Okay, starting one here. Whats your OOL for sz24. Attacking AIR only (2 ftr 1 bmb)
Stalingradski (Allies) vs. Fortress (Axis) - G40
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My 7 yr-old is sitting next to me; she wants to learn how to play! Hahahaha.
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Very cool, sir - I have a 7 year old daughter as well. She gets to roll dice from time to time… :-D
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Test summary from TripleA, engine version: 1.6.1.2, time: 20:15:46
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Geography, Math, History, Gambling… What’s not to like?!? :lol: G1 Combat move is coming up…
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Here are the G1 combat moves. Scramble orders, please, sir.
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No scramble in SZ110.
Hurricanes scramble in SZ111!
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Since we haven’t played together, I’m assuming just the 2 British fighters and not the French one, then?
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Sorry, Fortress - only the fighter in Scotland scrambles, into SZ111.
No scramble from London into 110.
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I guess looking at a map would’ve answered that question… :roll: Face, meet palm. Palm, face.
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:-)
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Your destroyer, transport survived and sunk my sub in z106. You inflicted zero (ZERO?) hits in z110. I hit 4 times in round 1 in z110 – what is order of loss? I can see one very remote scenario and one slightly less remote scenario where it would matter. But I thought I’d ask.
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Your destroyer, transport survived and sunk my sub in z106. You inflicted zero (ZERO?) hits in z110. I hit 4 times in round 1 in z111 – what is order of loss? I can see one very remote scenario and one slightly less remote scenario where it would matter. But I thought I’d ask.
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SZ111 for the OOL question, right? If so, I’ll keep my fighter, sir. I like those!
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Ignore the post from “6:57p”. Sigh… Apparently spending all day with children has rotted my ability to receive and transmit thoughts… z111. I hit 4 times in z111, and would like an order of loss. If you sink the BB and leave the F, and you only hit once in the 1st round, the F might be able to destroy a plane in the 2nd round whereas the BB would only sink a sub. But if my goal was to sink the navy, I might just retreat if you did that rather than risk a 66% chance at losing a plane. So it’s not insignificant (again, only on the off chance that you hit 0-1 times in the 1st combat round with the naval pieces)…
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Right-o. Got it. I’ll sink the BB for you.
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Right on with your math - and I agree - a fighter, combined with you continuing on the attack, equals a chance to remove an important fang from the German maw.
I’ve come to regard aircraft as being as important in this game as capital ships, and I treat them accordingly…
I also see the sero hits in SZ110, and the survival of my UK navy off Canada as being acceptable from a luck perspective.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :1
Politics - Germans
Purchase Units - Germans
Germans buy 1 carrier and 2 transports; Remaining resources: 0 PUs;Combat Move - Germans
3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
3 mech_infantrys moved from Western Germany to Southern France
1 armour moved from Greater Southern Germany to Southern France
1 fighter moved from Slovakia Hungary to Southern France
1 armour and 1 tactical_bomber moved from Poland to Yugoslavia
2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France
1 battleship moved from 113 Sea Zone to 110 Sea Zone
1 submarine moved from 108 Sea Zone to 110 Sea Zone
1 submarine moved from 103 Sea Zone to 110 Sea Zone
1 submarine moved from 117 Sea Zone to 106 Sea Zone
1 submarine moved from 118 Sea Zone to 111 Sea Zone
1 submarine moved from 124 Sea Zone to 111 Sea Zone
1 fighter moved from Norway to 111 Sea Zone
2 bombers and 1 tactical_bomber moved from Germany to 111 Sea Zone
2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
1 fighter moved from Holland Belgium to 110 Sea Zone
1 armour moved from Slovakia Hungary to Yugoslavia
1 armour moved from Romania to Yugoslavia
