@SuperbattleshipYamato Thanks. That was all pretty helpful.
I’ll probably watch a gameplay video on YT to decide if I want to make the plunge of not.
@SuperbattleshipYamato Thanks. That was all pretty helpful.
I’ll probably watch a gameplay video on YT to decide if I want to make the plunge of not.
@SuperbattleshipYamato said in Has Anyone Played This ?:
- Its hex based system
That’s a point of interest in and of itself. In A&A Hexes only appeared in Battle of the Bulge but most wargames use them, so they’re not completely alien to me. Are there bonuses in combat for flanking the enemy or penalties for moving your units into the enemy’s “Zone of Control”?
Adding to the above is the introduction of a Cobra “Weather Dominator”, allowing to turn hexes with water into ice (i.e land) hexes at the cost of 1 reinforcement point (basically IPCs). They’re generally used to faciliate the land movement of Cobra-Destro units and bridge areas.
This seems neat. Good gimmick to make games more dynamic.
One huge change that I’m still getting used to is that ships, aircraft, and land units occupy hexes that contain both land and water together, attacking and defending with each other (with some small exceptions). As such, amphibious assaults are made with ships and land units fighting together, and most battles (especially over islands) are conducted with all air, land, and sea units fighting together.
Yeah that one sounds very strange. Land units being able to freely shoot at ships seems very off.
The unit selection
The asynchronous units sound very interesting. Honestly I wish the mainline A&A games did this as the different powers were better at different things during the IRL WW2 (the North Africa game seems like a step in the right direction with different stats for different nations’ units (compare the tanks between the different sides for an easy example).
Infantry work in the exact same way, but they only cost 2 reinforcement points, so it’s easier to spam.
Probably not a good thing but the stacking limit might somewhat mitigate the usefulness of spamming outside of blocking.
Each side has national advantages (although they’re not called that), encouraging certain moves.
Are they optional rules or mandatory?
All powers have a base, which essentially acts as their capital, which is where all units a power buys are placed (with some minor exceptions) and the capture of one base on the other side instantly leads to victory for the capturing power. Interestingly each side has a “shared” base, where units from two powers on the same side can be placed.
I know basically nothing about GI Joe other than the absolute bare basics. Is the game 2v2 or is their an uneven number of powers (example: most A&A games are 3v2 (R/B/A Vs. G/J)?
There are 2 ways to win: Capturing bases (I would compare this to a capital capture in normal games) or getting enough victory points from the board, the latter of which is both the most likely scenario of victory and similar to an economic victory in some Axis and Allies house rules.
Classic has economic victory as one of its official win conditions (for Axis) and its probably my favorite victory condition in the series. Big plus for me there.
- It’s pretty fun. The round limits and victory conditions keep the games short and avoid the kind of prolonged deaths losing powers in Global 1940 experience. The changes provide an interesting twist, while what’s kept from other games make it easy for returning players to understand the rules.
If the game reaches the round limit and no one wins with one of the previously stated methods (capital/economic), how is the winner determined? Is it a draw?
- I would put it in between 1941 and 1942. Definitely one of the simpler Axis and Allies games. Probably most similar to D-Day of the games I’ve played in terms of complexity.
Sorry to ask a follow-up on this one, but to narrow the scale to the “lighter” A&A games, which of the following (assuming you’ve played them) would you say this is closest to (complexity-wise). Disregard the actual quality of the games. I’m only asking about scale/complexity here:
41
Zombies
Classic
Revised/42 1st Edition
OG Europe
42 2nd Edition
OG Pacific
EDIT: Sorry, butchered my original post because I typed it on my phone. Hopefully this is more readable.
@SuperbattleshipYamato How’s the balance?
How is it different from normal A&A games?
How is it similar to normal A&A games?
Disregarding the GI Joe Flavor (which I have no interest in), is the game fun in your opinion?
On a scale from 1941 - G40, where does this game rank in terms of complexity?
@FranceNeedsMorePower said in Why Should I Buy U.S.A. Infantry?:
@DoManMacgee I think the French tank should hit on a 4 or less and defend on a 3 or less. I feel 3 for attack is to low maybe I’m wrong.
Maybe if this was a Normandy/Bulge game, but not NA. From what reading I’ve done, Free France didn’t have access to competent Allied tanks until 1944. During the time period this game takes place, the Free French were using “hand-me-downs” from the Allies, for lack of a better term. Putting the French Tank to 4 attack would put it on-par with the British Tank in terms of cost-effectiveness which is probably a bit much when they can move and attack immediately.
