OK one downside is that you can’t force the combat to end so I had to kill your third sub and add it back in.
FMRommel (CP) vs Dawg (Ent) 1914
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TripleA Turn Summary: Russia round 3
TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4.1
Game History
Round: 3 Research Technology - Russia Russia spend 5 on tech rolls Russia roll 6,1,3 and gets 1 hit Russia removing all Technology Tokens after successful research. Russia discover bunkers Combat Move - Russia 1 conscript moved from Pskov to Latvia 1 conscript moved from Novosibirsk to Krasnoyarsk 2 conscripts moved from Omsk to Novosibirsk 1 cavalry moved from Caucasus to Azerbaijan Russia take Azerbaijan from Turkey 1 cavalry moved from Azerbaijan to Caucasus Purchase Units - Russia Russia buy 12 conscripts, 4 field_guns, 6 infantry and 9 trenchs; Remaining resources: 0 PUs; 0 techTokens; Combat - Russia Non Combat Move - Russia 5 conscripts, 2 field_guns and 5 infantry moved from St. Petersburg to Finland 3 conscripts moved from Moscow to Don 2 conscripts, 1 field_gun, 1 heavy_gun and 3 infantry moved from Don to Belarus 1 conscript, 1 field_gun and 1 infantry moved from Kiev to Odessa 3 conscripts moved from Vladivostok to Primorsky Place Units - Russia 3 conscripts placed in Vladivostok 1 field_gun, 1 infantry and 1 trench placed in Irkutsk 2 trenchs placed in Norilsk 3 trenchs placed in Novosibirsk 1 trench placed in Odessa 1 trench placed in Odessa 1 trench placed in Belarus 1 conscript, 1 field_gun and 1 infantry placed in Minsk 1 conscript, 1 field_gun and 1 infantry placed in Kiev 1 conscript, 1 field_gun and 1 infantry placed in Moscow 2 infantry placed in Omsk 1 conscript placed in Irkutsk 5 conscripts placed in St. Petersburg Activate Technology - Russia Russia activating bunkers Turn Complete - Russia Russia collect 83 PUs; end with 83 PUs
Combat Hit Differential Summary :
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@fmerwinrommel 2 good rolls. convoys for the UK. bunkers for russia.
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[dice 2d6]
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2d6: 5, 2
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TripleA Turn Summary: Communists round 3
TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4.1
Game History
Round: 3 Research Technology - Communists Communists spend 10 on tech rolls Communists roll 1,6,6 and gets 2 hits Communists removing all Technology Tokens after successful research. Communists discover creepingBarage Combat Move - Communists 1 cavalry moved from Bratsk to Buryatia Communists take Buryatia from Russia 1 cavalry moved from Buryatia to Irkutsk 4 cavalrys, 6 conscripts and 2 field_guns moved from Bratsk to Irkutsk 1 field_gun moved from Tiksi to Bratsk 4 field_guns and 1 infantry moved from Aldan to Bratsk 1 cavalry moved from Amur to Khabarovsk 1 conscript, 1 field_gun and 2 infantry moved from Sakhe to Khabarovsk 1 infantry moved from Yakutsk to Sakhe 1 conscript moved from Tiksi to Bratsk 1 infantry moved from Yakutsk to Tiksi 1 infantry moved from Yakutsk to Aldan Purchase Units - Communists Communists buy 2 conscripts, 1 field_gun, 2 gass and 3 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat - Communists Battle in Irkutsk Communists attack with 5 cavalrys, 6 conscripts and 2 field_guns Russia defend with 1 Factory, 4 conscripts, 1 field_gun, 1 infantry and 1 trench Communists roll dice for 5 cavalrys, 6 conscripts and 2 field_guns in Irkutsk, round 2 : 2/9 hits, 1.83 expected hits Units damaged: 1 trench owned by the Russia Russia roll dice for 4 conscripts, 1 field_gun, 1 infantry