Round 1 went slightly bad. Down to 29% of winning, but going to continue attacking. Probably will stop if I get to 5%-10% odds.

Posts made by akreider2
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RE: AldoRaine (Allies +6) vs AKreider2 BM3
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RE: AldoRaine (Allies +6) vs AKreider2 BM3
I’m re-enacting my combat move for Germany, and despite having 45% odds on winning the Russia attack, I’ve lost 8 times in a row so far (0.8% odds of this happening). Finally won on my 9th try. I’m not superstitious. Just a bit concerned about how random the Triple A local dice is. Is the local dice function different software from using the dice server?
I think I’m losing the game in general (maybe 10% odds of winning), so I’m quite happy to get 45% odds on taking Russia as that will put me in a much better position.
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
TripleA Turn Summary: UK_Pacific round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 7 Purchase Units - Americans Americans buy 1 artillery, 2 bombers, 3 destroyers, 1 infantry, 3 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 3 artilleries and 3 infantry moved from Norway to Finland 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 1 artillery moved from Iwo Jima to 17 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 17 Sea Zone to 21 Sea Zone 1 infantry moved from 21 Sea Zone to Guam 1 artillery moved from 21 Sea Zone to Guam 1 battleship, 3 carriers, 1 cruiser, 6 destroyers, 5 fighters, 3 submarines and 1 tactical_bomber moved from 17 Sea Zone to 6 Sea Zone Americans take 17 Sea Zone from Japanese 1 carrier, 2 destroyers, 1 fighter, 2 submarines and 1 tactical_bomber moved from 26 Sea Zone to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 artillery moved from 6 Sea Zone to Korea 1 bomber moved from Caroline Islands to 36 Sea Zone 1 fighter moved from Caroline Islands to 6 Sea Zone 1 bomber moved from Queensland to 18 Sea Zone Combat - Americans Kamikaze Suicide Attack attacks 1 battleship owned by the Americans scoring 2 hits. Rolls: 2,1,4 Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits. Rolls: 4,4,5 Battle in 6 Sea Zone Americans attack with 4 carriers, 1 cruiser, 8 destroyers, 7 fighters, 5 submarines, 2 tactical_bombers and 1 transport Japanese defend with 2 battleships, 4 carriers, 2 destroyers, 4 fighters, 4 submarines and 4 tactical_bombers Americans roll dice for 5 submarines in 6 Sea Zone, round 2 : 2/5 hits, 1.67 expected hits Units damaged: 2 carriers owned by the Japanese Americans roll dice for 4 carriers, 1 cruiser, 8 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 2 : 5/18 hits, 8.00 expected hits Units damaged: 2 carriers owned by the Japanese and 2 battleships owned by the Japanese Japanese roll dice for 4 submarines in 6 Sea Zone, round 2 : 1/4 hits, 0.67 expected hits Units damaged: 1 carrier owned by the Americans Japanese roll dice for 2 battleships, 4 carriers, 2 destroyers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 2 : 7/16 hits, 8.00 expected hits 1 submarine owned by the Japanese and 4 carriers owned by the Americans lost in 6 Sea Zone Americans roll dice for 5 submarines in 6 Sea Zone, round 3 : 1/5 hits, 1.67 expected hits Americans roll dice for 1 cruiser, 8 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 3 : 5/18 hits, 8.00 expected hits Japanese roll dice for 3 submarines in 6 Sea Zone, round 3 : 1/3 hits, 0.50 expected hits Japanese roll dice for 2 battleships, 4 carriers, 2 destroyers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 3 : 5/16 hits, 8.00 expected hits 5 submarines owned by the Americans, 1 destroyer owned by the Americans, 1 carrier owned by the Japanese, 2 destroyers owned by the Japanese and 3 submarines owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 cruiser, 7 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 4 : 10/17 hits, 7.67 expected hits Japanese roll dice for 2 battleships, 3 carriers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 4 : 5/13 hits, 7.00 expected hits 4 tactical_bombers owned by the Japanese, 3 fighters owned by the Japanese, 5 destroyers owned by the Americans and 3 