@VictoryFirst J2.tsvg and one final edit. sorry. that is my final answer, promise.
Posts made by The_Good_Captain
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RE: L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!posted in League
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RE: L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!posted in League
Game History
Round: 2 Purchase Units - Japanese Japanese buy 5 infantry and 2 transports; Remaining resources: 2 PUs; Combat Move - Japanese 1 infantry moved from Soviet Far East to Yakut S.S.R. Japanese take Yakut S.S.R. from Russians 1 bomber moved from Manchuria to Russia Combat - Japanese Strategic bombing raid in Russia Russians roll AA dice in Russia : 0/1 hits, 0.17 expected hits Bombing raid in Russia rolls: 4 and costs: 4 PUs. Bombing raid costs 4 PUs Non Combat Move - Japanese 1 infantry moved from French Indo China to India 4 infantry moved from China to French Indo China 1 infantry moved from Manchuria to China 1 infantry moved from Manchuria to Kwangtung 1 aaGun, 1 armour and 2 infantry moved from Japan to Japan Sea Zone 1 aaGun, 1 armour, 2 infantry and 3 transports moved from Japan Sea Zone to French Indo China Sea Zone 1 aaGun, 1 armour and 2 infantry moved from French Indo China Sea Zone to French Indo China 1 transport moved from Japan Sea Zone to Borneo Sea Zone 1 transport moved from Japan Sea Zone to Caroline Islands Sea Zone 1 battleship moved from Japan Sea Zone to French Indo China Sea Zone 1 fighter moved from Manchuria to Caroline Islands Sea Zone 1 fighter moved from Japan Sea Zone to Caroline Islands Sea Zone 1 carrier moved from Japan Sea Zone to Caroline Islands Sea Zone 2 fighters moved from Manchuria to French Indo China 1 bomber moved from Russia to French Indo China 1 battleship moved from Japan Sea Zone to Caroline Islands Sea Zone Place Units - Japanese 5 infantry placed in Japan 2 transports placed in Japan Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 36 PUsCombat Hit Differential Summary :
Russians AA : -0.17J2.tsvg Axis: +3.81, sorry for all the edits. That’s a lot of projection you have with all those planes in east Asia. Took me a while to get it all dialed in right.
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RE: Classic League, Game 1: TGC vs Darkprioraceposted in Play Boardgames
Game History
Round: 18 Purchase Units - Japanese Japanese buy 2 bombers and 4 infantry; Remaining resources: 1 PUs; Combat Move - Japanese 3 bombers moved from Madagascar to South Africa 3 infantry moved from India to Persia 1 infantry moved from Manchuria to Yakut S.S.R. Japanese take Yakut S.S.R. from Russians 1 bomber moved from Manchuria to Russia Combat - Japanese Strategic bombing raid in South Africa Bombing raid in South Africa rolls: 1,6,3,5,4,5,6,6,5 and costs: 41 PUs. Bombing raid costs 41 PUs Strategic bombing raid in Russia Russians roll AA dice in Russia : 0/1 hits, 0.17 expected hits Bombing raid in Russia rolls: 2,5,6 and costs: 13 PUs. Bombing raid costs 13 PUs Battle in Persia Japanese attack with 3 infantry Russians defend with 1 infantry Japanese roll dice for 3 infantry in Persia, round 2 : 0/3 hits, 0.50 expected hits British roll dice for 1 infantry in Persia, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 3 infantry in Persia, round 3 : 0/3 hits, 0.50 expected hits British roll dice for 1 infantry in Persia, round 3 : 0/1 hits, 0.33 expected hits Japanese roll dice for 3 infantry in Persia, round 4 : 0/3 hits, 0.50 expected hits British roll dice for 1 infantry in Persia, round 4 : 0/1 hits, 0.33 expected hits Japanese roll dice for 3 infantry in Persia, round 5 : 0/3 hits, 0.50 expected hits British roll dice for 1 infantry in Persia, round 5 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Persia Japanese roll dice for 2 infantry in Persia, round 6 : 0/2 hits, 0.33 expected hits British roll dice for 1 infantry in Persia, round 6 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Persia 1 infantry owned by the Japanese retreated to India British win with 1 infantry remaining. Battle score for attacker is -4 Casualties for Japanese: 2 infantry Non Combat Move - Japanese 2 infantry moved from India to Indian Ocean Sea Zone 1 carrier, 2 infantry and 1 transport moved from Indian Ocean Sea Zone to West Compass Sea Zone 2 infantry moved from West Compass Sea Zone to Madagascar 3 bombers moved from South Africa to Madagascar 1 bomber moved from Russia to Manchuria 1 fighter moved from Japan to French Indo China 8 infantry moved from Japan to Japan Sea Zone 8 infantry and 4 transports moved from Japan Sea Zone to French Indo China Sea Zone 8 infantry moved from French Indo China Sea Zone to French Indo China 3 infantry moved from Japan to Japan Sea Zone 3 infantry moved from Japan Sea Zone to Manchuria 1 aaGun and 9 infantry moved from Manchuria to China 1 aaGun moved from India to French Indo China Place Units - Japanese 2 bombers and 4 infantry placed in Japan Turn Complete - Japanese Japanese collect 39 PUs; end with 40 PUsCombat Hit Differential Summary :
Japanese regular : -2.33 British regular : 0.33 Russians AA : -0.17J18.tsvg Allies: +37.14
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I interviewed Gamerman01 about his heretical Pacific strategy for Classic!posted in Blogs
An effective Pacific strategy in Axis and Allies Classic?
