I mean vs subs :)
TGC (axis) vs Ozy, LH, and HW (allies) AnA Anniversary '41, no bid
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EDIT: the battle sat at 27% chance of this outcome
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@the_good_captain
To answer at least 1 part of the question, I think all 3 of us could be considered quite “aggressive” players, although when we play amongst us there are some minor differences in risks we accept or avoid. I think it’s an interesting topic that I would love to discuss after the game. It’s a big part of the game, which attacks you make, which defensive positions you are willing to take. And I feel it’s not being talked about enough, at least i I haven’t really read intense discussions on this topic on this forum. Map, units, tactical movement and strategic territories are really well worked out, but actual gameplay is difficult to really discuss because the basis for these decisions is so fluid. -
TripleA Turn Summary: Germans round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery and 9 infantry; Remaining resources: 4 PUs; 0 techTokens; Combat Move - Germans 2 infantry moved from Eastern Ukraine to Caucasus 2 fighters moved from Eastern Ukraine to Caucasus 1 bomber moved from Italy to Caucasus 1 bomber moved from Germany to Caucasus Combat - Germans Battle in Caucasus Germans attack with 2 bombers, 2 fighters and 2 infantry Russians defend with 1 factory and 2 infantry Germans roll dice for 2 bombers, 2 fighters and 2 infantry in Caucasus, round 2 : 2/6 hits, 2.67 expected hits Russians roll dice for 2 infantry in Caucasus, round 2 : 1/2 hits, 0.67 expected hits 2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Caucasus Germans win, taking Caucasus from Russians with 2 bombers, 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Russians: 2 infantry Non Combat Move - Germans 2 infantry moved from East Poland to Ukraine 8 infantry moved from East Poland to Belorussia 6 infantry moved from Poland to East Poland 3 armour moved from East Poland to Belorussia 8 armour, 3 artilleries and 16 infantry moved from Eastern Ukraine to Belorussia 1 bomber moved from Caucasus to Italy 1 bomber moved from Caucasus to Belorussia 2 fighters moved from Caucasus to Belorussia 1 fighter moved from Poland to East Poland 1 fighter moved from Germany to Poland 1 fighter moved from Germany to Poland 10 infantry moved from Germany to Poland 2 infantry moved from France to Germany 1 infantry moved from Italy to France Place Units - Germans 1 artillery and 9 infantry placed in Germany Turning on Edit Mode EDIT: Removing units owned by Germans from Poland: 1 fighter EDIT: Adding units owned by Germans to East Poland: 1 fighter EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 33 PUs; end with 37 PUs
Combat Hit Differential Summary :
Russians regular : 0.33 Germans regular : -0.67
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@the_good_captain I had a feeling you would be curious :) We’ll get back to it when the game is finished.
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TripleA Turn Summary: Russians round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Purchase Units - Russians Russians buy 2 armour, 1 artillery and 4 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat Move - Russians 1 submarine moved from 32 Sea Zone to 37 Sea Zone 1 infantry moved from Russia to Caucasus 2 fighters moved from Russia to Caucasus 1 armour, 5 artilleries and 8 infantry moved from India to Burma 3 armour moved from Persia to Burma Combat - Russians Battle in 37 Sea Zone Russians attack with 1 submarine Italians defend with 1 transport; Japanese defend with 2 transports 2 transports owned by the Japanese and 1 transport owned by the Italians lost in 37 Sea Zone Russians win with 1 submarine remaining. Battle score for attacker is 21 Casualties for Japanese: 2 transports Casualties for Italians: 1 transport Battle in Caucasus Russians attack with 2 fighters and 1 infantry Germans defend with 1 factory and 1 infantry Russians roll dice for 2 fighters and 1 infantry in Caucasus, round 2 : 2/3 hits, 1,17 expected hits Germans roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Caucasus Russians win, taking Caucasus from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Burma Russians attack with 4 armour, 5 artilleries and 8 infantry