Just FYI, some statistics for the current 2023 League
Best posts made by MrRoboto
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RE: League General Discussion Thread
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RE: League General Discussion Thread
I love managing spreadsheets actually so if nobody else wants to do it, I’m available.
I don’t have nearly as much history here as many others though, so no hard feelings if I’m not suited to the task. -
RE: Post League Game Results Here
Oh wow, so much praise from the gamerman himself. Thanks mate :-)
Yeah I tend to be emotional about being diced, making mistakes afterwards and had to step back a while after getting frustrated.
Then I kinda forgot about the game and now am super happy to be back. Not to enthusiastic yet about PtV but that may be just because I am not used to it.
I don’t know why you waved that Japanese flag at me though haha.
PS: 4 years older, with my 3rd child on the way - although not completely emotionless, I’m sure I can handle bad dice a lot better now ;-)
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RE: Post League Game Results Here
@gamerman01 said in Post League Game Results Here:
Roboto is clearly not very rusty…
No pun intendedYeah those were nice. I am having some losses coming in too tough, unfortunately.
I always find it fascinating how in a game that does involve luck in quite a substantial way, some players are still so consistently strong and come out top of the league year in year out.
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RE: League General Discussion Thread
I am away for a week, so won’t be able to play.
Will be back next Tuesday!
I hope it’s ok if I make my life easier by just posting it here once and tagging everyone that I’m playing against right now, instead of posting it in every single thread.@gamerman01
@simon33
@Avner
@FlyingBadger
@Ghostglider
@aequitas-et-veritas
@Sovietishcat
@Pejon_88
@surfer
@elche -
The new ELO-based ranking system
Dear community,
there is a discussion going on right now concerning revamping / overhauling the current ranking system.
While the current system is doing okay and we could certainly just leave it as is, there are some issues with it. How severe are they? I guess that’s up to personal opinion. For me they are major flaws.
I have listed these in another post, over in the league general discussion thread:
https://www.axisandallies.org/forums/post/1664594Please also have a look at this post:
https://www.axisandallies.org/forums/post/1664652Now I have been working these past few weeks on an improved system and I’d like to introduce it to you.
The spreadsheet is here. I hope it’s easy to understand, but explanation will follow.
Short and simple version for everyone:
Every player starts at a base rating of 1500.
Wins award points while losses give negative points.
Winning against higher ranked opponents give more points than winning against lower ranked ones.
Accordingly, losses against low ranked opponents reduce ELO rating more thank losing against better players.That’s basically all you need to know: The higher your ELO rating, the better you are!
Tier levels are included but just serve as a visual cue or a motivation. They don’t have any impact on the ranking.
For everyone interested: Now some more details:
Whenever a game is posted, the Ratings of both Players A and B will change.
The exact formula is:
RAnew = Rating of Player A after the game
RAold = Rating of Player A before the game
K = Factor that increases / decreases the points - more on that later
S = 1 if Player A has won, 0 if Player A has lost
EA = Expected outcome for Player AWhat is EA?
Now this might look complicated to some. But what this formula does is easy:
The higher the difference between Ratings of Player A and B before the game, the smaller the absolute value of Ea. Therefore a win against much lower ranked players is not worth a lot, while winning against similar or even higher ranked players is worth a lot more.
For losses the opposite is true.
A win by the current #1 against the current last place will award only meager 4 points for the winner and -2 for the loser.
However, the last player would receive a whopping 136 for a win and #1 would suffer -87 for that loss!Now the Factor F is important: I set it to 500.
This means, that a player with an Elo rating 500 higher than the opponent is 10x as likely to win the game.Increasing this factor would lead to a wider field of ELO Ratings, while lowering the factor would squeeze everyone closer together.
I found 500 to be quite suitable for our needs but this might change in the future with more games coming in.Now the other important thing: The K factor.
This factor is quite high in the first couple of games and then diminishes gradually. This is so a player can rapidly find her or his correct place in the ranking system. A very strong player would not need to play dozens of games to climb to the top - the system would realize the strength very quickly and move that player to the top in just a few games. Same of course for not-so-good players.
The exact numbers are up for debate, but I have for now settled on these values:We can change these numbers if people think the impact of the first couple of games is too high or too low.
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.Advantages of this system:
Besides solving the issues I mentioned in my other post, there are the following upsides:
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Transparency
Everybody can always see the amount of points a result gave at any time. -
Climbing is always possible
ELO is not set in stone. Climbing or falling can always be done: The more drastic the change in skill, the faster the ELO change will be.
PPG on the other hand was getting more stable with each more game finished. -
ELO reflects the CURRENT strength
You can see how strong every player RIGHT NOW is and not how strong the year on average was. -
No games are discouraged
No strategic avoiding of games / players anymore! -
No theoretical end, improvement is always possible
PPG always has a maximum. You can reach that maximum with your first game! You might need to complete the necessary amount of games to qualify for playoffs but if you go 3-0 against highest Tier, there is no way to get higher than that.
ELO can always be improved, there is no limit! -
Filtering
You can filter the results quickly. If you want to know how a specific player is doing with the Axis, you can find out!
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Now this is a work in progress. I will gladly take your feedback and discuss it with the community. The goal is to find a system that the majority is happy with!Some things are TODO at the moment and I hope I will get to it asap.
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ELO Decay
I am planning to implement a decay, if someone is inactive. My idea is that only ratings above the starting Rating of 1500 will decay. The decay could start after 6 months inactivity and then the ELO could drop by 10% per month until it reaches 1500. Please give some feedback! -
Two different rankings
I am in favour of a lifetime ranking. However, most of us love the yearly playoffs and we need some kind of requirements to qualify for them. So my idea is to have two columns: One for the lifetime ELO and one that only uses the results of the current year. That way we can see overall ranking and yearly ranking at the same time. We could keep the requirement of 3 completed games in the current year to qualify for playoffs. -
Factor in bids?