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RE: Classic League, Game 1: TGC vs Darkprioraceposted in Play Boardgames
Game History
Round: 18 Purchase Units - Germans Germans buy 9 infantry; Remaining resources: 2 PUs; Combat Move - Germans 4 infantry moved from East Europe to Ukraine S.S.R. 1 fighter moved from Germany to Ukraine S.S.R. Combat - Germans Battle in Ukraine S.S.R. Germans attack with 1 fighter and 4 infantry Americans defend with 3 infantry Germans roll dice for 1 fighter and 4 infantry in Ukraine S.S.R., round 2 : 1/5 hits, 1.17 expected hits Americans roll dice for 3 infantry in Ukraine S.S.R., round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Germans lost in Ukraine S.S.R. 1 infantry owned by the Americans lost in Ukraine S.S.R. Germans roll dice for 1 fighter and 3 infantry in Ukraine S.S.R., round 3 : 0/4 hits, 1.00 expected hits Americans roll dice for 2 infantry in Ukraine S.S.R., round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Ukraine S.S.R. Germans roll dice for 1 fighter and 2 infantry in Ukraine S.S.R., round 4 : 1/3 hits, 0.83 expected hits Americans roll dice for 2 infantry in Ukraine S.S.R., round 4 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans lost in Ukraine S.S.R. 1 infantry owned by the Americans lost in Ukraine S.S.R. Germans roll dice for 1 fighter and 1 infantry in Ukraine S.S.R., round 5 : 1/2 hits, 0.67 expected hits Americans roll dice for 1 infantry in Ukraine S.S.R., round 5 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Ukraine S.S.R. 1 infantry owned by the Americans lost in Ukraine S.S.R. Germans win with 1 fighter remaining. Battle score for attacker is -6 Casualties for Germans: 4 infantry Casualties for Americans: 3 infantry Non Combat Move - Germans 1 fighter moved from Ukraine S.S.R. to Germany 14 infantry moved from Germany to East Europe 8 armour moved from West Europe to Germany Place Units - Germans 9 infantry placed in Germany Turn Complete - Germans Germans collect 25 PUs; end with 27 PUsCombat Hit Differential Summary :
Americans regular : 1.33 Germans regular : -0.67G18.tsvg Allies: +34.88
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RE: Axis and Allies TripleA Module Repositoryposted in Blogs
This repository is defunct as of 3/27/2026.
VictoryFirst now updates and uploads the most current versions of these modules through the TripleA website itself found here: https://github.com/triplea-maps/
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Click the link and use the search function to find the Axis and Allies you’re looking for.
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Move the unzipped map to the “downloadedMaps” folder in the folder where you installed Triplea. Reboot the game and look for the title in the selection screen.
OR
Simply click “Download Maps” from the TripleA main screen and locate these titles:
Europe Improved
D-Day2 Improved
World War I 1914 Improved
World War I 1914 Tournament Rules
World War I 1914 Balanced
Classic League*If you have any issues, please let me know by posting in this thread.
