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    Myygames

    @Myygames

    '23

    My TrippleA Edit Policy:

    1. Edits should aim to correct klick-errors, caused by wrong or too fast klicking in trippleA
    2. Edits must be accepted by both players
    3. Edits should be mentioned in the post, except if its only a NCM in the same turn
    4. Edits never should give a tactical advantage to a player. Especially no dice should be rolled that are relevant for the edit. The turn sequence must be kept and edits must not be influenced by events not known at regular time for the move (e.g. US NCM edits influenced by UK battle results are irregular)
    5. Edits should be made in a timely manner. Best case in the same turn before the post. Latest before the next players turn

    I prefer low luck games, read here why: https://www.axisandallies.org/forums/topic/39727/low-luck-explained-advertised/

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    '23

    Best posts made by Myygames

    • RE: Post League Game Results Here

      @Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)

      Masterfull played, hail to the OOB champion!

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

      It is very sad to hear that trulpen has left us. I played him only twice, but the first game against him really changed the way I play this game forever. I contemplated for months how to counter his strategies. My fist game as allies against him was a complete loss, and I never learned so much again in a single game. He tought me the 111 BB retreat opening with extensive carrier builds on both boards afterwards. He beat me with a three Japanese AC build in 36 that enabled his planes to crush me. He had a way of playing G40 that was unique. tribute to trulpen, one of the greatest in this forum!
      May he rest in peace.

      posted in League
      M
      Myygames
    • RE: Units, Mechanics, etc.

      @The-Janus

      Check out these strategy articles:

      https://www.axisandallies.org/forums/post/1397227

      Some comments from my side:

      • mechs are excellent for the Germans on their way east. They are also useful for all other nations, but maybe not in the numbers Germany should build them.
      • I consider artillery a very useful unit. It helps in particular to give punch to large stacks of infantry, eg those that tend to build around Moscow. The ratio of infantry to artillery is depateable, but you want it at least to be 1:5 if you intend to (threaten) attack.
      • your navy analysis seems pretty correct; battleships and cruisers are far too expensive to be build. In my opinion saving the ones on the board is worth it, but building them seems waste of IPC
      posted in Axis & Allies Europe 1940
      M
      Myygames
    • RE: I might use some help with an allies game here

      @knallbär

      Your game is not optimal but far from being screwed. some thoughts for your US3 turn

      • why not take Gibraltar with your two transports. The BB can bombard. you will get the italian bomber killed, nice.
      • get all your ships including UK into SZ 91. Maybe one UK transport back to Canada, you can build 2 infantry there. Use SZ91 to threaten half europe in the future turns.
      • build an airbase there in the next turns and bring ships into the med to deny italy its objective. dont lose gibraltar again!
      • take two infantry from brazil to guiana, build a transport in new york that can pick them uo next turn on the way to gibraltar
      • your bomber in french west africa can knock out the last italian transport. nice
      • its very important to stabilize egypt. you must also collect a force there that can re-conquer alexandria and maybe more of north africa or against japan. build a minor IC there now and use your fleet in 76 along with the units in kenya and sudan to stabilize.
      • build two infantry in south africa now every round. use your transport in 72 to collect them now, next round switch transports in 71 and 81. build two units there now every round plus 3 in egypt.
      • the tactical in SZ76 should go to india as that is also threatened.
      • buy only ground units in india from now on
      • you need more US ships against japan. build a carrier at minimum, i suggest to put all but the one transport to the west with US. continue to not focus on ships in the pacific the following rounds.
      • the transport in sz42 needs to die, use an anzac DD and safe the US ships
      • not sure where your bombers in hawaii are aiming… you can move to amour and bombard for sure but japan seems to be ready to bring fighters to intercept you. you can try it nevertheless. alternatively relocating to queensland is not a bad idea and could also provide a few hit points for india should he press.
      • china is not dead yet… try to safe the fighter at all costs. do as much damage to japanese units as possible.
      • try to position some units in south australia to be able to attack western australia if he lands there. alternatively i also like a fast moving unit on the continent.

      Just some suggestions from a quick view. good luck to you!

      posted in Axis & Allies Global 1940
      M
      Myygames
    • RE: Post League Game Results Here

      I Must say I am also Not 100% sure I understand the issue. I leave it to @gamerman01 to Decide.

      As Martin Said we agreed on a bid but have Not started yet.

      Just let me know whom I am against and I will go for it.

      Besides that I love martins statement:

      @martin said in Post League Game Results Here:

      I don’t care who I am crushing, and I also never remember the names. LOL ;-)

      Just have fun;-)

      posted in League
      M
      Myygames
    • RE: crockett36 - Allies need bigger bids in all versions

      This is an exciting topic! And one that can be debated for ages I guess ;-) Nevertheless, I would like to give some thoughts into that.

      First of all, I agree that the allies need a high bid in this game, obviously.

      @simon33 said in crockett36 - Allies need bigger bids in all versions:

      The longer people play this game the more the Axis seems to be favoured. Allies benefit from Axis mistakes or dicings a lot though.

      And it is also true, that the game changed with the strategies that players employed over the years. If I remember correctly people saw the Allies in huge favour some ten years ago, nowadays this has completely turned. So the “fair” bid, meaning a bid that equals chances to win the game between players of equal strength, is also a kind of a flow, depending on what gamers call the “Meta”, the current strategies out there and employed by players.