2 armour moved from Greater Southern Germany to FranceCombat - Germans
British scrambles 1 units out of Scotland to defend against the attack in 111 Sea Zone
Battle in 106 Sea Zone
Germans attack with 1 submarine
British defend with 1 destroyer and 1 transport
Germans roll dice for 1 submarine in 106 Sea Zone, round 1 : 0/1 hits
British roll dice for 1 destroyer and 1 transport in 106 Sea Zone, round 1 : 1/1 hits
1 submarine owned by the Germans lost in 106 Sea Zone
British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6
Casualties for Germans: 1 submarine
Battle in France
Germans attack with 5 armour, 3 artilleries, 7 infantry and 1 mech_infantry
French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
Germans roll dice for 5 armour, 3 artilleries, 7 infantry and 1 mech_infantry in France, round 1 : 8/16 hits
French roll dice for 1 aaGun, 2 armour, 2 artilleries, 1 fighter and 6 infantry in France, round 1 : 4/11 hits
6 infantry owned by the French , 4 infantry owned by the Germans , 1 artillery owned by the British and 1 aaGun owned by the French lost in France
Germans roll dice for 5 armour, 3 artilleries, 3 infantry and 1 mech_infantry in France, round 2 : 5/12 hits
French roll dice for 2 armour, 1 artillery and 1 fighter in France, round 2 : 2/4 hits
1 armour owned by the French , 1 armour owned by the British , 2 infantry owned by the Germans , 1 artillery owned by the French and 1 fighter owned by the French lost in France
Germans captures 19PUs while taking French capital
Germans converts factory_major into different units
Germans win, taking France from French with 5 armour, 3 artilleries, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 35
Casualties for Germans: 6 infantry
Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
Casualties for British: 1 armour and 1 artillery
Battle in Southern France
Germans attack with 1 armour, 1 fighter and 3 mech_infantrys
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Germans roll dice for 1 armour, 1 fighter and 3 mech_infantrys in Southern France, round 1 : 2/5 hits
French roll dice for 1 artillery and 1 infantry in Southern France, round 1 : 2/2 hits
1 infantry owned by the French , 1 artillery owned by the French and 2 mech_infantrys owned by the Germans lost in Southern France
Germans win, taking Southern France from French with 1 armour, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is -1
Casualties for Germans: 2 mech_infantrys
Casualties for French: 1 artillery and 1 infantry
Battle in Yugoslavia
Germans attack with 3 armour, 2 artilleries, 6 infantry and 1 tactical_bomber
Neutral_Allies defend with 5 infantry
Germans roll dice for 3 armour, 2 artilleries, 6 infantry and 1 tactical_bomber in Yugoslavia, round 1 : 5/12 hits
Neutral_Allies roll dice for 5 infantry in Yugoslavia, round 1 : 2/5 hits
2 infantry owned by the Germans and 5 infantry owned by the Neutral_Allies lost in Yugoslavia
Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 4 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Neutral_Allies: 5 infantry
Casualties for Germans: 2 infantry
Battle in 110 Sea Zone
Germans attack with 1 battleship, 3 fighters, 2 submarines and 3 tactical_bombers
French defend with 1 cruiser; British defend with 1 battleship and 1 cruiser
Germans roll dice for 2 submarines in 110 Sea Zone, round 1 : 1/2 hits
Units damaged: 1 battleship owned by the British
Germans roll dice for 1 battleship, 3 fighters and 3 tactical_bombers in 110 Sea Zone, round 1 : 5/7 hits
British roll dice for 1 battleship and 2 cruisers in 110 Sea Zone, round 1 : 0/3 hits
1 cruiser owned by the French , 1 cruiser owned by the British and 1 battleship owned by the British lost in 110 Sea Zone
Germans win with 1 battleship, 3 fighters, 2 submarines and 3 tactical_bombers remaining. Battle score for attacker is 44
Casualties for French: 1 cruiser
Casualties for British: 1 battleship and 1 cruiser
Battle in 111 Sea Zone
Germans attack with 2 bombers, 1 fighter, 2 submarines and 1 tactical_bomber
British defend with 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Germans roll dice for 2 submarines in 111 Sea Zone, round 1 : 0/2 hits
Germans roll dice for 2 bombers, 1 fighter and 1 tactical_bomber in 111 Sea Zone, round 1 : 4/4 hits
British roll dice for 1 battleship, 1 cruiser, 1 destroyer and 1 fighter in 111 Sea Zone, round 1 : 1/4 hits
1 cruiser owned by the British , 1 battleship owned by the British , 1 destroyer owned by the British and 1 submarine owned by the Germans lost in 111 Sea Zone
1 submarine owned by the Germans Submerged
Germans roll dice for 2 bombers, 1 fighter and 1 tactical_bomber in 111 Sea Zone, round 2 : 3/4 hits
