A 10 day game! Congratulations to Ragnell, and both of you can sit back and wait awhile until everyone else catches up to you!
I’ll post the rest in the general tournament thread to update everyone
You’re right, of course… I just got done re-reading the rulebook. I find it bizarre that such a situation is allowed, but there it is.
It’s also funny that Japan can DoW the French and sink their ships, but as long as they keep units out of FIC they still get their bonus money. So technically the Japanese could even somehow conquer Paris itself and still not forfeit the dough… Larry can be a wacky guy sometimes.
Regarding bugs in TripleA, the only real problem I’ve had is that I can run into trouble switching around from viewing the game history back to the current game. And a few times playing against the AI, it seems to get stuck. Nothing too serious though.
I was going to try the forward deployment in SZ102 just because I can, but realized that would open Germany up to too many annoying moves with that fleet sitting in Gibraltar. Nothing that would turn the tide of the game, but troubling enough that I don’t want to have to deal with it.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Purchase Units - Americans
Americans buy 2 armour, 1 destroyer, 2 infantry, 2 submarines and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 1 fighter, 1 submarine and 1 tactical_bomber moved from 64 Sea Zone to 101 Sea Zone
1 carrier and 2 fighters moved from 89 Sea Zone to 101 Sea Zone
1 fighter moved from Wake Island to Hawaiian Islands
Non Combat Move - Americans
1 mech_infantry moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 64 Sea Zone
1 infantry and 1 mech_infantry moved from 64 Sea Zone to Southeast Mexico
1 artillery moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
Place Units - Americans
2 armour placed in Central United States
2 infantry placed in Eastern United States
1 transport placed in 101 Sea Zone
1 transport placed in 101 Sea Zone
1 destroyer and 2 submarines placed in 10 Sea Zone
Note to player Americans: America has joined the Allies, and declared war on the Axis!
Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly
Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral
Turn Complete - Americans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 5,1
Americans collect 51 PUs (1 lost to blockades); end with 51 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 56 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 32 / 42
Americans : 52 / 76
Chinese : 3 / 8
British : 30 / 31
UK_Pacific : 25 / 25
Italians : 16 / 15
ANZAC : 13 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Tsinghai
1 infantry placed in Sikang
Turn Complete - Chinese
Chinese collect 3 PUs; end with 5 PUs total
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 32 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 30 / 31
UK_Pacific : 25 / 25
Italians : 16 / 15
ANZAC : 13 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Combat Move - British
1 infantry moved from Belgian Congo to Anglo Egyptian Sudan
1 infantry moved from Belgian Congo to Anglo Egyptian Sudan
1 fighter moved from Egypt to Anglo Egyptian Sudan
1 transport moved from 72 Sea Zone to 71 Sea Zone
1 artillery moved from Union of South Africa to 71 Sea Zone
1 infantry moved from Union of South Africa to 71 Sea Zone
1 battleship, 1 cruiser and 1 destroyer moved from 72 Sea Zone to 76 Sea Zone
1 battleship, 1 cruiser and 1 destroyer moved from 76 Sea Zone to 81 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 72 Sea Zone
1 artillery and 1 infantry moved from 72 Sea Zone to Kenya
1 infantry moved from Iraq to Syria
1 infantry moved from Iraq to Syria
1 fighter moved from Persia to Syria
1 fighter moved from Persia to Syria
1 tactical_bomber moved from Persia to Syria
1 bomber moved from United Kingdom to Germany
Combat - British
Battle in Kenya
Battle in Syria
British attack with 2 fighters, 2 infantry and 1 tactical_bomber
Italians defend with 2 artilleries and 2 infantry
retreated to Syria
Italians win, taking Kenya from Italians with 2 artilleries remaining. Battle score for attacker is 0
Casualties for British: 2 infantry
Casualties for Italians: 2 infantry
Battle in Anglo Egyptian Sudan
British attack with 1 fighter and 2 infantry
Italians defend with 1 artillery
British win, taking Anglo Egyptian Sudan from Italians with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Italians: 1 artillery
Strategic bombing raid in Germany
1 bomber killed by AA guns
Bombing raid in Germany causes 0 damage total.