      My experience is also that not all players adapt correctly to this flow. Many players do not judge correctly what would be fair and what they need as allies to win a game. The problem here is perception. A bid of 30-40 is NOT a high bid, it is in fact pretty low. And many players do seem not to have realized that. So advising new players to target higher bids in their games will definitely help them.

      The final bid of a game, the agreed bid, is from my point of view, also a projection of how both players view each other in terms of playing skill. If I think I am the better player, I am tempted to bid lower for the Allies, because I think I can still beat my oponent.

      @crockett36 said in crockett36 - Allies need bigger bids in all versions:

      would i be wrong in saying, the best players are giving the bid away and playing the axis?!

      And the wrong perception is probably also the reason for that statement, the fact that the better players like Andrew playing the Axis far more often than the Allies. Is that the fault of the better player? Not sure… let us view this from another angle: If I bid 30 to play Allies against my opponent, I am basically telling him that I think I am the better player, because I can even win with 30 against his Axis. Question here is: Why does my opponent not read this correctly and let me play Allies with 30, a bid that is pretty low? This would actually even out the skill (given that I am indeed the better player in this example…). My answer is perception here, as stated above. Many players still think that 30 additional IPC is a lot of stuff, and that they can get the advantage with it… but no, it’s not.

      Following that logic, if all players had a better perception of what is “fair”, the better players would far more often play the Allies than the Axis (which is not the case, see Andrews post). So go on, shout it out to everyone: The Allies need bigger bids! We need to change peoples perception of that (and not enforce it with rules).

      @crockett36 said in crockett36 - Allies need bigger bids in all versions:

      I would recommend a bid that is also logical, reasonable AND historical. Dump it in the US fleet or the Chinese and Russian armies. OR change bid placement rules. Which are reasonable, but arbitrary. OR ask Andrew for a 30 ipc Allied bid placement and go from there.

      I am actually against any proposal that will tell me what to bid. I think that the bid for the Allies is the one option, where the Allies can set a tone in the beginning of the game, where they can chose what is important. Other than only reacting this enables them to chose the battleground, at least in some limited places of the board. If you come up with fixed units, the Allied player will not be able to do this. I think we should not discourage allied creativity, and each player should come up with his own thoughts on how the IPCs given can be used best to stop the Axis.

      Just my 10 cents…

      posted in League
      M
      Myygames
    • RE: 2022 OOB Playoffs R1 - AndrewAAGamer (X) vs oysteilo (A+60)

      Congratulations to @AndrewAAGamer for the win and @oysteilo for survining that Long! Really hard and Long battle fought here!

      posted in League
      M
      Myygames
    • RE: crockett36 vs myygames x with tech

      @crockett36 not sure if you saw my post?

      posted in Play Boardgames
      M
      Myygames
    • Low Luck explained (& advertised)

      What if I proposed a game to you: We both roll a die, if you are higher you win, if I roll higher I win, if we both roll the same we call it a draw. What? You don’t like it? Purely luck? - Yeah, I think the same…

      The fact that luck is determining the outcome of games is something that I do not like in general. In my opinion a game outcome should be much more determined by the decisions the players take, by the strategy and tactics they apply then by a random factor. And while I admit that some random factor is needed in all games in order to bring variance, I think that the dice have too much impact in Axis and Allies games.

      As you might have guessed by now, I am a big fan of the Low Luck variant of Axis and Allies. I have noted that many players do not like this variant, and I wonder why. So I want to take the opportunity to explain -and advertise!- this variant here. I will go through it in three sections, staring with explaining the Low Luck Principle, then the options the TrippleA engine holds for us, and in the end explaining some Implications to the game and my personal opinion. Feel free to comment, add or disagree with me!

      Please not that all my examples relate to G40 OOB rules.

      A. The Low Luck Principle

      The Low Luck variant uses the expected result as basis for a combat outcome. It directly applies the expected number of hits from your units in the battle, instead of rolling for each unit. Dice are only rolled in case the expected result is not a full hit. By doing this, the expected result does not change, but the variance of the results is much more limited.

      To determine the number of hits in a round of battle the total power of a combatant is determined by summing up the (offensive or defensive) strengthes of its units (e.g. for 2 tanks and 1 fighter attacking that would be 9 = 3 + 3 + 3). The statistical expectation is that you score one hit for every 6 total strength you have (e.g. in above example that would be 1.5). The Low Luck calculation consequently applies an automatic hit for every 6 points of total power. For the remaining power, that cannot be divided by 6, a dice is rolled to determine if a hit is scored (e.g. in above example that would be on dice with hit at 3).

      Examples

      • If you are attacking with 6 Infantry, you expect to score one hit. You are rolling 6 times (hit at 1), and the expectation is that one of the Infantry hits and the others miss. Low Luck will sum up your total strength to 6, and let you score one automatic hit.
      • If you are defending with 2 fighters and 1 Infantry your defence power is 10 (4 + 4 + 2). You will score one automatic hit and roll one die (hit at 4 = 10 - 6) to determine if you score a second hit.

      The Low Luck principle can be applied for all units that target the same set of enemy units. In my playgroup we are applying it whenever possible, e.g. also for offshore bombardment and strategic bombing raids. In TrippleA not all of this can be handeled, but I will explain now what options are there in our beloved game engine.

