@Daaras Scramble decisions?
L21 PtV FlyingBadger (AL) vs AetV (AX+8)
-
@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
Scramble the Baltic States with three available Ftr’s?
No thanks.
-
@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
@flyingbadger said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
I’ve probably played about 6 or so games of PtV as the Allies, most German openings have been taking Normandy and Paris whilst attacking chunks of the Royal Navy. Triggering Vichy seems the right thing to do also. Your purchase of the major IC was interesting and would like to see the long term affect of Germany being able continually drop a lot of units close to both Russia and the Middle East.
That purchase does free up the British to buy offensively on UK1. My initial reaction was that it would allow Germany to aggresively push through Ukraine and into the Middle East and get around Moscow or towards India depending on strategy, dice, etc… but at the expense of giving Russia or the UK opportunities elsewhere on early turns.
I liked the mix of units purchase G2 and G3. You’re not badly poised with Germany for the assault on Russia, especially in the south, and the only Allied shipping is on the other side of the Atlantic. Italy is controlling most of the Med as well so that’s one less thing for Germany to have to worry about at the moment (I have been much more aggresive towards Italy in more recent games as the PtV objectives can let Italy become a difficult problem for the Allies if not given enough attention).
Russia does have a bit more of a sting in PtV, in another game I have captured Finland with nothing in Norway to stop me and have nearly 60 IPCs of income on turn 3!
I’ve attached the save file from the best German play I’ve experienced so far, Adam514 is kicking my butt in this game (I have just offered him a draw if he asks nicely :wink: ).
triplea_37205_8jap.tsvgI’m not the most experienced player but those are my thoughts for what they are worth. If you have specific questions I’m happy to try and answer them. I will be asking you for feedback once the game is settled.
It was very interresting to read your thoughts and opinions about our game and PtV in general. For my self, i have nearly the same thoughts as you.
If one side does bad, you still have the other side of the whole theatre.
What really frustrated me was the fact that PtV has a much greater impact than BM3/4 on this matter I think. While you now have more options with Japan, the time window for Germany is closeing in faster.Maybe that would be the propper solution to play PtV without a bid at all by simply extend the supplyline EUS vs Gibraltar by one additional SZ.
But this needs to be discussed elsewhere and should not come now from me since I play Axis and would wish for some sort of inner relief :blush:At least I also know that I am doing not sooo bad, wich is something.
You’re doing fine, I’ve only played 8 games of PtV about 7 of those as Allies and most opponements have struggled with Germany even though they are experienced in other versions of the game.
I’m new to G40, BM and PtV so I’m learning each at the same time, but I maybe players who are used to G40 and BM are having a hard time unlearning that Russia is easy to take. They have a bigger income and the map is harder for a quick strike towards Moscow, perhaps the most improtant change is the loss of Russian factories on capture. These all mean the Germany can quickly lose momentum against Russia, however if it’s other fronts hold then they will grind down Russia eventually. I experience this in G40, BM and PtV because I’m learning how to optimally play Germany all all forms of the game. Maybe you are just not matching your own expections, but maybe the expectations need to be recalibrated for now!
I like your idea of making the mid-Atlantic bigger, and could balance well with Russia’s ability to stand for longer. I would find it nice if the Allies were forced to convoy via Iceland as I’m always interested in doing things the historic way (but only if it makes competitive sense).
-
@aequitas-et-veritas You got me thinking…
If the Allies were doscouraged from being able to easily shuttle across to N.Africa then it might make it worth them going via Iceland, a harbour there would allow going into the Channel, or even attack Denmark. Could go down (Caribbean or Brazil) to come up to N.Africa or maybe France, depending on the sea zones connections. I’m sure there would be lots of unintended consequences, but it is an interesting idea. -
@aequitas-et-veritas LOL, forgot to mention the important bit, which is altering the sea zones off Nova Scotia so it connects to E.US so units built there could go straight to Iceland.
-
@aequitas-et-veritas Hang on, the last post was gibberish, I seem to be struggling counting to either 2 or 3 :drooling_face: The north Atlantic is already well set up for a 2 step Iceland shuttle, it’s the ease of going across to the safety of Gibraltar / Morocco in 1 move that makes it the go to route.
-
@flyingbadger yeah basically put a half circle arround Gibraltar/Morroco and it is fixed.
