Game History
Round: 1 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians Combat - Russians Trigger Russians Can Move: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians Trigger Russians Can Move: Setting movementRestrictionType to disallowed for rulesAttachment attached to Russians Non Combat Move - Russians 1 infantry moved from Caucasus to Persia 3 infantry moved from Caucasus to Karelia S.S.R. 4 infantry moved from Russia to Karelia S.S.R. 2 armour moved from Russia to Karelia S.S.R. 1 aaGun moved from Russia to Caucasus 1 fighter moved from Russia to Karelia S.S.R. 1 submarine and 1 transport moved from Karelia Sea Zone to North Sea Zone 1 infantry moved from Soviet Far East to Yakut S.S.R. 1 infantry moved from Evenki National Okrug to Yakut S.S.R. 1 armour moved from Soviet Far East to Novosibirsk 1 infantry moved from Evenki National Okrug to Novosibirsk Place Units - Russians 8 infantry placed in Karelia S.S.R. Turn Complete - Russians Russians collect 24 PUs; end with 24 PUs Turning on Edit Mode EDIT: Removing units owned by Russians from Persia: 1 infantry EDIT: Adding units owned by Russians to Karelia S.S.R.: 1 infantry EDIT: Turning off Edit ModeGame 2: VictoryFirst (Axis) vs barnee (Allies) - G40 House Rule Expansion by The Captain
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Game History
Round: 5 Purchase Units - Japanese Note to players Japanese: <body><b>It is Early 1942 and our Proud Navy has added Transport Capacity to our Destroyers !<br><br>Destroyers may now tansport 1 Infantry or Elite Infantry.<b></body> Japanese buy 1 Hvy_Ind_2, 1 Japan_destroyer, 2 armour, 1 artillery, 1 elite, 9 infantry, 4 mech_infantrys and 1 submarine; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Place Units - Japanese Units in Japan being upgraded or consumed: 1 factory_major 1 Hvy_Ind_2 placed in Japan Politics - Japanese Trigger DD Transport: Setting transportCapacity cleared for unitAttachment attached to Japan_destroyer Trigger DD Transport: Setting transportCapacity to 2 for unitAttachment attached to Japan_destroyer Trigger DD TransportPacific: Setting transportCapacity cleared for unitAttachment attached to JPN_Pacific_DD Trigger DD TransportPacific: Setting transportCapacity to 2 for unitAttachment attached to JPN_Pacific_DD Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 Rails placed in Kiangsu 1 artillery and 2 infantry moved from Shensi to Szechwan 2 infantry moved from Anhwe to Kweichow 1 artillery and 1 infantry moved from Sumatra to 41 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 41 Sea Zone to 45 Sea Zone 1 artillery and 1 infantry moved from 45 Sea Zone to Dutch New Guinea 1 fighter and 1 tactical_bomber moved from 41 Sea Zone to Dutch New Guinea 2 infantry moved from Guam to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 46 Sea Zone 2 infantry moved from 46 Sea Zone to New Guinea 1 fighter moved from Caroline Islands to New Guinea 1 Japan_destroyer, 1 carrier, 1 fighter and 1 tactical_bomber moved from 37 Sea Zone to 42 Sea Zone 1 Japan_destroyer moved from 35 Sea Zone to 45 Sea Zone 1 Japan_destroyer moved from 35 Sea Zone to 42 Sea Zone 1 Japan_destroyer moved from 35 Sea Zone to 42 Sea Zone 1 Japan_destroyer and 1 submarine moved from 6 Sea Zone to 35 Sea Zone 1 Japan_destroyer and 1 cruiser moved from 41 Sea Zone to 45 Sea Zone 1 battleship moved from 21 Sea Zone to 45 Sea Zone 3 infantry moved from Kwangsi to French Indo China 1 bomber moved from Kwangsi to French Indo China 1 fighter moved from Kwangsi to Kweichow 1 bomber, 2 fighters and 2 tactical_bombers moved from Kwangsi to Szechwan Combat - Japanese Battle in Kweichow Japanese attack with 1 fighter and 2 infantry Chinese defend with 1 infantry Japanese roll dice for 1 fighter and 2 infantry in Kweichow, round 2 : 2/3 hits, 0,83 expected hits Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in New Guinea Changer loiter and taunt; Japanese attack with 1 fighter and 2 infantry Changer defend; ANZAC defend with 1 infantry Japanese roll dice for 1 fighter and 2 infantry in New Guinea, round 2 : 0/3 hits, 0,83 expected hits ANZAC roll dice for 1 infantry in New Guinea, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 fighter and 2 infantry in New Guinea, round 3 : 0/3 hits, 0,83 expected hits ANZAC roll dice for 1 infantry in New Guinea, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese lost in New Guinea