One idea came up by @mr_stucifer to factor in the bids into the results.
For example: For every point the bid is above the average bid, the ELO-change could be 5% bigger than usual (and vice versa). I would need to work out the exact numbers. But I’m not sure if that’s even desirable in the first place? Your feedback is appreciated!
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RE: The new ELO-based ranking system
I was playing around with the exact numbers and apparently didn’t settle on the same number across different versions.
Tiers have no actual meaning and are just a visual cue.
And they add motivation, I think.I will discuss final numbers with gamerman later, probably after entering more of the historical results.
Huge thanks btw to @mr_stucifer and @farmboy who provided all of the data before 2023.
As of right now, we have everything from 01-01-2019 until now! -
RE: The new ELO-based ranking system
First of all, I can’t quite follow @Arthur-Bomber-Harris last post. Sorry, but I don’t understand what you’re trying to say there.
All I can say is, that starting ELO is the same for everyone.Then the easy answer to @oysteilo first post:
Winner and loser points may differ, when one of them (or both) has less than 11 completed games.This is because the first couple of games weigh more than later ones. I accomplish that with a “K Factor”, which expresses the amount a game is worth.
That K factor is really high for the first couple of games and then gradually decreases. As @gamerman01 said, the exact values are chosen “arbritrarily”, although of course we thought long and hard about them.That K factor is essential, because new players all start at 1500, which is almost guaranteed not a perfect rating for them (most newbies are worse than that average, but some might be a lot better too). So we need the system to move new players as fast as possible to where they belong. Normally, a game between two equals awards only 25 (or -25) points. If a new player is actually a 1900 or a 1100 player, those 400 points climb or descend would take a long time without that sensitivity Factor.
Right now, the K factor we settled on is:
As you can see, the first 3 games are worth a little bit more than double the later games.
We can talk about these values, they are not set in stone. But I want to emphasize the importance of bringing new players to their appropriate rating asap. The only alternative would be placement matches - this would mean that new players are not rated at all for their first 5-10 games and opponents would receive / lose just a fraction of the normal worth. I don’t like this option for us.
Now the other question concerning playoff ranking / seeding.
@AndrewAAGamer is correct, originally I planned to use the current year only for playoff seeding. He said he also prefers this and compared it to football, basketball, baseball and hockey.
Now that comparison has one gigantic flaw however: All of these sports are in a league system where every participant has a fixed number of games and the exact same opponents. So it makes sense to start a season with a clean slate.
However, this is not the case with our community. With OOB and PtV, players need to have 3 completed games, with BM4 they need 6. But 3 games are not nearly enough to properly rate a player, especially not if one of those games was an upset (an unexpected loss / win). If we had an entry requirement of 10+ games per year, I’d definitely go for a clean slate every Jan 1!
Our game is more like the other two sports you mentioned (golf or tennis), even though they are still a bit different: It’s impossible to burst onto the scene as a complete nobody and expect to participate in the biggest tournament with only 3 games completed. A first time participant of a Grand-Slam-Tournament has proven himself/herself over many matches beforehand in smaller tournaments. We don’t have that luxury.
I think our sports can probably best be compared to boxing, where everyone chooses their opponents and some have only very few matches per year, while others have some more.I can change the system to rank playoff seedings only according to results in the current year. Which would mean everyone starts at 1500 (for playoff ranking only). But do we want that?
@oysteilo actually gave a great example!
Oysteilo started the year with OOB rating of 1669
He is 2-1 this year, with both of his wins being almost worthless (against dawgoneit), giving him only +3 each. He lost once against the #1 AndrewAAGamer for -16. Which gives oysteilo a final rating of 1659. Which is more or less the same rating he had for the last 7 years.ArthurBomberHarris started the year with OOB rating of 1542
He went 5-0 this year, although only one of his opponents was really strong (he defeated #1 AndrewAAGamer!). He gained 110 in the process, which means he significantly improved his rating from 1542 to 1652. This is the highest OOB rating he ever achieved.They are now almost identical in rating (1652 and 1659), with 32 or 41 total completed games. Which means the rating is very reliable, those two players are very likely extremely similar in strength.
Now it’s a personal decision: Do you think oysteilo should get the higher seed because of his slightly higher rating and the fact he mainainted roughly that rating for 7 years? Even though his rating basically stagnated this year? Then the system should stay as it is.
Or do you think ArthurBomberHarris should get the higher seed because he is on an upward trajectory this year? Remember, Arthur is probably not better than oysteilo (they are most likely equally strong right now) and it is the first time he achieved the same level as oysteilo. But if you think the improvement he showed this year is worth more the system should change to let everyone start at 1500 on Jan1.
Do you think AndrewAAGamer who sits comfortably at #1, with only farmboy being SOMEWHAT close should get the top seeding? He went 7-2 and increased his OOB rating from 1798 to 1830.
Or do you think the 5-0 of Arthur and the 4-0 of Booper this year is more impressive and should give both of them a higher seeding, despite both of them definitely being not as good as Andrew?
My personal preference is the first option, which is currently implemented.
But I can absolutely understand if you value recent results higher than overall strength! This is a system that should be backed by the majority of the community so please: WEIGH IN! -
RE: The new ELO-based ranking system
With AAB you mean ABH, ArthurBomberHarris?
We use the overall ranking right now and I would like to keep it as well in the future.
We wouldn’t need it if EVERYONE is like Myygames and plays one version only.
However, some people like Pejon or GeneralDisarray are playing 2 or even more versions. I find it interesting to see if someone is a specialist or a generalist.
But, as you two have already agreed: Playoffs are never based on overall rankings, but rather on type specifics.
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RE: Find League Opponents Thread
The last 100 BM4 games have almost exactly 50% Axis wins.