This woul also come closer to the historical part. Since it took a while for the US to cross the Atl… -
TripleA Turn Summary: Germans round 4
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Research Technology - Germans Purchase Units - Germans Germans repair damage of 3x factory_minor; Remaining resources: 50 PUs; Germans buy 2 destroyers, 1 fighter and 8 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 mech_infantry moved from Poland to Southern Belarus Germans take Southern Belarus from Russians 6 armour, 4 artilleries, 2 infantry and 3 mech_infantrys moved from Poland to Baltic States 4 armour, 5 artilleries, 27 infantry and 1 mech_infantry moved from Bessarabia to Ukraine 2 bombers moved from Germany to Finland 1 fighter moved from 116 Sea Zone to Finland Combat - Germans Battle in Ukraine Germans attack with 4 armour, 5 artilleries, 27 infantry and 1 mech_infantry Russians defend with 1 factory_minor and 1 infantry Germans roll dice for 4 armour, 5 artilleries, 27 infantry and 1 mech_infantry in Ukraine, round 2 : 10/37 hits, 9,33 expected hits Russians roll dice for 1 infantry in Ukraine, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Ukraine Germans win, taking Ukraine from Russians with 4 armour, 5 artilleries, 27 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Baltic States Germans attack with 6 armour, 4 artilleries, 2 infantry and 3 mech_infantrys Russians defend with 1 artillery and 3 infantry Germans roll dice for 6 armour, 4 artilleries, 2 infantry and 3 mech_infantrys in Baltic States, round 2 : 7/15 hits, 6,00 expected hits Russians roll dice for 1 artillery and 3 infantry in Baltic States, round 2 : 1/4 hits, 1,33 expected hits 3 infantry owned by the Russians, 1 artillery owned by the Russians and 1 infantry owned by the Germans lost in Baltic States Germans win, taking Baltic States from Russians with 6 armour, 4 artilleries, 1 infantry and 3 mech_infantrys remaining. Battle score for attacker is 10 Casualties for Germans: 1 infantry Casualties for Russians: 1 artillery and 3 infantry Battle in Finland Germans attack with 2 bombers and 1 fighter British defend with 1 bomber; Russians defend with 1 armour Germans roll dice for 2 bombers and 1 fighter in Finland, round 2 : 2/3 hits, 1,50 expected hits Russians roll dice for 1 armour and 1 bomber in Finland, round 2 : 1/2 hits, 0,67 expected hits 1 armour owned by the Russians, 1 bomber owned by the Germans and 1 bomber owned by the British lost in Finland Germans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 6 Casualties for Germans: 1 bomber Casualties for Russians: 1 armour Casualties for British: 1 bomber Trigger Germans Destroy Factories Ukraine: has removed 1 factory_minor owned by Germans in Ukraine Non Combat Move - Germans Trigger Ukraine Has Fallen to Germans Switch: Setting switch to false for conditionAttachment_Russian_Ukraine_Factory_May_Be_Destroyed attached to Germans 1 bomber moved from Finland to Western Germany 1 fighter moved from Finland to 115 Sea Zone 1 carrier, 1 destroyer, 1 submarine, 1 tactical_bomber and 2 transports moved from 116 Sea Zone to 115 Sea Zone 1 destroyer moved from 115 Sea Zone to 113 Sea Zone 1 aaGun moved from Holland Belgium to France 1 aaGun moved from Bessarabia to Ukraine 1 aaGun moved from Romania to Eastern Poland 2 infantry moved from Romania to Eastern Poland 2 mech_infantrys moved from Romania to Ukraine 1 armour moved from Romania to Ukraine 2 armour and 1 mech_infantry moved from Romania to Eastern Poland 1 artillery and 3 infantry moved from Germany to Western Germany Place Units - Germans 3 infantry placed in France 1 fighter placed in Western Germany 2 destroyers placed in 115 Sea Zone 3 infantry placed in Romania 2 infantry placed in Western Germany Turn Complete - Germans Germans collect 46 PUs; end with 46 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 49 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 3 PUs; end with 57 PUs
Combat Hit Differential Summary :
Russians regular : -0,33 Germans regular : 2,17
-
TripleA Turn Summary: Russians round 4