Japanese roll dice for 1 fighter and 1 infantry in New Guinea, round 4 : 1/2 hits, 0,67 expected hits ANZAC roll dice for 1 infantry in New Guinea, round 4 : 0/1 hits, 0,33 expected hits 1 infantry owned by the ANZAC lost in New Guinea Japanese win, taking New Guinea from ANZAC with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for ANZAC: 1 infantry Battle in Szechwan Japanese attack with 1 artillery, 1 bomber, 2 fighters, 2 infantry and 2 tactical_bombers Chinese defend with 4 infantry Japanese roll dice for 1 artillery, 1 bomber, 2 fighters, 2 infantry and 2 tactical_bombers in Szechwan, round 2 : 7/8 hits, 3,83 expected hits Chinese roll dice for 4 infantry in Szechwan, round 2 : 2/4 hits, 1,33 expected hits 2 infantry owned by the Japanese and 4 infantry owned by the Chinese lost in Szechwan Japanese win, taking Szechwan from Chinese with 1 artillery, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in Dutch New Guinea Changer loiter and taunt; Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber Changer defend; ANZAC defend with 1 infantry Japanese roll dice for 1 battleship and 1 cruiser in Dutch New Guinea, round 2 : 1/2 hits, 1,17 expected hits ANZAC roll dice for 1 infantry in Dutch New Guinea, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the ANZAC lost in Dutch New Guinea Japanese win, taking Dutch New Guinea from ANZAC with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for ANZAC: 1 infantry Battle in French Indo China Japanese attack with 1 bomber and 3 infantry British defend with 1 infantry Japanese roll dice for 1 bomber and 3 infantry in French Indo China, round 2 : 0/4 hits, 1,17 expected hits British roll dice for 1 infantry in French Indo China, round 2 : 0/1 hits, 0,33 expected hits Japanese roll dice for 1 bomber and 3 infantry in French Indo China, round 3 : 2/4 hits, 1,17 expected hits British roll dice for 1 infantry in French Indo China, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the British lost in French Indo China Japanese win, taking French Indo China from British with 1 bomber and 3 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Japanese Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 Rail owned by Japanese in Shensi Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 Rail owned by Japanese in Kwangsi 1 bomber moved from French Indo China to Kwangsi 1 fighter moved from Kweichow to Kwangsi 1 bomber, 2 fighters and 2 tactical_bombers moved from Szechwan to Kwangsi 2 infantry moved from Kiangsi to Kwangsi 1 armour and 2 mech_infantrys moved from Kiangsu to Hunan 1 armour and 2 mech_infantrys moved from Shantung to Hunan 1 Rail and 1 infantry moved from Kiangsu to Shensi 1 Rail and 1 elite moved from Kiangsu to Kwangsi 1 artillery and 1 infantry moved from Kiangsu to Anhwe 1 infantry moved from Korea to Manchuria 1 aaGun moved from Korea to Manchuria 2 transports moved from 19 Sea Zone to 6 Sea Zone 1 artillery, 1 elite and 2 infantry moved from Japan to 6 Sea Zone 1 artillery, 1 elite, 2 infantry and 2 transports moved from 6 Sea Zone to 19 Sea Zone 1 artillery, 1 elite and 2 infantry moved from 19 Sea Zone to Kiangsu 1 fighter moved from 35 Sea Zone to Caroline Islands 1 fighter and 1 tactical_bomber moved from Dutch New Guinea to 45 Sea Zone 1 fighter moved from New Guinea to 45 Sea Zone 1 carrier moved from 35 Sea Zone to 45 Sea Zone 1 tactical_bomber moved from 35 Sea Zone to 45 Sea Zone 1 carrier moved from 41 Sea Zone to 45 Sea Zone 1 transport moved from 41 Sea Zone to 44 Sea Zone 1 transport moved from 35 Sea Zone to 6 Sea Zone EDIT: 1 Japanese_LCV moved from Korea to Japan 1 battleship moved from 41 Sea Zone to 44 Sea Zone Place Units - Japanese 1 armour and 2 mech_infantrys placed in Shantung 1 armour and 2 mech_infantrys placed in Kiangsu 1 artillery, 1 elite and 9 infantry placed in Japan 1 Japan_destroyer placed in 6 Sea Zone Turning on Edit Mode EDIT: Turning off Edit Mode Japanese undo move 3. 1 submarine placed in 6 Sea Zone 1 artillery, 1 elite and 8 infantry placed in Japan Turn Complete - Japanese Note to players Japanese: <body><b>It is Early 1942 and Our Shipyards are Hard at Work.<br><br>We will soon Launch 1 new Cruiser and 1 new Submarine. They may only Operate in the Pacific and Indian Oceans.<b></body> Japanese collect 59 PUs; end with 60 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 62 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 63 PUs Trigger Japanese Controls NewGuinea Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 65 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 68 PUs Trigger Japanese Controls Guam Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 69 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 77 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 82 PUs