@FranceNeedsMorePower In addition to what others are saying also remember that the Gen Con tournaments for A&A are open tournaments for players of all skill levels. There’s no qualifying process for getting there so theoretically you can be watching gameplay from folks who had little-to-no experience on the edition. IIRC A&A:NA came out officially either just-before or just-after Gen Con occurred in early August, so the level of play at that tournament was never going to be as high as one of the editions that have been around for years like G40, AA50, etc.
To answer the actual question, US should absolutely take advantage of the French INF/TANK to take advantage of the fact that they can move and attack immediately, and can also fight without supply. However, it may sometimes be necessary to not buy INF (US or French) to mine the 8-unit-per-territory stacking limits.
@The_Good_Captain Game History
Round: 6
Purchase Units - Russians
Turning on Edit Mode
EDIT: Changing PUs for Americans from 45 to 37
EDIT: Turning off Edit Mode
Russians buy 6 infantry; Remaining resources: 2 PUs;
Combat Move - Russians
2 artilleries moved from Caucasus to Turkestan
1 armour moved from Moscow to Russia
Russians take Russia from Germans
1 armour moved from Norway to Karelia
1 armour moved from Russia to Moscow
Combat - Russians
Non Combat Move - Russians
Place Units - Russians
6 infantry placed in Moscow
Turning on Edit Mode
EDIT: Removing units owned by Russians from Turkestan: 1 aaGun
EDIT: Adding units owned by Russians to Russia: 1 aaGun
EDIT: Removing units owned by Russians from Stalingrad: 1 aaGun
EDIT: Adding units owned by Russians to Turkestan: 1 aaGun
EDIT: Turning off Edit Mode
Turn Complete - Russians
Russians collect 22 PUs; end with 24 PUs
Combat Hit Differential Summary :
Game History
Round: 6
Purchase Units - British
British buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 armour moved from Leningrad to Baltic States
Russians take Baltic States from Germans
1 armour moved from Baltic States to Poland
2 infantry moved from United Kingdom to North Sea Sea Zone
2 infantry and 1 transport moved from North Sea Sea Zone to Baltic Sea Sea Zone
2 infantry moved from Baltic Sea Sea Zone to Poland
2 carriers, 1 fighter and 3 transports moved from Baltic Sea Sea Zone to English Channel Sea Zone
1 armour moved from Northern Italy to Austria
British take Austria from Germans
1 armour moved from Austria to Czechoslovakia
British take Czechoslovakia from Germans
Combat - British
Battle in Poland
British attack with 1 armour and 2 infantry
Germans defend with 1 infantry
British roll dice for 1 armour and 2 infantry in Poland, round 2 : 1/3 hits, 0.83 expected hits
Germans roll dice for 1 infantry in Poland, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Poland
British win, taking Poland from Germans with 1 armour and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in English Channel Sea Zone
British attack with 2 carriers and 3 transports; Americans loiter and taunt
Germans defend with 1 submarine
British roll dice for 2 carriers and 3 transports in English Channel Sea Zone, round 2 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
British roll dice for 2 carriers and 3 transports in English Channel Sea Zone, round 3 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
1 transport owned by the British lost in English Channel Sea Zone
British roll dice for 2 carriers and 2 transports in English Channel Sea Zone, round 4 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
British roll dice for 2 carriers and 2 transports in English Channel Sea Zone, round 5 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 5 : 1/1 hits, 0.33 expected hits
1 transport owned by the British lost in English Channel Sea Zone
British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 6 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 6 : 0/1 hits, 0.33 expected hits
British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 7 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 7 : 0/1 hits, 0.33 expected hits
British roll dice for 2 carriers and 1 transport in English Channel Sea Zone, round 8 : 1/2 hits, 0.33 expected hits
Germans roll dice for 1 submarine in English Channel Sea Zone, round 8 : 0/1 hits, 0.33 expected hits
1 submarine owned by the Germans lost in English Channel Sea Zone
British win with 2 carriers and 1 transport remaining. Battle score for attacker is -8
Casualties for British: 2 transports
Casualties for Germans: 1 submarine
Non Combat Move - British
