@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
My TrippleA Edit Policy:
I prefer low luck games, read here why: https://www.axisandallies.org/forums/topic/39727/low-luck-explained-advertised/
@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
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.
Check out these strategy articles:
https://www.axisandallies.org/forums/post/1397227
Some comments from my side:
Your game is not optimal but far from being screwed. some thoughts for your US3 turn
Just some suggestions from a quick view. good luck to you!
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;-)
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…
Congratulations to @AndrewAAGamer for the win and @oysteilo for survining that Long! Really hard and Long battle fought here!
@crockett36 not sure if you saw my post?
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
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)
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.
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.
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.
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.
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!
@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 :-)
Game History
Round: 8
Purchase Units - Japanese
Japanese buy 2 carriers, 6 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 destroyer moved from 35 Sea Zone to 6 Sea Zone
2 fighters moved from Japan to 6 Sea Zone
1 infantry moved from Siberia to Sakha
Japanese take Sakha from Russians
1 infantry moved from Anhwe to Kweichow
1 infantry moved from Anhwe to Hunan
1 armour moved from Anhwe to Kwangsi
2 fighters moved from Manchuria to Hunan
1 fighter moved from Manchuria to Kweichow
1 fighter and 1 tactical_bomber moved from Anhwe to Hunan
2 fighters moved from French Indo China to Kwangtung
1 tactical_bomber moved from French Indo China to Hunan
3 artilleries and 6 infantry moved from French Indo China to Kwangsi
1 bomber moved from Malaya to Kweichow
1 infantry moved from Philippines to 35 Sea Zone
2 infantry and 2 transports moved from 35 Sea Zone to 43 Sea Zone
2 infantry moved from Borneo to 43 Sea Zone
4 infantry and 2 transports moved from 43 Sea Zone to 42 Sea Zone
2 battleships and 2 cruisers moved from 35 Sea Zone to 42 Sea Zone
4 infantry moved from 42 Sea Zone to Java
1 armour moved from French Indo China to Shan State
Japanese take Shan State from UK_Pacific
1 armour moved from Shan State to French Indo China
Combat - Japanese
Battle in Kweichow
Japanese attack with 1 bomber, 1 fighter and 1 infantry
Chinese defend with 1 infantry
Japanese roll dice for 1 bomber, 1 fighter and 1 infantry in Kweichow, round 2 : 1/1 hits, 1,33 expected hits
Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Chinese lost in Kweichow
Japanese win, taking Kweichow from Chinese with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 6 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 1 submarine
Americans defend with 1 submarine
Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Japanese win, taking 6 Sea Zone from Americans with 1 destroyer, 2 fighters and 1 submarine remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in Java
Japanese attack with 4 infantry
ANZAC defend with 2 infantry
Japanese roll dice for 2 battleships and 2 cruisers in Java, round 2 : 2/1 hits, 2,33 expected hits
ANZAC roll dice for 2 infantry in Java, round 2 : 1/1 hits, 0,67 expected hits
1 infantry owned by the Japanese and 2 infantry owned by the ANZAC lost in Java
Japanese win, taking Java from ANZAC with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 2 infantry
Battle in Hunan
Japanese attack with 3 fighters, 1 infantry and 2 tactical_bombers
Chinese defend with 1 artillery and 2 infantry
Japanese roll dice for 3 fighters, 1 infantry and 2 tactical_bombers in Hunan, round 2 : 3/0 hits, 3,00 expected hits
Chinese roll dice for 1 artillery and 2 infantry in Hunan, round 2 : 1/0 hits, 1,00 expected hits
1 infantry owned by the Japanese, 2 infantry owned by the Chinese and 1 artillery owned by the Chinese lost in Hunan
Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 7
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 artillery and 2 infantry
Battle in Kwangtung
Japanese attack with 2 fighters
British defend with 1 mech_infantry; UK_Pacific defend with 1 harbour
Japanese roll dice for 2 fighters in Kwangtung, round 2 : 1/0 hits, 1,00 expected hits
UK_Pacific roll dice for 1 mech_infantry in Kwangtung, round 2 : 0/1 hits, 0,33 expected hits
1 mech_infantry owned by the British lost in Kwangtung
Japanese win with 2 fighters remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Battle in Kwangsi
Japanese attack with 1 armour, 3 artilleries and 6 infantry