      B. TrippleA Low Luck Options

      There are several options to implement the Low Luck principle into your TrippleA game, all available at the start of the game through Map Options. I will give an overview on how trippleA behaves with these options (based on my experience / version - 2.5.22294)

      • Low Luck

      This option will generally apply the Low Luck principle to all of your sea and land combats. A little exception is the behaviour of submarine and offshore bombardment. Note that this option includes air battles prior to strategic bombing raids and AA defense of complexes, but not the raid damage.

      Here some remarks how the engine handeles combats:

      a) Submarines will always rolled seperately. This applies for all combats, no matter if destroyers or planes are involved. Nevertheless, if several submarines are present the Low Luck principle will be applied to them (e.g. two subs roll one dice at 4).
      b) Planes will be rolled seperately from naval units if enemy submarines are present and no friendly destroyer present (since the planes cannot hit the subs in that case).
      c) Offshore bombardment will always be rolled seperately, if several ships bombard the Low Luck principle will be applied to them (e.g. two cruisers score an automatic hit).
      d) Air battles prior to strategic bombing raids will be treated with Low Luck, e.g. 4 bombers participating in an air battler will roll one dice at 4 to hit.

      • Low Luck for AntiAircraft

      This option will apply the Low Luck principle to all Anti Aircraft Guns. This means 1 AA hits at a 3, two AA score an automatic hit (provided that there are enough planes attacking). If not ticked AAA will each be rolled seprately with hits at 1.

      • Low Luck for Bombing and Territory Damage

      This option will apply the Low Luck principle for the damage done by strategic bombing raids, in particulary result in an average damage each time. This option will limit the damage done to a facility by a successfull raider to 5 or 6 damage for strategic bombers and 3 or 4 damage for tactical bombers
      The engine will roll a dice for each bombing plane: 1-3 will result in the lower damage and 4-6 in the higher damage.

      • Low Luck for Technology

      This option will apply the Low Luck principle to your tech rolls. This means you have only one roll to determine if ou get a tech. It also means that you can spend 30 IPC to buy 6 tokens and get an automatic tech (Not sure what happens if you spend more - who does that anyways??). Rolls on the tech charts, to determine which tech you have developed is performed as normal.

      • Battle Calculator

      Just want to mention here that the trippleA battle calculator can calculate also Low Luck combat.

      C. Implications to the Game
      In this section I will give some remarks from my experience how the game changes with Low Luck. I actually think that the changes are not that big, given that the majority of the rules still apply. Nevertheless I have noted some behaviours with my own play that I would like to share.

      a) Less need for overwhelming forces. Probably the biggest impact I notice is that with Low Luck you have less need to bring overwhelming forces. In normal dice games there is a high variance of results, and the only way to mitigate unpleasant results is to increase the numbers considerably above the number needed in average. This is not true in Low Luck games. At some point your odds will be at 100%, and adding more units will only impact the expected amounts of losses, not the result itself.
      The reduced need of overwhelming forces applies for both offense and defense.

      b) More predictable leftovers. In Low Luck games you can much more reliable calculate which forces will remain after the battle. This often leaves you in a position to additionaly understand if the remaining forces are enough to survive counter attacks, and integrate that into your decision whether or not to do an attack.

      c) Calculated losses. When planning your Low Luck attack you are often able to guarantee that you are not losing any valuable units such as planes. If you are e.g. attacking 6 Infantries with 2 Infantries and enough planes you will not lose any of your planes, guaranteed.

      d) Secure trade of territories. With Low Luck the trading of territories is reliable. If you e.g. attack a territory containing 1 enemy Infantry with 2 Infantries and a bomber you are guaranteed that you will conquer it, and you can reliably block enemies there next turn e.g. from blizzing through it, or stacking planes there.

      D. Some Personal Opinion

      Does Low Luck favour Allies or Axis?
      Thats the usual question I get when discussion this option, and, honestly, I am not so sure here. Reviewing the above mentioned game implications I tend to say that Low Luck favours the allies more in the beginning, but this gets less and less during the game. This is, because in the beginning the axis has more potential to bring overwhelming forces (e.g. against china or russia) to level out the luck than the allies have. On the other hand, the allies are given better opportunity to hold precious spots (e.g. sea zones) with a marginal edge. Secure territory trading is something that is valuable for both, but also favours the allies I would say. Burma comes to my mind, which can be really game changing of you fail to trade as UK. Being able to more percisely predict the leftovers in a battle is clearly in favour of the axis. Overall, I tend to bid slightly less for Low Luck games than with usual dice.

      So why do I like Low Luck?
      Let me explain with an example: Let’s say I am Japan and have brought 10 tanks to attack India, which is guarded by 10 Infantry. With normal dice I have a chance of around 85%, with an average of 4 tanks left. That is a decent chance, but it does also imply that I will lose this battle every 6th time. Reflecting that, I think it is not fair. I have invested a lot in that situation, but the result of dices might still deny me my prize. Not only have I invested twice the amount of IPC than india, I have also build the tanks, moved them, and - most importently - I have played the game in a way that allows me to make this attack against an overwhelmed foe now. In being able to make this attack I have demonstrated a tactical skill that should now pay off. If the dice decided that I will lose all tanks in round one (which is possible) I will feel cheated.

      Another example: Let’s say you are Japan and you have managed to outbuild my american fleet in the pacific. You have involved the allies in a lot of small battles that lead to the american fleet becoming smaller and smaller and now you have made a huge fleetpurchase in SZ6 and have a fleet there that is outnumbering mine Hawaii by far. Now I, realizing that I will lose the game, throw all my units into a desperate last assult against SZ6 that has merly 10% of success chance, and -guess what- I win and sink your fleet. Doesn’t that feel cheesy?

