forgot to make that edit so just reposted.
Whackamatt (Axis) vs. Karl7 (Allies +12)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 3 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Szechwan to Shensi
Chinese take Shensi from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
3 infantry placed in HunanTurn Complete - Chinese
Chinese collect 5 PUs; end with 5 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 11 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - British
British buy 2 armour, 7 infantry and 1 transport; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from Shan State to Malaya
UK_Pacific take Malaya from Japanese
1 infantry moved from Shan State to Siam
UK_Pacific take Siam from Japanese
2 infantry moved from Yunnan to French Indo China
2 fighters and 1 tactical_bomber moved from Yunnan to French Indo China
1 infantry moved from Yunnan to Kwangsi
Chinese take Kwangsi from Japanese
1 infantry moved from Volgograd to Tambov
1 fighter moved from Russia to Tambov
1 artillery and 3 infantry moved from United Kingdom to 110 Sea Zone
1 artillery and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from United Kingdom to Normandy BordeauxCombat - British
Battle in French Indo China
British attack with 2 fighters, 2 infantry and 1 tactical_bomber
Japanese defend with 1 armour and 1 factory_minor
British win, taking French Indo China from Japanese with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 armour
Casualties for British: 1 infantry
Battle in Normandy Bordeaux
British attack with 1 artillery, 1 fighter and 3 infantry
Italians defend with 1 armour, 1 artillery, 1 factory_minor and 1 harbour
British win, taking Normandy Bordeaux from Italians with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 10
Casualties for Italians: 1 armour and 1 artillery
Battle in Tambov
British attack with 1 fighter and 1 infantry
Germans defend with 1 artillery
British win with 1 fighter remaining. Battle score for attacker is 1
Casualties for Germans: 1 artillery
Casualties for British: 1 infantryNon Combat Move - British
1 fighter moved from Tambov to Russia
4 armour moved from Volgograd to Northwest Persia
1 armour, 1 artillery and 1 infantry moved from Persia to Northwest Persia
1 armour moved from Eastern Persia to India
1 armour moved from West India to Burma
1 infantry moved from Hunan to Yunnan
1 artillery and 1 infantry moved from Burma to Yunnan
1 artillery and 1 infantry moved from India to Burma
1 fighter moved from West India to Yunnan
2 fighters and 1 tactical_bomber moved from French Indo China to Yunnan
1 aaGun moved from Burma to Yunnan
1 fighter moved from Normandy Bordeaux to United KingdomPlace Units - British
1 transport placed in 110 Sea Zone
6 infantry placed in United Kingdom
2 armour and 1 infantry placed in PersiaTurn Complete - British
British collect 35 PUs; end with 35 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUsPlace Units - UK_Pacific
1 artillery and 1 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 1,1,3,3,2,4,3,4
UK_Pacific collect 8 PUs (5 lost to blockades); end with 8 PUs total
Some Units in India change ownership: 1 artillery and 1 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Italians
Italians buy 1 armour; Remaining resources: 0 PUs;Combat Move - Italians
Non Combat Move - Italians
Place Units - Italians
1 armour placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 12
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,3,2,5,4,3,6,6
Italians collect 2 PUs (12 lost to blockades); end with 2 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 fighter; Remaining resources: 1 PUs;Combat Move - ANZAC
1 transport moved from 63 Sea Zone to 54 Sea Zone
2 infantry moved from Queensland to 54 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
1 submarine moved from 42 Sea Zone to 43 Sea ZoneCombat - ANZAC
Battle in JavaNon Combat Move - ANZAC
1 fighter moved from Queensland to 35 Sea Zone
1 fighter moved from 35 Sea Zone to Philippines
1 fighter moved from Caroline Islands to Philippines
2 infantry moved from Trans-Jordan to IraqPlace Units - ANZAC
1 destroyer and 1 fighter placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 15 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 25 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Combat Move - French
