@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
My TrippleA Edit Policy:
I prefer low luck games, read here why: https://www.axisandallies.org/forums/topic/39727/low-luck-explained-advertised/
@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
It is very sad to hear that trulpen has left us. I played him only twice, but the first game against him really changed the way I play this game forever. I contemplated for months how to counter his strategies. My fist game as allies against him was a complete loss, and I never learned so much again in a single game. He tought me the 111 BB retreat opening with extensive carrier builds on both boards afterwards. He beat me with a three Japanese AC build in 36 that enabled his planes to crush me. He had a way of playing G40 that was unique. tribute to trulpen, one of the greatest in this forum!
May he rest in peace.
Check out these strategy articles:
https://www.axisandallies.org/forums/post/1397227
Some comments from my side:
Your game is not optimal but far from being screwed. some thoughts for your US3 turn
Just some suggestions from a quick view. good luck to you!
I Must say I am also Not 100% sure I understand the issue. I leave it to @gamerman01 to Decide.
As Martin Said we agreed on a bid but have Not started yet.
Just let me know whom I am against and I will go for it.
Besides that I love martins statement:
@martin said in Post League Game Results Here:
I don’t care who I am crushing, and I also never remember the names. LOL ;-)
Just have fun;-)
This is an exciting topic! And one that can be debated for ages I guess ;-) Nevertheless, I would like to give some thoughts into that.
First of all, I agree that the allies need a high bid in this game, obviously.
@simon33 said in crockett36 - Allies need bigger bids in all versions:
The longer people play this game the more the Axis seems to be favoured. Allies benefit from Axis mistakes or dicings a lot though.
And it is also true, that the game changed with the strategies that players employed over the years. If I remember correctly people saw the Allies in huge favour some ten years ago, nowadays this has completely turned. So the “fair” bid, meaning a bid that equals chances to win the game between players of equal strength, is also a kind of a flow, depending on what gamers call the “Meta”, the current strategies out there and employed by players.
My experience is also that not all players adapt correctly to this flow. Many players do not judge correctly what would be fair and what they need as allies to win a game. The problem here is perception. A bid of 30-40 is NOT a high bid, it is in fact pretty low. And many players do seem not to have realized that. So advising new players to target higher bids in their games will definitely help them.
The final bid of a game, the agreed bid, is from my point of view, also a projection of how both players view each other in terms of playing skill. If I think I am the better player, I am tempted to bid lower for the Allies, because I think I can still beat my oponent.
@crockett36 said in crockett36 - Allies need bigger bids in all versions:
would i be wrong in saying, the best players are giving the bid away and playing the axis?!
And the wrong perception is probably also the reason for that statement, the fact that the better players like Andrew playing the Axis far more often than the Allies. Is that the fault of the better player? Not sure… let us view this from another angle: If I bid 30 to play Allies against my opponent, I am basically telling him that I think I am the better player, because I can even win with 30 against his Axis. Question here is: Why does my opponent not read this correctly and let me play Allies with 30, a bid that is pretty low? This would actually even out the skill (given that I am indeed the better player in this example…). My answer is perception here, as stated above. Many players still think that 30 additional IPC is a lot of stuff, and that they can get the advantage with it… but no, it’s not.
Following that logic, if all players had a better perception of what is “fair”, the better players would far more often play the Allies than the Axis (which is not the case, see Andrews post). So go on, shout it out to everyone: The Allies need bigger bids! We need to change peoples perception of that (and not enforce it with rules).
@crockett36 said in crockett36 - Allies need bigger bids in all versions:
I would recommend a bid that is also logical, reasonable AND historical. Dump it in the US fleet or the Chinese and Russian armies. OR change bid placement rules. Which are reasonable, but arbitrary. OR ask Andrew for a 30 ipc Allied bid placement and go from there.
