Adjust G purchase and unit placement on board.
24abcbbb-c3e3-4401-a999-9c34df3e7e6d-image.png
AANA_RLP_playetest3_I3.AAM
My 7 yr-old is sitting next to me; she wants to learn how to play! Hahahaha.
Very cool, sir - I have a 7 year old daughter as well. She gets to roll dice from time to time… :-D
Test summary from TripleA, engine version: 1.6.1.2, time: 20:15:46
Geography, Math, History, Gambling… What’s not to like?!? :lol: G1 Combat move is coming up…
Here are the G1 combat moves. Scramble orders, please, sir.
No scramble in SZ110.
Hurricanes scramble in SZ111!
Since we haven’t played together, I’m assuming just the 2 British fighters and not the French one, then?
Sorry, Fortress - only the fighter in Scotland scrambles, into SZ111.
No scramble from London into 110.
I guess looking at a map would’ve answered that question… :roll: Face, meet palm. Palm, face.
:-)
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.
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.
SZ111 for the OOL question, right? If so, I’ll keep my fighter, sir. I like those!
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)…
Right-o. Got it. I’ll sink the BB for you.
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.
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 France
Combat - 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 French
Non 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 Romania
Place Units - Germans
1 carrier and 2 transports placed in 112 Sea Zone
Turn 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 PUs
Territory 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 submarine
Production/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 / 0
Dice 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 : 117
Null / 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 : 19
Neutral_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 : 5
Germans 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 : 65
French 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 : 19
British 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.
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 Zone
Place Units - Russians
1 artillery and 2 infantry placed in Novgorod
3 infantry placed in Ukraine
2 infantry placed in Volgograd
4 infantry placed in Russia
Turn 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.