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    Argothair

    @Argothair

    '23 '22 '21 '20 '19 '18 '17 '16

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    '23 '22 '21 '20 '19 SFO '18 '17 '16

    Best posts made by Argothair

    • Argo's Middleweight Map for 1939 & 1942

      Hello! I’m starting this thread to show off drafts of a new map for TripleA that I’m working on. I call it the “middleweight” map because it’s meant to have a medium size and complexity – somewhat larger than Revised, but somewhat smaller than World at War. I’ll be updating this top post as I progress through the design work. Some of my design goals for this map include:

      (1) Break up the “capital areas” into multiple tiles, so that central Germany, continental USA, mainland Japan, etc. are not so easy to defend.
      (2) Add a few buffer tiles that are meant to be traded back and forth in the opening so that players don’t lose their capitals or their entire economies on the first turn, e.g., Belgium and Argonne between France and Germany, or Vladivostok and Buryatia between Siberia and Manchuria.
      (3) Place virtually all islands between sea zones instead of inside sea zones, so that controlling islands is a useful way to improve your mobility and logistics – you don’t have to waste an entire flying into and out of each sea zone, for example.
      (4) Ensure that crossing the Atlantic and Pacific Oceans is difficult yet possible – players should have to put some thought and advance planning into how and where to cross, but the time lag should not be so extreme that you have to buy transports on turn 1 to have a chance of retaking a victory city on turn 5.
      (5) Eliminate most of the ‘extra’ tiles in Siberia, China, Africa, etc. that are meant to take up space and slow down enemy invasions…enemy invasions should be slowed by defending troops in plausible chokepoints, not by sheer distance alone.
      (6) Use clear visual signals to help call attention to the strategic features of the map, e.g., all Allies in light colors and all Axis in dark colors; all victory cities are in large circles that look visually distinct from other territories.
      (7) Enhance replayability by offering many different economically valuable theaters to fight in; all territories are worth at least 1 IPC, and it should not be obvious which direction(s) each nation should be trying to expand.
      (8) Reduce the importance of capital looting; you can still steal some cash when you sack a capital, but it shouldn’t totally shut down a players’ ability to manufacture new units.

      The screenshots below are very early drafts; I haven’t assigned territory values or put down starting units yet, but hopefully it will give you an idea of where I’m headed. Feedback on game balance, strategy, software bugs (e.g. territories are missing a connection) and user experience is extremely welcome at all times. Feedback on graphic design and historical accuracy is welcome primarily if you are volunteering to do some of the work of improving those areas of the game, e.g., if you want to contribute some images or edit the .xml file to include proper country names, great, I will be happy to send you the files; if you just want to complain that I got your favorite territory’s name wrong, that’s not as useful.

      I plan to make two different scenarios for this map, one for 1939 and one for 1942. If you want to make a different scenario, I will be happy to send you the source files! As always, thanks to all of my buddies here on the forum who have contributed ideas, images, and feedback over the years – I could not have started this project without you, and, frankly, if I didn’t have buddies like you to hang out with, then I wouldn’t even want to work on this type of map. :-)

      1939:
      032f7558-28bc-48ef-b025-adab1325a93e-image.png

      1942:
      b4117391-c940-4f95-b287-f19b29dd5a27-image.png

      posted in Other Axis & Allies Variants
      A
      Argothair
    • RE: Find League Opponents Thread

      @Stucifer I’m looking for a Path to Victory league game in response to Stucifer’s generous offer to sponsor a membership! I am rusty and don’t know which side has the advantage in PtV, so I will let you select the bid, and then we can flip a coin to see which side you play! In other words, if you bid 6 for the axis, you’ve got a 50% chance of getting the Axis with 6, and a 50% chance of having to play the Allies while I get the Axis with 6…so make the bid fair; it’s in your own interest!

      posted in League
      A
      Argothair
    • RE: Mechanized Russia

      6 tanks is a good R2/R3 buy if you think you can actually use those tanks to stop Germany from safely stacking Bryansk or Belarus or Eastern Ukraine or something like that. The most obvious reason why that might be true is if Germany attempted Sea Lion, but it could also happen if Germany got diced in Paris and lost most of their fast movers, or if Germany bought a ton of infantry and artillery on G1/G2, or if Germany bought a bunch of subs and bombers on G1/G2. Basically if you can slow Germany down by a full turn by preventing them from stacking the next territory in their lineup (or by taking that territory back from them after they’ve unsafely stacked there) then you gain almost a full additional turn of Russian income before the Russian capital and/or economy collapses, which more than pays for the inefficiency of tank purchases.

      On the other hand, if you buy 6 tanks and don’t stop Germany from advancing on schedule, then, yeah, you’ve just blown money Russia can’t afford to lose, and Germany will get Moscow for cheap.

      Buying 2 to 3 artillery and/or mech. infantry per turn as Russia is almost always a good idea, because it can force Germany to keep their forces together, or it can allow you to defensively stack, e.g., Leningrad for an extra turn and then safely retreat your mechanized forces (or send mechanized forces from Moscow to the rescue of a stack of infantry retreating to, e.g., Bryansk). You pull off one trick like that, and, again it pays for itself. You win a couple of battles against pairs of German units with 2 inf, 1 art, 1 ftr that you might have lost with 3 inf, 1 ftr, and, again, it pays for itself. Even if you don’t manage to pull that off, the difference between having 9 (or 27) Russian units and 10 (or 30) Russian units is not game-changing…we’re talking about a few percent on the Moscow battle or a few extra tanks for Germany after they conquer it; we’re not talking about throwing the game way.

      It’s also just more fun to have something to do with the Russians other than turtle. If it’s not clearly worse to buy a few mechs and art, why not enjoy yourself?

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: Axis & Allies balance problems …

      This is basically my favorite topic.