Chinese defend with 1 artillery and 3 infantry
Japanese roll dice for 1 armour, 3 artilleries and 6 infantry in Kwangsi, round 2 : 3/0 hits, 3,00 expected hits
Chinese roll dice for 1 artillery and 3 infantry in Kwangsi, round 2 : 2/1 hits, 1,33 expected hits
2 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Kwangsi
4 infantry owned by the Japanese, 3 artilleries owned by the Japanese and 1 armour owned by the Japanese retreated to French Indo China
Chinese win with 1 artillery remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 3 infantry
Non Combat Move - Japanese
2 fighters moved from Kwangtung to French Indo China
1 fighter and 2 tactical_bombers moved from Hunan to French Indo China
1 bomber moved from Kweichow to French Indo China
2 fighters moved from Hunan to Anhwe
1 fighter moved from Kweichow to Anhwe
1 mech_infantry moved from Hopei to Anhwe
4 mech_infantrys moved from Manchuria to Anhwe
2 fighters moved from 6 Sea Zone to Japan
1 submarine moved from 37 Sea Zone to 42 Sea Zone
1 transport moved from 35 Sea Zone to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
1 aaGun, 1 artillery and 7 infantry moved from Manchuria to Jehol
5 carriers, 2 destroyers, 5 fighters, 3 submarines and 3 tactical_bombers moved from 35 Sea Zone to 42 Sea Zone
1 fighter moved from Malaya to 42 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to 42 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to French Indo China
Place Units - Japanese
3 infantry placed in French Indo China
3 infantry placed in Manchuria
2 carriers and 1 transport placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 55 PUs; end with 55 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 60 PUs
Combat Hit Differential Summary :
Chinese regular : 0,33
Japanese regular : 0,00
UK_Pacific regular : -0,33
ANZAC regular : 0,33
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
My life is a sitcom.
All the best, keep up the spirit and thanks for this episode!
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
@Myygames said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
@GovZ whats your status?
Assuming I can survive this week, I should be back to normal playing next weekend.
Better now?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 submarine and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from 20 Sea Zone to Formosa
2 fighters moved from 20 Sea Zone to Kwangsi
Combat - ANZAC
Battle in Formosa
Battle in Kwangsi
ANZAC attack with 2 fighters
Japanese defend with 1 mech_infantry
ANZAC roll dice for 2 fighters in Kwangsi, round 2 : 0/2 hits, 1,00 expected hits
Japanese roll dice for 1 mech_infantry in Kwangsi, round 2 : 1/1 hits, 0,33 expected hits
1 fighter owned by the ANZAC lost in Kwangsi
1 fighter owned by the ANZAC retreated
Japanese win, taking Formosa from Japanese with 1 mech_infantry remaining. Battle score for attacker is -10
Casualties for ANZAC: 1 fighter
Non Combat Move - ANZAC
1 fighter moved from Kwangsi to 20 Sea Zone
2 fighters moved from Caroline Islands to 20 Sea Zone
1 destroyer moved from 33 Sea Zone to 20 Sea Zone
1 cruiser moved from 33 Sea Zone to 20 Sea Zone
1 submarine moved from 62 Sea Zone to 33 Sea Zone
1 submarine moved from 62 Sea Zone to 42 Sea Zone
1 submarine moved from 37 Sea Zone to 41 Sea Zone
1 transport moved from 62 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 61 Sea Zone
1 infantry moved from Queensland to South Australia
Place Units - ANZAC
1 destroyer, 1 submarine and 1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 15 PUs; end with 15 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Combat Move - French
Non Combat Move - French
5 infantry moved from Tobruk to Alexandria
1 fighter and 2 infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 92 Sea Zone to 98 Sea Zone
Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : 0,67
ANZAC regular : -1,00
@GovZ myygames-vs-govz_ger8.tsvg
Game History
Round: 8
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 2 bombers, 2 destroyers, 4 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Germans
5 bombers moved from Western Germany to United Kingdom
2 infantry moved from Bryansk to Russia
1 bomber moved from Novgorod to Russia
1 fighter and 1 tactical_bomber moved from Volgograd to Russia
2 tactical_bombers moved from Bryansk to Russia
4 armour and 1 mech_infantry moved from Rostov to Northwest Persia
Combat - Germans
Germans creates battle in territory 113 Sea Zone
Air Battle in United Kingdom
Germans attacks with 5 units heading to United Kingdom
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in United Kingdom
1 bomber killed by AA
Bombing raid in United Kingdom rolls: 5,5,6,5 and causes: 20 damage to unit: factory_major
Bombing raid in United Kingdom causes 20 damage total.