I am actually against any proposal that will tell me what to bid. I think that the bid for the Allies is the one option, where the Allies can set a tone in the beginning of the game, where they can chose what is important. Other than only reacting this enables them to chose the battleground, at least in some limited places of the board. If you come up with fixed units, the Allied player will not be able to do this. I think we should not discourage allied creativity, and each player should come up with his own thoughts on how the IPCs given can be used best to stop the Axis.
Just my 10 cents…
Congratulations to @AndrewAAGamer for the win and @oysteilo for survining that Long! Really hard and Long battle fought here!
@crockett36 not sure if you saw my post?
What if I proposed a game to you: We both roll a die, if you are higher you win, if I roll higher I win, if we both roll the same we call it a draw. What? You don’t like it? Purely luck? - Yeah, I think the same…
The fact that luck is determining the outcome of games is something that I do not like in general. In my opinion a game outcome should be much more determined by the decisions the players take, by the strategy and tactics they apply then by a random factor. And while I admit that some random factor is needed in all games in order to bring variance, I think that the dice have too much impact in Axis and Allies games.
As you might have guessed by now, I am a big fan of the Low Luck variant of Axis and Allies. I have noted that many players do not like this variant, and I wonder why. So I want to take the opportunity to explain -and advertise!- this variant here. I will go through it in three sections, staring with explaining the Low Luck Principle, then the options the TrippleA engine holds for us, and in the end explaining some Implications to the game and my personal opinion. Feel free to comment, add or disagree with me!
Please not that all my examples relate to G40 OOB rules.
A. The Low Luck Principle
The Low Luck variant uses the expected result as basis for a combat outcome. It directly applies the expected number of hits from your units in the battle, instead of rolling for each unit. Dice are only rolled in case the expected result is not a full hit. By doing this, the expected result does not change, but the variance of the results is much more limited.
To determine the number of hits in a round of battle the total power of a combatant is determined by summing up the (offensive or defensive) strengthes of its units (e.g. for 2 tanks and 1 fighter attacking that would be 9 = 3 + 3 + 3). The statistical expectation is that you score one hit for every 6 total strength you have (e.g. in above example that would be 1.5). The Low Luck calculation consequently applies an automatic hit for every 6 points of total power. For the remaining power, that cannot be divided by 6, a dice is rolled to determine if a hit is scored (e.g. in above example that would be on dice with hit at 3).
Examples
The Low Luck principle can be applied for all units that target the same set of enemy units. In my playgroup we are applying it whenever possible, e.g. also for offshore bombardment and strategic bombing raids. In TrippleA not all of this can be handeled, but I will explain now what options are there in our beloved game engine.
B. TrippleA Low Luck Options
There are several options to implement the Low Luck principle into your TrippleA game, all available at the start of the game through Map Options. I will give an overview on how trippleA behaves with these options (based on my experience / version - 2.5.22294)
This option will generally apply the Low Luck principle to all of your sea and land combats. A little exception is the behaviour of submarine and offshore bombardment. Note that this option includes air battles prior to strategic bombing raids and AA defense of complexes, but not the raid damage.
Here some remarks how the engine handeles combats:
a) Submarines will always rolled seperately. This applies for all combats, no matter if destroyers or planes are involved. Nevertheless, if several submarines are present the Low Luck principle will be applied to them (e.g. two subs roll one dice at 4).
b) Planes will be rolled seperately from naval units if enemy submarines are present and no friendly destroyer present (since the planes cannot hit the subs in that case).
c) Offshore bombardment will always be rolled seperately, if several ships bombard the Low Luck principle will be applied to them (e.g. two cruisers score an automatic hit).
d) Air battles prior to strategic bombing raids will be treated with Low Luck, e.g. 4 bombers participating in an air battler will roll one dice at 4 to hit.
This option will apply the Low Luck principle to all Anti Aircraft Guns. This means 1 AA hits at a 3, two AA score an automatic hit (provided that there are enough planes attacking). If not ticked AAA will each be rolled seprately with hits at 1.