British roll dice for 1 fighter in 111 Sea Zone, round 2 : 1/1 hits
1 fighter owned by the British and 1 fighter owned by the Germans lost in 111 Sea Zone
Germans win with 2 bombers and 1 tactical_bomber remaining. Battle score for attacker is 34
Casualties for Germans: 1 fighter and 1 submarine
Casualties for British: 1 battleship, 1 cruiser, 1 destroyer and 1 fighter
Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to FrenchNon Combat Move - Germans
1 fighter moved from Southern France to Northern Italy
1 tactical_bomber moved from Yugoslavia to Southern Italy
1 cruiser moved from 114 Sea Zone to 112 Sea Zone
1 transport moved from 114 Sea Zone to 112 Sea Zone
2 infantry moved from Denmark to 112 Sea Zone
2 infantry moved from 112 Sea Zone to Norway
1 infantry moved from Norway to Finland
Germans take Finland from Neutral_Axis
2 aaGuns moved from Western Germany to France
1 aaGun and 2 infantry moved from Germany to Western Germany
1 tactical_bomber moved from 111 Sea Zone to 112 Sea Zone
2 bombers moved from 111 Sea Zone to Western Germany
1 fighter moved from 110 Sea Zone to 112 Sea Zone
2 fighters and 3 tactical_bombers moved from 110 Sea Zone to Western Germany
1 infantry moved from Romania to Bulgaria
Germans take Bulgaria from Neutral_Axis
1 artillery moved from Germany to Western Germany
2 aaGuns, 2 artilleries and 9 infantry moved from Germany to Poland
2 infantry moved from Slovakia Hungary to RomaniaPlace Units - Germans
1 carrier and 2 transports placed in 112 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,2
Germans collect 39 PUs (3 lost to blockades); end with 58 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsTerritory Summary for Germans :
Southern France : 1 flag, 1 armour, 1 factory_minor, 1 harbour and 1 mech_infantry
France : 1 flag, 2 aaGuns, 1 airfield, 5 armour, 3 artilleries, 1 factory_minor, 1 infantry and 1 mech_infantry
Western Germany : 1 flag, 2 aaGuns, 1 airfield, 1 artillery, 2 bombers, 1 factory_major, 2 fighters, 1 harbour, 2 infantry and 3 tactical_bombers
Romania : 1 flag, 3 infantry
Poland : 1 flag, 2 aaGuns, 2 artilleries and 12 infantry
Germany : 1 flag, 1 factory_major
Norway : 1 flag, 4 infantry
Northern Italy : 1 flag, 1 fighter
Southern Italy : 1 flag, 1 tactical_bomber
112 Sea Zone : 1 flag, 1 carrier, 1 cruiser, 1 fighter, 1 tactical_bomber and 3 transports
Bulgaria : 1 flag, 5 infantry
Yugoslavia : 1 flag, 3 armour, 2 artilleries and 4 infantry
Finland : 1 flag, 5 infantry
110 Sea Zone : 1 flag, 1 battleship and 2 submarines
111 Sea Zone : 1 flag, 1 submarineProduction/PUs Summary :
Germans : 42 / 68
Russians : 37 / 37
Japanese : 26 / 26
Americans : 52 / 52
Chinese : 12 / 12
British : 28 / 28
UK_Pacific : 17 / 17
Italians : 10 / 10
ANZAC : 10 / 10
French : 12 / 0
Dutch : 11 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 6 / 0
Neutral_True : 18 / 0Dice Statistics:
Total
1 was rolled 25 times
2 was rolled 18 times
3 was rolled 20 times
4 was rolled 23 times
5 was rolled 20 times
6 was rolled 11 times
Average roll : 3.239
Median : 3.000
Variance : 1.026
Standard Deviation : 1.013
Total rolls : 117Null / Other
1 was rolled 5 times
2 was rolled 4 times
3 was rolled 2 times
4 was rolled 4 times
5 was rolled 3 times
6 was rolled 1 times
Average roll : 2.947
Median : 3.000
Variance : 0.611
Standard Deviation : 0.782
Total rolls : 19Neutral_Allies Combat
1 was rolled 1 times
2 was rolled 1 times
4 was rolled 1 times
5 was rolled 2 times
Average roll : 3.400
Median : 4.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5Germans Combat
1 was rolled 13 times
2 was rolled 9 times
3 was rolled 15 times
4 was rolled 12 times
5 was rolled 8 times
6 was rolled 8 times
Average roll : 3.262
Median : 3.000
Variance : 0.734
Standard Deviation : 0.857
Total rolls : 65French Combat
1 was rolled 5 times
2 was rolled 4 times
3 was rolled 2 times
4 was rolled 4 times
5 was rolled 3 times
6 was rolled 1 times
Average roll : 2.947
Median : 3.000
Variance : 0.611
Standard Deviation : 0.782
Total rolls : 19British Combat
1 was rolled 1 times
3 was rolled 1 times
4 was rolled 2 times
5 was rolled 4 times
6 was rolled 1 times
Average roll : 4.222
Median : 5.000
Variance : 1.375
Standard Deviation : 1.173
Total rolls : 9 -
Yeah, I got tired of getting diced in 110/111 - normally I only bring 3 subs and send 2 to canada. I brought the extra sub (and risked 106) with the intention of getting screwed on the dice again but having an extra piece of fodder for that almost certainty. I guess I don’t get to gripe now about the extra mech I lost in southern france, eh?