Battle in Northwest Persia
Germans attack with 4 armour and 1 mech_infantry
British defend with 2 infantry
Germans win, taking Northwest Persia from British with 4 armour and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Russia
Germans attack with 1 bomber, 1 fighter, 2 infantry and 3 tactical_bombers
Russians defend with 1 airfield, 1 factory_major, 2 infantry and 1 mech_infantry
Germans captures 10PUs while taking Russians capital
Germans converts factory_major into different units
Germans win, taking Russia from Russians with 1 bomber, 1 fighter, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 7
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry and 1 mech_infantry
Cleaning up after air battles
Non Combat Move - Germans
1 fighter and 3 tactical_bombers moved from Russia to Tambov
1 bomber moved from Russia to Novgorod
1 bomber moved from Volgograd to French Indo China
1 mech_infantry moved from Shensi to Anhwe
1 mech_infantry moved from Suiyuyan to Anhwe
3 armour moved from Volgograd to Northwest Persia
3 mech_infantrys moved from Volgograd to Northwest Persia
1 armour and 9 mech_infantrys moved from Rostov to Northwest Persia
1 mech_infantry moved from Rostov to Northwest Persia
4 mech_infantrys moved from Ukraine to Caucasus
1 armour moved from Tsinghai to Caucasus
3 aaGuns, 8 artilleries and 22 infantry moved from Bryansk to Tambov
2 mech_infantrys moved from Rostov to Northwest Persia
1 armour moved from Rostov to Caucasus
3 mech_infantrys moved from Bryansk to Rostov
3 armour moved from Ukraine to Rostov
3 armour moved from Bryansk to Rostov
1 mech_infantry moved from Western Ukraine to Tambov
3 mech_infantrys moved from Novgorod to Bryansk
1 submarine moved from 113 Sea Zone to 119 Sea Zone
4 bombers moved from United Kingdom to Western Germany
3 mech_infantrys moved from Western Germany to Poland
1 infantry moved from Northern Italy to Western Germany
1 fighter moved from Southern Italy to Western Germany
1 mech_infantry moved from Bryansk to Caucasus
8 armour and 6 mech_infantrys moved from Bryansk to Tambov
Place Units - Germans
1 mech_infantry placed in Volgograd
3 mech_infantrys placed in Novgorod
3 armour placed in Ukraine
2 bombers placed in Western Germany
2 destroyers and 1 submarine placed in 112 Sea Zone
Turn Complete - Germans
Total Cost from Convoy Blockades: 7
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,4,5,2,5,2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 1,1
Germans collect 58 PUs (7 lost to blockades); end with 68 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 75 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 80 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 95 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 9
Purchase Units - Americans
Americans buy 2 bombers, 3 fighters, 4 infantry and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
2 infantry moved from Morocco to 92 Sea Zone
2 infantry and 1 transport moved from 92 Sea Zone to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy Bordeaux
2 fighters moved from 92 Sea Zone to Normandy Bordeaux
1 bomber and 1 fighter moved from Burma to Kwangtung
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from 20 Sea Zone to Kwangtung
1 bomber moved from Caroline Islands to Kwangtung
Combat - Americans
Battle in Normandy Bordeaux
Americans attack with 2 fighters and 2 infantry
Germans defend with 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