Combat Hit Differential Summary :
Chinese regular : 0,33 Japanese regular : 2,50 ANZAC regular : -0,33 British regular : -0,67
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Lol, yeah I was getting lost a bit in all the posts and files. Didn’t know anymore which one was the right lol. Thanks for sending, feels good to do a turn again. I looked at the map and felt good again xD.
Japan kicks so much ass in this game, to be honest :) I like playing them a lot.
The Imperial Japanese Navy continued their expansion in the South Pacific by moving large naval and carrier forced down their in attacking positions. NG and DNG where invaded by the Japanese Special Naval Landing forces, taking away much needed resources for the ANZAC, while increasing its own, raising the capacity of the industrial complexes in Tokyo.
In Asia, the emperor was displeased with the lack of progress, so he ordered massive amounts of infantry, mechanized and tank equipment to be sent to the front to reinforce, including elite trained veteran troops. “Those Chinese won’t stand a chance now”, he said. Let’s see if he’s right…
Haha, this is so fun. I keep saying it!
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@victoryfirst hee hee :) Yea JPN is fun. They have a ton of options. SE Asia turning into a bloodbath lol. I’ll have something out after bit
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Game History
Round: 5 Purchase Units - Americans Note to players Americans: <body><b>It is Early 1942 and the United States has begun Forming Tank Armies.<br><br>You may have a total of 2 Tank Armies at any one time.<b></body> Note to players Americans: <body><b>It is Early 1942 and the United States General Staff have Agreed to the Formation of a Army Group.<br><br>They may only have 1 Army Group at a time.<b></body> Trigger USATankGeneral: buyUSA_TankGeneral added to productionAmericans Trigger Army GroupUSA: buyArmy_Group added to productionAmericans Americans buy 3 ArmoredInfantrys, 2 Escorts, 1 Fortification, 1 USA_TankGeneral, 1 artillery, 1 carrier, 1 destroyer, 1 elite, 2 submarines and 1 usa_fighter; Remaining resources: 0 PUs; Combat Move - Americans Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States 1 destroyer moved from 101 Sea Zone to 104 Sea Zone 2 usa_fighters moved from United Kingdom to 104 Sea Zone 1 usa_tactical_bomber moved from Gibraltar to 104 Sea Zone 1 elite moved from Eastern United States to 101 Sea Zone 1 artillery, 1 mech_infantry and 1 usa_armour moved from Central United States to 101 Sea Zone 1 Escort_Convoy, 1 artillery, 1 carrier, 1 elite, 1 mech_infantry, 1 submarine, 2 transports and 1 usa_armour moved from 101 Sea Zone to 91 Sea Zone 1 artillery, 1 elite, 1 mech_infantry and 1 usa_armour moved from 91 Sea Zone to Morocco Combat - Americans Battle in Morocco Battle in 104 Sea Zone Americans attack with 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber Germans defend with 1 GermanUBoat Americans roll dice for 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber in 104 Sea Zone, round 2 : 1/4 hits, 2.00 expected hits Germans roll dice for 1 GermanUBoat in 104 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 GermanUBoat owned by the Germans lost in 104 Sea Zone Americans win, taking Morocco from Italians with 1 destroyer, 2 usa_fighters and 1 usa_tactical_bomber remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat Non Combat Move - Americans Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Europe_Rails and 4 Rails owned by Americans in Eastern United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 2 Rails owned by Americans in Alaska 2 usa_fighters moved from 104 Sea Zone to 91 Sea Zone 1 usa_tactical_bomber moved from 104 Sea Zone to Gibraltar 1 Escort moved from 101 Sea Zone to 91 Sea Zone 1 aaGun and 1 elite moved from Western United States to 10 Sea Zone 1 Heavy_BB, 1 aaGun, 1 elite and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 aaGun and 1 elite moved from 26 Sea Zone to Hawaiian Islands 2 transports