@kwaspek104
Round 1
Germany: -1.89
Allies: -.18
Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread
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Good Luck; Have Fun!
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Me and TMTM (via email, I hope I’m crediting the right guy) have beaten ABattlemap into submission with my computer/clunker.
Therefore I make the following purchase (ah, what the heck):
2 tech rolls (remember the name, kids!) cost 10 IPC’s will make 20 IPC’s of builds after I see the changes
:roll 2d6:
If I succeed, from chart 1
:roll 1d6:
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Herp derp let me try again btw changes=results
:2d6:
Chart 1:
:1d6:
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::refreshes memory on die roller:
Rolling 2d6:
(3, 4)Chart 1:
Rolling 1d6:
(3) -
Darn!
Final builds: 2 art., 2 arm.
BTW these are the map edits I made pre-combat move:
+1 UK inf Scotland
+1 UK AA Scotland
French Cruiser 112-110
UK Cruiser 112-111
+1 UK Mech UK
+1 French inf UK
German Cruiser+Transport 113-114
Also I have no clue how to turn oil off rotfl.Combat moves: Sub 103 to 91
Subs 117 and 118 to 106
Sub 124, fighter Holland, fighter Norway, Battleship 113, 1 Tac W. Ger to 111
Sry GTG to be continued. -
Oh sorry, I forgot to tell you- I don’t play tech- at least not right now. Do you want to adjust your turn???
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Sure. Restarting the game.
Build: 1 Carrier, 2 Transports
Will get to combat later today
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Combat Moves:
Sub 103 to 91
Subs 117 and 118 to 106
Sub 124, fighter Norway, 2 Strat Ger, 1 Tac W. Ger to 111
Sub 108, 2 Tac W. Ger, 2 Fgt. W Ger, Battleship 113, fighter Holland, 1 Tac Ger to 110
6 Inf S. Ger, 2 Art. S Ger, Tnk Rom, Tnk Hun, Tnk Pol, Fgt Hun to Yugoslavia
1 Inf 1 Art 1 Tnk Hol, 1 Mech W. Ger to W. Fra
3 Tnk S. Ger, 2 Tnk Hol, 3 Mech W. Ger, 3 Inf. Hol, 3 Inf. W Ger, 1 Tac Poland, 1 Art Hol, 1 Art W Ger to FraAwaiting scramble orders for 110 and 111.
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Yeah, let’s try it here- scramble max fighters in z110 and z111
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So all fighters UK to 110, all Scotland to 111.
Preparing to roll combat round 1.
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Round 1 Rolls:
Yugoslavia:
6 inf 2 art 3 arm 1 fgt attack 5 inf
Germany:dice 4@1 4@2 4@3:
Pro-allies Neutral
:dice 5@2:France:
AA gun defends
:dice 1@1:6 inf 3 mech 2 art 5 arm 1 tac (0 if AA hits) attack 6 inf 2 art 2 arm 1 fgt
Germany (If AA hits remove the 1@4 die)
:dice 7@1 4@2 5@3 1@4:France/UK (I guess rofl)
:dice 8@2 2@3 1@4:Note: I don’t really care about the nationality when I’m rolling, but I’d say it matters when choosing hits.
West France
1 inf 1 mech 1 art 1 arm attack 1 inf 1 artGermany
:dice 1@1 2@2 1@3:France
:dice 2@2:Z91
1 sub attack 1 cruiser (what’s the abbreviation for sub, cruiser and carrier?)Germany (if hits ignore defending roll)
:dice 1@2:UK
:dice 1@3:Z106
2 subs attack 1 DDGermany
:dice 2@2:UK
:dice 1@2:Z110
1 sub 3 fgt 3 tac 1 BB attack 3 fgt 2 cruiser 1 BBGermany (Note: 1@2 is submarine; can only hit naval units. Also fires surprise fire. I’m assuming if I hit you will take damage on BB but if you choose not to, eliminate the 1st roll for the number that you took the hit on (i.e. if you take the hit on a cruiser then eliminate the 1st 3 listed and adjust the hits accordingly)
:dice 1@2 3@3 4@4:UK/France (Note: I am trying to roll 2 separate n@4’s, 1 for the BB (which can hit sub) and 1 for the fgts (which cannot hit sub). If this fails, assume the first roll is the roll for the BB.
:dice 2@3 5@4:Z111
1 sub 1 fgt 1 tac 2 strat attack 1 DD 1 fgt 1 cruiser 1 BBGermany (Remember 1@2 is sub can hit naval only)
:dice 1@2 1@3 3@4:UK (No need to differentiate air from naval as DD present)
:dice 1@2 1@3 2@4:End Round 1 battles. I will apply my casualties after you apply yours (except in Yugoslavia’s case where as long as I choose not to retreat you need not apply casualty decisions).
Disclaimer: I have not checked any of this. If anything sounds wrong (besides my surely awesome rolling), let me know.
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Epic Herp Derp. I’m sorry; having some serious trouble with the dice roller :lol:.
Copied and pasted previous post, editing rolling code now.