      I agree that in most A&A games, transports are too expensive, especially for tournament play (since tournaments usually have fewer rounds, which means there’s less opportunity for the transport to slowly pay for itself over many rounds).

      I think it’s going too far to say that expensive transports are the reason why A&A games are unbalanced. I think the reason why A&A games are unbalanced is that most games are unbalanced by default, and it takes an enormous amount of skill and effort and testing to make a game balanced, and historically Avalon Hill etc. have not invested that level of effort into balancing their A&A games, and even if they did put more effort into balancing their games, it’s not always clear that they would be successful.

      If you imagine the game designer as an archer who is shooting arrows at a paper target, then getting a “balanced” game is like the bullseye. If the average bid is 5 IPCs or less, then the game is at least roughly balanced. That’s the bullseye – it’s the width of a one-time payment of 5 IPCs. But there’s no special reason why the arrow has to hit the bullseye. Maybe the game will need a one-time payment of 10 or 20 or 80 IPCs. Maybe the game is so unbalanced that you’ve got to add extra national objectives or extra unit types for one side, or change the turn order, or something drastic like that. There are lots of ways to shoot an arrow at a balanced game and “miss.” The total design space is much, much wider than 5 IPCs – it’s hundreds and hundreds of IPCs “wide.”

      At the start of an A&A game, the position is intentionally asymmetrical: the Axis will have more armies and planes, and the Allies will control more territory. That means you can’t necessarily tell whether the game is balanced just by glancing at it – it’s not obvious what the conversion factor should be between Total Unit Value (TUV) and Production (IPCs). Do the Axis need an extra 3 IPCs of TUV for every 1 IPC of Allied advantage in the production value of their starting territories? Or is the ratio closer to 2:1? 4:1? 5:1? It depends on what the best-available opening strategies are, and how effective they are, and how quickly and reliably the Axis can expect to conquer Allied territory, and, yes, on how much it will cost the Allies to build up a fleet of transports (or minor factories) with which to project their power from far-away sources of income such as New York City and London. It’s very hard to say what the exact ratio of TUV Advantage to Production Advantage should be without extensive playtesting and/or complicated, detailed analysis. It’s not something you can just eyeball.

      So when you make a new Axis & Allies game, it might look balanced to the naked eye, but if you’re even slightly wrong about the proper ratio of TUV to Production, you could easily be so wrong that re-balancing your game will require a bid of 30 or 60 or 200 IPCs.

      There’s a kind of horrible paradox in A&A design: if you design a great game, then people will play it to death over many years, and, in so doing, will invent all kinds of new openings that change how rapidly the Axis are able to conquer territory from the Allies. When people first started playing Global 1940 2nd Edition, even moderately-skilled players weren’t necessarily familiar with Dark Skies, or Middle Earth, or Bright Skies, or the Russian tank blitz, or the Yunnan stack – all of which are sort of core parts of the way the game is currently played. But if you’re looking at the game and trying to figure out how large of a bid the Allies need, well, that depends in part on how good the Allied opening strategies are and how good the Axis opening strategies are. So you’re trying to balance a game with literally hundreds of pieces so finely that you don’t want to need to add even two more pieces to one side – i.e., to within 1% tolerances – but you’re also hoping to build a game that’s dynamic and interesting enough that as people play it, they’ll develop new openings and new approaches to the game.

      After all, if players could work out the “one best strategy” for an A&A game within a few months after it was released, and nobody could ever improve on that strategy, then it wouldn’t be a very good game, or, at least, it wouldn’t have much replay value. But if you can’t work out the “one best strategy” with 1,000 players in 6 months, then you probably also can’t work out the “one best strategy” with 10 playtesters in 2 years – so the playtesters are necessarily going to miss some of the best opening strategies, which in turn will throw off the balance in the opening.

      I do fault the designers of Axis & Allies Spring 1942 2nd Edition, because the balance on that game isn’t even close – ordinary, straightforward play by the Axis should win at least 80% of the games at even a moderate skill level if the Allies don’t get a bid. You don’t have to do anything fancy to win that game as the Axis – just build 1/2 infantry, 1/6 artillery, and 1/3 tanks with both Germany and Japan, leave a couple of infantry at home to guard Berlin and Tokyo, and send the rest of the units to Moscow. Roll some dice, and then the Axis win. This is a strategy that the designers could have and should have discovered during playtesting, so they should have been aware that the game was not balanced out-of-the-box, and they should have changed the rules or the starting setup accordingly.

      For the other games, I don’t necessarily fault the designers; they made a reasonable effort to hit the target, and they just happened to miss. World War I is massively biased in favor of the Allies, but it took a little while to figure that out; it wasn’t necessarily obvious that Britain needed to spend its entire budget in India, or that the USA needed to spend its entire budget on shoring up Rome via the Mediterranean. These are ahistorical strategies that haven’t really been tried in previous A&A games, so it’s fine that they came as a surprise to the designers.

      Same thing with A&A Anniversary Edition 1941: it turns out that the Italians are able to can-open for the Germans in a way that devastates Russia, and that it’s too hard to stop Japan’s amphibious explosion because there’s nowhere sane for the Allies to build a Pacific factory, but those weren’t necessarily problems that were obvious in advance: these problems were the result of changes in the Italian and Chinese setup that were new to Anniversary.

      I would like to see cheaper transports as an option, especially for tournament games, but I don’t think there’s any way to set a price on transports (or to scrap transports in favor of infantry-carrying cruiser groups) that would eliminate the hard problem of balance.

      posted in Axis & Allies Discussion & Older Games
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      Argothair
    • RE: Argo's Middleweight Map for 1939 & 1942

      @vodot @barnee @Black_Elk @General-6-Stars @Karl7 @Navalland

      After years of development, I am pleased to report that Argo’s Middleweight Map is live on TripleA! Look for it as “argomidweight” under the Experimental tab from the “Map Downloads” button, and let me know if you have any trouble. Karl, the paratrooper controls have been fixed; I promise they work now. Vodot, the Azores are a usable territory. Navalland, Case Blue is totally a thing now. I think you’re all going to have some fun. :)

      posted in Other Axis & Allies Variants
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      Argothair
    • RE: We need an allied playbook.

