Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. redrum
    3. Topics
    0% for April
    • Profile
    • Following 0
    • Followers 1
    • Topics 39
    • Posts 3,334
    • Best 162
    • Controversial 0
    • Groups 2

    Topics created by redrum

    • redrumR

      TOURNAMENT for V3 '41 (AA 50 Anniversary)

      Tournaments
      • • • redrum
      2
      0
      Votes
      2
      Posts
      2.0k
      Views

      redrumR

      TOURNAMENT RULES

      For AA50 games (either the '41 or '42 version) the original ruleset plus the most recent version of the FAQs are applied. By default the NOs (national objectives) are in effect and seazone16 is freely accessible, but technology development is not allowed.

      The following victory conditions apply:
      Beside the wihdrawal of a player the game is over when the axis or the allies hold minimum 15 victory cities at the end of a round (after US turn).

      Bidding rules for A&A Anniversary Edition

      You are bidding on the allies, that means the player with the lowest bid is playing the allies.
      The lower rated seed will begin the bidding. Bids shall be exchanged by email initially, and bid responses must be replied to with 24 hours. If your opponent fails to respond to the bid, please copy Deltium (5683deltium@gmail.com).
      Additional sea units may only be placed in sea zones where already units of the same power are present
      No additional bombers may be placed during the bidding
      Additional land units, naval units and industrial complexed can only be placed in areas belonging to the same nation as the to be placed unit, which means russian units in russian areas (red), english units in english areas (brown), american units in american areas (dark green) and chinese units in chinese areas (light green). China may only place infantry units. Same rules apply to the 1942 setup.
      Order Of Loss in battles (OOL)
      In general first the inexpensive (IPC value) and weaker defending units are removed, and only after that the more expensive units. The software automatically removes both attacking and defending units according to the standard-OOL. The attacker has the possibility to manually correct the OOL for his units. He may do this by manually correcting the appropriate fields. However, if he deviates from the standard-OOL he has to notify his opponent before moving on with rolling the dice. The most efficient way to do so is by sending an email to your opponent BEFORE continuing. Example: Attack on GER, 4th battle round: 1arm 4ftr 1bmb (attacking) vs 1inf 2ftr (defending). Say the defense scores two hits, then the software will automatically remove the tank and one of the fighters as losses. If the attacker prefers to conquer the territory instead of just clearing it, he will rather want to keep the tank and sacrifice a second fighter. He changes this manually,and then he continues rolling. Of course, the attacker is not allowed to change the order of loss for the defender, except the defender specifically told him to do so before. Under certain circumstances a “OOL-stop” is mandatory. In this case the attacker rolls the dice for his attacking units and then must ask his opponent for the OOL. Only after the OOL has been communicated the battle continues. This principle holds for every round of combat unless the defender states an OOL for the entire fight.

      Standard OOL A&A Anniversary Edition:
      Standard-OOL for the attacker in land battles: Inf, Rtl, Arm, Ftr, Bmb
      Standard-OOL for the defender in land battles: Inf, Rtl, Arm, Bmb, Ftr
      Standard-OOL for the attacker in sea battles: BB (first hit), Sub, Des, Cru, Ac, Ftr, Bmb, BB (second hit)
      Standard-OOL for the defender in sea battles: BB (first hit), Sub, Des, Cru, Ac, Ftr, BB (second hit)
      An OOL-stop is in effect whenever destroyers or loaded carriers are amongst the defending units.

      For some battles, the defender may, depending on his strategy, wish to give an OOL that is different from standard OOL. The defender has to declare this special OOL when ending his turn. To do this, he may either state a concrete order of loss (e.g.: OOL = trns, bb, 1st ftr, ac, 2nd ftr) or set a general stop signal. Please take great care when using this latter option - it is very time consuming and causes quite a delay in the game.

      For Multinational defense, that being units of different nations defending one attacked territory. If the attacker plans to withdraw, depending on the circumstances it can make a big difference to which nation the surviving units may belong. In this case the attacker may ask the defender what units of what nation he wants to lose first and then base his decision whether to withdraw or to continue the fight. If the attacker does not use this option, the defender is entitled to freely chose what units of what nation are taken as losses before commencing his turn. Of course, this only applies to units of one kind (e.g. inf), otherwise standard OOL applies.

