@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 :-)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5
Purchase Units - Americans
Americans buy 1 bomber, 1 carrier, 1 destroyer, 2 fighters, 2 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;
Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 44 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
1 submarine moved from 54 Sea Zone to 44 Sea Zone
2 fighters moved from Amur to Chahar
1 bomber moved from Amur to Kiangsu
1 infantry moved from Gibraltar to 91 Sea Zone
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 destroyer moved from 101 Sea Zone to 116 Sea Zone
1 fighter moved from Eastern United States to 116 Sea Zone
Combat - Americans
Strategic bombing raid in Kiangsu
Japanese roll AA dice in Kiangsu : 0/1 hits, 0,17 expected hits
Bombing raid in Kiangsu rolls: 8 and causes: 6 damage to unit: factory_minor
Bombing raid in Kiangsu causes 6 damage total.
Battle in 44 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 44 Sea Zone
Americans win, taking 44 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Normandy Bordeaux
Battle in Chahar
Americans attack with 2 fighters
Japanese defend with 1 artillery
Americans roll dice for 2 fighters in Chahar, round 2 : 1/2 hits, 1,00 expected hits
Japanese roll dice for 1 artillery in Chahar, round 2 : 1/1 hits, 0,33 expected hits
1 fighter owned by the Americans lost in Chahar
1 artillery owned by the Japanese lost in Chahar
Americans win, taking Normandy Bordeaux from Germans with 1 fighter remaining. Battle score for attacker is -6
Casualties for Americans: 1 fighter
Casualties for Japanese: 1 artillery
Battle in 116 Sea Zone
Americans attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
Americans roll dice for 1 destroyer and 1 fighter in 116 Sea Zone, round 2 : 1/2 hits, 0,83 expected hits
Germans roll dice for 1 submarine in 116 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits
1 submarine owned by the Germans lost in 116 Sea Zone
Americans win with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Non Combat Move - Americans
1 fighter moved from 116 Sea Zone to 108 Sea Zone
1 carrier moved from 110 Sea Zone to 108 Sea Zone
2 infantry and 1 transport moved from 110 Sea Zone to 92 Sea Zone
1 armour and 1 mech_infantry moved from Morocco to Tunisia
1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 transport moved from 91 Sea Zone to 101 Sea Zone
1 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 infantry moved from Morocco to Algeria
1 infantry moved from Morocco to Algeria
1 fighter moved from Chahar to Suiyuyan
1 bomber moved from Kiangsu to Amur
1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 31 Sea Zone to 33 Sea Zone
1 infantry moved from Marshall Islands to 32 Sea Zone
1 infantry and 1 transport moved from 32 Sea Zone to 26 Sea Zone
1 submarine moved from 26 Sea Zone to 33 Sea Zone
1 destroyer moved from 32 Sea Zone to 33 Sea Zone
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 5 fighters, 1 infantry, 1 submarine and 1 transport moved from 54 Sea Zone to 33 Sea Zone
1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands
1 infantry moved from 26 Sea Zone to Hawaiian Islands
2 fighters moved from Hawaiian Islands to 33 Sea Zone
1 fighter moved from 33 Sea Zone to Caroline Islands
1 fighter moved from Western United States to Hawaiian Islands
1 fighter moved from Western United States to Hawaiian Islands
1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone
1 aaGun, 1 carrier, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 aaGun moved from Central United States to Western United States
1 mech_infantry moved from Western United States to Central United States
Place Units - Americans
1 infantry placed in Central United States
1 fighter placed in Eastern United States
1 bomber, 1 fighter and 1 infantry placed in Western United States
1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 54 PUs; end with 55 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 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: 0 PUs;
Combat Move - Chinese
1 fighter and 2 infantry moved from Shensi to Szechwan