      Against my better judgment, here are some thoughts on the “meta” or “structure” of an Allied playbook.

      With respect to Germany and Japan, the Allies are like the black pieces in chess – they’re responding to Axis initiative, so a good Allied player needs a battle plan for each of the most popular German and Japanese openings.

      With respect to Italy, the Allies are like the white pieces in chess – the Allies set the initiative, and Italy has to respond. Depending on what the Allies do, Italy could start the game with one transport or three transports, with a big force in East Africa or no units in East Africa with a big stack in Tobruk or no forces in Tobruk, with Vichy control guaranteed, or with Vichy nearly impossible and an Allied landing force in Greece. So a good Allied player doesn’t need different plans to use against Italy; they just need one good anti-Italian attack. (A master-class player will need different plans so they can perfectly adapt their play to the situation on the board and keep their opponent off-balance, but that’s beyond the scope of a “playbook.”)

      As I see it, the most popular German openings are:

      • Sea Lion (build transports and some surface ships, focus on taking London on G3),
      • Barbarossa (build mechs and tanks, focus on taking Moscow G5 - G7 with enough tanks/planes left over to threaten Egypt),
      • Dark Skies (build mechs and bombers, focus on holding all Allies at bay with bombers while Germany accumulates income advantages from Norway, Leningrad, Stalingrad, and maybe Egypt and/or Iraq).

      The most popular Japanese openings, as far as I can tell, are:

      • a J1 attack on the Philippines and Borneo with the idea of taking all of the money islands by J2-J3 and taking India J3-J6 or at least knocking the UK Pacific’s income down to near-zero very quickly
      • a J1 attack on Pearl Harbor, with or without an invasion of Hawaii, with the idea of tying down US assets to help Germany win in Europe
      • a conservative J2 or J3 attack that focuses on knocking out China early and making high-value trades to keep Japan’s options wide open so they can threaten Russia, India, or Australia later in the game
      • a suicidal attack on Russia, often through China, with planes being sacrificed to airblitz open a path and/or strategically bomb Moscow to weaken Russia for a German win.

      So a good Allied playbook needs ways to address all 7 of these Axis openings, as well as one good anti-Italian attack. Personally, I prefer scrambling no planes against the German naval attacks and then launching the Taranto raid every game, combined with moving the Pacific transport to Persia and the Mediterranean transport to either Southern France (if needed to prevent Vichy) or Greece (if Vichy will not be triggered). On turn 1, always, I like to buy a factory in Egypt and 2 inf, 1 ftr in London. I like to follow that up with a factory in Persia, build mostly land units until Italy is cleared out of Africa, Iraq, and/or Syria, and then build mostly subs to shut Italy down in Sea Zone 97. It’s not a foolproof plan and there are times when something else might be slightly better, but this plan will always work well enough, no matter what your Axis opponents are doing. The Allies have enough to think about in the opening without trying to memorize five different anti-Italian openings.

      posted in Axis & Allies Global 1940
      A
      Argothair
    • RE: [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!

      @cloud7707 Thank you for sharing this! I am inspired by your work to try to develop a ‘Deluxe Anniversary’ edition that includes many of the changes proposed by @vodot, some of your changes, and even a playable France.

      I am experimenting with an October 1941 start date – it has always bothered me that Germany’s invasion of Russia (June 1941) and Japan’s attack on Pearl Harbor (December 1941) both happen on turn 1 of a standard Anniversary game. By starting the game in October 1941, I hope to make a J1 Pearl Harbor attack (and the explosive expansion to Singapore, the Philippines, the East Indies, etc.) feel more natural. I also hope players will find it interesting to consider how Germany can/should continue its invasion of Barbarossa – the G1 turn in standard Anniversary feels pretty scripted to me by now, so this will be a fresh puzzle, of sorts.

      As you say, coding in TripleA is challenging and there is much work to do, but here are some early screenshots:

      17339017-fab9-4070-8253-ebdf88c5cb2e-image.png

      2a825ed5-745a-4083-9b1b-ae2bcdbfab60-image.png

      posted in Customizations
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      Argothair
    • RE: German airbase in Holland r1

      @trulpen I really like the way you are thinking about how to pose thorny dilemmas for your opponent, but I don’t think spending 15 IPCs to save a damaged Battleship is ever a cost-effective play against an opponent who can calmly respond to an unexpected opening.

      The thing is, Germany barely has a use for a battleship. They’re not going to get into round after round of combat where they can keep repairing it and leveraging the efficiency of the free hit. They’re not going to be doing much shore bombardment. At least in the Baltic / North Sea region, they’re not brushing up against factory limits; you can drop 20 units a turn. As aequitas points out, in the long run Germany isn’t a naval power anyway; the US & UK will eventually win control of the Atlantic Ocean; it’s just a matter of time.

      Would I spend 5 IPCs to save a German BB? Sure. It’s of some use; it’s a large piece. But 15 IPCs is almost the whole cost of the BB. The Axis need to expand explosively in the first few turns in order to compete; any investments you make need to pay a very high interest rate. The interest rate on rescuing your BB is low because you buy the AB turn 1, then turn 2 the BB goes back into the Baltic to lick its wounds, then on G3 you get to move the BB somewhere. Where, exactly? To hit Leningrad? I mean, OK, maybe – but that does what, exactly…reduces your chances of losing an 8 IPC destroyer? And has decent odds of bombarding one Soviet infantry? So ballpark you’re earning something like 4 IPC + 2 IPC = 6 IPC, two turns later, on your 15 IPC airbase investment.