This option will apply the Low Luck principle for the damage done by strategic bombing raids, in particulary result in an average damage each time. This option will limit the damage done to a facility by a successfull raider to 5 or 6 damage for strategic bombers and 3 or 4 damage for tactical bombers
The engine will roll a dice for each bombing plane: 1-3 will result in the lower damage and 4-6 in the higher damage.
This option will apply the Low Luck principle to your tech rolls. This means you have only one roll to determine if ou get a tech. It also means that you can spend 30 IPC to buy 6 tokens and get an automatic tech (Not sure what happens if you spend more - who does that anyways??). Rolls on the tech charts, to determine which tech you have developed is performed as normal.
Just want to mention here that the trippleA battle calculator can calculate also Low Luck combat.
C. Implications to the Game
In this section I will give some remarks from my experience how the game changes with Low Luck. I actually think that the changes are not that big, given that the majority of the rules still apply. Nevertheless I have noted some behaviours with my own play that I would like to share.
a) Less need for overwhelming forces. Probably the biggest impact I notice is that with Low Luck you have less need to bring overwhelming forces. In normal dice games there is a high variance of results, and the only way to mitigate unpleasant results is to increase the numbers considerably above the number needed in average. This is not true in Low Luck games. At some point your odds will be at 100%, and adding more units will only impact the expected amounts of losses, not the result itself.
The reduced need of overwhelming forces applies for both offense and defense.
b) More predictable leftovers. In Low Luck games you can much more reliable calculate which forces will remain after the battle. This often leaves you in a position to additionaly understand if the remaining forces are enough to survive counter attacks, and integrate that into your decision whether or not to do an attack.
c) Calculated losses. When planning your Low Luck attack you are often able to guarantee that you are not losing any valuable units such as planes. If you are e.g. attacking 6 Infantries with 2 Infantries and enough planes you will not lose any of your planes, guaranteed.
d) Secure trade of territories. With Low Luck the trading of territories is reliable. If you e.g. attack a territory containing 1 enemy Infantry with 2 Infantries and a bomber you are guaranteed that you will conquer it, and you can reliably block enemies there next turn e.g. from blizzing through it, or stacking planes there.
D. Some Personal Opinion
Does Low Luck favour Allies or Axis?
Thats the usual question I get when discussion this option, and, honestly, I am not so sure here. Reviewing the above mentioned game implications I tend to say that Low Luck favours the allies more in the beginning, but this gets less and less during the game. This is, because in the beginning the axis has more potential to bring overwhelming forces (e.g. against china or russia) to level out the luck than the allies have. On the other hand, the allies are given better opportunity to hold precious spots (e.g. sea zones) with a marginal edge. Secure territory trading is something that is valuable for both, but also favours the allies I would say. Burma comes to my mind, which can be really game changing of you fail to trade as UK. Being able to more percisely predict the leftovers in a battle is clearly in favour of the axis. Overall, I tend to bid slightly less for Low Luck games than with usual dice.
So why do I like Low Luck?
Let me explain with an example: Let’s say I am Japan and have brought 10 tanks to attack India, which is guarded by 10 Infantry. With normal dice I have a chance of around 85%, with an average of 4 tanks left. That is a decent chance, but it does also imply that I will lose this battle every 6th time. Reflecting that, I think it is not fair. I have invested a lot in that situation, but the result of dices might still deny me my prize. Not only have I invested twice the amount of IPC than india, I have also build the tanks, moved them, and - most importently - I have played the game in a way that allows me to make this attack against an overwhelmed foe now. In being able to make this attack I have demonstrated a tactical skill that should now pay off. If the dice decided that I will lose all tanks in round one (which is possible) I will feel cheated.
Another example: Let’s say you are Japan and you have managed to outbuild my american fleet in the pacific. You have involved the allies in a lot of small battles that lead to the american fleet becoming smaller and smaller and now you have made a huge fleetpurchase in SZ6 and have a fleet there that is outnumbering mine Hawaii by far. Now I, realizing that I will lose the game, throw all my units into a desperate last assult against SZ6 that has merly 10% of success chance, and -guess what- I win and sink your fleet. Doesn’t that feel cheesy?