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@Narvik they made us all sign non-disclosure agreements which I think is silly but it was a pre-requisite to help out. I play tested. I didn’t help with design so as for how they compute the game economy or any use of computers or AI is unknown to me. Some playtesters brought their own methods of balancing or rating these things and provided input but that was largely left to Renegade.
I wish there had been more time to playtest. I will say that about Africa and to a lesser extent, Stalingrad.
As for all the other versions and imbalance in general: I will say that it appears that playtesting and balance took a back seat to production deadlines. It appears that the thousands of human playtesting games that you and I would agree need to be done, were likely not done.
I hear D-Day is being re-released here soon. I have high hopes that that will be fully balanced. We’ll see.
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RE: Classic League, Game 1: TGC vs Darkprioraceposted in Play Boardgames
Game History
Round: 17 Purchase Units - Japanese Japanese buy 1 aaGun, 1 fighter and 11 infantry; Remaining resources: 0 PUs; Combat Move - Japanese 1 bomber moved from Japan to India 4 bombers moved from Kwangtung to India 14 infantry moved from French Indo China to India Combat - Japanese Battle in India Japanese attack with 5 bombers and 14 infantry British defend with 1 aaGun, 1 armour, 1 factory, 1 fighter and 9 infantry; Americans defend with 2 armour and 1 fighter; Russians defend with 5 infantry British roll AA dice in India : 1/5 hits, 0.83 expected hits 1 bomber owned by the Japanese lost in India Japanese roll dice for 4 bombers and 14 infantry in India, round 2 : 10/26 hits, 10.33 expected hits British roll dice for 3 armour, 2 fighters and 14 infantry in India, round 2 : 6/19 hits, 7.17 expected hits 6 infantry owned by the Japanese lost in India 1 infantry owned by the Russians and 9 infantry owned by the British lost in India Japanese roll dice for 4 bombers and 8 infantry in India, round 3 : 12/20 hits, 9.33 expected hits British roll dice for 3 armour, 2 fighters and 4 infantry in India, round 3 : 3/9 hits, 3.83 expected hits 3 infantry owned by the Japanese lost in India 4 infantry owned by the Russians, 2 armour owned by the Americans, 1 fighter owned by the Americans, 1 fighter owned by the British and 1 armour owned by the British lost in India Japanese win, taking India from British with 4 bombers and 5 infantry remaining. Battle score for attacker is 49 Casualties for Japanese: 1 bomber and 9 infantry Casualties for British: 1 armour, 1 fighter and 9 infantry Casualties for Russians: 5 infantry Casualties for Americans: 2 armour and 1 fighter Non Combat Move - Japanese 1 infantry moved from China to French Indo China 3 bombers moved from India to Madagascar 1 bomber moved from India to Manchuria 6 transports moved from French Indo China Sea Zone to Japan Sea Zone 1 aaGun and 10 infantry moved from Japan to Japan Sea Zone 1 aaGun and 10 infantry moved from Japan Sea Zone to Manchuria 1 transport moved from French Indo China Sea Zone to Indian Ocean Sea Zone 1 carrier moved from French Indo China Sea Zone to Indian Ocean Sea Zone Place Units - Japanese 1 aaGun, 1 fighter and 11 infantry placed in Japan Turn Complete - Japanese Japanese collect 37 PUs; end with 37 PUsCombat Hit Differential Summary :
Japanese regular : 2.33 British AA : 0.17 British regular : -2.00J17.tsvg Allies: +34.77
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@VictoryFirst …that is a good point. To be frank, I have repeatedly played out the UK dual IC build in classic by myself to get it to work right / find out when or when not to do it. That can/should be considered solo play.
Yeah, good point.