2 infantry moved from Alexandria to EgyptNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Politics - Germans
Purchase Units - Germans
Germans buy 5 armour, 1 artillery and 9 infantry; Remaining resources: 0 PUs;Combat Move - Germans
2 artilleries and 2 infantry moved from France to Normandy Bordeaux
3 infantry moved from Western Germany to Holland Belgium
1 tactical_bomber moved from Germany to Holland Belgium
1 artillery and 1 infantry moved from France to Normandy Bordeaux
1 fighter moved from Western Germany to Holland Belgium
1 tactical_bomber moved from Western Germany to Normandy Bordeaux
1 fighter moved from Southern Italy to Normandy Bordeaux
1 infantry moved from Rostov to Volgograd
Germans take Volgograd from Russians
1 artillery and 3 infantry moved from Rostov to Caucasus
1 armour and 1 mech_infantry moved from Ukraine to Caucasus
1 armour and 2 infantry moved from Rostov to BryanskCombat - Germans
Battle in Caucasus
Germans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
British defend with 1 infantry
Germans win, taking Caucasus from Russians with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Normandy Bordeaux
Germans attack with 3 artilleries, 1 fighter, 3 infantry and 1 tactical_bomber
British defend with 1 artillery, 1 factory_minor, 1 harbour and 3 infantry
Germans win, taking Normandy Bordeaux from British with 3 artilleries, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Germans: 3 infantry
Casualties for British: 1 artillery and 3 infantry
Battle in Bryansk
Germans attack with 1 armour and 2 infantry
Russians defend with 1 infantry
Germans win, taking Bryansk from Russians with 1 armour and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Holland Belgium
Germans attack with 1 fighter, 3 infantry and 1 tactical_bomber
Americans defend with 2 infantry
Germans win, taking Holland Belgium from Americans with 1 fighter, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 2 infantryNon Combat Move - Germans
1 infantry moved from Northern Italy to France
3 armour moved from Greece to Romania
1 fighter moved from Holland Belgium to Greece
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Western Germany
1 tactical_bomber moved from Holland Belgium to Western Germany
5 infantry moved from Archangel to Novgorod
1 transport moved from 115 Sea Zone to 114 Sea Zone
2 infantry moved from Germany to 114 Sea Zone
2 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Novgorod
3 aaGuns, 5 armour, 17 infantry and 1 mech_infantry moved from Rostov to CaucasusPlace Units - Germans
1 artillery and 2 infantry placed in France
3 infantry placed in Novgorod
3 infantry placed in Ukraine
Germans undo move 3.
3 infantry placed in Greece
2 armour and 1 infantry placed in Ukraine
Turning on Edit Mode
EDIT: Removing units owned by Germans from 114 Sea Zone: 1 destroyer
EDIT: Adding units owned by Germans to 113 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Northern Italy: 1 aaGun
EDIT: Adding units owned by Germans to Germany: 1 aaGun
EDIT: Turning off Edit Mode
2 armour placed in Western Germany
1 armour placed in GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,4,1,3,3,2,4,5
Germans collect 57 PUs (2 lost to blockades); end with 57 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 77 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Purchase Units - Russians
Russians buy 1 armour and 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Novosibirsk to Timguska
Russians take Timguska from Japanese
2 infantry moved from Samara to Volgograd
2 fighters moved from Russia to Volgograd
1 infantry moved from Smolensk to Archangel
Russians take Archangel from Germans
1 infantry moved from Smolensk to Belarus
Russians take Belarus from Germans
1 infantry moved from Yenisey to Timguska
1 infantry moved from Samara to Tambov
Russians take Tambov from Germans
21 infantry moved from Russia to Bryansk
2 artilleries moved from Russia to Bryansk
8 infantry moved from Russia to Bryansk
3 infantry moved from Russia to Smolensk
1 infantry moved from Russia to Smolensk
3 infantry moved from Russia to Bryansk
1 fighter and 1 tactical_bomber moved from Russia to Bryansk
2 fighters moved from Russia to VolgogradCombat - Russians
Battle in Bryansk
Russians attack with 2 artilleries, 1 fighter, 32 infantry and 1 tactical_bomber