      Meanwhile, if you just leave the BB alone, and let it stay wounded in the British sea zone, it’s got a 2/3 chance of killing a British destroyer or fighter – there’s your 6 IPCs right there.

      So, yes, you’re laying an interesting trap for your opponents by inviting them to hit a BB that’s defended by 3 fighters and either come in too weak or pass up on the chance to do Taranto and hit mostly air…but if they see the trap and ignore your BB and do Taranto anyway, then you’ve spent 15 IPC to save a piece that’s really only worth about 10 IPCs at most to the German side.

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: Argo's Middleweight Map for 1939 & 1942

      Now with territory values and a lighter color for the sea zone!

      32919 draft.png

      posted in Other Axis & Allies Variants
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      Argothair
    • RE: Axis & Allies Anniversary upgraded version

      It looks interesting – I’m also unhappy with the way France is treated in most A&A games, although I’m not sure that reincarnating France to slowly fight over west Africa is a good solution – does it really matter who controls French West Africa or French Madagascar? They’re usually of very little strategic and economic importance.

      Tactical bombers could be a lot of fun if done right, although I find it very odd that they are allowed to bomb airbases / naval bases but not factories. Bombing air/naval bases is a very niche move that rarely pays off – I would like to see tactical bombers that can do at least some damage to factories, and strategic bombers that are of little or no use in regular combat.

      Hard to comment on your national advantages without seeing the full list, but your cards are beautiful; I like the design. The French national advantages you display seem balanced.

      I don’t think airbases will have too much effect on Anniversary; the map is already pretty accessible by air. You can fly from London to Moscow in one turn even without an airbase, for example. Airbases might possibly put the Italian fleet at slightly more risk if it ventures away from the central Med, and they might be of some use in the south Pacific.

      The naval bases will dramatically change the game, especially in the Pacific. US and Japan are now one turn’s move away from each other, which requires you to garrison your home territory much more assertively. The Caroline Islands are now in range of India, and India is now in range of northwest Australia (although if you’re coming from the Sydney sea zone, you still can’t quite make it to India). Overall I like the effect of these changes; they help simulate the fog of war by providing more options.

      In the Atlantic, the USA is now one move away from France, which I think will cramp Germany’s style a bit too much. Historically, the USA had no ability to invade France in June 1941 when Anniversary starts, or even in December 1941 when the USA joined the war – the north African landings weren’t until November 1942, and northwest Africa was much, much more lightly defended than France. In practical game terms, Germany is very short on infantry in the first two rounds of the 1941 scenario, and being forced to either leave 3-4 infantry behind in France or reserve 3-4 infantry in Germany to counter-attack an American landing in France will seriously slow down German expansion possibilities. That’s one way to balance the game, but it’s not my favorite – I’d rather see the Axis expand well out of the gate and then be contained later in the game by big Allied national objectives, as in Balanced Mod. Maybe I’ll make some balanced mod NOs for the Allies in Anniversary!

      posted in Customizations
      A
      Argothair

    Latest posts made by Argothair

    • RE: L25 PTV Argothair (X+12) vs MikawaGunichi

      TripleA Turn Summary: Germans round 17

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 17
      
          Research Technology - Germans
      
          Purchase Units - Germans
              Germans buy 1 armour, 7 artilleries, 17 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Germans
              1 infantry moved from Bessarabia to Ukraine
              1 infantry moved from Kursk to Rostov
                    Germans take Rostov from Russians
              2 artilleries and 1 infantry moved from Kursk to Ukraine
              1 fighter moved from Romania to Ukraine
              2 bombers moved from Romania to Ukraine
              1 mech_infantry moved from Romania to Ukraine
              1 armour moved from Romania to Ukraine
              1 armour moved from Romania to Ukraine
              5 armour, 2 artilleries, 7 infantry and 1 mech_infantry moved from Romania to Bulgaria
              2 armour and 1 mech_infantry moved from Germany to Romania
              5 infantry moved from Switzerland to Southern France
              2 artilleries and 2 infantry moved from Northern Spain to Normandy Bordeaux
              2 artilleries and 2 infantry moved from France to Normandy Bordeaux
              1 infantry moved from Finland to Karelia
              3 transports moved from 118 Sea Zone to 116 Sea Zone
              3 transports moved from 116 Sea Zone to 115 Sea Zone
              1 mech_infantry moved from Gorky to Smolensk
              1 infantry moved from Nenetsia to Gorky
              1 infantry moved from Leningrad to Vologda
              1 artillery and 2 infantry moved from Novgorod to Smolensk
              1 artillery and 7 infantry moved from Leningrad to Novgorod
      
          Combat - Germans
              Battle in Ukraine
                  Germans attack with 2 armour, 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 mech_infantry
                  British defend with 3 infantry; Russians defend with 1 factory_minor
                      Germans roll dice for 2 armour, 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 mech_infantry in Ukraine, round 2 : 1/10 hits, 4.17 expected hits
                      Russians roll dice for 3 infantry in Ukraine, round 2 : 1/3 hits, 1.00 expected hits
                      1 infantry owned by the Germans lost in Ukraine
                      1 infantry owned by the British lost in Ukraine
                      Germans roll dice for 2 armour, 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 mech_infantry in Ukraine, round 3 : 4/9 hits, 3.83 expected hits
                      Russians roll dice for 2 infantry in Ukraine, round 3 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Germans lost in Ukraine
                      2 infantry owned by the British lost in Ukraine
                  Germans win, taking Ukraine from Russians with 2 armour, 2 artilleries, 2 bombers, 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 3
                  Casualties for Germans: 2 infantry
                  Casualties for British: 3 infantry
              Battle in Bulgaria
                  Germans attack with 5 armour, 2 artilleries, 7 infantry and 1 mech_infantry
                  Americans defend with 1 aaGun, 4 artilleries and 3 infantry
                      Germans roll dice for 5 armour, 2 artilleries, 7 infantry and 1 mech_infantry in Bulgaria, round 2 : 6/15 hits, 5.00 expected hits
                      Americans roll dice for 1 aaGun, 4 artilleries and 3 infantry in Bulgaria, round 2 : 1/7 hits, 2.33 expected hits
                      1 infantry owned by the Germans lost in Bulgaria
                      1 aaGun owned by the Americans, 3 infantry owned by the Americans and 2 artilleries owned by the Americans lost in Bulgaria
                      Germans roll dice for 5 armour, 2 artilleries, 6 infantry and 1 mech_infantry in Bulgaria, round 3 : 2/14 hits, 4.83 expected hits
                      Americans roll dice for 2 artilleries in Bulgaria, round 3 : 2/2 hits, 0.67 expected hits
                      2 infantry owned by the Germans lost in Bulgaria
                      2 artilleries owned by the Americans lost in Bulgaria
                  Germans win, taking Bulgaria from Americans with 5 armour, 2 artilleries, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is 21
                  Casualties for Germans: 3 infantry
                  Casualties for Americans: 1 aaGun, 4 artilleries and 3 infantry
      
