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    M
    • Profile
    • Following 1
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    • Posts 3,232
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    Best posts made by mainah

    • RE: League General Discussion Thread

      I was doing some research on one of my opponents and came across two games that speak volumes about the players on this forum.
      https://www.axisandallies.org/forums/topic/40113/l23-bm4-pejon_88-allies-17-vs-roboto-axis/94?page=4
      https://www.axisandallies.org/forums/topic/40073/mrroboto-allies-22-vs-simon33-axis-bm/235?page=10

      These types of games with these types of players is what brought me here in the first place. I am grateful for all of the players on here, and the time spent. It is a rare thing in this world, in any field of entertainment, vocation, professionalism, or other, for the uniformity of sportsmanship, mentorship, and comradery amongst a community.

      posted in League
      M
      mainah
    • RE: League General Discussion Thread

      @gamerman01
      Agreed.
      Pardon the rapid fire posts. Wife and kids are off overnight enjoying a new year celebration while I am stuck at home as it was the only weekend I could tend to the smoke house.

      Coldsmoking hams for preservation take 48 hours, and the fire needs tending every hour or so. So I have 57 minutes to fill in an empty house 48 times over.

      posted in League
      M
      mainah
    • RE: League General Discussion Thread

      @MrRoboto
      Well that covers it Thank you.

      Stay in school and learn maths kids! All my attention and deep thinking and pondering of what if’s in the end mattered a 0.1% temporary difference to 2 players.

      posted in League
      M
      mainah
    • RE: We need an allied playbook.

      As I have recently picked back up this wonderful addiction, I come back to this thread often - more so than the germany and Japan playbooks.

      Something that has been rolling around quietly in the back of my head came to the fore due to a recent game of mine.

      The allies have a longer lead time to get units in action. US has 2, 3, sometimes 4 turns, the UK 1, 2, sometimes 3, even Anzac and russia can have 1-2 turns of commute to the battlefield. And this means your purchases telegraph more to your opponent than vice versa. The axis have internal lines of communication, and pre-ordained objectives. Even when they are communicating their intentions, most of the time it is pretty obvious anyways the general thrust of where they are going.

      Not so with the Allies. Odd purchases stand out more. And tell your opponent more. And they have 1 to 3 or even 4 turns to prep for it.

      I am not that good of a player, not bad, but not great. And I have a real limited experience pool to draw from. But even in those limited games, when I am the Axis, I watch those purchases and can often glean some accurate info from them. And the few times I am the allies, I fear what I might be telling without telling.

      I would like to hear the thoughts of the more experienced players in regard to allied play and telegraphing information via purchases.

      posted in Axis & Allies Global 1940
      M
      mainah
    • RE: New to A & A

      Keep in mind global is not playing both Europe and Pacific simultaneously - it is a different game.

      I went for global off the bat. Played against myself, with my son at my side, a bit. Like 4 rounds, and then reset, do another 4-5 rounds, getting a grasp of the rules and basic strategies.
      Grasshopper and general hand grenade on YouTube have some great videos to get you started.

      I once tried to play pac alone - couldn’t get into it. Like playing baseball with one hand tied behind your back, just doesn’t work when you know what it’s like to have 2 hands.

      What Germany does affects how the allies react, how they spend resources, and thus what Japan has for options and challenges. And vice versa, what the us or Russia does on one side affects what they can do on the other.

      Europe is more ground, pac is more naval, and the way airpower is projected is a little different on each side due to the geographical differences. And the economy portion is Completely different between global vs one side.

      And then there is tripleA. Play online. I learned more in one game against an experienced player on this site than I. 10 videos and 4 months of self play. Not just strategies, or tactics, but also how the rules interact with each other.

      posted in Axis & Allies Global 1940
      M
      mainah
    • RE: Total World War 3.0 7 players

      I will post in a few hours - haven’t forgotten

      posted in Team Games
      M
      mainah
    • RE: League General Discussion Thread

      I enter my thoughts into this discussion hesitantly. I feel that as a newcomer, I do not have the same investment in time and emotion as those, especially in the top tier that are in the play offs, have. So I am not trying to say one way or another what the answer should be.