Non Combat Move - British
2 fighters and 1 tactical_bomber moved from Syria to Egypt
1 destroyer moved from 37 Sea Zone to 41 Sea Zone
1 infantry moved from Sumatra to 41 Sea Zone
1 infantry and 1 transport moved from 41 Sea Zone to 56 Sea Zone
1 infantry moved from 56 Sea Zone to Western Australia
1 mech_infantry moved from Eire to United Kingdom
1 destroyer moved from 123 Sea Zone to 125 Sea Zone
1 fighter moved from Anglo Egyptian Sudan to Egypt
Place Units - British
1 airfield, 1 artillery and 1 mech_infantry placed in Egypt
1 destroyer placed in 98 Sea Zone
Turn Complete - British
British collect 32 PUs; end with 32 PUs total
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 32 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 32 / 32
UK_Pacific : 25 / 0
Italians : 14 / 15
ANZAC : 13 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Place Units - UK_Pacific
1 aaGun and 5 artilleries placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 25 PUs; end with 25 PUs total
Some Units in India change ownership: 1 aaGun and 5 artilleries
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 32 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 32 / 32
UK_Pacific : 25 / 25
Italians : 14 / 15
ANZAC : 13 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
Fortress Malta… 85% chance that both UK units are killed. Zero got killed. Cute. Fighting against the Pope; the Maltese should be ashamed…
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Politics - Italians
Italians takes Political Action: Political Action Italians To War With Chinese
Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War
Turning on Edit Mode
EDIT: Removing units owned by Italians from Syria: 1 artillery
EDIT: Adding units owned by Italians to Syria: 1 infantry
EDIT: Turning off Edit Mode
Purchase Units - Italians
Italians buy 1 destroyer and 1 submarine; Remaining resources: 1 PUs;
Combat Move - Italians
1 battleship moved from 99 Sea Zone to 96 Sea Zone
1 artillery and 1 infantry moved from Syria to 99 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 99 Sea Zone to 96 Sea Zone
1 infantry moved from 96 Sea Zone to Malta
1 artillery moved from 96 Sea Zone to Malta
4 infantry and 2 mech_infantrys moved from Romania to Bessarabia
2 armour moved from Eastern Poland to Bessarabia
Combat - Italians
Battle in Bessarabia
Italians attack with 2 armour, 4 infantry and 2 mech_infantrys
Russians defend with 1 infantry
Italians roll dice for 2 armour, 4 infantry and 2 mech_infantrys in Bessarabia, round 1 : 1/8 hits
Russians roll dice for 1 infantry in Bessarabia, round 1 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Italians lost in Bessarabia
Italians win, taking Bessarabia from Russians with 2 armour, 3 infantry and 2 mech_infantrys remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Italians: 1 infantry
Battle in Malta
Italians attack with 1 artillery and 1 infantry
British defend with 1 aaGun and 1 infantry
Italians roll dice for 1 battleship in Malta, round 1 : 0/1 hits
Italians roll dice for 1 artillery and 1 infantry in Malta, round 1 : 0/2 hits
British roll dice for 1 aaGun and 1 infantry in Malta, round 1 : 1/1 hits
1 infantry owned by the Italians lost in Malta
Italians roll dice for 1 artillery in Malta, round 2 : 0/1 hits
British roll dice for 1 aaGun and 1 infantry in Malta, round 2 : 1/1 hits
1 artillery owned by the Italians lost in Malta
British win with 1 aaGun and 1 infantry remaining. Battle score for attacker is -7
Casualties for Italians: 1 artillery and 1 infantry
Non Combat Move - Italians
1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 96 Sea Zone
1 mech_infantry moved from Algeria to Libya
1 artillery and 1 infantry moved from Libya to Tobruk
1 armour, 1 artillery and 3 infantry moved from Alexandria to Tobruk
2 aaGuns, 1 artillery and 6 infantry moved from Southern Italy to Northern Italy
2 aaGuns moved from Romania to Bessarabia
Place Units - Italians
1 destroyer and 1 submarine placed in 95 Sea Zone
Turn Complete - Italians
Italians collect 14 PUs; end with 15 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 20 PUs
Territory Summary for Italians :
Alexandria : 1 flag
Algeria : 1 flag
Syria : 1 flag
Tunisia : 1 flag
Tobruk : 1 flag, 1 armour, 2 artilleries and 4 infantry
Northern Italy : 1 flag, 2 aaGuns, 1 artillery, 1 factory_major and 7 infantry
Libya : 1 flag, 1 mech_infantry
Southern Italy : 1 flag, 1 airfield, 1 factory_minor and 1 harbour
Eastern Poland : 1 flag
Bessarabia : 1 flag, 2 aaGuns, 2 armour, 3 infantry and 2 mech_infantrys
96 Sea Zone : 1 flag, 1 battleship and 2 transports
95 Sea Zone : 1 flag, 1 destroyer and 1 submarine
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 32 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 32 / 32
UK_Pacific : 25 / 25
Italians : 14 / 20
ANZAC : 13 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
Dice Statistics:
Total
1 was rolled 4 times
2 was rolled 4 times
3 was rolled 2 times
5 was rolled 3 times
6 was rolled 6 times
Average roll : 3.632
Median : 3.000
Variance : 1.167
Standard Deviation : 1.080
Total rolls : 19
Null / Other
1 was rolled 1 times
2 was rolled 1 times
5 was rolled 1 times
Average roll : 2.667
Median : 2.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3
British Combat
1 was rolled 1 times
2 was rolled 1 times
5 was rolled 1 times
Average roll : 2.667
Median : 2.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3
Russians Combat
1 was rolled 1 times
Average roll : 1.000
Median : 1.000
Variance : ?