Italians defend with 1 artillery and 1 infantry; Japanese defend with 1 aaGun, 2 armour, 1 artillery, 1 factory and 15 infantry Russians roll dice for 4 armour, 5 artilleries and 8 infantry in Burma, round 2 : 2/17 hits, 5,83 expected hits Japanese roll dice for 2 armour, 2 artilleries and 16 infantry in Burma, round 2 : 6/20 hits, 7,00 expected hits 1 infantry owned by the Japanese, 6 infantry owned by the Russians and 1 infantry owned by the Italians lost in Burma 2 infantry owned by the Russians, 4 armour owned by the Russians and 5 artilleries owned by the Russians retreated to India Japanese win with 2 armour, 2 artilleries and 14 infantry remaining. Battle score for attacker is -12 Casualties for Russians: 6 infantry Casualties for Italians: 1 infantry Casualties for Japanese: 1 infantry Non Combat Move - Russians 2 fighters moved from Caucasus to Russia 1 aaGun and 10 infantry moved from Chinghai to Kazakh S.S.R. 1 infantry moved from Karelia S.S.R. to Archangel Place Units - Russians 1 infantry placed in Karelia S.S.R. 2 armour, 1 artillery and 3 infantry placed in Russia Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs
Combat Hit Differential Summary :
Japanese regular : -1,00 Germans regular : -0,33 Russians regular : -3,00
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@The_Good_Captain You can change casaulties for Birma to what you want :)
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TripleA Turn Summary: Japanese round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Purchase Units - Japanese Turning on Edit Mode EDIT: Removing units owned by Italians from Burma: 1 artillery EDIT: Adding units owned by Japanese to Burma: 1 infantry EDIT: Turning off Edit Mode Japanese buy 1 armour, 12 infantry and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Combat Move - Japanese 3 armour moved from Evenki National Okrug to Chinghai Japanese take Novosibirsk from Russians 3 armour and 15 infantry moved from Ningxia to Chinghai 1 infantry moved from Evenki National Okrug to Urals Japanese take Urals from Russians 1 battleship, 2 carriers, 1 destroyer and 4 fighters moved from 38 Sea Zone to 37 Sea Zone Combat - Japanese Battle in Chinghai Japanese attack with 6 armour and 15 infantry Chinese defend with 1 fighter Japanese roll dice for 6 armour and 15 infantry in Chinghai, round 2 : 6/21 hits, 5.50 expected hits Chinese roll dice for 1 fighter in Chinghai, round 2 : 1/1 hits, 0.67 expected hits 1 infantry owned by the Japanese and 1 fighter owned by the Chinese lost in Chinghai Japanese win, taking Chinghai from Chinese with 6 armour and 14 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 fighter Battle in 37 Sea Zone Japanese attack with 1 battleship, 2 carriers, 1 destroyer and 4 fighters Russians defend with 1 submarine Japanese roll dice for 1 battleship, 2 carriers, 1 destroyer and 4 fighters in 37 Sea Zone, round 2 : 3/8 hits, 3.33 expected hits Russians roll dice for 1 submarine in 37 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Russians lost in 37 Sea Zone Japanese win with 1 battleship, 2 carriers, 1 destroyer and 4 fighters remaining. Battle score for attacker is 6 Casualties for Russians: 1 submarine Non Combat Move - Japanese 2 armour moved from Burma to Sikang 1 aaGun and 3 infantry moved from Suiyuan to Ningxia 3 infantry moved from Manchuria to Suiyuan 4 infantry moved from Yakut S.S.R. to Evenki National Okrug 5 infantry moved from Soviet Far East to Yakut S.S.R. 1 infantry moved from Evenki National Okrug to Novosibirsk 3 transports moved from 63 Sea Zone to 62 Sea Zone 6 infantry moved from Japan to 62 Sea Zone 1 carrier, 1 destroyer and 1 fighter moved from 63 Sea Zone to 57 Sea Zone 1 fighter moved from 63 Sea Zone to Evenki National Okrug 6 infantry and 3 transports moved from 62 Sea Zone to 63 Sea Zone 6 infantry moved from 63 Sea Zone to Soviet Far East 1 fighter moved from 37 Sea Zone to East Indies 1 fighter moved from 37 Sea Zone to Burma 1 fighter moved from 37 Sea Zone to Sikang 2 infantry moved from East Indies to 38 Sea Zone 2 infantry and 1 transport moved from 38 Sea Zone to 37 Sea Zone 2 infantry moved from 37 Sea Zone to Burma Place Units - Japanese 3 infantry placed in Manchuria 1 infantry placed in Burma 1 transport placed in 37 Sea Zone 3 infantry placed in East Indies 1 armour and 5 infantry placed in Japan Turn Complete - Japanese Japanese collect 53 PUs; end with 54 PUs
