sent a chat so we don’t clutter up this thread
LeeMorrison (+6) v Gamerman01 (Allies) Classic Tourn Loser bracket round 3
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TripleA Turn Summary: Germans round 9
TripleA Turn Summary for game: World War II Classic
Game History
Round: 9 Purchase Units - Germans Germans buy 1 aaGun, 2 armour and 5 infantry; Remaining resources: 0 PUs; Combat Move - Germans 37 infantry moved from East Europe to Ukraine S.S.R. 10 armour moved from Germany to Ukraine S.S.R. Combat - Germans Battle in Ukraine S.S.R. Germans attack with 10 armour and 37 infantry British defend with 2 infantry Germans roll dice for 10 armour and 37 infantry in Ukraine S.S.R., round 2 : 15/47 hits, 11.17 expected hits British roll dice for 2 infantry in Ukraine S.S.R., round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Ukraine S.S.R. 2 infantry owned by the British lost in Ukraine S.S.R. Germans win, taking Ukraine S.S.R. from British with 10 armour and 36 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for British: 2 infantry Non Combat Move - Germans 1 fighter moved from Kenya-Rhodesia to South Africa 1 aaGun moved from East Europe to Ukraine S.S.R. 1 aaGun moved from Germany to West Europe 1 fighter moved from East Europe to West Europe 1 fighter moved from East Europe to West Europe 1 infantry moved from Germany to East Europe 2 infantry moved from West Europe to Germany 1 infantry moved from West Europe to Germany 1 armour moved from West Europe to Germany Place Units - Germans 1 aaGun, 2 armour and 5 infantry placed in Germany Turn Complete - Germans Germans collect 28 PUs; end with 28 PUs
Combat Hit Differential Summary :
Germans regular : 3.83 British regular : 0.33
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TripleA Turn Summary: British round 9
TripleA Turn Summary for game: World War II Classic
Game History
Round: 9 Purchase Units - British British buy 1 armour and 6 infantry; Remaining resources: 0 PUs; Combat Move - British 1 infantry moved from French Equatorial Africa to Congo British take Congo from Japanese 1 armour moved from Kazakh S.S.R. to Syria Jordan British take Persia from Japanese British take Syria Jordan from Japanese 2 infantry moved from Karelia S.S.R. to East Europe 1 bomber moved from French Equatorial Africa to East Europe 1 bomber moved from Novosibirsk to East Europe Combat - British Battle in East Europe British attack with 2 bombers and 2 infantry Germans defend with 1 infantry British roll dice for 2 bombers and 2 infantry in East Europe, round 2 : 2/4 hits, 1.67 expected hits Germans roll dice for 1 infantry in East Europe, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in East Europe 1 infantry owned by the Germans lost in East Europe British win, taking East Europe from Germans with 2 bombers and 1 infantry remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Germans: 1 infantry Non Combat Move - British COMMENT: 2 UK inf on US TP 2 bombers moved from East Europe to Russia 2 fighters moved from Caucasus to Libya 1 armour moved from French West Africa to Congo 3 infantry moved from French Equatorial Africa to Congo 2 infantry moved from West Africa Sea Zone to French West Africa 4 infantry moved from Finland Norway to Karelia S.S.R. 2 armour moved from United Kingdom to North Sea Zone 2 armour moved from North Sea Zone to Finland Norway 1 transport moved from West Africa Sea Zone to North Sea Zone 2 infantry moved from United Kingdom to North Sea Zone 2 infantry moved from North Sea Zone to Finland Norway 2 infantry moved from United Kingdom to North Sea Zone 1 infantry moved from Caucasus to Russia Place Units - British 1 armour and 6 infantry placed in United Kingdom Turn Complete - British British collect 23 PUs; end with 23 PUs
Combat Hit Differential Summary :
Germans regular : 0.67 British regular : 0.33
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TripleA Turn Summary: Japanese round 9
TripleA Turn Summary for game: World War II Classic
Game History