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from Japanese
Combat - Chinese
Battle in Szechwan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 artillery and 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Szechwan, round 2 : 1/3 hits, 0,83 expected hits
Japanese roll dice for 1 artillery and 1 infantry in Szechwan, round 2 : 2/2 hits, 0,67 expected hits
2 infantry owned by the Chinese lost in Szechwan
1 infantry owned by the Japanese lost in Szechwan
1 fighter owned by the Chinese retreated
Japanese win with 1 artillery remaining. Battle score for attacker is -3
Casualties for Chinese: 2 infantry
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Szechwan to Tsinghai
1 infantry moved from Shensi to Suiyuyan
3 infantry moved from Kansu to Suiyuyan
1 infantry moved from Kansu to Tsinghai
Place Units - Chinese
3 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs
Turning on Edit Mode
EDIT: Removing units owned by Chinese from Tsinghai: 1 infantry
EDIT: Adding units owned by Chinese to Suiyuyan: 1 infantry
EDIT: Turning off Edit Mode
Purchase Units - British
British buy 1 artillery, 1 fighter, 5 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy nothing; Remaining resources: 6 PUs;
Combat Move - British
1 transport moved from 91 Sea Zone to 110 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
2 fighters moved from United Kingdom to Holland Belgium
Combat - British
Battle in Holland Belgium
British attack with 2 fighters and 2 infantry
Germans defend with 1 artillery and 1 mech_infantry
British roll dice for 2 fighters and 2 infantry in Holland Belgium, round 2 : 3/4 hits, 1,33 expected hits
Germans roll dice for 1 artillery and 1 mech_infantry in Holland Belgium, round 2 : 1/2 hits, 0,67 expected hits
1 infantry owned by the British lost in Holland Belgium
1 artillery owned by the Germans and 1 mech_infantry owned by the Germans lost in Holland Belgium
British win, taking Holland Belgium from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 5
Casualties for British: 1 infantry
Casualties for Germans: 1 artillery and 1 mech_infantry
Non Combat Move - British
2 fighters moved from Holland Belgium to United Kingdom
1 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone
1 destroyer moved from 91 Sea Zone to 92 Sea Zone
1 submarine moved from 91 Sea Zone to 93 Sea Zone
1 armour moved from Morocco to Tunisia
1 infantry moved from Morocco to Algeria
1 bomber and 1 fighter moved from Malta to Trans-Jordan
1 infantry moved from Trans-Jordan to Iraq
1 artillery and 1 infantry moved from Egypt to Trans-Jordan
1 fighter moved from Persia to Russia
1 fighter moved from Eastern Persia to Russia
2 mech_infantrys moved from Kazakhstan to Russia
1 tactical_bomber moved from Eastern Persia to Tsinghai
1 armour and 1 mech_infantry moved from Caucasus to Novosibirsk
1 artillery and 2 infantry moved from Caucasus to Kazakhstan
1 tactical_bomber moved from Trans-Jordan to India
1 aaGun, 2 artilleries and 19 infantry moved from India to Burma
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 Trans-Jordan
1 cruiser moved from 81 Sea Zone to 98 Sea Zone
1 mech_infantry moved from Union of South Africa to Belgian Congo
1 battleship moved from 54 Sea Zone to 33 Sea Zone
1 destroyer moved from 97 Sea Zone to 98 Sea Zone
Place Units - British
2 mech_infantrys placed in Union of South Africa
3 infantry placed in Egypt
1 artillery, 1 fighter and 2 infantry placed in United Kingdom
Turn Complete - British
British collect 35 PUs; end with 35 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 12 PUs
Combat Hit Differential Summary :
Chinese regular : 0,17
Americans regular : 0,17
Japanese regular : 2,00
Japanese AA : -0,17
Germans regular : 0,17
British regular : 1,67
Raiding Moscow with 5 planes, you have 6 possible interceptors. Intercept?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 13
Purchase Units - Russians
Russians buy 7 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Siberia to Amur
3 infantry moved from Buryatia to Sakha
3 infantry moved from Buryatia to Amur
1 mech_infantry moved from Shensi to Chahar