      In my opinion this game is about strategy, about tactic and about using the rules and the map to your advantage. Dice can screw that all, even if you are the master tactican. And in the end, when being diced, I have also invested a lot of time into a game. I can stand losing because someone is better, but not because someone is luckier. I think dice should have less influence on results in this game. I think Low Luck makes the game a better game.

      During my time here I have realized that many of you think otherwise. I would be interested to understand why you have such a different perception than I have, and what you like or dont like of the Low Luck concept. Feel free to express your toughts and feedback!

      Thanks for reading this far and… Good Luck to you!

      posted in Axis & Allies Discussion & Older Games
      M
      Myygames
    • RE: L21 #1 trulpen (X) vs Myygames (A+45) OOB LL

      @trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:

      You’ll have to excuse me, but I’m not so used to OOB anymore. Remembered in the middle of the turn that there’s no draw-back in DOWing against Russia (big difference to BM3), so restarted the turn with that change. Then of course messed up tr-movement (took the wrong one to Siberia), so did some adjustment during NCM.

      Yey, no drawback on attacking russia, only the mongolian terretorries.

      Thats why I dont play varaints: too many rules to remember :-)

      By the way, I do not mind editing, f you did a mistake. As long as there are no relevant dice rolled my proposal is that edist are ok. especially as allies, I will need to fix things in the UK turn that I m,essed up with US :-)

      posted in League
      M
      Myygames

    Latest posts made by Myygames

    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      @AndrewAAGamer said in L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60):

      Thank you for the game!

      I wanted to try something different and see if the Japanese could help the Germans take Moscow fast enough to make up for the Yunnan Stack. Obviously, it is not going to work. Can’t figure out how to combat that Yunnan Stack.

      Thank you for the game!

      I was actually still alert that Moscow would fall within the next 3 turns. Your pressure was high, and I did not consider this game won yet. Loosing Moscow would have made this very complicated for me.
      I agree that china was off the leash and unstoppable. There was little chance for Japan to regain the upper hand on the mainland. But then, I think we have seen in several games that j can survive, and can even be aggressive towards India / islands without china. I was not expecting that your goal is to regain china, I feared that your goal is to survive snd help Germany with their victory.

      Well played, lots of headaches, much appreciated!

      posted in League
      M
      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: UK_Pacific round 6

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 6
      
          Purchase Units - Americans
              Americans buy 1 bomber, 1 destroyer, 4 fighters, 2 infantry and 1 submarine; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              2 infantry moved from Morocco to 91 Sea Zone
              1 cruiser, 1 destroyer, 2 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone
              2 infantry moved from Normandy Bordeaux to 110 Sea Zone
              2 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone
              4 infantry moved from 112 Sea Zone to Norway
              1 bomber moved from India to French Indo China
      
          Combat - Americans
              Strategic bombing raid in French Indo China
                      Japanese roll AA dice in French Indo China : 0/1 hits, 0,17 expected hits
                  Bombing raid in French Indo China rolls: 5 and causes: 5 damage to unit: factory_minor
                  Bombing raid in French Indo China causes 5 damage total. 
              Battle in Norway
      
          Non Combat Move - Americans
              1 bomber moved from French Indo China to India
              1 fighter moved from Yunnan to Shensi
              2 destroyers and 2 submarines moved from 26 Sea Zone to 54 Sea Zone
              1 fighter moved from Western United States to Hawaiian Islands
              1 carrier, 1 destroyer and 1 submarine moved from 10 Sea Zone to 26 Sea Zone
              1 bomber moved from Western United States to Gibraltar
              2 fighters moved from Gibraltar to United Kingdom
              2 fighters moved from Normandy Bordeaux to 110 Sea Zone
              1 fighter moved from Eastern United States to Gibraltar
              1 mech_infantry moved from Central United States to 101 Sea Zone
              1 infantry moved from Eastern United States to 101 Sea Zone
              1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
              1 transport moved from 91 Sea Zone to 101 Sea Zone
              1 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
              2 mech_infantrys moved from Morocco to Tunisia
              1 armour and 1 mech_infantry moved from Algeria to Tunisia
              2 fighters moved from Trans-Jordan to Eastern Persia
      
          Place Units - Americans
              2 infantry placed in Central United States
              2 fighters placed in Western United States
              1 destroyer and 1 submarine placed in 10 Sea Zone
              1 bomber and 2 fighters placed in Eastern United States
      
          Turn Complete - Americans
              Americans collect 55 PUs; end with 55 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 1 artillery and 4 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Hunan to Kiangsi
                    Chinese take Kiangsi from Japanese
              1 infantry moved from Kweichow to Anhwe
                    Chinese take Anhwe from Japanese
              1 infantry moved from Kweichow to Hopei
                    Chinese take Hopei from Japanese
              1 infantry moved from Kansu to Suiyuyan
                    Chinese take Suiyuyan from Japanese
      
          Combat - Chinese
      
          Non Combat Move - Chinese
              5 infantry moved from Yunnan to Burma
      
          Place Units - Chinese
              1 artillery placed in Hopei
              4 infantry placed in Shensi
      
          Turn Complete - Chinese
              Chinese collect 13 PUs; end with 13 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 19 PUs
      