Standard Deviation : ?
Total rolls : 1
Italians Combat
1 was rolled 1 times
2 was rolled 2 times
3 was rolled 2 times
5 was rolled 1 times
6 was rolled 6 times
Average roll : 4.333
Median : 5.500
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 12
I’m afraid I’m not helping your project all that much; I’ve been playing like a jackass :lol:
I did the same thing, before the league started. I played about 6 games as the Allies with no bid, to try to gauge how much I really needed the bid. As a result, I’ve taken bids as low as +7 because I now feel, with no bid, I can hold my own against somebody playing pretty well and can beat somebody making a costly mistake or two.
Fortress Malta… 85% chance that both UK units are killed. Zero got killed. Cute. Fighting against the Pope; the Maltese should be ashamed…
I’m afraid I’m not helping your project all that much; I’ve been playing like a jackass :lol:
When this is over, we’ll have to discuss our perceived boo-boos. I’ll confess I don’t see any motivation for the Malta attack unless you are trying to block the British NO out of spite. Speaking of which, I hope Il Duce is enjoying being at the zenith of his power; I don’t expect Italy to collect any more NOs in the next turn or two (I can’t swear that I can keep them out of the Caucasus).
Yeah, that was exactly what I was trying to do. Lighten the pockets by 5 IPC.
I don’t think I’m ever not going to J1 DOW again. To quote Taylor Swift, “like… ever…”
When this is over, we’ll have to discuss our perceived boo-boos. I’ll confess I don’t see any motivation for the Malta attack unless you are trying to block the British NO out of spite…
Skip that, I just found a motive.
I don’t think I’m ever not going to J1 DOW again. To quote Taylor Swift, “like… ever…”
Yep. While I haven’t seen Cow’s J1 attack work out in practice, it seems like you should try it or at least J2 at the latest. Otherwise you’re just watching Japan’s military advantage decrease turn by turn with no real benefit. We’ll see how this goes, but the fact that I can block you from a direct attack on Calcutta on J4 means you won’t be as certain of victory there on J5 as you would have been with an earlier DoW that has you in position to attack J3.
I think the dilemma for the Axis players is a good dynamic for this game- Germany is best served by keeping the USA neutral for as long as possible, but that hurts Japan. I think this is solvable by having Germany plan on a G2 Sea Lion coupled with a J2 DoW. Both situations will require a maximal response from the USA that it will be unable to give, greatly increasing the Axis chances of victory and (possibly) making the game unwinnable for the Allies. However as this is only my 2nd game of any form of Global '40 ever with a real person, my opinions are worth the paper they are printed on.
Speaking of paper, I am now writing down another prediction that I will seal away for a later time.
I ran the J1 in another game for the first time (I’m normally a J3 crush guy - but I got burned with it against allweneedislove), and was in a huge advantageous position. I like that it forces me to get south.
I’d like to play another with you, same setup, when we get done here. I’ve seen quite few J1’s in the league, and it would be more representative of a quality play.
I’d like to play another with you, same setup, when we get done here. I’ve seen quite few J1’s in the league, and it would be more representative of a quality play.
