 1d6]
French infantry and mechanized infantry: [dice 2d6]
4d6: 5, 6, 5, 5
1d6: 5
2d6: 4, 4
No units hit.
Again:
German infantry: [dice 4d6]
German tank: [dice 1d6]
French infantry and mechanized infantry: [dice 2d6]
4d6: 2, 4, 1, 4
1d6: 2
2d6: 6, 6
Germany scores 2 hits, destroying both French units. The French units score no hits. Germany wins and captures Trans-Jordan from the British.
[dice 1d6]
1d6: 6
Playing a game using @FranceNeedsMorePower 's Global 1940 balance rules. Per the rules, one dice is rolled to see whether French Indochina turns Vichy or not. A roll of 1-4 keeps it Free, but a roll of 5-6 turns it Pro-Axis.
[dice 1d6]
1d6: 3
French Indochina stays Free French.
Test
[dice 1d12]
1d12: 12
For a 1914 game I’m playing.
Austria-Hungary captured Marsellies. I forgot to change the mines in sea zone 16.
2 US transports move from sea zone 17 to 16 to pick up 4 infantry from Algeria and move them to Egypt:
[dice 2d6]
1 transport carrying 2 infantry moves from sea zone 2 to sea zone 16: [dice 1d6]
2d6: 5, 4
1d6: 2