2 infantry moved from United Kingdom to English Channel Sea Zone
Place Units - British
2 artilleries and 6 infantry placed in United Kingdom
Turn Complete - British
British collect 35 PUs; end with 35 PUs
Combat Hit Differential Summary :
Germans regular : -0.67
British regular : -1.17
Game History
Round: 6
Purchase Units - Americans
Americans buy 2 bombers; Remaining resources: 7 PUs;
Combat Move - Americans
1 infantry moved from United States to U.S. Eastern Coast Sea Zone
2 fighters moved from United States to Celtic Sea Sea Zone
1 destroyer moved from Mid-Atlantic Sea Zone to British Convoy 3 Sea Zone
British take British Convoy 3 Sea Zone from Germans
1 destroyer moved from British Convoy 3 Sea Zone to Celtic Sea Sea Zone
1 submarine moved from British Convoy 4 Sea Zone to Celtic Sea Sea Zone
1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to Celtic Sea Sea Zone
1 fighter moved from English Channel Sea Zone to Leningrad
3 fighters moved from United Kingdom to Leningrad
Combat - Americans
Battle in Celtic Sea Sea Zone
Americans attack with 1 destroyer, 2 fighters, 1 infantry, 1 submarine and 1 transport
Germans defend with 1 battleship
Americans win with 1 destroyer, 2 fighters, 1 submarine and 1 transport remaining. Battle score for attacker is 24
Casualties for Germans: 1 battleship
Non Combat Move - Americans
1 infantry moved from Celtic Sea Sea Zone to United Kingdom
2 fighters moved from Celtic Sea Sea Zone to United Kingdom
Place Units - Americans
2 bombers placed in United States
Turn Complete - Americans
Americans collect 43 PUs; end with 50 PUs
Yeah I got nothing. At this point I think the skill curve has just got the better of me. You gave me 100% of the balance changes and it had 0 impact on the outcome of the game (as in, if you showed the current game state to a 3rd party and asked them whether or not any balance changes were applied, they wouldn’t be able to tell).
@The_Good_Captain Game History
Round: 5
Purchase Units - Americans
Americans buy 2 fighters, 1 infantry and 1 transport; Remaining resources: 2 PUs;
Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from Moscow: 3 fighters
EDIT: Adding units owned by Russians to Moscow: 3 fighters
EDIT: Turning off Edit Mode
2 infantry moved from Algeria to Tunisia
1 submarine moved from U.S. Convoy 2 Sea Zone to British Convoy 4 Sea Zone
British take British Convoy 4 Sea Zone from Germans
1 destroyer moved from U.S. Convoy 2 Sea Zone to Mid-Atlantic Sea Zone
3 fighters moved from United States to Mid-Atlantic Sea Zone
2 fighters moved from Russia to Moscow
2 fighters moved from Baltic Sea Sea Zone to Moscow
Combat - Americans
Battle in Mid-Atlantic Sea Zone
Americans attack with 1 destroyer and 3 fighters
Germans defend with 1 submarine
Americans roll dice for 1 destroyer and 3 fighters in Mid-Atlantic Sea Zone, round 2 : 4/4 hits, 2.00 expected hits
Germans roll dice for 1 submarine in Mid-Atlantic Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in Mid-Atlantic Sea Zone
1 submarine owned by the Germans lost in Mid-Atlantic Sea Zone
Americans win with 3 fighters remaining. Battle score for attacker is -4
Casualties for Americans: 1 destroyer
Casualties for Germans: 1 submarine
Turning on Edit Mode
EDIT: Adding units owned by Americans to Mid-Atlantic Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Battle in Tunisia
Americans attack with 2 infantry
Germans defend with 1 infantry
Americans roll dice for 2 infantry in Tunisia, round 2 : 0/2 hits, 0.33 expected hits
Germans roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 2 infantry in Tunisia, round 3 : 2/2 hits, 0.33 expected hits
Germans roll dice for 1 infantry in Tunisia, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Tunisia
Americans win, taking Tunisia from Germans with 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Americans
3 fighters moved from Mid-Atlantic Sea Zone to United Kingdom
Place Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from United States: 2 infantry
EDIT: Adding units owned by Americans to United Kingdom: 2 infantry
EDIT: Removing units owned by Americans from U.S. Eastern Coast Sea Zone: 1 transport
EDIT: Adding units owned by Americans to Celtic Sea Sea Zone: 1 transport
EDIT: Turning off Edit Mode
1 transport placed in U.S. Eastern Coast Sea Zone
2 fighters and 1 infantry placed in United States
Turn Complete - Americans
Americans collect 43 PUs; end with 45 PUs
Combat Hit Differential Summary :
Americans regular : 3.33
Germans regular : 0.00
I gave you 55-56% @ Moscow because I thought it’d make the position more interesting.