Round: 9 Purchase Units - Japanese Japanese buy 2 armour and 12 infantry; Remaining resources: 0 PUs; Combat Move - Japanese 4 infantry moved from Japan to Japan Sea Zone 4 infantry moved from Japan Sea Zone to Manchuria 1 fighter moved from Japan to Manchuria 2 fighters moved from Japan Sea Zone to Manchuria 2 bombers moved from French Indo China to Manchuria Combat - Japanese Battle in Manchuria Japanese attack with 2 bombers, 3 fighters and 4 infantry Americans defend with 1 armour and 2 infantry Japanese roll dice for 1 battleship in Manchuria, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 2 bombers, 3 fighters and 4 infantry in Manchuria, round 2 : 2/9 hits, 3.50 expected hits Americans roll dice for 1 armour and 2 infantry in Manchuria, round 2 : 0/3 hits, 1.00 expected hits 2 infantry owned by the Americans lost in Manchuria Japanese roll dice for 2 bombers, 3 fighters and 4 infantry in Manchuria, round 3 : 2/9 hits, 3.50 expected hits Americans roll dice for 1 armour in Manchuria, round 3 : 0/1 hits, 0.33 expected hits 1 armour owned by the Americans lost in Manchuria Japanese win, taking Manchuria from Americans with 2 bombers, 3 fighters and 4 infantry remaining. Battle score for attacker is 11 Casualties for Americans: 1 armour and 2 infantry Non Combat Move - Japanese 1 infantry moved from French Indo China to India 3 infantry moved from China to French Indo China 1 armour moved from Japan to Japan Sea Zone 6 infantry moved from Japan to Japan Sea Zone 1 armour, 6 infantry and 4 transports moved from Japan Sea Zone to French Indo China Sea Zone 6 infantry moved from French Indo China Sea Zone to French Indo China 1 armour moved from French Indo China Sea Zone to French Indo China 1 infantry moved from Australia to West Australia Sea Zone 1 infantry and 1 transport moved from West Australia Sea Zone to French Indo China Sea Zone 1 infantry moved from French Indo China Sea Zone to French Indo China 1 armour moved from East Indies to East Indies Sea Zone 1 transport moved from East Indies Sea Zone to French Indo China Sea Zone 1 armour and 1 transport moved from East Indies Sea Zone to French Indo China Sea Zone 1 armour moved from French Indo China Sea Zone to French Indo China 1 bomber moved from Manchuria to Japan 2 fighters moved from Manchuria to Japan Sea Zone 1 fighter moved from Manchuria to French Indo China 1 carrier moved from East Indies Sea Zone to French Indo China Sea Zone 1 fighter moved from Kenya-Rhodesia to French Indo China Sea Zone 1 fighter moved from East Indies Sea Zone to French Indo China Sea Zone 1 fighter moved from East Indies Sea Zone to French Indo China 1 armour moved from Kenya-Rhodesia to South Africa 1 fighter moved from French Indo China Sea Zone to French Indo China 1 bomber moved from Manchuria to Philippines Place Units - Japanese 2 armour and 12 infantry placed in Japan Turn Complete - Japanese Japanese collect 36 PUs; end with 36 PUs
Combat Hit Differential Summary :
Americans regular : -1.33 Japanese regular : -3.67
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Life has been in a bit of an upheaval the past few days.
I’m looking forward to sitting down and playing the next move, but not sure when, right now
I hope you don’t mind, thanks -
TripleA Manual Gamesave Post: Americans round 9
TripleA Manual Gamesave Post for game: World War II Classic
Game History
Round: 9 Purchase Units - Americans Americans buy 3 fighters and 1 infantry; Remaining resources: 0 PUs; Combat Move - Americans 1 infantry moved from Anglo Sudan Egypt to Italian East Africa British take Italian East Africa from Japanese 2 infantry and 1 transport moved from South Pacific Sea Zone to South Australia Sea Zone 2 infantry moved from South Australia Sea Zone to Australia British take Australia from Japanese 2 fighters moved from South Pacific Sea Zone to Japan Sea Zone 2 bombers and 3 fighters moved from Yakut S.S.R. to Japan Sea Zone Combat - Americans Battle in Japan Sea Zone Americans attack with 2 bombers and 5 fighters Japanese defend with 1 battleship, 1 carrier, 2 fighters, 1 submarine and 2 transports Americans roll dice for 2 bombers and 5 fighters in Japan Sea Zone, round 2 : 3/7 hits, 3.83 expected hits Japanese roll dice for 1 battleship, 1 carrier, 2 fighters and 2 transports in Japan Sea Zone, round 2 : 3/6 hits, 2.83 expected hits 3 fighters owned by the Americans lost in Japan Sea Zone 2 transports owned by the Japanese and 1 submarine owned by the Japanese lost in Japan Sea Zone Americans roll dice for 2 bombers and 2 fighters in Japan Sea Zone, round 3 : 2/4 hits, 2.33 expected hits
Combat Hit Differential Summary :
Americans regular : -1.17 Japanese regular : 0.17
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Thank you for your patience for this move!