In my opinion this game is about strategy, about tactic and about using the rules and the map to your advantage. Dice can screw that all, even if you are the master tactican. And in the end, when being diced, I have also invested a lot of time into a game. I can stand losing because someone is better, but not because someone is luckier. I think dice should have less influence on results in this game. I think Low Luck makes the game a better game.
During my time here I have realized that many of you think otherwise. I would be interested to understand why you have such a different perception than I have, and what you like or dont like of the Low Luck concept. Feel free to express your toughts and feedback!
Thanks for reading this far and… Good Luck to you!
@trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:
You’ll have to excuse me, but I’m not so used to OOB anymore. Remembered in the middle of the turn that there’s no draw-back in DOWing against Russia (big difference to BM3), so restarted the turn with that change. Then of course messed up tr-movement (took the wrong one to Siberia), so did some adjustment during NCM.
Yey, no drawback on attacking russia, only the mongolian terretorries.
Thats why I dont play varaints: too many rules to remember :-)
By the way, I do not mind editing, f you did a mistake. As long as there are no relevant dice rolled my proposal is that edist are ok. especially as allies, I will need to fix things in the UK turn that I m,essed up with US :-)
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 2 artilleries, 3 fighters, 4 infantry and 1 submarine; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 infantry moved from Dzavhan to Yenisey
Japanese take Yenisey from Russians
1 infantry moved from Hopei to Anhwe
1 infantry moved from Hunan to Anhwe
2 infantry moved from Hunan to Yunnan
1 fighter and 1 tactical_bomber moved from Hunan to Anhwe
2 fighters and 1 tactical_bomber moved from Hunan to Yunnan
1 artillery and 1 infantry moved from Java to 42 Sea Zone
1 infantry moved from Java to 42 Sea Zone
1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
2 bombers moved from French Indo China to Shan State
1 infantry moved from 37 Sea Zone to Shan State
1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 41 Sea Zone
1 artillery and 1 infantry moved from 41 Sea Zone to Sumatra
1 fighter and 1 tactical_bomber moved from 42 Sea Zone to Sumatra
1 fighter and 1 tactical_bomber moved from 42 Sea Zone to Celebes
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Celebes
1 fighter moved from 35 Sea Zone to 44 Sea Zone
1 infantry moved from Philippines to 35 Sea Zone
1 infantry and 1 transport moved from 35 Sea Zone to 36 Sea Zone
1 infantry moved from French Indo China to 36 Sea Zone
2 infantry and 1 transport moved from 36 Sea Zone to 44 Sea Zone
2 infantry moved from 44 Sea Zone to Celebes
Combat - Japanese
Battle in 44 Sea Zone
Japanese attack with 1 fighter and 1 transport
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 44 Sea Zone
Japanese win with 1 fighter and 1 transport remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Sumatra
Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
British defend with 2 infantry
Japanese roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Sumatra, round 2 : 2/1 hits, 1,83 expected hits
UK_Pacific roll dice for 2 infantry in Sumatra, round 2 : 0/1 hits, 0,67 expected hits
2 infantry owned by the British lost in Sumatra
Japanese win, taking Sumatra from UK_Pacific with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Celebes
