Scramble scotland
L22 #1 trulpen (X+6) vs ArtofWar1947 (A) P2V
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L22 #1 trulpen (+6) vs artw P2V.tsvg
Game History
Round: 28
Research Technology - Germans Purchase Units - Germans Germans buy 3 artilleries, 2 destroyers, 4 fighters, 6 infantry and 1 submarine; Remaining resources: 2 PUs; Combat Move - Germans 1 battleship moved from 114 Sea Zone to 128 Sea Zone 3 carriers moved from 114 Sea Zone to 115 Sea Zone 1 cruiser and 1 destroyer moved from 114 Sea Zone to 115 Sea Zone 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 128 Sea Zone 1 fighter moved from 114 Sea Zone to 115 Sea Zone 2 artilleries and 4 infantry moved from Southern Italy to Sicily 1 armour and 1 mech_infantry moved from Southern Italy to Sicily 1 armour and 1 mech_infantry moved from Southern Italy to Sicily 2 artilleries and 2 infantry moved from Southern Italy to Sicily Combat - Germans Battle in Sicily Germans attack with 2 armour, 4 artilleries, 6 infantry and 2 mech_infantrys British defend with 1 infantry; French defend with 1 infantry; Americans defend with 1 aaGun Germans roll dice for 2 armour, 4 artilleries, 6 infantry and 2 mech_infantrys in Sicily, round 2 : 4/14 hits, 4,67 expected hits French roll dice for 1 aaGun and 2 infantry in Sicily, round 2 : 0/2 hits, 0,67 expected hits 1 aaGun owned by the Americans, 1 infantry owned by the French and 1 infantry owned by the British lost in Sicily Germans win, taking Sicily from French with 2 armour, 4 artilleries, 6 infantry and 2 mech_infantrys remaining. Battle score for attacker is 11 Casualties for Americans: 1 aaGun Casualties for British: 1 infantry Casualties for French: 1 infantry Battle in 128 Sea Zone Germans attack with 1 battleship, 1 fighter and 1 tactical_bomber British defend with 1 destroyer Germans roll dice for 1 battleship, 1 fighter and 1 tactical_bomber in 128 Sea Zone, round 2 : 2/3 hits, 1,83 expected hits British roll dice for 1 destroyer in 128 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the British lost in 128 Sea Zone Germans win, taking 128 Sea Zone from Neutral with 1 battleship, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Battle in 115 Sea Zone Germans attack with 3 carriers, 1 cruiser, 1 destroyer and 1 fighter Americans defend with 1 destroyer Germans roll dice for 3 carriers, 1 cruiser, 1 destroyer and 1 fighter in 115 Sea Zone, round 2 : 0/3 hits, 1,33 expected hits Americans roll dice for 1 destroyer in 115 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits Units damaged: 1 carrier owned by the Germans Germans roll dice for 3 carriers, 1 cruiser, 1 destroyer and 1 fighter in 115 Sea Zone, round 3 : 2/3 hits, 1,33 expected hits Americans roll dice for 1 destroyer in 115 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Americans lost in 115 Sea Zone Germans win with 3 carriers, 1 cruiser, 1 destroyer and 1 fighter remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Non Combat Move - Germans 1 submarine moved from 114 Sea Zone to 127 Sea Zone 9 transports moved from 114 Sea Zone to 115 Sea Zone 9 artilleries and 9 infantry moved from Norway to 115 Sea Zone 9 artilleries and 9 infantry moved from 115 Sea Zone to Western Germany 1 artillery moved from Western Germany to France 1 infantry moved from Western Germany to France 6 infantry moved from Northern Italy to Yugoslavia 1 fighter moved from 115 Sea Zone to Yugoslavia 1 fighter and 1 tactical_bomber moved from 128 Sea Zone to Western Germany 3 infantry moved from Rostov to Northern Caucasus 3 armour and 4 mech_infantrys moved from Samara to Northern Caucasus 2 artilleries moved from Southern Italy to Northern Italy 2 infantry moved from Southern Italy to Northern Italy 2 infantry moved from Northern Italy to Yugoslavia Place Units - Germans 2 fighters placed in Yugoslavia 3 artilleries placed in Stalingrad 3 infantry placed in Ukraine 3 infantry placed in Russia 2 fighters placed in Western Germany Germans undo move 5. 1 destroyer and 2 fighters placed in 115 Sea Zone 1 destroyer placed in 99 Sea Zone 1 submarine placed in 115 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 4,4,3,6 Germans collect 71 PUs (3 lost to blockades); end with 73 PUs Trigger Germans 7 Atlantic Wall: Germans met a national objective for an additional 3 PUs; end with 76 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 81 PUs Objective Germans 2 Control Stalingrad Or Leningrad Or Russia: Germans met a national objective for an additional 15 PUs; end with 96 PUs
Combat Hit Differential Summary :
Americans regular : 0,33
French regular : -0,67
Germans regular : -1,17
British regular : -0,33
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The Russian fighter stays put.Go ahead with J-28.