Round 1 Rolls:
Yugoslavia:
6 inf 2 art 3 arm 1 fgt attack 5 inf
GermanyRolls: 4@1 4@2 4@3; Total Hits: 64@1: (5, 6, 1, 1)4@2: (4, 2, 5, 1)4@3: (1, 3, 5, 6)
Pro-allies Neutral
Rolls: 5@2; Total Hits: 25@2: (6, 2, 5, 2, 6)France:
AA gun defends
Rolls: 1@1; Total Hits: 01@1: (3)6 inf 3 mech 2 art 5 arm 1 tac (0 if AA hits) attack 6 inf 2 art 2 arm 1 fgt
Germany (If AA hits remove the 1@4 die)
Rolls: 7@1 4@2 5@3 1@4; Total Hits: 97@1: (4, 1, 6, 2, 2, 2, 1)4@2: (1, 2, 5, 5)5@3: (1, 6, 3, 1, 1)1@4: (4)France/UK (I guess rofl)
Rolls: 8@2 2@3 1@4; Total Hits: 18@2: (5, 3, 3, 6, 4, 5, 4, 4)2@3: (4, 5)1@4: (2)Note: I don’t really care about the nationality when I’m rolling, but I’d say it matters when choosing hits.
West France
1 inf 1 mech 1 art 1 arm attack 1 inf 1 artGermany
Rolls: 1@1 2@2 1@3; Total Hits: 11@1: (6)2@2: (5, 4)1@3: (3)France
Rolls: 2@2; Total Hits: 02@2: (5, 4)Z91
1 sub attack 1 cruiser (what’s the abbreviation for sub, cruiser and carrier?)Germany (if hits ignore defending roll)
Rolls: 1@2; Total Hits: 01@2: (5)UK
Rolls: 1@3; Total Hits: 11@3: (1)Z106
2 subs attack 1 DDGermany
Rolls: 2@2; Total Hits: 02@2: (5, 5)UK
Rolls: 1@2; Total Hits: 11@2: (2)Z110
1 sub 3 fgt 3 tac 1 BB attack 3 fgt 2 cruiser 1 BBGermany (Note: 1@2 is submarine; can only hit naval units. Also fires surprise fire. I’m assuming if I hit you will take damage on BB but if you choose not to, eliminate the 1st roll for the number that you took the hit on (i.e. if you take the hit on a cruiser then eliminate the 1st 3 listed and adjust the hits accordingly)
Rolls: 1@2 3@3 4@4; Total Hits: 61@2: (1)3@3: (4, 6, 1)4@4: (3, 3, 2, 4)UK/France (Note: I am trying to roll 2 separate n@4’s, 1 for the BB (which can hit sub) and 1 for the fgts (which cannot hit sub). If this fails, assume the first roll is the roll for the BB.
Rolls: 2@3 5@4; Total Hits: 32@3: (6, 1)5@4: (6, 2, 6, 4, 6)Z111
1 sub 1 fgt 1 tac 2 strat attack 1 DD 1 fgt 1 cruiser 1 BBGermany (Remember 1@2 is sub can hit naval only)
Rolls: 1@2 1@3 3@4; Total Hits: 41@2: (3)1@3: (1)3@4: (4, 2, 3)UK (No need to differentiate air from naval as DD present)
Rolls: 1@2 1@3 2@4; Total Hits: 11@2: (3)1@3: (6)2@4: (1, 6)End Round 1 battles. I will apply my casualties after you apply yours (except in Yugoslavia’s case where as long as I choose not to retreat you need not apply casualty decisions).
Disclaimer: I have not checked any of this. If anything sounds wrong (besides my surely awesome rolling), let me know.
PS: Can you roll attacker and defender together? If so how?
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Wow…I had great rolls, especially in France. And I thought the one time I took France with 2 inf. losses was a fluke…
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Yugoslavia’s battle is finished. All defenders and 2 German infantry destroyed.
Germany gains 2 IPC’s of production.
Sub Z91 taken as casualty.
Sub 106 taken as casualty.Rolling round 2
:aaa
Attacker 1@2
Defender 1@2:That’s all I can do. I eagerly await casualty choices for 110, 111, W. France and France.
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So you can’t roll attacker and defender together :? :? :?
Attacker 1 sub
Rolls: 1@2; Total Hits: 01@2: (4)Defender 1 DD
Rolls: 1@2; Total Hits: 11@2: (2) -
Well, the U-Boats aren’t looking too good now.
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I am still awaiting defensive casualty orders.
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Earth to Questioneer, do you read me?
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Yes I’m here- can tell you’re a first timer. Your script is a little messy. For starters, in most battles you are going to roll for both att and def and all rounds til the battle is done. For picking casualties, just choose what would be normal. In some rare cases, there will be situations that will call for the defender to choose- usually in a battle involving naval units.
For our game, of course I would take the hit on the BB- that’s normal and in a Battle with Britain in z110 and z111- all sea units would be chosen first as casualties. Of course, this is not always the case in every sea battle but in this one, it would be.
so yes, 1BB hits and the rest sea units first then air units last. Make sense???
Maybe I should have played Germany so that you can see how this works. You’re making it more complicated than it has to be for yourself.
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It’s fine. I’ll try and learn as we go along. If it means it’s harder for me, oh well.