Combat Hit Differential Summary :
Chinese regular : 0.33 Japanese regular : 0.17 Russians regular : -0.17
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TripleA Turn Summary: British round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Purchase Units - British British buy 1 aaGun and 6 infantry; Remaining resources: 2 PUs; 0 techTokens; Non Combat Move - British 6 infantry moved from Finland to Karelia S.S.R. 1 fighter moved from 3 Sea Zone to Russia 1 aaGun and 4 infantry moved from United Kingdom to 3 Sea Zone 1 infantry moved from Norway to 3 Sea Zone 1 aaGun, 2 carriers, 1 cruiser, 2 destroyers, 1 fighter, 5 infantry and 3 transports moved from 3 Sea Zone to 4 Sea Zone 5 infantry moved from 4 Sea Zone to Karelia S.S.R. 1 aaGun moved from 4 Sea Zone to Karelia S.S.R. 3 artilleries and 2 infantry moved from Norway to Finland Place Units - British 3 infantry placed in India 1 aaGun and 3 infantry placed in United Kingdom Turn Complete - British British collect 27 PUs; end with 29 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: Italians round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Purchase Units - Italians Italians buy 1 armour and 2 infantry; Remaining resources: 0 PUs; 0 techTokens; Non Combat Move - Italians 1 infantry moved from Belorussia to Eastern Ukraine 1 infantry moved from Baltic States to Belorussia 1 infantry moved from Poland to East Poland 1 infantry moved from Baltic States to East Poland 1 armour moved from Poland to East Poland 1 fighter moved from Poland to East Poland 1 fighter moved from Germany to France 2 infantry moved from Germany to Poland 2 infantry moved from France to Germany 2 infantry moved from Italy to France Place Units - Italians 1 armour and 2 infantry placed in Italy Turn Complete - Italians Italians collect 11 PUs; end with 11 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: Americans round 9
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 9 Purchase Units - Americans Americans buy 1 fighter and 10 infantry; Remaining resources: 0 PUs; 0 techTokens; Purchase Units - Chinese Chinese builds 0 units. Combat Move - Americans 1 submarine moved from 52 Sea Zone to 57 Sea Zone 1 artillery moved from Rhodesia to Union of South Africa British take Union of South Africa from Japanese Combat - Americans Battle in 57 Sea Zone Americans attack with 1 submarine Japanese defend with 1 carrier, 1 destroyer and 1 fighter Americans roll dice for 1 submarine in 57 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 carrier, 1 destroyer and 1 fighter in 57 Sea Zone, round 2 : 1/3 hits, 1,33 expected hits 1 submarine owned by the Americans lost in 57 Sea Zone Japanese win with 1 carrier, 1 destroyer and 1 fighter remaining. Battle score for attacker is -6 Casualties for Americans: 1 submarine Non Combat Move - Americans 5 transports moved from 12 Sea Zone to 9 Sea Zone 1 armour and 9 infantry moved from Eastern Canada to 9 Sea Zone 1 armour, 9 infantry and 5 transports moved from 9 Sea Zone to 12 Sea Zone 1 armour and 9 infantry moved from 12 Sea Zone to Morocco Algeria 1 armour and 9 infantry moved from Morocco Algeria to Libya 1 armour and 6 infantry moved from Libya to Egypt 4 armour and 7 infantry moved from Egypt to Trans-Jordan 1 aaGun moved from Trans-Jordan to Egypt 4 armour and 4 infantry moved from Trans-Jordan to Persia 2 artilleries and 5 infantry moved from India to Persia 1 fighter moved from Persia to India 1 fighter moved from Libya to India 1 infantry moved from Persia to Kazakh S.S.R. 8 infantry moved from Eastern United States to Eastern Canada 2 armour moved from Western United States to Eastern Canada 1 carrier moved from 12 Sea Zone to 10 Sea Zone Place Units - Americans 10 infantry placed in Eastern United States 1 fighter placed in 10 Sea Zone Turn Complete - Americans Americans collect 37 PUs; end with 37 PUs
Combat Hit Differential Summary :
Americans regular : -0,33 Japanese regular : -0,33
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TripleA Turn Summary: Germans round 10
TripleA Turn Summary for game: World War II v3 1941, version: 1.7.0
Game History