carriers owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 cruiser, 2 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 5 : 7/12 hits, 6.00 expected hits Japanese roll dice for 2 battleships and 1 fighter in 6 Sea Zone, round 5 : 2/3 hits, 2.00 expected hits 1 fighter owned by the Japanese, 1 destroyer owned by the Americans, 2 battleships owned by the Japanese and 1 fighter owned by the Americans lost in 6 Sea Zone Americans win with 1 cruiser, 1 destroyer, 6 fighters, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 68 Casualties for Americans: 4 carriers, 7 destroyers, 1 fighter and 5 submarines Casualties for Japanese: 2 battleships, 4 carriers, 2 destroyers, 4 fighters, 4 submarines and 4 tactical_bombers Battle in Finland Americans attack with 3 artilleries and 3 infantry Germans defend with 3 armour Americans roll dice for 3 artilleries and 3 infantry in Finland, round 2 : 3/6 hits, 2.00 expected hits Germans roll dice for 3 armour in Finland, round 2 : 3/3 hits, 1.50 expected hits 3 armour owned by the Germans and 3 infantry owned by the Americans lost in Finland Americans win, taking Finland from Germans with 3 artilleries remaining. Battle score for attacker is 9 Casualties for Americans: 3 infantry Casualties for Germans: 3 armour Battle in Guam Americans attack with 1 artillery and 1 infantry Japanese defend with 1 airfield and 1 marine Americans roll dice for 1 artillery and 1 infantry in Guam, round 2 : 2/2 hits, 0.67 expected hits Japanese roll dice for 1 marine in Guam, round 2 : 1/1 hits, 0.33 expected hits 1 marine owned by the Japanese and 1 infantry owned by the Americans lost in Guam Americans win, taking Guam from Japanese with 1 artillery remaining. Battle score for attacker is 2 Casualties for Americans: 1 infantry Casualties for Japanese: 1 marine Battle in 18 Sea Zone Americans attack with 1 bomber Japanese defend with 1 destroyer Americans roll dice for 1 bomber in 18 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber in 18 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 18 Sea Zone Americans win with 1 bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Korea Battle in 36 Sea Zone Americans attack with 1 bomber Japanese defend with 1 destroyer, 1 submarine and 6 transports 1 submarine owned by the Japanese Submerged Americans roll dice for 1 bomber in 36 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer and 6 transports in 36 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 bomber owned by the Americans lost in 36 Sea Zone Japanese win, taking Korea from Japanese with 1 destroyer and 6 transports remaining. Battle score for attacker is -12 Casualties for Americans: 1 bomber Non Combat Move - Americans 1 fighter and 1 tactical_bomber could not land in 6 Sea Zone and were removed 1 bomber moved from 18 Sea Zone to Iwo Jima 1 transport moved from 17 Sea Zone to 25 Sea Zone 1 fighter moved from 6 Sea Zone to Midway 4 fighters and 1 tactical_bomber moved from 6 Sea Zone to Midway 3 submarines moved from 10 Sea Zone to 26 Sea Zone 1 submarine moved from 110 Sea Zone to 92 Sea Zone 1 fighter moved from United Kingdom to Gibraltar 4 bombers moved from Eastern United States to Gibraltar 1 destroyer moved from 101 Sea Zone to 91 Sea Zone 1 destroyer moved from 117 Sea Zone to 106 Sea Zone Place Units - Americans 3 destroyers, 3 submarines and 1 transport placed in 10 Sea Zone 1 artillery, 1 bomber and 1 infantry placed in Western United States Americans undo move 1. 1 submarine placed in 101 Sea Zone 3 destroyers, 2 submarines and 1 transport placed in 10 Sea Zone 1 bomber placed in Western United States Turn Complete - Americans Americans collect 59 PUs; end with 59 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 64 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 84 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 89 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 3 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 fighter moved from Kansu to Szechwan 1 infantry moved from Shensi to Szechwan 1 infantry moved from Shensi to Szechwan 4 infantry moved from Shensi to Sikang Combat - Chinese Battle in