          Non Combat Move - Germans
              2 bombers and 1 fighter moved from Ukraine to Romania
              1 tactical_bomber moved from Smolensk to Romania
      
          Place Units - Germans
              4 artilleries and 6 infantry placed in Romania
              1 artillery and 2 infantry placed in Leningrad
              1 artillery and 2 infantry placed in Normandy Bordeaux
              1 artillery and 2 infantry placed in Southern France
              4 infantry placed in Western Germany
              1 armour, 1 infantry and 1 mech_infantry placed in France
              Germans undo move 6.
              1 armour, 1 infantry and 1 mech_infantry placed in Germany
              Germans undo move 6.
              1 infantry placed in France
              1 armour and 1 mech_infantry placed in Germany
      
          Turn Complete - Germans
              Total Cost from Convoy Blockades: 3
                  Rolling for Convoy Blockade Damage in 95 Sea Zone. Rolls: 3,5
              Germans collect 69 PUs (3 lost to blockades); end with 69 PUs
              Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 72 PUs
              Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 77 PUs
              Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 10 PUs; end with 87 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.00
      Russians regular : 0.33
      Germans regular : -4.83
      

      Savegame

      posted in League
      A
      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      TripleA Turn Summary: French round 11

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 11
      
          Combat Move - ANZAC
      
          Combat Move - French
              1 destroyer moved from 74 Sea Zone to 76 Sea Zone
      
          Combat - French
              Battle in 76 Sea Zone
                  French attack with 1 destroyer
                  Japanese defend with 1 submarine
                      French roll dice for 1 destroyer in 76 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                      Japanese roll dice for 1 submarine in 76 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                      1 submarine owned by the Japanese lost in 76 Sea Zone
                  French win with 1 destroyer remaining. Battle score for attacker is 6
                  Casualties for Japanese: 1 submarine
      
          Non Combat Move - French
      
          Turn Complete - French
      

      Combat Hit Differential Summary :

      Japanese regular : -0.17
      French regular : 0.67
      

      Savegame

      posted in League
      A
      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      TripleA Turn Summary: UK_Pacific round 11

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 11
      
          Purchase Units - Americans
              Americans buy 1 armour, 2 artilleries, 1 fighter, 7 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 infantry moved from Morocco to Algeria
              1 infantry moved from Morocco to Algeria
              3 fighters and 1 tactical_bomber moved from 93 Sea Zone to Algeria
              3 transports moved from 93 Sea Zone to 106 Sea Zone
              2 artilleries and 4 infantry moved from Eastern United States to 104 Sea Zone
              1 artillery and 1 infantry moved from Southeast Mexico to 91 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 93 Sea Zone
              2 artilleries, 4 infantry, 1 submarine and 3 transports moved from 104 Sea Zone to 93 Sea Zone
              3 transports moved from 106 Sea Zone to 104 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              2 infantry and 1 transport moved from 27 Sea Zone to 18 Sea Zone
              2 infantry moved from 18 Sea Zone to Iwo Jima
              1 artillery and 1 infantry moved from Johnston Island to 27 Sea Zone
              1 artillery, 1 infantry and 1 marine moved from Hawaiian Islands to 27 Sea Zone
              2 artilleries, 4 battleships, 4 carriers, 3 cruisers, 5 destroyers, 5 fighters, 2 infantry, 1 marine, 1 submarine, 2 tactical_bombers and 2 transports moved from 27 Sea Zone to 32 Sea Zone
              1 destroyer moved from 28 Sea Zone to 27 Sea Zone
              1 marine moved from 32 Sea Zone to Marshall Islands
              2 infantry moved from 32 Sea Zone to Marshall Islands
              2 artilleries moved from 32 Sea Zone to Marshall Islands
              1 fighter moved from Western United States to Hawaiian Islands
      
          Combat - Americans
              Battle in Iwo Jima
              Battle in Marshall Islands
              Battle in Algeria
                  Americans attack with 3 fighters, 2 infantry and 1 tactical_bomber
                  Italians defend with 2 infantry
                      Americans roll dice for 3 fighters, 2 infantry and 1 tactical_bomber in Algeria, round 2 : 2/6 hits, 2.50 expected hits
                      Italians roll dice for 2 infantry in Algeria, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Americans lost in Algeria
                      2 infantry owned by the Italians lost in Algeria
                  Americans win, taking Iwo Jima from Japanese, taking Marshall Islands from Japanese, taking Algeria from Italians with 3 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
                  Casualties for Italians: 2 infantry
      
          Non Combat Move - Americans
              3 fighters and 1 tactical_bomber moved from Algeria to 93 Sea Zone
              3 artilleries moved from 93 Sea Zone to Morocco
              5 infantry moved from 93 Sea Zone to Morocco
      