Germans defend with 1 armour and 2 infantry
Russians win, taking Bryansk from Germans with 2 artilleries, 1 fighter, 30 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Germans: 1 armour and 2 infantry
Casualties for Russians: 2 infantry
Battle in Volgograd
Russians attack with 4 fighters and 2 infantry
Germans defend with 1 factory_minor and 1 infantry
Russians win, taking Volgograd from Germans with 4 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
4 fighters moved from Volgograd to Russia
2 aaGuns moved from Russia to Bryansk
1 aaGun moved from Russia to Bryansk
1 fighter moved from Bryansk to Russia
1 tactical_bomber moved from Bryansk to RussiaPlace Units - Russians
1 armour and 7 infantry placed in RussiaTurn Complete - Russians
Russians collect 20 PUs; end with 20 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 26 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Purchase Units - Japanese
Japanese buy 3 artilleries, 1 destroyer and 2 fighters; Remaining resources: 1 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 submarine moved from 37 Sea Zone to 42 Sea Zone
1 submarine moved from 37 Sea Zone to 36 Sea Zone
1 fighter and 1 tactical_bomber moved from Japan to 36 Sea Zone
3 fighters and 1 tactical_bomber moved from Manchuria to 36 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Kwangtung to Kwangsi
1 infantry moved from Hopei to Chahar
1 armour moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 armour moved from Yakut S.S.R. to Dzavhan
Japanese take Dzavhan from RussiansCombat - Japanese
Battle in Kwangsi
Japanese attack with 1 artillery, 2 infantry and 1 mech_infantry
British defend with 1 infantry; Chinese defend with 1 airfield
Japanese win, taking Kwangsi from Chinese with 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 42 Sea Zone
Japanese attack with 1 submarine
ANZAC defend with 1 transport
Japanese win with 1 submarine remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 36 Sea Zone
Japanese attack with 4 fighters, 1 submarine and 2 tactical_bombers
Americans defend with 1 destroyer
Japanese win, taking 36 Sea Zone from Neutral with 4 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyerNon Combat Move - Japanese
2 battleships, 5 carriers, 2 cruisers and 1 transport moved from 37 Sea Zone to 20 Sea Zone
4 fighters and 2 tactical_bombers moved from 36 Sea Zone to 20 Sea ZonePlace Units - Japanese
1 destroyer and 2 fighters placed in 20 Sea Zone
3 artilleries placed in ManchuriaTurn Complete - Japanese
Total Cost from Convoy Blockades: 20
Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 2,6
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 1,5
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 1,5,1,1
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 3,1,4,5
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 6,1,1,5,6,4,2
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,4,3,4,4,6
Japanese collect 29 PUs (20 lost to blockades); end with 30 PUs total -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Purchase Units - Americans
Americans buy 3 artilleries, 1 bomber, 3 fighters, 3 infantry and 4 submarines; Remaining resources: 0 PUs;Combat Move - Americans
2 artilleries and 2 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
3 submarines moved from 19 Sea Zone to 20 Sea Zone
3 submarines moved from 6 Sea Zone to 20 Sea Zone
5 fighters moved from Korea to 20 Sea Zone
1 artillery and 1 infantry moved from Philippines to 35 Sea Zone
1 infantry moved from Philippines to 35 Sea Zone
1 infantry and 1 transport moved from 35 Sea Zone to 43 Sea Zone
1 infantry moved from 43 Sea Zone to Borneo
1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 41 Sea Zone
1 artillery and 1 infantry moved from 41 Sea Zone to Sumatra
2 artilleries and 2 infantry moved from Morocco to 91 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 91 Sea Zone to 110 Sea Zone
2 artilleries and 2 infantry moved from 110 Sea Zone to Holland Belgium
1 battleship, 4 carriers, 2 cruisers, 7 destroyers, 7 fighters and 1 tactical_bomber moved from 35 Sea Zone to 20 Sea Zone
1 armour moved from Korea to Amur
Russians take Amur from Japanese
1 armour moved from Amur to Korea -
Kamakaze?
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Yes please. 1 each on 4 destroyers. 1 each on 2 cruisers.