Szechwan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Szechwan, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Szechwan Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 3 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 4 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 5 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Szechwan Chinese win, taking Szechwan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Battle in Sikang Chinese attack with 4 infantry Japanese defend with 1 infantry Chinese roll dice for 4 infantry in Sikang, round 2 : 0/4 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Sikang, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Sikang Chinese roll dice for 3 infantry in Sikang, round 3 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Sikang, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Sikang Chinese win, taking Sikang from Japanese with 3 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 infantry moved from Hopei to Suiyuyan 1 fighter moved from Szechwan to Tsinghai 1 infantry moved from Kansu to Tsinghai Place Units - Chinese 3 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 7 PUs; end with 9 PUs Purchase Units - British British buy 1 bomber, 1 factory_minor, 2 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 artilleries; Remaining resources: 1 PUs; Combat Move - British 1 bomber moved from Tunisia to Northern Italy 1 infantry moved from India to Burma 2 fighters moved from India to Burma 2 mech_infantrys moved from Iraq to Northwest Persia 4 fighters moved from Persia to Caucasus 1 artillery moved from Persia to Northwest Persia 1 mech_infantry moved from Persia to Northwest Persia 1 mech_infantry moved from Persia to Northwest Persia 1 armour moved from Eastern Persia to Northwest Persia Combat - British Strategic bombing raid in Northern Italy AA fire in Northern Italy : 0/1 hits, 0.17 expected hits Bombing raid in Northern Italy rolls: 3 and causes: 3 damage to unit: factory_major Bombing raid in Northern Italy causes 3 damage total. Battle in Burma British attack with 2 fighters and 1 infantry Japanese defend with 1 mech_infantry British roll dice for 2 fighters and 1 infantry in Burma, round 2 : 2/3 hits, 1.17 expected hits Japanese roll dice for 1 mech_infantry in Burma, round 2 : 1/1 hits, 0.33 expected hits 1 mech_infantry owned by the Japanese and 1 infantry owned by the British lost in Burma British win with 2 fighters remaining. Battle score for attacker is 1 Casualties for British: 1 infantry Casualties for Japanese: 1 mech_infantry Battle in Northwest Persia British attack with 1 armour, 1 artillery and 4 mech_infantrys Italians defend with 1 armour British roll dice for 1 armour, 1 artillery and 4 mech_infantrys in Northwest Persia, round 2 : 2/6 hits, 1.67 expected hits Italians roll dice for 1 armour in Northwest Persia, round 2 : 1/1 hits, 0.50 expected hits 1 mech_infantry owned by the British and 1 armour owned by the Italians lost in Northwest Persia British win, taking Northwest Persia from Italians with 1 armour, 1 artillery and 3 mech_infantrys remaining. Battle score for attacker is 2 Casualties for British: 1 mech_infantry Casualties for Italians: 1 armour Battle in Caucasus British attack with 4 fighters Italians defend with 2 fighters British roll dice for 4 fighters in Caucasus, round 2 : 2/4 hits, 2.00 expected hits Germans roll dice for 2 fighters in Caucasus, round 2 : 2/2 hits, 1.33 expected hits 2 fighters owned by the Italians and 2 fighters owned by the British lost in Caucasus British win with 2 fighters remaining. Battle score for attacker is 0 Casualties for British: 2 fighters Casualties for Italians: 2 fighters Non Combat Move - British 2 fighters moved from Caucasus to Persia 1 mech_infantry moved from West India to India 4 mech_infantrys moved from Eastern Persia to India 4 mech_infantrys moved from Egypt to Iraq 1 infantry moved from Tobruk to Alexandria 1 infantry moved from Libya to Tobruk 1 infantry moved from Morocco to Algeria 1 infantry moved from Morocco to Algeria 1 bomber moved from Northern Italy to Tunisia 1 mech_infantry moved from Italian Somaliland to Anglo Egyptian Sudan 1 transport moved from 71 Sea Zone to 81 Sea Zone 1 fighter