• RE: dawgoneit Axis, -vs- entek Allies, (The Rising Sun).

    TripleA Turn Summary: Yamamoto round 8

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

    Game History

    Round: 8
    
        Research Technology - Yamamoto
    
        Combat Move - Yamamoto
            2 Mech.Infs moved from Ostrov to sz1
            1 Infantry moved from Ostrov to sz1
            1 Infantry and 2 Mech.Infs moved from sz1 to Vostok
            1 Infantry moved from Angarsk to Vostok
            2 Artillerys and 2 Infantrys moved from Quingdao to Vostok
            1 Artillery and 3 Infantrys moved from Belogorsk to Vostok
            1 Infantry moved from Japan to sz15
            1 Infantry and 1 T.Boat moved from sz15 to sz1
            1 Infantry moved from sz1 to Vostok
            2 Transports moved from sz15 to sz1
            1 Artillery and 2 Infantrys moved from Amursk to sz1
            1 Artillery and 2 Infantrys moved from sz1 to Vostok
            1 NakajimaG5N moved from Peking to Vostok
            1 Artillery and 1 Infantry moved from Kyzal to Jinquan
            1 Mech.Inf moved from Tulun to Vostok
            1 Infantry moved from Tulun to Kyzal
            1 Infantry moved from Tulun to Bratsk
            2 Artillerys, 12 Infantrys and 9 Tanks moved from Tulun to Ulaan Ude
            2 Destroyers moved from sz71 to sz45
            1 Destroyer moved from sz70 to sz45
            1 T.Boat moved from sz70 to sz45
            1 Artillery, 1 Elite and 1 Infantry moved from Davao to sz70
            1 Artillery, 1 B.Transport, 1 Elite and 1 Infantry moved from sz70 to sz59
            1 Artillery, 1 Elite and 1 Infantry moved from sz59 to Soem
            4 Infantrys moved from Tokyo to Japan
            1 Destroyer moved from sz78 to sz18
            1 Bomber moved from Marcus to Vostok
            1 EarlyFighter moved from sz1 to Vostok
            1 Destroyer moved from sz1 to sz7
    
        Purchase Units - Yamamoto
            Yamamoto buy 2 Artillerys, 1 Bunker, 4 Destroyers, 1 EarlyFighter, 7 Infantrys and 1 Marine; Remaining resources: 0 PUs; 
    