@The_Good_Captain German Sub returns fire:
[dice 1d6<=2]
@The_Good_Captain Game History
Round: 5
Purchase Units - Russians
Turning on Edit Mode
EDIT: Changing PUs for Americans from 45 to 37
EDIT: Turning off Edit Mode
Russians buy 4 infantry; Remaining resources: 2 PUs;
Combat Move - Russians
1 armour moved from Karelia to Norway
Russians take Finland from Germans
Russians take Norway from Germans
3 armour moved from Karelia to Moscow
2 artilleries moved from Ukraine S.S.R. to Caucasus
6 infantry moved from Turkestan to Moscow
1 artillery and 6 infantry moved from Russia to Moscow
Combat - Russians
Battle in Caucasus
Russians attack with 2 artilleries
Germans defend with 1 armour
Russians roll dice for 2 artilleries in Caucasus, round 2 : 1/2 hits, 0.67 expected hits
Germans roll dice for 1 armour in Caucasus, round 2 : 0/1 hits, 0.33 expected hits
1 armour owned by the Germans lost in Caucasus
Russians win, taking Caucasus from Germans with 2 artilleries remaining. Battle score for attacker is 5
Casualties for Germans: 1 armour
Non Combat Move - Russians
1 aaGun moved from Ukraine S.S.R. to Stalingrad
1 aaGun moved from Stalingrad to Turkestan
Place Units - Russians
4 infantry placed in Moscow
Turn Complete - Russians
Russians collect 20 PUs; end with 22 PUs
Combat Hit Differential Summary :
Germans regular : -0.33
Russians regular : 0.33
Game History
Round: 5
Purchase Units - British
British buy 5 infantry and 1 transport; Remaining resources: 0 PUs;
Combat Move - British
1 submarine moved from North Sea Sea Zone to Soviet Convoy Sea Zone
Russians take Soviet Convoy Sea Zone from Germans
1 armour moved from United Kingdom to English Channel Sea Zone
1 armour and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
1 armour moved from Baltic Sea Sea Zone to Leningrad
1 artillery and 1 infantry moved from United Kingdom to English Channel Sea Zone
2 infantry moved from United Kingdom to English Channel Sea Zone
1 artillery, 1 infantry and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
2 infantry and 1 transport moved from English Channel Sea Zone to Baltic Sea Sea Zone
1 artillery and 3 infantry moved from Baltic Sea Sea Zone to Poland
2 carriers and 3 fighters moved from English Channel Sea Zone to Baltic Sea Sea Zone
Combat - British
Battle in Poland
British attack with 1 artillery and 3 infantry
Germans defend with 2 infantry
British roll dice for 1 artillery and 3 infantry in Poland, round 2 : 1/4 hits, 1.00 expected hits
Germans roll dice for 2 infantry in Poland, round 2 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Germans lost in Poland
British roll dice for 1 artillery and 3 infantry in Poland, round 3 : 0/4 hits, 1.00 expected hits
Germans roll dice for 1 infantry in Poland, round 3 : 0/1 hits, 0.33 expected hits
British roll dice for 1 artillery and 3 infantry in Poland, round 4 : 1/4 hits, 1.00 expected hits
Germans roll dice for 1 infantry in Poland, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Poland
British win, taking Poland from Germans with 1 artillery and 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Non Combat Move - British
Place Units - British
5 infantry placed in United Kingdom
1 transport placed in North Sea Sea Zone
Turn Complete - British
British collect 19 PUs; end with 19 PUs
Combat Hit Differential Summary :
Germans regular : -1.33
British regular : -1.00
NOTE: I forgot to have the UK dudes in Europe take land. I did it in edits.