      Example: Russia is attacked defended by 20inf 2ftr RUS; 10inf 2arm 2ftr UK; 6inf 3arm 3ftr USA.
      Suppose the attacker hits 20 times and then pulls back, the defender then may freely choose whose inf he loses before he commences the next turn. For example, he could chose to lose all Russian inf, or 10 British + 6 American + 4 Russian, or any other combination of 20 infs. He may not, however, chose to lose arm or ftr as losses.

      Frequency of playing
      To finish a tournament A&A game within 45 days a rhythm of 1 or 2 days a turn is expected.
      However, a turn must be made within the stated time frame for the respective tournaments:
      Single player tournaments: 48 hours
      Process for violation of these rules:
      1st violation: The opponent should be notified of the violation and asked nicely to comply with the tournament rules, Deltium should be copied (5683deltium@gmail.com)
      2nd violation: Notification to Deltium. If the violation is confirmed the opponent will receive a warning
      3rd violation: Notification to Deltium. If the violation is confirmed the opponent will be disqualified.

      Vacation / Real Life Conflicts
      For vacation, you have to inform Deltium and your opponent. The maximum amount of vacation time in one tournament round is 2 weeks. Make every attempt to play during this period, but flexibility is granted. Mistreatment of this rule can lead to disqualification.

      Adjudication of tournament games
      If both players maintained the turn rhythm, time planning and vacation rule and the game has still not been finished, the game has to be adjudicated to see who enters the next round of the tournament. Deltium shall send a mail to all players who have not finished their games yet, to inform the players about the upcoming ending date. If the players can not agree on a winner an adjudication is needed and both players have to send to Deltium at least the following:

      Recent Map
      Comment on future strategy.
      The comment should contain which strategy will lead the player to victory. To ensure anonymity the players should only talk in terms of “the Axis” or “the Allies” and should not use their player names. Voluntarily the players can send the maps of the complete last round, plus the written game log.
      This information will be sent to 3 judges (experienced players) by Deltium.
      The judges don’t know whose game they are judging nor who the other 2 judges are. This is to ensure that the decisions are independent and not influenced by personal preferences. The adjudication (which side will win the game) will be sent to Deltium who will inform the players about the result. The winner by this decision reaches the next round.

      Attention: Games that did not at least reach the 6th round (after US 5) cannot be judged. If both players are not responsible such that a game doesn’t proceed to US 5 in the given 45 days, both players will be disqualified. If only one player is responsible for the delay, his opponent has to report that fact to Deltium in time, as was mentioned above.

      Important: The decision of the judges is only for the tournament, and is final. No appeals.

    • redrumR

      Redrum (Axis) vs ghostronin (Allies) TWW 2.7.7.2

      Play Boardgames
      • • • redrum
      29
      0
      Votes
      29
      Posts
      1.5k
      Views

      redrumR

      Sounds good. Game continued here: https://forums.triplea-game.org/topic/352/redrum-axis-vs-ghostronin-allies-tww-2-7-7-2

    • redrumR

      Redrum (Allies) vs CrazyG (Axis) TWW 2.7.7.2

      Play Boardgames
      • • • redrum
      78
      0
      Votes
      78
      Posts
      4.9k
      Views

      redrumR

      Test summary from TripleA, engine version: 1.9, time: 4:52:21 PM

    • redrumR

      ACGTO NE redrum (Carolingians) vs wittmann (Coalition)

      Tournaments
      • • • redrum
      167
      0
      Votes
      167
      Posts
      11.7k
      Views

      W

      Kind words; thank  you.

