Did one additional fig/tac swap in Norway/W Ger. Feel free to reverse it out if you’re not OK with it.
OOB Oysteilo +40 v Gamerman01 with tech - UHD map
-
@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!
-
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%
-
Really glad to hear
-
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 🧐
-
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
-
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???
-
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 :
-
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
-
I’m still not used to cheap 12 IPC bombers and now America has heavies?!
Well, you certainly earned them, so many tech misses!
-
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 :
-
submerge or fight
-
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
-
one hit each round 1, submerge or fight?
-
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
-
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
-
Almost…
-
@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
Japanese and Americans reach a stalemate
Huh? At first I thought I didn’t understand the e-mail dice correctly. We gotta keep watching this engine,
a sub wiping everything out is not a stalemate. It seems confused about Americans in zone 6 -
Enjoy terrorizing me with bid boosted Chinese and Indians :p
-
TripleA Turn Summary: UK_Pacific round 4
TripleA Turn Summary 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 1 destroyer moved from 26 Sea Zone to 54 Sea Zone 1 fighter moved from Western United States to 26 Sea Zone 2 mech_infantrys moved from Western United States to 10 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 1 destroyer, 2 infantry, 2 mech_infantrys, 2 submarines and 2 transports moved from 10 Sea Zone to 26 Sea Zone 2 infantry and 2 mech_infantrys moved from 26 Sea Zone to Hawaiian Islands 1 mech_infantry moved from Central United States to Western United States 1 carrier moved from 101 Sea Zone to 28 Sea Zone 1 destroyer moved from 91 Sea Zone to 106 Sea Zone 1 cruiser moved from 91 Sea Zone to 106 Sea Zone 2 bombers moved from United Kingdom to Gibraltar 1 bomber moved from United Kingdom to Gibraltar 1 transport moved from 91 Sea Zone to 101 Sea Zone Place Units - Americans 1 fighter placed in Western United States 2 destroyers, 5 submarines and 1 transport placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Shensi to Suiyuyan Chinese take Suiyuyan from Japanese 1 infantry moved from Kweichow to Hopei Chinese take Hopei from Japanese 1 infantry moved from Kweichow to Anhwe Chinese take Anhwe from Japanese 2 infantry moved from Yunnan to Hunan 1 fighter moved from Yunnan to Hunan Combat - Chinese Battle in Hunan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 2 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Hunan Chinese win, taking Hunan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Hunan to Yunnan 5 artilleries and 5 infantry moved from Kweichow to Anhwe 1 infantry moved from Yunnan to Kwangsi 1 artillery and 2 infantry moved from Tsinghai to Shensi Place Units - Chinese 5 infantry placed in Anhwe Turn Complete - Chinese Chinese collect 12 PUs; end with 12 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs Purchase Units - British British buy 1 bomber and 3 submarines; Remaining resources: 1 PUs; 0 techTokens; Purchase Units - UK_Pacific UK_Pacific buy 3 artilleries; Remaining resources: 1 PUs; Politics - British Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - British Non Combat Move - British 1 carrier, 2 cruisers, 1 destroyer and 2 fighters moved from 92 Sea Zone to 98 Sea Zone 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Anglo Egyptian Sudan to Egypt 1 aaGun and 7 infantry moved from Trans-Jordan to Syria 1 armour and 2 mech_infantrys moved from Union of South Africa to Belgian Congo 1 armour and 1 mech_infantry moved from Tanganyika Territory to Anglo Egyptian Sudan 1 artillery and 2 infantry moved from Tanganyika Territory to Kenya 1 artillery moved from Tanganyika Territory to Kenya 1 destroyer and 1 transport moved from 91 Sea Zone to 106 Sea Zone 1 infantry moved from Persia to Northwest Persia 2 fighters and 1 tactical_bomber moved from Yunnan to Anhwe Place Units - British 3 submarines placed in 98 Sea Zone 1 bomber placed in United Kingdom Turn Complete - British British collect 30 PUs; end with 31 PUs Place Units - UK_Pacific 3 artilleries placed in India Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,6,4,4 UK_Pacific collect 10 PUs; end with 11 PUs Some Units in India change ownership: 3 artilleries
Combat Hit Differential Summary :
Chinese regular : 0.17 Americans regular : 0.33 Japanese regular : -0.17