Bids in that timeframe hovered around +20 for Allies.Since you are a new player, my assumption would be that an Allied bid of slightly over 20 would be fair if you are Allies or slightly below 20 if you are Axis
Latest posts made by MrRoboto
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RE: L24 - BM4 - Ghostglider vs MrRoboto (+16)
TripleA Turn Summary: UK_Pacific round 9
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 9 Purchase Units - Americans Americans buy 3 artilleries, 1 carrier, 1 destroyer, 2 fighters, 5 infantry and 3 transports; Remaining resources: 0 PUs; Combat Move - Americans 2 infantry moved from Morocco to 91 Sea Zone 1 carrier, 2 infantry, 1 submarine and 1 transport moved from 91 Sea Zone to 110 Sea Zone 4 fighters moved from 110 Sea Zone to France 1 artillery and 1 infantry moved from Normandy Bordeaux to France 2 infantry moved from 110 Sea Zone to Holland Belgium 2 fighters moved from United Kingdom to Holland Belgium 2 fighters and 1 tactical_bomber moved from 33 Sea Zone to 35 Sea Zone 2 carriers, 1 cruiser and 1 destroyer moved from 6 Sea Zone to 19 Sea Zone 1 infantry moved from Soviet Far East to Siberia Americans take Siberia from Japanese 1 artillery moved from Soviet Far East to 4 Sea Zone 1 artillery and 1 transport moved from 4 Sea Zone to 6 Sea Zone 1 artillery moved from 6 Sea Zone to Korea 2 infantry moved from Iwo Jima to 17 Sea Zone 2 infantry and 1 transport moved from 17 Sea Zone to 19 Sea Zone 2 infantry moved from 19 Sea Zone to Kiangsu 1 destroyer and 1 fighter moved from 33 Sea Zone to 6 Sea Zone Americans take 17 Sea Zone from Japanese Americans take 6 Sea Zone from Japanese 1 cruiser moved from 33 Sea Zone to 6 Sea Zone 1 battleship moved from 33 Sea Zone to 6 Sea Zone Combat - Americans Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 5 Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 1 hits. Rolls: 1 Units damaged: 1 carrier owned by the Americans Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits. Rolls: 2 1 destroyer owned by the Americans lost in 19 Sea Zone Battle in Kiangsu Battle in Korea Battle in Holland Belgium Americans attack with 2 fighters and 2 infantry Germans defend with 1 infantry Americans roll dice for 1 cruiser in Holland Belgium, round 2 : 0/1 hits, 0,50 expected hits Americans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 2/4 hits, 1,33 expected hits Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Holland Belgium Americans win, taking Kiangsu from Japanese, taking Korea from Japanese, taking Holland Belgium from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in 35 Sea Zone Americans attack with 2 fighters and 1 tactical_bomber Japanese defend with 1 destroyer Americans roll dice for 2 fighters and 1 tactical_bomber in 35 Sea Zone, round 2 : 2/3 hits, 1,67 expected hits Japanese roll dice for 1 destroyer in 35 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Japanese lost in 35 Sea Zone Americans win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in France Americans attack with 1 artillery, 4 fighters and 1 infantry Germans defend with 1 airfield, 1 factory_minor and 1 infantry Americans roll dice for 1 artillery, 4 fighters and 1 infantry in France, round 2 : 2/6 hits, 2,67 expected hits Germans roll dice for 1 infantry in France, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in France Americans win, taking France from Germans, taking Morocco from Americans, taking French Equatorial Africa from British, taking Normandy Bordeaux from British, taking French Central Africa from British, taking French Madagascar from British, taking French Guiana from British, taking Algeria from Americans, taking Southern France from British, taking Syria from British, taking French West Africa from British, taking Tunisia from British with 1 artillery, 4 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Trigger French 1 Liberation By Americans: Setting switch to false for conditionAttachment_French_1_Can_Be_Liberated_Switch attached to French Trigger French 1 Liberation By Americans: French has 4 infantry placed in France Trigger Americans Liberation France Liberated Tunisia 2 activates a trigger called: Trigger Americans Liberation France Liberated Tunisia 3 Trigger Americans Liberation France Liberated French Central Africa 2 activates a trigger called: Trigger Americans Liberation France Liberated French Central Africa 3 Trigger Americans Liberation France Liberated Southern France 2 activates a trigger called: Trigger Americans Liberation France Liberated Southern France 3 Trigger Americans Liberation France Liberated Algeria 2 activates a trigger called: Trigger Americans Liberation France Liberated Algeria 3 Trigger Americans Liberation France Liberated French Indo China 2 activates a trigger called: Trigger Americans Liberation France Liberated French Indo China 3 Trigger Americans Liberation France Liberated Morocco 2 activates a trigger called: Trigger Americans Liberation France Liberated Morocco 3 Trigger Americans Liberation France Liberated Syria 2 activates a trigger called: Trigger Americans Liberation France Liberated Syria 3 Trigger Americans Liberation France Liberated French Guiana 2 activates a trigger called: Trigger Americans Liberation France Liberated French Guiana 3 Trigger Americans Liberation France Liberated French Madagascar 2 activates a trigger called: Trigger Americans Liberation France Liberated French Madagascar 3 Trigger Americans Liberation France Liberated French West Africa 2 activates a trigger called: Trigger Americans Liberation France Liberated French West Africa 3 Non Combat Move - Americans 5 fighters moved from 6 Sea Zone to 19 Sea Zone 3 submarines moved from 26 Sea Zone to 6 Sea Zone 2 carriers moved from 33 Sea Zone to 19 Sea Zone 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 submarine moved from 19 Sea Zone to 20 Sea Zone 1 submarine moved from 19 Sea Zone to 20 Sea Zone 1 submarine moved from 19 Sea Zone to 20 Sea Zone 