@The_Good_Captain Game History
Round: 4
Purchase Units - Americans
Americans buy 3 fighters and 2 infantry; Remaining resources: 3 PUs;
Combat Move - Americans
1 transport moved from Celtic Sea Sea Zone to U.S. Eastern Coast Sea Zone
2 submarines moved from Celtic Sea Sea Zone to U.S. Convoy 2 Sea Zone
1 destroyer moved from Azores Sea Sea Zone to U.S. Convoy 2 Sea Zone
2 fighters moved from English Channel Sea Zone to Russia
3 fighters moved from Leningrad to East Poland
2 infantry moved from Morocco to Algeria
Americans take Algeria from Germans
Combat - Americans
Battle in East Poland
Americans attack with 3 fighters
Germans defend with 1 infantry
Americans roll dice for 3 fighters in East Poland, round 2 : 1/3 hits, 1.50 expected hits
Germans roll dice for 1 infantry in East Poland, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in East Poland
Americans win with 3 fighters remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in U.S. Convoy 2 Sea Zone
Americans attack with 1 destroyer and 2 submarines
Germans defend with 1 submarine
Americans roll dice for 2 submarines in U.S. Convoy 2 Sea Zone, round 2 : 2/2 hits, 0.67 expected hits
1 submarine owned by the Germans lost in U.S. Convoy 2 Sea Zone
Americans win, taking U.S. Convoy 2 Sea Zone from Germans with 1 destroyer and 2 submarines remaining. Battle score for attacker is 8
Casualties for Germans: 1 submarine
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from U.S. Convoy 2 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
3 fighters moved from East Poland to Moscow
Place Units - Americans
3 fighters and 2 infantry placed in United States
Turning on Edit Mode
EDIT: Removing units owned by Americans from United States: 3 fighters
EDIT: Adding units owned by Americans to English Channel Sea Zone: 3 fighters
EDIT: Turning off Edit Mode
Turn Complete - Americans
Americans collect 42 PUs; end with 45 PUs
Combat Hit Differential Summary :
Americans regular : 0.83
Germans regular : -0.33
Two notes:
1.) Ignore the sub combat in tripleA. I manually rolled everything on the forums with the dicebot.
2.) I forgot to NCM the FTRs from USA to English Channel. I did it in an edit at the end of the turn so no worries there.
@The_Good_Captain German Sub returns fire:
[dice 1d6<=2]
@The_Good_Captain DD Fires:
[dice 1d6<=3]
@The_Good_Captain Americans attack Germans in US Convoy Zone (6 IPC):

Subs fire first in case they get a surprise-attack-hit:
[dice 2d6<=2]
@The_Good_Captain Game History
Round: 4
Purchase Units - Russians
Turning on Edit Mode
EDIT: Changing PUs for British from 25 to 19
EDIT: Turning off Edit Mode
Russians buy 6 infantry; Remaining resources: 2 PUs;
Combat Move - Russians
5 armour moved from Belorussia to Karelia
3 bombers and 3 fighters moved from Leningrad to Karelia
2 artilleries moved from Belorussia to Ukraine S.S.R.
Combat - Russians
Battle in Karelia
Russians attack with 5 armour, 3 bombers and 3 fighters
Germans defend with 6 infantry
Russians roll dice for 5 armour, 3 bombers and 3 fighters in Karelia, round 2 : 3/11 hits, 6.00 expected hits
Germans roll dice for 6 infantry in Karelia, round 2 : 0/6 hits, 2.00 expected hits
3 infantry owned by the Germans lost in Karelia
Russians roll dice for 5 armour, 3 bombers and 3 fighters in Karelia, round 3 : 5/11 hits, 6.00 expected hits
Germans roll dice for 3 infantry in Karelia, round 3 : 1/3 hits, 1.00 expected hits
1 armour owned by the Russians lost in Karelia
3 infantry owned by the Germans lost in Karelia
Russians win, taking Karelia from Germans with 4 armour, 3 bombers and 3 fighters remaining. Battle score for attacker is 13
Casualties for Germans: 6 infantry
Casualties for Russians: 1 armour
Battle in Ukraine S.S.R.
Russians attack with 2 artilleries
Germans defend with 1 aaGun and 1 infantry
Russians roll dice for 2 artilleries in Ukraine S.S.R., round 2 : 1/2 hits, 0.67 expected hits
Germans roll dice for 1 infantry in Ukraine S.S.R., round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Ukraine S.S.R.