      The only comment I have is about trying to get new players in the league, and as I am one of those, maybe my 2 cents in that subject might matter. And in that regard, I feel as though all three games should be in the same league, regardless on how the play-off issue is decided. If there are separate leagues, then the community and the number of available opponents will shrink. And the intimidation factor for a new player to join what might be perceived as an “elite” league due to experienced players playing that particular version more would keep people away. That is something the points per game based on the tiers of the respective players handles very well, while still allowing exposure to multiple versions of the game, a varied group of players with varying skill levels, none of whom I currently feel I can’t play against. Which keeps things interesting for those in, and might snag more of those just starting (I know it did for me).

      I would probably have not tried either BM or PTV if they weren’t in this league - at least not this year. And since joining the league, merely 3 months ago, I have bounced between all three.

      Again - I am not trying to add anything to the discussion of the play-offs, but just the direction of the league in general. I don’t think making separate leagues for each version will do the community any favors.

      posted in League
      M
      mainah
    • RE: G40 Balance Mod - Feedback Thread

      @aequitas-et-veritas
      To add on to this - by mid game, your CA and BB are generally out in a theater of war. And you do not buy CA’s, and rarely bb’s. So you need a transport to shuttle the marine out to the ca and bb. Why not just by an inf and save the 2 IPC’s.
      In addition, without a bonus if attached to an ART, they are not terribly useful after that initial assault, so not a useful buy to help the long game except in very niche situations.

      Lowering the cost of both the ca and the marine would probably help, or keep the cost of the marine, but throw in a bonus if paired with artillery so after an amphib when a marine, inf and art hit the shore, and you take an inf for casualty, the marine is still worth while for the next battle.

      Or have DD’s able to carry marines. That is a cost of 13 for one 2 on an amphib assault with no bombard vs 14 ipc’s for a tt with 2 @ 2 attack with an art and inf, so that is not going to unbalance the game, but make it more worth while as a purchase here and there depending on the overall situation.

      None of these adjustments make it so it’s worth spamming marines, but gives them more opportunities to be a worth while purchase. Going from extreme one off situations to a small but worthwhile part of a combined arms approach to long term goals. More inline with the effect that lowering tacs to 10 had in P2V

      I don’t have enough P2V experience to make comment on marines in that version, but my gut tells me that CA’s cost lowering to 11 while still not offering longer term advantage to the marine unit (paired with art) is not enough to make it worth buying regularly as the game progresses.

      posted in Other Axis & Allies Variants
      M
      mainah
    • RE: SZ 102 question

      @Flying-Tigerz, @Panther
      Thank you both for the fast response. Too bad you don’t work at the local DMV.

      posted in Axis & Allies Global 1940
      M
      mainah
    • RE: League General Discussion Thread

      @gamerman01

      I agree with @pacifiersboard in the request for the ELO to be based on the beginning status of the 2 players, not just for the effect of timing on the gain/loss on purpose. The effect of timing for not on purpose.

      Not so hypothetical: A game last 6 months. We judge ELO affect based on when games ends.

      Player Axis simultaneously plays and finishes 10 games while player Allies only finishes 4 other games, the ELO affect for both players on the game is largely different than when they started. For those of you trying to improve your ELO, you are probably, just as before, going to choose you opponents and the attention given to games for maximum effect. Or at least give it some weight. Hard to do that when the ELO maybe very different when its scored than the current information would predict.

      By only scoring at the end, when the game itself can go for months while ELO scores on both sides are changing, seems a bit like making a bet on a football game when the spread is allowed to change between the time the bet is placed and the end of the game.

      I am no mathematician, but I think that the variable K factor would compound this problem for experienced established players going up against an unknown new to league player.

      I have no skin in this game. I am unsure if I will ever go for play-offs, where this matters, as my life quite often prevents me from playing consistently, and that’s not fair to my opponents or the league at large at the play off level. But I do have this weird thing for general fairness. Which, to me, also includes knowing as much as is reasonable to predict what you sign up for when you sign for it.

