OOL
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@Giallo Did I not have any fighters in Germany? If so please intercept and redo the battle. Without any escorts I will take my chances to kill bombers.
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo Did I not have any fighters in Germany? If so please intercept and redo the battle. Without any escorts I will take my chances to kill bombers.
You have one fighter
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo Did I not have any fighters in Germany? If so please intercept and redo the battle. Without any escorts I will take my chances to kill bombers.
You have one fighter
ill redo the air battle for us and post it
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 12
Purchase Units - Americans
Americans buy nothing; Remaining resources: 78 PUs;
Combat Move - Americans
3 bombers moved from Normandy Bordeaux to Germany
Combat - Americans
Air Battle in Germany
Americans attacks with 3 units heading to Germany
Germans launches 1 interceptors out of Germany
Attackers Fire, : 0/3 hits, 0,50 expected hits
Defenders Fire, : 0/1 hits, 0,33 expected hits
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Germany
AA fire in Germany : 1/3 hits, 0,50 expected hits
1 bomber killed by AA
Bombing raid in Germany rolls: 5,3 and causes: 8 damage to unit: factory_major
Bombing raid in Germany causes 8 damage total.
Cleaning up after air battles
Non Combat Move - Americans
Combat Hit Differential Summary :
Defenders Fire, : : -0,33
Attackers Fire, : : -0,50
AA fire in Germany : : 0,50
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
TripleA Manual Gamesave Post: Americans round 12
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 12 Purchase Units - Americans Americans buy nothing; Remaining resources: 78 PUs; Combat Move - Americans 3 bombers moved from Normandy Bordeaux to Germany Combat - Americans Air Battle in Germany Americans attacks with 3 units heading to Germany Germans launches 1 interceptors out of Germany Attackers Fire, : 0/3 hits, 0,50 expected hits Defenders Fire, : 0/1 hits, 0,33 expected hits Air Battle is over, the remaining bombers go on to their targets Strategic bombing raid in Germany AA fire in Germany : 1/3 hits, 0,50 expected hits 1 bomber killed by AA Bombing raid in Germany rolls: 5,3 and causes: 8 damage to unit: factory_major Bombing raid in Germany causes 8 damage total. Cleaning up after air battles Non Combat Move - Americans
Combat Hit Differential Summary :
Defenders Fire, : : -0,33 Attackers Fire, : : -0,50 AA fire in Germany : : 0,50
no hits at both sides, please use the uk pac save
no hits at both sides, please use the uk pac save
@Giallo I don’t see the edits for the damage to the factory and loss of a bomber in the UK pac file? Are you not counting the full results of the redo? A redo of a battle is usually a redo of the whole battle in my understanding since you didn’t ask for interceptors.
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
I think is its fully fair. Technically that battle never should have happened since I rejected your assumption to not intercept when I would have indeed intercepted. What if my fighter had hit? What damage die do you remove? Its not fair to you to remove the highest damage die. The fairest solution would be a complete redo of the battle which I requested. When playing this game and you assume decisions for you opponent I feel that you should be ready to accept any consequence of that assumed decision. Even if it doesn’t seem “fair” to you. All that being said I don’t want to make a big stink about this. So if you agree to the redo battle results then edit and we’ll move on. If not, that’s okay. Leave as is and we can move on. But know that that would not be the fairest solution if we are being fair.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 12
Purchase Units - Italians
Italians buy 2 artilleries and 1 fighter; Remaining resources: 0 PUs;
Combat Move - Italians
2 infantry moved from Northern Italy to Southern France
1 fighter moved from Southern Italy to Southern France
Combat - Italians
Battle in Southern France
Italians attack with 1 fighter and 2 infantry
Americans defend with 1 factory_minor, 1 harbour and 1 infantry
Italians roll dice for 1 fighter and 2 infantry in Southern France, round 2 : 1/3 hits, 0.83 expected hits
Americans roll dice for 1 infantry in Southern France, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Southern France
Italians win, taking Southern France from Americans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Non Combat Move - Italians
1 fighter moved from Southern France to Southern Italy
2 aaGuns moved from Volgograd to Caucasus
Place Units - Italians
1 fighter placed in Southern Italy
2 artilleries placed in Northern Italy
Turn Complete - Italians
Italians collect 18 PUs; end with 18 PUs
Combat Hit Differential Summary :
Italians : 0.17
Americans : -0.33
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
I think is its fully fair. Technically that battle never should have happened since I rejected your assumption to not intercept when I would have indeed intercepted. What if my fighter had hit? What damage die do you remove? Its not fair to you to remove the highest damage die. The fairest solution would be a complete redo of the battle which I requested. When playing this game and you assume decisions for you opponent I feel that you should be ready to accept any consequence of that assumed decision. Even if it doesn’t seem “fair” to you. All that being said I don’t want to make a big stink about this. So if you agree to the redo battle results then edit and we’ll move on. If not, that’s okay. Leave as is and we can move on. But know that that would not be the fairest solution if we are being fair.