Sure, I’m always up for either end of a sound thrashing.
Now to get through the French and ANZAC turns, which require maybe 5 minutes tops.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Politics - ANZAC
ANZAC takes Political Action: Political Action ANZAC To War With Japanese
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly
Purchase Units - ANZAC
ANZAC buy 2 armour and 1 infantry; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 destroyer moved from 54 Sea Zone to 61 Sea Zone
1 destroyer moved from 61 Sea Zone to 56 Sea Zone
1 cruiser moved from 54 Sea Zone to 55 Sea Zone
3 fighters moved from Queensland to 55 Sea Zone
1 infantry moved from Celebes to 44 Sea Zone
1 infantry and 1 transport moved from 44 Sea Zone to 20 Sea Zone
1 infantry moved from 20 Sea Zone to Formosa
1 infantry moved from Malaya to Shan State
1 artillery and 3 infantry moved from Queensland to South Australia
2 artilleries and 1 infantry moved from New South Wales to South Australia
Combat - ANZAC
Battle in Formosa
Battle in 55 Sea Zone
ANZAC attack with 1 cruiser and 3 fighters
Japanese defend with 1 destroyer
ANZAC roll dice for 1 cruiser and 3 fighters in 55 Sea Zone, round 1 : 3/4 hits
Japanese roll dice for 1 destroyer in 55 Sea Zone, round 1 : 0/1 hits
1 destroyer owned by the Japanese lost in 55 Sea Zone
ANZAC win, taking Formosa from Japanese with 1 cruiser and 3 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Non Combat Move - ANZAC
2 aaGuns moved from Queensland to South Australia
3 fighters moved from 55 Sea Zone to South Australia
1 infantry and 1 transport moved from 66 Sea Zone to 85 Sea Zone
1 infantry moved from 85 Sea Zone to Brazil
ANZAC take Brazil from Neutral_Allies
Place Units - ANZAC
2 armour and 1 infantry placed in New South Wales
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 3
ANZAC collect 13 PUs (3 lost to blockades); end with 13 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 31 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 32 / 32
UK_Pacific : 25 / 25
Italians : 14 / 20
ANZAC : 16 / 23
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Dice Statistics:
Total
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 3 times
5 was rolled 3 times
Average roll : 3.375
Median : 3.000
Variance : 1.429
Standard Deviation : 1.195
Total rolls : 8
Null / Other
3 was rolled 1 times
5 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2
Japanese Combat
3 was rolled 1 times
5 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2
ANZAC Combat
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 1 times
5 was rolled 1 times
Average roll : 2.750
Median : 2.500
Variance : 1.333
Standard Deviation : 1.155
Total rolls : 4
TripleA Turn Summary for game: World War II Global 1940 Alpha 3 Final, version: 3.3
Game History
Round :3
Politics - French
French takes Political Action: Political Action French To War With Japanese
French succeeds on action: Political Action French To War With Japanese: Changing Relationship for Japanese and French from Neutrality to War
French succeeds on action: Political Action French To War With Japanese: Changing Relationship for Chinese and French from Neutrality to Allied
Combat Move - French
1 destroyer moved from 39 Sea Zone to 38 Sea Zone
1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
1 fighter moved from United Kingdom to Morocco
Non Combat Move - French
Turn Complete - French
Production/PUs Summary :
Germans : 46 / 57
Russians : 39 / 41
Japanese : 31 / 42
Americans : 52 / 76
Chinese : 3 / 5
British : 32 / 32
UK_Pacific : 25 / 25
Italians : 14 / 20
ANZAC : 16 / 23
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Dice Statistics:
Total
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 3 times
5 was rolled 3 times
Average roll : 3.375
Median : 3.000
Variance : 1.429
Standard Deviation : 1.195
Total rolls : 8
Null / Other
3 was rolled 1 times
5 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2
Japanese Combat
3 was rolled 1 times
5 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2
ANZAC Combat
1 was rolled 1 times
2 was rolled 1 times
3 was rolled 1 times
5 was rolled 1 times
Average roll : 2.750
Median : 2.500
Variance : 1.333
Standard Deviation : 1.155
Total rolls : 4
Any chance of the German turn being posted soon? The die rolls came in a while ago.
Hmmm. Not sure what happened…