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Was too tired to continue anyway. On it now.
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L22 #1 trulpen (+6) vs artw P2V.tsvg
Game History
Round: 28
Combat Move - Japanese 5 fighters and 5 tactical_bombers moved from 20 Sea Zone to 9 Sea Zone 1 fighter and 1 tactical_bomber moved from 20 Sea Zone to 9 Sea Zone 1 infantry moved from Kyushu to Japan Japanese take Japan from Americans 1 artillery and 1 infantry moved from Kyushu to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 5 Sea Zone 1 artillery and 1 infantry moved from 5 Sea Zone to Siberia 2 infantry moved from Kyushu to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 5 Sea Zone 2 infantry moved from 5 Sea Zone to Siberia 1 submarine moved from 20 Sea Zone to 6 Sea Zone 6 fighters moved from 20 Sea Zone to 9 Sea Zone 2 infantry moved from Kyushu to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 22 Sea Zone 2 infantry moved from 22 Sea Zone to Marianas 1 marine moved from Kyushu to 20 Sea Zone 1 cruiser and 1 marine moved from 20 Sea Zone to 5 Sea Zone Japanese take 7 Sea Zone from Americans 1 marine moved from 5 Sea Zone to Soviet Far East 2 fighters and 2 tactical_bombers moved from Kyushu to 6 Sea Zone Combat - Japanese Battle in Soviet Far East Battle in Marianas Battle in Siberia Japanese attack with 1 artillery and 3 infantry Americans defend with 1 infantry Japanese roll dice for 1 cruiser in Siberia, round 2 : 1/1 hits, 0,50 expected hits Americans roll dice for 1 infantry in Siberia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Americans lost in Siberia Japanese win, taking Soviet Far East from Americans, taking Marianas from Americans, taking Siberia from Americans with 1 artillery and 3 infantry remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in 9 Sea Zone Japanese attack with 12 fighters and 6 tactical_bombers Americans defend with 1 carrier, 2 fighters and 2 transports Japanese roll dice for 12 fighters and 6 tactical_bombers in 9 Sea Zone, round 2 : 14/18 hits, 10,00 expected hits Americans roll dice for 1 carrier, 2 fighters and 2 transports in 9 Sea Zone, round 2 : 2/3 hits, 1,50 expected hits 2 fighters owned by the Japanese, 1 carrier owned by the Americans, 2 fighters owned by the Americans and 2 transports owned by the Americans lost in 9 Sea Zone Japanese win with 10 fighters and 6 tactical_bombers remaining. Battle score for attacker is 28 Casualties for Japanese: 2 fighters Casualties for Americans: 1 carrier, 2 fighters and 2 transports Battle in 6 Sea Zone Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers Americans defend with 1 destroyer Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 2 fighters and 2 tactical_bombers in 6 Sea Zone, round 2 : 3/4 hits, 2,33 expected hits Americans roll dice for 1 destroyer in 6 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits 1 destroyer owned by the Americans and 1 submarine owned by the Japanese lost in 6 Sea Zone Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 2 Casualties for Japanese: 1 submarine Casualties for Americans: 1 destroyer Non Combat Move - Japanese Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Japanese from 9 Sea Zone: 2 tactical_bombers EDIT: Adding units owned by Japanese to Hokkaido: 2 fighters EDIT: Turning off Edit Mode 1 carrier moved from 20 Sea Zone to 22 Sea Zone 1 carrier moved from 20 Sea Zone to 36 Sea Zone 1 fighter and 1 tactical_bomber moved from Kyushu to Davao 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Kyushu to Japan 8 carriers moved from 20 Sea Zone to 8 Sea Zone 1 destroyer moved from 20 Sea Zone to 8 Sea Zone EDIT: 2 fighters moved from Hokkaido to 8 Sea Zone 10 fighters and 4 tactical_bombers moved from 9 Sea Zone to 8 Sea Zone 2 carriers moved from 20 Sea Zone to 8 Sea Zone 1 destroyer and 4 submarines moved from 20 Sea Zone to 8 Sea Zone 1 fighter and 1 tactical_bomber moved from Kyushu to 22 Sea Zone 1 submarine moved from 20 Sea Zone to 8 Sea Zone 2 fighters and 2 tactical_bombers moved from 6 Sea Zone to 8 Sea Zone 1 infantry moved from Jehol to 20 Sea Zone 1 infantry moved from Kiangsu to 20 Sea Zone 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Davao 2 infantry moved from Kyushu to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 2 infantry moved from 36 Sea Zone to Davao 1 infantry moved from Kyushu to Japan 2 armour, 4 infantry and 1 mech_infantry moved from Western India to Baluchistan 1 mech_infantry moved from Eastern India to Baluchistan 7 infantry moved from Eastern India to Western India 1 transport moved from 20 Sea Zone to 36 Sea Zone Turn Complete - Japanese Japanese collect 79 PUs; end with 79 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 82 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 87 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 92 PUs
Combat Hit Differential Summary :
Americans regular : 0,83
Japanese regular : 4,83
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L22 #1 trulpen (+6) vs AoW P2V.tsvg
Game History
Round: 28
Purchase Units - Italians Italians buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Italians Place Units - Italians 3 infantry placed in Southern Italy 2 infantry placed in Northern Italy Turn Complete - Italians Italians collect 18 PUs; end with 18 PUs
Combat Hit Differential Summary :
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Working with a slippery touch-pad and for some reason it skipped over the scramble option and went into battle. Not intentional, but intended to ask for your decision upon scramble, since it’s not an obvious call.
