Game History
Round: 1 Purchase Units - Italians Italians buy 1 fighter; Remaining resources: 0 PUs; Combat Move - Italians 1 infantry moved from Ethiopia to Anglo Egyptian Sudan Italians take Anglo Egyptian Sudan from British 1 infantry moved from Italian Somaliland to Kenya Italians take Kenya from British 1 bomber moved from Northern Italy to United Kingdom 1 submarine moved from 95 Sea Zone to 96 Sea Zone 2 fighters moved from Southern Italy to 96 Sea Zone 1 armour and 1 mech_infantry moved from Tobruk to Tunisia 1 artillery and 1 infantry moved from Libya to Tunisia 1 transport moved from 95 Sea Zone to 97 Sea Zone 3 infantry moved from Southern Italy to 97 Sea Zone 1 artillery moved from Northern Italy to 97 Sea Zone 1 armour, 1 artillery and 2 infantry moved from Northern Italy to Southern France 1 cruiser moved from 95 Sea Zone to 97 Sea Zone 3 infantry moved from 97 Sea Zone to Greece 1 artillery moved from 97 Sea Zone to Greece 1 armour and 2 infantry moved from Albania to Greece Combat - Italians Air Battle in United Kingdom Italians attacks with 1 units heading to United Kingdom Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in United Kingdom Bombing raid in United Kingdom rolls: 7 and causes: 7 damage to unit: factory_major Bombing raid in United Kingdom causes 7 damage total. Battle in Greece Italians attack with 1 armour, 1 artillery and 5 infantry Neutral_Allies defend with 4 infantry Italians win, taking Greece from Neutral_Allies with 1 armour, 1 artillery and 3 infantry remaining. Battle score for attacker is 6 Casualties for Italians: 2 infantry Casualties for Neutral_Allies: 4 infantry Battle in 96 Sea Zone Italians attack with 2 fighters and 1 submarine British defend with 1 destroyer Italians win with 2 fighters and 1 submarine remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in Tunisia Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Battle in Southern France Italians attack with 1 armour, 1 artillery and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Italians win, taking Southern France from French with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 4 Casualties for Italians: 1 infantry Casualties for French: 1 artillery and 1 infantry Cleaning up after air battles Non Combat Move - Italians 1 aaGun moved from Northern Italy to Southern France 1 aaGun moved from Northern Italy to Southern Italy 2 fighters moved from 96 Sea Zone to Southern Italy 1 artillery and 1 infantry moved from Ethiopia to Kenya 1 destroyer moved from 95 Sea Zone to 97 Sea Zone 1 bomber moved from United Kingdom to Holland Belgium Place Units - Italians 1 fighter placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,2 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 6 Italians collect 16 PUs (2 lost to blockades); end with 16 PUsOOB Oysteilo +40 v Gamerman01 with tech - UHD map
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@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
I am not sure what to say here. Regardless of how we do this it wont be right. I can’t believe that this happened! It is unreal that the green men in a green territory isnt counted!
I think I got it. Here is a summary.
Tank and artillery that survived Korea are removed. The tank that was removed was the one that activated Mongolia by combat move on Amur and Buryatia.
AA moved to Cha instead of Manchuria.
Tac that went to Manchuria goes to Kiangsi
Transport that took FIC with 2 infantry instead takes Korea with infantry, mech. Transport that noncommed to Kiangsi takes 2 infantry instead of infantry, mechJapan income reduced by 4, 2 from Russia, 2 from FIC. All ownership of territories reverted.
I see drawbacks and benefits for each of us, but I think it’s fair. While one might complain that I saved my transport at 36, it makes sense because I needed to take Korea and that would be the transport I would do it with.
Here is the file,
J4 edits because of Triple A glitch on Korea.tsvg
Thanks a lot, Triple A. First time I’ve ever seen anything like that. Almost makes me want to test the same scenario in the map we’ve used for many years, whatever that map is called.
A headache for both of us. -
And to lighten the mood, here is the convoy roll for US3 for Korea
[dice 14d6<=3]
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14d6<=3: 4, 4, 2, 1, 2, 2, 2, 1, 1, 6, 5, 2, 2, 4; Hits: 9
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15 damage, nothing gets back to California.
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@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
As a consequence I offer you to possition transport(s) or possibly other boats in “liberal” positons if that is of any interest. Not much, I know.
I think we understand each other well enough. I definitely don’t want a couple units to make a problem between us or even take away from this crazy (UHD tech) game at all.