moved from 3 Sea Zone to 2 Sea Zone 3 infantry moved from Alaska to 2 Sea Zone 3 infantry and 2 transports moved from 2 Sea Zone to 8 Sea Zone 3 infantry moved from 8 Sea Zone to Aleutian Islands 4 NavyFighters, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 1 submarine and 1 transport moved from 3 Sea Zone to 8 Sea Zone 1 Rail moved from Eastern United States to Central United States 1 Rail and 1 infantry moved from Central United States to Alaska 1 Rail moved from Eastern United States to Central United States 1 Rail and 1 infantry moved from Central United States to Alaska 2 transports moved from 91 Sea Zone to 101 Sea Zone Place Units - Americans 1 Fortification placed in Aleutian Islands 1 Escort, 1 carrier and 1 submarine placed in 10 Sea Zone 1 usa_fighter placed in Western United States 1 Escort, 1 destroyer and 1 submarine placed in 101 Sea Zone 3 ArmoredInfantrys and 1 artillery placed in Central United States 1 USA_TankGeneral and 1 elite placed in Eastern United States Turn Complete - Americans Note to players Americans: It is Early 1942 and Our Shipyards are Hard at Work. 1 Cruiser and 1 Submarine are placed off the West Coast. They may only Operate in the Pacific and Indian Oceans. Trigger PacificFleetJPNRD5: Japanese has 1 pacific_cruiser and 1 pacific_submarine placed in 6 Sea Zone Trigger PacificFleetRD5: Americans has 1 pacific_cruiser and 1 pacific_submarine placed in 10 Sea Zone Americans collect 51 PUs; end with 51 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 65 PUs Trigger Americans Loses Guam Turn5: Americans met a national objective for an additional -1 PUs; end with 64 PUs Trigger Americans Loses Philippines Turn5: Americans met a national objective for an additional -3 PUs; end with 61 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 81 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 1 fighter and 3 infantry moved from Yunnan to Szechwan Combat - Chinese Battle in Szechwan Chinese attack with 1 fighter and 3 infantry Japanese defend with 1 artillery Chinese roll dice for 1 fighter and 3 infantry in Szechwan, round 2 : 1/4 hits, 1.00 expected hits Japanese roll dice for 1 artillery in Szechwan, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Szechwan Chinese win, taking Szechwan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 4 Casualties for Japanese: 1 artillery Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Szechwan to Yunnan Place Units - Chinese 5 infantry placed in Yunnan Turn Complete - Chinese Chinese collect 5 PUs; end with 6 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 12 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 15 PUs Purchase Units - British British buy 1 UndrgroundFctry, 5 infantry, 1 mech_infantry and 4 uk_armours; Remaining resources: 0 PUs; Place Units - British Units in India being upgraded or consumed: 1 factory_major 1 UndrgroundFctry placed in India Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa Turning on Edit Mode EDIT: Turning off Edit Mode 1 infantry moved from Shan State to Malaya British take Malaya from Japanese 1 artillery, 1 infantry and 1 uk_fighter moved from Yunnan to French Indo China 1 uk_fighter and 1 uk_tactical_bomber moved from India to French Indo China 1 destroyer moved from 106 Sea Zone to 109 Sea Zone 1 bomber moved from United Kingdom to 109 Sea Zone 1 uk_fighter moved from United Kingdom to 109 Sea Zone EDIT: 1 UK_LCV, 1 artillery and 1 elite moved from United Kingdom to Holland Belgium Combat - British Battle in French Indo China British attack with 1 artillery, 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber Japanese defend with 3 infantry British roll dice for 1 artillery, 1 infantry, 2 uk_fighters and 1 uk_tactical_bomber in French Indo China, round 2 : 3/5 hits, 2.33 expected hits Japanese roll dice for 3 infantry in French Indo China, round 2 : 3/3 hits, 1.00 expected hits 3 infantry owned by the Japanese, 1 uk_fighter owned by the British, 1 artillery owned by the British and 1 infantry owned by the British lost in French Indo China British win with 1 uk_fighter and 1 uk_tactical_bomber remaining. Battle score for attacker is -7 Casualties for British: 1 artillery, 1 infantry and 1 uk_fighter Casualties for Japanese: 3 infantry Battle in 109 Sea Zone British attack with 1 bomber, 1 destroyer and 1 uk_fighter Germans defend with 1 GermanUBoat British roll dice for 1 bomber, 1 destroyer