      My 2 cents. Well, that’s probably 5 with current inflation.

      posted in League
      M
      mainah
    • RE: Pick your Battle of Britain fighter

      For me, it would depend on if I was the pilot, or the air marshall…

      Pilot - BF109. The later spits outperformed the later bf’s, but 1940, in a straight dogfight, the 109.

      BUT…
      If I was looking at it and commanding at the high level, the hurricane. Easy to fix, easy to produce, fast turn around for reload/refuel, easier to train on, fighting over your own territory with a full tank. Yep - the hurricane.

      posted in World War II History
      M
      mainah
    • RE: Triplea Running Light on Funds [again]

      @mike64 said in Triplea Running Light on Funds:

      was able to get on phone with Dawgoneit yesterday and get him on both 2.5 and 2.6 versions at same time on his computer.

      Not all hero’s wear capes. Though I can’t see you, so maybe you actually do!

      posted in TripleA Support
      M
      mainah
    • RE: Allied Playbook - G40 Collection of Essays - Compiled by jacobgeo24 Nov 18-19 2023

      The most crucial aspect of allied play is missing from the PDF -

      Don’t drink and TripleA kids - the consequences are severe!

      posted in Axis & Allies Global 1940
      M
      mainah
    • RE: League General Discussion Thread

      @gamerman01
      Thank you. I understand the principle may or may not pan out in real life, or even in the formula. One of those basic intuition things that may or may not be true when applied to actual events
      But I’d like to point out it would solve the question of how does multiple forfeits in a single day effect the score, as that becomes irrelevant when the score is based on the start, not the finish.

      posted in League
      M
      mainah
    • RE: League General Discussion Thread

      @gamerman01
      Wrote my latest while you posted yours.

      Not sure - but I think 2 games started by the same players on the same game happens less than mass forfeits.
      And look at the effect of ghosts. Simon33 has gone mia (I hope he’s doing well, always enjoyed playing against him and learning from his prolific postings), and players have been slowly calling the game by the timing rules. Which means the elo affect of the person calling the game a month a go is different than the one calling it today before the end of the year.

      posted in League
      M
      mainah
    • RE: Total World War 3.0 7 players

      TripleA Turn Summary: Italy round 1

      TripleA Turn Summary for game: Total World War: December 1941 3.0

      Game History

      Round: 1
      
          Research Technology - Italy
              Note to players Italy: <body><img src="startitaly.png"/></body>
              Trigger Starttechtokens: Italy met a national objective for an additional 5 techTokens; end with 5 techTokens
              Italy spend 0 on tech rolls
                  Italy rolls : 1/1 hits, 0.00 expected hits
              Italy removing all Technology Tokens after successful research.
              Italy discover Production
      
          Combat Move - Italy
              Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
              Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
              Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to italianAirTransport
              Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
              Trigger italianMecht4: Setting isLandTransportable to true for unitAttachment attached to italianMech.Infantry
              Trigger italianTank2: Setting isLandTransportable to true for unitAttachment attached to italianTank
              Trigger italianHvyTank2: Setting isLandTransportable to true for unitAttachment attached to italianHeavyTank
              2 italianMarines moved from Southern Italy to 50 Sea Zone
              2 italianMarines and 1 italianTransport moved from 50 Sea Zone to 51 Sea Zone
              2 italianMarines moved from 51 Sea Zone to Tobruk
              1 italianFighter, 1 italianInfantry, 1 italianMarine and 1 italianTank moved from Cyrenaica to Tobruk
              1 italianNavalFighter moved from Greece to Tobruk
              1 italianCruiser moved from 50 Sea Zone to 51 Sea Zone
              1 italianBattleship moved from 46 Sea Zone to 51 Sea Zone
              1 italianArtillery, 1 italianInfantry and 1 italianMech.Infantry moved from Al Kufrah to Tobruk
              1 italianTacticalBomber moved from Rome to Tobruk
              1 italianStrategicBomber moved from Sicily to Tobruk
              1 italianSubmarine moved from 59 Sea Zone to 58 Sea Zone
      
