scramble option for sz100
L25 G40 OOB Gamerman01 (x) v VictoryFirst (+50)
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Rolling on forum because Triple A doesn’t do mixed fleet battles correctly. Maybe it wouldn’t matter for this battle, but I don’t want to have to figure that out.
Will edit for results
You’ve already shown Triple A skills, when you edited the fighter to 97, so that’s good
Casualty choice for 97 needed
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@gamerman01 said in L25 G40 OOB Gamerman01 (x) v VictoryFirst (+50):
Casualty choice for 97 needed
Please kill the DD, Cruiser and a FTR
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I am glad my spreading out tactic worked out. Usually when you can’t put all of your units in the same spot, it’s best to spread them all out. If I had put all of my aircraft in Malta or Syria, you would have been able to destroy all of them. Now I’ve only lost the bomber. That’s why my British NCM took so long, I had to check all possible Italian attacks and consider all distributions of UK forces. This one ended up being the best in my eyes.
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No more Italian transports to worry about!
Can’t finish the turn right now, was just checking in quick
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Oh, I was rolling it on the forum…
OK, I just clicked it in Triple A so it sent one dice result which doesn’t count. As it were, it was a hit with my sub and then I stopped, confused at what was happening.
SO
here is the UK defense:
[dice 2d6<=2]
[dice 1d6<=3]
[dice 2d6<=4] -
2d6<=2: 6, 5; Hits: 0
1d6<=3: 5; Hits: 0
2d6<=4: 5, 5; Hits: 0 -
Um…
3 immediate thoughts- I hope you don’t doubt the integrity of the forum dice roller
- Why are you and @GovZ getting punished for all the horrible dice I’m getting in my other 2 games
- I feel like I should give you a re-roll, but I just got another player who asked for a game minutes ago, and the dice could turn right around and rip me again.
So…
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[dice 1d6<=2]
[dice 2d6<=2]
[dice 3d6<=3]
[dice 1d6<=4]UK
[dice 1d6<=2]
[dice 1d6<=4] -
1d6<=2: 1; Hits: 1
2d6<=2: 6, 5; Hits: 0
3d6<=3: 2, 2, 4; Hits: 2
1d6<=4: 2; Hits: 1
1d6<=2: 5; Hits: 0
1d6<=4: 6; Hits: 0 -
I am sorry, I’ve had several bad results recently but none of them singularly that rough. If you’d like to see me getting beat up by dice, look no farther than my last German turn against Pacifier in the playoffs, or the US/China/UK move Oysteilo just put down on me.
If we weren’t playing a game that counts in permanent record books and if I didn’t have a new guy hoping to play me, I’d give you an average result in its place.
OK, you probably don’t need any of that girly stuff, you’re a hardened A&A veteran and you know how it goes.
Now why did I attack Tunisia? Hm… I guess it’s not too much of a right or wrong.
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That’s 5 5’s and 2 6’s in an important round 1 fleet battle. I gotta feel guilty about that.
