L22 Pejon_88 (X+10) vs. GeneralDisarray (A), PTV, semi final


  • @gamerman01 I will see if it works on my end this evening and no one changed versions here. I’ll let you know when I am able to check.


  • Its giving me the same error. Even in single player mode. Not sure how to proceed in a mid battle situation. I mean you did slightly better then average roll opening round but how would you edit to a mid combat situation again. Only thing I can think of is if you get 25 hits again and just run the battles till you reproduce that same number. Just go max D first round for me. May be impossible to do but open for any suggestions here @gamerman01


  • Or re create and ignored first round your let me hit back then edit the game. to the second rd with your 25 hits and whatever I got. What do you think?


  • Right, so you’re saying you can back up to a previous save and you’ll both be able to run again?

    If so, you can definitely take care of things from there. There are 2 easier ways to recreate.

    1. Edit the results to where you were, and then finish the battle with the forum roller. Then edit to the final result

    or
    2) You can make the combat moves in Triple A. Edit whatever battles were done, to the conclusion. Triple A won’t roll any dice if there are no enemy units. Edit the units in Triple A in that battle to the point you were at. I’m not taking the trouble to look again, but if you had a successful attacker roll and are waiting for the defender, then roll the defender on the forum, then edit his units away.

    Experiment in local if you’re unsure and if you want to be careful not to roll MARTI dice and possibly create a controversy.

    If you have any trouble, I can go into your save file and even resolve the battle for you guys if you get stuck.

  • '23 '22

    @gamerman01 Hi so good news are, I can easily load from before dice were rolled and get right back to where I started rolling dice. In addition, this was the first battle I decided to do so no other battles affected.

    So the only solution is to roll defense round 1 here in the forum and then recreate the battle with losses from round 1? I would if possible avoid the hassle of rolling forum dice and recreating, but understand that it might be the only good solution?


  • @Pejon_88 said in L22 Pejon_88 (X+10) vs. GeneralDisarray (A), PTV, semi final:

    @gamerman01 Hi so good news are, I can easily load from before dice were rolled and get right back to where I started rolling dice. In addition, this was the first battle I decided to do so no other battles affected.

    YES. you can complete combat move, delete units in edit mode, exit edit mode, and roll the battle which will start with the attacker.
    In the future, if it’s not the first battle, no problem just edit the rolled battles to their concluding point.

    So the only solution is to roll defense round 1 here in the forum and then recreate the battle with losses from round 1? I would if possible avoid the hassle of rolling forum dice and recreating, but understand that it might be the only good solution?

    Yes, you can’t stop it between attack and defense I don’t think, so roll the defense on forum. Then when you re-do the turn in Triple A, edit both sides’ units down to where they were at the end of the round, and start the battle from that point.

    It’s not much of a hassle. Do you know how to roll forum dice?

  • '23 '22

    @gamerman01 Ok guys. That’s what I will do. Defense 1st round here and then try and re-create in the engine. Thanks gamerman!!

  • '23 '22

    See if I get this right too. ACs defend at 1 or less.

    I’ll roll:
    36 dice at 1 or less = ACs + subs
    15 at 2 or less = destroyers
    7 at 3 or less = tacs
    11 at 4 or less = battleship + figs

  • '23 '22

    [dice 36d6<=1]
    [dice 15d6<=2]
    [dice 7d6<=3]
    [dice 11d6<=4]


  • 36d6<=1: 4, 2, 5, 1, 1, 3, 5, 4, 1, 4, 2, 3, 1, 3, 2, 6, 6, 2, 4, 4, 6, 5, 5, 6, 3, 6, 4, 1, 3, 4, 5, 5, 5, 1, 3, 5; Hits: 6
    15d6<=2: 5, 2, 5, 3, 4, 4, 5, 4, 6, 3, 3, 6, 6, 1, 1; Hits: 3
    7d6<=3: 2, 1, 3, 1, 4, 1, 4; Hits: 5
    11d6<=4: 4, 2, 5, 6, 3, 4, 6, 4, 1, 4, 6; Hits: 7