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RE: L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!posted in League
Game History
Round: 2 Purchase Units - Germans Germans buy 12 infantry; Remaining resources: 2 PUs; Combat Move - Germans 1 transport moved from East Mediteranean Sea Zone to Central Mediteranean Sea Zone 1 infantry moved from South Europe to Central Mediteranean Sea Zone 1 infantry and 1 transport moved from Central Mediteranean Sea Zone to Black Sea Zone 1 infantry moved from Black Sea Zone to Caucasus Germans take Caucasus from Russians 1 infantry moved from Anglo Sudan Egypt to Syria Jordan Germans take Syria Jordan from British 1 infantry moved from Anglo Sudan Egypt to Italian East Africa Germans take Italian East Africa from British 1 infantry moved from Anglo Sudan Egypt to Kenya-Rhodesia Germans take Kenya-Rhodesia from British 1 infantry moved from French Equatorial Africa to Congo Germans take Congo from British 1 fighter moved from West Europe to Ukraine S.S.R. 1 fighter moved from East Europe to Ukraine S.S.R. 1 infantry moved from East Europe to Ukraine S.S.R. Combat - Germans Battle in Ukraine S.S.R. Germans attack with 2 fighters and 1 infantry Russians defend with 1 infantry Germans roll dice for 2 fighters and 1 infantry in Ukraine S.S.R., round 2 : 2/3 hits, 1.17 expected hits Russians roll dice for 1 infantry in Ukraine S.S.R., round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Ukraine S.S.R. Germans win, taking Ukraine S.S.R. from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 fighter moved from Ukraine S.S.R. to West Europe 1 fighter moved from Ukraine S.S.R. to East Europe 1 battleship moved from East Mediteranean Sea Zone to Black Sea Zone 1 armour moved from French West Africa to Anglo Sudan Egypt 2 fighters moved from Libya to West Europe 1 armour moved from West Europe to East Europe 1 infantry moved from South Europe to West Europe 2 infantry moved from Germany to West Europe 1 bomber moved from West Europe to Anglo Sudan Egypt 1 fighter moved from West Europe to Anglo Sudan Egypt 1 infantry moved from Germany to West Europe 5 infantry moved from Germany to East Europe 1 aaGun moved from East Europe to South Europe Place Units - Germans 2 infantry placed in South Europe 10 infantry placed in Germany Turn Complete - Germans Germans collect 43 PUs; end with 45 PUsCombat Hit Differential Summary :
Russians regular : -0.33 Germans regular : 0.83G2.tsvg Axis: +2.01
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@CentralCommando I love this discussion. This is a lot of fun so please don’t take this the wrong way anybody, but my opinion is that solo play is not very helpful. In the fewest words, I never see anything new if I play myself.
In contrast, if it weren’t for @VictoryFirst I don’t think anyone would have found the “Finnish Fork” in Europe. Gamerman seems to have found a (perhaps) functional Pacific strategy in Classic that nobody has seen. Some of the best use and manipulation of the revolution rule in 1914 came from @DoManMacgee and on and on.
Just to take Hilltop as an example. I saw him play all those solo games of 1914 and then asked if he wanted to play a game. He obliged which was awesome. I took CP out of box and defeated him. I feel strongly I was able to do this thanks to experience (and can say more about this if needs be). Here is the file: O18.tsvg (BTW, Hilltop is a great human being on and offline)
Interested to hear other’s thoughts on that though. My mind isn’t completely made up on solo play.
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@barnee said in (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary):
Hi Captain
My opinion is the balance is dependent on experience/skill level.
For anyone that may not know (not @barnee but anyone reading this). I am a huge proponent of this concept and have said this repeatedly on my channel: Experience is the single biggest influencing factor when it comes to balance.
I’ve won many games of out-of-box 1914 as the CP against far less experienced opponents. That’s why in the most recent video, I removed that as a factor and assume both sides are being played by ‘grandmasters’.
Great comment - I especially like that you’ve played “Russian Campaign”. That is on my bucket list. So is Ritchtofen’s War and 1776 (if were talking old avalon hill). Those three titles are apparently the most popular of the old hex/counter board games.
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@Narvik Nice. we might have more in common than we think then. I was also in the military. I did four years active duty and then four more in the reserves.
Just between you and me, I know the five versions of which I speak are imbalanced (unless and until someone comes along and shows me a strategy that was missed). I also know that Pacific 1940 is imbalanced, Global 1940 is imbalanced, Guadalcanal appears to be imbalanced and Pacific (2000) is imbalanced. I just don’t have series done on them yet. I also have it on good authority that 1942 is imbalanced. If you listen to the community at large, you’ll hear that Anniversary is balanced when it just isn’t (at least the 1941 setup - but if you bring in the National Objectives, then both are imbalanced).
I only have about 20 or so games under my belt of the above list where I have at least 30-40 of the versions I have a series for. To mention all these and the caveats is to lose the attention span of most audience members and so it is left out. Those games will be rated when their series’ are complete. This has a lot to do with a thoroughness and attention to detail that I’ve learned in the military. I grant that the thumbnail was “over my skis” but that has been/ will be fixed.