          Purchase Units - British
              British buy 1 fighter, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 1 armour and 2 mech_infantrys; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 fighter and 1 infantry moved from Normandy Bordeaux to Holland Belgium
              2 mech_infantrys moved from Russia to Archangel
              1 bomber, 6 fighters and 1 tactical_bomber moved from Russia to Archangel
              1 mech_infantry moved from Northwest Persia to Rostov
                    Russians take Rostov from Germans
              2 infantry moved from Burma to Shan State
              1 fighter moved from Yunnan to Shan State
      
          Combat - British
              Battle in Holland Belgium
                  British attack with 1 fighter and 1 infantry
                  Italians defend with 1 infantry
                      British roll dice for 1 fighter and 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,67 expected hits
                      Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0,33 expected hits
                      1 infantry owned by the Italians lost in Holland Belgium
                  British win, taking Holland Belgium from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Italians: 1 infantry
              Battle in Archangel
                  British attack with 1 bomber, 6 fighters, 2 mech_infantrys and 1 tactical_bomber
                  Germans defend with 1 artillery and 4 infantry
                      British roll dice for 1 bomber, 6 fighters, 2 mech_infantrys and 1 tactical_bomber in Archangel, round 2 : 4/1 hits, 4,67 expected hits
                      Germans roll dice for 1 artillery and 4 infantry in Archangel, round 2 : 1/1 hits, 1,67 expected hits
                      1 mech_infantry owned by the British lost in Archangel
                      4 infantry owned by the Germans lost in Archangel
                      British roll dice for 1 bomber, 6 fighters, 1 mech_infantry and 1 tactical_bomber in Archangel, round 3 : 5/1 hits, 4,50 expected hits
                      Germans roll dice for 1 artillery in Archangel, round 3 : 0/1 hits, 0,33 expected hits
                      1 artillery owned by the Germans lost in Archangel
                  British win, taking Archangel from Germans with 1 bomber, 6 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 12
                  Casualties for British: 1 mech_infantry
                  Casualties for Germans: 1 artillery and 4 infantry
              Battle in Shan State
                  British attack with 1 fighter and 2 infantry
                  Japanese defend with 1 infantry
                      British roll dice for 1 fighter and 2 infantry in Shan State, round 2 : 1/1 hits, 0,83 expected hits
                      Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0,33 expected hits
                      1 infantry owned by the Japanese lost in Shan State
                  British win, taking Shan State from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - British
              1 fighter moved from Shan State to Yunnan
              1 artillery moved from India to Burma
              6 infantry moved from Burma to India
              1 aaGun moved from Burma to India
              1 mech_infantry moved from Caucasus to Novosibirsk
              1 infantry moved from Northwest Persia to Caucasus
              1 mech_infantry moved from Northwest Persia to Kazakhstan
              1 artillery moved from Northwest Persia to Iraq
              1 infantry moved from Iraq to Northwest Persia
              1 armour and 3 mech_infantrys moved from Iraq to Eastern Persia
              1 tactical_bomber moved from Persia to Shensi
              1 infantry moved from Trans-Jordan to Iraq
              2 armour and 3 mech_infantrys moved from Egypt to Iraq
              1 infantry moved from Egypt to Trans-Jordan
              1 cruiser, 2 destroyers and 1 transport moved from 76 Sea Zone to 98 Sea Zone
              1 armour and 1 infantry moved from Algeria to Tunisia
              3 mech_infantrys moved from Belgian Congo to Egypt
              3 mech_infantrys moved from Union of South Africa to Belgian Congo
              1 mech_infantry moved from United Kingdom to 110 Sea Zone
              1 aaGun moved from United Kingdom to 110 Sea Zone
              2 infantry moved from United Kingdom to 110 Sea Zone
              1 aaGun, 1 battleship, 1 carrier, 3 cruisers, 1 destroyer, 2 fighters, 2 infantry, 1 mech_infantry and 2 transports moved from 110 Sea Zone to 112 Sea Zone
              1 aaGun, 2 infantry and 1 mech_infantry moved from 112 Sea Zone to Norway
              1 fighter moved from Holland Belgium to Norway
              3 fighters moved from United Kingdom to Norway
              1 bomber, 6 fighters and 1 tactical_bomber moved from Archangel to Russia
              1 mech_infantry moved from Vologda to Russia
      
          Place Units - British
              2 infantry and 1 mech_infantry placed in Egypt
              3 mech_infantrys placed in Union of South Africa
              1 fighter and 2 infantry placed in United Kingdom
      
          Turn Complete - British
              British collect 33 PUs; end with 33 PUs
              Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 38 PUs
      
          Place Units - UK_Pacific
              1 armour and 2 mech_infantrys placed in India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 10 PUs (1 lost to blockades); end with 10 PUs
              Some Units in India change ownership: 1 armour and 2 mech_infantrys
      

      Combat Hit Differential Summary :

      Japanese regular : -0,33
      Japanese AA : -0,17
      Germans regular : -1,33
      British regular : 0,33
      

      Savegame

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: Russians round 6

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 6
      
          Purchase Units - Russians
              Russians repair damage of 20x factory_major; Remaining resources: 35 PUs; 
              Russians buy 10 infantry; Remaining resources: 5 PUs; 
      