    • redrumR

      TripleA 1.9.0.0 Released

      TripleA Support
      • • • redrum
      71
      1
      Votes
      71
      Posts
      16.4k
      Views

      PantherP

      @Panther Unstickied today due to the release of version 2.0 :

      https://www.axisandallies.org/forums/topic/35438/triplea-2-0-new-stable-has-been-released

    • redrumR

      ACGTO NWO redrum (Axis) v dawgoneit (Allies)

      Tournaments
      • • • redrum
      11
      0
      Votes
      11
      Posts
      588
      Views

      D

      sorry for the delay.
      lightning hit my house and messed up all my electronics so I have to have things replaced or fixed.
      I will be a couple of days and I will be back

    • redrumR

      ACGTO LOTR redrum (Evil) v dawgoneit (Good)

      Tournaments
      • • • redrum
      81
      0
      Votes
      81
      Posts
      4.8k
      Views

      D

      very cool :-)

    • redrumR

      ACGTO LOTR redrum (Evil) v Bacala (Good)

      Tournaments
      • • • redrum
      79
      0
      Votes
      79
      Posts
      3.6k
      Views

      B

      Thanks, GG, was fun.

      Yeah the big flyers are more effective when they heal directly. Elves seem to have pretty strong units :-D.

    • redrumR

      ACGTO Napoleonic redrum (Carolingians) v DizzKneeLand33 (Coalition)

      Tournaments
      • • • redrum
      80
      0
      Votes
      80
      Posts
      5.2k
      Views

      redrumR

      GG. Yeah, this one has pretty much been over since Prussia’s capital fell and there was no way to recapture or take another enemy capital within a few turns.

    • redrumR

      ACGTO NWO redrum (Axis) v Bacala (Allies)

      Tournaments
      • • • redrum
      124
      0
      Votes
      124
      Posts
      6.1k
      Views

      B

      Yeah the Paris battle was a bit expensive. If you focus on navy it can be hard to hold off Russia. It is a pretty balanced map, especially on LL, every change you make will hurt you at another front  :-D.

    • redrumR

      ACGTO Great War redrum (Central Powers) v DizzKneeLand33 (Allies)

      Tournaments
      • • • redrum
      237
      0
      Votes
      237
      Posts
      19.0k
      Views

      redrumR

      Good game Dizz! And yeah pretty much all fronts have solidified and would just be a slow push for the Central Powers to victory based on the economic lead. Really interesting game overall and I think the first game I’ve ever played to 25 rounds!

    • redrumR

      ACGTO NWO redrum (axis) v Entek (allies)

      Tournaments
      • • • redrum
      84
      0
      Votes
      84
      Posts
      3.8k
      Views

      redrumR

      Alright. GG. Well played.

    • redrumR

      ACGTO 270BC redrum (Anti-Romans) v Entek (Romans)

      Tournaments
      • • • redrum
      63
      0
      Votes
      63
      Posts
      3.0k
      Views

      EntekE

      Yeah, and the combat values are really low which make for big fights!

      GG!

    • redrumR

      ACGTO TRS redrum (allies) v DayMar (axis)

      Tournaments
      • • • redrum
      4
      0
      Votes
      4
      Posts
      404
      Views

      redrumR

      TripleA Turn Summary for game: The Rising Sun, version: 1.9.3

      Game History

      Round: 1

      Combat Move - Chinese
                  1 Infantry moved from Yecheng to Agra
                  1 Artillery moved from Cheng to Agra
                  1 Infantry moved from Haixi to W.Mongolia
                  1 Infantry moved from Quyan to W.Mongolia
                  1 Infantry moved from Ming Jong to Gobi
                  1 Infantry moved from Tsingnan to Gobi
                  1 Tank moved from Urumal to W.Mongolia
                  1 Tank moved from Urumal to Gobi
                  1 EarlyFighter moved from Urumal to W.Mongolia
                  1 EarlyFighter moved from Xining to Gobi
                  1 Infantry moved from Macau to Kwangsi
                  1 Infantry moved from Chunking to Kwangsi
                  1 Tank moved from W.Chunking to Kwangsi

      Purchase Units - Chinese
                  Chinese buy 3 Infantry; Remaining resources: 0 PUs;