Japanese attack with 2 fighters, 2 infantry and 2 tactical_bombers
ANZAC defend with 1 aaGun and 1 infantry
ANZAC roll AA dice in Celebes : 1/1 hits, 0,50 expected hits
1 fighter owned by the Japanese lost in Celebes
Japanese roll dice for 1 fighter, 2 infantry and 2 tactical_bombers in Celebes, round 2 : 2/0 hits, 2,00 expected hits
ANZAC roll dice for 1 aaGun and 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the ANZAC and 1 aaGun owned by the ANZAC lost in Celebes
Japanese win, taking Celebes from ANZAC with 1 fighter, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is -2
Casualties for Japanese: 1 fighter
Casualties for ANZAC: 1 aaGun and 1 infantry
Battle in Yunnan
Japanese attack with 2 fighters, 2 infantry and 1 tactical_bomber
Chinese defend with 2 infantry
Japanese roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Yunnan, round 2 : 2/0 hits, 2,00 expected hits
Chinese roll dice for 2 infantry in Yunnan, round 2 : 0/1 hits, 0,67 expected hits
2 infantry owned by the Chinese lost in Yunnan
Japanese win, taking Yunnan from Chinese with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Chinese: 2 infantry
Battle in Shan State
Japanese attack with 2 bombers and 1 infantry
British defend with 1 infantry
Japanese roll dice for 2 bombers and 1 infantry in Shan State, round 2 : 1/1 hits, 1,50 expected hits
UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the British lost in Shan State
Japanese win, taking Shan State from UK_Pacific with 2 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Anhwe
Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Anhwe, round 2 : 1/1 hits, 1,50 expected hits
Chinese roll dice for 1 infantry in Anhwe, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Chinese lost in Anhwe
Japanese win, taking Anhwe from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Non Combat Move - Japanese
1 aaGun and 2 infantry moved from Buyant-Uhaa to Jehol
1 artillery moved from Dzavhan to Yenisey
1 armour and 1 mech_infantry moved from Buyant-Uhaa to Chahar
1 fighter and 1 tactical_bomber moved from Anhwe to Chahar
1 battleship, 2 carriers, 1 cruiser, 1 destroyer and 1 transport moved from 35 Sea Zone to 20 Sea Zone
1 fighter and 2 tactical_bombers moved from Celebes to 42 Sea Zone
1 fighter and 1 tactical_bomber moved from Sumatra to 42 Sea Zone
1 submarine moved from 42 Sea Zone to 35 Sea Zone
1 battleship and 1 cruiser moved from 42 Sea Zone to 37 Sea Zone
1 destroyer moved from 43 Sea Zone to 20 Sea Zone
2 bombers moved from Shan State to Philippines
2 fighters and 1 tactical_bomber moved from Yunnan to French Indo China
1 mech_infantry moved from Hunan to French Indo China
3 artilleries and 2 infantry moved from Hunan to Kiangsi
1 tactical_bomber moved from Caroline Islands to French Indo China
1 fighter moved from 44 Sea Zone to French Indo China
1 fighter moved from Caroline Islands to Philippines
1 infantry moved from Tsagaan Olom to Central Mongolia
Place Units - Japanese
1 artillery and 2 infantry placed in French Indo China
1 artillery and 2 infantry placed in Manchuria
3 fighters placed in Japan
1 submarine placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 63 PUs; end with 63 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 68 PUs
Combat Hit Differential Summary :
Chinese regular : -1,00
Japanese regular : -0,83
ANZAC AA : 0,50
ANZAC regular : -0,33
UK_Pacific regular : -1,00
I assumed you are not scrambling into the adria. If you want to change that we can redo the combat, there were no dice involved in that combat.