Scramble to z110?
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Scramble 3 fighter.
The German subs rolled 3 and 3–have already missed. They should not get a do over.
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Since you scramble it’s a do-over.
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I would have scrambled 3 fighters in any case.
It was your mistake that you did not ask for a scramble decision, and the Allies should not have to pay for your mistake. It is patently unfair to get a bad roll, then say, oops, I made a mistake, I get a re-roll.
I will not tolerate a second favorable dice roll in this game being wiped out.
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The scramble decision was/is obvious. The Allies need to win the battle or, at least, make it extremely costly for the Germans. Anything less and Germany has naval supremacy in the Atlantic and the game is essentially over.
With no scramble, the Allies stand only a 0 to 3% chance of victory; the Germans are left with 9 or 10 units on average; and the average TUV swing is in the lows 60s. Game over.
With a scramble, the Allies stand a 40% to 48% chance of victory; the Germans are left with about 3 units on average; and the average TUV swing varies widely between -3 and and +10 (but substantially below not scrambling). This option provides the only hope the Allies have to stay in the game.
Given the circumstances, it is patently unfair to get an unfavorable dice roll for the German subs (2 misses) and then claim a do-over. We can take the issue up with moderators if you wish.
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I definitely see your point.
However, if there’d had been terrific dice, I would’ve disregarded them as well. Then I’m sure you wouldn’t have complained.
It’s not about the situation, it’s about the principle.
The roll happened by mistake, by the touchpad accidentally activating the battle. I didn’t even confirm the sub hits, but it just rolled on. Don’t know exactly what happened, but probably it became a click when I tried to move the cursor in order to save the game for a scramble decision.
In this situation I could continue the battle, selecting casualties for you and then you’d demand a scramble and the battle would be redone. As is how I proceed in matters such as this.
I have a recent game where my opponent did a desperate scramble and instead of a terrific roll I got a bad one, but I still redid that battle, since that’s my principle regarding scrambles.
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Also, sorry to say, but this game is essentially lost for the Allies notwithstanding the outcome of this specific battle.
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Take it up with the monitors.
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We have a situation.
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I’ll be there - just can’t right now - remind me if I don’t post an answer in 24 hours please -
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Gamerman, there is no rush; I have lost interest in the game. I regret adding to your workload, but I have a problem with erasing initial, unfavorable dice rolls. This seems to have become a trend.
Let me be clear. Previously, I complained that my opponent chose to ignore a Marti notice with a highly favorable outcome for me. Although Trulpen’s email was listed on this email, he would not acknowledge receiving it. Seven minutes later I received Marti notifications that indicated the battle had been restarted, and this time the outcome for me was unfavorable. The most plausible explanation for the data is that the battle was joined and the initial round was unfavorable to my opponent, and so he restarted the game. I dislike raising the issue of cheating, but no other explanation has been offered. We need a clear policy to prevent the possibility of a player ignoring unfavorable dice rolls to gain an advantage.
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Sorry, sir, but I did not cheat in that previous situation. I have no explanation to it other than bug, but I only did that battle once. I can assure you that I have no interest in cheating. Sad that you accuse me of such.
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I’ve only played 1 game lately, and have read reports of MARTI e-mails not always working right or something. I hear you and rolling dice more than once and keeping the best is obviously a terrible thing to do, but I’d have to be absolutely sure that’s the case before I would accuse anyone of anything, of course.
I’ll look into this, this week, but I may not be able to determine one way or the other what happened.