and 1 uk_fighter in 109 Sea Zone, round 2 : 2/3 hits, 1.50 expected hits Germans roll dice for 1 GermanUBoat in 109 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 GermanUBoat owned by the Germans lost in 109 Sea Zone British win, taking 109 Sea Zone from Neutral with 1 bomber, 1 destroyer and 1 uk_fighter remaining. Battle score for attacker is 4 Casualties for Germans: 1 GermanUBoat Battle in Holland Belgium British attack with 1 UK_LCV, 1 artillery and 1 elite Germans defend with 1 aaGun and 2 infantry British roll dice for 1 UK_LCV, 1 artillery and 1 elite in Holland Belgium, round 2 : 1/3 hits, 1.00 expected hits Germans roll dice for 1 aaGun and 2 infantry in Holland Belgium, round 2 : 0/3 hits, 0.83 expected hits 1 aaGun owned by the Germans lost in Holland Belgium British roll dice for 1 UK_LCV, 1 artillery and 1 elite in Holland Belgium, round 3 : 2/3 hits, 1.00 expected hits Germans roll dice for 2 infantry in Holland Belgium, round 3 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Holland Belgium British win, taking Holland Belgium from Germans with 1 UK_LCV, 1 artillery and 1 elite remaining. Battle score for attacker is 11 Casualties for Germans: 1 aaGun and 2 infantry Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Yunnan 1 bomber and 1 uk_fighter moved from 109 Sea Zone to United Kingdom 1 uk_fighter and 1 uk_tactical_bomber moved from French Indo China to Yunnan 1 artillery and 2 infantry moved from Burma to Yunnan 1 uk_armour moved from India to Yunnan 1 artillery and 10 infantry moved from India to Burma 1 aaGun moved from India to Burma 2 uk_armours moved from Iraq to Eastern Persia 2 infantry moved from Iraq to Northwest Persia 1 uk_armour moved from Alexandria to Egypt 3 uk_armours moved from Egypt to Iraq 1 uk_armour moved from Belgian Congo to Egypt 1 mech_infantry moved from Egypt to Iraq 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 uk_armour moved from Union of South Africa to Belgian Congo 2 Rails, 1 artillery and 1 infantry moved from Union of South Africa to Yunnan 1 artillery moved from Alexandria to Egypt 1 transport moved from 81 Sea Zone to 71 Sea Zone 1 infantry moved from Scotland to United Kingdom Place Units - British 2 infantry and 2 uk_armours placed in India 1 mech_infantry and 2 uk_armours placed in Iraq 3 infantry placed in Union of South Africa Turn Complete - British Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,1 British collect 47 PUs (1 lost to blockades); end with 47 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 53 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 58 PUs
Combat Hit Differential Summary :
Chinese regular : 0.00 Americans regular : -1.00 Japanese regular : 1.67 Germans regular : -1.83 British regular : 2.17
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@VictoryFirst yea had the thing where the emails didn’t show up. Figured out is because I overwrote our save with my test rd. Used to save twice and use second one for testing. Guess I should start doing that again :)
I got it to fire after I entered our emails tho. Just a heads up in case you get a couple false positives lol
Wow ! Some crack troops in FIC. Good thing there dead lol
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@VictoryFirst forgot to add your wolfpack in 110. I did in practice lol
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Game History
Round: 5 Purchase Units - Italians Italians buy 1 artillery and 6 infantry; Remaining resources: 0 PUs; Combat Move - Italians Trigger RailMovementAutoPlaceItalians: Italians has 1 Rail placed in Southern Italy 1 infantry moved from Greece to Bulgaria 1 infantry moved from Yugoslavia to Bulgaria 1 bomber moved from Greece to Western Ukraine 2 infantry moved from Eastern Poland to Western Ukraine 2 fighters moved from Southern Italy to Bulgaria Combat - Italians Battle in Western Ukraine Italians attack with 1 bomber and 2 infantry Russians defend with 1 elite Italians roll dice for 1 bomber and 2 infantry in Western Ukraine, round 2 : 1/3 hits, 1,00 expected hits Russians roll dice for 1 elite in Western Ukraine, round 2 : 0/2 hits, 0,67 expected hits 1 elite owned by the Russians lost in Western Ukraine Italians win, taking Western Ukraine from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 elite Battle in Bulgaria Italians attack with 2 fighters and 2 infantry Russians defend with 1 russian_para