I edited a chinese NCM before placing my new units.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers, 1 fighter, 2 submarines, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
1 infantry moved from Gibraltar to 91 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from Algeria to 92 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone
1 artillery moved from 99 Sea Zone to Greece
1 infantry moved from 99 Sea Zone to Greece
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from Midway to 16 Sea Zone
1 fighter moved from 26 Sea Zone to 16 Sea Zone
Combat - Americans
Battle in Greece
Battle in Normandy Bordeaux
Battle in 16 Sea Zone
Americans attack with 2 fighters
Japanese defend with 1 destroyer
Americans roll dice for 2 fighters in 16 Sea Zone, round 2 : 1/0 hits, 1,00 expected hits
Japanese roll dice for 1 destroyer in 16 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
1 fighter owned by the Americans lost in 16 Sea Zone
1 destroyer owned by the Japanese lost in 16 Sea Zone
Americans win, taking Greece from Italians, taking Normandy Bordeaux from Germans with 1 fighter remaining. Battle score for attacker is -2
Casualties for Americans: 1 fighter
Casualties for Japanese: 1 destroyer
Non Combat Move - Americans
1 fighter moved from Eastern United States to 26 Sea Zone
1 fighter moved from Western United States to Hawaiian Islands
1 fighter moved from 16 Sea Zone to 26 Sea Zone
2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 54 Sea Zone
2 infantry moved from 54 Sea Zone to Queensland
1 artillery moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 submarine and 1 transport moved from 33 Sea Zone to 26 Sea Zone
1 cruiser moved from 33 Sea Zone to 26 Sea Zone
1 artillery moved from 26 Sea Zone to Hawaiian Islands
1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 33 Sea Zone to 54 Sea Zone
1 carrier moved from 26 Sea Zone to 54 Sea Zone
1 carrier moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 carrier and 1 cruiser moved from 91 Sea Zone to 110 Sea Zone
2 fighters moved from Eastern United States to 110 Sea Zone
1 fighter moved from Gibraltar to United Kingdom
1 bomber moved from Algeria to United Kingdom
1 mech_infantry moved from Algeria to Morocco
1 armour, 1 artillery, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from Brazil to British Guiana
1 infantry and 1 mech_infantry moved from Brazil to 86 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone
1 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
Place Units - Americans
1 transport placed in 101 Sea Zone
1 carrier, 2 destroyers and 2 submarines placed in 10 Sea Zone
1 tactical_bomber placed in Eastern United States
1 fighter placed in Western United States
Turn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,3,2,3
Americans collect 54 PUs (2 lost to blockades); end with 54 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 64 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 74 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
3 artilleries, 1 fighter and 15 infantry moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 3 artilleries, 1 fighter and 15 infantry
Japanese defend with 1 armour, 7 artilleries, 11 infantry and 1 mech_infantry
Chinese roll dice for 3 artilleries, 1 fighter and 15 infantry in Yunnan, round 2 : 4/1 hits, 4,50 expected hits
Japanese roll dice for 1 armour, 7 artilleries, 11 infantry and 1 mech_infantry in Yunnan, round 2 : 7/1 hits, 6,83 expected hits
7 infantry owned by the Chinese lost in Yunnan
4 infantry owned by the Japanese lost in Yunnan
Chinese roll dice for 3 artilleries, 1 fighter and 8 infantry in Yunnan, round 3 : 3/1 hits, 3,33 expected hits
Japanese roll dice for 1 armour, 7 artilleries, 7 infantry and 1 mech_infantry in Yunnan, round 3 : 6/1 hits, 5,50 expected hits
6 infantry owned by the Chinese lost in Yunnan
3 infantry owned by the Japanese lost in Yunnan
Chinese roll dice for 3 artilleries, 1 fighter and 2 infantry in Yunnan, round 4 : 2/1 hits, 2,17 expected hits
Japanese roll dice for 1 armour, 7 artilleries, 4 infantry and 1 mech_infantry in Yunnan, round 4 : 4/1 hits, 4,50 expected hits
2 infantry owned by the Chinese and 2 artilleries owned by the Chinese lost in Yunnan
2 infantry owned by the Japanese lost in Yunnan
1 fighter owned by the Chinese retreated
1 artillery owned by the Chinese retreated to Szechwan
Japanese win with 1 armour, 7 artilleries, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is -26