Chinese take Chahar from Japanese
1 mech_infantry moved from Shensi to Anhwe
Chinese take Anhwe from Japanese
1 tactical_bomber moved from Shensi to Caucasus
1 infantry moved from Kazakhstan to Caucasus
1 mech_infantry moved from Northwest Persia to Caucasus
2 infantry moved from Samara to Volgograd
2 fighters moved from Russia to Volgograd
1 fighter and 1 infantry moved from Russia to Bryansk
1 fighter moved from Russia to Belarus
1 mech_infantry moved from Vologda to Belarus
Combat - Russians
Battle in Bryansk
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 2 : 0/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 3 : 0/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Bryansk, round 3 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 4 : 0/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Bryansk, round 4 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 5 : 0/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Bryansk, round 5 : 0/1 hits, 0,33 expected hits
Russians roll dice for 1 fighter and 1 infantry in Bryansk, round 6 : 1/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Bryansk, round 6 : 1/1 hits, 0,33 expected hits
1 infantry owned by the Russians lost in Bryansk
1 infantry owned by the Germans lost in Bryansk
Russians win with 1 fighter remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Germans: 1 infantry
Battle in Amur
Russians attack with 4 infantry
Japanese defend with 1 infantry
Russians roll dice for 4 infantry in Amur, round 2 : 0/1 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Amur, round 2 : 0/1 hits, 0,33 expected hits
Russians roll dice for 4 infantry in Amur, round 3 : 0/1 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Amur, round 3 : 0/1 hits, 0,33 expected hits
Russians roll dice for 4 infantry in Amur, round 4 : 1/1 hits, 0,67 expected hits
Japanese roll dice for 1 infantry in Amur, round 4 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Amur
Russians win, taking Amur from Japanese with 4 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Sakha
Russians attack with 3 infantry
Japanese defend with 1 infantry
Russians roll dice for 3 infantry in Sakha, round 2 : 1/1 hits, 0,50 expected hits
Japanese roll dice for 1 infantry in Sakha, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Sakha
Russians win, taking Sakha from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Volgograd
Russians attack with 2 fighters and 2 infantry
Germans defend with 1 factory_minor and 2 mech_infantrys
Russians roll dice for 2 fighters and 2 infantry in Volgograd, round 2 : 1/1 hits, 1,33 expected hits
Germans roll dice for 2 mech_infantrys in Volgograd, round 2 : 0/1 hits, 0,67 expected hits
1 mech_infantry owned by the Germans lost in Volgograd
Russians roll dice for 2 fighters and 2 infantry in Volgograd, round 3 : 1/1 hits, 1,33 expected hits
Germans roll dice for 1 mech_infantry in Volgograd, round 3 : 0/1 hits, 0,33 expected hits
1 mech_infantry owned by the Germans lost in Volgograd
Russians win, taking Volgograd from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 8
Casualties for Germans: 2 mech_infantrys
Battle in Belarus
Russians attack with 1 fighter and 1 mech_infantry
Germans defend with 1 infantry
Russians roll dice for 1 fighter and 1 mech_infantry in Belarus, round 2 : 1/1 hits, 0,67 expected hits
Germans roll dice for 1 infantry in Belarus, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Germans lost in Belarus
Russians win, taking Belarus from Germans with 1 fighter and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Caucasus
Russians attack with 1 infantry, 1 mech_infantry and 1 tactical_bomber
Germans defend with 2 mech_infantrys
Russians roll dice for 1 infantry, 1 mech_infantry and 1 tactical_bomber in Caucasus, round 2 : 1/1 hits, 0,83 expected hits
Germans roll dice for 2 mech_infantrys in Caucasus, round 2 : 1/1 hits, 0,67 expected hits
1 infantry owned by the Russians lost in Caucasus
1 mech_infantry owned by the Germans lost in Caucasus
Russians roll dice for 1 mech_infantry and 1 tactical_bomber in Caucasus, round 3 : 0/1 hits, 0,67 expected hits