          Place Units - Americans
              1 transport placed in 104 Sea Zone
              1 armour, 1 artillery and 6 infantry placed in Eastern United States
              1 submarine placed in 104 Sea Zone
              2 submarines and 1 transport placed in 11 Sea Zone
              1 artillery, 1 fighter and 1 infantry placed in Western United States
      
          Turn Complete - Americans
              Americans collect 56 PUs; end with 56 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUs
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Kiangsu to Shantung
              3 artilleries and 2 infantry moved from Anhwe to Shantung
              2 artilleries and 1 infantry moved from Chahar to Shansi
      
          Combat - Chinese
              Battle in Shansi
                  Chinese attack with 2 artilleries and 1 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 2 artilleries and 1 infantry in Shansi, round 2 : 1/3 hits, 1.00 expected hits
                      Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Shansi
                  Chinese win, taking Shansi from Japanese with 2 artilleries and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
              Battle in Shantung
                  Chinese attack with 3 artilleries and 3 infantry
                  Japanese defend with 1 aaGun, 3 fighters, 2 infantry and 2 tactical_bombers
                      Chinese roll dice for 3 artilleries and 3 infantry in Shantung, round 2 : 1/6 hits, 2.00 expected hits
                      Japanese roll dice for 1 aaGun, 3 fighters, 2 infantry and 2 tactical_bombers in Shantung, round 2 : 3/7 hits, 3.67 expected hits
                      3 infantry owned by the Chinese lost in Shantung
                      1 aaGun owned by the Japanese lost in Shantung
                      Chinese roll dice for 3 artilleries in Shantung, round 3 : 1/3 hits, 1.00 expected hits
                      Japanese roll dice for 3 fighters, 2 infantry and 2 tactical_bombers in Shantung, round 3 : 5/7 hits, 3.67 expected hits
                      3 artilleries owned by the Chinese lost in Shantung
                      1 infantry owned by the Japanese lost in Shantung
                  Japanese win with 3 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is -13
                  Casualties for Chinese: 3 artilleries and 3 infantry
                  Casualties for Japanese: 1 aaGun and 1 infantry
      
          Non Combat Move - Chinese
              1 infantry moved from Fukien to Kiangsi
      
          Place Units - Chinese
              2 artilleries and 6 infantry placed in Hopei
      
          Turn Complete - Chinese
              Chinese collect 25 PUs; end with 25 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 28 PUs
      
          Purchase Units - British
              British buy 1 artillery, 1 cruiser, 2 infantry, 1 mech_infantry and 1 transport; Remaining resources: 0 PUs; 
      
          Purchase Units - UK_Pacific
              UK_Pacific buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - British
              1 destroyer and 2 transports moved from 93 Sea Zone to 113 Sea Zone
              1 destroyer and 1 transport moved from 112 Sea Zone to 113 Sea Zone
              1 artillery moved from United Kingdom to 113 Sea Zone
              7 infantry moved from United Kingdom to 113 Sea Zone
              9 infantry moved from Scotland to United Kingdom
              1 infantry moved from Eire to Scotland
              1 artillery and 7 infantry moved from 113 Sea Zone to Normandy Bordeaux
              3 fighters moved from United Kingdom to Normandy Bordeaux
              1 tactical_bomber moved from United Kingdom to Normandy Bordeaux
              1 armour moved from Morocco to Tunisia
                    British take Tunisia from Italians
              1 artillery and 2 infantry moved from Morocco to Algeria
      
          Combat - British
              Battle in Normandy Bordeaux
                  British attack with 1 artillery, 3 fighters, 7 infantry and 1 tactical_bomber
                  Germans defend with 1 factory_minor, 1 harbour and 2 infantry
                      British roll dice for 1 artillery, 3 fighters, 7 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 4/12 hits, 3.83 expected hits
                      Germans roll dice for 2 infantry in Normandy Bordeaux, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the British lost in Normandy Bordeaux
                      2 infantry owned by the Germans lost in Normandy Bordeaux
                  British win, taking Normandy Bordeaux from Germans with 1 artillery, 3 fighters, 6 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for British: 1 infantry
                  Casualties for Germans: 2 infantry
      
          Non Combat Move - British
              3 fighters and 1 tactical_bomber moved from Normandy Bordeaux to United Kingdom
              1 artillery and 1 infantry moved from Union of South Africa to 73 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 73 Sea Zone to 83 Sea Zone
              1 artillery and 1 infantry moved from 83 Sea Zone to Egypt
              1 artillery and 5 infantry moved from Western India to Baluchistan
              1 mech_infantry moved from Eastern India to Baluchistan
              1 armour moved from Eastern India to Baluchistan
              1 fighter moved from Eastern India to Baluchistan
              1 artillery and 4 infantry moved from Burma to Eastern India
              2 artilleries and 5 infantry moved from Yunnan to Shan State
      
          Place Units - British
              1 artillery and 2 infantry placed in Egypt
              1 mech_infantry placed in Union of South Africa
              1 cruiser and 1 transport placed in 113 Sea Zone
      
          Turn Complete - British
              Total Cost from Convoy Blockades: 2
                  Rolling for Convoy Blockade Damage in 100 Sea Zone. Rolls: 5,5,4,4,3
              British collect 29 PUs (2 lost to blockades); end with 29 PUs
              Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 32 PUs
      
          Place Units - UK_Pacific
              2 artilleries and 3 infantry placed in Eastern India
      
          Turn Complete - UK_Pacific
              Total Cost from Convoy Blockades: 4
                  Rolling for Convoy Blockade Damage in 40 Sea Zone. Rolls: 3,3
                  Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,6
                  Rolling for Convoy Blockade Damage in 132 Sea Zone. Rolls: 1,6
              UK_Pacific collect 7 PUs (4 lost to blockades); end with 7 PUs
              Some Units in Eastern India change ownership: 2 artilleries and 3 infantry
      