moved from Burma to India 1 fighter moved from Burma to India Place Units - British 1 factory_minor placed in Iraq 2 infantry and 1 mech_infantry placed in Persia 1 bomber placed in United Kingdom 3 mech_infantrys placed in Egypt Turn Complete - British British collect 36 PUs; end with 36 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 39 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 42 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 45 PUs Place Units - UK_Pacific 2 artilleries placed in India Turn Complete - UK_Pacific UK_Pacific collect 5 PUs; end with 6 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs Some Units in India change ownership: 2 artilleries
Combat Hit Differential Summary :
Germans : 2.17 British : 1.17 Italians : 0.50 Americans : -1.67 Chinese : -2.00 AA fire in Northern Italy : : -0.17 Japanese : -3.83
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
TripleA Turn Summary: Chinese round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 7 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 3 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 fighter moved from Kansu to Szechwan 1 infantry moved from Shensi to Szechwan 1 infantry moved from Shensi to Szechwan 4 infantry moved from Shensi to Sikang Combat - Chinese Battle in Szechwan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Szechwan, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Szechwan Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 3 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 4 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 1 infantry in Szechwan, round 5 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Szechwan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Szechwan Chinese win, taking Szechwan from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Battle in Sikang Chinese attack with 4 infantry Japanese defend with 1 infantry Chinese roll dice for 4 infantry in Sikang, round 2 : 0/4 hits, 0.67 expected hits Japanese roll dice for 1 infantry in Sikang, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Sikang Chinese roll dice for 3 infantry in Sikang, round 3 : 1/3 hits, 0.50 expected hits Japanese roll dice for 1 infantry in Sikang, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Sikang Chinese win, taking Sikang from Japanese with 3 infantry remaining. Battle score for attacker is 0 Casualties for Chinese: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Chinese 1 infantry moved from Hopei to Suiyuyan 1 fighter moved from Szechwan to Tsinghai 1 infantry moved from Kansu to Tsinghai Place Units - Chinese 3 infantry placed in Tsinghai Turn Complete - Chinese Chinese collect 7 PUs; end with 9 PUs
Combat Hit Differential Summary :
Chinese : -2.00 Japanese : 0.00
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
SZ6 started off bad for US, but ended with a big bang!
Consolation: you won SZ36.
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
TripleA Turn Summary: Americans round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 7 Purchase Units - Americans Americans buy 1 artillery, 2 bombers, 3 destroyers, 1 infantry, 3 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 3 artilleries and 3 infantry moved from Norway to Finland 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 1 artillery moved from Iwo Jima to 17 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 17 Sea Zone to 21 Sea Zone 1 infantry moved from 21 Sea Zone to Guam 1 artillery moved from 21 Sea Zone to Guam 1 battleship, 3 carriers, 1 cruiser, 6 destroyers, 5 fighters, 3 submarines and 1 tactical_bomber moved from 17 Sea Zone to 6 Sea Zone Americans take 17 Sea Zone from Japanese 1 carrier, 2 destroyers, 1 fighter, 2 submarines and 1 tactical_bomber moved from 26 Sea Zone to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 artillery moved from 6 Sea Zone to Korea 1 bomber moved from Caroline Islands to 36 Sea Zone 1 fighter moved from Caroline Islands to 6 Sea Zone 1 bomber moved from Queensland to 18 Sea Zone Combat - Americans Kamikaze Suicide Attack attacks 1 battleship owned by the Americans scoring 2 hits. Rolls: 2,1,4 Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits. Rolls: 