Germans roll dice for 1 mech_infantry in Caucasus, round 3 : 1/1 hits, 0,33 expected hits
1 mech_infantry owned by the Russians lost in Caucasus
1 tactical_bomber owned by the Russians retreated
Germans win with 1 mech_infantry remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantry and 1 mech_infantry
Casualties for Germans: 1 mech_infantry
Non Combat Move - Russians
1 tactical_bomber moved from Caucasus to Kazakhstan
1 mech_infantry moved from Kazakhstan to Russia
1 aaGun moved from Samara to Russia
2 fighters moved from Volgograd to Russia
2 armour moved from Shensi to Kazakhstan
1 mech_infantry moved from Shensi to Kweichow
1 infantry moved from Vologda to Archangel
1 fighter moved from Belarus to Russia
1 fighter moved from Bryansk to Russia
1 aaGun moved from Vologda to Russia
1 mech_infantry moved from Russia to Vologda
1 aaGun moved from Buryatia to Amur
Place Units - Russians
7 artilleries and 2 infantry placed in Russia
Turn Complete - Russians
Russians collect 28 PUs; end with 28 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 37 PUs
Combat Hit Differential Summary :
Japanese regular : -1,33
Germans regular : -1,00
Russians regular : -3,67
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5
Purchase Units - Russians
Russians repair damage of 4x factory_minor; Remaining resources: 25 PUs;
Russians buy 1 artillery and 7 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 infantry moved from Ukraine to Bessarabia
Russians take Bessarabia from Germans
Combat - Russians
Non Combat Move - Russians
Turning on Edit Mode
EDIT: Changing ownership of Ethiopia from Italians to Russians
EDIT: Turning off Edit Mode
1 mech_infantry moved from Egypt to Ethiopia
1 infantry moved from Kazakhstan to Samara
1 infantry moved from Samara to Russia
Place Units - Russians
1 artillery and 7 infantry placed in Russia
Turn Complete - Russians
Russians collect 29 PUs; end with 29 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 32 PUs
Combat Hit Differential Summary :
Game History
Round: 5
Purchase Units - Italians
Italians buy 2 fighters and 1 transport; Remaining resources: 0 PUs;
Combat Move - Italians
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Cyprus
1 armour moved from Archangel to Vologda
Italians take Vologda from Russians
1 armour moved from Vologda to Novosibirsk
Italians take Novosibirsk from Russians
Combat - Italians
Battle in Cyprus
Non Combat Move - Italians
1 armour and 2 mech_infantrys moved from Western Ukraine to Rostov
1 bomber moved from Smolensk to Southern Italy
1 mech_infantry moved from Southern France to Yugoslavia
1 artillery and 1 infantry moved from Southern France to France
2 aaGuns, 2 artilleries and 3 infantry moved from Southern France to Northern Italy
1 mech_infantry moved from Romania to Ukraine
1 infantry moved from Greece to Bulgaria
1 battleship, 1 carrier, 1 cruiser, 2 destroyers and 1 submarine moved from 95 Sea Zone to 97 Sea Zone
1 armour, 2 artilleries, 3 infantry and 1 mech_infantry moved from Libya to Tobruk
Place Units - Italians
2 fighters and 1 transport placed in 97 Sea Zone
Turn Complete - Italians
Italians collect 23 PUs; end with 23 PUs
Combat Hit Differential Summary :
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
@Myygames said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
I don’t want to assume anything, so can I get your OOL for the Carolines?
AAA
Inf
then it depends on your rolls… how many hits do you have?AAA misses, BS hits, then my fighter misses. 3 total hits for me on round 1. Take the other AA gun?
yes please
@GovZ said in L24 OOB Myygames (X) vs GovZ (A+42) Game II:
I don’t want to assume anything, so can I get your OOL for the Carolines?
AAA
Inf
then it depends on your rolls… how many hits do you have?
@crockett36 said in crockett36 vs myygames A+6 oob:
@Myygames If so, I’ll take it back. Maybe I uploaded the wrong file.
Hmm, I remember I saw that I forgott the move, but apparently I did not change it. Also, I did move the relevant fighter in the NCM then. You know what, I think this is my mistake. Lets leave it as is and continue.