          Combat - Italy
              Battle in Tobruk
                  Italy attack with 1 italianArtillery, 1 italianFighter, 2 italianInfantrys, 3 italianMarines, 1 italianMech.Infantry, 1 italianNavalFighter, 1 italianStrategicBomber, 1 italianTacticalBomber and 1 italianTank
                  Britain defend with 1 Flagpole, 1 britishAirfield, 1 britishAntiAirGun, 1 britishFortification, 1 britishInfantry and 1 britishParatrooper
                      Britain roll AntiAircraftGun dice in Tobruk : 0/1 hits, 0.08 expected hits
                      Italy roll dice for 1 italianBattleship and 1 italianCruiser in Tobruk, round 2 : 1/1 hits, 1.08 expected hits
                      Italy roll dice for 1 italianArtillery, 1 italianFighter, 2 italianInfantrys, 3 italianMarines, 1 italianMech.Infantry, 1 italianNavalFighter, 1 italianStrategicBomber, 1 italianTacticalBomber and 1 italianTank in Tobruk, round 2 : 3/1 hits, 3.42 expected hits
                      Britain roll dice for 1 britishAntiAirGun, 1 britishFortification, 1 britishInfantry and 1 britishParatrooper in Tobruk, round 2 : 2/1 hits, 1.83 expected hits
                      2 italianInfantrys owned by the Italy lost in Tobruk
                      1 britishInfantry owned by the Britain, 1 britishAntiAirGun owned by the Britain, 1 britishParatrooper owned by the Britain and 1 britishFortification owned by the Britain lost in Tobruk
                  Some non-combat units are destroyed: 
                  Italy win, taking Tobruk from Britain with 1 italianArtillery, 1 italianFighter, 3 italianMarines, 1 italianMech.Infantry, 1 italianNavalFighter, 1 italianStrategicBomber, 1 italianTacticalBomber and 1 italianTank remaining. Battle score for attacker is 17
                  Casualties for Italy: 2 italianInfantrys
                  Casualties for Britain: 1 britishAntiAirGun, 1 britishFortification, 1 britishInfantry and 1 britishParatrooper
      
          Non Combat Move - Italy
              Note to players Italy: <body><img src="tobruk.png"/></body>
              Trigger italianMecht1: Setting isLandTransport to true for unitAttachment attached to italianMech.Infantry
              Trigger IncomeRegulationEA2: Setting switch to false for conditionAttachmentYesEA attached to ExiledAllies
              Trigger italianAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting attack to 0 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Italy for unitAttachment attached to italianAirTransport
              Trigger italianMecht2: Setting isLandTransport to false for unitAttachment attached to italianMech.Infantry
              1 italianAntiTankGun, 1 italianArtillery and 1 italianCombatEngineer moved from Tripolitania to Cyrenaica
              1 italianFighter moved from Tobruk to Crete
              1 italianNavalFighter, 1 italianStrategicBomber and 1 italianTacticalBomber moved from Tobruk to Cyrenaica
              1 Truck and 1 italianInfantry moved from Tripolitania to Tobruk
              2 italianInfantrys moved from Rome to 46 Sea Zone
              2 italianInfantrys and 1 italianTransport moved from 46 Sea Zone to 51 Sea Zone
              2 italianInfantrys moved from 51 Sea Zone to Tobruk
              1 Material and 1 Truck moved from Northern Italy to Southern Italy
              1 Train, 1 italianArtillery and 1 italianInfantry moved from Rome to Southern Ukraine
              1 italianInfantry and 1 italianMech.Infantry moved from Kharkov to Southern Ukraine
              1 italianInfantry moved from Western Ukraine to Kharkov
              1 Truck and 1 italianAntiAirGun moved from Western Ukraine to Southern Ukraine
              1 italianArtillery and 1 italianInfantry moved from Romania to Bessarabia
              1 italianAlpineInfantry moved from Southern Yugoslavia to Greece
              1 italianInfantry moved from Southern Yugoslavia to Romania
              1 italianFighter moved from Southern Italy to Crete
              1 italianDestroyer moved from 50 Sea Zone to 51 Sea Zone
              1 italianDestroyer moved from 46 Sea Zone to 51 Sea Zone
              1 italianDestroyer moved from 49 Sea Zone to 51 Sea Zone
              1 italianSubmarine moved from 47 Sea Zone to 50 Sea Zone
              1 italianTransport moved from 49 Sea Zone to 46 Sea Zone
              1 italianMech.Infantry and 1 italianTank moved from Northern Italy to Romania
              1 italianAirTransport and 1 italianParatrooper moved from Northern Italy to Sicily
              1 Truck moved from Southern Italy to Northern Italy
              1 italianInfantry moved from Northern Italy to Rome
              1 italianMech.Infantry moved from Northern Yugoslavia to Bessarabia
      
