crockett36 vs myygames x with tech
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TripleA Turn Summary: Chinese round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 1 infantry placed in Suiyuyan 1 infantry placed in Chahar Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: UK_Pacific round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5 Research Technology - Americans Americans spend 0 on tech rolls Americans roll 2,1,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Long Range Aircraft Activate Technology - Americans Americans activating Long Range Aircraft Purchase Units - Americans Americans buy 7 fighters; Remaining resources: 1 PUs; 0 techTokens; Combat Move - Americans 2 armour, 3 infantry and 1 mech_infantry moved from Morocco to 91 Sea Zone 1 artillery and 1 infantry moved from Gibraltar to 91 Sea Zone 2 armour, 1 artillery, 1 cruiser, 2 destroyers, 3 infantry and 3 transports moved from 91 Sea Zone to 110 Sea Zone 2 armour, 1 artillery and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux 1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 2 mech_infantrys moved from Central United States to 101 Sea Zone 2 infantry moved from Eastern United States to 101 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 87 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 mech_infantry moved from Western United States to 10 Sea Zone 1 infantry moved from Western United States to 10 Sea Zone 1 bomber moved from Queensland to India 3 fighters and 1 tactical_bomber moved from 54 Sea Zone to India 2 fighters moved from Queensland to India 1 infantry moved from Queensland to 54 Sea Zone 1 artillery moved from Queensland to 54 Sea Zone 1 artillery, 1 battleship, 3 carriers, 2 cruisers, 2 destroyers, 2 fighters, 1 infantry, 2 submarines and 1 transport moved from 54 Sea Zone to 26 Sea Zone 1 submarine moved from 63 Sea Zone to 42 Sea Zone 1 fighter moved from 26 Sea Zone to Queensland 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 carrier, 1 destroyer and 1 fighter moved from 10 Sea Zone to 26 Sea Zone Combat - Americans Battle in Normandy Bordeaux Non Combat Move - Americans 1 artillery and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 2 infantry moved from 26 Sea Zone to Hawaiian Islands Place Units - Americans Turning on Edit Mode EDIT: Removing units owned by Americans from 87 Sea Zone: 1 infantry, 1 mech_infantry and 1 transport EDIT: Adding units owned by Americans to 87 Sea Zone: 1 transport EDIT: Adding units owned by Americans to French West Africa: 1 infantry and 1 mech_infantry EDIT: Adding units owned by Americans to Brazil: 1 infantry and 1 mech_infantry EDIT: Changing ownership of Brazil from Neutral_Allies to Americans EDIT: Changing PUs for Americans from 1 to 3 EDIT: Removing units owned by Americans from 86 Sea Zone: 1 infantry, 1 mech_infantry and 1 transport EDIT: Adding units owned by Americans to 86 Sea Zone: 1 transport EDIT: Removing units owned by Neutral_Allies from Brazil: 3 infantry EDIT: Turning off Edit Mode 4 fighters placed in Eastern United States 3 fighters placed in Western United States Turn Complete - Americans Americans collect 54 PUs; end with 57 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 67 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 72 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 77 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 1 infantry placed in Suiyuyan 1 infantry placed in Chahar Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Research Technology - British British spend 0 on tech rolls British rolls : 1/1 hits, 0.00 expected hits British removing all Technology Tokens after successful research. British discover Airborne_Forces Activate Technology - British British activating Airborne_Forces British giving technology to UK_Pacific: Airborne_Forces Purchase Units - British British repair damage of 12x factory_major; Remaining resources: 23 PUs; 0 techTokens; British buy 1 carrier and 1 submarine; Remaining resources: 1 PUs; 0 techTokens; Purchase Units - UK_Pacific UK_Pacific buy nothing; Remaining resources: 5 PUs; Combat Move - British Turning on Edit Mode EDIT: Changing unit bombing damage for these British owned units to: harbour = 0 EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by British from Gibraltar: 1 harbour EDIT: Adding units owned by British to Gibraltar: 1 harbour EDIT: Turning off Edit Mode 3 fighters and 1 tactical_bomber moved from Persia to Russia 1 fighter moved from Smolensk to Eastern Poland 1 carrier moved from 81 Sea Zone to 71 Sea Zone 2 mech_infantrys moved from Union of South Africa to Belgian Congo 1 infantry moved from Syria to Trans-Jordan 1 artillery moved from Iraq to Trans-Jordan 1 bomber moved from India to Russia 1 armour moved from India to Burma UK_Pacific take Burma from Japanese 1 armour moved from Burma to India 3 infantry moved from West India to India 1 battleship moved from 54 Sea Zone to 26 Sea Zone 1 armour, 1 artillery and 2 infantry moved from Quebec to 106 Sea Zone 1 armour, 1 artillery, 1 cruiser, 2 destroyers, 2 infantry and 2 transports moved from 106 Sea Zone to 91 Sea Zone Combat - British Battle in Eastern Poland British attack with 1 fighter Italians defend with 1 armour British roll dice for 1 fighter in Eastern Poland, round 2 : 0/1 hits, 0.50 expected hits Italians roll dice for 1 armour in Eastern Poland, round 2 : 0/1 hits, 0.50 