L20 Gamerman01 (L) vs AetV (w/o Iwo NO)


  • TripleA Turn Summary: French round 10

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 10
    
        Purchase Units - ANZAC
            ANZAC buy 1 submarine and 2 transports; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
            1 infantry moved from Queensland to 54 Sea Zone
            1 infantry and 1 transport moved from 54 Sea Zone to 43 Sea Zone
            1 infantry moved from Queensland to 54 Sea Zone
            1 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
            1 infantry moved from 44 Sea Zone to Celebes
            1 infantry moved from 43 Sea Zone to Borneo
            1 fighter moved from Java to 37 Sea Zone
            1 bomber moved from India to 37 Sea Zone
    
        Combat - ANZAC
            Battle in Borneo
            Battle in Celebes
            Battle in 37 Sea Zone
                ANZAC attack with 1 bomber and 1 fighter
                Japanese defend with 1 destroyer
                    ANZAC roll dice for 1 bomber and 1 fighter in 37 Sea Zone, round 2 : 1/2 hits, 1.17 expected hits
                    Japanese roll dice for 1 destroyer in 37 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 fighter owned by the ANZAC and 1 destroyer owned by the Japanese lost in 37 Sea Zone
                ANZAC win, taking Borneo from Japanese, taking Celebes from Japanese with 1 bomber remaining. Battle score for attacker is -2
                Casualties for ANZAC: 1 fighter
                Casualties for Japanese: 1 destroyer
    
        Non Combat Move - ANZAC
            1 bomber moved from 37 Sea Zone to India
            1 artillery, 1 infantry and 1 transport moved from 60 Sea Zone to 78 Sea Zone
            1 infantry moved from New South Wales to Queensland
            1 submarine moved from 19 Sea Zone to 6 Sea Zone
    
        Place Units - ANZAC
            1 submarine and 2 transports placed in 54 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 17 PUs; end with 17 PUs
            Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs
            Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 23 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            1 destroyer moved from 39 Sea Zone to 36 Sea Zone
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    ANZAC : -0.17
    Japanese : 0.67
    

    Savegame


  • @gamerman01 said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    Again, to be clear, the defender should know the total number of hits against him from all naval and air units before having to choose any casualties, which is how I conducted that Z35 battle - asking you for casualties from the sum total of round 1, but noting how many hits were from submarines.

    Ahh I understand, bc after the subs had rolled the dice triple a then ask you for casualties before it continues to roll for the remaining rolls to call out for casualties again. Got ya!
    It makes sense to me, but I was also used to the triple a form.
    I can ask if they can do something about it now, since technology developes quickly.

  • '15 '14

    Frankly, although gamerman is technically correct, this rarely plays a role. In most cases the subs will just tip capital ships or hit defender‘s subs.
    Even if it is unclear, one can just allocate the sub hits assuming average damage with the rest.
    And in the rare case, this selection was off then and skews the entire rest of the battle, THEN one could just abort the battle in tripleA and continue with the forum dice bot.
    In 95%+ of the standard sea battles one would save this huge (and error-prone) process to roll such battles in the forum.
    There are certain battles where casualty choice can be crucial. Typical example is when tipping a carrier would result in planes to crash. The other is taking the last dd down or not in case the opponent has subs left. But even in this case, the implications are usually minimal.
    But this battle was standard: a 100% massacre with the defenders at a harbour. There is no other choice but to allocate sub hits in the first round to capital ships.
    I would just do it, roll the rest and ask for the rest and would thus save the forum dice bot odyssey act:-)

    Gamerman certainly enjoys that part and he has the right to as he has the rules on his side. But Kevin, I strongly advise you against copying that practice, unless tipping capital ships has severe consequences. 😀


  • @aequitas-et-veritas said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    Ahh I understand, bc after the subs had rolled the dice triple a then ask you for casualties before it continues to roll for the remaining rolls to call out for casualties again. Got ya!
    It makes sense to me, but I was also used to the triple a form.
    I can ask if they can do something about it now, since technology developes quickly.

    That would be FABULOUS, please do!
    I disagree with JDOW, I think it matters more often than he’s saying, and the defender should never be required to choose casualties after only the subs roll. I could come up with numerous scenarios where this would be the case, but that is not necessary if you can get them to modify Triple A to stop requiring a casualty choice after subs only roll on attack.


  • Until that time, I will be rolling most mixed fleet battles on the forum, and unfortunately it’s a lot more cumbersome than when we had the aaa option for the forum rolling

  • '15 '14

    @gamerman01
    But what is wrong with my practice?