        Combat - Yamamoto
            Battle in sz45
                Yamamoto attack with 3 Destroyers and 1 T.Boat
                Americans defend with 3 Destroyers and 1 Transport
                    Yamamoto roll dice for 3 Destroyers and 1 T.Boat in sz45, round 2 : 0/4 hits, 1.33 expected hits
                    Americans roll dice for 3 Destroyers and 1 Transport in sz45, round 2 : 1/4 hits, 1.67 expected hits
                1 T.Boat owned by the Yamamoto lost in sz45
                    Yamamoto roll dice for 3 Destroyers in sz45, round 3 : 0/3 hits, 1.00 expected hits
                    Americans roll dice for 3 Destroyers and 1 Transport in sz45, round 3 : 1/4 hits, 1.67 expected hits
                    1 Destroyer owned by the Yamamoto lost in sz45
                2 Destroyers retreated to sz72
                Americans win with 3 Destroyers and 1 Transport remaining. Battle score for attacker is -13
                Casualties for Yamamoto: 1 Destroyer and 1 T.Boat
            Battle in Jinquan
                Yamamoto attack with 1 Artillery and 1 Infantry
                Russians defend with 1 Infantry
                    Yamamoto roll dice for 1 Artillery and 1 Infantry in Jinquan, round 2 : 1/2 hits, 0.67 expected hits
                    Russians roll dice for 1 Infantry in Jinquan, round 2 : 0/1 hits, 0.33 expected hits
                    1 Infantry owned by the Russians lost in Jinquan
                Yamamoto win, taking Jinquan from Russians with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 2
                Casualties for Russians: 1 Infantry
            Battle in Vostok
                Yamamoto attack with 4 Artillerys, 1 Bomber, 1 EarlyFighter, 10 Infantrys, 3 Mech.Infs and 1 NakajimaG5N
                Americans defend with 3 Artillerys, 7 Infantrys and 5 Tanks
                    Yamamoto roll dice for 4 Artillerys, 1 Bomber, 1 EarlyFighter, 10 Infantrys, 3 Mech.Infs and 1 NakajimaG5N in Vostok, round 2 : 11/20 hits, 7.17 expected hits
                    Russians roll dice for 3 Artillerys, 7 Infantrys and 5 Tanks in Vostok, round 2 : 4/15 hits, 5.83 expected hits
                    4 Infantrys owned by the Yamamoto, 3 Artillerys owned by the Americans, 7 Infantrys owned by the Americans and 1 Tank owned by the Americans lost in Vostok
                    Yamamoto roll dice for 4 Artillerys, 1 Bomber, 1 EarlyFighter, 6 Infantrys, 3 Mech.Infs and 1 NakajimaG5N in Vostok, round 3 : 4/16 hits, 6.17 expected hits
                    Russians roll dice for 4 Tanks in Vostok, round 3 : 2/4 hits, 2.00 expected hits
                    2 Infantrys owned by the Yamamoto and 4 Tanks owned by the Americans lost in Vostok
                Yamamoto win, taking Vostok from Russians with 4 Artillerys, 1 Bomber, 1 EarlyFighter, 4 Infantrys, 3 Mech.Infs and 1 NakajimaG5N remaining. Battle score for attacker is 39
                Casualties for Yamamoto: 6 Infantrys
                Casualties for Americans: 3 Artillerys, 7 Infantrys and 5 Tanks
            Battle in Soem
                Yamamoto attack with 1 Artillery, 1 Elite and 1 Infantry
                Anzac defend with 2 Infantrys
                    Yamamoto roll dice for 1 Artillery, 1 Elite and 1 Infantry in Soem, round 2 : 1/3 hits, 1.17 expected hits
                    Anzac roll dice for 2 Infantrys in Soem, round 2 : 0/2 hits, 0.67 expected hits
                    1 Infantry owned by the Anzac lost in Soem
                    Yamamoto roll dice for 1 Artillery, 1 Elite and 1 Infantry in Soem, round 3 : 1/3 hits, 1.17 expected hits
                    Anzac roll dice for 1 Infantry in Soem, round 3 : 0/1 hits, 0.33 expected hits
                    1 Infantry owned by the Anzac lost in Soem
                Yamamoto win, taking Soem from Anzac with 1 Artillery, 1 Elite and 1 Infantry remaining. Battle score for attacker is 4
                Casualties for Anzac: 2 Infantrys
    
        Non Combat Move - Yamamoto
            1 EarlyFighter moved from Vostok to sz1
            1 NakajimaG5N moved from Vostok to Tokyo
            1 Bomber moved from Vostok to Belogorsk
            1 B.Transport moved from sz60 to sz70
            3 Destroyers moved from sz78 to sz71
    
        Place Units - Yamamoto
            4 Destroyers placed in sz70
            1 Bunker placed in Davao
            1 Artillery, 1 Infantry and 1 Marine placed in Amursk
            1 Artillery, 1 EarlyFighter and 6 Infantrys placed in Tokyo
    
        Turn Complete - Yamamoto
            Yamamoto collect 68 PUs; end with 68 PUs
    

    Combat Hit Differential Summary :

    Yamamoto : -0.67
    Americans : -1.33
    Anzac : -1.00
    Russians : -2.17
    

    Savegame

    posted in Play Boardgames
  • RE: dawgoneit v. entek Anniversary 1941 new game

    TripleA Turn Summary: Americans round 2

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7

    Game History

    Round: 2
    
        Research Technology - Americans
            Americans spend 5 on tech rolls
                Americans roll 3,5 and gets 0 hits
    
        Purchase Units - Americans
            Americans buy 1 battleship, 1 destroyer, 2 fighters and 1 infantry; Remaining resources: 0 PUs; 2 techTokens; 
    
        Purchase Units - Chinese
            Chinese builds 2 units.
    