Round: 10 Research Technology - Germans Purchase Units - Germans Germans buy 1 fighter and 9 infantry; Remaining resources: 0 PUs; 0 techTokens; Combat Move - Germans 2 fighters moved from East Poland to Caucasus 1 infantry moved from Ukraine to Caucasus 1 infantry moved from Eastern Ukraine to Caucasus 1 bomber moved from Italy to Caucasus 1 infantry moved from Belorussia to Archangel 1 bomber moved from Belorussia to Archangel 1 fighter moved from Belorussia to Caucasus 1 fighter moved from Belorussia to Archangel 1 infantry moved from Belorussia to Archangel 11 armour, 3 artilleries and 22 infantry moved from Belorussia to Karelia S.S.R. 1 fighter moved from Poland to Karelia S.S.R. Combat - Germans Strategic bombing raid in Caucasus Bombing raid in Caucasus rolls: 6 and causes: 6 damage to unit: factory Bombing raid in Caucasus causes 6 damage total. Battle in Karelia S.S.R. Germans attack with 11 armour, 3 artilleries, 1 fighter and 22 infantry British defend with 1 aaGun, 4 artilleries and 18 infantry; Russians defend with 1 factory and 1 infantry British roll AA dice in Karelia S.S.R. : 0/1 hits, 0.17 expected hits Germans roll dice for 11 armour, 3 artilleries, 1 fighter and 22 infantry in Karelia S.S.R., round 2 : 11/37 hits, 11.17 expected hits Russians roll dice for 4 artilleries and 19 infantry in Karelia S.S.R., round 2 : 6/23 hits, 7.67 expected hits 1 infantry owned by the Russians, 6 infantry owned by the Germans and 10 infantry owned by the British lost in Karelia S.S.R. Germans roll dice for 11 armour, 3 artilleries, 1 fighter and 16 infantry in Karelia S.S.R., round 3 : 8/31 hits, 10.17 expected hits Russians roll dice for 4 artilleries and 8 infantry in Karelia S.S.R., round 3 : 2/12 hits, 4.00 expected hits 2 infantry owned by the Germans and 8 infantry owned by the British lost in Karelia S.S.R. Germans roll dice for 11 armour, 3 artilleries, 1 fighter and 14 infantry in Karelia S.S.R., round 4 : 12/29 hits, 9.83 expected hits Russians roll dice for 4 artilleries in Karelia S.S.R., round 4 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Germans and 4 artilleries owned by the British lost in Karelia S.S.R. Germans win, taking Karelia S.S.R. from Russians with 11 armour, 3 artilleries, 1 fighter and 13 infantry remaining. Battle score for attacker is 46 Casualties for Germans: 9 infantry Casualties for British: 4 artilleries and 18 infantry Casualties for Russians: 1 infantry Battle in Caucasus Germans attack with 3 fighters and 2 infantry Russians defend with 1 factory and 1 infantry Germans roll dice for 3 fighters and 2 infantry in Caucasus, round 2 : 1/5 hits, 1.83 expected hits Russians roll dice for 1 infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Caucasus Germans win, taking Caucasus from Russians with 3 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Archangel Germans attack with 1 bomber, 1 fighter and 2 infantry Russians defend with 1 infantry Germans roll dice for 1 bomber, 1 fighter and 2 infantry in Archangel, round 2 : 1/4 hits, 1.50 expected hits Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Archangel Germans win, taking Archangel from Russians with 1 bomber, 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 bomber moved from Caucasus to Italy 1 infantry moved from East Poland to Ukraine 3 infantry moved from East Poland to Baltic States 10 infantry moved from Poland to Baltic States 2 fighters moved from Caucasus to Chinghai 1 bomber moved from Archangel to East Poland 1 fighter moved from Caucasus to East Poland 1 artillery and 11 infantry moved from Germany to Poland 1 fighter moved from Archangel to Poland 2 infantry moved from France to Germany 2 infantry moved from Italy to France 1 infantry moved from France to Germany 1 fighter moved from Karelia S.S.R. to East Poland 1 fighter moved from France to East Poland 1 infantry moved from France to Germany Place Units - Germans 1 fighter and 9 infantry placed in Germany Turn Complete - Germans Germans collect 37 PUs; end with 37 PUs Turning on Edit Mode EDIT: Removing units owned by Germans from Germany: 2 infantry EDIT: Adding units owned by Germans to France: 1 infantry EDIT: Adding units owned by Germans to Italy: 1 infantry EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
British AA : -0.17 Russians regular : -4.67 Germans regular : -1.50
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@the_good_captain I would like to offer my surrender and hand you my capital if you promise not to exterminate the populace. Do you accept?