Russians roll RussianAirborneAttack dice in Bulgaria : 1/1 hits, 0,17 expected hits 1 infantry owned by the Italians lost in Bulgaria Italians roll dice for 2 fighters and 1 infantry in Bulgaria, round 2 : 1/3 hits, 1,17 expected hits Russians roll dice for 1 russian_para in Bulgaria, round 2 : 1/1 hits, 0,33 expected hits 1 russian_para owned by the Russians and 1 infantry owned by the Italians lost in Bulgaria Italians win with 2 fighters remaining. Battle score for attacker is -2 Casualties for Italians: 2 infantry Casualties for Russians: 1 russian_para Non Combat Move - Italians Turning on Edit Mode EDIT: Adding units owned by Italians to Bulgaria: 1 infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Changing ownership of Bulgaria from Russians to Italians EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveItalians: has removed 1 Rail owned by Italians in Southern Italy 1 bomber moved from Western Ukraine to Greece 2 fighters moved from Bulgaria to Greece 1 infantry moved from Slovakia Hungary to Eastern Poland 1 infantry moved from Yugoslavia to Romania EDIT: 1 italian_para moved from Southern Italy to Greece EDIT: 1 Italian_LCV and 2 infantry moved from Southern Italy to Greece 1 artillery and 3 infantry moved from Northern Italy to France 2 infantry moved from Northern Italy to Yugoslavia 2 infantry moved from Algeria to Tunisia Place Units - Italians 3 infantry placed in Southern Italy 1 artillery and 3 infantry placed in Northern Italy Turn Complete - Italians Italians collect 16 PUs; end with 16 PUs Trigger Italians AdvancedProduction: Italians met a national objective for an additional 3 PUs; end with 19 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 24 PUs
Combat Hit Differential Summary :
Italians regular : -0,17 Russians regular : 0,00 Russians RussianAirborneAttack : 0,83
Checked if it was allowed to move LCVs through sea zones containing enemy submarines, and it is stated that it’s only possible if there are no surface warships. Since a U-boat is not a surface warship, it would be allowed.
Still, I find it strange though, that those LCVs can just sail unnoticed by my wolfpack without an escort through the sea zone.@The-Captain What’s your opinion on this? Is this possible?
Doesn’t really matter that much though. I will crush that landing force anyway with my mighty German army hehe :)
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Oh, and I added in that wolfpack in sz 110. Almost forgot as well lol.
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Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 Escort, 1 artillery and 1 transport; Remaining resources: 2 PUs; Combat Move - ANZAC 3 fighters moved from Queensland to 46 Sea Zone 1 transport moved from 62 Sea Zone to 63 Sea Zone 1 infantry moved from New Zealand to 63 Sea Zone 1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone 1 artillery moved from Queensland to 54 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 46 Sea Zone 1 Escort_Convoy and 1 submarine moved from 62 Sea Zone to 46 Sea Zone 1 artillery and 1 infantry moved from 46 Sea Zone to New Guinea Combat - ANZAC Battle in 46 Sea Zone ANZAC attack with 1 Escort_Convoy, 3 fighters, 1 submarine and 1 transport Japanese defend with 1 transport ANZAC roll dice for 1 submarine in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 Escort_Convoy, 3 fighters and 1 transport in 46 Sea Zone, round 2 : 2/4 hits, 1.67 expected hits Japanese roll dice for 1 transport in 46 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 transport owned by the Japanese lost in 46 Sea Zone ANZAC win with 1 Escort_Convoy, 3 fighters, 1 submarine and 1 transport remaining. Battle score for attacker is 6 Casualties for Japanese: 1 transport Battle in New Guinea Changer loiter and taunt; ANZAC attack with 1 artillery and 1 infantry Changer defend; Japanese defend with 1 infantry ANZAC roll dice for 1 artillery and 1 infantry in New Guinea, round 2 : 2/2 hits, 0.67 expected hits Japanese roll dice for 1 infantry in New Guinea, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in New Guinea ANZAC win, taking New Guinea from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - ANZAC 2 fighters moved from 46 Sea Zone to Queensland 1 fighter moved from 46 Sea Zone to Queensland 1 fighter moved from New South Wales to Queensland Place Units - ANZAC 1 Escort and 1 transport placed in 62 Sea Zone 1 