          Combat Move - Russians
              1 fighter, 2 infantry and 1 tactical_bomber moved from Russia to Samara
              1 fighter moved from Russia to Samara
              1 fighter and 1 infantry moved from Russia to Tambov
              6 infantry moved from Russia to Smolensk
              1 mech_infantry moved from 76 Sea Zone to Italian Somaliland
      
          Combat - Russians
              Battle in Italian Somaliland
              Battle in Samara
                  Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
                  Germans defend with 2 mech_infantrys
                      Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Samara, round 2 : 2/0 hits, 2,00 expected hits
                      Germans roll dice for 2 mech_infantrys in Samara, round 2 : 0/1 hits, 0,67 expected hits
                      2 mech_infantrys owned by the Germans lost in Samara
                  Russians win, taking Italian Somaliland from Italians, taking Samara from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 8
                  Casualties for Germans: 2 mech_infantrys
              Battle in Smolensk
                  Russians attack with 6 infantry
                  Germans defend with 2 infantry
                      Russians roll dice for 6 infantry in Smolensk, round 2 : 1/0 hits, 1,00 expected hits
                      Germans roll dice for 2 infantry in Smolensk, round 2 : 0/1 hits, 0,67 expected hits
                      1 infantry owned by the Germans lost in Smolensk
                  6 infantry owned by the Russians retreated to Russia
                  Germans win with 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
              Battle in Tambov
                  Russians attack with 1 fighter and 1 infantry
                  Italians defend with 1 armour
                      Russians roll dice for 1 fighter and 1 infantry in Tambov, round 2 : 1/1 hits, 0,67 expected hits
                      Italians roll dice for 1 armour in Tambov, round 2 : 0/1 hits, 0,50 expected hits
                      1 armour owned by the Italians lost in Tambov
                  Russians win, taking Tambov from Italians with 1 fighter and 1 infantry remaining. Battle score for attacker is 6
                  Casualties for Italians: 1 armour
      
          Non Combat Move - Russians
              1 fighter moved from Tambov to Russia
              2 fighters and 1 tactical_bomber moved from Samara to Russia
              1 aaGun and 2 infantry moved from Vologda to Russia
              1 infantry moved from Vologda to Russia
              1 mech_infantry moved from Iraq to Egypt
      
          Place Units - Russians
              10 infantry placed in Russia
      
          Turn Complete - Russians
              Russians collect 22 PUs; end with 27 PUs
              Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 33 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -0,50
      Germans regular : -1,33
      Russians regular : 0,33
      

      Savegame

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      @AndrewAAGamer I have returned. There will be more travels in SEP and OCT, but I am ready to play the game.

      posted in League
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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      @AndrewAAGamer please note that I will be traveling SEP 7 until SEP12 without access to TrippleA.

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: French round 5

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 5
      
          Purchase Units - ANZAC
              ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 1 PUs; 
      
          Combat Move - ANZAC
      
          Non Combat Move - ANZAC
              1 destroyer moved from 54 Sea Zone to 37 Sea Zone
              1 destroyer moved from 62 Sea Zone to 54 Sea Zone
              1 fighter moved from New South Wales to Queensland
              1 artillery moved from New South Wales to Queensland
              1 submarine moved from 55 Sea Zone to 54 Sea Zone
              2 infantry moved from Trans-Jordan to Iraq
              2 fighters moved from Sumatra to India
              1 fighter moved from Sumatra to Yunnan
      
          Place Units - ANZAC
              1 destroyer and 1 submarine placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 11 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 fighter moved from Persia to Russia
              1 infantry moved from Trans-Jordan to Iraq
              1 infantry moved from Egypt to Trans-Jordan
              3 infantry moved from Algeria to Tunisia
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Savegame

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: UK_Pacific round 5

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 5
      
          Purchase Units - Americans
              Americans buy 1 bomber, 1 carrier, 1 destroyer, 2 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
      
          Non Combat Move - Americans
              1 fighter moved from Syria to Kazakhstan
              1 fighter moved from Sumatra to Yunnan
              1 bomber moved from Yunnan to India
              1 infantry moved from Queensland to 54 Sea Zone
              1 infantry and 1 transport moved from 54 Sea Zone to 26 Sea Zone
              1 infantry moved from 26 Sea Zone to Hawaiian Islands
              1 artillery and 1 infantry moved from Johnston Island to 30 Sea Zone
              1 artillery, 1 destroyer, 1 infantry, 3 submarines and 1 transport moved from 30 Sea Zone to 54 Sea Zone
              1 artillery and 1 infantry moved from 54 Sea Zone to Queensland
              1 infantry moved from Queensland to South Australia
              2 fighters and 1 tactical_bomber moved from Queensland to 54 Sea Zone
              2 destroyers and 2 submarines moved from 10 Sea Zone to 26 Sea Zone
              1 mech_infantry moved from Western United States to Central United States
              2 mech_infantrys moved from Central United States to 101 Sea Zone
              2 mech_infantrys and 2 transports moved from 101 Sea Zone to 88 Sea Zone
              2 infantry moved from British Guiana to 88 Sea Zone
              2 infantry moved from Morocco to 91 Sea Zone
              2 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
              2 infantry moved from 110 Sea Zone to Normandy Bordeaux
              1 fighter moved from Gibraltar to Normandy Bordeaux
              1 fighter moved from United Kingdom to Normandy Bordeaux
              2 infantry, 2 mech_infantrys and 2 transports moved from 88 Sea Zone to 91 Sea Zone
              2 infantry and 2 mech_infantrys moved from 91 Sea Zone to Morocco
              1 armour and 1 mech_infantry moved from Morocco to Algeria
              2 fighters moved from Gibraltar to Trans-Jordan
              3 fighters moved from Eastern United States to Gibraltar
      