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@hansworst well, I’m not sure what to make of that. Are you guys offering a concession? If so I accept and look forward to a post game discussion.
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@the_good_captain This is a concession ;)
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@hansworst okay, so when USA attacked the IJN and Italian fleets, I feel it was because it was apparent the Allies were/would lose and so taking a 27% chance was not at all a bad deal at the time. Is that correct?
I will write up a bit more later but wanted to get that out.
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@the_good_captain I think your assumption is correct. For myself at least, I can say that current outlook in the game is a big part of risk-assessment. I would say that a 27% chance of glory are good odds when you think there’s a 1% chance you would win the game.
It’s a part of the decision making, but surely not the only part. In the case of the 27% battle, I felt it was a good thing to do. If it were a 5% battle, it could be considered bad gamesmanship. You have to stay realistic and have a reasonable chance on a good outcome and a good outcome should always bring you a good gain in the game. Also, if you have to try a risky one to try to get back in the game, try it on a fleet. Single hits or misses can bring about huge IPC swings.
This battle would have been particularly entertaining if the 20% on Birma would have worked, but that was a big ask. -
@hansworst right, thanks. Also, even with the optional rules calibrated the way we have them, I don’t believe this game is balanced. It seems to be significantly imbalanced in favor of the Axis. Any thoughts on that? (open question to all)
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A couple of thoughts in addition to Hans:
I promised my train of thought regarding the American attack on the Japanese fleet: like you said, the Allies weren’t likely to win. So I had been looking for opportunities that might turn the tide. I knew beforehand that this winning this one battle wouldn’t be enough to turn the tide, even if wouldn’t lose a single plane. But we had to start somewhere.
From a more local point of view, winning the battle wasn’t that important. You needed 2 transports and a protecting fleet to maintain your island factory logistics, and even I won big you would be left with the nucleus of a new fleet, and opportunity to rebuild. So it was more a TUV-driven attack, where I hoped that your losses would be bigger than mine and you would be forced to spend money on ships. For the battle itself, I noticed that the expected TUV change for a single round of combat wasn’t too bad (minus a couple of IPCs). So that made me willing to see how the first rolls would turn out. And if things went south, I had the attacker’s advantage (i.e., I could retreat if I wanted).
Regarding the balance of the variant we just played: I think you’re a better player than I am, but under the ruleset we used, I think I will win most games against you if I can play with Axis.
Generally: I supposed you could try to offset pro-Ally rules (e.g. no interceptors) with pro-Axis rules (e.g. technology) but I think the net result will always be that one side will have some advantage. So that got me thinking: if it is true that every variant of the game is unbalanced one way or the other, maybe that’s not so bad. Players can pick the version of the game they like, discuss if they are going to use bids or not, and pick sides. For example, a game group might like using interceptors and technology. In time, their bids will converge on a number that promises a more balanced game.
For the ruleset we just played, I’m not sure what bid I would offer to take Allies. 25?
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@ozymandiac I nodded through that entire thing and then nearly had soda blow out my nose on the last sentence, …25?! wow, you think its that bad?
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Haha. It was just an initial guess. I’m sure it would go up or down depending on the following gameplay. By the way, I made my estimate based on two common restrictions that you can place only 1 unit per territory, and that the territory must already contain one of your units. So you can’t just place 8 inf in Karelia.