1 destroyer moved from 33 Sea Zone to 19 Sea Zone 1 submarine moved from 19 Sea Zone to 6 Sea Zone 1 fighter moved from 35 Sea Zone to 19 Sea Zone 1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Guam 3 artilleries and 5 infantry moved from Eastern United States to 101 Sea Zone 3 artilleries, 1 carrier, 5 infantry, 1 submarine and 4 transports moved from 101 Sea Zone to 91 Sea Zone 1 submarine moved from 93 Sea Zone to 97 Sea Zone 3 artilleries and 5 infantry moved from 91 Sea Zone to Morocco 1 transport moved from 107 Sea Zone to 101 Sea Zone 3 transports moved from 110 Sea Zone to 107 Sea Zone 2 fighters moved from Holland Belgium to 110 Sea Zone 2 fighters moved from Eastern United States to 110 Sea Zone 2 fighters moved from France to 110 Sea Zone 2 fighters moved from France to Normandy Bordeaux 1 destroyer moved from 110 Sea Zone to 112 Sea Zone Place Units - Americans 1 carrier, 1 destroyer and 3 transports placed in 101 Sea Zone 3 artilleries, 2 fighters and 5 infantry placed in Eastern United States Turn Complete - Americans Americans collect 59 PUs; end with 59 PUs Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 64 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 69 PUs Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 74 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 84 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 89 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 94 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 99 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 2 infantry moved from Kweichow to Anhwe 1 fighter moved from Suiyuyan to Anhwe Combat - Chinese Battle in Anhwe Chinese attack with 1 fighter and 2 infantry Japanese defend with 2 infantry and 1 mech_infantry Chinese roll dice for 1 fighter and 2 infantry in Anhwe, round 2 : 0/3 hits, 0,83 expected hits Japanese roll dice for 2 infantry and 1 mech_infantry in Anhwe, round 2 : 0/3 hits, 1,00 expected hits Chinese roll dice for 1 fighter and 2 infantry in Anhwe, round 3 : 2/3 hits, 0,83 expected hits Japanese roll dice for 2 infantry and 1 mech_infantry in Anhwe, round 3 : 0/3 hits, 1,00 expected hits 2 infantry owned by the Japanese lost in Anhwe Chinese roll dice for 1 fighter and 2 infantry in Anhwe, round 4 : 1/3 hits, 0,83 expected hits Japanese roll dice for 1 mech_infantry in Anhwe, round 4 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Anhwe 1 mech_infantry owned by the Japanese lost in Anhwe Chinese win, taking Anhwe from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry and 1 mech_infantry Casualties for Chinese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Anhwe to Kiangsu 1 infantry moved from Suiyuyan to Shensi Place Units - Chinese 5 infantry placed in Kiangsu Chinese undo move 1. 1 infantry placed in Szechwan 1 infantry placed in Kweichow 3 infantry placed in Kiangsu Turn Complete - Chinese Chinese collect 10 PUs; end with 11 PUs Purchase Units - British British buy 3 artilleries and 14 infantry; Remaining resources: 0 PUs; Combat Move - British 1 artillery and 2 infantry moved from Persia to Eastern Persia Combat - British British creates battle in territory 80 Sea Zone Battle in 80 Sea Zone British attack with 2 submarines Germans defend with 1 submarine 2 submarines owned by the British submerged Battle in Eastern Persia British attack with 1 artillery and 2 infantry Germans defend with 1 mech_infantry British roll dice for 1 artillery and 2 infantry in Eastern Persia, round 2 : 0/3 hits, 0,83 expected hits Germans roll dice for 1 mech_infantry in Eastern Persia, round 2 : 0/1 hits, 0,33 expected hits British roll dice for 1 artillery and 2 infantry in Eastern Persia, round 3 : 1/3 hits, 0,83 expected hits Germans roll dice for 1 mech_infantry in Eastern Persia, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Eastern Persia 1 mech_infantry owned by the Germans lost in Eastern Persia British winGermans winGermans win with 1 submarine remaining with 1 submarine remaining, taking Eastern Persia from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 1 Casualties for British: 1 infantry Casualties for Germans: 1 mech_infantry Non Combat Move - British Turning on Edit Mode EDIT: Removing units owned by British from 80 Sea Zone: 1 submarine EDIT: Adding units owned by British to 39 Sea Zone: 1 submarine EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Changing unit bombing damage for these Germans owned units to: factory_major = 10 EDIT: Turning off Edit Mode 1 infantry moved from Persia to Northwest Persia 2 armour, 6 infantry and 4 mech_infantrys moved from Persia to Iraq 6 infantry and 1 mech_infantry moved from Egypt to Trans-Jordan 1 artillery, 3 infantry and 1 mech_infantry moved from Trans-Jordan to Iraq 3 fighters moved from Sardinia to France 5 aaGuns and 8 infantry moved from Normandy Bordeaux to France 2 fighters moved from United Kingdom to France 1 infantry moved from United Kingdom to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Normandy Bordeaux 2 fighters moved from 110 Sea Zone to France 3 infantry moved from Rhodesia to Belgian Congo Place Units - British 3 artilleries placed in Iraq 3 infantry placed in Persia 3 infantry placed in Egypt 3 infantry placed in Union of South Africa 5 infantry placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 1,6 British collect 34 PUs (1 lost to blockades); end with 34 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 37 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 40 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 43 PUs Objective British 2 Southern Europe Beach Head: British met a national objective for an additional 3 PUs; end with 46 PUs Turn Complete - UK_Pacific
Combat Hit Differential Summary :
Chinese regular : 0,50 Americans regular : -0,17 Japanese regular : -1,67 Germans regular : -0,33 British regular : -0,67
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RE: L24 - BM4 - Ghostglider vs MrRoboto (+16)
forgot to bombard germany.