Casualties for Chinese: 2 artilleries and 15 infantry
Casualties for Japanese: 9 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Sikang
Place Units - Chinese
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Chinese from Tsinghai: 2 infantry
EDIT: Adding units owned by Chinese to Kansu: 2 infantry
EDIT: Turning off Edit Mode
1 infantry placed in Manchuria
3 infantry placed in Sikang
Turn Complete - Chinese
Chinese collect 8 PUs; end with 9 PUs
Purchase Units - British
British buy 1 artillery, 1 fighter, 1 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 transport moved from 92 Sea Zone to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 destroyer, 1 fighter and 2 submarines moved from 92 Sea Zone to 97 Sea Zone
1 fighter moved from Gibraltar to 97 Sea Zone
1 bomber and 2 fighters moved from Algeria to 97 Sea Zone
1 infantry moved from Algeria to Tunisia
British take Tunisia from Italians
1 fighter and 1 tactical_bomber moved from Egypt to 97 Sea Zone
1 destroyer and 1 submarine moved from 81 Sea Zone to 97 Sea Zone
Combat - British
Battle in Holland Belgium
Battle in 97 Sea Zone
British attack with 1 bomber, 2 destroyers, 5 fighters, 3 submarines and 1 tactical_bomber
Italians defend with 1 battleship, 2 cruisers, 1 destroyer and 2 transports
British roll dice for 3 submarines in 97 Sea Zone, round 2 : 1/0 hits, 1,00 expected hits
Units damaged: 1 battleship owned by the Italians
British roll dice for 1 bomber, 2 destroyers, 5 fighters and 1 tactical_bomber in 97 Sea Zone, round 2 : 4/1 hits, 4,50 expected hits
Italians roll dice for 1 battleship, 2 cruisers, 1 destroyer and 2 transports in 97 Sea Zone, round 2 : 2/0 hits, 2,00 expected hits
2 destroyers owned by the British lost in 97 Sea Zone
1 destroyer owned by the Italians, 2 cruisers owned by the Italians and 1 battleship owned by the Italians lost in 97 Sea Zone
2 transports owned by the Italians lost in 97 Sea Zone
British win, taking Holland Belgium from Germans, taking 97 Sea Zone from Neutral with 1 bomber, 5 fighters, 3 submarines and 1 tactical_bomber remaining. Battle score for attacker is 50
Casualties for British: 2 destroyers
Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer and 2 transports
Non Combat Move - British
1 bomber, 5 fighters and 1 tactical_bomber moved from 97 Sea Zone to Greece
1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Egypt to Alexandria
1 transport moved from 81 Sea Zone to 96 Sea Zone
1 aaGun and 1 infantry moved from Malta to 96 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 96 Sea Zone to 98 Sea Zone
1 aaGun and 1 infantry moved from 98 Sea Zone to Alexandria
1 carrier and 2 cruisers moved from 81 Sea Zone to 98 Sea Zone
1 infantry moved from Trans-Jordan to Iraq
1 artillery and 1 infantry moved from Egypt to Trans-Jordan
1 tactical_bomber moved from Persia to Vologda
1 fighter moved from Persia to Russia
1 artillery and 2 infantry moved from Northwest Persia to Caucasus
1 infantry moved from Persia to Northwest Persia
4 mech_infantrys moved from Eastern Persia to Kazakhstan
2 infantry moved from Union of South Africa to 71 Sea Zone
3 mech_infantrys moved from Union of South Africa to Belgian Congo
2 infantry and 1 transport moved from 71 Sea Zone to 80 Sea Zone
2 infantry moved from 80 Sea Zone to Persia
1 armour, 1 artillery and 2 infantry moved from 91 Sea Zone to Morocco
1 carrier and 1 cruiser moved from 92 Sea Zone to 110 Sea Zone
1 battleship, 1 cruiser and 1 destroyer moved from 103 Sea Zone to 110 Sea Zone
1 aaGun moved from United Kingdom to 110 Sea Zone
Place Units - British
1 artillery, 1 infantry and 1 mech_infantry placed in Egypt
2 mech_infantrys placed in Union of South Africa
1 fighter placed in United Kingdom
1 submarine placed in 110 Sea Zone
Turn Complete - British
British collect 35 PUs; end with 36 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUs
Place Units - UK_Pacific
1 artillery and 2 infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs
Some Units in India change ownership: 1 artillery and 2 infantry
Combat Hit Differential Summary :
Chinese regular : -1,00
Americans regular : 0,00
Italians regular : 0,00
Japanese regular : 0,83
British regular : -0,50
@crockett36 said in crockett36 vs myygames x with tech:
@Myygames Well, isn’t that dandy? Rockets is the exception that proves the rule. It is over powered in a big way. They fire from the airbases. 4 spaces.