        Combat Move - Americans
    
        Combat Move - Chinese
            2 infantry moved from Chinghai to Ningxia
    
        Non Combat Move - Chinese
    
        Place Units - Americans
            1 battleship, 1 destroyer and 2 fighters placed in 56 Sea Zone
            1 infantry placed in Western United States
    
        Place Units - Chinese
            2 infantry placed in Ningxia
    
        Turn Complete - Americans
            Americans collect 39 PUs; end with 39 PUs
            Objective 4: Americans met a national objective for an additional 5 PUs; end with 44 PUs
            Objective 3: Americans met a national objective for an additional 5 PUs; end with 49 PUs
    

    Combat Hit Differential Summary :

    Savegame

    posted in Play Boardgames
  • RE: Argothair (X) vs. Karl7 (L) AA50 Bal Mod Game 4

    TripleA Turn Summary: British round 10

    TripleA Turn Summary for game: World War II v3 1941 Balanced Mod, version: 1.0.0

    Game History

    Round: 10
    
        Purchase Units - British
            British buy 1 armour, 1 factory, 1 fighter and 4 infantry; Remaining resources: 1 PUs; 0 techTokens; 
    
        Combat Move - British
            2 armour moved from Union of South Africa to Rhodesia
            1 armour moved from Anglo-Egypt Sudan to Italian Africa
                  British take Italian Africa from Italians
            1 armour moved from Italian Africa to Belgian Congo
            1 artillery and 1 infantry moved from United Kingdom to 8 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 8 Sea Zone to 12 Sea Zone
            1 artillery and 1 infantry moved from 12 Sea Zone to Morocco Algeria
                  British take Morocco Algeria from Germans
            2 artilleries and 1 infantry moved from Fukien to Hupeh
    
        Combat - British
            Battle in Rhodesia
                British attack with 2 armour
                Italians defend with 1 infantry
                    British roll dice for 2 armour in Rhodesia, round 2 : 2/2 hits, 1.00 expected hits
                    Italians roll dice for 1 infantry in Rhodesia, round 2 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Italians and 1 armour owned by the British lost in Rhodesia
                British win, taking Rhodesia from Italians with 1 armour remaining. Battle score for attacker is -2
                Casualties for British: 1 armour
                Casualties for Italians: 1 infantry
            Battle in Hupeh
                British attack with 2 artilleries and 1 infantry
                Japanese defend with 2 infantry
                    British roll dice for 2 artilleries and 1 infantry in Hupeh, round 2 : 1/3 hits, 1.00 expected hits
                    Japanese roll dice for 2 infantry in Hupeh, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Japanese and 1 infantry owned by the British lost in Hupeh
                    British roll dice for 2 artilleries in Hupeh, round 3 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Hupeh, round 3 : 0/1 hits, 0.33 expected hits
                    British roll dice for 2 artilleries in Hupeh, round 4 : 1/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 infantry in Hupeh, round 4 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Japanese lost in Hupeh
                British win, taking Hupeh from Japanese with 2 artilleries remaining. Battle score for attacker is 3
                Casualties for British: 1 infantry
                Casualties for Japanese: 2 infantry
    
        Non Combat Move - British
            5 armour moved from India to Persia
            4 infantry moved from India to Persia
            2 fighters moved from India to Persia
            6 armour moved from Anglo-Egypt Sudan to Belgian Congo
            1 destroyer moved from 8 Sea Zone to 13 Sea Zone
            1 carrier, 1 destroyer and 2 fighters moved from 8 Sea Zone to 12 Sea Zone
    
        Place Units - British
            1 factory placed in Burma
            3 infantry placed in India
            1 armour and 1 infantry placed in Union of South Africa
            1 fighter placed in United Kingdom
    
        Turn Complete - British
            British collect 41 PUs; end with 42 PUs
            Objective 5: British met a national objective for an additional 5 PUs; end with 47 PUs
            Objective 4: British met a national objective for an additional 5 PUs; end with 52 PUs
    

    Combat Hit Differential Summary :

    Japanese regular : -0.33
    Italians regular : 0.67
    British regular : 0.67
    

    Savegame

    posted in Play Boardgames
  • RE: dawgoneit Axis, -vs- entek Allies, (The Rising Sun).