Russians win, taking Ukraine S.S.R. from Germans with 2 artilleries remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Non Combat Move - Russians
1 artillery and 6 infantry moved from Leningrad to Russia
3 bombers and 3 fighters moved from Karelia to Moscow
6 infantry moved from Stalingrad to Turkestan
2 artilleries and 46 infantry moved from Belorussia to Moscow
1 aaGun moved from Leningrad to Belorussia
Place Units - Russians
6 infantry placed in Moscow
Turn Complete - Russians
Russians collect 18 PUs; end with 20 PUs
Combat Hit Differential Summary :
Germans regular : -2.33
Russians regular : -3.67
Game History
Round: 4
Purchase Units - British
British buy 1 artillery, 2 infantry and 1 submarine; Remaining resources: 1 PUs;
Combat Move - British
1 armour moved from Celtic Sea Sea Zone to United Kingdom
2 carriers, 2 fighters and 3 transports moved from Celtic Sea Sea Zone to English Channel Sea Zone
1 armour moved from United Kingdom to English Channel Sea Zone
1 armour moved from English Channel Sea Zone to France
British take France from Germans
1 artillery and 1 infantry moved from United Kingdom to English Channel Sea Zone
1 artillery and 1 infantry moved from English Channel Sea Zone to Netherlands-Belgium
British take Netherlands-Belgium from Germans
2 infantry moved from United Kingdom to English Channel Sea Zone
2 infantry moved from English Channel Sea Zone to Netherlands-Belgium
Combat - British
Non Combat Move - British
Place Units - British
1 submarine placed in North Sea Sea Zone
British undo move 1.
1 submarine placed in North Sea Sea Zone
1 artillery and 2 infantry placed in United Kingdom
Turn Complete - British
British collect 22 PUs; end with 23 PUs
Combat Hit Differential Summary :
@VictoryFirst Game History
Round: 2
Purchase Units - Americans
Americans buy 3 fighters; Remaining resources: 4 PUs;
Combat Move - Americans
2 submarines moved from U.S. Eastern Coast Sea Zone to U.S. Convoy 2 Sea Zone
2 fighters moved from United States to Atlantic Sea Zone
1 bomber moved from United Kingdom to Germany
1 fighter moved from United Kingdom to Leningrad
Combat - Americans
Strategic bombing raid in Germany
Germans roll AA dice in Germany : 1/1 hits, 0.17 expected hits
1 bomber owned by the Americans killed by AA in Germany
Bombing raid costs 0 PUs
Battle in U.S. Convoy 2 Sea Zone
Americans attack with 2 submarines
Germans defend with 1 submarine
Americans roll dice for 2 submarines in U.S. Convoy 2 Sea Zone, round 2 : 2/2 hits, 0.67 expected hits
1 submarine owned by the Germans lost in U.S. Convoy 2 Sea Zone
Americans win, taking U.S. Convoy 2 Sea Zone from Germans with 2 submarines remaining. Battle score for attacker is 8
Casualties for Germans: 1 submarine
Non Combat Move - Americans
Place Units - Americans
3 fighters placed in United States
Turn Complete - Americans
Americans collect 40 PUs; end with 44 PUs
Combat Hit Differential Summary :
Americans regular : 1.33
Germans AA : 0.83
@VictoryFirst Back to the game for now:
Americans attack Germans in US Convoy Zone (6 IPC):

[dice 2d6<=2]
@VictoryFirst Update to this. The calculator on this very site (http://calc.axisandallies.org/) already does most of what you are looking for (“simulates combat 10,000 times and checks number of times a certain number of hits have been scored”). You might want to look into using that unless there is some other functionality you need.
@VictoryFirst Re: TUV calculator:
I can work on something for this later this week or this weekend. I’ll let you know.