your AAA
[dice 1d6<=1]
my roll:
[dice 1d6]
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RE: BM4 MrRoboto (Axis) vs Oysteilo (AL+16) Game 2
TripleA Turn Summary: Germans round 11
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 11 Research Technology - Germans Purchase Units - Germans Germans buy 2 artilleries, 2 bombers, 1 destroyer, 4 infantry, 3 mech_infantrys and 1 transport; Remaining resources: 0 PUs; Combat Move - Germans 1 infantry moved from Belarus to Bryansk 1 bomber moved from Novgorod to Bryansk 2 artilleries and 5 infantry moved from Rostov to Tambov 1 infantry moved from Western Ukraine to Bryansk Combat - Germans Germans creates battle in territory 119 Sea Zone Battle in Bryansk Germans attack with 1 bomber and 2 infantry Russians defend with 1 infantry Germans roll dice for 1 bomber and 2 infantry in Bryansk, round 2 : 1/3 hits, 1,00 expected hits Russians roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Bryansk Germans win, taking 119 Sea Zone from Americans, taking Bryansk from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Tambov Germans attack with 2 artilleries and 5 infantry Russians defend with 2 infantry Germans roll dice for 2 artilleries and 5 infantry in Tambov, round 2 : 3/7 hits, 1,83 expected hits Russians roll dice for 2 infantry in Tambov, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Germans lost in Tambov 2 infantry owned by the Russians lost in Tambov Germans win, taking Tambov from Russians with 2 artilleries and 4 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Russians: 2 infantry Non Combat Move - Germans 4 infantry moved from Novgorod to Belarus 1 armour and 3 mech_infantrys moved from Poland to Belarus 1 bomber moved from Bryansk to Western Germany 4 mech_infantrys moved from Rostov to Belarus 7 mech_infantrys moved from Rostov to Tambov 19 armour and 15 mech_infantrys moved from Caucasus to Tambov 2 infantry moved from Caucasus to Volgograd 6 aaGuns, 2 artilleries and 5 infantry moved from Rostov to Tambov 3 infantry moved from Rostov to Tambov 2 artilleries moved from Rostov to Tambov 11 artilleries and 11 infantry moved from Rostov to Volgograd 5 infantry moved from Western Ukraine to Ukraine 2 infantry moved from France to Western Germany 1 submarine moved from 119 Sea Zone to 111 Sea Zone 1 battleship, 1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 3 transports moved from 113 Sea Zone to 112 Sea Zone 3 mech_infantrys moved from Western Germany to Slovakia Hungary 1 mech_infantry moved from Yenisey to Kansu 1 infantry moved from Nenetsia to Urals Place Units - Germans 1 transport placed in 112 Sea Zone 1 destroyer placed in 93 Sea Zone 1 artillery and 2 infantry placed in Novgorod 1 artillery and 2 infantry placed in Volgograd 2 bombers and 3 mech_infantrys placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,2 Germans collect 55 PUs (2 lost to blockades); end with 55 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 62 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 67 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 77 PUs
Combat Hit Differential Summary :
Russians regular : 0,00 Germans regular : 1,17
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RE: BM4 - Stucifer (Axis) vs MrRoboto (Allies+18)
TripleA Turn Summary: Russians round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Purchase Units - Russians Russians buy 3 artilleries and 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Buryatia to Sakha Russians take Sakha from Japanese 1 infantry moved from Belarus to Baltic States Russians take Baltic States from Germans Combat - Russians Non Combat Move - Russians 1 infantry moved from Archangel to Belarus 2 artilleries and 2 infantry moved from Archangel to Smolensk 1 artillery and 9 infantry moved from Russia to Bryansk 3 infantry moved from Volgograd to Rostov 2 infantry moved from Timguska to Novosibirsk 3 infantry moved from Central Mongolia to Suiyuyan 1 submarine moved from 104 Sea Zone to 102 Sea Zone Place Units - Russians 3 artilleries and 7 infantry placed in Russia 1 infantry placed in Volgograd Turn Complete - Russians Russians collect 30 PUs; end with 30 PUs Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 33 PUs Trigger Russians 4 Archangel Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 35 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 37 PUs Trigger Russians 5 Persia Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 39 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 41 PUs
Combat Hit Differential Summary :
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RE: L24 BM4 GeneralDisarray (Axis) vs Roboto (Allies+22)
Oh wow, for real? 3 out of 4? Ugh.
Do you have any Dice mails for those? I haven’t received the sub rolls.
