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 -
Proposal for a 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: Proposal for a 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: Proposal for a 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: New TripleA Map UHD World War II Global
Sicily seems to be connected to mainland Italy. This needs to be visualized a bit better, since there are actually maps where that’s the case.
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RE: League General Discussion Thread
Speaking of Adam:
His Axis defeat my Allies+18 in BM4 in a dominating manner.If anything, I think the dice even favoured me over the course of the game, but it made no difference.
https://www.axisandallies.org/forums/topic/40040/l23-bm4-adam514-axis-vs-mrroboto-allies-18/76
Latest posts made by MrRoboto
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RE: L23 - BM4 - Ghostglider vs. MrRoboto (+15) - Game 3
TripleA Turn Summary: Russians round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 7 Combat Move - Russians 1 fighter and 2 infantry moved from Anhwe to Jehol 1 infantry moved from Anhwe to Shantung Chinese take Shantung from Japanese Combat - Russians Battle in Jehol Russians attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Russians roll dice for 1 fighter and 2 infantry in Jehol, round 2 : 1/3 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Jehol, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Jehol 1 infantry owned by the Japanese lost in Jehol Russians win, taking Jehol from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Russians 2 aaGuns, 2 armour and 8 infantry moved from Anhwe to Kiangsi 2 infantry moved from Kwangsi to Kiangsi 1 fighter moved from Jehol to Kiangsi Turn Complete - Russians
Combat Hit Differential Summary :
Japanese regular : 0,67 Russians regular : 0,17
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RE: [LL] pacifiersboard (X) -vs- MrRoboto (L +18) BM
@MrRoboto said in [LL] pacifiersboard (X) -vs- MrRoboto (L +18) BM:
Battle in Shan State
Americans attack with 1 bomber
Japanese defend with 1 infantry
Americans roll dice for 1 bomber in Shan State, round 2 : 0/1 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Shan State, round 2 : 1/1 hits, 0,33 expected hits
1 bomber owned by the Americans lost in Shan State
Japanese win, taking Manchuria from Japanese, taking Marshall Islands from Japanese, taking Celebes from Japanese, taking Iwo Jima from Japanese with 1 infantry remaining. Battle score for attacker is -14
Casualties for Americans: 1 bombergod damnit, even with LL, some results are just hurting.
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RE: [LL] pacifiersboard (X) -vs- MrRoboto (L +18) BM
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 3 artilleries, 5 infantry, 1 mech_infantry, 3 submarines and 5 transports; Remaining resources: 0 PUs; Politics - Americans Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Chile Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Argentina Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Venezuela Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Sweden Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Switzerland Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Spain Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Portugal Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Turkey Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Saudi Arabia Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Afghanistan Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Mozambique Trigger Americans Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Angola Trigger Americans Friendly TrueNeutral: Changing Relationship for Americans and Neutral_True from Strict_Neutral to Friendly_Neutral Combat Move - Americans 1 bomber moved from India to Shan State 1 infantry moved from Caroline Islands to 33 Sea Zone 1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Celebes 1 infantry and 1 mech_infantry moved from Caroline Islands to 33 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone 1 infantry and 1 mech_infantry moved from 19 Sea Zone to Manchuria 1 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 26 Sea Zone to 17 Sea Zone 1 infantry and 1 mech_infantry moved from 17 Sea Zone to Iwo Jima 1 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 26 Sea Zone to 32 Sea Zone 1 infantry and 1 mech_infantry moved from 32 Sea Zone to Marshall Islands Combat - Americans Battle in Manchuria Battle in Marshall Islands Battle in Celebes Battle in Iwo Jima Battle in Shan State Americans attack with 1 bomber Japanese