Good luck!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 1 artillery and 2 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 infantry moved from Shensi to Kansu
Chinese take Kansu from Japanese
1 infantry moved from Hunan to Anhwe
Chinese take Anhwe from Japanese
1 infantry moved from Hunan to Kiangsi
Chinese take Kiangsi from Japanese
1 infantry moved from Hunan to AnhweCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 artillery and 2 infantry placed in AnhweTurn Complete - Chinese
Chinese collect 8 PUs; end with 9 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 10
Purchase Units - British
British buy 3 armour, 1 fighter and 4 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 armour; Remaining resources: 2 PUs;Combat Move - British
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
4 infantry moved from United Kingdom to 110 Sea Zone
4 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from United Kingdom to Holland Belgium
1 artillery and 8 infantry moved from Yunnan to Kwangsi
3 fighters and 1 tactical_bomber moved from Yunnan to Kwangsi
1 armour moved from Burma to Kwangsi
1 infantry moved from French Indo China to KwangsiCombat - British
Battle in Kwangsi
British attack with 1 armour, 1 artillery, 3 fighters, 9 infantry and 1 tactical_bomber
Japanese defend with 1 airfield, 1 artillery, 2 infantry and 1 mech_infantry
British win, taking Kwangsi from Japanese with 1 armour, 1 artillery, 3 fighters, 5 infantry and 1 tactical_bomber remaining. Battle score for attacker is 2
Casualties for Japanese: 1 artillery, 2 infantry and 1 mech_infantry
Casualties for British: 4 infantry
Battle in Normandy Bordeaux
British attack with 4 infantry
Germans defend with 3 artilleries, 1 factory_minor and 1 harbour
Germans win with 2 artilleries remaining. Battle score for attacker is -8
Casualties for Germans: 1 artillery
Casualties for British: 4 infantry
Battle in Holland Belgium
British attack with 1 fighter and 2 infantry
Germans defend with 2 infantry
British win, taking Holland Belgium from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 2 infantry
Casualties for British: 1 infantryNon Combat Move - British
1 fighter moved from Holland Belgium to United Kingdom
5 armour, 2 artilleries and 2 infantry moved from Northwest Persia to Persia
1 armour moved from India to Eastern Persia
1 artillery and 1 infantry moved from India to West India
1 artillery and 1 infantry moved from Burma to India
1 aaGun moved from Yunnan to Kwangsi
1 infantry moved from Kweichow to Shensi
2 aaGuns moved from Yunnan to Burma
3 fighters and 1 tactical_bomber moved from Kwangsi to India
1 infantry moved from Siam to Shan State
1 infantry moved from Malaya to Shan State
4 infantry moved from Egypt to 98 Sea Zone
4 infantry and 2 transports moved from 98 Sea Zone to 80 Sea Zone
4 infantry moved from 80 Sea Zone to PersiaPlace Units - British
3 armour placed in Persia
1 fighter placed in Egypt
4 infantry placed in United KingdomTurn Complete - British
British collect 36 PUs; end with 36 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUsPlace Units - UK_Pacific
1 armour placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 4,2
UK_Pacific collect 15 PUs (2 lost to blockades); end with 17 PUs total
Some Units in India change ownership: 1 armour -
Holy cow! I got my hat handed to me. You hit 4 out of 5 Kamakazes! I managed to win out of sheer numbers. But elsewhere I got diced in almost every battle! Yikes!
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I should have wished you good luck several turns ago! LOL. :lol:
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yeah, tell me about it.
Also, I meant 4 out of 6 hit.
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After further review, WHAT are you talking about? Why do you go out of your way to create a fictional “woe-is-me†attitude about getting diced? “Holy cow! I got my hat handed to me.†That’s a bit much, don’t you think? My rolling was ho-hum average for the big battle, and you didn’t underperform by very much. I got two extra Kami strikes. BIG DEAL.
I did the statistical analysis, out of 66 rolls where you should have gotten 30 hits, you instead got 26. That means you’re complaining that 4/66 rolls that should have been hits, but weren’t; or 6% of your rolls for that battle. Really?
Meanwhile, for my 38 rolls, I got 20 hits out of what should have been 20.5 hits. Average. Add in the 4 / 6 kami’s, and I have 44 rolls, and I got 24 hits instead of 22.5. Wow, that 3.4% of my rolls that hit when they shouldn’t really made the difference.
