Use second save, forgot to move sub in 126
G40 14L ArtofWar1947 (Allies+18) vs JuanSpain (Axis)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Russians
Russians buy 2 artilleries, 1 factory_minor, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Bessarabia to Western Ukraine
2 fighters and 1 tactical_bomber moved from Russia to Western Ukraine
1 mech_infantry and 1 tactical_bomber moved from Iraq to Trans-JordanCombat - Russians
Battle in Western Ukraine
Russians attack with 2 fighters, 1 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 2 fighters, 1 infantry and 1 tactical_bomber in Western Ukraine, round 2 : 2/4 hits
Germans roll dice for 1 infantry in Western Ukraine, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Western Ukraine
Russians win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Trans-Jordan
Russians attack with 1 mech_infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 1 mech_infantry and 1 tactical_bomber in Trans-Jordan, round 2 : 2/2 hits
Germans roll dice for 1 infantry in Trans-Jordan, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Trans-Jordan
Russians win, taking Trans-Jordan from Germans with 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
1 tactical_bomber moved from Trans-Jordan to Iraq
1 fighter moved from Volgograd to Iraq
2 fighters and 1 tactical_bomber moved from Western Ukraine to Russia
1 artillery and 3 infantry moved from Ukraine to Bryansk
1 infantry moved from Belarus to Archangel
1 infantry moved from Baltic States to Belarus
6 artilleries moved from Russia to Bryansk
2 aaGuns and 18 infantry moved from Amur to Korea
1 cruiser moved from 113 Sea Zone to 114 Sea Zone
1 submarine moved from 115 Sea Zone to 114 Sea ZonePlace Units - Russians
1 artillery, 1 infantry and 1 mech_infantry placed in Volgograd
1 artillery and 4 infantry placed in Russia
1 factory_minor placed in KoreaTurn Complete - Russians
Russians collect 36 PUs; end with 36 PUs totalTerritory Summary for Russians :
Korea : 1 flag, 2 aaGuns, 1 factory_minor and 18 infantry
Trans-Jordan : 1 mech_infantry
Belarus : 1 infantry
Bryansk : 3 aaGuns, 1 armour, 12 artilleries, 38 infantry and 1 mech_infantry
Archangel : 1 aaGun, 3 artilleries and 4 infantry
Russia : 1 airfield, 1 artillery, 1 factory_major, 2 fighters, 4 infantry and 1 tactical_bomber
Ukraine : 1 factory_minor
Volgograd : 1 artillery, 1 factory_minor, 1 infantry and 1 mech_infantry
Novgorod : 1 airfield, 1 factory_minor and 1 harbour
Iraq : 2 armour, 1 fighter, 4 mech_infantrys and 1 tactical_bomber
114 Sea Zone : 1 cruiser and 1 submarine
127 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 50 / 59
Russians : 36 / 36
Japanese : 55 / 60
Americans : 52 / 72
Chinese : 5 / 5
British : 30 / 30
UK_Pacific : 7 / 7
Italians : 14 / 20
ANZAC : 10 / 17
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Japanese
Japanese repair 0 damage on 1 factory_minor; Remaining resources: 54 PUs; 6 SuicideAttackTokens;
Japanese buy 1 armour, 5 artilleries, 1 fighter and 3 mech_infantrys; Remaining resources: 6 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
2 submarines moved from 42 Sea Zone to 39 Sea Zone
1 submarine moved from 42 Sea Zone to 54 Sea Zone
1 infantry moved from New Guinea to Dutch New Guinea
Japanese take Dutch New Guinea from ANZAC
1 fighter moved from 46 Sea Zone to 54 Sea Zone
1 tactical_bomber moved from 46 Sea Zone to 54 Sea Zone
1 fighter moved from Japan to 6 Sea ZoneCombat - Japanese
Battle in 6 Sea Zone
Japanese attack with 1 fighter
Americans defend with 2 submarines and 1 transport
2 submarines owned by the Americans Submerged
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 39 Sea Zone
Japanese attack with 2 submarines
British defend with 1 destroyer
Japanese win, taking 39 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in 54 Sea Zone
Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
ANZAC defend with 1 destroyer
Japanese win, taking 54 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyerNon Combat Move - Japanese
1 artillery moved from New Guinea to 46 Sea Zone
1 artillery and 1 transport moved from 46 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
1 artillery moved from 35 Sea Zone to Philippines
1 infantry moved from 35 Sea Zone to Philippines
5 carriers moved from 46 Sea Zone to 35 Sea Zone
4 fighters moved from 46 Sea Zone to 34 Sea Zone
4 tactical_bombers moved from 46 Sea Zone to 34 Sea Zone
4 fighters moved from 34 Sea Zone to 19 Sea Zone
4 tactical_bombers moved from 34 Sea Zone to 19 Sea Zone