defend with 1 infantry Americans roll dice for 1 bomber in Shan State, round 2 : 0/1 hits, 0,67 expected hits Japanese roll dice for 1 infantry in Shan State, round 2 : 1/1 hits, 0,33 expected hits 1 bomber owned by the Americans lost in Shan State Japanese win, taking Manchuria from Japanese, taking Marshall Islands from Japanese, taking Celebes from Japanese, taking Iwo Jima from Japanese with 1 infantry remaining. Battle score for attacker is -14 Casualties for Americans: 1 bomber Non Combat Move - Americans 1 mech_infantry moved from Suriname to Venezuela Americans take Venezuela from Neutral_True 1 armour moved from Suriname to Argentina Americans take Argentina from Neutral_True 4 infantry moved from Suriname to 88 Sea Zone 1 carrier, 2 destroyers, 2 fighters, 4 infantry, 2 submarines and 2 transports moved from 88 Sea Zone to 91 Sea Zone 1 infantry moved from 91 Sea Zone to Portugal Americans take Portugal from Neutral_True 2 infantry moved from 91 Sea Zone to Spain Americans take Spain from Neutral_True 1 infantry moved from 91 Sea Zone to Portugal 2 artilleries and 2 infantry moved from Eastern United States to 101 Sea Zone 2 fighters moved from Eastern United States to 101 Sea Zone 2 artilleries, 1 carrier, 1 destroyer, 2 fighters, 2 infantry, 2 submarines and 2 transports moved from 101 Sea Zone to 91 Sea Zone 2 artilleries and 2 infantry moved from 91 Sea Zone to Spain 1 transport moved from 88 Sea Zone to 89 Sea Zone 1 battleship, 1 destroyer and 2 submarines moved from 26 Sea Zone to 33 Sea Zone Place Units - Americans 3 submarines and 5 transports placed in 101 Sea Zone 3 artilleries, 5 infantry and 1 mech_infantry placed in Eastern United States Turn Complete - Americans Americans collect 63 PUs; end with 63 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 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 Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Yunnan to Kwangsi Chinese take Kwangsi from Japanese 4 infantry moved from Hopei to Suiyuyan 1 fighter moved from Yunnan to Suiyuyan Combat - Chinese Battle in Suiyuyan Chinese attack with 1 fighter and 4 infantry Japanese defend with 2 artilleries Chinese roll dice for 1 fighter and 4 infantry in Suiyuyan, round 2 : 1/1 hits, 1,17 expected hits Japanese roll dice for 2 artilleries in Suiyuyan, round 2 : 0/1 hits, 0,67 expected hits 1 artillery owned by the Japanese lost in Suiyuyan Chinese roll dice for 1 fighter and 4 infantry in Suiyuyan, round 3 : 1/1 hits, 1,17 expected hits Japanese roll dice for 1 artillery in Suiyuyan, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Suiyuyan 1 artillery owned by the Japanese lost in Suiyuyan Chinese win, taking Suiyuyan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 5 Casualties for Japanese: 2 artilleries Casualties for Chinese: 1 infantry Non Combat Move - Chinese 1 fighter moved from Suiyuyan to Shensi Place Units - Chinese 3 infantry placed in Shensi 2 infantry placed in Yunnan Turn Complete - Chinese Chinese collect 16 PUs; end with 16 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 19 PUs Purchase Units - British British repair damage of 6x factory_minor; Remaining resources: 19 PUs; British buy 1 artillery and 5 infantry; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 armour and 1 mech_infantry; Remaining resources: 0 PUs; Politics - British Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Chile Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Argentina Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Venezuela Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Sweden Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Switzerland Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Spain Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Portugal Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Turkey Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Saudi Arabia Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Afghanistan Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Mozambique Trigger British Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Angola Combat Move - British Turning on Edit Mode EDIT: Adding units owned by Americans to 54 Sea Zone: 2 battleships, 4 carriers, 3 cruisers, 4 destroyers, 7 fighters, 3 submarines, 1 tactical_bomber and 2 transports EDIT: Adding units owned by Americans to Queensland: 2 artilleries and 2 infantry EDIT: Removing units owned by Americans from 33 Sea Zone: 2 battleships, 4 carriers, 3 cruisers, 4 destroyers, 3 submarines and 2 transports EDIT: Removing units owned by Americans from 33 Sea Zone: 7 fighters and 1 tactical_bomber EDIT: Removing units owned by