Not sure if you didn’t see my last post or your silence means you don’t agree. I went ahead with Italy anyway. Please refer to section 8 and 8a of the league rules to better understand the basis for my position.
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
I think is its fully fair. Technically that battle never should have happened since I rejected your assumption to not intercept when I would have indeed intercepted. What if my fighter had hit? What damage die do you remove? Its not fair to you to remove the highest damage die. The fairest solution would be a complete redo of the battle which I requested. When playing this game and you assume decisions for you opponent I feel that you should be ready to accept any consequence of that assumed decision. Even if it doesn’t seem “fair” to you. All that being said I don’t want to make a big stink about this. So if you agree to the redo battle results then edit and we’ll move on. If not, that’s okay. Leave as is and we can move on. But know that that would not be the fairest solution if we are being fair.
Not sure if you didn’t see my last post or your silence means you don’t agree. I went ahead with Italy anyway. Please refer to section 8 and 8a of the league rules to better understand the basis for my position.
i’ll look in to this tomorrow, I have some more time then
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
I think is its fully fair. Technically that battle never should have happened since I rejected your assumption to not intercept when I would have indeed intercepted. What if my fighter had hit? What damage die do you remove? Its not fair to you to remove the highest damage die. The fairest solution would be a complete redo of the battle which I requested. When playing this game and you assume decisions for you opponent I feel that you should be ready to accept any consequence of that assumed decision. Even if it doesn’t seem “fair” to you. All that being said I don’t want to make a big stink about this. So if you agree to the redo battle results then edit and we’ll move on. If not, that’s okay. Leave as is and we can move on. But know that that would not be the fairest solution if we are being fair.
Not sure if you didn’t see my last post or your silence means you don’t agree. I went ahead with Italy anyway. Please refer to section 8 and 8a of the league rules to better understand the basis for my position.
I thought about this for a while, and I still feel and see it like a genltemen’s agreement the way I handled it. Ofcourse thechnicaly you are right you can claim your right and you don’t owe me anything cause I didn’t ask you if you wanted to intercept. But ok, then the outcome is the same, so I still see no need to redo damage etc. I understand for you this is an oppurtunity to get some advantage, but then I think in what way, because I didn’t ask you if you wanted to intercept you see a way to get an advantage rule wise.
If your fighter would have hit one of my bombers I would say we take the two lowest dice which will count. But why reroll, so I don’t feel like changing the outcome, if you insist I will if the rules say I must. But I will do it strongly against my will. I also must say, that this is the 1st time in all my games ever, an opponent asks me to do something like this.
English is not my native language, so pardon me if I didn’t express my feelings about this in the right way
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@Giallo said in Giallo (Allies+3) vs Majikforce (Axis) BM3:
@majikforce there is no need for that, that wouldn’t be fair that battle was already over. So I don 't see why we should edit that
I think is its fully fair. Technically that battle never should have happened since I rejected your assumption to not intercept when I would have indeed intercepted. What if my fighter had hit? What damage die do you remove? Its not fair to you to remove the highest damage die. The fairest solution would be a complete redo of the battle which I requested. When playing this game and you assume decisions for you opponent I feel that you should be ready to accept any consequence of that assumed decision. Even if it doesn’t seem “fair” to you. All that being said I don’t want to make a big stink about this. So if you agree to the redo battle results then edit and we’ll move on. If not, that’s okay. Leave as is and we can move on. But know that that would not be the fairest solution if we are being fair.
Not sure if you didn’t see my last post or your silence means you don’t agree. I went ahead with Italy anyway. Please refer to section 8 and 8a of the league rules to better understand the basis for my position.