          Purchase Units - Italy
              Italy buy 1 ResearchCenter, 2 italianMarines and 2 italianSubmarines; Remaining resources: 2 PUs; 0 techTokens; 
      
          Place Units - Italy
              2 italianMarines placed in Rome
              Units in Southern Italy being upgraded or consumed: 2 Materials
              1 ResearchCenter placed in Southern Italy
              2 italianSubmarines placed in 50 Sea Zone
      
          Activate Technology - Italy
              Italy activating Production
      
          Turn Complete - Italy
              Italy collect 26 PUs; end with 28 PUs
              Units generate 6 techTokens; Italy end with 6 techTokens
      

      Combat Hit Differential Summary :

      Italy regular : -0.50
      Britain AntiAircraftGun : -0.08
      Italy rolls : 1.00
      Britain regular : 0.17
      

      Savegame

      posted in Team Games
      M
      mainah
    • RE: The Taranto Raid Fighter/Carrier Question

      Question pertains to the UK Taranto Raid on Italy. If I were to bring 2 fighters down from the UK to hit the Italian battleship, can I purposely choose to let my carrier take a hit knowing that both those fighters will die if I win the battle?

      Yes. You have to show a plane has the ability to land during CM. But you are not required to have it land during NCM.

      Using your example - you can use your 2 UK fighters for the attack, and leave your carrier in SZ98 during CM. You meet the requirement that the planes do have a possible landing spot - a carrier that moves to tue appropriate space during NCM. Then, after the battle, even if those fighters survived, you could send your carrier to SZ 76, and let those plane die.

      But you could not move your carrier to SZ 76 during CM - as then you have failed the rule test - no possible landing spot in NCM is now possible.

      posted in Axis & Allies Global 1940
      M
      mainah
    • RE: Wiz (X) vs Mainah (L+17) BM3

      @wizmark
      Not over the finish line? Yeah, Chelsea is up 5-nil, but with 45 left to play, Derby Manufacturing UTC’s intramural squad has got time to catch up!

      posted in Play Boardgames
      M
      mainah
    • RE: L20 Mainah (X) vs WindowWasher (L + 16) BM3

      @WindowWasher
      Scramble 110?
      2 SS 3 Fig 3 Tac 2 B

      posted in League
      M
      mainah
    • RE: Total World War 3.0 7 players

      TripleA Turn Summary: Italy round 2

      TripleA Turn Summary for game: Total World War: December 1941 3.0

      Game History

      Round: 2
      
          Research Technology - Italy
              Trigger italianaTIP: Italy gains access to ImprovedProduction
              Italy spend 0 on tech rolls
                  Italy rolls : 1/1 hits, 0.00 expected hits
              Italy removing all Technology Tokens after successful research.
              Italy discover ImprovedProduction
      
          Combat Move - Italy
              Trigger italianTank1: Setting isLandTransportable to false for unitAttachment attached to italianTank
              Trigger italianHvyTank1: Setting isLandTransportable to false for unitAttachment attached to italianHeavyTank
              Trigger italianAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting attack to 1 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to italianAirTransport
              Trigger italianMecht3: Setting isLandTransportable to false for unitAttachment attached to italianMech.Infantry
              Trigger italianMecht4: Setting isLandTransportable to true for unitAttachment attached to italianMech.Infantry
              Trigger italianTank2: Setting isLandTransportable to true for unitAttachment attached to italianTank
              Trigger italianHvyTank2: Setting isLandTransportable to true for unitAttachment attached to italianHeavyTank
              3 italianMarines moved from Tobruk to 51 Sea Zone
              3 italianMarines and 2 italianTransports moved from 51 Sea Zone to 48 Sea Zone
              2 italianMarines moved from Rome to 46 Sea Zone
              2 italianMarines and 1 italianTransport moved from 46 Sea Zone to 48 Sea Zone
              5 italianMarines moved from 48 Sea Zone to Malta
              1 italianAirTransport and 1 italianParatrooper moved from Sicily to Malta
              1 italianBattleship and 1 italianCruiser moved from 51 Sea Zone to 48 Sea Zone
              1 italianNavalFighter, 1 italianStrategicBomber and 1 italianTacticalBomber moved from Cyrenaica to Malta
              1 italianArtillery, 3 italianInfantrys, 1 italianMech.Infantry and 1 italianTank moved from Tobruk to Western Egypt
              1 italianArtillery, 2 italianInfantrys and 1 italianMech.Infantry moved from Southern Ukraine to Eastern Ukraine
              1 italianMech.Infantry moved from Bessarabia to Eastern Ukraine
      
