@surfer sure that sounds good to me. I will always take free IPC although i would much rather have my transport in sz 106. maybe we can think of it as a free hit on your sub lol
18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3
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TripleA Turn Summary: Italians round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8 Purchase Units - Italians Italians buy 2 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Italians 1 infantry moved from Rostov to Tambov 1 bomber moved from Belarus to Tambov 1 mech_infantry moved from Yugoslavia to Greece Italians take Greece from British 1 mech_infantry moved from Rostov to Northwest Persia Italians take Northwest Persia from Russians 1 mech_infantry moved from Rostov to Turkey Italians take Turkey from British 1 mech_infantry moved from Northern Italy to Holland Belgium 1 bomber moved from Southern Italy to Holland Belgium Combat - Italians Battle in Holland Belgium Italians attack with 1 bomber and 1 mech_infantry British defend with 1 infantry Italians roll dice for 1 bomber and 1 mech_infantry in Holland Belgium, round 2 : 1/2 hits, 0,83 expected hits British roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits, 0,33 expected hits 1 mech_infantry owned by the Italians and 1 infantry owned by the British lost in Holland Belgium Italians win with 1 bomber remaining. Battle score for attacker is -1 Casualties for Italians: 1 mech_infantry Casualties for British: 1 infantry Battle in Tambov Italians attack with 1 bomber and 1 infantry Russians defend with 1 infantry Italians roll dice for 1 bomber and 1 infantry in Tambov, round 2 : 1/2 hits, 0,83 expected hits Russians roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Tambov Italians win, taking Tambov from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Italians 1 bomber moved from Tambov to Yugoslavia 4 infantry moved from Northern Italy to Western Germany 1 mech_infantry moved from Northern Italy to Romania 1 infantry moved from Northern Italy to Southern France 2 artilleries moved from Northern Italy to Southern Italy 1 bomber moved from Holland Belgium to Southern Italy 3 infantry moved from Northern Italy to Western Germany 2 aaGuns moved from Northern Italy to Southern Italy 1 aaGun moved from France to Western Germany Place Units - Italians 2 mech_infantrys placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,6,5,1,5 Italians collect 13 PUs (5 lost to blockades); end with 14 PUs Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 2 PUs; end with 16 PUs Turning on Edit Mode EDIT: Removing units owned by Italians from Yugoslavia: 1 bomber EDIT: Adding units owned by Italians to Rostov: 1 bomber EDIT: Removing units owned by Italians from Yugoslavia: 1 infantry EDIT: Adding units owned by Italians to Bulgaria: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Italians from Southern Italy: 1 infantry EDIT: Adding units owned by Italians to Northern Italy: 1 infantry EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians : 0,33 British : 0,67 Russians : -0,33
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TripleA Turn Summary: ANZAC round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 fighter and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 artillery moved from Queensland to 54 Sea Zone 1 artillery and 1 transport moved from 54 Sea Zone to 46 Sea Zone 1 infantry moved from New Guinea to 46 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone 1 artillery and 1 infantry moved from 44 Sea Zone to Celebes Combat - ANZAC Battle in Celebes ANZAC attack with 1 artillery and 1 infantry Japanese defend with 1 infantry ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 2 : 1/2 hits, 0,67 expected hits Japanese roll dice for 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Celebes ANZAC win, taking Celebes from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 1 carrier moved from 62 Sea Zone to 54 Sea Zone 1 fighter moved from India to Iraq 1 submarine moved from 54 Sea Zone to 37 Sea Zone 1 submarine moved from 54 Sea Zone to 43 Sea Zone Place Units - ANZAC 1 fighter placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 13 PUs; end with 13 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Hit Differential Summary :
ANZAC : 0,33 Japanese : -0,33
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TripleA Turn Summary: French round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 fighter and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 artillery moved from Queensland to 54 Sea Zone 1 artillery and 1 transport moved from 54 Sea Zone to 46 Sea Zone 1 infantry moved from New Guinea to 46 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone 1 artillery and 1 infantry moved from 44 Sea Zone to Celebes Combat - ANZAC Battle in Celebes ANZAC attack with 1 artillery and 1 infantry Japanese defend with 1 infantry ANZAC roll dice for 1 artillery and 1 infantry in Celebes, round 2 : 1/2 hits, 0,67 expected hits Japanese roll dice for 1 infantry in Celebes, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in Celebes ANZAC win, taking Celebes from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 1 carrier moved from 62 Sea Zone to 54 Sea Zone 1 fighter moved from India to Iraq 1 submarine moved from 54 Sea Zone to 37 Sea Zone 1 submarine moved from 54 Sea Zone to 43 Sea Zone Place Units - ANZAC 1 fighter placed in New South Wales 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 13 PUs; end with 13 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
ANZAC : 0,33 Japanese : -0,33
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two anzac fighters on usa carrier, sz 54
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TripleA Turn Summary: Germans round 9