I thought about this for a while, and I still feel and see it like a genltemen’s agreement the way I handled it. Ofcourse thechnicaly you are right you can claim your right and you don’t owe me anything cause I didn’t ask you if you wanted to intercept. But ok, then the outcome is the same, so I still see no need to redo damage etc. I understand for you this is an oppurtunity to get some advantage, but then I think in what way, because I didn’t ask you if you wanted to intercept you see a way to get an advantage rule wise.
If your fighter would have hit one of my bombers I would say we take the two lowest dice which will count. But why reroll, so I don’t feel like changing the outcome, if you insist I will if the rules say I must. But I will do it strongly against my will. I also must say, that this is the 1st time in all my games ever, an opponent asks me to do something like this.
English is not my native language, so pardon me if I didn’t express my feelings about this in the right way
It’s fine the way it is. I posted Italy so you can continue on with ANZAC/France. I think you expressed your thoughts very well despite the language barrier. I just look at the assumption portion of the game differently than you. When you make decisions for your opponent you take on all the risk that goes with that. Even if it means they get to see dice and decide to redo the whole battle. There was risk there for me as well. I could’ve lost a fighter and you could’ve done even more damage. I was prepared for that as soon as I saw your bombing run did not include escorts I knew immediately that I wanted to intercept. I hadn’t even looked at the damage or AA die results yet. So I guess in my mind the fairest solution was to re-roll the whole battle as it should have been. But I have moved on and we can continue as is with no hard feelings. I just want you to understand that when you assume decisions for your opponent you accept all the risk. Some may choose to “take advantage” as you say or some like me just want the correct dice rolled as if I had been asked first. I will say that bombing runs are unique in that they have a 3 stage rolling scenario. The more reason I see to roll it out as it should have been. It is the fairest way. Game on! Lets get back at it now! There is a delicate balance each power has to navigate. This game is fun and very exciting!
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 12
Purchase Units - ANZAC
ANZAC buy 3 infantry; Remaining resources: 4 PUs;
Combat Move - ANZAC
1 infantry moved from South Australia to Western Australia
ANZAC take Western Australia from Japanese
1 fighter moved from New South Wales to 54 Sea Zone
1 infantry moved from Northern Territory to Queensland
1 artillery and 1 infantry moved from South Australia to Queensland
1 infantry moved from South Australia to New South Wales
1 artillery moved from South Australia to Queensland
Combat - ANZAC
Battle in 54 Sea Zone
ANZAC attack with 1 fighter
Japanese defend with 1 submarine and 1 transport
1 submarine owned by the Japanese Submerged
ANZAC roll dice for 1 fighter in 54 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
1 transport owned by the Japanese lost in 54 Sea Zone
ANZAC win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Queensland
ANZAC attack with 2 artilleries and 2 infantry
Japanese defend with 1 airfield, 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
ANZAC roll dice for 2 artilleries and 2 infantry in Queensland, round 2 : 1/4 hits, 1,33 expected hits
Japanese roll dice for 1 artillery and 1 infantry in Queensland, round 2 : 0/2 hits, 0,67 expected hits
1 infantry owned by the Japanese lost in Queensland
ANZAC roll dice for 2 artilleries and 2 infantry in Queensland, round 3 : 2/4 hits, 1,33 expected hits
Japanese roll dice for 1 artillery in Queensland, round 3 : 0/1 hits, 0,33 expected hits
1 artillery owned by the Japanese lost in Queensland
ANZAC win, taking Queensland from Japanese with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7
Casualties for Japanese: 1 artillery and 1 infantry
Non Combat Move - ANZAC
1 fighter moved from 54 Sea Zone to New South Wales
2 aaGuns moved from New South Wales to Queensland
Place Units - ANZAC
3 infantry placed in New South Wales
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 3,6
ANZAC collect 8 PUs (2 lost to blockades); end with 12 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs
Combat Hit Differential Summary :
ANZAC : -0,17
Japanese : -1,00
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 12
Purchase Units - ANZAC
ANZAC buy 3 infantry; Remaining resources: 4 PUs;
Combat Move - ANZAC