@VictoryFirst Game History
Round: 2
Purchase Units - Russians
Russians buy 7 infantry; Remaining resources: 2 PUs;
Combat Move - Russians
1 bomber and 1 fighter moved from Leningrad to Karelia
1 artillery and 6 infantry moved from Russia to Karelia
1 infantry moved from Caucasus to Stalingrad
3 infantry moved from Stalingrad to Belorussia
1 armour moved from Belorussia to Baltic States
Russians take Baltic States from Germans
1 armour moved from Baltic States to Belorussia
2 artilleries moved from East Poland to Belorussia
11 infantry moved from Leningrad to Belorussia
1 submarine moved from North Atlantic Sea Zone to British Convoy 4 Sea Zone
British take British Convoy 4 Sea Zone from Germans
Combat - Russians
Battle in Karelia
Russians attack with 1 artillery, 1 bomber, 1 fighter and 6 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery, 1 bomber, 1 fighter and 6 infantry in Karelia, round 2 : 0/9 hits, 2.67 expected hits
Germans roll dice for 1 infantry in Karelia, round 2 : 0/1 hits, 0.33 expected hits
Russians roll dice for 1 artillery, 1 bomber, 1 fighter and 6 infantry in Karelia, round 3 : 4/9 hits, 2.67 expected hits
Germans roll dice for 1 infantry in Karelia, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Karelia
1 infantry owned by the Germans lost in Karelia
Russians win, taking Karelia from Germans with 1 artillery, 1 bomber, 1 fighter and 5 infantry remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Germans: 1 infantry
Non Combat Move - Russians
1 bomber and 1 fighter moved from Karelia to Belorussia
Place Units - Russians
7 infantry placed in Leningrad
Turn Complete - Russians
Russians collect 22 PUs; end with 24 PUs
Combat Hit Differential Summary :
Germans regular : 0.33
Russians regular : -1.33
Game History
Round: 2
Purchase Units - British
British buy 2 carriers; Remaining resources: 5 PUs;
Combat Move - British
1 infantry moved from Syria to Eastern Mediterranean Sea Zone
1 infantry moved from Eastern Mediterranean Sea Zone to Libya
1 destroyer moved from Eastern Mediterranean Sea Zone to Sicilian Sea Sea Zone
1 armour, 1 artillery and 3 infantry moved from Egypt to Libya
1 bomber and 2 fighters moved from United Kingdom to Leningrad
Combat - British
Battle in Sicilian Sea Sea Zone
British attack with 1 destroyer
Germans defend with 1 transport
British roll dice for 1 destroyer in Sicilian Sea Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
Germans roll dice for 1 transport in Sicilian Sea Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
British roll dice for 1 destroyer in Sicilian Sea Sea Zone, round 3 : 0/1 hits, 0.50 expected hits
Germans roll dice for 1 transport in Sicilian Sea Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
British roll dice for 1 destroyer in Sicilian Sea Sea Zone, round 4 : 1/1 hits, 0.50 expected hits
Germans roll dice for 1 transport in Sicilian Sea Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
1 transport owned by the Germans lost in Sicilian Sea Sea Zone
British win with 1 destroyer remaining. Battle score for attacker is 8
Casualties for Germans: 1 transport
Battle in Libya
British attack with 1 armour, 1 artillery and 4 infantry
Germans defend with 1 armour, 2 artilleries and 2 infantry
British roll dice for 1 armour, 1 artillery and 4 infantry in Libya, round 2 : 2/6 hits, 1.67 expected hits
Germans roll dice for 1 armour, 2 artilleries and 2 infantry in Libya, round 2 : 0/5 hits, 1.67 expected hits
2 infantry owned by the Germans lost in Libya
British roll dice for 1 armour, 1 artillery and 4 infantry in Libya, round 3 : 0/6 hits, 1.67 expected hits
Germans roll dice for 1 armour and 2 artilleries in Libya, round 3 : 0/3 hits, 1.00 expected hits
British roll dice for 1 armour, 1 artillery and 4 infantry in Libya, round 4 : 0/6 hits, 1.67 expected hits
Germans roll dice for 1 armour and 2 artilleries in Libya, round 4 : 2/3 hits, 1.00 expected hits
2 infantry owned by the British lost in Libya
British roll dice for 1 armour, 1 artillery and 2 infantry in Libya, round 5 : 1/4 hits, 1.33 expected hits
Germans roll dice for 1 armour and 2 artilleries in Libya, round 5 : 0/3 hits, 1.00 expected hits
1 artillery owned by the Germans lost in Libya
British roll dice for 1 armour, 1 artillery and 2 infantry in Libya, round 6 : 1/4 hits, 1.33 expected hits
Germans roll dice for 1 armour and 1 artillery in Libya, round 6 : 1/2 hits, 0.67 expected hits
1 infantry owned by the British lost in Libya
1 artillery owned by the Germans lost in Libya
British roll dice for 1 armour, 1 artillery and 1 infantry in Libya, round 7 : 2/3 hits, 1.17 expected hits
Germans roll dice for 1 armour in Libya, round 7 : 1/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Libya
1 armour owned by the Germans lost in Libya
British win, taking Libya from Germans with 1 armour and 1 artillery remaining. Battle score for attacker is 7
Casualties for Germans: 1 armour, 2 artilleries and 2 infantry
Casualties for British: 4 infantry
Non Combat Move - British
Place Units - British
2 carriers placed in Atlantic Sea Zone
Turn Complete - British
British collect 21 PUs; end with 26 PUs
Combat Hit Differential Summary :
Germans regular : -2.17
British regular : -3.33