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Purchase Units - Russians Russians buy 1 armour, 4 artilleries, 11 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Smolensk to Southern Belarus 1 fighter moved from Russia to Southern Belarus 3 fighters and 1 tactical_bomber moved from Leningrad to Southern Belarus Combat - Russians Battle in Southern Belarus Russians attack with 4 fighters, 1 infantry and 1 tactical_bomber Germans defend with 1 mech_infantry Russians roll dice for 4 fighters, 1 infantry and 1 tactical_bomber in Southern Belarus, round 2 : 3/6 hits, 2.83 expected hits Germans roll dice for 1 mech_infantry in Southern Belarus, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Germans lost in Southern Belarus Russians win, taking Southern Belarus from Germans with 4 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 5 Casualties for Germans: 1 mech_infantry Non Combat Move - Russians 4 fighters and 1 tactical_bomber moved from Southern Belarus to Russia 2 aaGuns and 3 infantry moved from Leningrad to Vologda 1 infantry moved from Leningrad to Northern Belarus 2 artilleries and 3 infantry moved from Vyborg to Finland 2 infantry moved from Smolensk to Bryansk 6 infantry moved from Russia to Bryansk 1 aaGun, 2 artilleries and 14 infantry moved from Kursk to Bryansk 1 infantry moved from Tambov to Rostov 1 infantry moved from Northern Caucasus to Southern Caucasus 1 infantry moved from Stalingrad to Northern Caucasus 2 infantry moved from Tambov to Stalingrad 3 infantry moved from Timguska to Urals 2 aaGuns and 9 infantry moved from Yenisey to Timguska 3 infantry moved from Yakut S.S.R. to Yenisey 1 submarine moved from 112 Sea Zone to 94 Sea Zone 1 submarine moved from 118 Sea Zone to 117 Sea Zone Place Units - Russians 1 armour, 3 artilleries, 5 infantry and 1 mech_infantry placed in Russia 1 artillery and 2 infantry placed in Stalingrad 3 infantry placed in Urals 1 infantry placed in Leningrad Turn Complete - Russians Russians collect 43 PUs; end with 43 PUs Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 46 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 48 PUs Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 50 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 52 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 55 PUs
Combat Hit Differential Summary :
Germans regular : -0.33 Russians regular : 0.17
-
TripleA Turn Summary: Japanese round 4
TripleA Turn Summary for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Purchase Units - Japanese Japanese buy 1 armour, 2 artilleries, 1 destroyer, 1 factory_minor, 1 harbour, 4 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 2 infantry and 1 mech_infantry moved from Jehol to Chahar 1 fighter moved from Southern Manchuria to Chahar 2 infantry moved from Kweichow to Yunnan 1 fighter and 1 tactical_bomber moved from French Indo China to Yunnan 1 bomber moved from French Indo China to Shansi 1 artillery moved from Anhwe to Shansi Combat - Japanese Battle in Yunnan Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber British defend with 1 infantry Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Yunnan, round 2 : 1/4 hits, 1,50 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Yunnan Japanese win, taking Yunnan from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Shansi Japanese attack with 1 artillery and 1 bomber Chinese defend with 1 infantry Japanese roll dice for 1 artillery and 1 bomber in Shansi, round 2 : 0/2 hits, 0,83 expected hits Chinese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 artillery and 1 bomber in Shansi, round 3 : 0/2 hits, 0,83 expected hits Chinese roll dice for 1 infantry in Shansi, round 3 : 1/1 hits, 0,33 expected hits 1 artillery owned by the Japanese lost in Shansi 1 bomber owned by the Japanese retreated Chinese win with 1 infantry remaining. Battle score for attacker is -4 Casualties for Japanese: 1 artillery Battle in Chahar Japanese attack with 1 fighter, 2 infantry and 1 mech_infantry Chinese defend with 3 infantry Japanese roll dice for 1 fighter, 2 infantry and 1 mech_infantry in Chahar, round 2 : 1/4 hits, 1,00 expected hits Chinese roll dice