      Combat Hit Differential Summary :

      Chinese regular : -1.00
      Americans regular : -0.50
      Japanese regular : 0.33
      Italians regular : 0.33
      Germans regular : 0.33
      British regular : 0.17
      

      Savegame

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      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      TripleA Turn Summary: Chinese round 11

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 11
      
          Purchase Units - Chinese
              Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
              Chinese buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs; 
      
          Combat Move - Chinese
              1 infantry moved from Kiangsu to Shantung
              3 artilleries and 2 infantry moved from Anhwe to Shantung
              2 artilleries and 1 infantry moved from Chahar to Shansi
      
          Combat - Chinese
              Battle in Shansi
                  Chinese attack with 2 artilleries and 1 infantry
                  Japanese defend with 1 infantry
                      Chinese roll dice for 2 artilleries and 1 infantry in Shansi, round 2 : 1/3 hits, 1.00 expected hits
                      Japanese roll dice for 1 infantry in Shansi, round 2 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Shansi
                  Chinese win, taking Shansi from Japanese with 2 artilleries and 1 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
              Battle in Shantung
                  Chinese attack with 3 artilleries and 3 infantry
                  Japanese defend with 1 aaGun, 3 fighters, 2 infantry and 2 tactical_bombers
                      Chinese roll dice for 3 artilleries and 3 infantry in Shantung, round 2 : 1/6 hits, 2.00 expected hits
                      Japanese roll dice for 1 aaGun, 3 fighters, 2 infantry and 2 tactical_bombers in Shantung, round 2 : 3/7 hits, 3.67 expected hits
                      3 infantry owned by the Chinese lost in Shantung
                      1 aaGun owned by the Japanese lost in Shantung
                      Chinese roll dice for 3 artilleries in Shantung, round 3 : 1/3 hits, 1.00 expected hits
                      Japanese roll dice for 3 fighters, 2 infantry and 2 tactical_bombers in Shantung, round 3 : 5/7 hits, 3.67 expected hits
                      3 artilleries owned by the Chinese lost in Shantung
                      1 infantry owned by the Japanese lost in Shantung
                  Japanese win with 3 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is -13
                  Casualties for Chinese: 3 artilleries and 3 infantry
                  Casualties for Japanese: 1 aaGun and 1 infantry
      
          Non Combat Move - Chinese
              1 infantry moved from Fukien to Kiangsi
      
          Place Units - Chinese
              2 artilleries and 6 infantry placed in Hopei
      
          Turn Complete - Chinese
              Chinese collect 25 PUs; end with 25 PUs
              Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 28 PUs
      

      Combat Hit Differential Summary :

      Chinese regular : -1.00
      Japanese regular : 0.33
      

      Savegame

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      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      TripleA Turn Summary: Americans round 11

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 11
      
          Purchase Units - Americans
              Americans buy 1 armour, 2 artilleries, 1 fighter, 7 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 infantry moved from Morocco to Algeria
              1 infantry moved from Morocco to Algeria
              3 fighters and 1 tactical_bomber moved from 93 Sea Zone to Algeria
              3 transports moved from 93 Sea Zone to 106 Sea Zone
              2 artilleries and 4 infantry moved from Eastern United States to 104 Sea Zone
              1 artillery and 1 infantry moved from Southeast Mexico to 91 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 93 Sea Zone
              2 artilleries, 4 infantry, 1 submarine and 3 transports moved from 104 Sea Zone to 93 Sea Zone
              3 transports moved from 106 Sea Zone to 104 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              2 infantry and 1 transport moved from 27 Sea Zone to 18 Sea Zone
              2 infantry moved from 18 Sea Zone to Iwo Jima
              1 artillery and 1 infantry moved from Johnston Island to 27 Sea Zone
              1 artillery, 1 infantry and 1 marine moved from Hawaiian Islands to 27 Sea Zone
              2 artilleries, 4 battleships, 4 carriers, 3 cruisers, 5 destroyers, 5 fighters, 2 infantry, 1 marine, 1 submarine, 2 tactical_bombers and 2 transports moved from 27 Sea Zone to 32 Sea Zone
              1 destroyer moved from 28 Sea Zone to 27 Sea Zone
              1 marine moved from 32 Sea Zone to Marshall Islands
              2 infantry moved from 32 Sea Zone to Marshall Islands
              2 artilleries moved from 32 Sea Zone to Marshall Islands
              1 fighter moved from Western United States to Hawaiian Islands
      
          Combat - Americans
              Battle in Iwo Jima
              Battle in Marshall Islands
              Battle in Algeria
                  Americans attack with 3 fighters, 2 infantry and 1 tactical_bomber
                  Italians defend with 2 infantry
                      Americans roll dice for 3 fighters, 2 infantry and 1 tactical_bomber in Algeria, round 2 : 2/6 hits, 2.50 expected hits
                      Italians roll dice for 2 infantry in Algeria, round 2 : 1/2 hits, 0.67 expected hits
                      1 infantry owned by the Americans lost in Algeria
                      2 infantry owned by the Italians lost in Algeria
                  Americans win, taking Iwo Jima from Japanese, taking Marshall Islands from Japanese, taking Algeria from Italians with 3 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                  Casualties for Americans: 1 infantry
                  Casualties for Italians: 2 infantry
      
          Non Combat Move - Americans
              3 fighters and 1 tactical_bomber moved from Algeria to 93 Sea Zone
              3 artilleries moved from 93 Sea Zone to Morocco
              5 infantry moved from 93 Sea Zone to Morocco
      
          Place Units - Americans
              1 transport placed in 104 Sea Zone
              1 armour, 1 artillery and 6 infantry placed in Eastern United States
              1 submarine placed in 104 Sea Zone
              2 submarines and 1 transport placed in 11 Sea Zone
              1 artillery, 1 fighter and 1 infantry placed in Western United States
      
          Turn Complete - Americans
              Americans collect 56 PUs; end with 56 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 66 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 71 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 76 PUs
      

      Combat Hit Differential Summary :

      Americans regular : -0.50
      Italians regular : 0.33
      

      Savegame

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      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      Scramble in Algeria?