  • '23 '22

    TripleA Manual Gamesave Post: Japanese round 16

    TripleA Manual Gamesave Post for game: WW2 Path to Victory

    Game History

    Round: 16
    
        Purchase Units - Japanese
            Japanese buy 1 artillery, 2 carriers, 1 destroyer and 8 infantry; Remaining resources: 0 PUs; 5 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 unit repaired.
            4 carriers, 2 cruisers, 3 destroyers and 11 submarines moved from 36 Sea Zone to 55 Sea Zone
            1 carrier, 1 destroyer and 2 submarines moved from 132 Sea Zone to 55 Sea Zone
            1 submarine moved from 43 Sea Zone to 55 Sea Zone
            1 battleship, 1 carrier, 1 destroyer and 1 submarine moved from 38 Sea Zone to 55 Sea Zone
            3 infantry moved from Burma to Eastern India
            2 bombers moved from Davao to 55 Sea Zone
            3 fighters and 4 tactical_bombers moved from French Indo China to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 132 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 38 Sea Zone to 55 Sea Zone
            7 fighters and 2 tactical_bombers moved from Queensland to 55 Sea Zone
            1 fighter and 4 tactical_bombers moved from Yunnan to 55 Sea Zone
            5 fighters and 1 tactical_bomber moved from Yunnan to Eastern India
            1 infantry moved from Shantung to Anhwe
            2 fighters moved from Shantung to Anhwe
            5 artilleries, 8 infantry and 2 marines moved from Shantung to Kiangsu
            1 fighter moved from Japan to Anhwe
    
        Combat - Japanese
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '22

    Above is the save before any dice were rolled. Will modify in that before round 2 according to gamerman’s tips.

    Result after round 1 is:
    Japan, power 150 with 25 hits = exact average, 150/6 = 25
    Allies , power 131 with 21 hits = slightly under average 131/6= 21.833333…

  • '23 '22

    TripleA Manual Gamesave Post: Japanese round 16

    TripleA Manual Gamesave Post for game: WW2 Path to Victory

    Game History

    Round: 16
    
        Purchase Units - Japanese
            Japanese buy 1 artillery, 2 carriers, 1 destroyer and 8 infantry; Remaining resources: 0 PUs; 5 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 unit repaired.
            4 carriers, 2 cruisers, 3 destroyers and 11 submarines moved from 36 Sea Zone to 55 Sea Zone
            1 carrier, 1 destroyer and 2 submarines moved from 132 Sea Zone to 55 Sea Zone
            1 submarine moved from 43 Sea Zone to 55 Sea Zone
            1 battleship, 1 carrier, 1 destroyer and 1 submarine moved from 38 Sea Zone to 55 Sea Zone
            3 infantry moved from Burma to Eastern India
            2 bombers moved from Davao to 55 Sea Zone
            3 fighters and 4 tactical_bombers moved from French Indo China to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 132 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 38 Sea Zone to 55 Sea Zone
            7 fighters and 2 tactical_bombers moved from Queensland to 55 Sea Zone
            1 fighter and 4 tactical_bombers moved from Yunnan to 55 Sea Zone
            5 fighters and 1 tactical_bomber moved from Yunnan to Eastern India
            1 infantry moved from Shantung to Anhwe
            2 fighters moved from Shantung to Anhwe
            5 artilleries, 8 infantry and 2 marines moved from Shantung to Kiangsu
            1 fighter moved from Japan to Anhwe
    
        Combat - Japanese
            Turning on Edit Mode
            EDIT: Changing unit hit damage for these Americans owned units to: carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1
            EDIT: Changing unit hit damage for these Japanese owned units to: carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1
            EDIT: Removing units owned by ANZAC from 55 Sea Zone: 3 submarines
            EDIT: Removing units owned by Americans from 55 Sea Zone: 14 submarines
            EDIT: Removing units owned by Japanese from 55 Sea Zone: 6 carriers, 4 destroyers and 4 submarines
            EDIT: Changing unit hit damage for these Japanese owned units to: battleship = 1
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame

  • '23 '22

    Post above after removing casualties. I will now try and continue in Live Mode in the engine.