          Place Units - Americans
              1 fighter and 1 infantry placed in Eastern United States
              1 bomber and 1 fighter placed in Western United States
              1 carrier, 1 destroyer and 1 submarine placed in 10 Sea Zone
              1 transport placed in 101 Sea Zone
      
          Turn Complete - Americans
              Americans collect 52 PUs; end with 52 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 2 artilleries and 1 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Yunnan to Kwangsi
                    Chinese take Kwangsi from Japanese
              1 infantry moved from Yunnan to Hunan
                    Chinese take Hunan from Japanese
              1 fighter and 2 infantry moved from Yunnan to Kweichow
              1 infantry moved from Tsinghai to Shensi
                    Chinese take Shensi from Japanese
      
          Combat - Chinese
              Battle in Kweichow
                  Chinese attack with 1 fighter and 2 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 2 : 1/1 hits, 0,83 expected hits
                      Japanese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits
                      1 infantry owned by the Japanese lost in Kweichow
                  Chinese win, taking Kweichow from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
      
          Non Combat Move - Chinese
              1 fighter moved from Kweichow to Yunnan
      
          Place Units - Chinese
              1 infantry placed in Kansu
              2 artilleries placed in Yunnan
      
          Turn Complete - Chinese
              Chinese collect 9 PUs; end with 10 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 16 PUs
      
          Purchase Units - British
              British buy 2 armour, 3 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 infantry moved from United Kingdom to 110 Sea Zone
              1 infantry moved from 110 Sea Zone to Holland Belgium
              1 infantry moved from Northwest Persia to Caucasus
              1 mech_infantry moved from Kazakhstan to Caucasus
              2 fighters and 1 tactical_bomber moved from Kazakhstan to Caucasus
              1 bomber moved from Russia to Ukraine
              1 mech_infantry moved from Yunnan to Kwangtung
                    UK_Pacific take Kwangtung from Japanese
              1 infantry moved from Yunnan to Shan State
                    UK_Pacific take Shan State from Japanese
      
          Combat - British
              Strategic bombing raid in Ukraine
                      Germans roll AA dice in Ukraine : 0/1 hits, 0,17 expected hits
                  Bombing raid in Ukraine rolls: 6 and causes: 6 damage to unit: factory_minor
                  Bombing raid in Ukraine causes 6 damage total. 
              Battle in Holland Belgium
              Battle in Caucasus
                  British attack with 2 fighters, 1 infantry, 1 mech_infantry and 1 tactical_bomber
                  Germans defend with 2 mech_infantrys
                      British roll dice for 2 fighters, 1 infantry, 1 mech_infantry and 1 tactical_bomber in Caucasus, round 2 : 2/0 hits, 2,00 expected hits
                      Germans roll dice for 2 mech_infantrys in Caucasus, round 2 : 1/1 hits, 0,67 expected hits
                      1 infantry owned by the British lost in Caucasus
                      2 mech_infantrys owned by the Germans lost in Caucasus
                  British win, taking Holland Belgium from Germans, taking Caucasus from Germans with 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 5
                  Casualties for British: 1 infantry
                  Casualties for Germans: 2 mech_infantrys
      
          Non Combat Move - British
              2 fighters moved from Caucasus to Russia
              1 tactical_bomber moved from Caucasus to Kazakhstan
              1 mech_infantry moved from Tambov to Russia
              1 mech_infantry moved from Kazakhstan to Russia
              1 mech_infantry moved from Kazakhstan to Vologda
              2 fighters moved from Vologda to Russia
              2 fighters moved from Persia to Russia
              1 bomber moved from Ukraine to Russia
              1 tactical_bomber moved from Kazakhstan to Russia
              1 infantry moved from Persia to Northwest Persia
              3 mech_infantrys moved from Syria to Northwest Persia
              1 artillery and 1 infantry moved from Trans-Jordan to Iraq
              3 mech_infantrys moved from Egypt to Iraq
              1 infantry moved from Egypt to Trans-Jordan
              1 armour moved from Egypt to Iraq
              1 submarine moved from 98 Sea Zone to 97 Sea Zone
              3 mech_infantrys moved from Belgian Congo to Egypt
              3 mech_infantrys moved from Union of South Africa to Belgian Congo
              1 cruiser, 2 destroyers, 1 mech_infantry and 1 transport moved from 80 Sea Zone to 76 Sea Zone
              2 aaGuns, 1 artillery and 14 infantry moved from India to Burma
              1 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone
              1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
              2 fighters moved from 110 Sea Zone to United Kingdom
              1 fighter moved from United Kingdom to Normandy Bordeaux
      
          Place Units - British
              3 mech_infantrys placed in Union of South Africa
              2 armour and 1 infantry placed in Egypt
              2 infantry and 1 mech_infantry placed in United Kingdom
      
          Turn Complete - British
              British collect 33 PUs; end with 33 PUs
              Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 38 PUs
      
          Place Units - UK_Pacific
              1 artillery and 2 infantry placed in India
      
          Turn Complete - UK_Pacific
              UK_Pacific collect 14 PUs; end with 14 PUs
              Some Units in India change ownership: 1 artillery and 2 infantry
      