I assumed casualties for round 1 of the Sea of Japan attack, but I need to ask you for 2 more casualties - see file posted
Thanks, and it shouldn’t take me too long to finish through Russia 10 after that
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@leemorrison told me by e-mail to lose a fighter and the carrier
Here is a nail-biter roll…
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TripleA Manual Gamesave Post: Americans round 9
TripleA Manual Gamesave Post for game: World War II Classic
Game History
Round: 9 Purchase Units - Americans Americans buy 3 fighters and 1 infantry; Remaining resources: 0 PUs; Combat Move - Americans 1 infantry moved from Anglo Sudan Egypt to Italian East Africa British take Italian East Africa from Japanese 2 infantry and 1 transport moved from South Pacific Sea Zone to South Australia Sea Zone 2 infantry moved from South Australia Sea Zone to Australia British take Australia from Japanese 2 fighters moved from South Pacific Sea Zone to Japan Sea Zone 2 bombers and 3 fighters moved from Yakut S.S.R. to Japan Sea Zone Combat - Americans Battle in Japan Sea Zone Americans attack with 2 bombers and 5 fighters Japanese defend with 1 battleship, 1 carrier, 2 fighters, 1 submarine and 2 transports Americans roll dice for 2 bombers and 5 fighters in Japan Sea Zone, round 2 : 3/7 hits, 3.83 expected hits Japanese roll dice for 1 battleship, 1 carrier, 2 fighters and 2 transports in Japan Sea Zone, round 2 : 3/6 hits, 2.83 expected hits 3 fighters owned by the Americans lost in Japan Sea Zone 2 transports owned by the Japanese and 1 submarine owned by the Japanese lost in Japan Sea Zone Americans roll dice for 2 bombers and 2 fighters in Japan Sea Zone, round 3 : 2/4 hits, 2.33 expected hits Japanese roll dice for 1 battleship, 1 carrier and 2 fighters in Japan Sea Zone, round 3 : 3/4 hits, 2.50 expected hits 2 fighters owned by the Americans and 1 bomber owned by the Americans lost in Japan Sea Zone 1 fighter owned by the Japanese and 1 carrier owned by the Japanese lost in Japan Sea Zone 1 bomber owned by the Americans retreated Japanese win with 1 battleship and 1 fighter remaining. Battle score for attacker is -21 Casualties for Americans: 1 bomber and 5 fighters Casualties for Japanese: 1 carrier, 1 fighter, 1 submarine and 2 transports 1 fighter owned by the Japanese forced to land in Japan Non Combat Move - Americans
Combat Hit Differential Summary :
Americans regular : -1.17 Japanese regular : 0.67
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The Americans have to retreat after the Japanese score 3 more hits. The Americans will retreat 1 bomber and the Japanese still have 1 fighter and the battleship.
Play stops again because the fighter must land. I checked in the rulebook and under “fighters” it says “IMPORTANT: during combat, if a fighter is based on an aircraft carrier and the carrier is attacked and destroyed in battle, the fighter is not immediately destroyed - it is considered defending in the air (it defends at a strong die roll of 4). If it survives the battle, it must try to land on the same sea zone the battle takes place in - either on an island or another carrier…”
It says it has to land on an island, which would be Japan, but I’m guessing it was on oversight that often there is a coastal territory by the sea zone the fighter could land on.
@The_Good_Captain I suspect @leemorrison wants to land on Japan and not Manchuria anyway.
The question is, has this rule ever been officially clarified to correct it from “islands” to “adjacent land territory”? I don’t see it in the rules clarification either.@leemorrison If you are electing for Japan anyway, then play can continue
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Also! I am unclear on whether this decision is made immediately after the battle (it IS my last combat roll anyway) or if it’s made later. I don’t see where the rulebook specified this either, so I would think it’s immediately after the end of that roll.
That is assuming there is a choice at all. Even if fighters must actually only land on islands (I can’t imagine this is the case, but you’ve clarified stranger things before) there would definitely be a choice in the case of multinational carriers, so there must be some specific point in time a defender must decide where widowed planes land. -
Oh, and interesting that TripleA landed the fighter on Japan right now and did not give a choice.
But I never assume TripleA is correct. 😏
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