I’d normally say that these things even out, but parking an undamaged BB and 2 subs in the channel on turn 1 certainly changes what you might feel comfortable doing on UK1. I’ve been thinking about a modified LL system that guarantees a hit for 12 pips in case you come up empty. You basically get to roll dice as normal, but if you fail each round to reach 50% of your expected casualties inflicted, you get to round up to that number… Evens out the “you gotta be kidding me - I have 38 infantry defending and I got 2 effing hits!” factor without making it too predictable.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :1
Purchase Units - Russians
Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs;Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
1 artillery and 6 infantry moved from Novgorod to Baltic States
2 infantry moved from Eastern Poland to Baltic States
2 infantry moved from Bessarabia to Eastern Poland
1 infantry moved from Western Ukraine to Eastern Poland
1 artillery moved from Western Ukraine to Eastern Poland
1 infantry moved from Ukraine to Bessarabia
2 infantry moved from Ukraine to Western Ukraine
1 armour and 1 mech_infantry moved from Volgograd to Bryansk
1 armour and 1 mech_infantry moved from Russia to Belarus
1 infantry moved from Belarus to Baltic States
2 aaGuns moved from Novgorod to Baltic States
1 fighter and 1 tactical_bomber moved from Russia to Novgorod
1 infantry moved from Archangel to Novgorod
2 infantry moved from Karelia to Novgorod
3 infantry moved from Vyborg to Novgorod
1 artillery and 1 infantry moved from Russia to Bryansk
2 infantry moved from Caucasus to Kazakhstan
1 aaGun moved from Russia to Samara
1 aaGun moved from Russia to Bryansk
3 infantry moved from Sakha to Buryatia
1 aaGun moved from Sakha to Buryatia
6 infantry moved from Amur to Sakha
1 submarine moved from 127 Sea Zone to 111 Sea Zone
1 cruiser moved from 115 Sea Zone to 114 Sea ZonePlace Units - Russians
1 artillery and 2 infantry placed in Novgorod
3 infantry placed in Ukraine
2 infantry placed in Volgograd
4 infantry placed in RussiaTurn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total -
My long time A&A gaming partner - Infrastructure - and I developed a LL system that was nice, and worked for face to face games, and ABattlemap.
Basically, added up the pips, and a certain number would trigger an automatic hit, with the remainder of the dice being rolled. We generally set it up so that every 8 pips = a hit… so say you had five infantry and a fighter (8 pips on offense), you’d get a hit and a roll of 2. If you had 16 pips, you get two hits plus whatever dice were leftover. 24 pips = 3, 30 pips = 4, etc. The number of dice you roll in this system grows as you have bigger battles, which allows dice to stay a part of the game… but not too much.
As I’ve said in many places here… A&A is a strategy game with dice, not a dice game with strategy. To me, the difference is huge. We’re mot playing Risk, here. Strategy, logistics, purchases, etc. should be the #1 indicator of success. There’s nothing worse than putting 20 hours into a game, just to get effed by dice in the most important battle. I think this gets more and more important to me as I get older and raise a kid… time is precious.
So I pray, in every game, for even luck for both myself and my opponent. I don’t mind losing to superior play! But I hate losing to dice, especially if I’m playing a great game otherwise.