Americans from Caroline Islands: 2 artilleries and 2 infantry EDIT: Turning off Edit Mode 1 fighter moved from Yunnan to Kazakhstan 1 fighter and 1 tactical_bomber moved from India to Kazakhstan 5 infantry moved from Northwest Persia to Turkey 1 artillery and 1 infantry moved from Iraq to Turkey 3 fighters and 1 tactical_bomber moved from Egypt to Turkey 2 fighters moved from 97 Sea Zone to Turkey 2 artilleries and 3 infantry moved from Caucasus to Kazakhstan 1 bomber moved from Egypt to Kazakhstan 2 infantry moved from Caucasus to Kazakhstan 1 infantry moved from Iraq to Turkey 1 artillery and 2 infantry moved from Yunnan to Shan State 1 mech_infantry moved from Kiangsu to Shantung Chinese take Shantung from Japanese Combat - British Battle in Turkey British attack with 1 artillery, 5 fighters, 7 infantry and 1 tactical_bomber Germans defend with 6 mech_infantrys British roll dice for 1 artillery, 5 fighters, 7 infantry and 1 tactical_bomber in Turkey, round 2 : 5/1 hits, 4,83 expected hits Germans roll dice for 6 mech_infantrys in Turkey, round 2 : 2/0 hits, 2,00 expected hits 2 infantry owned by the British lost in Turkey 5 mech_infantrys owned by the Germans lost in Turkey British roll dice for 1 artillery, 5 fighters, 5 infantry and 1 tactical_bomber in Turkey, round 3 : 4/1 hits, 4,50 expected hits Germans roll dice for 1 mech_infantry in Turkey, round 3 : 0/1 hits, 0,33 expected hits 1 mech_infantry owned by the Germans lost in Turkey British win, taking Turkey from Germans with 1 artillery, 5 fighters, 5 infantry and 1 tactical_bomber remaining. Battle score for attacker is 18 Casualties for British: 2 infantry Casualties for Germans: 6 mech_infantrys Battle in Kazakhstan British attack with 2 artilleries, 1 bomber, 2 fighters, 5 infantry and 1 tactical_bomber Germans defend with 6 armour and 1 mech_infantry; Italians defend with 1 armour British roll dice for 2 artilleries, 1 bomber, 2 fighters, 5 infantry and 1 tactical_bomber in Kazakhstan, round 2 : 4/1 hits, 4,17 expected hits Italians roll dice for 7 armour and 1 mech_infantry in Kazakhstan, round 2 : 4/1 hits, 3,83 expected hits 4 infantry owned by the British lost in Kazakhstan 3 armour owned by the Germans and 1 mech_infantry owned by the Germans lost in Kazakhstan British roll dice for 2 artilleries, 1 bomber, 2 fighters, 1 infantry and 1 tactical_bomber in Kazakhstan, round 3 : 3/1 hits, 3,33 expected hits Italians roll dice for 4 armour in Kazakhstan, round 3 : 2/0 hits, 2,00 expected hits 1 artillery owned by the British and 1 infantry owned by the British lost in Kazakhstan 2 armour owned by the Germans and 1 armour owned by the Italians lost in Kazakhstan British roll dice for 1 artillery, 1 bomber, 2 fighters and 1 tactical_bomber in Kazakhstan, round 4 : 3/1 hits, 2,67 expected hits Italians roll dice for 1 armour in Kazakhstan, round 4 : 1/1 hits, 0,50 expected hits 1 artillery owned by the British lost in Kazakhstan 1 armour owned by the Germans lost in Kazakhstan British win with 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 23 Casualties for British: 2 artilleries and 5 infantry Casualties for Germans: 6 armour and 1 mech_infantry Casualties for Italians: 1 armour Battle in Shan State British attack with 1 artillery and 2 infantry Japanese defend with 1 infantry British roll dice for 1 artillery and 2 infantry in Shan State, round 2 : 1/1 hits, 0,83 expected hits Japanese roll dice for 1 infantry in Shan State, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the British lost in Shan State 1 infantry owned by the Japanese lost in Shan State British win, taking Shan State from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - British 1 mech_infantry moved from India to Afghanistan British take Afghanistan from Neutral_True 1 armour and 2 mech_infantrys moved from India to Eastern Persia 1 bomber, 2 fighters and 1 tactical_bomber moved from Kazakhstan to Sikang 3 armour and 4 mech_infantrys moved from Yunnan to Sikang 4 infantry moved from Burma to Yunnan 1 artillery moved from Kiangsi to Kwangtung 1 mech_infantry moved from British Somaliland to Kenya 1 mech_infantry moved from Egypt to Saudi Arabia British take Saudi Arabia from Neutral_True 1 armour, 1 artillery, 4 infantry and 6 mech_infantrys moved from Egypt to Trans-Jordan 2 battleships, 1 carrier, 4 cruisers and 2 destroyers moved from 97 Sea Zone to 99 Sea Zone 2 submarines moved from 81 Sea Zone to 97 Sea Zone 2 fighters moved from Turkey to 99 Sea Zone 3 fighters and 1 tactical_bomber moved from Turkey to Iraq 2 mech_infantrys moved from Trans-Jordan to Egypt 2 mech_infantrys moved from Trans-Jordan to Egypt Place Units - British 1 artillery and 2 infantry placed in Iraq 3 infantry placed in Persia Turning on Edit Mode EDIT: Removing units owned by British from Persia: 3 infantry EDIT: Adding units owned by British to Iraq: 3 infantry EDIT: Turning off Edit Mode Turn Complete - British British collect 29 PUs (8 lost to blockades); end with 29 PUs Place Units - UK_Pacific 1 armour and 1 mech_infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 10 PUs; end with 10 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 13 PUs Some Units in India change ownership: 1 armour and 1 mech_infantry