Americans roll dice for 1 cruiser in Normandy Bordeaux, round 2 : 1/1 hits, 0,50 expected hits
Americans roll dice for 2 fighters and 2 infantry in Normandy Bordeaux, round 2 : 1/4 hits, 1,33 expected hits
Germans roll dice for 1 artillery and 2 infantry in Normandy Bordeaux, round 2 : 1/3 hits, 1,00 expected hits
1 infantry owned by the Americans lost in Normandy Bordeaux
2 infantry owned by the Germans lost in Normandy Bordeaux
Americans roll dice for 2 fighters and 1 infantry in Normandy Bordeaux, round 3 : 2/3 hits, 1,17 expected hits
Germans roll dice for 1 artillery in Normandy Bordeaux, round 3 : 0/1 hits, 0,33 expected hits
1 artillery owned by the Germans lost in Normandy Bordeaux
Americans win, taking Normandy Bordeaux from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 7
Casualties for Americans: 1 infantry
Casualties for Germans: 1 artillery and 2 infantry
Battle in Kwangtung
Americans attack with 1 artillery, 2 bombers, 1 fighter and 1 infantry
Japanese defend with 1 factory_minor, 1 harbour and 3 mech_infantrys
Americans roll dice for 1 artillery, 2 bombers, 1 fighter and 1 infantry in Kwangtung, round 2 : 2/5 hits, 2,50 expected hits
Japanese roll dice for 3 mech_infantrys in Kwangtung, round 2 : 2/3 hits, 1,00 expected hits
1 fighter owned by the Americans and 1 artillery owned by the Americans lost in Kwangtung
2 mech_infantrys owned by the Japanese lost in Kwangtung
Americans roll dice for 2 bombers and 1 infantry in Kwangtung, round 3 : 1/3 hits, 1,50 expected hits
Japanese roll dice for 1 mech_infantry in Kwangtung, round 3 : 0/1 hits, 0,33 expected hits
1 mech_infantry owned by the Japanese lost in Kwangtung
Americans win, taking Kwangtung from Japanese with 2 bombers and 1 infantry remaining. Battle score for attacker is -2
Casualties for Americans: 1 artillery and 1 fighter
Casualties for Japanese: 3 mech_infantrys
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Turning off Edit Mode
2 bombers moved from Kwangtung to Anhwe
1 battleship, 7 carriers, 2 cruisers, 4 destroyers, 7 fighters and 2 submarines moved from 33 Sea Zone to 20 Sea Zone
1 submarine moved from 36 Sea Zone to 43 Sea Zone
1 submarine moved from 36 Sea Zone to 37 Sea Zone
1 submarine moved from 33 Sea Zone to 20 Sea Zone
1 destroyer and 1 submarine moved from 26 Sea Zone to 54 Sea Zone
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 fighter and 1 tactical_bomber moved from Western United States to Hawaiian Islands
1 artillery, 1 carrier, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
EDIT: 1 aaGun moved from 92 Sea Zone to Trans-Jordan
1 carrier moved from 92 Sea Zone to 110 Sea Zone
2 fighters moved from Normandy Bordeaux to 110 Sea Zone
4 fighters moved from Gibraltar to Trans-Jordan
1 armour and 2 fighters moved from Alexandria to Trans-Jordan
1 bomber, 1 fighter and 3 infantry moved from Egypt to Trans-Jordan
1 transport moved from 110 Sea Zone to 92 Sea Zone
2 infantry moved from Eastern United States to 101 Sea Zone
2 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 fighter moved from Eastern United States to Gibraltar
2 infantry moved from 91 Sea Zone to Morocco
Place Units - Americans
2 bombers, 3 fighters and 2 infantry placed in Western United States
2 submarines placed in 10 Sea Zone
2 infantry placed in Eastern United States
Turn Complete - Americans
Americans collect 57 PUs; end with 57 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 67 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 77 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