  • '23 '22

    TripleA Manual Gamesave Post: Japanese round 16

    TripleA Manual Gamesave Post for game: WW2 Path to Victory

    Game History

    Round: 16
    
        Purchase Units - Japanese
            Japanese buy 1 artillery, 2 carriers, 1 destroyer and 8 infantry; Remaining resources: 0 PUs; 5 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 unit repaired.
            4 carriers, 2 cruisers, 3 destroyers and 11 submarines moved from 36 Sea Zone to 55 Sea Zone
            1 carrier, 1 destroyer and 2 submarines moved from 132 Sea Zone to 55 Sea Zone
            1 submarine moved from 43 Sea Zone to 55 Sea Zone
            1 battleship, 1 carrier, 1 destroyer and 1 submarine moved from 38 Sea Zone to 55 Sea Zone
            3 infantry moved from Burma to Eastern India
            2 bombers moved from Davao to 55 Sea Zone
            3 fighters and 4 tactical_bombers moved from French Indo China to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 132 Sea Zone to 55 Sea Zone
            1 fighter and 1 tactical_bomber moved from 38 Sea Zone to 55 Sea Zone
            7 fighters and 2 tactical_bombers moved from Queensland to 55 Sea Zone
            1 fighter and 4 tactical_bombers moved from Yunnan to 55 Sea Zone
            5 fighters and 1 tactical_bomber moved from Yunnan to Eastern India
            1 infantry moved from Shantung to Anhwe
            2 fighters moved from Shantung to Anhwe
            5 artilleries, 8 infantry and 2 marines moved from Shantung to Kiangsu
            1 fighter moved from Japan to Anhwe
    
        Combat - Japanese
            Turning on Edit Mode
            EDIT: Changing unit hit damage for these Americans owned units to: carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1
            EDIT: Changing unit hit damage for these Japanese owned units to: carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1, carrier = 1
            EDIT: Removing units owned by ANZAC from 55 Sea Zone: 3 submarines
            EDIT: Removing units owned by Americans from 55 Sea Zone: 14 submarines
            EDIT: Removing units owned by Japanese from 55 Sea Zone: 6 carriers, 4 destroyers and 4 submarines
            EDIT: Changing unit hit damage for these Japanese owned units to: battleship = 1
            EDIT: Turning off Edit Mode
            Battle in 55 Sea Zone
                Japanese attack with 1 battleship, 2 bombers, 2 cruisers, 1 destroyer, 14 fighters, 11 submarines and 13 tactical_bombers
                Americans defend with 2 artilleries, 1 battleship, 8 carriers, 2 cruisers, 15 destroyers, 10 fighters, 3 infantry, 1 marine, 11 submarines, 4 tactical_bombers and 4 transports; ANZAC defend with 1 cruiser
                    Japanese roll dice for 11 submarines in 55 Sea Zone, round 2 : 3/11 hits, 3.67 expected hits
                    Japanese roll dice for 1 battleship, 2 bombers, 2 cruisers, 1 destroyer, 14 fighters and 13 tactical_bombers in 55 Sea Zone, round 2 : 18/33 hits, 18.67 expected hits
    

    Combat Hit Differential Summary :

    Japanese regular : -1.33
    

    Savegame

  • '23 '22

    Then I got the same problem for round 2 during defense. I will do the same again since it feels safe continuing with max defense on your end. You will kill all my subs this turn anyway.

  • '23 '22

    [dice 19d6<=1]
    [dice 15d6<=2]
    [dice 7d6<=3]
    [dice 11d6<=4


  • 19d6<=1: 6, 6, 1, 6, 6, 2, 4, 5, 3, 2, 2, 2, 3, 5, 5, 1, 2, 5, 5; Hits: 2
    15d6<=2: 1, 6, 5, 5, 2, 3, 3, 6, 3, 2, 5, 6, 3, 1, 1; Hits: 5
    7d6<=3: 6, 5, 1, 3, 5, 4, 1; Hits: 3

  • '23 '22

    The 11 at 4 or less weren’t rolled due to the missing ] at the end. Rolling below.

    [dice 11d6<=4]


  • 11d6<=4: 5, 1, 3, 2, 6, 6, 2, 3, 4, 4, 3; Hits: 8

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