1 infantry moved from South Australia to Western Australia
ANZAC take Western Australia from Japanese
1 fighter moved from New South Wales to 54 Sea Zone
1 infantry moved from Northern Territory to Queensland
1 artillery and 1 infantry moved from South Australia to Queensland
1 infantry moved from South Australia to New South Wales
1 artillery moved from South Australia to Queensland
Combat - ANZAC
Battle in 54 Sea Zone
ANZAC attack with 1 fighter
Japanese defend with 1 submarine and 1 transport
1 submarine owned by the Japanese Submerged
ANZAC roll dice for 1 fighter in 54 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
1 transport owned by the Japanese lost in 54 Sea Zone
ANZAC win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Queensland
ANZAC attack with 2 artilleries and 2 infantry
Japanese defend with 1 airfield, 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
ANZAC roll dice for 2 artilleries and 2 infantry in Queensland, round 2 : 1/4 hits, 1,33 expected hits
Japanese roll dice for 1 artillery and 1 infantry in Queensland, round 2 : 0/2 hits, 0,67 expected hits
1 infantry owned by the Japanese lost in Queensland
ANZAC roll dice for 2 artilleries and 2 infantry in Queensland, round 3 : 2/4 hits, 1,33 expected hits
Japanese roll dice for 1 artillery in Queensland, round 3 : 0/1 hits, 0,33 expected hits
1 artillery owned by the Japanese lost in Queensland
ANZAC win, taking Queensland from Japanese with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7
Casualties for Japanese: 1 artillery and 1 infantry
Non Combat Move - ANZAC
1 fighter moved from 54 Sea Zone to New South Wales
2 aaGuns moved from New South Wales to Queensland
Place Units - ANZAC
3 infantry placed in New South Wales
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 3,6
ANZAC collect 8 PUs (2 lost to blockades); end with 12 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs
Combat Move - French
Combat - French
Turn Complete - French
Combat Hit Differential Summary :
ANZAC : -0,17
Japanese : -1,00
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 13
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 airfield, 1 artillery, 1 fighter, 11 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
2 infantry moved from Western Germany to Holland Belgium
1 bomber moved from Western Germany to Holland Belgium
5 fighters moved from Western Germany to Holland Belgium
1 fighter moved from Germany to Holland Belgium
1 infantry moved from Caucasus to Northwest Persia
2 fighters moved from Volgograd to Northwest Persia
1 fighter moved from Volgograd to Northwest Persia
1 mech_infantry moved from Caucasus to Northwest Persia
2 infantry moved from Volgograd to Kazakhstan
1 armour and 1 mech_infantry moved from Volgograd to Vologda
Germans take Samara from Russians
1 bomber moved from Volgograd to Vologda
3 fighters moved from Volgograd to Kazakhstan
1 armour and 1 mech_infantry moved from Volgograd to Novosibirsk
Germans take Novosibirsk from Russians
3 artilleries moved from Rostov to Tambov
3 armour, 21 artilleries, 21 infantry and 5 mech_infantrys moved from Volgograd to Tambov
1 bomber moved from Volgograd to Northwest Persia
1 bomber moved from Volgograd to Kazakhstan
Combat - Germans
Battle in Holland Belgium
Germans attack with 1 bomber, 6 fighters and 2 infantry
Americans defend with 1 infantry
Germans roll dice for 1 bomber, 6 fighters and 2 infantry in Holland Belgium, round 2 : 1/9 hits, 4.00 expected hits
Americans roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Holland Belgium
Germans win, taking Holland Belgium from Americans with 1 bomber, 6 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Americans: 1 infantry
Battle in Vologda
Germans attack with 1 armour, 1 bomber and 1 mech_infantry
Russians defend with 1 infantry
Germans roll dice for 1 armour, 1 bomber and 1 mech_infantry in Vologda, round 2 : 1/3 hits, 1.33 expected hits
Russians roll dice for 1 infantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Vologda
Germans win, taking Vologda from Russians with 1 armour, 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Northwest Persia
Germans attack with 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry
British defend with 1 infantry
Germans roll dice for 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry in Northwest Persia, round 2 : 3/6 hits, 2.50 expected hits
British roll dice for 1 infantry in Northwest Persia, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Northwest Persia
Germans win, taking Northwest Persia from British with 1 bomber, 3 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Kazakhstan