and 1 trench in Irkutsk, round 2 : 2/7 hits, 1.50 expected hits 1 conscript owned by the Russia and 2 conscripts owned by the Communists lost in Irkutsk Communists roll dice for 5 cavalrys, 4 conscripts and 2 field_guns in Irkutsk, round 3 : 1/9 hits, 1.83 expected hits Russia roll dice for 3 conscripts, 1 field_gun, 1 infantry and 1 trench in Irkutsk, round 3 : 3/6 hits, 1.33 expected hits 1 trench owned by the Russia and 3 conscripts owned by the Communists lost in Irkutsk Communists roll dice for 5 cavalrys, 1 conscript and 2 field_guns in Irkutsk, round 4 : 1/8 hits, 1.83 expected hits Russia roll dice for 3 conscripts, 1 field_gun and 1 infantry in Irkutsk, round 4 : 1/5 hits, 1.17 expected hits 1 conscript owned by the Russia and 1 conscript owned by the Communists lost in Irkutsk Communists roll dice for 5 cavalrys and 2 field_guns in Irkutsk, round 5 : 1/7 hits, 1.83 expected hits Russia roll dice for 2 conscripts, 1 field_gun and 1 infantry in Irkutsk, round 5 : 2/4 hits, 1.00 expected hits 1 conscript owned by the Russia and 2 cavalrys owned by the Communists lost in Irkutsk Communists roll dice for 3 cavalrys and 2 field_guns in Irkutsk, round 6 : 0/5 hits, 1.50 expected hits Russia roll dice for 1 conscript, 1 field_gun and 1 infantry in Irkutsk, round 6 : 0/3 hits, 0.83 expected hits Communists roll dice for 3 cavalrys and 2 field_guns in Irkutsk, round 7 : 1/5 hits, 1.50 expected hits Russia roll dice for 1 conscript, 1 field_gun and 1 infantry in Irkutsk, round 7 : 1/3 hits, 0.83 expected hits 1 conscript owned by the Russia and 1 cavalry owned by the Communists lost in Irkutsk Communists roll dice for 2 cavalrys and 2 field_guns in Irkutsk, round 8 : 1/4 hits, 1.33 expected hits Russia roll dice for 1 field_gun and 1 infantry in Irkutsk, round 8 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russia and 1 cavalry owned by the Communists lost in Irkutsk Communists roll dice for 1 cavalry and 2 field_guns in Irkutsk, round 9 : 0/3 hits, 1.00 expected hits Russia roll dice for 1 field_gun in Irkutsk, round 9 : 0/1 hits, 0.33 expected hits Communists roll dice for 1 cavalry and 2 field_guns in Irkutsk, round 10 : 0/3 hits, 1.00 expected hits Russia roll dice for 1 field_gun in Irkutsk, round 10 : 0/1 hits, 0.33 expected hits Communists roll dice for 1 cavalry and 2 field_guns in Irkutsk, round 11 : 1/3 hits, 1.00 expected hits Russia roll dice for 1 field_gun in Irkutsk, round 11 : 1/1 hits, 0.33 expected hits 1 field_gun owned by the Russia and 1 cavalry owned by the Communists lost in Irkutsk Communists win, taking Irkutsk from Russia with 2 field_guns remaining. Battle score for attacker is -14 Casualties for Communists: 5 cavalrys and 6 conscripts Casualties for Russia: 4 conscripts, 1 field_gun, 1 infantry and 1 trench Non Combat Move - Communists Place Units - Communists 2 conscripts, 1 field_gun, 2 gass and 3 infantry placed in Yakutsk Activate Technology - Communists Communists activating creepingBarage Turn Complete - Communists Communists collect 33 PUs; end with 33 PUs Turning on Edit Mode EDIT: Changing PUs for Communists from 33 to 40 EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Communists regular : -6.67 Russia regular : 2.67
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Had to roll forum dice again for war bonds. Battle for Irk wiped out most of Com army and all the cav I had intended to use against Novo next turn. 100% chance with 8 1/2 units left, turned into 2 units left. I took Irk, but the Com steamroller will have to rebuild. But with war bonds, Com have almost half of Russia’s income. You needed a break. But it only slows down the inevitable.