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RE: L23 BM4 Pejon_88 (Allies+17) vs Roboto (Axis)
TripleA Turn Summary: Japanese round 22
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 22 Purchase Units - Japanese Japanese buy 2 fighters, 8 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs; 4 SuicideAttackTokens; Combat Move - Japanese 1 submarine moved from 6 Sea Zone to 35 Sea Zone 1 destroyer moved from 6 Sea Zone to 17 Sea Zone 1 destroyer moved from 6 Sea Zone to 21 Sea Zone 1 submarine moved from 17 Sea Zone to 22 Sea Zone 2 fighters moved from 6 Sea Zone to 17 Sea Zone 1 bomber moved from Yunnan to 21 Sea Zone 8 fighters and 4 tactical_bombers moved from Yunnan to 35 Sea Zone 1 artillery and 23 infantry moved from Burma to India 1 armour, 2 artilleries, 6 infantry and 1 mech_infantry moved from Yakut S.S.R. to Yenisey Japanese take Yenisey from Russians 1 infantry moved from Dzavhan to Olgiy Japanese take Olgiy from Russians 1 infantry moved from Suiyuyan to Tsagaan Olom Japanese take Tsagaan Olom from Russians 1 infantry moved from Novosibirsk to Vologda Japanese take Vologda from Russians Combat - Japanese Battle in 22 Sea Zone Japanese attack with 1 submarine Americans defend with 1 transport 1 transport owned by the Americans lost in 22 Sea Zone Japanese win, taking 22 Sea Zone from ANZAC with 1 submarine remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in 17 Sea Zone Japanese attack with 1 destroyer and 2 fighters Americans defend with 1 submarine Japanese roll dice for 1 destroyer and 2 fighters in 17 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits Americans roll dice for 1 submarine in 17 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Americans lost in 17 Sea Zone Japanese win, taking 17 Sea Zone from Americans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6 Casualties for Americans: 1 submarine Battle in 35 Sea Zone Japanese attack with 8 fighters, 1 submarine and 4 tactical_bombers British defend with 1 destroyer Japanese roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 8 fighters and 4 tactical_bombers in 35 Sea Zone, round 2 : 5/12 hits, 6,67 expected hits British roll dice for 1 destroyer in 35 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the British lost in 35 Sea Zone Japanese win, taking 35 Sea Zone from Americans with 8 fighters, 1 submarine and 4 tactical_bombers remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in 21 Sea Zone Japanese attack with 1 bomber and 1 destroyer Americans defend with 1 submarine Japanese roll dice for 1 bomber and 1 destroyer in 21 Sea Zone, round 2 : 1/2 hits, 1,00 expected hits Americans roll dice for 1 submarine in 21 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Americans lost in 21 Sea Zone Japanese win with 1 bomber and 1 destroyer remaining. Battle score for attacker is 6 Casualties for Americans: 1 submarine Battle in India Japanese attack with 1 artillery and 23 infantry British defend with 4 infantry; UK_Pacific defend with 1 airfield, 1 factory_major and 1 harbour Japanese roll dice for 1 artillery and 23 infantry in India, round 2 : 3/24 hits, 4,33 expected hits UK_Pacific roll dice for 4 infantry in India, round 2 : 0/4 hits, 1,33 expected hits 3 infantry owned by the British lost in India Japanese roll dice for 1 artillery and 23 infantry in India, round 3 : 5/24 hits, 4,33 expected hits UK_Pacific roll dice for 1 infantry in India, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in India Japanese captures 12PUs while taking UK_Pacific capital Japanese converts factory_major into different units Japanese win, taking India from UK_Pacific with 1 artillery and 23 infantry remaining. Battle score for attacker is 12 Casualties for British: 4 infantry triggerUKPacificDestroyPUsJapanese: Setting destroysPUs to true for playerAttachment attached to UK_Pacific Non Combat Move - Japanese 3 infantry moved from Shan State to Burma 1 fighter moved from Hunan to 20 Sea Zone 8 fighters and 4 tactical_bombers moved from 35 Sea Zone to 20 Sea Zone 1 bomber moved from 21 Sea Zone to Kwangtung 1 destroyer moved from 6 Sea Zone to 35 Sea Zone 2 fighters moved from 17 Sea Zone to 20 Sea Zone 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 1 artillery, 2 battleships, 10 carriers, 2 cruisers, 2 destroyers, 3 infantry, 23 submarines and 2 transports moved from 6 Sea Zone to 20 Sea Zone 1 artillery and 3 infantry moved from 20 Sea Zone to Kwangtung 2 infantry moved from Buryatia to Yakut S.S.R. 1 aaGun moved from Yakut S.S.R. to Yenisey 1 infantry moved from Chahar to Suiyuyan 1 infantry moved from Anhwe to Chahar 2 infantry moved from Shantung to Anhwe 2 infantry moved from Manchuria to Buyant-Uhaa 4 infantry moved from Yunnan to Burma 3 infantry moved from Kwangsi to Yunnan 1 infantry moved from French Indo China to Shan State 6 infantry moved from Hunan to Yunnan Place Units - Japanese 2 submarines and 1 transport placed in 20 Sea Zone 2 fighters and 2 infantry placed in Japan 3 infantry placed in French Indo China 3 infantry placed in Shantung Turn Complete - Japanese Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 2,6 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 6,4 Japanese collect 62 PUs (2 lost to blockades); end with 74 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 77 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 82 PUs
Combat Hit Differential Summary :
Americans regular : -0,33 Japanese regular : -3,00 UK_Pacific regular : -1,67 British regular : -0,33
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RE: League MrRoboto (Axis) vs Surfer (Allies+13)
TripleA Turn Summary: Germans round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 7 Research Technology - Germans Purchase Units - Germans Germans buy 3 artilleries, 1 destroyer, 2 fighters, 6 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; Combat Move - Germans 1 armour moved from Urals to Timguska Germans take Timguska from Russians 1 armour moved from Timguska to Evenkiyskiy Germans take Evenkiyskiy from Russians 1 infantry moved from Rostov to Tambov Germans take Tambov from Russians 1 infantry moved from Rostov to Volgograd Germans take Volgograd from Russians 1 artillery moved from Rostov to Caucasus Germans take Caucasus from Russians 2 bombers moved from Ukraine to Russia Combat - Germans Strategic bombing raid in Russia Russians roll AA dice in Russia : 0/2 hits, 0,33 expected hits Bombing raid in Russia rolls: 6,5 and causes: 11 damage to unit: factory_major Bombing raid in Russia causes 11 damage total. Non Combat Move - Germans 2 mech_infantrys moved from Ukraine to Volgograd 1 