4 fighters moved from 19 Sea Zone to Manchuria
4 tactical_bombers moved from 19 Sea Zone to Manchuria
1 fighter moved from 6 Sea Zone to Japan
3 infantry moved from Kwangsi to Hunan
1 artillery moved from Sikang to Szechwan
2 infantry moved from Sumatra to 41 Sea Zone
1 armour moved from Sumatra to 41 Sea Zone
2 cruisers moved from 41 Sea Zone to 42 Sea Zone
1 armour, 2 infantry and 2 transports moved from 41 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
1 armour moved from 42 Sea Zone to Java
1 fighter moved from 54 Sea Zone to New Guinea
1 tactical_bomber moved from 54 Sea Zone to New GuineaPlace Units - Japanese
1 armour and 2 artilleries placed in Manchuria
1 fighter placed in Japan
3 artilleries placed in Malaya
3 mech_infantrys placed in French Indo ChinaTurn Complete - Japanese
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,1,1,5
Japanese collect 52 PUs (3 lost to blockades); end with 58 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 63 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Japanese
Japanese repair 0 damage on 1 factory_minor; Remaining resources: 54 PUs; 6 SuicideAttackTokens;
Japanese buy 1 armour, 5 artilleries, 1 fighter and 3 mech_infantrys; Remaining resources: 6 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
2 submarines moved from 42 Sea Zone to 39 Sea Zone
1 submarine moved from 42 Sea Zone to 54 Sea Zone
1 infantry moved from New Guinea to Dutch New Guinea
Japanese take Dutch New Guinea from ANZAC
1 fighter moved from 46 Sea Zone to 54 Sea Zone
1 tactical_bomber moved from 46 Sea Zone to 54 Sea Zone
1 fighter moved from Japan to 6 Sea ZoneCombat - Japanese
Battle in 6 Sea Zone
Japanese attack with 1 fighter
Americans defend with 2 submarines and 1 transport
2 submarines owned by the Americans Submerged
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 39 Sea Zone
Japanese attack with 2 submarines
British defend with 1 destroyer
Japanese win, taking 39 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in 54 Sea Zone
Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
ANZAC defend with 1 destroyer
Japanese win, taking 54 Sea Zone from Neutral with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyerNon Combat Move - Japanese
1 artillery moved from New Guinea to 46 Sea Zone
1 artillery and 1 transport moved from 46 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
1 artillery moved from 35 Sea Zone to Philippines
1 infantry moved from 35 Sea Zone to Philippines
5 carriers moved from 46 Sea Zone to 35 Sea Zone
4 fighters moved from 46 Sea Zone to 34 Sea Zone
4 tactical_bombers moved from 46 Sea Zone to 34 Sea Zone
4 fighters moved from 34 Sea Zone to 19 Sea Zone
4 tactical_bombers moved from 34 Sea Zone to 19 Sea Zone
4 fighters moved from 19 Sea Zone to Manchuria
4 tactical_bombers moved from 19 Sea Zone to Manchuria
1 fighter moved from 6 Sea Zone to Japan
3 infantry moved from Kwangsi to Hunan
1 artillery moved from Sikang to Szechwan
2 infantry moved from Sumatra to 41 Sea Zone
1 armour moved from Sumatra to 41 Sea Zone
2 cruisers moved from 41 Sea Zone to 42 Sea Zone
1 armour, 2 infantry and 2 transports moved from 41 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
1 armour moved from 42 Sea Zone to Java
1 fighter moved from 54 Sea Zone to New Guinea
1 tactical_bomber moved from 54 Sea Zone to New GuineaPlace Units - Japanese
1 armour and 2 artilleries placed in Manchuria
1 fighter placed in Japan
3 artilleries placed in Malaya
3 mech_infantrys placed in French Indo ChinaTurn Complete - Japanese
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,1,1,5
Japanese collect 52 PUs (3 lost to blockades); end with 58 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 63 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Java: 2 artilleries
EDIT: Removing units owned by Japanese from Celebes: 2 infantry
EDIT: Removing units owned by Japanese from 42 Sea Zone: 2 transports
EDIT: Adding units owned by Japanese to 35 Sea Zone: 2 transports
EDIT: Adding units owned by Japanese to Philippines: 2 artilleries and 2 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 42 Sea Zone: 2 battleships and 1 destroyer
EDIT: Adding units owned by Japanese to 35 Sea Zone: 2 battleships and 1 destroyer
EDIT: Turning off Edit Mode -
Forgot to post combat, sorry
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 2 destroyers, 4 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 infantry moved from Algeria to Tunisia