    TripleA Turn Summary: Masaharu round 7

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

    Game History

    Round: 7
    
        Combat Move - Masaharu
            2 Transports moved from sz1 to sz15
            1 Infantry moved from N.Japan to sz1
            1 Infantry moved from sz1 to Yakutsk
                  Masaharu take Yakutsk from Russians
            3 Infantrys moved from Akina to sz15
            5 Infantrys moved from N.Japan to sz15
            1 B.Transport, 8 Infantrys and 2 Transports moved from sz15 to sz1
            8 Infantrys moved from sz1 to Belogorsk
            1 Tank and 2 Tankettes moved from Hsingan to Belogorsk
            1 Tank moved from Ulaan Ude to Ustkut
                  Masaharu take Ustkut from Russians
            1 Tank moved from Ustkut to Bratsk
                  Masaharu take Bratsk from Russians
            1 Tank moved from Ulaan Ude to Jinquan
                  Masaharu take Jinquan from Russians
            1 Elite moved from Jinan to Ulaan Ude
    
        Purchase Units - Masaharu
            Masaharu buy 2 Artillerys, 2 Elites and 7 Infantrys; Remaining resources: 0 PUs; 
    
        Combat - Masaharu
    
        Non Combat Move - Masaharu
    
        Place Units - Masaharu
            1 Artillery and 2 Elites placed in Hsingan
            1 Artillery and 7 Infantrys placed in Akina
    
        Turn Complete - Masaharu
            Masaharu collect 33 PUs; end with 33 PUs
    

    Combat Hit Differential Summary :

    Savegame

    posted in Play Boardgames
  • RE: dawgoneit v. entek Anniversary 1941 new game

    TripleA Turn Summary: British round 2

    TripleA Turn Summary for game: World War II v3 1941, version: 1.7

    Game History

    Round: 2
    
        Research Technology - British
            British spend 5 on tech rolls
                British roll 6,5 and gets 1 hit
            British removing all Technology Tokens after successful research.
            British discover Mechanized Infantry
    
        Activate Technology - British
            British activating Mechanized Infantry
    
        Purchase Units - British
            British buy 1 armour, 1 artillery, 1 bomber, 1 factory and 2 infantry; Remaining resources: 0 PUs; 0 techTokens; 
    
        Combat Move - British
            2 infantry moved from Rhodesia to Italian Africa
            1 cruiser and 1 destroyer moved from 14 Sea Zone to 12 Sea Zone
            2 fighters moved from United Kingdom to 5 Sea Zone
            1 bomber moved from Egypt to 12 Sea Zone
            1 artillery, 1 destroyer, 1 infantry and 1 transport moved from 30 Sea Zone to 34 Sea Zone
            1 artillery and 1 infantry moved from 34 Sea Zone to Egypt
    
        Combat - British
            Battle in 12 Sea Zone
                British attack with 1 bomber, 1 cruiser and 1 destroyer
                Germans defend with 1 submarine
                    British roll dice for 1 bomber, 1 cruiser and 1 destroyer in 12 Sea Zone, round 2 : 3/3 hits, 1.50 expected hits
                    Germans roll dice for 1 submarine in 12 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    1 submarine owned by the Germans lost in 12 Sea Zone
                British win with 1 bomber, 1 cruiser and 1 destroyer remaining. Battle score for attacker is 6
                Casualties for Germans: 1 submarine
            Battle in 5 Sea Zone
                British attack with 2 fighters
                Germans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport
                1 submarine owned by the Germans Submerged
                    British roll dice for 2 fighters in 5 Sea Zone, round 2 : 2/2 hits, 1.00 expected hits
                    Germans roll dice for 1 cruiser, 1 destroyer and 1 transport in 5 Sea Zone, round 2 : 0/2 hits, 0.83 expected hits
                    1 destroyer owned by the Germans and 1 cruiser owned by the Germans lost in 5 Sea Zone
                    1 transport owned by the Germans lost in 5 Sea Zone
                British win with 2 fighters remaining. Battle score for attacker is 27
                Casualties for Germans: 1 cruiser, 1 destroyer and 1 transport
    
        Non Combat Move - British
            2 fighters moved from 5 Sea Zone to United Kingdom
            1 bomber moved from 12 Sea Zone to United Kingdom
    
        Place Units - British
            1 armour, 1 artillery and 1 infantry placed in India
            1 factory placed in Egypt
            1 bomber and 1 infantry placed in United Kingdom
    