          Combat - Italy
              Battle in Malta
                  Italy attack with 1 italianAirTransport, 5 italianMarines, 1 italianNavalFighter, 1 italianParatrooper, 1 italianStrategicBomber and 1 italianTacticalBomber
                  Britain defend with 1 Flagpole, 1 britishAirfield, 1 britishAntiAirGun, 1 britishEntrenchment, 1 britishFortification and 1 britishInfantry
                      Britain roll AntiAircraftGun dice in Malta : 0/1 hits, 0.08 expected hits
                      Italy roll dice for 1 italianBattleship and 1 italianCruiser in Malta, round 2 : 2/1 hits, 1.08 expected hits
                      Italy roll dice for 1 italianAirTransport, 5 italianMarines, 1 italianNavalFighter, 1 italianParatrooper, 1 italianStrategicBomber and 1 italianTacticalBomber in Malta, round 2 : 2/1 hits, 2.42 expected hits
                      Britain roll dice for 1 britishAntiAirGun, 1 britishEntrenchment, 1 britishFortification and 1 britishInfantry in Malta, round 2 : 3/1 hits, 2.42 expected hits
                      3 italianMarines owned by the Italy lost in Malta
                      1 britishInfantry owned by the Britain, 1 britishAntiAirGun owned by the Britain, 1 britishEntrenchment owned by the Britain and 1 britishFortification owned by the Britain lost in Malta
                  Some non-combat units are destroyed: 
                  Italy win, taking Malta from Britain with 1 italianAirTransport, 2 italianMarines, 1 italianNavalFighter, 1 italianParatrooper, 1 italianStrategicBomber and 1 italianTacticalBomber remaining. Battle score for attacker is 13
                  Casualties for Italy: 3 italianMarines
                  Casualties for Britain: 1 britishAntiAirGun, 1 britishEntrenchment, 1 britishFortification and 1 britishInfantry
              Battle in Western Egypt
                  Italy attack with 1 italianArtillery, 3 italianInfantrys, 1 italianMech.Infantry and 1 italianTank
                  Egypt defend with 1 Flagpole, 1 britishAirfield and 1 britishEntrenchment; Britain defend with 1 britishAntiAirGun
                      Italy roll dice for 1 italianArtillery, 3 italianInfantrys, 1 italianMech.Infantry and 1 italianTank in Western Egypt, round 2 : 1/1 hits, 1.42 expected hits
                      Egypt roll dice for 1 britishAntiAirGun and 1 britishEntrenchment in Western Egypt, round 2 : 1/1 hits, 0.67 expected hits
                      1 italianInfantry owned by the Italy lost in Western Egypt
                      1 britishAntiAirGun owned by the Britain lost in Western Egypt
                      Italy roll dice for 1 italianArtillery, 2 italianInfantrys, 1 italianMech.Infantry and 1 italianTank in Western Egypt, round 3 : 1/1 hits, 1.25 expected hits
                      Egypt roll dice for 1 britishEntrenchment in Western Egypt, round 3 : 0/1 hits, 0.58 expected hits
                      1 britishEntrenchment owned by the Egypt lost in Western Egypt
                  Some non-combat units are destroyed: 
                  Italy win, taking Western Egypt from Egypt with 1 italianArtillery, 2 italianInfantrys, 1 italianMech.Infantry and 1 italianTank remaining. Battle score for attacker is 7
                  Casualties for Italy: 1 italianInfantry
                  Casualties for Britain: 1 britishAntiAirGun
                  Casualties for Egypt: 1 britishEntrenchment
              Battle in Eastern Ukraine
                  Italy attack with 1 italianArtillery, 2 italianInfantrys and 2 italianMech.Infantrys
                  Russia defend with 1 Flagpole and 1 russianInfantry
                      Italy roll dice for 1 italianArtillery, 2 italianInfantrys and 2 italianMech.Infantrys in Eastern Ukraine, round 2 : 1/1 hits, 1.17 expected hits
                      Russia roll dice for 1 russianInfantry in Eastern Ukraine, round 2 : 0/1 hits, 0.25 expected hits
                      1 russianInfantry owned by the Russia lost in Eastern Ukraine
                  Italy win, taking Eastern Ukraine from Russia with 1 italianArtillery, 2 italianInfantrys and 2 italianMech.Infantrys remaining. Battle score for attacker is 3
                  Casualties for Russia: 1 russianInfantry
      