That’s not really winning on “sheer numbers”, it’s just being average. You didn’t take a good pounding or anything as you had lead me to believe.YES, the US should have taken Belgium, but if you wanna complain about getting bad dice, I’ve got NUMEROUS battles I could point out in Europe especially that I have yet to mention this game. Do you just conveniently forget every time you have good dice?!?
I submit to you:
GERMANY – ROUND 4 – NORMANDY : In two rounds, out of 3 2’s, 2 3’s, 3’4’s, combined power of 24, I GOT ONE HIT! You hit for 4 out of 4 2’s in the first two rounds.
JAPAN – ROUND 2 – SZECHWAN: When the Chinese should statistically get 4 hits, they get 8 hits – all plane casualties.
GERMANY – ROUND 5 – HOLLAND/BELGIUM: Your artillery goes 2/2 and I don’t take the territory.
JAPAN – ROUND 5 – SHAN STATE: UK Pacific rolls 3 out of 4 2’s, and I don’t take the territory.
ITALY – ROUND 6 –GREECE: In round 4 of the combat, the US gets 5 out of 5 hits (including 3 out of 3 3’s), forcing Italy to not take back a factory.
JAPAN – ROUND 7 – YUNNAN: I missed on 16 out of 16 1’s to not take the territory.
GERMANY – ROUND 8 – GREECE: Round 1 I roll average, you get 5 hits instead of 3. Round 2, I roll 1 out of 6 3’s, you get 3 out of 3 3’s.
GERMANY – ROUND 9 – HOLLAND/BEGIUM: Good luck for you again! You hit on 3 out of 5 2’s.Seriously, do you REALLY need to complain about dice WHEN YOU’RE WINNING?
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Well, yes you raise good points.
I was just saying the Kamikazes were good (which usually is not my experience, they usually miss) and that my attempts to attack Europe were pretty bad. I lost all my US men and the Britt’s failed to get Normandy. Missing on almost all my bombards was pretty bad. I guess, I was just struck that my Europe attacks were all most or less bad all at once….
I agree in the grand scheme of things I may be ahead or whatever by the dice.
Also, in the amphib invasions, it’s all or nothing. You see the bombards miss, and then your heart sinks because you know you’re in big trouble, which is what happened here.
But I will stop commenting on it. It’s a bad habit. Sorry. :-P
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I apologize as well if the tone of my last post was a bit much. Perhaps I wouldn’t mind the complaining if you also cheered your good luck successes during the game as well. I understand this is a board game meant to be played face to face, and I suppose a lot of it is lost in translation. If it were live, all of things you said would be legitimate complaints about bad dice.
Strategically, I have a great time playing you. I feel like have to bring my “A-game†or else games like these happen. But you’ve been so negative about your bad luck in 4 out 5 of our games that it’s starting to wear on me.
Ultimately I believe the formula for losing is Bad Luck X Strategic Mistakes = A Loss.
All of the examples I cited didn’t “give you†the game. Each could have been overcome. I did not purchase the right combination through so many rounds to effectively push into Russia. I could have chosen to not attack in Yunnan when I had no fodder and only planes. Yes, I got diced, but that was the chance I took; I live and die by my aggressive, gambling nature. There was no reason for me to complain about it, because in other games, that move has worked – vaporizing stacks of infantry for a single plane or two.
In sum, well played, as usual, and I concede. I will post the results. -
Point taken on complaining. Playing Bold and some of the others the smack talking and propagandizing (including self pitying) get a little out of hand. I suppose there is an insidiousness to it to try to demoralize the other player. :-( Thus you always want to note your bad dice and never good dice to try to get the other guy thinking he’s winning when he may not be.
It’s silly but it creeps in.
I will also say, I’ve always suspected the dice server of being too random. The amount of AA’s hit and sub defense hits and totally extreme dice seems too frequent to me. I realize it’s probably just me, but sometimes the crazy dice make my head spin.
AS for the game, you play so aggressively that it literally keeps me on the edge of my seat. I think I’ve lost most my games against you, and I have to say its because I felt rather hopeless. Either my luck would stop you in time for me to regroup or I would die.
GG
Karl