Combat Hit Differential Summary :
Chinese regular : -0,33 Americans regular : -0,67 Italians regular : 0,67 Japanese regular : 1,33 Germans regular : -0,33 British regular : -0,33
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RE: Wiz (X) vs mr Rob (L+18) BM4 G2
TripleA Turn Summary: Russians round 11
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 11 Purchase Units - Russians Russians buy 1 artillery and 4 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Bryansk to Ukraine Russians take Ukraine from Germans 1 infantry moved from Bryansk to Western Ukraine Russians take Western Ukraine from Germans 1 infantry moved from Smolensk to Archangel Russians take Archangel from Germans 1 infantry moved from Smolensk to Belarus Russians take Belarus from Germans 1 mech_infantry moved from Evenkiyskiy to Yenisey Russians take Yenisey from Japanese 2 infantry moved from Russia to Vologda 2 infantry moved from Russia to Samara 1 fighter moved from Russia to Vologda 1 fighter moved from Russia to Samara 1 tactical_bomber moved from Russia to Rostov 1 artillery and 3 infantry moved from Bryansk to Rostov Combat - Russians Battle in Rostov Russians attack with 1 artillery, 3 infantry and 1 tactical_bomber Germans defend with 2 mech_infantrys Russians roll dice for 1 artillery, 3 infantry and 1 tactical_bomber in Rostov, round 2 : 2/5 hits, 1,50 expected hits Germans roll dice for 2 mech_infantrys in Rostov, round 2 : 0/2 hits, 0,67 expected hits 2 mech_infantrys owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 artillery, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Germans: 2 mech_infantrys Battle in Samara Russians attack with 1 fighter and 2 infantry Germans defend with 1 mech_infantry Russians roll dice for 1 fighter and 2 infantry in Samara, round 2 : 1/3 hits, 0,83 expected hits Germans roll dice for 1 mech_infantry in Samara, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Samara 1 mech_infantry owned by the Germans lost in Samara Russians win, taking Samara from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 1 Casualties for Russians: 1 infantry Casualties for Germans: 1 mech_infantry Battle in Vologda Russians attack with 1 fighter and 2 infantry Germans defend with 1 mech_infantry Russians roll dice for 1 fighter and 2 infantry in Vologda, round 2 : 0/3 hits, 0,83 expected hits Germans roll dice for 1 mech_infantry in Vologda, round 2 : 0/1 hits, 0,33 expected hits Russians roll dice for 1 fighter and 2 infantry in Vologda, round 3 : 1/3 hits, 0,83 expected hits Germans roll dice for 1 mech_infantry in Vologda, round 3 : 0/1 hits, 0,33 expected hits 1 mech_infantry owned by the Germans lost in Vologda Russians win, taking Vologda from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 mech_infantry Non Combat Move - Russians 1 fighter moved from Vologda to Russia 1 fighter moved from Samara to Russia 1 tactical_bomber moved from Rostov to Russia 1 artillery moved from Tambov to Rostov 1 infantry moved from Russia to Tambov 11 artilleries and 15 infantry moved from Bryansk to Tambov 1 artillery and 2 infantry moved from Bryansk to Tambov 1 aaGun, 3 artilleries and 5 infantry moved from Smolensk to Bryansk Place Units - Russians 1 artillery and 4 infantry placed in Russia Turn Complete - Russians Russians collect 20 PUs; end with 20 PUs
Combat Hit Differential Summary :
Germans regular : -0,67 Russians regular : -0,00
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RE: BM4 MrRoboto (Axis) vs Oysteilo (AL+16) Game 2
TripleA Turn Summary: Germans round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 4 armour, 1 infantry and 6 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans Non Combat Move - Germans 1 fighter and 2 tactical_bombers moved from Alexandria to Southern Italy 1 artillery moved from Western Germany to Germany 1 mech_infantry moved from France to Germany 6 armour, 8 artilleries, 4 infantry and 4 mech_infantrys moved from Germany to Poland 1 submarine moved from 110 Sea Zone to 124 Sea Zone 2 bombers moved from Western Germany to Southern Italy 1 mech_infantry moved from France to Western Germany 3 armour and 3 mech_infantrys moved from Western Germany to Poland 1 mech_infantry moved from Western Germany to Poland 1 armour moved from Western Germany to Poland Place Units - Germans 1 infantry placed in Western Germany 4 armour and 6 mech_infantrys placed in Germany Turn Complete - Germans Germans collect 41 PUs; end with 41 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 51 PUs