artillery moved from Bessarabia to Ukraine 5 mech_infantrys moved from Eastern Poland to Ukraine 1 infantry moved from Smolensk to Vologda 1 infantry moved from Belarus to Smolensk 1 infantry moved from Novgorod to Belarus 1 artillery and 1 infantry moved from Novgorod to Archangel 3 artilleries and 6 infantry moved from Archangel to Nenetsia 4 mech_infantrys moved from Poland to Bessarabia 3 mech_infantrys moved from Western Germany to Southern Italy 1 infantry moved from Normandy Bordeaux to France 1 submarine moved from 109 Sea Zone to 112 Sea Zone 1 submarine moved from 109 Sea Zone to 111 Sea Zone 2 bombers moved from Russia to Novgorod 1 infantry moved from Scotland to Eire 5 mech_infantrys moved from Germany to Romania Place Units - Germans 1 destroyer, 1 submarine and 1 transport placed in 112 Sea Zone 2 fighters placed in Western Germany 1 artillery and 2 infantry placed in Novgorod 1 artillery and 2 infantry placed in France 1 artillery and 2 infantry placed in Western Germany Turn Complete - Germans Germans collect 64 PUs; end with 64 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 69 PUs Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 71 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 76 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 86 PUs
Combat Hit Differential Summary :
Russians AA : -0,33
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RE: L24 Avner - MrRoboto (L +18)
TripleA Turn Summary: UK_Pacific round 6
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 6 Purchase Units - Americans Americans buy 2 artilleries, 1 destroyer, 1 fighter, 6 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber moved from India to Yunnan 1 infantry and 1 mech_infantry moved from Morocco to 92 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone 1 infantry and 1 mech_infantry moved from Morocco to 92 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 92 Sea Zone to 110 Sea Zone 1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 1 artillery, 1 infantry and 1 transport moved from 108 Sea Zone to 110 Sea Zone 1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium 1 carrier, 1 cruiser, 2 destroyers and 1 tactical_bomber moved from 92 Sea Zone to 99 Sea Zone 1 infantry and 1 mech_infantry moved from 99 Sea Zone to Crete Combat - Americans Battle in Normandy Bordeaux Battle in Holland Belgium Battle in Crete Americans attack with 1 infantry and 1 mech_infantry Italians defend with 1 infantry Americans roll dice for 1 cruiser in Crete, round 2 : 1/1 hits, 0,50 expected hits Italians roll dice for 1 infantry in Crete, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Crete Americans win, taking Normandy Bordeaux from Germans, taking Holland Belgium from Germans, taking Crete from Italians with 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Yunnan Americans attack with 1 bomber Japanese defend with 1 artillery Americans roll dice for 1 bomber in Yunnan, round 2 : 1/1 hits, 0,67 expected hits Japanese roll dice for 1 artillery in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 artillery owned by the Japanese lost in Yunnan Americans win with 1 bomber remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - Americans 1 bomber moved from Yunnan to India 1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 artillery and 1 infantry moved from 91 Sea Zone to Morocco 2 fighters moved from Eastern United States to Gibraltar 1 submarine moved from 16 Sea Zone to 26 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 1 artillery, 2 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 2 artilleries, 3 carriers, 3 destroyers, 4 fighters, 3 infantry, 1 mech_infantry, 8 submarines, 2 tactical_bombers and 3 transports moved from 26 Sea Zone to 33 Sea Zone 1 destroyer, 2 infantry, 5 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 2 artilleries, 3 infantry and 1 mech_infantry moved from 33 Sea Zone to Caroline Islands Place Units - Americans 1 destroyer, 1 submarine and 4 transports placed in 101 Sea Zone 2 artilleries, 1 fighter and 6 infantry placed in Eastern 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 Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 3 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger Chinese Guerilla Kweichow: Chinese has 1 infantry placed in Kweichow Trigger Chinese Guerilla Chahar: Chinese has 1 infantry placed in Chahar Trigger Chinese Guerilla Yunnan: Chinese has 1 infantry placed in Yunnan Trigger Chinese Guerilla Anhwe: Chinese has 1 infantry placed in Anhwe Trigger Chinese Guerilla Hunan: Chinese has 1 infantry placed in Hunan Combat - Chinese Chinese creates battle in territory Yunnan Chinese creates battle in territory Kweichow Chinese creates battle in territory Hunan Chinese creates battle in territory Chahar Chinese creates battle in territory Anhwe Battle in Hunan Chinese attack with 1 infantry Japanese defend with 1 aaGun and 4 tactical_bombers Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0,17 expected hits Japanese roll dice for 1 aaGun and 4 tactical_bombers in Hunan, round 2 : 1/4 hits, 2,00 expected hits 1 infantry owned by the Chinese lost in Hunan Japanese win, taking Yunnan from Japanese, taking Kweichow from Japanese, taking Chahar from Japanese, taking Anhwe from Japanese with 1 aaGun and 4 tactical_bombers remaining. Battle score for attacker is -3 Casualties for Chinese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Burma to Suiyuyan Place Units - Chinese 3 infantry placed in Anhwe Chinese undo move 1. 3 infantry placed in Kweichow Turn Complete - Chinese Chinese collect 11 PUs; end with 12 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 15 PUs Purchase Units - British British buy 6 infantry and 3 submarines; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific repair damage of 5x factory_major; Remaining resources: 7 PUs; UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs; Combat Move - British 2 infantry moved from Algeria to 92 Sea Zone 2 infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone 2 infantry and 1 tactical_bomber moved from 99 Sea Zone to Cyprus 1 mech_infantry moved from Algeria to Libya British take Libya from Italians 1 infantry moved from Greece to Albania British take Albania from Italians 1 infantry moved from Greece to Bulgaria British take Bulgaria from Germans Combat - British Battle in Cyprus British attack with 2 infantry and 1 tactical_bomber Italians defend with 1 infantry British roll dice for 2 infantry and 1 tactical_bomber in Cyprus, round 2 : 1/3 hits, 0,83 expected hits Italians roll dice for 1 infantry in