1 infantry moved from Anhwe to Kiangsu
Chinese take Kiangsu from Japanese
1 infantry moved from Anhwe to Hunan
Chinese take Hunan from Japanese
1 infantry moved from Chahar to Jehol
Chinese take Jehol from Japanese
Combat - Chinese
Trigger Chinese Destroy Factories Kiangsu Chinese: has removed 1 factory_minor owned by Chinese in Kiangsu
Non Combat Move - Chinese
1 fighter and 7 infantry moved from Hopei to Anhwe
Place Units - Chinese
1 infantry placed in Shensi
1 infantry placed in Anhwe
1 infantry placed in Anhwe
Turn Complete - Chinese
Chinese collect 15 PUs; end with 17 PUs
Purchase Units - British
British buy 3 artilleries, 1 fighter, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific repair damage of 2x factory_major; Remaining resources: 10 PUs;
UK_Pacific buy 1 infantry and 1 submarine; Remaining resources: 1 PUs;
Combat Move - British
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
2 fighters moved from United Kingdom to Holland Belgium
1 cruiser moved from 92 Sea Zone to 110 Sea Zone
1 armour and 1 mech_infantry moved from Hopei to Kiangsi
1 bomber, 2 fighters and 1 tactical_bomber moved from Burma to Kiangsi
Combat - British
Battle in Holland Belgium
British attack with 2 fighters and 2 infantry
Germans defend with 1 artillery and 2 infantry
British roll dice for 1 cruiser in Holland Belgium, round 2 : 1/1 hits, 0,50 expected hits
British roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 1/4 hits, 1,33 expected hits
Germans roll dice for 1 artillery and 2 infantry in Holland Belgium, round 2 : 1/3 hits, 1,00 expected hits
1 infantry owned by the British lost in Holland Belgium
2 infantry owned by the Germans lost in Holland Belgium
British roll dice for 2 fighters and 1 infantry in Holland Belgium, round 3 : 0/3 hits, 1,17 expected hits
Germans roll dice for 1 artillery in Holland Belgium, round 3 : 0/1 hits, 0,33 expected hits
British roll dice for 2 fighters and 1 infantry in Holland Belgium, round 4 : 2/3 hits, 1,17 expected hits
Germans roll dice for 1 artillery in Holland Belgium, round 4 : 1/1 hits, 0,33 expected hits
1 infantry owned by the British lost in Holland Belgium
1 artillery owned by the Germans lost in Holland Belgium
British win with 2 fighters remaining. Battle score for attacker is 4
Casualties for British: 2 infantry
Casualties for Germans: 1 artillery and 2 infantry
Battle in Kiangsi
British attack with 1 armour, 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 3 infantry
British roll dice for 1 armour, 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber in Kiangsi, round 2 : 2/6 hits, 3,00 expected hits
Japanese roll dice for 3 infantry in Kiangsi, round 2 : 1/3 hits, 1,00 expected hits
1 mech_infantry owned by the British lost in Kiangsi
2 infantry owned by the Japanese lost in Kiangsi
British roll dice for 1 armour, 1 bomber, 2 fighters and 1 tactical_bomber in Kiangsi, round 3 : 4/5 hits, 2,83 expected hits
Japanese roll dice for 1 infantry in Kiangsi, round 3 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Kiangsi
British win, taking Kiangsi from Japanese with 1 armour, 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 5
Casualties for British: 1 mech_infantry
Casualties for Japanese: 3 infantry
Non Combat Move - British
1 fighter and 1 tactical_bomber moved from Kiangsi to 20 Sea Zone
1 bomber moved from Kiangsi to Anhwe
1 fighter moved from Kiangsi to 20 Sea Zone
1 infantry moved from Shensi to Kweichow
1 artillery moved from Szechwan to Shensi