    • You roll the subs
    • You assume the casualty choice (where I insist is standard in 90% of the cases = tipping capital ships and probably sinking subs)
    • You roll the rest of the first round
    • Then you ask your opponent
      And in case the opponent disagrees nothing has happened, you know the number of hits for the first round, can allocate them based on the defender’s choice and then you can abort in tripleA and continue in the forum

    This is 100% safe and saves the effort to roll in the forum in most of the cases.

    I do it all the time like this and I did not have a single battle in the last 2 years that forced me to switch to forum dice because the sub hit allocation caused any trouble.

  • '19

    @JDOW said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    @gamerman01
    But what is wrong with my practice?

    • You roll the subs
    • You assume the casualty choice (where I insist is standard in 90% of the cases = tipping capital ships and probably sinking subs)
    • You roll the rest of the first round
    • Then you ask your opponent
      And in case the opponent disagrees nothing has happened, you know the number of hits for the first round, can allocate them based on the defender’s choice and then you can abort in tripleA and continue in the forum

    This is 100% safe and saves the effort to roll in the forum in most of the cases.

    I do it all the time like this and I did not have a single battle in the last 2 years that forced me to switch to forum dice because the sub hit allocation caused any trouble.

    yeah, as long as you ask opponent what he wants casualties after the rest of attackers fire (and before defenders fire), there is ZERO issue with what JDOW says. If you disagree with the initial sub casualty selection its easy to fix and there are no dice rolled that could possibly impact anything. If you disagree with that, then you just don’t understand what is being said. Its mildy annoying, but also rare. Maybe once a game?


  • Nothing wrong with that practice, but if triple A were modified to be correct then you wouldn’t have to do that and it would be much better, that’s what I’m saying. If AeV is saying TripleA could be fixed for this, I say definitely do it!!!


  • @gamerman01 Hey I have to pause this today and maybe tomorrow.
    My wife is in the hospital and I have a hard time to focus on something. Will be right on track when the Situation is much clearer.
    I apologize for the inconvinience.


  • Take all the time you need - there will be no bumps
    All the best to you and her


  • @gamerman01 She is back home and the wcs is not going to happen. I am just glad and thankful.


  • @gamerman01 And Thank you for your sympathy and sportsmanship. I really enjoy our games!


  • TripleA Turn Summary: Germans round 11

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 11
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 3 armour, 1 fighter, 13 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 infantry moved from Volgograd to Samara
            1 fighter and 1 tactical_bomber moved from Bryansk to Samara
            1 fighter and 1 tactical_bomber moved from Bryansk to Samara
            1 mech_infantry moved from Bryansk to Vologda
                  Germans take Vologda from Russians
            2 infantry moved from Western Germany to Holland Belgium
            2 infantry moved from Western Germany to Northern Italy
            1 fighter and 1 tactical_bomber moved from Western Germany to Northern Italy
            2 fighters moved from Western Germany to Holland Belgium
            1 fighter moved from Germany to Holland Belgium
            1 mech_infantry moved from Kazakhstan to Shensi
                  Germans take Shensi from Chinese
            1 infantry moved from Western Germany to Holland Belgium
    
        Combat - Germans
            Battle in Northern Italy
                Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
                British defend with 1 armour and 1 factory_minor
                    Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Northern Italy, round 2 : 3/4 hits, 1,50 expected hits
                    British roll dice for 1 armour in Northern Italy, round 2 : 1/1 hits, 0,50 expected hits
                    1 infantry owned by the Germans and 1 armour owned by the British lost in Northern Italy
                Germans win, taking Northern Italy from British with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
                Casualties for British: 1 armour
            Battle in Holland Belgium
                Germans attack with 3 fighters and 3 infantry
                British defend with 1 aaGun and 1 infantry; Americans defend with 1 infantry
                    AA fire in Holland Belgium : 1/3 hits, 0,50 expected hits
                    1 fighter owned by the Germans lost in Holland Belgium
                    Germans roll dice for 2 fighters and 3 infantry in Holland Belgium, round 2 : 2/5 hits, 1,50 expected hits
                    Americans roll dice for 1 aaGun and 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0,67 expected hits
                    1 aaGun owned by the British, 1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Holland Belgium
                    Germans roll dice for 2 fighters and 2 infantry in Holland Belgium, round 3 : 2/4 hits, 1,33 expected hits
                    Americans roll dice for 1 infantry in Holland Belgium, round 3 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the British lost in Holland Belgium
                Germans win, taking Holland Belgium from Americans with 2 fighters and 2 infantry remaining. Battle score for attacker is -2
                Casualties for Germans: 1 fighter and 1 infantry
                Casualties for Americans: 1 infantry
                Casualties for British: 1 aaGun and 1 infantry
            Battle in Samara
                Germans attack with 2 fighters, 1 infantry and 2 tactical_bombers
                Russians defend with 1 infantry
                    Germans roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Samara, round 2 : 2/5 hits, 2,50 expected hits
                    Russians roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0,33 expected hits
                    1 infantry owned by the Russians lost in Samara
                Germans win, taking Samara from Russians with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                Casualties for Russians: 1 infantry
    