Americans take Tunisia from Italians -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 2 destroyers, 4 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 infantry moved from Algeria to Tunisia
Americans take Tunisia from ItaliansCombat - Americans
Non Combat Move - Americans
3 fighters moved from Western United States to Hawaiian Islands
1 fighter moved from Western United States to 26 Sea Zone
1 carrier moved from 10 Sea Zone to 26 Sea Zone
1 bomber moved from Korea to Hawaiian Islands
1 artillery, 6 fighters, 3 infantry and 1 tactical_bomber moved from Korea to Amur
2 submarines moved from 6 Sea Zone to 25 Sea Zone
2 mech_infantrys moved from Central United States to 101 Sea Zone
2 mech_infantrys and 2 transports moved from 101 Sea Zone to 91 Sea Zone
3 infantry and 1 mech_infantry moved from Brazil to 86 Sea Zone
3 infantry, 1 mech_infantry and 2 transports moved from 86 Sea Zone to 91 Sea Zone
3 infantry and 3 mech_infantrys moved from 91 Sea Zone to Gibraltar
1 armour moved from Algeria to Morocco
1 fighter moved from Algeria to Morocco
1 submarine moved from 96 Sea Zone to 92 Sea Zone
1 submarine moved from 93 Sea Zone to 92 Sea ZonePlace Units - Americans
4 fighters and 1 infantry placed in Western United States
2 destroyers, 1 submarine and 1 transport placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 53 PUs; end with 53 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUsTerritory Summary for Americans :
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 2 aaGuns, 1 airfield, 1 factory_major, 4 fighters, 1 harbour and 1 infantry
Hawaiian Islands : 1 airfield, 1 bomber, 3 fighters, 1 harbour, 1 infantry and 1 mech_infantry
Midway : 1 airfield
Amur : 1 artillery, 6 fighters, 3 infantry and 1 tactical_bomber
26 Sea Zone : 1 battleship, 4 carriers, 2 cruisers, 4 destroyers, 1 fighter and 1 submarine
25 Sea Zone : 2 submarines
10 Sea Zone : 2 destroyers, 1 submarine and 1 transport
6 Sea Zone : 1 flag
Central United States : 1 factory_major
Eastern United States : 2 aaGuns, 1 airfield, 1 factory_major and 1 harbour
Gibraltar : 3 infantry and 3 mech_infantrys
Morocco : 1 armour, 1 artillery, 1 fighter and 1 infantry
Tunisia : 1 flag, 1 infantry
106 Sea Zone : 1 flag
92 Sea Zone : 1 destroyer and 2 submarines
Brazil : 1 flag
91 Sea Zone : 1 carrier, 1 cruiser, 2 destroyers, 1 fighter, 2 submarines and 5 transportsProduction/PUs Summary :
Germans : 50 / 59
Russians : 36 / 36
Japanese : 55 / 63
Americans : 53 / 73
Chinese : 5 / 5
British : 30 / 30
UK_Pacific : 7 / 7
Italians : 13 / 20
ANZAC : 10 / 17
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
1 infantry moved from Hopei to Chahar
Chinese take Chahar from Japanese
1 infantry moved from Hopei to Anhwe
Chinese take Anhwe from Japanese
1 infantry moved from Hopei to Kweichow
Chinese take Kweichow from Japanese
1 fighter and 6 infantry moved from Shensi to Szechwan -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
1 infantry moved from Hopei to Chahar
Chinese take Chahar from Japanese
1 infantry moved from Hopei to Anhwe
Chinese take Anhwe from Japanese
1 infantry moved from Hopei to Kweichow
Chinese take Kweichow from Japanese
1 fighter and 6 infantry moved from Shensi to SzechwanCombat - Chinese
Battle in Szechwan
Chinese attack with 1 fighter and 6 infantry
Japanese defend with 1 artillery
Chinese win, taking Szechwan from Japanese with 1 fighter and 5 infantry remaining. Battle score for attacker is 1
Casualties for Japanese: 1 artillery
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Szechwan to Shensi
4 infantry moved from Hopei to ShensiPlace Units - Chinese
1 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 9 PUs; end with 11 PUs totalTerritory Summary for Chinese :
Shensi : 1 fighter and 4 infantry
Kweichow : 1 infantry
Szechwan : 6 infantry
Chahar : 1 infantry
Anhwe : 1 infantryProduction/PUs Summary :
Germans : 50 / 59
Russians : 36 / 36
Japanese : 51 / 63
Americans : 53 / 73
Chinese : 9 / 11
British : 30 / 30
UK_Pacific : 7 / 7
Italians : 13 / 20
ANZAC : 10 / 17
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - British
British buy 3 armour and 3 mech_infantrys; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
Non Combat Move - British
3 aaGuns, 3 artilleries and 26 infantry moved from India to Burma
1 infantry moved from Syria to Trans-Jordan
1 armour, 3 infantry and 2 mech_infantrys moved from Rhodesia to Belgian Congo
1 fighter moved from Algeria to Morocco
1 armour, 1 artillery and 2 infantry moved from Quebec to 106 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 106 Sea Zone to 91 Sea Zone