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TripleA Turn Summary: USA round 3
TripleA Turn Summary for game: Domination 1914 No Man’s Land, version: 1.4.1
Game History
Round: 3 Research Technology - USA USA spend 5 on tech rolls USA roll 6,3,3 and gets 1 hit USA removing all Technology Tokens after successful research. USA discover dockyards Combat Move - USA 1 cavalry and 4 infantry moved from California to Baja-Sonora 2 field_guns and 2 infantry moved from San Francisco to California 1 destroyer moved from Sea Zone 29 Mid Atlantic to Sea Zone 23 Mid Atlantic 2 destroyers moved from Sea Zone 30 Mid Atlantic to Sea Zone 34 Mid Atlantic 1 field_gun and 1 infantry moved from Charleston to Sea Zone 30 Mid Atlantic 1 field_gun, 1 infantry and 2 transports moved from Sea Zone 30 Mid Atlantic to Sea Zone 29 Mid Atlantic 2 infantry moved from New York to Sea Zone 29 Mid Atlantic 1 field_gun, 3 infantry and 2 transports moved from Sea Zone 29 Mid Atlantic to Sea Zone 22 Mid Atlantic Purchase Units - USA USA buy 1 battleship, 3 cavalrys, 1 destroyer and 2 fighters; Remaining resources: 0 PUs; 0 techTokens; Combat - USA Battle in Baja-Sonora USA attack with 1 cavalry and 4 infantry Neutral defend with 2 infantry USA roll dice for 1 cavalry and 4 infantry in Baja-Sonora, round 2 : 1/5 hits, 0.83 expected hits Neutral roll dice for 2 infantry in Baja-Sonora, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Neutral lost in Baja-Sonora USA roll dice for 1 cavalry and 4 infantry in Baja-Sonora, round 3 : 1/5 hits, 0.83 expected hits Neutral roll dice for 1 infantry in Baja-Sonora, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Neutral lost in Baja-Sonora USA loses 0 PUs for violating Baja-Sonoras neutrality. USA win, taking Baja-Sonora from Neutral with 1 cavalry and 4 infantry remaining. Battle score for attacker is 6 Casualties for Neutral: 2 infantry Non Combat Move - USA Place Units - USA 1 battleship and 1 destroyer placed in Sea Zone 153 Pacific Ocean 2 cavalrys placed in San Francisco 1 cavalry and 2 fighters placed in Charleston Activate Technology - USA USA activating dockyards Trigger USAT2: buysubmarine_dy added to productionUSA Trigger USAT2: buydestroyer_dy added to productionUSA Trigger USAT2: buycruiser_dy added to productionUSA Trigger USAT2: buybattlecruiser_dy added to productionUSA Trigger USAT2: buybattleship_dy added to productionUSA Trigger USAT2: buytransport_dy added to productionUSA Trigger USAT2: buysubmarine removed from productionUSA Trigger USAT2: buydestroyer removed from productionUSA Trigger USAT2: buycruiser removed from productionUSA Trigger USAT2: buybattlecruiser removed from productionUSA Trigger USAT2: buybattleship removed from productionUSA Trigger USAT2: buytransport removed from productionUSA Turn Complete - USA USA collect 67 PUs; end with 67 PUs
Combat Hit Differential Summary :
USA regular : 0.33 Neutral regular : -1.00
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In round 3, all 5 Allied powers that can research tech, got a tech. While 3 of 4 CP failed to get tech. G is the only power not to get any tech in the first 3 rounds.
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TripleA Move Summary: Germany round 4
TripleA Move Summary for game: Domination 1914 No Man’s Land, version: 1.4.1
Game History
Round: 4 Research Technology - Germany Germany spend 0 on tech rolls Combat Move - Germany 2 fighters and 3 infantry moved from Rhine to Belgium 1 field_gun moved from Champagne to Belgium 1 infantry moved from Champagne to Picardy Germany take Picardy from France 2 stormtruppens moved from Norway to Oslo 2 transports moved from Sea Zone 13 Skagerrak to Sea Zone 12 Baltic Sea 3 field_guns and 2 stormtruppens moved from Mecklenburg to Sea Zone 12 Baltic Sea 1 infantry moved from Holstein to Sea Zone 12 Baltic Sea 1 destroyer, 3 field_guns, 1 infantry, 2 stormtruppens and 3 transports moved from Sea Zone 12 Baltic Sea to Sea Zone 13 Skagerrak 3 field_guns, 1 infantry and 2 stormtruppens moved from Sea Zone 13 Skagerrak to Oslo 2 cruisers and 2 submarines moved from Sea Zone 76 Indian Ocean to Sea Zone 75 Red Sea 1 cavalry moved from British East Africa to Uganda Germany take Uganda from Britain 1 cavalry moved from Uganda to German East Africa
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Oops, forgot to add 6 gas from Bavaria to Belg attack. Will forum roll now.
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[dice 6d6]
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6d6: 2, 3, 5, 4, 4, 1
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5 first strike hits with gas, so only 3 UK left to fire. Removing first 5 UK dice, you inflict 1 hit. Rolling for round 2: Ger 5 units @ 2 offense each and UK only 1 unit left after Ger ground troops killed 2.
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[dice 5d6]
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5d6: 6, 4, 1, 1, 2
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[dice 1d6]
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1d6: 2
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Can’t believe I forgot the gas. Round 2 G kills remaining UK, which hits 1 G. I won Belgium, but retreated to avoid more marti dice. Will edit during purchase phase.
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Forgot G sub sink Italian tt. Edited it. Had considered leaving G Pacific fleet off Mex coast to be able to sink any USA fleet builds. Well, at least moving the fleet towards Australia caused UK to build more ships there. Italy has impressive armies in Pied and Tusc, but now has few new units moving up the peninsular and no tt to transport any.
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Ha, bought 2 inf for Shang but no factory, so switched to 2 trenches by editing, placing 2 inf in Berlin and then removing them.