for 3 infantry in Chahar, round 2 : 3/3 hits, 1,00 expected hits 2 infantry owned by the Japanese, 1 mech_infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Chahar 1 fighter owned by the Japanese retreated Chinese win with 2 infantry remaining. Battle score for attacker is -8 Casualties for Japanese: 2 infantry and 1 mech_infantry Casualties for Chinese: 1 infantry Non Combat Move - Japanese 2 artilleries and 2 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Southern Manchuria to Jehol 1 bomber moved from Shansi to Jehol 1 fighter moved from Chahar to Jehol 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from 37 Sea Zone to French Indo China 1 fighter and 1 tactical_bomber moved from French Indo China to Manilla 1 marine moved from Davao to 36 Sea Zone 1 transport moved from 36 Sea Zone to 7 Sea Zone 1 marine moved from Guam to 22 Sea Zone 1 cruiser and 1 marine moved from 22 Sea Zone to 7 Sea Zone 2 battleships, 1 carrier, 1 cruiser, 1 destroyer, 1 marine, 1 submarine and 2 tactical_bombers moved from 36 Sea Zone to 44 Sea Zone 1 infantry moved from Celebes to 45 Sea Zone 1 infantry and 1 transport moved from 45 Sea Zone to 43 Sea Zone 1 infantry moved from Java to 43 Sea Zone 2 infantry and 1 transport moved from 43 Sea Zone to 44 Sea Zone 2 infantry moved from 44 Sea Zone to Borneo 1 marine moved from 44 Sea Zone to Borneo 1 transport moved from 43 Sea Zone to 37 Sea Zone 1 infantry moved from Sumatra to 38 Sea Zone 1 infantry and 1 transport moved from 38 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Borneo 1 artillery and 1 infantry moved from Malaya to 132 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 132 Sea Zone to 44 Sea Zone 1 artillery and 1 infantry moved from 44 Sea Zone to Borneo 1 armour moved from Malaya to French Indo China 1 destroyer moved from 38 Sea Zone to 56 Sea Zone 1 destroyer moved from 43 Sea Zone to 44 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to French Indo China 2 infantry moved from Southern Manchuria to Jehol 2 infantry moved from Southern Manchuria to Northern Manchuria 1 infantry moved from Southern Manchuria to Jehol 1 marine moved from 7 Sea Zone to Japan 1 fighter moved from Japan to Caroline Islands 1 infantry moved from Hunan to Kweichow 1 infantry moved from Kwangtung to Hunan 1 infantry moved from Kiangsi to Anhwe 1 infantry moved from Kwangtung to Kiangsi 1 artillery moved from Kwangtung to Kwangsi 1 fighter moved from Japan to Manilla 1 tactical_bomber moved from 44 Sea Zone to French Indo China 1 fighter moved from French Indo China to 44 Sea Zone Place Units - Japanese 1 transport placed in 7 Sea Zone 1 factory_minor placed in Malaya 1 armour, 1 artillery and 1 infantry placed in French Indo China 3 infantry placed in Southern Manchuria 1 artillery placed in Japan 1 harbour placed in Borneo 1 destroyer placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 57 PUs; end with 57 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 60 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 65 PUs
Combat Hit Differential Summary :
Chinese regular : 2,00 Japanese regular : -2,17
-
TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Purchase Units - Americans Americans buy 1 artillery, 2 destroyers, 3 fighters, 4 infantry, 1 marine and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 fighter and 1 tactical_bomber moved from 55 Sea Zone to Dutch New Guinea 1 infantry moved from Queensland to 55 Sea Zone 1 infantry and 1 transport moved from 55 Sea Zone to 22 Sea Zone 1 infantry moved from 22 Sea Zone to Guam 1 destroyer and 3 fighters moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from Morocco to 93 Sea Zone 1 fighter, 2 infantry, 1 submarine and 1 transport moved from 93 Sea Zone to 96 Sea Zone 2 infantry moved from 96 Sea Zone to Tunisia 1 bomber and 1 fighter moved from Gibraltar to 96 Sea Zone 2 armour, 2 infantry and 2 mech_infantrys moved from Morocco to Algeria 2 infantry moved from Brazil to French Guiana Americans take French Guiana from Neutral_Axis
Combat Hit Differential Summary :
-
@aequitas-et-veritas Scramble to SZ113?
-
@flyingbadger No thank you.