        Non Combat Move - Germans
            2 fighters moved from Holland Belgium to Western Germany
            1 fighter moved from Germany to Southern Italy
            1 tactical_bomber moved from Northern Italy to Southern Italy
            1 fighter moved from Northern Italy to Egypt
            1 transport moved from 115 Sea Zone to 114 Sea Zone
            1 armour and 1 infantry moved from Germany to 114 Sea Zone
            1 armour, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
            1 armour and 1 infantry moved from 115 Sea Zone to Novgorod
            4 bombers moved from Novgorod to Southern Italy
            1 bomber moved from Germany to Southern Italy
            1 artillery, 4 infantry and 1 marine moved from Novgorod to Belarus
            4 mech_infantrys moved from Western Ukraine to Bryansk
            3 mech_infantrys moved from Eastern Poland to Bryansk
            2 fighters and 2 tactical_bombers moved from Samara to Bryansk
            11 infantry moved from Germany to Western Germany
    
        Place Units - Germans
            3 armour placed in Volgograd
            3 infantry placed in Novgorod
            Germans undo move 2.
            3 mech_infantrys placed in Novgorod
            1 fighter and 1 infantry placed in Western Germany
            10 infantry placed in Germany
            2 infantry placed in Western Germany
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 4
                Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,5
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,3,5,6,2,4,4
            Germans collect 55 PUs (4 lost to blockades); end with 55 PUs
            Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 60 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs
            Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 67 PUs
            Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 72 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 82 PUs
    

    Combat Hit Differential Summary :

    Germans : 2,17
    British : 0,50
    Americans : 0,00
    Russians : -0,33
    AA fire in Holland Belgium : : 0,50
    

    Savegame


  • @aequitas-et-veritas said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    @gamerman01 She is back home and the wcs is not going to happen. I am just glad and thankful.

    Wonderful. wcs?


  • @aequitas-et-veritas said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    @gamerman01 And Thank you for your sympathy and sportsmanship. I really enjoy our games!

    Great!! Thanks!!


  • You moved 3 days ago and I missed it? Shoot! What is with me and these notifications - I seem to miss them


  • TripleA Turn Summary: Russians round 11

    TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4

    Game History

    Round: 11
    
        Purchase Units - Russians
            Russians repair damage of 20x factory_major; Remaining resources: 66 PUs; 
            Russians buy 1 aaGun, 1 fighter and 8 infantry; Remaining resources: 27 PUs; 
    
        Combat Move - Russians
            1 infantry moved from Novosibirsk to Samara
            1 fighter moved from Russia to Samara
            1 fighter moved from Russia to Samara
            2 fighters, 1 infantry and 1 tactical_bomber moved from Russia to Smolensk
    
        Combat - Russians
            Battle in Samara
                Russians attack with 2 fighters and 1 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 fighters and 1 infantry in Samara, round 2 : 1/3 hits, 1.17 expected hits
                    Germans roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Samara
                Russians win, taking Samara from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Smolensk
                Russians attack with 2 fighters, 1 infantry and 1 tactical_bomber
                Italians defend with 1 artillery and 1 infantry
                    Russians roll dice for 2 fighters, 1 infantry and 1 tactical_bomber in Smolensk, round 2 : 3/4 hits, 1.83 expected hits
                    Italians roll dice for 1 artillery and 1 infantry in Smolensk, round 2 : 0/2 hits, 0.67 expected hits
                    1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Smolensk
                Russians win, taking Smolensk from Italians with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
                Casualties for Italians: 1 artillery and 1 infantry
    
        Non Combat Move - Russians
            2 aaGuns and 12 infantry moved from Timguska to Novosibirsk
            2 fighters moved from Samara to Russia
            2 fighters and 1 tactical_bomber moved from Smolensk to Russia
    
        Place Units - Russians
            1 aaGun, 1 fighter and 8 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 16 PUs; end with 43 PUs
            Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 46 PUs
            Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 48 PUs
            Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 50 PUs
    

    Combat Hit Differential Summary :

    Germans : -0.33
    Italians : -0.67
    Russians : 1.00
    

    Savegame


  • @gamerman01 said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    @aequitas-et-veritas said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    @gamerman01 She is back home and the wcs is not going to happen. I am just glad and thankful.

    Wonderful. wcs?

    Worst case scenario


  • @gamerman01 said in L20 Gamerman01 (L) vs AetV (w/o Iwo NO):

    You moved 3 days ago and I missed it? Shoot! What is with me and these notifications - I seem to miss them

    ha ha 🤣


  • You didn’t loose a single unit?!

    Bad…😪

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