expected hits British roll dice for 1 fighter in Eastern Poland, round 3 : 1/1 hits, 0.50 expected hits Italians roll dice for 1 armour in Eastern Poland, round 3 : 0/1 hits, 0.50 expected hits 1 armour owned by the Italians lost in Eastern Poland British win with 1 fighter remaining. Battle score for attacker is 6 Casualties for Italians: 1 armour Non Combat Move - British 1 fighter moved from Eastern Poland to Archangel 1 armour moved from 91 Sea Zone to Morocco 1 artillery moved from 91 Sea Zone to Morocco 2 infantry moved from 91 Sea Zone to Morocco Place Units - British 1 carrier placed in 110 Sea Zone 1 submarine placed in 106 Sea Zone Turn Complete - British Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 2,5 British collect 30 PUs (2 lost to blockades); end with 31 PUs Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,1 UK_Pacific collect 5 PUs (1 lost to blockades); end with 10 PUs Turning on Edit Mode EDIT: Removing units owned by British from 106 Sea Zone: 1 submarine EDIT: Adding units owned by British to 110 Sea Zone: 2 carriers, 1 cruiser and 1 destroyer EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by British from 92 Sea Zone: 1 battleship, 2 cruisers and 1 destroyer EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by British from 110 Sea Zone: 2 carriers EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to 110 Sea Zone: 2 cruisers EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to 110 Sea Zone: 1 battleship EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by British from 110 Sea Zone: 1 cruiser EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians regular : -1.00 British rolls : 1.00 British regular : 0.00
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I had to do some edits after I realized I needed that harbor. However, the harbor wouldn’t work even after an edit. So as much as I love tech and insist that the community has been willfully foolish and ahistorical in its neglect of this game mechanic, rockets is overpowered.
Against a regular guy I might survive, but you are not a regular guy. Unless there is some really cool stuff you want to pull the trigger on, I will l resign.
When I play with tech, I reduce rockets to a convoy roll: 1-3 hit with commensurate damage. 4-6 is a miss. easy as pie to fix.
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@crockett36 …rockets are overpowered.
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@crockett36 said in crockett36 vs myygames x with tech:
@crockett36 …rockets are overpowered.
Yes, that is true, at least for the germans. Being able to bomb everything in europe without even risking bombers, and with no chance to defend… that is devastating. And the gibraltar harbour is just the top of that, even london alone is very good option.
On the other hand: Rockets for the japanese or the american is somewhat medicore. And that is the issue wotj the tech: It adds more randomness. If you roll good, get a tech and then get a tech that is usefull it just blasts your potential. If you roll bad… you suck. As you know I do not like randomness, and I feel the game needs less random,ness not more. As a sum: I like tech, its a nice thing that you get some extras. But the way it is done is too situational, too random. I definately think this is not a good option to play with (allthough it was fun ;-))
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@crockett36 said in crockett36 vs myygames x with tech:
Against a regular guy I might survive, but you are not a regular guy. Unless there is some really cool stuff you want to pull the trigger on, I will l resign.
Thank you for the game. As I said it was fun. Anytime again if you like!
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@Myygames I will never turn you down because I want to learn. The question is how do I Iearn from your Allied play. I can’t give you 60. How about I give you a 40 ipc bid, non-league, tech game, regular dice? If you get Rockets, it is a wild card. You edit in any other tech and throw away rockets.
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@crockett36 said in crockett36 vs myygames x with tech:
@Myygames I will never turn you down because I want to learn. The question is how do I Iearn from your Allied play. I can’t give you 60. How about I give you a 40 ipc bid, non-league, tech game, regular dice? If you get Rockets, it is a wild card. You edit in any other tech and throw away rockets.
We could do that, sure.
Alternatively, if you want to observe my allied play I recommend to stay as close to the standard as possible. What about a low bid without tech? Maybe only 1 sub in SZ98?
If we are doing tech as we did in the last game, means you keep your tokens until you succeed a roll, I will always buy 1 token with every nation that can afford it. It is worth, since it will turn into a tech one day for sure. WHEN though is fully random. If we play the standard tech rolls (where the tokens are only valid one turn) I will not buy any tokens. So, as you see this only adds more dices that really influence the chances. If we just do without tech it will be more straight forward and less random. I assume you can take more from that.
Your choice.
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Let’s go for the low bid of a sub in 98. I’ll start the game later today. Thank you sir.
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