1 fighter moved from 91 Sea Zone to United Kingdom
1 fighter moved from Morocco to 91 Sea Zone
1 armour and 1 infantry moved from 91 Sea Zone to Morocco
1 artillery and 1 infantry moved from 91 Sea Zone to GibraltarPlace Units - British
2 armour and 1 mech_infantry placed in Iraq
1 armour and 2 mech_infantrys placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6
British collect 30 PUs; end with 30 PUs totalPlace Units - UK_Pacific
1 artillery and 1 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 4,6,1,5
UK_Pacific collect 6 PUs (1 lost to blockades); end with 6 PUs total
Some Units in India change ownership: 1 artillery and 1 infantry
Turning on Edit Mode
EDIT: Removing units owned by Americans from Morocco: 1 fighter
EDIT: Adding units owned by Americans to 91 Sea Zone: 1 fighter
EDIT: Turning off Edit ModeTerritory Summary for British and UK_Pacific :
Burma : 3 aaGuns, 3 artilleries and 26 infantry
India : 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 1 infantry
44 Sea Zone : 1 flag
Belgian Congo : 1 armour, 3 infantry and 2 mech_infantrys
Iceland : 1 airfield
Quebec : 1 factory_minor
Trans-Jordan : 1 infantry
Gibraltar : 1 artillery, 1 harbour and 1 infantry
New Brunswick Nova Scotia : 1 harbour
Union of South Africa : 1 armour, 1 factory_minor, 1 harbour and 2 mech_infantrys
Scotland : 1 airfield
Malta : 1 aaGun and 1 infantry
United Kingdom : 5 aaGuns, 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 11 infantry and 1 mech_infantry
Morocco : 1 armour and 1 infantry
Syria : 1 flag
Eire : 1 flag
Iraq : 1 flag, 2 armour, 1 factory_minor, 2 fighters, 1 mech_infantry and 1 tactical_bomber
Eastern Persia : 1 flag
Northwest Persia : 1 flag
Persia : 1 flag
98 Sea Zone : 1 flag
91 Sea Zone : 1 carrier, 2 fighters and 2 transportsProduction/PUs Summary :
Germans : 50 / 59
Russians : 36 / 36
Japanese : 51 / 63
Americans : 53 / 73
Chinese : 9 / 11
British : 30 / 30
UK_Pacific : 7 / 6
Italians : 13 / 20
ANZAC : 10 / 17
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
Now that the Japanese combat move has been posted, I would appreciate you re-rolling the Japanese combat on the Forum.
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Now that the Japanese combat move has been posted, I would appreciate you re-rolling the Japanese combat on the Forum.
What do you mean?
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Not posting a combat move before a roll is not fair; the rolls should come after the posting.
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Not posting a combat move before a roll is not fair; the rolls should come after the posting.
Dice are posted in the emails, you can check the results for the dice I had in these combats, they were good for me in this round and there is no reason for a reroll that could punish me. I said I would try posting combat with you and I will try but may forget as I play many games and don´t do it usually. I understand you ask for it to distinguish a simulation that might be sent by mistake and be sure it was not a combat rerolled by the opponent, but if only one set of dice is sent, nothing could be unfair. If I send 2 sets to Marti by mistake and don´t send the combat move, would understand you asking for a reroll or mantaining the first set, but not when that does not happen.
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True, Marti results are posted and can be checked and there is no problem when these results are consistently used if a combat move is not posted. However, the attacker may have an advantage if the pre-posted Marti results are not used consistently. If the pre-posted results are not ideal or at least not good, an attacker could claim the pre-posted Marti results were a mistake (e.g., I meant to test the combat with a local game and hit the wrong button) and re-roll. If the pre-posted results are ideal or at least good, an attacker could keep these results by claiming, for instance, the combat move was mistakenly not posted. The fact that your first non-post of a combat move was less than ideal (2 hits suffered) and then there was re-roll, the second non-post was ideal (6 Allied rolls @ 2 all missed) and then there was no re-roll, and the third non-post was also ideal with no re-roll may simply be a terrible coincidence. I apologize deeply if my request seems unfair. If you wish, I will check with a moderator regarding the rules about posting combat moves and will abide the moderator’s decision.