Germans attack with 1 bomber, 3 fighters and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber, 3 fighters and 2 infantry in Kazakhstan, round 2 : 2/6 hits, 2.50 expected hits
Russians roll dice for 1 infantry in Kazakhstan, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Kazakhstan
Germans win, taking Kazakhstan from Russians with 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Tambov
Germans attack with 3 armour, 24 artilleries, 21 infantry and 5 mech_infantrys
Russians defend with 1 infantry
Germans roll dice for 3 armour, 24 artilleries, 21 infantry and 5 mech_infantrys in Tambov, round 2 : 19/53 hits, 17.83 expected hits
Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Tambov
Germans win, taking Tambov from Russians with 3 armour, 24 artilleries, 21 infantry and 5 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
3 aaGuns moved from Volgograd to Tambov
1 bomber moved from Vologda to Novgorod
2 infantry moved from Novgorod to Archangel
1 artillery moved from Novgorod to Belarus
2 armour and 1 mech_infantry moved from Finland to Novgorod
1 infantry moved from Ukraine to Bryansk
1 artillery and 1 infantry moved from Ukraine to Rostov
1 bomber moved from Holland Belgium to Western Germany
5 mech_infantrys moved from Germany to Eastern Poland
3 fighters moved from Northwest Persia to Volgograd
3 fighters moved from Kazakhstan to Caucasus
1 bomber moved from Kazakhstan to Novgorod
1 bomber moved from Northwest Persia to Caucasus
10 armour moved from Caucasus to Tambov
10 mech_infantrys moved from Caucasus to Tambov
1 armour and 8 mech_infantrys moved from Ukraine to Tambov
2 fighters moved from Holland Belgium to Germany
1 fighter moved from Holland Belgium to Germany
2 fighters moved from Holland Belgium to Western Germany
3 infantry moved from Western Germany to France
1 fighter moved from Holland Belgium to Western Germany
2 infantry moved from Western Germany to Germany
Place Units - Germans
3 infantry placed in Caucasus
3 infantry placed in Volgograd
3 infantry placed in Ukraine
1 artillery and 2 infantry placed in Novgorod
Germans undo move 4.
1 artillery, 1 fighter and 2 infantry placed in Western Germany
3 mech_infantrys placed in Novgorod
1 airfield placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 1,5
Germans collect 57 PUs (1 lost to blockades); end with 57 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 64 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 79 PUs
Combat Hit Differential Summary :
Germans : -2.17
British : -0.33
Americans : 0.67
Russians : 0.00
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 13
Purchase Units - Russians
Russians buy 6 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Russia to Smolensk
Russians take Smolensk from Italians
1 infantry moved from Russia to Vologda
1 armour moved from Timguska to Novosibirsk
2 fighters and 1 tactical_bomber moved from Russia to Novosibirsk
1 mech_infantry moved from Urals to Vologda
1 infantry moved from Russia to Samara
Russians take Samara from Germans
2 fighters moved from Russia to Vologda
1 infantry moved from Russia to Vologda
1 infantry moved from Evenkiyskiy to Yenisey
1 armour and 1 mech_infantry moved from Urals to Archangel
1 fighter moved from Russia to Archangel
Combat - Russians
Battle in Yenisey
Russians attack with 1 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 infantry in Yenisey, round 2 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 infantry in Yenisey, round 2 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 infantry in Yenisey, round 3 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 infantry in Yenisey, round 3 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 infantry in Yenisey, round 4 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 infantry in Yenisey, round 4 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 infantry in Yenisey, round 5 : 0/1 hits, 0,17 expected hits
Japanese roll dice for 1 infantry in Yenisey, round 5 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 infantry in Yenisey, round 6 : 1/1 hits, 0,17 expected hits
Japanese roll dice for 1 infantry in Yenisey, round 6 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Yenisey
Russians win, taking Yenisey from Japanese with 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Novosibirsk
Russians attack with 1 armour, 2 fighters and 1 tactical_bomber
Germans defend with 1 armour and 1 mech_infantry
Russians roll dice for 1 armour, 2 fighters and 1 tactical_bomber in Novosibirsk, round 2 : 0/4 hits, 2,17 expected hits
Germans roll dice for 1 armour and 1 mech_infantry in Novosibirsk, round 2 : 1/2 hits, 0,83 expected hits
1 fighter owned by the Russians lost in Novosibirsk
1 armour owned by the Russians retreated to Timguska