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 9 Research Technology - Germans Purchase Units - Germans Germans buy 13 artilleries and 6 infantry; Remaining resources: 2 PUs; Combat Move - Germans 1 mech_infantry moved from Caucasus to Persia Germans take Persia from Russians 1 mech_infantry moved from Yugoslavia to Bulgaria 1 infantry moved from Western Germany to Holland Belgium Germans take Holland Belgium from British 3 artilleries moved from France to Normandy Bordeaux 11 artilleries and 21 infantry moved from Southern France to Normandy Bordeaux 2 infantry moved from Rostov to Volgograd 1 artillery moved from Rostov to Volgograd 1 mech_infantry moved from Caucasus to Volgograd 1 armour moved from Caucasus to Volgograd 3 infantry moved from Belarus to Smolensk 1 bomber moved from Novgorod to Smolensk 3 infantry moved from Novgorod to Archangel Germans take Archangel from Russians 1 mech_infantry moved from Belarus to Archangel 1 infantry moved from Novgorod to Belarus 1 bomber moved from French Indo China to 44 Sea Zone Combat - Germans Battle in 44 Sea Zone Germans attack with 1 bomber Americans defend with 1 submarine; ANZAC defend with 1 transport 1 submarine owned by the Americans Submerged 1 transport owned by the ANZAC lost in 44 Sea Zone Germans win with 1 bomber remaining. Battle score for attacker is 7 Casualties for ANZAC: 1 transport Battle in Smolensk Germans attack with 1 bomber and 3 infantry Russians defend with 1 artillery and 1 infantry Germans roll dice for 1 bomber and 3 infantry in Smolensk, round 2 : 1/4 hits, 1,17 expected hits Russians roll dice for 1 artillery and 1 infantry in Smolensk, round 2 : 0/2 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Smolensk Germans roll dice for 1 bomber and 3 infantry in Smolensk, round 3 : 1/4 hits, 1,17 expected hits Russians roll dice for 1 artillery in Smolensk, round 3 : 1/1 hits, 0,33 expected hits 1 artillery owned by the Russians and 1 infantry owned by the Germans lost in Smolensk Germans win, taking Smolensk from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 4 Casualties for Russians: 1 artillery and 1 infantry Casualties for Germans: 1 infantry Battle in Normandy Bordeaux Germans attack with 14 artilleries and 21 infantry Americans defend with 1 factory_minor, 1 harbour and 2 infantry Germans roll dice for 14 artilleries and 21 infantry in Normandy Bordeaux, round 2 : 12/35 hits, 10,50 expected hits Americans roll dice for 2 infantry in Normandy Bordeaux, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 14 artilleries and 20 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Americans: 2 infantry Battle in Volgograd Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry Russians defend with 1 factory_minor and 1 infantry Germans roll dice for 1 armour, 1 artillery, 2 infantry and 1 mech_infantry in Volgograd, round 2 : 1/5 hits, 1,50 expected hits Russians roll dice for 1 infantry in Volgograd, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Volgograd Germans win, taking Volgograd from Russians with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 1 bomber moved from 44 Sea Zone to French Indo China 1 fighter and 1 tactical_bomber moved from Southern Italy to Rostov 9 armour and 34 mech_infantrys moved from Caucasus to Rostov 1 infantry moved from Ukraine to Western Ukraine 2 infantry moved from Ukraine to Rostov 3 mech_infantrys moved from Western Germany to Germany 4 infantry moved from Germany to Western Germany 8 mech_infantrys moved from Western Germany to France 1 infantry moved from Western Germany to France 2 infantry moved from Sweden to 114 Sea Zone 2 infantry moved from 114 Sea Zone to Germany 1 bomber moved from Smolensk to Rostov Place Units - Germans 3 artilleries placed in France 10 artilleries placed in Western Germany 3 infantry placed in Ukraine 3 infantry placed in Novgorod Turn Complete - Germans Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,2 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 3,2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,2 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 4,1 Germans collect 55 PUs (8 lost to blockades); end with 57 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 62 PUs Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 64 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 69 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 79 PUs Turning on Edit Mode EDIT: Changing PUs for Germans from 79 to 82 EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Volgograd: 1 infantry EDIT: Adding units owned by Germans to Normandy Bordeaux: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Germans from Rostov: 1 infantry EDIT: Adding units owned by Germans to Caucasus: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Germans : 0,67 Americans : 0,33 Russians : -0,33
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@JuanSpain Edits because had to repeat and dice were different
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@JuanSpain said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JuanSpain Edits because had to repeat and dice were different
Please explain a little more why your edits are okey. It looks a little dicey. If you had to redo something, why should i have the worse result? I am sure everything is ok, just some more info
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@JuanSpain I think you need to explain a little more why your edits are ok. You give me a worse result
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Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run. -
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.Why didnt he post the result of the original result?
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@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.Why didnt he post the result of the original result?
And edit that accordingly? I think i would have done that. There is also no note about a re-do og the turn
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@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@oysteilo said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
@JDOW said in 18 League TITLE PLAYOFF QUARTER FINAL Oysteilo (Allies + 6) vs JuanSpain G40 BM3:
Sounds line Juan adjusted the situation to the result after the first and thus binding dice.
He redid the turn and the second (non-Real) dice run was different so he adjusted to the first dice run.Why didnt he post the result of the original result?