In which version of axis and allies can submarines shoot down planes?
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@Narvik yep, its going to be a long, happy grind going through the rest of them, hah!
as for the bidding, again I agree with you that it has been the solution since the year you mention. rather than recommend the several videos on my YT channel where I discuss all this, I will summarize and say:
One of the bigger focuses on my channel is to re-balance the game as though we were preparing it for sale in the market. The game is being submitted in it’s “final” condition and the last adjustments are being made. To that end, I want to make as little (if any) change as possible to keep it as close to the original concept and setup as possible. Under these conditions, what would I change?
This is stated in so many words over the course of the videos on my channel. I just post it here so I don’t have to ask you to watch all the videos and so you don’t have to watch all the videos, haha.
I appreciate your commentary. It’s good to keep things sharp.
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@Narvik I don’t feel you’ve derailed anything. I think this was overall helpful in updating the thumbnail and title of the thread which is a good thing. At this point however, I feel your criticism is becoming imprecise (again, except where previously stated and identified and changes made and thank you for that).
Whatever else is happening here is a clash of opinion and that’s it.
In reverse order: It doesn’t matter (to me) that 99% of the A&A community are casual players. A game should be balanced between experts to be a good game (where possible) is what I believe. The constraints you highlight with Monopoly and Chess are ones that are true and not applicable to axis and allies. The casual players can still play casually. There’s nothing stopping them from doing so. But when its balanced between experts, theyre at least playing a balanced game overall which is a good thing.
We fixed the “every game” to “probably every game” so lets move on?
The version and setup of anniversary is clearly and repeatedly stated in that series of videos. To delineate between 20th, 25th 50th or 40th is pedantic and unnecessary. The optional rules used and use of the manual and errata is clearly stated in the video. Perhaps putting ('41) setup could have been more clear.
Are we cool?
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RE: L26 Classic The_Good_Captain (Axis+9) vs. VictoryFirst (Allies) - Now hopefully better dice for TGC!posted in League
Game History
Round: 1 Purchase Units - Japanese Japanese buy 3 transports; Remaining resources: 1 PUs; Combat Move - Japanese 1 infantry moved from Manchuria to Soviet Far East Japanese take Soviet Far East from Russians 2 infantry moved from Manchuria to China 1 infantry moved from French Indo China to India Japanese take India from British 1 infantry moved from French Indo China to China 2 infantry moved from Kwangtung to China 1 bomber moved from Japan to China 1 fighter moved from French Indo China to China 1 fighter moved from Manchuria to China 1 fighter moved from Japan to China 1 submarine moved from Solomon Islands Sea Zone to South Australia Sea Zone Combat - Japanese Battle in South Australia Sea Zone Japanese attack with 1 submarine British defend with 1 transport Japanese roll dice for 1 submarine in South Australia Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 transport owned by the British lost in South Australia Sea Zone Japanese win with 1 submarine remaining. Battle score for attacker is 8 Casualties for British: 1 transport Battle in China Japanese attack with 1 bomber, 3 fighters and 5 infantry Americans defend with 1 fighter and 2 infantry Japanese roll dice for 1 bomber, 3 fighters and 5 infantry in China, round 2 : 3/9 hits, 3.00 expected hits Americans roll dice for 1 fighter and 2 infantry in China, round 2 : 1/3 hits, 1.33 expected hits 1 infantry owned by the Japanese lost in China 2 infantry owned by the Americans and 1 fighter owned by the Americans lost in China Japanese win, taking China from Americans with 1 bomber, 3 fighters and 4 infantry remaining. Battle score for attacker is 15 Casualties for Japanese: 1 infantry Casualties for Americans: 1 fighter and 2 infantry Non Combat Move - Japanese 1 transport moved from Japan Sea Zone to Okinawa Sea Zone 1 infantry moved from Okinawa to Okinawa Sea Zone 1 infantry and 1 transport moved from Okinawa Sea Zone to Japan Sea Zone 1 infantry moved from Japan to Japan Sea Zone 2 infantry moved from Japan Sea Zone to Manchuria 2 infantry moved from Philippines to Philippines Sea Zone 2 infantry and 1 transport moved from Philippines Sea Zone to Japan Sea Zone 2 infantry moved from Japan Sea Zone to Manchuria 1 battleship and 1 carrier moved from Caroline Islands Sea Zone to Okinawa Sea Zone 1 battleship and 1 carrier moved from Okinawa Sea Zone to Japan Sea Zone 1 fighter moved from Philippines to Manchuria 1 bomber and 3 fighters moved from China to Manchuria 1 fighter moved from Caroline Islands Sea Zone to Japan Sea Zone Place Units - Japanese 3 transports placed in Japan Sea Zone Turn Complete - Japanese Japanese collect 32 PUs; end with 33 PUsCombat Hit Differential Summary :
Americans regular : -0.33 Japanese regular : 0.67J1.tsvg Axis: +1.60
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
The new thumbnail on the YT video will read:
“(Probably) All versions are Imbalanced”
I don’t think I can edit the title of this blog post.