4,4,5 Battle in 6 Sea Zone Americans attack with 4 carriers, 1 cruiser, 8 destroyers, 7 fighters, 5 submarines, 2 tactical_bombers and 1 transport Japanese defend with 2 battleships, 4 carriers, 2 destroyers, 4 fighters, 4 submarines and 4 tactical_bombers Americans roll dice for 5 submarines in 6 Sea Zone, round 2 : 2/5 hits, 1.67 expected hits Units damaged: 2 carriers owned by the Japanese Americans roll dice for 4 carriers, 1 cruiser, 8 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 2 : 5/18 hits, 8.00 expected hits Units damaged: 2 carriers owned by the Japanese and 2 battleships owned by the Japanese Japanese roll dice for 4 submarines in 6 Sea Zone, round 2 : 1/4 hits, 0.67 expected hits Units damaged: 1 carrier owned by the Americans Japanese roll dice for 2 battleships, 4 carriers, 2 destroyers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 2 : 7/16 hits, 8.00 expected hits 1 submarine owned by the Japanese and 4 carriers owned by the Americans lost in 6 Sea Zone Americans roll dice for 5 submarines in 6 Sea Zone, round 3 : 1/5 hits, 1.67 expected hits Americans roll dice for 1 cruiser, 8 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 3 : 5/18 hits, 8.00 expected hits Japanese roll dice for 3 submarines in 6 Sea Zone, round 3 : 1/3 hits, 0.50 expected hits Japanese roll dice for 2 battleships, 4 carriers, 2 destroyers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 3 : 5/16 hits, 8.00 expected hits 5 submarines owned by the Americans, 1 destroyer owned by the Americans, 1 carrier owned by the Japanese, 2 destroyers owned by the Japanese and 3 submarines owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 cruiser, 7 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 4 : 10/17 hits, 7.67 expected hits Japanese roll dice for 2 battleships, 3 carriers, 4 fighters and 4 tactical_bombers in 6 Sea Zone, round 4 : 5/13 hits, 7.00 expected hits 4 tactical_bombers owned by the Japanese, 3 fighters owned by the Japanese, 5 destroyers owned by the Americans and 3 carriers owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 cruiser, 2 destroyers, 7 fighters, 2 tactical_bombers and 1 transport in 6 Sea Zone, round 5 : 7/12 hits, 6.00 expected hits Japanese roll dice for 2 battleships and 1 fighter in 6 Sea Zone, round 5 : 2/3 hits, 2.00 expected hits 1 fighter owned by the Japanese, 1 destroyer owned by the Americans, 2 battleships owned by the Japanese and 1 fighter owned by the Americans lost in 6 Sea Zone Americans win with 1 cruiser, 1 destroyer, 6 fighters, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 68 Casualties for Americans: 4 carriers, 7 destroyers, 1 fighter and 5 submarines Casualties for Japanese: 2 battleships, 4 carriers, 2 destroyers, 4 fighters, 4 submarines and 4 tactical_bombers Battle in Finland Americans attack with 3 artilleries and 3 infantry Germans defend with 3 armour Americans roll dice for 3 artilleries and 3 infantry in Finland, round 2 : 3/6 hits, 2.00 expected hits Germans roll dice for 3 armour in Finland, round 2 : 3/3 hits, 1.50 expected hits 3 armour owned by the Germans and 3 infantry owned by the Americans lost in Finland Americans win, taking Finland from Germans with 3 artilleries remaining. Battle score for attacker is 9 Casualties for Americans: 3 infantry Casualties for Germans: 3 armour Battle in Guam Americans attack with 1 artillery and 1 infantry Japanese defend with 1 airfield and 1 marine Americans roll dice for 1 artillery and 1 infantry in Guam, round 2 : 2/2 hits, 0.67 expected hits Japanese roll dice for 1 marine in Guam, round 2 : 1/1 hits, 0.33 expected hits 1 marine owned by the Japanese and 1 infantry owned by the Americans lost in Guam Americans win, taking Guam from Japanese with 1 artillery remaining. Battle score for attacker is 2 Casualties for Americans: 1 infantry Casualties for Japanese: 1 marine Battle in 18 Sea Zone Americans attack with 1 bomber Japanese defend with 1 destroyer Americans roll dice for 1 bomber in 18 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 18 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber in 18 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 18 