      Combat - Chinese
                  Battle in W.Mongolia
                      Chinese attack with 1 EarlyFighter, 2 Infantry and 1 Tank
                      Neutral defend with 1 Bunker
                          Chinese roll dice for 1 EarlyFighter, 2 Infantry and 1 Tank in W.Mongolia, round 2 :  2/4 hits
                          Neutral roll dice for 1 Bunker in W.Mongolia, round 2 :  1/1 hits
                          1 Infantry owned by the Chinese and 1 Bunker owned by the Neutral lost in W.Mongolia
                      Chinese loses 0 PUs for violating W.Mongolias neutrality.
                      Chinese win, taking W.Mongolia from Neutral with 1 EarlyFighter, 1 Infantry and 1 Tank remaining. Battle score for attacker is 4
                      Casualties for Neutral: 1 Bunker
                      Casualties for Chinese: 1 Infantry
                  Battle in Agra
                      Chinese attack with 1 Artillery and 1 Infantry
                      Neutral defend with 1 Infantry
                          Chinese roll dice for 1 Artillery and 1 Infantry in Agra, round 2 :  0/2 hits
                          Neutral roll dice for 1 Infantry in Agra, round 2 :  1/1 hits
                          1 Infantry owned by the Chinese lost in Agra
                          Chinese roll dice for 1 Artillery in Agra, round 3 :  0/1 hits
                          Neutral roll dice for 1 Infantry in Agra, round 3 :  1/1 hits
                          1 Artillery owned by the Chinese lost in Agra
                      Neutral win with 1 Infantry remaining. Battle score for attacker is -6
                      Casualties for Chinese: 1 Artillery and 1 Infantry
                  Battle in Kwangsi
                      Chinese attack with 2 Infantry and 1 Tank
                      Yamamoto defend with 1 Infantry
                          Chinese roll dice for 2 Infantry and 1 Tank in Kwangsi, round 2 :  1/3 hits
                          Yamamoto roll dice for 1 Infantry in Kwangsi, round 2 :  0/1 hits
                          1 Infantry owned by the Yamamoto lost in Kwangsi
                      Chinese win, taking Kwangsi from Yamamoto with 2 Infantry and 1 Tank remaining. Battle score for attacker is 2
                      Casualties for Yamamoto: 1 Infantry
                  Battle in Gobi
                      Chinese attack with 1 EarlyFighter, 2 Infantry and 1 Tank
                      Neutral defend with 1 Bunker
                          Chinese roll dice for 1 EarlyFighter, 2 Infantry and 1 Tank in Gobi, round 2 :  1/4 hits
                      Units damaged: 1 Bunker owned by the Neutral
                          Neutral roll dice for 1 Bunker in Gobi, round 2 :  1/1 hits
                          1 Infantry owned by the Chinese lost in Gobi
                          Chinese roll dice for 1 EarlyFighter, 1 Infantry and 1 Tank in Gobi, round 3 :  1/3 hits
                          Neutral roll dice for 1 Bunker in Gobi, round 3 :  1/1 hits
                          1 Infantry owned by the Chinese and 1 Bunker owned by the Neutral lost in Gobi
                      Chinese loses 0 PUs for violating Gobis neutrality.
                      Chinese win, taking Gobi from Neutral with 1 EarlyFighter and 1 Tank remaining. Battle score for attacker is 2
                      Casualties for Neutral: 1 Bunker
                      Casualties for Chinese: 2 Infantry

      Non Combat Move - Chinese
                  1 Artillery and 2 Infantry moved from Sian to Szechwan
                  1 Infantry moved from W.Sian to Szechwan
                  1 Infantry moved from Sikang to Szechwan
                  1 Infantry moved from Shangsi to Szechwan
                  2 Infantry moved from N.Chunking to W.Sian
                  2 Infantry moved from Hanan to W.Sian
                  1 Infantry moved from Hankou to Hanan
                  1 Infantry moved from Nanking to Sian
                  1 Infantry moved from Chunking to N.Chunking
                  1 Infantry moved from Nancheng to Sikang
                  1 Tank moved from Tsingnan to Szechwan
                  1 EarlyFighter moved from Gobi to Sikang
                  1 EarlyFighter moved from W.Mongolia to Tsingnan
                  2 Tanks moved from Xining to Sikang
                  1 AAGun, 2 Artillerys and 5 Infantry moved from Xining to Tsingnan
                  1 AAGun, 1 Artillery and 1 Infantry moved from Urumal to Quyan