        Turn Complete - British
            British collect 40 PUs; end with 40 PUs
            Objective 2: British met a national objective for an additional 5 PUs; end with 45 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by British from Brazil: 1 armour
            EDIT: Removing units owned by British from 18 Sea Zone: 1 transport
            EDIT: Adding units owned by British to 12 Sea Zone: 1 transport
            EDIT: Adding units owned by British to Morocco Algeria: 1 armour
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Germans : -1.00
    British : 2.50
    

    Savegame

    posted in Play Boardgames
  • RE: [Global 1940] Limiting air power

    And something else to consider would be to have different aircraft range rules (for instance whether or not airbases give a movement bonus) for the Europe and Pacific sides of the game map, or perhaps for the Pacific islands versus everywhere else, given that the size of the Pacific is vastly underrepresented on the game map and given that most of the Pacific islands have no IPC values and thus little other incentive to be captured. I was recently reading part of a book by James Dunnigan which made the point that, with eastern China under Japanese occupation and Russia neutral, Japan was beyond the useful reach of any existing American bomber at the start of the Pacific war, including the B-17 (which the Japanese knew about). Even the later and much longer-range B-29 (which the Japanese didn’t know about) couldn’t be deployed in massive numbers against Japan until the American took the Marianas. A few B-29 attacks against Japan were mounted before then from the unoccupied parts of China, but they were impractical because of the difficulties of getting the required fuel to the bases there; about two pounds of fuel had to be expended for every pound that reached the airbases.

    posted in House Rules
  • RE: dawgoneit Axis, -vs- entek Allies, (The Rising Sun).

    TripleA Turn Summary: Thai round 7

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

    Game History

    Round: 7
    
        Combat Move - Thai
            1 Infantry moved from Soem to sz59
            1 Infantry and 1 T.Boat moved from sz59 to sz60
            2 Infantrys moved from Phuket to sz73
            2 Infantrys moved from Malaya to sz60
            1 Infantry moved from sz60 to N.S
            2 Artillerys and 2 Infantrys moved from Malaya to Thailand
            1 Elite and 2 Infantrys moved from Phuket to Thailand
            2 Infantrys and 1 Transport moved from sz73 to sz67
            2 Infantrys moved from sz67 to N.French I.
            2 Infantrys and 1 Transport moved from sz60 to sz66
            2 Infantrys moved from sz66 to N.S
    
        Purchase Units - Thai
            Thai buy 2 Artillerys, 3 Infantrys and 1 Tank; Remaining resources: 0 PUs; 
    
        Non Combat Move - Thai
    
        Place Units - Thai
            2 Artillerys, 3 Infantrys and 1 Tank placed in Phuket
    
        Turn Complete - Thai
            Thai collect 18 PUs; end with 18 PUs
    

    Combat Hit Differential Summary :

    Savegame

    posted in Play Boardgames
  • RE: dawgoneit Axis, -vs- entek Allies, (The Rising Sun).