-
TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: WW2 Path to Victory, version: 6.0.0
Game History
Round: 4 Purchase Units - Americans Americans buy 1 artillery, 2 destroyers, 3 fighters, 4 infantry, 1 marine and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 fighter and 1 tactical_bomber moved from 55 Sea Zone to Dutch New Guinea 1 infantry moved from Queensland to 55 Sea Zone 1 infantry and 1 transport moved from 55 Sea Zone to 22 Sea Zone 1 infantry moved from 22 Sea Zone to Guam 1 destroyer and 3 fighters moved from 93 Sea Zone to 113 Sea Zone 2 infantry moved from Morocco to 93 Sea Zone 1 fighter, 2 infantry, 1 submarine and 1 transport moved from 93 Sea Zone to 96 Sea Zone 2 infantry moved from 96 Sea Zone to Tunisia 1 bomber and 1 fighter moved from Gibraltar to 96 Sea Zone 2 armour, 2 infantry and 2 mech_infantrys moved from Morocco to Algeria 2 infantry moved from Brazil to French Guiana Americans take French Guiana from Neutral_Axis Combat - Americans Battle in Guam Battle in 113 Sea Zone Americans attack with 1 destroyer and 3 fighters Germans defend with 1 destroyer Americans roll dice for 1 destroyer and 3 fighters in 113 Sea Zone, round 2 : 3/4 hits, 1.83 expected hits Germans roll dice for 1 destroyer in 113 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Germans lost in 113 Sea Zone Americans win, taking Guam from Japanese with 1 destroyer and 3 fighters remaining. Battle score for attacker is 8 Casualties for Germans: 1 destroyer Battle in 96 Sea Zone Americans attack with 1 bomber, 2 fighters, 1 submarine and 1 transport Italians defend with 1 destroyer Americans roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber, 2 fighters and 1 transport in 96 Sea Zone, round 2 : 1/3 hits, 1.50 expected hits Italians roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Italians lost in 96 Sea Zone Americans win with 1 bomber, 2 fighters, 1 submarine and 1 transport remaining. Battle score for attacker is 8 Casualties for Italians: 1 destroyer Battle in Algeria Americans attack with 2 armour, 2 infantry and 2 mech_infantrys Italians defend with 1 mech_infantry Americans roll dice for 2 armour, 2 infantry and 2 mech_infantrys in Algeria, round 2 : 2/6 hits, 2.00 expected hits Italians roll dice for 1 mech_infantry in Algeria, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Italians lost in Algeria Americans win, taking Algeria from Italians with 2 armour, 2 infantry and 2 mech_infantrys remaining. Battle score for attacker is 5 Casualties for Italians: 1 mech_infantry Battle in Tunisia Non Combat Move - Americans
Combat Hit Differential Summary :
Americans regular : 0.33 Italians regular : -0.67 Germans regular : -0.33
-
@aequitas-et-veritas Darn, missed attacking the Japanese destroyer in SZ56. I parked the planes in Dutch New Guinea (guess I missed the sea with the mouse :dizzy_face: ) and forgot to move the sub, not sure why. Is it okay if we do that battle (1xSub 1xFighter 1xTactical vs 1xDestroyer) in the forum please? We can use dicebot. If you don’t want to allow that battle then would it be okay for me to undo the plane move please (as I’ll need to retreat them away with the fleet from your super base on Borneo)?
-
@flyingbadger No, it is totally ok with me if you roll it here on the forum.
I saw your planes and wondered. -
@aequitas-et-veritas said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
@flyingbadger No, it is totally ok with me if you roll it here on the forum.
I saw your planes and wondered.Thanks.
Rolling for the sub, the fighter and the tactical…
[dice 1d6<=2 1d6<=3 1d6<=4] -
1d6<=2: 1; Hits: 1
1d6<=3: 1; Hits: 1
1d6<=4: 6; Hits: 0 -
@dicebot said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
1d6<=2: 1; Hits: 1
1d6<=3: 1; Hits: 1
1d6<=4: 6; Hits: 02 hits (sub and fighter)
Rolling for the destroyer…
[dice 1d6<=2] -
1d6<=2: 4; Hits: 0
-
@dicebot said in L21 PtV FlyingBadger (AL) vs AetV (AX+8):
1d6<=2: 4; Hits: 0
I get the result as US wins with no casualties and the Japanese lose the destroyer, but let me know if this isn’t okay.