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TripleA Turn Summary: Italians round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 1 Purchase Units - Italians Italians buy 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs; Politics - Italians Italians takes Political Action: Political Action Italians To War With Chinese Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War Combat Move - Italians 1 cruiser, 1 destroyer and 1 submarine moved from 95 Sea Zone to 97 Sea Zone 1 destroyer moved from 96 Sea Zone to 97 Sea Zone 1 bomber moved from Northern Italy to 97 Sea Zone 2 fighters moved from Southern Italy to 97 Sea Zone 1 infantry moved from Italian Somaliland to British Somaliland Italians take British Somaliland from British 1 infantry moved from Ethiopia to Kenya Italians take Kenya from British 1 armour, 2 artilleries and 2 infantry moved from Northern Italy to Southern France 1 artillery and 1 infantry moved from Libya to Tunisia 1 mech_infantry moved from Tobruk to Tunisia 1 transport moved from 95 Sea Zone to 96 Sea Zone 1 armour, 1 artillery and 2 infantry moved from Tobruk to 96 Sea Zone 1 armour, 1 artillery and 2 infantry moved from 96 Sea Zone to Malta Combat - Italians Battle in Malta Italians attack with 1 armour, 1 artillery and 2 infantry British defend with 1 aaGun, 1 bomber and 1 infantry Italians roll dice for 1 armour, 1 artillery and 2 infantry in Malta, round 2 : 2/4 hits, 1.33 expected hits British roll dice for 1 aaGun, 1 bomber and 1 infantry in Malta, round 2 : 1/2 hits, 0.50 expected hits 1 infantry owned by the Italians lost in Malta 1 aaGun owned by the British and 1 bomber owned by the British lost in Malta Italians roll dice for 1 armour, 1 artillery and 1 infantry in Malta, round 3 : 1/3 hits, 1.17 expected hits British roll dice for 1 infantry in Malta, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Malta Italians win, taking Malta from British with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 17 Casualties for Italians: 1 infantry Casualties for British: 1 aaGun, 1 bomber and 1 infantry Battle in Southern France Italians attack with 1 armour, 2 artilleries and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Southern France, round 2 : 0/5 hits, 1.83 expected hits French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 0/2 hits, 0.67 expected hits Italians roll dice for 1 armour, 2 artilleries and 2 infantry in Southern France, round 3 : 0/5 hits, 1.83 expected hits French roll dice for 1 artillery and 1 infantry in Southern France, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Italians lost in Southern France Italians roll dice for 1 armour, 2 artilleries and 1 infantry in Southern France, round 4 : 2/4 hits, 1.50 expected hits French roll dice for 1 artillery and 1 infantry in Southern France, round 4 : 0/2 hits, 0.67 expected hits 1 infantry owned by the French and 1 artillery owned by the French lost in Southern France Italians win, taking Southern France from French with 1 armour, 2 artilleries and 1 infantry remaining. Battle score for attacker is 4 Casualties for Italians: 1 infantry Casualties for French: 1 artillery and 1 infantry Battle in 97 Sea Zone Italians attack with 1 bomber, 1 cruiser, 2 destroyers, 2 fighters and 1 submarine British defend with 1 carrier, 1 cruiser, 1 destroyer and 2 fighters Italians roll dice for 1 submarine in 97 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Turning on Edit Mode EDIT: Removing units owned by British from 97 Sea Zone: 1 cruiser, 1 destroyer and 1 fighter EDIT: Removing units owned by British from 97 Sea Zone: 1 carrier and 1 fighter EDIT: Turning off Edit Mode Units damaged: 1 carrier owned by the British Italians roll dice for 1 bomber, 1 cruiser, 2 destroyers and 2 fighters in 97 Sea Zone, round 2 : 3/6 hits, 2.83 expected hits British roll dice for 1 carrier, 1 cruiser, 1 destroyer and 2 fighters in 97 Sea Zone, round 2 : 4/5 hits, 2.50 expected hits 2 destroyers owned by the Italians, 1 fighter owned by the Italians and 1 submarine owned by the Italians lost in 97 Sea Zone 1 destroyer owned by the British, 1 cruiser owned by the British and 1 carrier owned by the British lost in 97 Sea Zone Italians roll dice for 1 bomber, 1 cruiser and 1 fighter in 97 Sea Zone, round 3 : 2/3 hits, 1.67 expected hits British roll dice for 2 fighters in 97 Sea Zone, round 3 : 2/2 hits, 1.33 expected hits 1 cruiser owned by the Italians and 1 fighter owned by the Italians lost in 97 Sea Zone 2 fighters owned by the British lost in 97 Sea Zone Italians win with 1 bomber remaining. Battle score for attacker is 2 Casualties for Italians: 1 cruiser, 2 destroyers, 2 fighters and 1 submarine Casualties for British: 1 carrier, 1 cruiser, 1 destroyer and 2 fighters Battle in Tunisia Italians