I appreciate the generosity, if I understand you correctly, and did change the one loaded transport which I think should be OK. Trying to keep changes to a minimum. Glad you also see that it is a quite complicated situation since we are trying to respect die rolls, including the horrible J4 dice, and trying to look at many different angles of the consequences of this heinous glitch by Triple A.
I think we’re intact and feeling good enough going forward.
I like that we’re trying to keep dice, like not going back to J3 and re-rolling and then replaying every turn.Just feel free to tell me if I’m not understanding you - like I said, despite my competitive instincts I prize mutually enjoyable play over winning at all costs and I know you do too
I think it’s awesome that you are diving in to all these details and trying to work it out with me
Have a great Monday!
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I am happy with your posted map. I hope you are too!
This looks like a good way to go forward. Thank you for figuring out the error, I missed it 100%
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Really glad to hear
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Just a final note. Even with arty and armor down you are still at +21 at the Korea battle. Expected outcome is +6, so it is still a good result for you.
I think this might make you feel better, too. And I can’t resist the analysis.
It was lucky for me to lose 1/6 on AA. The average (+6, like you said) includes all the possibilities of more than 1 plane getting hit by AA.
I ran a calc on an old and reliable calculator I have. I ran it with no AA and took one Jap plane off. The median result (after taking 1/6 AA fire) is that I end up with 1 or 2 ground units without taking off any more planes.
If you follow what I’m saying, the +6 expected outcome actually goes up after the actual 1/6 AA result, so would be closer to the +21.
Looking again, after you rolled a couple extra hits in the first round, the second and third round were poor rolls for the defender. Combined with a 1/6 AA that is actually good for the attacker even though it is the expected number of hits,
We came to a very fair conclusion, I think 🧐
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One of your posts from yesterday may have been lost.
I was replying to your statement (see previous post) and it didn’t appear to post. Then I noticed it seemed to have over-written a post of yours, so my post was assigned to you. So I re-posted and deleted the messed up post, which might have been something that you had said.
Just full disclosure - sorry, I don’t know what I misclicked
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Oh my, I am really belaboring this messed up battle, but just saw that the history shows 2 USA infantry in the casualties at the end of the battle summary. If you click through round by round, it never took 2 USA infantry off, but there they are at the end. Bizarre. And when I decided to attack, it was based on the less favorable calculation that did include the 2 US infantry because they didn’t disappear from the engine until the battle of Zone 6, and of course I made the decision and the calc before the conduct combat phase.
Apparently it got confused by the battle of Zone 6 and the 2 infantry on Korea, who knows why.
But there they are again at the end of the Korea battle?! Just, what???
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans
Combat Hit Differential Summary :
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yeah. I agree with everything you write above, its really weird. I had all sorted out, but now I have heavy bombers so I migh take a moment to praise the dice goods and see what else they can rin to my mind
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I’m still not used to cheap 12 IPC bombers and now America has heavies?!
Well, you certainly earned them, so many tech misses!
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - Americans
Combat Hit Differential Summary :
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submerge or fight
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Fight round 1
Can’t give you instructions on different possibilities because I’ve been playing Classic and you may not need them anyway
I’ll check back -
TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - Americans Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone Battle in 6 Sea Zone Americans attack with 3 submarines Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea Zone
Combat Hit Differential Summary :
Americans regular : 0.00 Japanese regular : 0.50
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one hit each round 1, submerge or fight?
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Hit carrier, sub keeps fightin’
Now I can wrap my head around it a little better.
Sub never submerges, and take it nextAnd no I never considered a sub only attack
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - Americans Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone Battle in 6 Sea Zone Americans attack with 3 submarines Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea Zone Americans roll dice for 2 submarines in 6 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 submarine in 6 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Americans roll dice for 2 submarines in 6 Sea Zone, round 4 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 submarine in 6 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 6 Sea Zone Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea Zone Americans roll dice for 1 submarine in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 6 : 1/1 hits, 0.33 expected hits 1 carrier owned by the Japanese lost in 6 Sea Zone Japanese roll dice for 1 transport in 6 Sea Zone, round 6 : 0/0 hits, 0.00 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 7 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 transport in 6 Sea Zone, round 7 : 0/0 hits, 0.00 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 8 : 1/1 hits, 0.33 expected hits 1 transport owned by the Japanese lost in 6 Sea Zone Japanese and Americans reach a stalemate . Battle score for attacker is 17 Casualties for Americans: 2 submarines Casualties for Japanese: 1 carrier, 1 submarine and 1 transport Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Non Combat Move - Americans
Combat Hit Differential Summary :
Americans regular : 0.33 Japanese regular : 0.17