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 18 Sea Zone Americans win with 1 bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Korea Battle in 36 Sea Zone Americans attack with 1 bomber Japanese defend with 1 destroyer, 1 submarine and 6 transports 1 submarine owned by the Japanese Submerged Americans roll dice for 1 bomber in 36 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer and 6 transports in 36 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 bomber owned by the Americans lost in 36 Sea Zone Japanese win, taking Korea from Japanese with 1 destroyer and 6 transports remaining. Battle score for attacker is -12 Casualties for Americans: 1 bomber Non Combat Move - Americans 1 fighter and 1 tactical_bomber could not land in 6 Sea Zone and were removed 1 bomber moved from 18 Sea Zone to Iwo Jima 1 transport moved from 17 Sea Zone to 25 Sea Zone 1 fighter moved from 6 Sea Zone to Midway 4 fighters and 1 tactical_bomber moved from 6 Sea Zone to Midway 3 submarines moved from 10 Sea Zone to 26 Sea Zone 1 submarine moved from 110 Sea Zone to 92 Sea Zone 1 fighter moved from United Kingdom to Gibraltar 4 bombers moved from Eastern United States to Gibraltar 1 destroyer moved from 101 Sea Zone to 91 Sea Zone 1 destroyer moved from 117 Sea Zone to 106 Sea Zone Place Units - Americans 3 destroyers, 3 submarines and 1 transport placed in 10 Sea Zone 1 artillery, 1 bomber and 1 infantry placed in Western United States Americans undo move 1. 1 submarine placed in 101 Sea Zone 3 destroyers, 2 submarines and 1 transport placed in 10 Sea Zone 1 bomber placed in Western United States Turn Complete - Americans Americans collect 59 PUs; end with 59 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 64 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 79 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 84 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 89 PUs
Combat Hit Differential Summary :
Germans : 1.50 Americans : -1.67 Japanese : -4.50
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
Let me know if you want the default OOL for this last round of losses? Also are you ok with using it for future rounds or do you want to play it round by round?
In general, I think the default OOL is pretty good - especially when you don’t have to worry about landing planes.
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RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)
Here we might have another different view point. For me, if you have the choice between a battle with 51% win rate and positive TUV (even +1) vs doing nothing, so long as it doesn’t have a negative impact on your position - you take the battle.
You take all battles with positive expected outcome. And of course you’d favor the 52% win battle with 0.1 more TUV over the 51% one.
Unlike some/most gambling (I gamble on politics at PredictIt), there aren’t any “house” fees - so the tiniest imaginable edge is useful.
Unless you expect to beat your opponent by a large margin, in which case taking fights that are only slightly favorable to you might be detrimental.
The critical fact about attacking with 50/50 odds, is that with strategic withdrawal the battle simulators might be under-estimating your TUV gain (it’d be interesting if someone were to write a calculator that would handle that!). Admitedly this is a rare situation and you are much better off attacking at 95%+ win odds most of the time.
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RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)
I’d never assume dice to be anything more than natural variance with pure neutrality. Neither friend nor foe. Now I agree that you should be prepared for outliers, sometimes which matter at lot more than others.
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RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)
Oops I’m skimming.
It’s interesting that the old transport (with defense of 1 and 1 usable HP) would be worth an additional $4.5 under these pricing scheme. I used to love mass transports in Revised.
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RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)
This is generally a nice writeup!