And edit that accordingly? I think i would have done that. There is also no note about a re-do og the turn
And why did he have to adjust the result? No note about that either. Juan is a fair player, so no issues about that, but i feel i have the right to ask what this is about
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@oysteilo computer failed and had to redo, that is all. You have all the dice in the dice server email. The map posted corresponds of course to the first dice launched. In the end the difference the second time was little when redoing: One defense more in one combat and one less in other (affecting infs in both sides), and 3 IPC in convoy damage.
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@JuanSpain ok. I dont get to this today or tomorrow anyway so i will look at my dice emails. I would have appreciated an original post though
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@oysteilo me too, was no possible Sir, had to repeat everything. Would have been easier for me too.
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First of all, I will go with this.
Howerver, I am not very happy about how this is handled. Here it is just assumed I will continue with the worse of two results without any questions. I think 99,9% of players would have asked in this situation. I also don’t find anything in the rules supporting JDOW’s view of ALWAYS accepting the first set of dice emails by skimming through the text. I agree it is logical but nothing supports that this is absolute.
Maybe a better way of going about this is to edit the file according to the initial dice emails without going for a second set of dice emails? You ended up editing anyway so there was no point in throwing in the confusion with the second dice emails.
So at the end of the day there are two sets of dice emails, you give me the worse result and you choose to throw dice a second time even though you could have resolved the computer crash issue in a different way, by plain editing and thus avoiding the confusion.
I am done with this now and there are no hard feelings from my side. I think I have stated my opinion clearly.
I think my schedule allows me to continue this afternoon!
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Oysteilo, frankly, I had this situation plenty of times from both sides. My opponents did plenty of times and often I did it too, because sometimes I could not handle things via edits (e.g units on transports could not be removed) so I redid the turn and made edits according to the original dice set. Or sometimes the computer or tripleA crashes
@JuanSpain: The better solution next time is: Do the second run in local mode. Save after you made the edits. Then reload in real mode and post --> There is no second set of dice in this case.
@oysteilo: Imo it is very easy to check whether Juan handled this correctly. There were just 2 battles affected weren’t they? Just look at the affected battles and check if the first dice mail (earlier timestamp) matches the results on the map after the edits.
I, in fact, did this from time to time and it was a 2 min exercise (I have a separate dice mail that does not get any other messages, do you?)In a nutshell: A second set of dice can be avoided by doing the new run in local mode, make edits, save, reload and post in real mode.
However, this would not avoid that that posted map shows different dice than the dice email does."So at the end of the day there are two sets of dice emails, you give me the worse result "
I really think this is not true and a subtle accusation lies in that statement. Juan did not give you the worse result but the first result. This is a huge difference because in 50% when these situations happened, the edits happened to improve the situation for the defender as the second run was worse for the attacker than the first run in these cases.Anyway, I am not playing in this game but I am 100% neutral here and try to mediate by supporting that there is nothing special nor unsportsmanlike in Juan’s actions. Also, this is not comparable to an edit where one has to ask for permission because the rules are clear: The posted map has to match the first dice set that has been rolled. This is the rules and its common sense. Only if this should not happen (e.g. because you misclicked something) you have to ask for permission to reroll and to take the 2nd set of dice.
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" I also don’t find anything in the rules supporting JDOW’s view of ALWAYS accepting the first set of dice emails by skimming through the text. I agree it is logical but nothing supports that this is absolute."
It is absolute and has been explained and thus indirectly ruled by gamerman some years ago (I think it is not in the official rules because it is so logical that it must not be further explained)First dice count, period.
If someone takes the second set of dice for real without asking for permission he/violates the rules. I am certain that any rule deputy would support this statement.
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This is what stupid cheaters would did and also did in the past occasionly. Run at battle, don’t like the outcome, redo the battle until the desired outcome and then post the battle. As soon as you see multiple dice for one and the same battle you can get suspicious (I can see this on my cell with one look). Then you dive in and check by the timestamps whether the posted map matches the first set of dice. If it doesn’t, your opponent most likely cheated (or more likely comes with a stupid excuse why this happened by accident:D)
But as said, as long as the posted map matches the first set of dice, everything is clear by definition and this logic cannot easily be exploited.
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@JDOW Thanks for your input. I have said I have accepted the edit and the current map and I have not accused JuanSpain about cheeting. If you think my wording indicates that I am sorry. I have played JuanSpain in the past and know him as a fair player that also have allowed my silly errors.
All I have said is that I think this could have been handled better and more elegantly by a different approach. This situation was not complicated and could easiily have been resolved by a simple edit. Still, a choice is made to throw more dice with really no note of what is going on. I dont understand the need for the second set of emails. This just makes things very complicated. I also think the initial note about what had happened was very short and suprafacial. This leads me to ask some questions and then the discussion rolls on as it always does and if my statement about giving me a worse result is read as I am accusing JuanSpain of cheeting I am now officially appologizing for that and I am sorry for this
@JDOW, the conclusion I read from your message is that this situation was handled perfectly initially and with no need for me to ask any questions. I will be more reluctant about this in the future. Thank you