          Non Combat Move - Italy
              Trigger italianMecht1: Setting isLandTransport to true for unitAttachment attached to italianMech.Infantry
              Trigger IncomeRegulationEA2: Setting switch to false for conditionAttachmentYesEA attached to ExiledAllies
              Trigger italianAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting attack to 0 for unitAttachment attached to italianAirTransport
              Trigger italianAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Italy for unitAttachment attached to italianAirTransport
              Trigger italianMecht2: Setting isLandTransport to false for unitAttachment attached to italianMech.Infantry
              Trigger italianProd: Italy has 1 Material placed in Rome
              1 Truck and 1 italianAntiAirGun moved from Southern Ukraine to Eastern Ukraine
              1 italianArtillery and 1 italianInfantry moved from Bessarabia to Southern Ukraine
              1 italianMech.Infantry moved from Romania to Southern Ukraine
              1 italianTank moved from Romania to Southern Ukraine
              1 italianInfantry moved from Romania to Bessarabia
              1 Train moved from Southern Ukraine to Rome
              1 Truck and 1 italianCombatEngineer moved from Southern Italy to Northern Italy
              1 italianTank moved from Rome to Southern Italy
              1 italianInfantry moved from Rome to Southern Italy
              1 italianArtillery moved from Rome to Southern Italy
              1 italianAirTransport moved from Malta to Southern Italy
              3 italianDestroyers moved from 51 Sea Zone to 48 Sea Zone
              1 italianStrategicBomber and 1 italianTacticalBomber moved from Malta to Al Kufrah
              1 italianNavalFighter moved from Malta to Cyrenaica
              1 Truck moved from Tobruk to Tripolitania
              1 italianAntiTankGun and 1 italianArtillery moved from Cyrenaica to Tobruk
              1 italianCombatEngineer moved from Cyrenaica to Tobruk
              1 Truck moved from Northern Italy to Southern Italy
      
          Purchase Units - Italy
              Italy buy 1 italianBattleship, 1 italianInfantry and 2 italianTransports; Remaining resources: 1 PUs; 0 techTokens; 
      
          Place Units - Italy
              1 italianInfantry placed in Rome
              2 italianTransports placed in 50 Sea Zone
              Units in 49 Sea Zone being upgraded or consumed: 1 italianHull
              1 italianBattleship placed in 49 Sea Zone
      
          Activate Technology - Italy
              Italy activating ImprovedProduction
      
          Turn Complete - Italy
              Italy collect 30 PUs; end with 31 PUs
              Trigger italianIP: Italy met a national objective for an additional 3 PUs; end with 34 PUs
              Units generate 6 techTokens; Italy end with 6 techTokens
      

      Combat Hit Differential Summary :

      Italy regular : -0.33
      Britain AntiAircraftGun : -0.08
      Egypt regular : -0.25
      Italy rolls : 1.00
      Russia regular : -0.25
      Britain regular : 0.58
      

      Savegame

      posted in Team Games
      M
      mainah
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