For new players, I’d say the dice simulators are your friends and would totally disagree with this:
“SIDEBAR: Battle Dice are not your friend!”
It’s only as a more advanced player that you need to worry about this. Otherwise if you maximize your TUV everywhere, you ought to do well.Under strafing, a similar move is to attack at 50/50 odds when you have a good place to retreat in the hope that the first round will go in your favor allowing you to press the advantage. Especially useful for battles with a small number of valuable naval units (assuming you can retreat to a safe spot). Though not a beginner move. So long as your one round strafe simulation looks ok, the attacker often has an advantage when attacking at 50/50. This is less true in land battles that are 50/50 where the attacker is typically losing more units on the first round that the defender is (infantry that attack at 1 and defend at 2).
Interesting estimations on unit value. We could put this to a test with logistic regression models =)
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RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)
Axis and Allies is like two player Risk, and it has nothing to do with multi-player risk where you want to avoid fighting as much as possible.
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RE: L20 #1 trulpen (X) vs akreider2 (A+9) BM3
TripleA Turn Summary: French round 1
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 destroyer moved from 62 Sea Zone to 52 Sea Zone 1 cruiser moved from 63 Sea Zone to 52 Sea Zone 1 fighter moved from New Zealand to New South Wales 1 fighter moved from New Zealand to New South Wales 1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales Place Units - ANZAC 1 artillery and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Politics - French Trigger Axis Conquer All France Algeria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Algeria Trigger Axis Conquer All France Cruiser Place: Neutral_Axis has 1 cruiser placed in 93 Sea Zone Trigger Axis Conquer All France Tunisia 3 Infantry Place: Neutral_Axis has 1 infantry placed in Tunisia Trigger Axis Conquer All France Destroyer Place: Neutral_Axis has 1 destroyer placed in 93 Sea Zone Trigger Axis Conquer All France Southern France 3 Infantry Place: Neutral_Axis has 1 infantry placed in Southern France Trigger Axis Conquer All France Southern France 3 Artillery Place: Neutral_Axis has 1 artillery placed in Southern France Trigger Axis Conquer All France Morocco 3 Infantry Place: Neutral_Axis has 1 infantry placed in Morocco Trigger Axis Conquer All France Syria 3 Infantry Place: Neutral_Axis has 1 infantry placed in Syria Trigger Axis Conquer All France French West Africa 3 Infantry Place: Neutral_Axis has 1 infantry placed in French West Africa Trigger Axis Conquer All France Tunisia 2 activates a trigger called: Trigger Axis Conquer All France Tunisia 3 Trigger Axis Conquer All France Tunisia 3: Neutral_Axis captures territory Tunisia Trigger Axis Conquer All France French West Africa 2 activates a trigger called: Trigger Axis Conquer All France French West Africa 3 Trigger Axis Conquer All France French West Africa 3: Neutral_Axis captures territory French West Africa Trigger Axis Conquer All France French Central Africa 2 activates a trigger called: Trigger Axis Conquer All France French Central Africa 3 Trigger Axis Conquer All France French Central Africa 3: Neutral_Axis captures territory French Central Africa Trigger Axis Conquer All France Algeria 2 activates a trigger called: Trigger Axis Conquer All France Algeria 3 Trigger Axis Conquer All France Algeria 3: Neutral_Axis captures territory Algeria Trigger Axis Conquer All France Syria 2 activates a trigger called: Trigger Axis Conquer All France Syria 3 Trigger Axis Conquer All France Syria 3: Neutral_Axis captures territory Syria Trigger Axis Conquer All France Morocco 2 activates a trigger called: Trigger Axis Conquer All France Morocco 3 Trigger Axis Conquer All France Morocco 3: Neutral_Axis captures territory Morocco Trigger Axis Conquer All France Algeria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Algeria 3 Infantry Remove Trigger Axis Conquer All France Algeria 3 Infantry Remove: has removed 1 infantry owned by French in Algeria Trigger