Cyprus, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Cyprus British win, taking Cyprus from Italians with 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Non Combat Move - British 1 infantry moved from Algeria to Tunisia 1 artillery and 1 infantry moved from Tunisia to Libya 1 armour, 1 artillery, 2 infantry and 1 mech_infantry moved from Tobruk to Alexandria 1 armour and 1 mech_infantry moved from Alexandria to Egypt 2 infantry moved from Belgian Congo to Anglo Egyptian Sudan 3 infantry moved from Anglo Egyptian Sudan to Egypt 3 infantry and 1 mech_infantry moved from Egypt to Trans-Jordan 1 mech_infantry moved from Trans-Jordan to Iraq 1 artillery and 4 infantry moved from Iraq to Northwest Persia 3 infantry moved from Persia to Northwest Persia 2 fighters and 1 tactical_bomber moved from Persia to India 1 tactical_bomber moved from Cyprus to Iraq 1 fighter moved from United Kingdom to Gibraltar Place Units - British 3 submarines placed in 98 Sea Zone 3 infantry placed in Iraq 3 infantry placed in Persia Turn Complete - British British collect 38 PUs; end with 38 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 41 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 44 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 47 PUs Objective British 2 Southern Europe Beach Head: British met a national objective for an additional 3 PUs; end with 50 PUs Place Units - UK_Pacific 1 artillery and 1 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 6 PUs; end with 6 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs Some Units in India change ownership: 1 artillery and 1 infantry
Combat Hit Differential Summary :
Chinese regular : -0,17 Americans regular : 0,83 Japanese regular : -1,33 Italians regular : -0,67 British regular : 0,17
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RE: L24 Avner - MrRoboto (L +18)
TripleA Turn Summary: Chinese round 6
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 6 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 3 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger Chinese Guerilla Kweichow: Chinese has 1 infantry placed in Kweichow Trigger Chinese Guerilla Chahar: Chinese has 1 infantry placed in Chahar Trigger Chinese Guerilla Yunnan: Chinese has 1 infantry placed in Yunnan Trigger Chinese Guerilla Anhwe: Chinese has 1 infantry placed in Anhwe Trigger Chinese Guerilla Hunan: Chinese has 1 infantry placed in Hunan Combat - Chinese Chinese creates battle in territory Yunnan Chinese creates battle in territory Kweichow Chinese creates battle in territory Hunan Chinese creates battle in territory Chahar Chinese creates battle in territory Anhwe Battle in Hunan Chinese attack with 1 infantry Japanese defend with 1 aaGun and 4 tactical_bombers Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0,17 expected hits Japanese roll dice for 1 aaGun and 4 tactical_bombers in Hunan, round 2 : 1/4 hits, 2,00 expected hits 1 infantry owned by the Chinese lost in Hunan Japanese win, taking Yunnan from Japanese, taking Kweichow from Japanese, taking Chahar from Japanese, taking Anhwe from Japanese with 1 aaGun and 4 tactical_bombers remaining. Battle score for attacker is -3 Casualties for Chinese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Burma to Suiyuyan Place Units - Chinese 3 infantry placed in Anhwe Chinese undo move 1. 3 infantry placed in Kweichow Turn Complete - Chinese Chinese collect 11 PUs; end with 12 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 15 PUs
Combat Hit Differential Summary :
Chinese regular : -0,17 Japanese regular : -1,00
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RE: L24 Avner - MrRoboto (L +18)
TripleA Turn Summary: Americans round 6
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 6 Purchase Units - Americans Americans buy 2 artilleries, 1 destroyer, 1 fighter, 6 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 bomber moved from India to Yunnan 1 infantry and 1 mech_infantry moved from Morocco to 92 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone 1 infantry and 1 mech_infantry moved from Morocco to 92 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 92 Sea Zone to 110 Sea Zone 1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux 1 artillery, 1 infantry and 1 transport moved from 108 Sea Zone to 110 Sea Zone 1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium 1 carrier, 1 cruiser, 2 destroyers and 1 tactical_bomber moved from 92 Sea Zone to 99 Sea Zone 1 infantry and 1 mech_infantry moved from 99 Sea Zone to Crete Combat - Americans Battle in Normandy Bordeaux Battle in Holland Belgium Battle in Crete Americans attack with 1 infantry and 1 mech_infantry Italians defend with 1 infantry Americans roll dice for 1 cruiser in Crete, round 2 : 1/1 hits, 0,50 expected hits Italians roll dice for 1 infantry in Crete, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Italians lost in Crete Americans win, taking Normandy Bordeaux from Germans, taking Holland Belgium from Germans, taking Crete from Italians with 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Yunnan Americans attack with 1 bomber Japanese defend with 1 artillery Americans roll dice for 1 bomber in Yunnan, round 2 : 1/1 hits, 0,67 expected hits Japanese roll dice for 1 artillery in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 artillery owned by the Japanese lost in Yunnan Americans win with 1 bomber remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - Americans 1 bomber moved from Yunnan to India 1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 artillery and 1 infantry moved from 91 Sea Zone to Morocco 2 fighters moved from Eastern United States to Gibraltar 1 submarine moved from 16 Sea Zone to 26 Sea Zone 1 destroyer moved from 26 Sea Zone to 25 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 1 artillery, 2 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 2 artilleries, 3 carriers, 3 destroyers, 4 fighters, 3 infantry, 1 mech_infantry, 8 submarines, 2 tactical_bombers and 3 transports moved from 26 Sea Zone to 33 Sea Zone 1 destroyer, 2 infantry, 5 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone 2 infantry moved from 26 Sea Zone to Hawaiian Islands 2 artilleries, 3 infantry and 1 mech_infantry moved from 33 Sea Zone to Caroline Islands Place Units - Americans 1 destroyer, 1 submarine and 4 transports placed in 101 Sea Zone 2 artilleries, 1 fighter and 6 infantry placed in Eastern 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 Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs
Combat Hit Differential Summary :
Americans regular : 0,83 Japanese regular : -0,33 Italians regular : -0,33