artillery placed in New South Wales Turn Complete - ANZAC ANZAC collect 10 PUs; end with 12 PUs Trigger ANZAC Liberates NewGuinea Turn5: ANZAC met a national objective for an additional 2 PUs; end with 14 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs Trigger ANZAC Loses DNG Turn5: ANZAC met a national objective for an additional -2 PUs; end with 17 PUs Turning on Edit Mode EDIT: Removing units owned by ANZAC from 62 Sea Zone: 1 Escort EDIT: Adding units owned by ANZAC to 62 Sea Zone: 1 Escort_Convoy EDIT: Removing units owned by Americans from 101 Sea Zone: 1 Escort EDIT: Adding units owned by Americans to 101 Sea Zone: 1 Escort_Convoy EDIT: Turning off Edit Mode Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : -0.50 ANZAC regular : 1.33
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@VictoryFirst yea was gonna mention that subs don’t block LCVs. Then thought maybe you just wanted the extra range off France. Then forgot about it lol :)
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Hi Victory,
Yes - Landing Craft units can move freely through a SZ that contains enemy (or own) Submarine units and/or U-Boat units - as long as there are no surface ship units (including enemy Transport units) present in that SZ.
What is also important to remember is that enemy air units cannot scramble against Landing Craft units.
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@VictoryFirst just wanted see what would happen if I loaded Boxes to our game lol
xml has owners so they don’t show but hee hee :)
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@VictoryFirst just found a bug. When BB’s take Damage on the Attack, they immediately change to an A0 Unit. We need it to change to A0 after the battle it’s damaged in is over.
I have to crunch in to the xml to fix, so sadly, once fixed, it won’t work in our current game. I guess we would have to dicebot any battles where BBs would take damage.
I’m not exactly sure how the fix will work. Unfortunately, I think we will have to use edit to switch to the A0 BB after combat. The BB will still take damage and look damaged but continue to attack.
Yea kind of a bummer but it still defends the same, so as long as it gets edited before you attack again, it’ll play right. Usually you wanna repair next turn anyway.
Supers work the same.
Well, just a heads up. I’ll go do battle with the xml now :)
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@VictoryFirst Tigers will need fixing too. PGs only have 1 hit or it’d work good for them to quit there bonus mid battle.
I guess one could make a PG Army unit with 6 hits and 10 rolls and when it gets hit it it only gets 5 rolls.
Lose a roll for every hit after. Idk you’d still need to edit the correct amount of dudes at end of turn, so I’d rather do it before battle and roll that way.
Have to kill the PG as first casualty of his Army and edit back in after battle if needed still, but w/e, thats just the way triplea rolls :)
All right, i’m not gonna overthink it. Just have to edit A0 BB if you don’t repair next turn
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@VictoryFirst actually Tigers are fine. They still attack after taking a hit :)
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@VictoryFirst well pretty simple fix actually. I’m just bummed we gotta use edit now but as I said before, usually you’ll repair anyway, so not that big a deal. I’ll update the notes and the OOB map also.
I’ll do the rest of the updates later, as they’ll take more time :)
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@VictoryFirst Ok were back on track. Found another error where the Pacific damaged BBs weren’t showing up. Anyway, all fixed :)
We’ll just have to dice bot I guess if attacking with BBs. Fix won’t work in our game :(
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@VictoryFirst hmm … I wonder if we add a trprt to the attack and kill him instead of BB hit … well no you’d still get an extra hp then.
Maybe we could do it with edit though. Add a trprt to take the hit and when/if BB last unit take two hits on him or whenever he’d die in battle.
I think that’d work. Better than dicebot anyway
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Forgot to attack your sub in sz 115
BB, CC and DD vs sub.
[dice 1d6]
[dice 1d6]
[dice 1d6][dice 1d6]
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1d6: 1
1d6: 5
1d6: 5
1d6: 4