      Place Units - Chinese
                  3 Infantry placed in Xining

      Turn Complete - Chinese
                  Chinese collect 40 PUs; end with 40 PUs total

      Dice Statistics:

      Total
                  1 was rolled 4 times
                  2 was rolled 6 times
                  3 was rolled 4 times
                  4 was rolled 2 times
                  5 was rolled 2 times
                  6 was rolled 5 times
              Average roll : 3.304
              Median : 3.000
              Variance : 0.773
              Standard Deviation : 0.879
              Total rolls : 23

      Neutral Combat
                  1 was rolled 2 times
                  2 was rolled 2 times
                  3 was rolled 1 times
              Average roll : 1.800
              Median : 2.000
              Variance : 2.250
              Standard Deviation : 1.500
              Total rolls : 5

      Yamamoto Combat
                  4 was rolled 1 times
              Average roll : 4.000
              Median : 4.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      Chinese Combat
                  1 was rolled 2 times
                  2 was rolled 4 times
                  3 was rolled 3 times
                  4 was rolled 1 times
                  5 was rolled 2 times
                  6 was rolled 5 times
              Average roll : 3.706
              Median : 3.000
              Variance : 0.938
              Standard Deviation : 0.968
              Total rolls : 17

    • redrumR

      ACGTO WaW redrum (axis) v Whackamatt (allies)

      Tournaments
      • • • redrum
      163
      0
      Votes
      163
      Posts
      10.6k
      Views

      DizzKneeLand33D

      Adjudicated in favor of redrum.

    • redrumR

      Redrum's and lafayette's battle thread

      Play Boardgames
      • • • redrum
      66
      0
      Votes
      66
      Posts
      4.2k
      Views

      redrumR

      Ok. If you can replay the turn and edit the results back in. Then I’ll download and verify it.

    • redrumR

      TripleA 1.8.0.9 Stable Has Been Released

      TripleA Support
      • • • redrum
      5
      0
      Votes
      5
      Posts
      2.5k
      Views

      redrumR

      @sculpt - Glad its giving you a challenge though as this thread mentions you should update to the latest 1.8.0.9!

      The Hard AI does not receive any extra bonuses unless you add them in the settings (so no cheating for it). You can always review its past turns using the history feature to prove that it isn’t cheating (‘Game’ > ‘Show history’). If you are having trouble beating it then I suggest giving yourself a small bid to start with then decreasing that as you play against it more.

      More details on the Hard AI and to follow its development you can go here: http://tripleadev.1671093.n2.nabble.com/AI-Development-Discussion-tp7585227.html

    • redrumR

      TripleA 1.8.0.7 Stable Has Been Released

      TripleA Support
      • • • redrum
      55
      0
      Votes
      55
      Posts
      11.5k
      Views

      redrumR

      @all - We are looking to release 1.8.0.9 shortly due to the naval retreat bug that was found and fixed. I’ve uploaded the pre-release equivalent of that and would appreciate some assistance testing various maps, game types, etc to make sure there aren’t any issues. Pre-release install instructions here: http://tripleadev.1671093.n2.nabble.com/AI-Development-Discussion-tp7585227.html

      Here is the change log:

      Bug fix, retreat from naval combat was not possible, now fixed Increase scroll speed when using arrow keys. Holding down control speeds up arrow key scroll Map edge scroll zone now larger, placing map next to the very edge of the map increases scroll speed even more AI: Fixed calculating defenses on maps with air/naval bases to properly calculate enemy range AI: Fixed bug around not defending against enemy units that were transported the previous turn (they were being marked as already transported when potential enemy attacks were calculated)
    • redrumR