Combat Hit Differential Summary :
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RE: L23 BM4 AndrewAAGamer (X) vs MrRoboto (A+20)
TripleA Turn Summary: French round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Purchase Units - ANZAC ANZAC buy 2 transports; Remaining resources: 0 PUs; Combat Move - ANZAC 1 artillery and 1 infantry moved from Queensland to 54 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 41 Sea Zone 1 fighter moved from India to 41 Sea Zone 1 artillery and 1 infantry moved from 41 Sea Zone to Sumatra Combat - ANZAC Battle in 41 Sea Zone ANZAC attack with 1 fighter and 1 transport Japanese defend with 1 transport 1 transport owned by the Japanese lost in 41 Sea Zone ANZAC win with 1 fighter and 1 transport remaining. Battle score for attacker is 7 Casualties for Japanese: 1 transport Battle in Sumatra ANZAC attack with 1 artillery and 1 infantry Japanese defend with 1 infantry ANZAC roll dice for 1 artillery and 1 infantry in Sumatra, round 2 : 1/2 hits, 0,67 expected hits Japanese roll dice for 1 infantry in Sumatra, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Sumatra ANZAC win, taking Sumatra from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 1 fighter moved from 41 Sea Zone to India 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 aaGun and 1 infantry moved from Dutch New Guinea to New Guinea Place Units - ANZAC 2 transports placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 17 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 23 PUs Combat Move - French Non Combat Move - French 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan 1 fighter moved from Malta to Egypt 1 destroyer moved from 39 Sea Zone to 43 Sea Zone Turn Complete - French Turning on Edit Mode EDIT: Removing units owned by Japanese from 43 Sea Zone: 1 transport EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Japanese regular : -0,33 ANZAC regular : 0,33
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RE: Wiz (X) vs mr Rob (L+18) BM4 G2
TripleA Turn Summary: French round 10
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 10 Purchase Units - ANZAC ANZAC buy 1 carrier and 3 submarines; Remaining resources: 0 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 2 artilleries and 2 infantry moved from Queensland to 54 Sea Zone 1 destroyer and 1 submarine moved from 62 Sea Zone to 54 Sea Zone 2 artilleries, 1 destroyer, 2 infantry, 2 submarines and 2 transports moved from 54 Sea Zone to 33 Sea Zone 2 artilleries and 2 infantry moved from 33 Sea Zone to Caroline Islands 2 infantry moved from Hawaiian Islands to 26 Sea Zone 1 cruiser, 3 destroyers, 2 infantry, 1 submarine and 1 transport moved from 26 Sea Zone to 33 Sea Zone 2 infantry moved from 33 Sea Zone to Caroline Islands 2 fighters moved from Queensland to Caroline Islands 1 submarine moved from 17 Sea Zone to 33 Sea Zone 1 infantry moved from Trans-Jordan to Egypt Place Units - ANZAC 1 carrier and 2 submarines placed in 54 Sea Zone 1 submarine placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 23 PUs; end with 23 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 26 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 29 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 32 PUs Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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RE: L23 - BM4 - Ghostglider vs. MrRoboto (+15) - Game 3
@MrRoboto said in L23 - BM4 - Ghostglider vs. MrRoboto (+15) - Game 3:
Battle in Sumatra
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 artillery
ANZAC roll dice for 1 artillery and 1 infantry in Sumatra, round 2 : 0/2 hits, 0,67 expected hits
Japanese roll dice for 1 artillery in Sumatra, round 2 : 1/1 hits, 0,33 expected hits
1 infantry owned by the ANZAC lost in Sumatra
ANZAC roll dice for 1 artillery in Sumatra, round 3 : 0/1 hits, 0,33 expected hits
Japanese roll dice for 1 artillery in Sumatra, round 3 : 1/1 hits, 0,33 expected hits
1 artillery owned by the ANZAC lost in Sumatra
Japanese win, taking Borneo from Japanese with 1 artillery remaining. Battle score for attacker is -7
Casualties for ANZAC: 1 artillery and 1 infantryugh.
Some battles are just annoying