Axis Conquer All France Cruiser Place activates a trigger called: Trigger Axis Conquer All France Cruiser Remove Trigger Axis Conquer All France Cruiser Remove: has removed 1 cruiser owned by French in 93 Sea Zone Trigger Axis Conquer All France Tunisia 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Tunisia 3 Infantry Remove Trigger Axis Conquer All France Tunisia 3 Infantry Remove: has removed 1 infantry owned by French in Tunisia Trigger Axis Conquer All France Destroyer Place activates a trigger called: Trigger Axis Conquer All France Destroyer Remove Trigger Axis Conquer All France Destroyer Remove: has removed 1 destroyer owned by French in 93 Sea Zone Trigger Axis Conquer All France Southern France 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Infantry Remove Trigger Axis Conquer All France Southern France 3 Infantry Remove: has removed 1 infantry owned by French in Southern France Trigger Axis Conquer All France Southern France 3 Artillery Place activates a trigger called: Trigger Axis Conquer All France Southern France 3 Artillery Remove Trigger Axis Conquer All France Southern France 3 Artillery Remove: has removed 1 artillery owned by French in Southern France Trigger Axis Conquer All France Morocco 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Morocco 3 Infantry Remove Trigger Axis Conquer All France Morocco 3 Infantry Remove: has removed 1 infantry owned by French in Morocco Trigger Axis Conquer All France French Madagascar 2 activates a trigger called: Trigger Axis Conquer All France French Madagascar 3 Trigger Axis Conquer All France French Madagascar 3: Neutral_Axis captures territory French Madagascar Trigger Axis Conquer All France Syria 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France Syria 3 Infantry Remove Trigger Axis Conquer All France Syria 3 Infantry Remove: has removed 1 infantry owned by French in Syria Trigger Axis Conquer All France Southern France 2 activates a trigger called: Trigger Axis Conquer All France Southern France 3 Trigger Axis Conquer All France Southern France 3: Neutral_Axis captures territory Southern France Trigger Axis Conquer All France French Indo China 2 activates a trigger called: Trigger Axis Conquer All France French Indo China 3 Trigger Axis Conquer All France French Indo China 3: Neutral_Axis captures territory French Indo China Trigger Axis Conquer All France French Guiana 2 activates a trigger called: Trigger Axis Conquer All France French Guiana 3 Trigger Axis Conquer All France French Guiana 3: Neutral_Axis captures territory French Guiana Trigger Axis Conquer All France French West Africa 3 Infantry Place activates a trigger called: Trigger Axis Conquer All France French West Africa 3 Infantry Remove Trigger Axis Conquer All France French West Africa 3 Infantry Remove: has removed 1 infantry owned by French in French West Africa Combat Move - French Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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RE: L20 #1 trulpen (X) vs akreider2 (A+9) BM3
TripleA Turn Summary: ANZAC round 1
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 destroyer moved from 62 Sea Zone to 52 Sea Zone 1 cruiser moved from 63 Sea Zone to 52 Sea Zone 1 fighter moved from New Zealand to New South Wales 1 fighter moved from New Zealand to New South Wales 1 artillery, 1 fighter and 2 infantry moved from Queensland to New South Wales Place Units - ANZAC 1 artillery and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs
Combat Hit Differential Summary :
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
Do you want the default OOL?
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
Those are your last two destroyers as well.
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
Ok, I get 8 hits to me - kill off my 4 carriers.
Next round you get 6 hits. I took 1 sub (from my sub hit). Default OOL is kill 1 carrier, 2 sub (your last two subs) and 2 des.
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
Default OOL would be to damage two more carriers, dmg two battleships, and take a sub.
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RE: Kamikaze_pilot (Axis) vs Akreider2 (Allies+6) Take three, BM3
2 sub hits (I damaged two of your carriers) and 5 more hits (I’m about 2 under odds).