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      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      TripleA Move Summary: Americans round 11

      TripleA Move Summary for game: WW2 Path to Victory

      Game History

      Round: 11
      
          Purchase Units - Americans
              Americans buy 1 armour, 2 artilleries, 1 fighter, 7 infantry, 3 submarines and 2 transports; Remaining resources: 0 PUs; 
      
          Combat Move - Americans
              1 infantry moved from Morocco to Algeria
              1 infantry moved from Morocco to Algeria
              3 fighters and 1 tactical_bomber moved from 93 Sea Zone to Algeria
              3 transports moved from 93 Sea Zone to 106 Sea Zone
              2 artilleries and 4 infantry moved from Eastern United States to 104 Sea Zone
              1 artillery and 1 infantry moved from Southeast Mexico to 91 Sea Zone
              1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 93 Sea Zone
              2 artilleries, 4 infantry, 1 submarine and 3 transports moved from 104 Sea Zone to 93 Sea Zone
              3 transports moved from 106 Sea Zone to 104 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              1 infantry moved from Hawaiian Islands to 27 Sea Zone
              2 infantry and 1 transport moved from 27 Sea Zone to 18 Sea Zone
              2 infantry moved from 18 Sea Zone to Iwo Jima
              1 artillery and 1 infantry moved from Johnston Island to 27 Sea Zone
              1 artillery, 1 infantry and 1 marine moved from Hawaiian Islands to 27 Sea Zone
              2 artilleries, 4 battleships, 4 carriers, 3 cruisers, 5 destroyers, 5 fighters, 2 infantry, 1 marine, 1 submarine, 2 tactical_bombers and 2 transports moved from 27 Sea Zone to 32 Sea Zone
              1 destroyer moved from 28 Sea Zone to 27 Sea Zone
              1 marine moved from 32 Sea Zone to Marshall Islands
              2 infantry moved from 32 Sea Zone to Marshall Islands
              2 artilleries moved from 32 Sea Zone to Marshall Islands
              1 fighter moved from Western United States to Hawaiian Islands
      

      Savegame

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      Argothair
    • RE: L25 PtV Stucifer (X+9) v Argothair (L)

      @Stucifer After all the trouble I went to to take the Hong Kong factory, the least you could have done was take a single casualty from the AA gun. It’s very impolite, this business of you getting away scot-free.

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      Argothair
    • RE: L25 PTV Argothair (X+12) vs MikawaGunichi

      @Argothair I cannot catch a break in the Balkan air theater!

      posted in League
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      Argothair
    • RE: L25 PTV Argothair (X+12) vs MikawaGunichi

      TripleA Turn Summary: Italians round 16

      TripleA Turn Summary for game: WW2 Path to Victory

      Game History

      Round: 16
      
          Purchase Units - Italians
              Italians buy nothing; Remaining resources: 7 PUs; 
      
          Combat Move - Italians
              1 infantry moved from Yugoslavia to Albania
                    Italians take Albania from Americans
              1 bomber, 3 fighters and 1 tactical_bomber moved from Southern Italy to 102 Sea Zone
      
          Combat - Italians
              British scrambles 3 units out of Greece to defend against the attack in 102 Sea Zone
              British scrambles 2 units out of 101 Sea Zone to defend against the attack in 102 Sea Zone
              Battle in 102 Sea Zone
                  Italians attack with 1 bomber, 3 fighters and 1 tactical_bomber
                  British defend with 1 cruiser, 3 fighters and 2 transports; Americans defend with 2 fighters
                      Italians roll dice for 1 bomber, 3 fighters and 1 tactical_bomber in 102 Sea Zone, round 2 : 1/5 hits, 2.67 expected hits
                      British roll dice for 1 cruiser, 5 fighters and 2 transports in 102 Sea Zone, round 2 : 4/6 hits, 3.83 expected hits
                      1 tactical_bomber owned by the Italians, 1 bomber owned by the Italians and 2 fighters owned by the Italians lost in 102 Sea Zone
                      1 cruiser owned by the British lost in 102 Sea Zone
                  1 fighter owned by the Italians retreated
                  British win with 5 fighters and 2 transports remaining. Battle score for attacker is -31
                  Casualties for Italians: 1 bomber, 2 fighters and 1 tactical_bomber
                  Casualties for British: 1 cruiser
              Moving scrambled unit from 102 Sea Zone back to originating territory: Greece
              Moving scrambled unit from 102 Sea Zone back to originating territory: Greece
              Moving scrambled unit from 102 Sea Zone back to originating territory: Greece
              Moving scrambled unit from 102 Sea Zone to 101 Sea Zone
              Moving scrambled unit from 102 Sea Zone to 101 Sea Zone
      
          Non Combat Move - Italians
              1 fighter moved from 102 Sea Zone to Romania
              1 infantry moved from Southern Italy to Northern Italy
              1 infantry moved from Southern Italy to Northern Italy
              1 artillery moved from Southern Italy to Northern Italy
              1 artillery moved from Northern Italy to Yugoslavia
              1 infantry moved from Northern Italy to Yugoslavia
              1 infantry moved from Northern Italy to Yugoslavia
      
          Turn Complete - Italians
              Total Cost from Convoy Blockades: 5
                  Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 6,2,3,6
              Italians collect 5 PUs (5 lost to blockades); end with 12 PUs
      

      Combat Hit Differential Summary :

      Italians regular : -1.67
      British regular : 0.17
      

      Savegame

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      Argothair