Germans win with 1 armour and 1 mech_infantry remaining. Battle score for attacker is -10
Casualties for Russians: 1 fighter
Battle in Archangel
Russians attack with 1 armour, 1 fighter and 1 mech_infantry
Germans defend with 2 infantry
Russians roll dice for 1 armour, 1 fighter and 1 mech_infantry in Archangel, round 2 : 2/3 hits, 1,17 expected hits
Italians roll dice for 2 infantry in Archangel, round 2 : 1/2 hits, 0,67 expected hits
1 mech_infantry owned by the Russians and 2 infantry owned by the Germans lost in Archangel
Russians win, taking Archangel from Italians with 1 armour and 1 fighter remaining. Battle score for attacker is 2
Casualties for Russians: 1 mech_infantry
Casualties for Germans: 2 infantry
Battle in Vologda
Russians attack with 2 fighters, 2 infantry and 1 mech_infantry
Germans defend with 1 armour and 1 mech_infantry
Russians roll dice for 2 fighters, 2 infantry and 1 mech_infantry in Vologda, round 2 : 1/5 hits, 1,50 expected hits
Germans roll dice for 1 armour and 1 mech_infantry in Vologda, round 2 : 1/2 hits, 0,83 expected hits
1 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Vologda
Russians roll dice for 2 fighters, 1 infantry and 1 mech_infantry in Vologda, round 3 : 1/4 hits, 1,33 expected hits
Germans roll dice for 1 armour in Vologda, round 3 : 0/1 hits, 0,50 expected hits
1 armour owned by the Germans lost in Vologda
Russians win, taking Vologda from Germans with 2 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
Casualties for Russians: 1 infantry
Casualties for Germans: 1 armour and 1 mech_infantry
Non Combat Move - Russians
2 armour and 2 mech_infantrys moved from Urals to Russia
1 fighter and 1 tactical_bomber moved from Novosibirsk to Russia
2 fighters moved from Vologda to Russia
1 fighter moved from Archangel to Russia
1 aaGun moved from Russia to Vologda
Place Units - Russians
6 infantry placed in Russia
Turn Complete - Russians
Russians collect 11 PUs; end with 11 PUs
Trigger Russians 4 Archangel Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 13 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 15 PUs
Trigger Russians 5 Persia Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 17 PUs
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 19 PUs
Combat Hit Differential Summary :
Germans : -0,17
Italians : 0,33
Russians : -2,00
Japanese : -1,67
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 13
Purchase Units - Japanese
Japanese buy 1 armour, 1 bomber, 1 carrier, 1 destroyer, 2 infantry, 6 mech_infantrys, 2 submarines and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 submarine moved from 6 Sea Zone to 8 Sea Zone
4 mech_infantrys moved from Yakut S.S.R. to Yenisey
1 bomber moved from Siberia to Yenisey
1 transport moved from 33 Sea Zone to 46 Sea Zone
1 infantry moved from New Guinea to 46 Sea Zone
1 infantry and 1 transport moved from 46 Sea Zone to 49 Sea Zone
1 infantry moved from 49 Sea Zone to Solomon Islands
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 47 Sea Zone
1 artillery and 1 infantry moved from 47 Sea Zone to New Britain
3 fighters and 3 tactical_bombers moved from 33 Sea Zone to New Britain
1 bomber moved from Caroline Islands to New Britain
1 submarine moved from 6 Sea Zone to 25 Sea Zone
1 bomber moved from Japan to 25 Sea Zone
3 fighters and 1 tactical_bomber moved from 6 Sea Zone to 25 Sea Zone
1 bomber moved from Yenisey to Timguska
1 infantry moved from Kansu to Timguska
Combat - Japanese
Battle in 8 Sea Zone
Japanese attack with 1 submarine
Americans defend with 1 transport
1 transport owned by the Americans lost in 8 Sea Zone
Japanese roll dice for 1 submarine in 8 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Solomon Islands
Battle in New Britain
Japanese attack with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 3 tactical_bombers
Americans defend with 1 artillery
Japanese roll dice for 1 artillery, 1 bomber, 3 fighters, 1 infantry and 3 tactical_bombers in New Britain, round 2 : 6/9 hits, 4.83 expected hits
ANZAC roll dice for 1 artillery in New Britain, round 2 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Americans lost in New Britain
Japanese win, taking Solomon Islands from ANZAC, taking New Britain from ANZAC with 1 artillery, 1 bomber, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 4
Casualties for Americans: 1 artillery
Battle in 25 Sea Zone
Japanese attack with 1 bomber, 3 fighters, 1 submarine and 1 tactical_bomber
Americans defend with 1 destroyer
Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 bomber, 3 fighters and 1 tactical_bomber in 25 Sea Zone, round 2 : 2/5 hits, 2.83 expected hits
Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in 25 Sea Zone
Japanese win with 1 bomber, 3 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Timguska
Japanese attack with 1 bomber and 1 infantry
Russians defend with 1 armour
Japanese roll dice for 1 bomber and 1 infantry in Timguska, round 2 : 1/2 hits, 0.83 expected hits
Russians roll dice for 1 armour in Timguska, round 2 : 0/1 hits, 0.50 expected hits
1 armour owned by the Russians lost in Timguska
Japanese win, taking Timguska from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 1 armour
Battle in Yenisey
Japanese attack with 4 mech_infantrys
Russians defend with 1 infantry
Japanese roll dice for 4 mech_infantrys in Yenisey, round 2 : 1/4 hits, 0.67 expected hits
Russians roll dice for 1 infantry in Yenisey, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Russians and 1 mech_infantry owned by the Japanese lost in Yenisey
Japanese win, taking Yenisey from Russians with 3 mech_infantrys remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
1 bomber moved from Timguska to Kansu
1 infantry moved from Suiyuyan to Kansu
1 infantry moved from Manchuria to Korea
1 submarine moved from 30 Sea Zone to 63 Sea Zone
1 submarine moved from 54 Sea Zone to 62 Sea Zone
1 submarine moved from 37 Sea Zone to 54 Sea Zone
3 mech_infantrys moved from French Indo China to Burma
1 mech_infantry moved from Malaya to Burma
2 armour moved from Malaya to Burma
1 mech_infantry moved from Kweichow to Burma
1 mech_infantry moved from Hunan to Burma
1 mech_infantry moved from Hopei to Yunnan
1 mech_infantry moved from Kiangsu to Hunan
1 mech_infantry moved from Kiangsu to Kweichow
1 mech_infantry moved from Kiangsu to Hopei
2 fighters moved from New Britain to 33 Sea Zone
1 fighter moved from New Britain to 33 Sea Zone
3 tactical_bombers moved from New Britain to 33 Sea Zone
1 bomber moved from New Britain to Caroline Islands
3 submarines moved from 6 Sea Zone to 33 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone
1 bomber moved from 25 Sea Zone to Japan
1 destroyer moved from 6 Sea Zone to 16 Sea Zone
1 submarine moved from 6 Sea Zone to 1 Sea Zone
3 fighters moved from 25 Sea Zone to Midway
1 tactical_bomber moved from 25 Sea Zone to Wake Island
2 carriers and 2 destroyers moved from 6 Sea Zone to 33 Sea Zone
2 fighters moved from Japan to 33 Sea Zone
Place Units - Japanese
1 bomber placed in Japan
1 armour and 2 mech_infantrys placed in French Indo China
1 carrier, 1 destroyer and 1 transport placed in 37 Sea Zone
3 mech_infantrys placed in Kiangsu
2 submarines placed in 6 Sea Zone
2 infantry and 1 mech_infantry placed in Japan
Turn Complete - Japanese
Japanese collect 73 PUs; end with 73 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 76 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 81 PUs
Objective Japanese 5 Pacific Airfields: Japanese met a national objective for an additional 5 PUs; end with 86 PUs
Objective Japanese 2 Strategic Defense Perimeter: Japanese met a national objective for an additional 5 PUs; end with 91 PUs
Turning on Edit Mode
EDIT: Removing units owned by Japanese from Malaya: 1 fighter and 1 tactical_bomber
EDIT: Adding units owned by Japanese to 37 Sea Zone: 1 fighter and 1 tactical_bomber
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
ANZAC : -0.33
Americans : -0.33
Russians : 0.17
Japanese : 0.17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 13
Purchase Units - Americans
Americans repair damage of 6x factory_minor; Remaining resources: 88 PUs;
Americans buy 1 carrier, 2 destroyers, 2 fighters, 2 infantry and 5 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
1 mech_infantry moved from Normandy Bordeaux to Holland Belgium
4 fighters moved from 110 Sea Zone to Holland Belgium
1 bomber moved from Normandy Bordeaux to France
1 bomber moved from Normandy Bordeaux to Northern Italy
1 destroyer moved from 10 Sea Zone to 1 Sea Zone
1 bomber moved from British Columbia to 1 Sea Zone
1 bomber moved from Western United States to 1 Sea Zone
1 tactical_bomber moved from Hawaiian Islands to Midway
1 fighter and 1 tactical_bomber moved from 26 Sea Zone to Midway
1 fighter and 1 tactical_bomber moved from 26 Sea Zone to Midway
1 tactical_bomber moved from Hawaiian Islands to Midway
1 fighter moved from 26 Sea Zone to Midway
1 fighter moved from 26 Sea Zone to Midway
4 fighters moved from 26 Sea Zone to Wake Island
1 fighter moved from Hawaiian Islands to Wake Island
1 tactical_bomber moved from Hawaiian Islands to 49 Sea Zone
Combat - Americans
Strategic bombing raid in Northern Italy
AA fire in Northern Italy : 1/1 hits, 0,17 expected hits
1 bomber killed by AA
Bombing raid in Northern Italy causes 0 damage total.