    TripleA Turn Summary: Hisaichi round 7

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

    Game History

    Round: 7
    
        Combat Move - Hisaichi
            1 Infantry moved from E.Shansi to Shansi
            2 Artillerys and 3 Infantrys moved from Peking to E.Shansi
            8 Infantrys moved from Tientsin to Hopeh
            8 Infantrys moved from Korea to Tientsin
            7 Infantrys moved from Seoul to Korea
            1 Infantry moved from Kiangsi to Hanan
            1 Tankette moved from Hanan to Nanking
            1 Fighter moved from sz60 to sz66
            1 Bomber moved from Phuket to sz66
            1 Infantry moved from Malaya to sz60
            1 Infantry and 1 T.Boat moved from sz60 to sz66
            1 Infantry moved from sz66 to Amdanam
            3 Tankettes moved from Halma to sz70
            1 Infantry moved from Halma to sz70
            1 B.Transport, 1 Infantry, 1 T.Boat and 3 Tankettes moved from sz70 to sz48
            1 Infantry and 3 Tankettes moved from sz48 to Sarong
            1 Infantry moved from Malaya to sz60
            1 Infantry and 1 Transport moved from sz60 to sz66
            1 Infantry moved from sz66 to S.A
            1 Transport moved from sz60 to sz66
            1 Artillery, 1 Infantry and 1 Marine moved from Malaya to sz60
            1 Artillery, 1 B.Transport, 1 Infantry and 1 Marine moved from sz60 to sz59
            1 Artillery, 1 B.Transport, 1 Infantry and 1 Marine moved from sz59 to sz58
            1 Artillery, 1 Infantry and 1 Marine moved from sz58 to Flores
            1 Artillery and 1 Infantry moved from Malaya to sz60
            1 Artillery, 1 Infantry and 1 Transport moved from sz60 to sz58
            1 Artillery and 1 Infantry moved from sz58 to Buru
            1 Artillery moved from Malaya to sz60
            1 Marine moved from Malaya to sz60
            1 Artillery, 1 Marine and 1 Transport moved from sz60 to sz59
            1 Artillery and 1 Marine moved from sz59 to Bava
            1 Artillery moved from Malaya to sz60
            1 Infantry moved from N.S to sz60
            1 Artillery, 1 Infantry and 1 Transport moved from sz60 to sz59
            1 Artillery and 1 Infantry moved from sz59 to Lambok
    
        Purchase Units - Hisaichi
            Hisaichi buy 2 Artillerys, 1 Destroyer, 1 Elite, 1 Fighter, 21 Infantrys and 1 Tank; Remaining resources: 0 PUs; 
    
        Combat - Hisaichi
            Battle in Flores
                Hisaichi attack with 1 Artillery, 1 Infantry and 1 Marine
                Dutch defend with 1 Artillery
                    Hisaichi roll dice for 1 Artillery, 1 Infantry and 1 Marine in Flores, round 2 : 1/3 hits, 1.00 expected hits
                    Dutch roll dice for 1 Artillery in Flores, round 2 : 0/1 hits, 0.33 expected hits
                    1 Artillery owned by the Dutch lost in Flores
                Hisaichi win, taking Flores from Dutch with 1 Artillery, 1 Infantry and 1 Marine remaining. Battle score for attacker is 4
                Casualties for Dutch: 1 Artillery
            Battle in Lambok
                Hisaichi attack with 1 Artillery and 1 Infantry
                Dutch defend with 1 Infantry
                    Hisaichi roll dice for 1 Artillery and 1 Infantry in Lambok, round 2 : 1/2 hits, 0.67 expected hits
                    Dutch roll dice for 1 Infantry in Lambok, round 2 : 1/1 hits, 0.33 expected hits
                    1 Infantry owned by the Dutch and 1 Infantry owned by the Hisaichi lost in Lambok
                Hisaichi win, taking Lambok from Dutch with 1 Artillery remaining. Battle score for attacker is 0
                Casualties for Hisaichi: 1 Infantry
                Casualties for Dutch: 1 Infantry
            Battle in Sarong
                Hisaichi attack with 1 Infantry and 3 Tankettes
                Anzac defend with 1 EarlyFighter; Dutch defend with 1 Artillery and 1 Infantry
                    Hisaichi roll dice for 1 Infantry and 3 Tankettes in Sarong, round 2 : 1/4 hits, 1.17 expected hits
                    Dutch roll dice for 1 Artillery, 1 EarlyFighter and 1 Infantry in Sarong, round 2 : 2/3 hits, 1.17 expected hits
                    1 Tankette owned by the Hisaichi, 1 Infantry owned by the Dutch and 1 Infantry owned by the Hisaichi lost in Sarong
                    Hisaichi roll dice for 2 Tankettes in Sarong, round 3 : 1/2 hits, 0.67 expected hits
                    Dutch roll dice for 1 Artillery and 1 EarlyFighter in Sarong, round 3 : 0/2 hits, 0.83 expected hits
                    1 Artillery owned by the Dutch lost in Sarong
                    Hisaichi roll dice for 2 Tankettes in Sarong, round 4 : 1/2 hits, 0.67 expected hits
                    Dutch roll dice for 1 EarlyFighter in Sarong, round 4 : 0/1 hits, 0.50 expected hits
                    1 EarlyFighter owned by the Anzac lost in Sarong
                Hisaichi win, taking Sarong from Dutch with 2 Tankettes remaining. Battle score for attacker is 8
                Casualties for Hisaichi: 1 Infantry and 1 Tankette
                Casualties for Dutch: 1 Artillery and 1 Infantry
                Casualties for Anzac: 1 EarlyFighter
            Battle in Buru
                Hisaichi attack with 1 Artillery and 1 Infantry
                Dutch defend with 1 Infantry
                    Hisaichi roll dice for 1 Artillery and 1 Infantry in Buru, round 2 : 1/2 hits, 0.67 expected hits
                    Dutch roll dice for 1 Infantry in Buru, round 2 : 0/1 hits, 0.33 expected hits
                    1 Infantry owned by the Dutch lost in Buru
                Hisaichi win, taking Buru from Dutch with 1 Artillery and 1 Infantry remaining. Battle score for attacker is 2
                Casualties for Dutch: 1 Infantry
            Battle in sz66
                Hisaichi attack with 1 Bomber, 1 Fighter, 1 T.Boat and 2 Transports
                British defend with 1 Destroyer
                    Hisaichi roll dice for 1 Bomber, 1 Fighter, 1 T.Boat and 2 Transports in sz66, round 2 : 1/3 hits, 1.50 expected hits
                    British roll dice for 1 Destroyer in sz66, round 2 : 0/1 hits, 0.50 expected hits
                    1 Destroyer owned by the British lost in sz66
                Hisaichi win with 1 Bomber, 1 Fighter, 1 T.Boat and 2 Transports remaining. Battle score for attacker is 8
                Casualties for British: 1 Destroyer
            Battle in S.A
            Battle in Amdanam
            Battle in Bava
                Hisaichi attack with 1 Artillery and 1 Marine
                Dutch defend with 1 Infantry
                    Hisaichi roll dice for 1 Artillery and 1 Marine in Bava, round 2 : 1/2 hits, 0.83 expected hits
                    Dutch roll dice for 1 Infantry in Bava, round 2 : 0/1 hits, 0.33 expected hits
                    1 Infantry owned by the Dutch lost in Bava
                Hisaichi win, taking S.A from British, taking Amdanam from British, taking Bava from Dutch with 1 Artillery and 1 Marine remaining. Battle score for attacker is 2
                Casualties for Dutch: 1 Infantry
    