2 aaGuns, 2 artilleries and 20 infantry moved from Burma to India
1 infantry moved from West India to India
1 aaGun, 5 artilleries, 2 fighters, 19 infantry, 5 mech_infantrys and 1 tactical_bomber moved from Egypt to Trans-Jordan
1 infantry moved from 98 Sea Zone to Trans-Jordan
1 infantry moved from Tobruk to Alexandria
2 armour and 2 mech_infantrys moved from Tobruk to Egypt
1 destroyer moved from 92 Sea Zone to 98 Sea Zone
1 aaGun, 1 artillery and 2 infantry moved from Algeria to 92 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
2 infantry moved from Tunisia to Libya
1 aaGun, 1 artillery and 2 infantry moved from 98 Sea Zone to Trans-Jordan
2 fighters moved from Holland Belgium to United Kingdom
1 fighter moved from Gibraltar to Trans-Jordan
1 battleship moved from 33 Sea Zone to 20 Sea Zone
3 mech_infantrys moved from Belgian Congo to Egypt
2 fighters moved from Union of South Africa to Egypt
Place Units - British
1 artillery and 1 fighter placed in United Kingdom
2 artilleries and 1 infantry placed in Egypt
3 mech_infantrys placed in Union of South Africa
Turn Complete - British
British collect 29 PUs; end with 29 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 34 PUs
Place Units - UK_Pacific
1 infantry placed in India
1 submarine placed in 20 Sea Zone
Turn Complete - UK_Pacific
UK_Pacific collect 9 PUs; end with 10 PUs
Units Change Ownership
Some Units in India change ownership: 1 infantry
Some Units in 20 Sea Zone change ownership: 1 submarine
Combat Hit Differential Summary :
Americans regular : 0,00
Japanese regular : 0,33
Germans regular : 0,00
British regular : -0,00
@GovZ I am raiding London with 5 bomber. Do you want to intercept?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 9
Purchase Units - Russians
Russians buy 3 armour, 2 infantry, 5 mech_infantrys and 1 tactical_bomber; Remaining resources: 1 PUs;
Combat Move - Russians
1 armour moved from Western Ukraine to Bessarabia
Russians take Bessarabia from Germans
1 armour moved from Bessarabia to Eastern Poland
1 infantry moved from Eastern Poland to Slovakia Hungary
Russians take Slovakia Hungary from Germans
1 mech_infantry moved from Egypt to Iraq
Russians take Iraq from Germans
Combat - Russians
Non Combat Move - Russians
5 armour moved from Novgorod to Eastern Poland
2 aaGuns, 2 armour, 9 artilleries, 60 infantry and 2 mech_infantrys moved from Western Ukraine to Eastern Poland
6 infantry moved from Novgorod to Karelia
1 mech_infantry moved from Finland to Novgorod
1 infantry moved from Baltic States to Eastern Poland
1 infantry moved from Belarus to Eastern Poland
2 mech_infantrys moved from Belarus to Eastern Poland
1 armour moved from Russia to Belarus
1 tactical_bomber moved from Bryansk to Novgorod
1 tactical_bomber moved from Russia to Novgorod
1 aaGun moved from Novgorod to Belarus
1 infantry moved from Kazakhstan to Turkmenistan
1 infantry moved from Samara to Kazakhstan
1 infantry moved from Bryansk to Rostov
1 infantry moved from Ukraine to Western Ukraine
1 artillery and 1 infantry moved from Bryansk to Western Ukraine
2 fighters moved from Bryansk to Russia
1 infantry moved from Tambov to Volgograd
Place Units - Russians
3 armour placed in Novgorod
2 infantry, 5 mech_infantrys and 1 tactical_bomber placed in Russia
Turn Complete - Russians
Russians collect 45 PUs; end with 46 PUs
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 51 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 15 PUs; end with 66 PUs
Combat Hit Differential Summary :