      Combat Hit Differential Summary :

      Chinese regular : 0,17
      Japanese regular : -0,33
      Germans AA : -0,17
      Germans regular : 0,33
      British regular : 0,00
      

      Savegame

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      @AndrewAAGamer Note that I will be traveling without trippleA access 24-30 AUG

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: Russians round 5

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 5
      
          Purchase Units - Russians
              Russians buy nothing; Remaining resources: 26 PUs; 
      
          Combat Move - Russians
              1 infantry moved from Vologda to Archangel
                    Russians take Archangel from Italians
              1 fighter and 1 infantry moved from Vologda to Smolensk
              1 tactical_bomber moved from Vologda to Volgograd
              1 infantry moved from Tambov to Volgograd
              1 infantry moved from Tambov to Rostov
              1 fighter moved from Russia to Rostov
              1 fighter moved from Russia to Volgograd
              1 mech_infantry moved from Persia to Iraq
                    Russians take Iraq from Neutral_Axis
      
          Combat - Russians
              Battle in Volgograd
                  Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
                  Germans defend with 1 factory_minor and 1 mech_infantry
                      Russians roll dice for 1 fighter, 1 infantry and 1 tactical_bomber in Volgograd, round 2 : 2/1 hits, 1,33 expected hits
                      Germans roll dice for 1 mech_infantry in Volgograd, round 2 : 0/1 hits, 0,33 expected hits
                      1 mech_infantry owned by the Germans lost in Volgograd
                  Russians win, taking Volgograd from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
                  Casualties for Germans: 1 mech_infantry
              Battle in Rostov
                  Russians attack with 1 fighter and 1 infantry
                  Italians defend with 1 mech_infantry
                      Russians roll dice for 1 fighter and 1 infantry in Rostov, round 2 : 1/1 hits, 0,67 expected hits
                      Italians roll dice for 1 mech_infantry in Rostov, round 2 : 0/1 hits, 0,33 expected hits
                      1 mech_infantry owned by the Italians lost in Rostov
                  Russians win, taking Rostov from Italians with 1 fighter and 1 infantry remaining. Battle score for attacker is 4
                  Casualties for Italians: 1 mech_infantry
              Battle in Smolensk
                  Russians attack with 1 fighter and 1 infantry
                  Germans defend with 1 infantry
                      Russians roll dice for 1 fighter and 1 infantry in Smolensk, round 2 : 1/1 hits, 0,67 expected hits
                      Germans roll dice for 1 infantry in Smolensk, round 2 : 0/1 hits, 0,33 expected hits
                      1 infantry owned by the Germans lost in Smolensk
                  Russians win, taking Smolensk from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 1 infantry
      
          Non Combat Move - Russians
              1 fighter moved from Smolensk to Russia
              1 fighter moved from Rostov to Russia
              1 fighter and 1 tactical_bomber moved from Volgograd to Russia
              1 aaGun and 1 infantry moved from Tambov to Samara
              2 artilleries and 25 infantry moved from Tambov to Russia
              2 armour and 10 infantry moved from Vologda to Russia
              1 aaGun moved from Russia to Vologda
              1 infantry moved from Russia to Samara
              1 infantry moved from Russia to Vologda
              1 infantry moved from Russia to Samara
              2 aaGuns and 18 infantry moved from Buryatia to Amur
              1 mech_infantry moved from Persia to 80 Sea Zone
              1 infantry moved from Russia to Samara
              1 infantry moved from Russia to Vologda
      
          Turn Complete - Russians
              Russians collect 26 PUs; end with 52 PUs
              Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 55 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -0,33
      Germans regular : -0,67
      Russians regular : 1,33
      

      Savegame

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      Myygames
    • RE: L24 OOB LL AndrewAAGamer (X) vs Myygames (L +60)

      TripleA Turn Summary: French round 4

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition

      Game History

      Round: 4
      
          Purchase Units - ANZAC
              ANZAC buy 1 artillery, 1 destroyer and 1 fighter; Remaining resources: 0 PUs; 
      
          Combat Move - ANZAC
              1 submarine moved from 44 Sea Zone to 55 Sea Zone
              2 fighters moved from Queensland to 55 Sea Zone
      
          Combat - ANZAC
              Battle in 55 Sea Zone
                  ANZAC attack with 2 fighters and 1 submarine
                  Japanese defend with 1 cruiser
                      ANZAC roll dice for 1 submarine in 55 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                      1 cruiser owned by the Japanese lost in 55 Sea Zone
                  ANZAC win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12
                  Casualties for Japanese: 1 cruiser
      
          Non Combat Move - ANZAC
              2 fighters moved from 55 Sea Zone to Sumatra
              1 destroyer moved from 62 Sea Zone to 54 Sea Zone
              1 infantry moved from Northern Territory to South Australia
              1 aaGun moved from Northern Territory to Queensland
      
          Place Units - ANZAC
              1 artillery and 1 fighter placed in New South Wales
              1 destroyer placed in 62 Sea Zone
      
          Turn Complete - ANZAC
              ANZAC collect 10 PUs; end with 10 PUs
              Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
      
          Combat Move - French
      
          Non Combat Move - French
              1 infantry moved from Anglo Egyptian Sudan to Egypt
              1 fighter moved from Trans-Jordan to Persia
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      ANZAC regular : 0,67
      

      Savegame

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