        Non Combat Move - Hisaichi
            1 Bomber moved from sz66 to Phuket
            1 Artillery moved from Malaya to Thailand
            1 Destroyer moved from sz73 to sz66
            1 Carrier moved from sz60 to sz66
            1 Destroyer and 3 Transports moved from sz60 to sz66
            6 Infantrys moved from Hongkong to Kwangtung
    
        Place Units - Hisaichi
            1 Destroyer and 1 Fighter placed in sz66
            4 Infantrys placed in Malaya
            4 Infantrys placed in S.Borneo
            Hisaichi undo move 3.
            2 Artillerys, 1 Elite and 1 Infantry placed in S.Borneo
            6 Infantrys placed in Hongkong
            2 Infantrys and 1 Tank placed in Peking
            8 Infantrys placed in Seoul
    
        Turn Complete - Hisaichi
            Hisaichi collect 82 PUs; end with 82 PUs
    

    Combat Hit Differential Summary :

    Hisaichi : 0.83
    British : -0.50
    Dutch : -0.83
    

    Savegame

    posted in Play Boardgames
  • RE: [Global 1940] Limiting air power

    Another option to make up for the lost 1 move is to let up to 1 or 2 or 3 planes scramble into a territory next to it. Limit only 3 planes or 1 airbase scramble per territory.

    The 1 less move will slow the game down. Its how far you want to go.
    Good Luck.

    posted in House Rules
  • RE: [Global 1940] Limiting air power

    @ShadowHAwk said in Limiting air power:

    Might make airbases less powerfull. The idea of adding 1 extra range to the attack ranged of a plane does help a lot making the pacific island suddenly pretty usefull to capture.

    And well limitation can also be done by players no need to mod for it.

    Cheaper airbase will give the scramble option in some areas too to protect smaller fleets.
    Granted some islands only had strips so 1 plane could only scramble but its what you want in your game.

    posted in House Rules