attack with 1 artillery, 1 infantry and 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 1/3 hits, 0.83 expected hits French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the French lost in Tunisia Italians win, taking Tunisia from French with 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for French: 1 infantry Non Combat Move - Italians Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Italians to 97 Sea Zone: 1 cruiser, 2 destroyers and 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Italians to Western Germany: 2 fighters EDIT: Turning off Edit Mode 1 infantry moved from Tobruk to Libya 1 artillery and 1 infantry moved from Ethiopia to Kenya 2 infantry moved from Albania to Bulgaria 1 aaGun moved from Northern Italy to Yugoslavia 1 aaGun moved from Northern Italy to Western Germany 1 bomber moved from 97 Sea Zone to Southern Italy 4 infantry moved from Southern Italy to Northern Italy 1 armour moved from Albania to Romania Place Units - Italians 1 submarine placed in 95 Sea Zone 1 mech_infantry placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 1,1 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 2 Italians collect 12 PUs (3 lost to blockades); end with 12 PUs
Combat Hit Differential Summary :
French regular : -1.33 Italians regular : -1.33 British regular : 2.33
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I handled everything properly, but it would have been even better if I’d conducted it in a way that MARTI dice were not rolled at all.
Wouldn’t you know it the MARTI had a very different result than the one that counted on the forum
If it’s a bad look, I’m happy to talk about it but knowing you what amount I do, I think you understand. Still, I’ll feel better after I hear from you. To your credit, I know more than a couple of players who would have a meltdown.
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TripleA Turn Summary: French round 1
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 1 Purchase Units - ANZAC ANZAC buy 1 fighter; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone 1 aaGun and 1 infantry moved from 42 Sea Zone to Java ANZAC take Java from Dutch 1 aaGun and 1 infantry moved from New South Wales to South Australia 1 artillery and 2 infantry moved from Queensland to South Australia 1 fighter moved from Queensland to Malaya 1 destroyer moved from 62 Sea Zone to 63 Sea Zone 2 fighters moved from New Zealand to Central America Place Units - ANZAC 1 fighter placed in New South Wales Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs Combat Move - French 1 artillery and 1 infantry moved from Normandy Bordeaux to Holland Belgium French take Holland Belgium from Germans Combat - French Non Combat Move - French 1 cruiser and 1 destroyer moved from 93 Sea Zone to 91 Sea Zone 1 infantry moved from French West Africa to French Central Africa 1 destroyer moved from 72 Sea Zone to 58 Sea Zone Turn Complete - French
Combat Hit Differential Summary :
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@gamerman01 said in L25 G40 OOB Gamerman01 (x) v VictoryFirst (+50):
If it’s a bad look, I’m happy to talk about it but knowing you what amount I do, I think you understand. Still, I’ll feel better after I hear from you. To your credit, I know more than a couple of players who would have a meltdown.
No worries, I never get meltdowns from the dice. You did everything right. 😀
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Whew, I really was worried, thanks for assuring me
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I am a bit unusual in getting ANZAC planes to India ASAP, then destroy Italian can openers.
Yours is even a bit more unusual (which is often a good thing) in going straight to Europe and getting to the Med faster, though time to the Eastern front might actually be a turn slower and requiring a Gibraltar airbase. But with the Italian fleet being stupid healthy, the ANZ planes to Mexico make sense - nice!
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@gamerman01 Yes, I am not a fan of ANZAC building subs/transports, unless I go KJF. Usually the damage you can do to Japan is negligible. Fighters however are a much more effective way to bring the ANZAC resources into action! And I like this path through Mexico because of several reasons. I have actually not tried the path via India before.
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India crush used to be a common strategy and the planes to get there were vital. I had a playoff game about a year ago where if I hadn’t gone all planes to Java, then to India ANZ2 India was gone J3
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@gamerman01 I assume the British took Java so that ANZAC planes could land there?
So India crush is not used anymore?