Ok, I see. That is exactly the g40 rule, I was mixing with others I assume. And yes, it seems OP…
So my turn is correct and you can continue.
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42):
@Myygames said in L24 OOB Myygames (X) vs GovZ (A+42):
@GovZ ping
I spent the weekend stuck at the Chicago airport. Good times! Just finished a 10 hour drive home. I should be able to play tomorrow afternoon.
Oh, sorry for that. I guess the bluescreen was responsible, it also turned down an airport in germany… get you rest and then I am looking forward!
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 3
Purchase Units - Russians
Russians buy 12 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Amur to Manchuria
Chinese take Manchuria from Japanese
1 infantry moved from Amur to Korea
Russians take Korea from Japanese
1 mech_infantry moved from Northwest Persia to Iraq
Russians take Iraq from Neutral_Axis
1 infantry moved from Bryansk to Western Ukraine
1 fighter moved from Russia to Western Ukraine
2 fighters moved from Caucasus to Ukraine
1 infantry moved from Bryansk to Ukraine
Combat - Russians
Russians creates battle in territory 125 Sea Zone
Battle in Ukraine
Russians attack with 2 fighters and 1 infantry
Germans defend with 1 factory_minor and 1 mech_infantry
Russians roll dice for 2 fighters and 1 infantry in Ukraine, round 2 : 2/1 hits, 1,17 expected hits
Germans roll dice for 1 mech_infantry in Ukraine, round 2 : 1/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Ukraine
1 mech_infantry owned by the Germans lost in Ukraine
Russians win with 2 fighters remaining. Battle score for attacker is 1
Casualties for Russians: 1 infantry
Casualties for Germans: 1 mech_infantry
Battle in Western Ukraine
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians roll dice for 1 fighter and 1 infantry in Western Ukraine, round 2 : 1/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Western Ukraine, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Germans lost in Western Ukraine
Russians win, taking Western Ukraine from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians
Non Combat Move - Russians
2 fighters moved from Ukraine to Russia
1 fighter moved from Western Ukraine to Vologda
10 infantry moved from Russia to Vologda
1 fighter and 1 tactical_bomber moved from Samara to Vologda
4 aaGuns, 3 artilleries and 32 infantry moved from Bryansk to Russia
2 infantry moved from Volgograd to Samara
2 aaGuns and 16 infantry moved from Amur to Manchuria
Place Units - Russians
2 infantry placed in Volgograd
10 infantry placed in Russia
Turn Complete - Russians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,4,1,1,3
Russians collect 30 PUs (3 lost to blockades); end with 30 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 33 PUs
Combat Hit Differential Summary :
Germans regular : 0,33
Russians regular : 1,17
@Myygames said in crockett36 vs myygames x with tech:
Uh, I got my first Tech with germany: Rockets. That seems to be powerful. I am not sure europe is gonna survive the V2…
If I get that corretcly I can shoot 3 spaces with these from my AAAs at all complexes and bases on the board. wiothout being shot back I understand? If I shoot, will I be able to move the AAA? I DID move one in france, and I think it DID shoot at london. Is that incorrect and shall I edit it back?
@crockett36 you must help me with this. Does teh rocket tech enable my AAA unts to fire, or does it enable the air bases to fire? And what is the range of that, 3 or 4 spaces? Depending on what it is, germany will buy more of that stuff :-)
Uh, I got my first Tech with germany: Rockets. That seems to be powerful. I am not sure europe is gonna survive the V2…
If I get that corretcly I can shoot 3 spaces with these from my AAAs at all complexes and bases on the board. wiothout being shot back I understand? If I shoot, will I be able to move the AAA? I DID move one in france, and I think it DID shoot at london. Is that incorrect and shall I edit it back?