      Topic: redrum's test battle thread

      Play Boardgames
      • • • redrum
      19
      0
      Votes
      19
      Posts
      883
      Views

      redrumR

      TripleA Turn Summary for game: New World Order, version: 1.8.7

      Game History

      Round: 1

      Combat Move - Germans
                  6 Infantry and 4 Panzers moved from W.Czech to Krakow
                  1 Artillery, 6 Infantry and 2 Panzers moved from E.Czech to Lvov
                  1 Artillery, 8 Infantry and 1 Panzer moved from Wroclaw to C.Poland
                  2 Artillerys, 5 Infantry and 1 Panzer moved from Gdansk to Koenigsberg
                  1 Battleship, 3 Destroyers and 2 Submarines moved from sz26 to sz28

      Purchase Units - Germans
                  Germans buy 12 Panzers; Remaining resources: 0 PUs;

      Combat - Germans
                  Battle in Lvov
                      Germans attack with 1 Artillery, 6 Infantry and 2 Panzers
                      Neutral defend with 1 Infantry
                          Germans roll dice for 1 Artillery, 6 Infantry and 2 Panzers in Lvov, round 2 :  2/1 hits
                          Neutral roll dice for 1 Infantry in Lvov, round 2 :  0/1 hits
                          1 Infantry owned by the Neutral lost in Lvov
                      Germans loses 0 PUs for violating Lvovs neutrality.
                      Germans win, taking Lvov from Neutral with 1 Artillery, 6 Infantry and 2 Panzers remaining. Battle score for attacker is 2
                      Casualties for Neutral: 1 Infantry
                  Battle in Krakow
                      Germans attack with 6 Infantry and 4 Panzers
                      Neutral defend with 1 Armour and 1 Infantry
                          Germans roll dice for 6 Infantry and 4 Panzers in Krakow, round 2 :  3/0 hits
                          Neutral roll dice for 1 Armour and 1 Infantry in Krakow, round 2 :  1/1 hits
                          1 Infantry owned by the Neutral, 1 Infantry owned by the Germans and 1 Armour owned by the Neutral lost in Krakow
                      Germans loses 0 PUs for violating Krakows neutrality.
                      Germans win, taking Krakow from Neutral with 5 Infantry and 4 Panzers remaining. Battle score for attacker is 5
                      Casualties for Germans: 1 Infantry
                      Casualties for Neutral: 1 Armour and 1 Infantry
                  Battle in C.Poland
                      Germans attack with 1 Artillery, 8 Infantry and 1 Panzer
                      Neutral defend with 1 Armour and 4 Infantry
                          Germans roll dice for 1 Artillery, 8 Infantry and 1 Panzer in C.Poland, round 2 :  2/1 hits
                          Neutral roll dice for 1 Armour and 4 Infantry in C.Poland, round 2 :  2/1 hits
                          2 Infantry owned by the Neutral and 2 Infantry owned by the Germans lost in C.Poland
                          Germans roll dice for 1 Artillery, 6 Infantry and 1 Panzer in C.Poland, round 3 :  2/0 hits
                          Neutral roll dice for 1 Armour and 2 Infantry in C.Poland, round 3 :  1/1 hits
                          2 Infantry owned by the Neutral and 1 Infantry owned by the Germans lost in C.Poland
                          Germans roll dice for 1 Artillery, 5 Infantry and 1 Panzer in C.Poland, round 4 :  1/1 hits
                          Neutral roll dice for 1 Armour in C.Poland, round 4 :  0/1 hits
                          1 Armour owned by the Neutral lost in C.Poland
                      Germans loses 0 PUs for violating C.Polands neutrality.
                      Germans win, taking C.Poland from Neutral with 1 Artillery, 5 Infantry and 1 Panzer remaining. Battle score for attacker is 7
                      Casualties for Germans: 3 Infantry
                      Casualties for Neutral: 1 Armour and 4 Infantry
                  Battle in sz28
                      Germans attack with 1 Battleship, 3 Destroyers and 2 Submarines
                      Russians defend with 1 Destroyer, 1 Submarine and 2 Transports
                          Germans roll dice for 2 Submarines in sz28, round 2 :  1/1 hits
                          Russians roll dice for 1 Submarine in sz28, round 2 :  0/1 hits
                          Germans roll dice for 1 Battleship and 3 Destroyers in sz28, round 2 :  2/1 hits
                          Russians roll dice for 1 Destroyer and 2 Transports in sz28, round 2 :  1/1 hits
                      Units damaged: 1 Battleship owned by the Germans
                          2 Transports owned by the Russians and 1 Submarine owned by the Russians lost in sz28
                          Germans roll dice for 2 Submarines in sz28, round 3 :  1/1 hits
                          Russians roll dice for 1 Destroyer in sz28, round 3 :  1/1 hits
                          1 Destroyer owned by the Russians and 1 Submarine owned by the Germans lost in sz28
                      Germans win with 1 Battleship, 3 Destroyers and 1 Submarine remaining. Battle score for attacker is 25
                      Casualties for Germans: 1 Submarine
                      Casualties for Russians: 1 Destroyer, 1 Submarine and 2 Transports
                  Battle in Koenigsberg
                      Germans attack with 2 Artillerys, 5 Infantry and 1 Panzer
                      Neutral defend with 3 Infantry
                          Germans roll dice for 2 Artillerys, 5 Infantry and 1 Panzer in Koenigsberg, round 2 :  2/1 hits
                          Neutral roll dice for 3 Infantry in Koenigsberg, round 2 :  1/0 hits
                          2 Infantry owned by the Neutral and 1 Infantry owned by the Germans lost in Koenigsberg
                          Germans roll dice for 2 Artillerys, 4 Infantry and 1 Panzer in Koenigsberg, round 3 :  2/1 hits
                          Neutral roll dice for 1 Infantry in Koenigsberg, round 3 :  0/1 hits
                          1 Infantry owned by the Neutral lost in Koenigsberg
                      Germans loses 0 PUs for violating Koenigsbergs neutrality.
                      Germans win, taking Koenigsberg from Neutral with 2 Artillerys, 4 Infantry and 1 Panzer remaining. Battle score for attacker is 4
                      Casualties for Germans: 1 Infantry
                      Casualties for Neutral: 3 Infantry