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True, Marti results are posted and can be checked and there is no problem when these results are consistently used if a combat move is not posted. However, the attacker may have an advantage if the pre-posted Marti results are not used consistently. If the pre-posted results are not ideal or at least not good, an attacker could claim the pre-posted Marti results were a mistake (e.g., I meant to test the combat with a local game and hit the wrong button) and re-roll. If the pre-posted results are ideal or at least good, an attacker could keep these results by claiming, for instance, the combat move was mistakenly not posted. The fact that your first non-post of a combat move was less than ideal (2 hits suffered) and then there was re-roll, the second non-post was ideal (6 Allied rolls @ 2 all missed) and then there was no re-roll, and the third non-post was also ideal with no re-roll may simply be a terrible coincidence. I apologize deeply if my request seems unfair. If you wish, I will check with a moderator regarding the rules about posting combat moves and will abide the moderator’s decision.
I don´t know what you are talking about, I only launched dice once. I did no simulations in this round.
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I did not say that you rolled dice twice or do a simulation this past round (or the previous round you claimed to have forgotten to post the combat move).
My point is that if the combat move is not reported before the combat is rolled, an attacker can choose to keep the results (if they are favorable) by claiming to have forgotten to post the combat move OR choose not to keep the results (if they are not favorable) by claiming that the initial (pre-post) roll was supposed to be a simulation and that only the second re-roll should count (the first time you forgot to post the combat move).
Let me check with a moderator to see if there is rule about posting a combat move
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I did not say that you rolled dice twice or do a simulation this past round (or the previous round you claimed to have forgotten to post the combat move).
My point is that if the combat move is not reported before the combat is rolled, an attacker can choose to keep the results (if they are favorable) by claiming to have forgotten to post the combat move OR choose not to keep the results (if they are not favorable) by claiming that the initial (pre-post) roll was supposed to be a simulation and that only the second re-roll should count (the first time you forgot to post the combat move).
Let me check with a moderator to see if there is rule about posting a combat move
You don´t have to accept the second set of dice if there is more than one posted in Marti. So nothing else to say, your opponent can claim what he wants to claim but if you don´t accept it, that´s it.
We are just wasting time here…
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The moderator indicated that there is no rule about posting combat move but that it is very irregular to re-roll a combat, the first email notification of the rolls is the “dice of record,” and the defender has the choice of accepting the results of a re-roll. I can live with this.
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The moderator indicated that there is no rule about posting combat move but that it is very irregular to re-roll a combat, the first email notification of the rolls is the “dice of record,” and the defender has the choice of accepting the results of a re-roll. I can live with this.
Exactly, as I was saying, you have the right to decide if you accept the re-roll if more than one roll was posted, that is all.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Italians
Italians buy 2 artilleries and 4 infantry; Remaining resources: 0 PUs;Politics - Italians
Italians takes Political Action: Political Action Axis To War With Russians
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to WarCombat Move - Italians
1 destroyer moved from 98 Sea Zone to 92 Sea Zone
Italians take 98 Sea Zone from British
1 fighter moved from Southern Italy to 92 Sea Zone
2 infantry moved from Eastern Poland to Belarus
2 artilleries moved from Eastern Poland to BelarusCombat - Italians
Battle in Belarus
Italians attack with 2 artilleries and 2 infantry
Russians defend with 1 infantry
Italians win, taking Belarus from Russians with 2 artilleries and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 92 Sea Zone
Italians attack with 1 destroyer and 1 fighter
Americans defend with 1 destroyer and 2 submarines
Americans win with 1 destroyer remaining. Battle score for attacker is -6
Casualties for Italians: 1 destroyer and 1 fighter
Casualties for Americans: 2 submarinesNon Combat Move - Italians
1 mech_infantry moved from Ethiopia to Egypt
1 artillery moved from Libya to Tobruk
2 aaGuns moved from Northern Italy to Southern Italy
3 infantry moved from Northern Italy to Southern ItalyPlace Units - Italians
2 artilleries and 1 infantry placed in Egypt
2 infantry placed in Southern Italy
1 infantry placed in Northern Italy
Italians undo move 3.
1 infantry placed in Southern ItalyTurn Complete - Italians
Italians collect 14 PUs; end with 14 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 19 PUs