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RE: (Probably) All versions of Axis and Allies are Imbalanced (yes, even Anniversary)posted in Blogs
@VictoryFirst ah, the thumbnail. Right, okay, I can see that. If that’s what he meant, yeah that was a bit provocative since I confined myself to the five series on the channel (although I still feel it is accurate). That’s easy to update.
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RE: Classic League, Game 1: TGC vs Darkprioraceposted in Play Boardgames
G17edit.tsvg forgot to pull the AA gun back into Eastern Europe. fixed in this file
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RE: Classic League, Game 1: TGC vs Darkprioraceposted in Play Boardgames
Game History
Round: 17 Purchase Units - Germans Germans buy 9 infantry; Remaining resources: 1 PUs; Combat Move - Germans 2 infantry moved from Ukraine S.S.R. to Caucasus 55 infantry moved from Ukraine S.S.R. to East Europe 8 armour, 1 fighter and 27 infantry moved from Germany to West Europe Combat - Germans Battle in West Europe Germans attack with 8 armour, 1 fighter and 27 infantry British defend with 6 infantry; Americans defend with 14 infantry Germans roll dice for 8 armour, 1 fighter and 27 infantry in West Europe, round 2 : 4/36 hits, 9.00 expected hits British roll dice for 20 infantry in West Europe, round 2 : 4/20 hits, 6.67 expected hits 4 infantry owned by the Germans lost in West Europe 4 infantry owned by the Americans lost in West Europe Germans roll dice for 8 armour, 1 fighter and 23 infantry in West Europe, round 3 : 11/32 hits, 8.33 expected hits British roll dice for 16 infantry in West Europe, round 3 : 8/16 hits, 5.33 expected hits 8 infantry owned by the Germans lost in West Europe 5 infantry owned by the Americans and 6 infantry owned by the British lost in West Europe Germans roll dice for 8 armour, 1 fighter and 15 infantry in West Europe, round 4 : 7/24 hits, 7.00 expected hits British roll dice for 5 infantry in West Europe, round 4 : 0/5 hits, 1.67 expected hits 5 infantry owned by the Americans lost in West Europe Germans win, taking West Europe from British with 8 armour, 1 fighter and 15 infantry remaining. Battle score for attacker is 24 Casualties for Germans: 12 infantry Casualties for Americans: 14 infantry Casualties for British: 6 infantry Battle in Caucasus Germans attack with 2 infantry Russians defend with 1 infantry Germans roll dice for 2 infantry in Caucasus, round 2 : 0/2 hits, 0.33 expected hits Russians roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 2 infantry in Caucasus, round 3 : 0/2 hits, 0.33 expected hits Russians roll dice for 1 infantry in Caucasus, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Caucasus 1 infantry owned by the Germans retreated to Ukraine S.S.R. Russians win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Germans: 1 infantry Battle in East Europe Germans attack with 55 infantry British defend with 1 infantry Germans roll dice for 55 infantry in East Europe, round 2 : 11/55 hits, 9.17 expected hits British roll dice for 1 infantry in East Europe, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in East Europe 1 infantry owned by the British lost in East Europe Germans win, taking East Europe from British with 54 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for British: 1 infantry Non Combat Move - Germans 1 infantry moved from Ukraine S.S.R. to East Europe 1 fighter moved from West Europe to Germany 1 aaGun moved from South Europe to West Europe Place Units - Germans 9 infantry placed in Germany Turn Complete - Germans Germans collect 28 PUs; end with 29 PUsCombat Hit Differential Summary :
Russians regular : 0.33 Germans regular : -1.17 British regular : -1.00