Strategic bombing raid in France
AA fire in France : 0/1 hits, 0,17 expected hits
Bombing raid in France rolls: 4 and causes: 4 damage to unit: factory_minor
Bombing raid in France causes 4 damage total.
Battle in 49 Sea Zone
Americans attack with 1 tactical_bomber
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 49 Sea Zone
Americans win with 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Holland Belgium
Americans attack with 4 fighters and 1 mech_infantry
Germans defend with 1 infantry
Americans roll dice for 4 fighters and 1 mech_infantry in Holland Belgium, round 2 : 2/5 hits, 2,17 expected hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits
1 infantry owned by the Germans and 1 mech_infantry owned by the Americans lost in Holland Belgium
Americans win with 4 fighters remaining. Battle score for attacker is -1
Casualties for Americans: 1 mech_infantry
Casualties for Germans: 1 infantry
Battle in 1 Sea Zone
Americans attack with 2 bombers and 1 destroyer
Japanese defend with 1 submarine
Americans roll dice for 2 bombers and 1 destroyer in 1 Sea Zone, round 2 : 1/3 hits, 1,67 expected hits
Japanese roll dice for 1 submarine in 1 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
1 submarine owned by the Japanese lost in 1 Sea Zone
Americans win, taking 1 Sea Zone from Neutral with 2 bombers and 1 destroyer remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in Midway
Americans attack with 4 fighters and 4 tactical_bombers
Japanese defend with 1 airfield and 3 fighters
Americans roll dice for 4 fighters and 4 tactical_bombers in Midway, round 2 : 6/8 hits, 4,67 expected hits
Japanese roll dice for 3 fighters in Midway, round 2 : 2/3 hits, 2,00 expected hits
3 fighters owned by the Japanese and 2 tactical_bombers owned by the Americans lost in Midway
Americans win with 4 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 2 tactical_bombers
Casualties for Japanese: 3 fighters
Battle in Wake Island
Americans attack with 5 fighters
Japanese defend with 1 airfield, 1 marine and 1 tactical_bomber
Americans roll dice for 5 fighters in Wake Island, round 2 : 3/5 hits, 2,50 expected hits
Japanese roll dice for 1 marine and 1 tactical_bomber in Wake Island, round 2 : 0/2 hits, 0,83 expected hits
1 tactical_bomber owned by the Japanese and 1 marine owned by the Japanese lost in Wake Island
Americans win with 5 fighters remaining. Battle score for attacker is 16
Casualties for Japanese: 1 marine and 1 tactical_bomber
Non Combat Move - Americans
5 fighters moved from Wake Island to 26 Sea Zone
4 fighters and 2 tactical_bombers moved from Midway to 26 Sea Zone
2 carriers moved from 10 Sea Zone to 26 Sea Zone
4 fighters moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from Alaska to British Columbia
1 cruiser and 4 submarines moved from 10 Sea Zone to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
4 fighters moved from Holland Belgium to Normandy Bordeaux
1 bomber moved from France to Normandy Bordeaux
1 tactical_bomber moved from 49 Sea Zone to Fiji
2 bombers moved from 1 Sea Zone to Hawaiian Islands
Place Units - Americans
2 infantry placed in Normandy Bordeaux
1 carrier, 2 destroyers and 5 submarines placed in 10 Sea Zone
2 fighters placed in Western United States
Turn Complete - Americans
Americans collect 58 PUs; end with 58 PUs
Trigger Americans 7 North Africa Beach Head: 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 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Combat Hit Differential Summary :
Germans : 0,67
AA fire in France : : -0,17
Americans : 1,00
AA fire in Northern Italy : : 0,83
Japanese : -1,00