      Non Combat Move - Germans
                  1 Infantry and 1 Panzer moved from Nuernberg to Muenchen
                  3 Infantry moved from Austrie to Muenchen
                  1 Infantry moved from Nuernberg to Muenchen
                  6 Infantry moved from Nuernberg to Muenchen
                  2 Panzers moved from Nuernberg to Muenchen
                  5 Infantry and 2 Panzers moved from Austrie to Muenchen

      Place Units - Germans
                  12 Panzers placed in Berlin

      Turn Complete - Germans
                  Germans collect 69 PUs; end with 69 PUs total
                  1 unit repaired.

      Dice Statistics:

      Total
                  1 was rolled 2 times
                  2 was rolled 1 times
                  3 was rolled 1 times
                  4 was rolled 4 times
                  5 was rolled 2 times
                  6 was rolled 7 times
              Average roll : 4.412
              Median : 5.000
              Variance : 1.938
              Standard Deviation : 1.392
              Total rolls : 17

      Germans Combat
                  2 was rolled 1 times
                  3 was rolled 1 times
                  4 was rolled 2 times
                  5 was rolled 1 times
                  6 was rolled 3 times
              Average roll : 4.500
              Median : 4.500
              Variance : 0.857
              Standard Deviation : 0.926
              Total rolls : 8

      Neutral Combat
                  1 was rolled 1 times
                  4 was rolled 1 times
                  6 was rolled 4 times
              Average roll : 4.833
              Median : 6.000
              Variance : 2.400
              Standard Deviation : 1.549
              Total rolls : 6

      Russians Combat
                  1 was rolled 1 times
                  4 was rolled 1 times
                  5 was rolled 1 times
              Average roll : 3.333
              Median : 4.000
              Variance : 1.500
              Standard Deviation : 1.225
              Total rolls : 3

    • 1
    • 2
    • 2 / 2