Sorry i didnt read this before. Sure, just keep max defence.
If I hit 2+ on the next round and you hit only 1 keep the battleship
Hit carrier, sub keeps fightinโ
Now I can wrap my head around it a little better.
Sub never submerges, and take it next
And no I never considered a sub only attack
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4
Research Technology - Americans
Americans spend 10 on tech rolls
Americans roll 2,6 and gets 1 hit
Americans removing all Technology Tokens after successful research.
Americans discover Heavy Bomber
Activate Technology - Americans
Americans activating Heavy Bomber
Purchase Units - Americans
Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens;
Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Move - Americans
3 submarines moved from 26 Sea Zone to 6 Sea Zone
Combat - Americans
Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone
Battle in 6 Sea Zone
Americans attack with 3 submarines
Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport
Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Americans roll dice for 2 submarines in 6 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 1 submarine in 6 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Americans roll dice for 2 submarines in 6 Sea Zone, round 4 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 submarine in 6 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Japanese lost in 6 Sea Zone
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Americans roll dice for 1 submarine in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 6 : 1/1 hits, 0.33 expected hits
1 carrier owned by the Japanese lost in 6 Sea Zone
Japanese roll dice for 1 transport in 6 Sea Zone, round 6 : 0/0 hits, 0.00 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 7 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 transport in 6 Sea Zone, round 7 : 0/0 hits, 0.00 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 8 : 1/1 hits, 0.33 expected hits
1 transport owned by the Japanese lost in 6 Sea Zone
Japanese and Americans reach a stalemate
. Battle score for attacker is 17
Casualties for Americans: 2 submarines
Casualties for Japanese: 1 carrier, 1 submarine and 1 transport
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Non Combat Move - Americans
Combat Hit Differential Summary :
Americans regular : 0.33
Japanese regular : 0.17
Almostโฆ
@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
Japanese and Americans reach a stalemate
Huh? At first I thought I didnโt understand the e-mail dice correctly. We gotta keep watching this engine,
a sub wiping everything out is not a stalemate. It seems confused about Americans in zone 6
Enjoy terrorizing me with bid boosted Chinese and Indians :p
TripleA Turn Summary for game: UHD World War II Global
Game History
Round: 4
Research Technology - Americans
Americans spend 10 on tech rolls
Americans roll 2,6 and gets 1 hit
Americans removing all Technology Tokens after successful research.
Americans discover Heavy Bomber
Activate Technology - Americans
Americans activating Heavy Bomber
Purchase Units - Americans
Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens;
Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Move - Americans
3 submarines moved from 26 Sea Zone to 6 Sea Zone
Combat - Americans
Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone
Battle in 6 Sea Zone
Americans attack with 3 submarines
Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport
Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits
Units damaged: 1 carrier owned by the Japanese
Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Americans roll dice for 2 submarines in 6 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 1 submarine in 6 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Americans roll dice for 2 submarines in 6 Sea Zone, round 4 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 submarine in 6 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Japanese lost in 6 Sea Zone
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Americans roll dice for 1 submarine in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 6 : 1/1 hits, 0.33 expected hits
1 carrier owned by the Japanese lost in 6 Sea Zone
Japanese roll dice for 1 transport in 6 Sea Zone, round 6 : 0/0 hits, 0.00 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 7 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 transport in 6 Sea Zone, round 7 : 0/0 hits, 0.00 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 8 : 1/1 hits, 0.33 expected hits
1 transport owned by the Japanese lost in 6 Sea Zone
Japanese and Americans reach a stalemate
. Battle score for attacker is 17
Casualties for Americans: 2 submarines
Casualties for Japanese: 1 carrier, 1 submarine and 1 transport
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Non Combat Move - Americans
1 destroyer moved from 26 Sea Zone to 54 Sea Zone
1 fighter moved from Western United States to 26 Sea Zone
2 mech_infantrys moved from Western United States to 10 Sea Zone
2 infantry moved from Western United States to 10 Sea Zone
1 destroyer, 2 infantry, 2 mech_infantrys, 2 submarines and 2 transports moved from 10 Sea Zone to 26 Sea Zone
2 infantry and 2 mech_infantrys moved from 26 Sea Zone to Hawaiian Islands
1 mech_infantry moved from Central United States to Western United States
1 carrier moved from 101 Sea Zone to 28 Sea Zone
1 destroyer moved from 91 Sea Zone to 106 Sea Zone
1 cruiser moved from 91 Sea Zone to 106 Sea Zone
2 bombers moved from United Kingdom to Gibraltar
1 bomber moved from United Kingdom to Gibraltar
1 transport moved from 91 Sea Zone to 101 Sea Zone
Place Units - Americans
1 fighter placed in Western United States
2 destroyers, 5 submarines and 1 transport placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 53 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Shensi to Suiyuyan
Chinese take Suiyuyan from Japanese
1 infantry moved from Kweichow to Hopei
Chinese take Hopei from Japanese
1 infantry moved from Kweichow to Anhwe
Chinese take Anhwe from Japanese
2 infantry moved from Yunnan to Hunan
1 fighter moved from Yunnan to Hunan
Combat - Chinese
Battle in Hunan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Hunan, round 2 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Hunan
Chinese win, taking Hunan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Hunan to Yunnan
5 artilleries and 5 infantry moved from Kweichow to Anhwe
1 infantry moved from Yunnan to Kwangsi
1 artillery and 2 infantry moved from Tsinghai to Shensi
Place Units - Chinese
5 infantry placed in Anhwe
Turn Complete - Chinese
Chinese collect 12 PUs; end with 12 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs
Purchase Units - British
British buy 1 bomber and 3 submarines; Remaining resources: 1 PUs; 0 techTokens;
Purchase Units - UK_Pacific
UK_Pacific buy 3 artilleries; Remaining resources: 1 PUs;
Politics - British
Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Move - British
Non Combat Move - British
1 carrier, 2 cruisers, 1 destroyer and 2 fighters moved from 92 Sea Zone to 98 Sea Zone
1 fighter moved from Gibraltar to Egypt
1 fighter moved from Anglo Egyptian Sudan to Egypt
1 aaGun and 7 infantry moved from Trans-Jordan to Syria
1 armour and 2 mech_infantrys moved from Union of South Africa to Belgian Congo
1 armour and 1 mech_infantry moved from Tanganyika Territory to Anglo Egyptian Sudan
1 artillery and 2 infantry moved from Tanganyika Territory to Kenya
1 artillery moved from Tanganyika Territory to Kenya
1 destroyer and 1 transport moved from 91 Sea Zone to 106 Sea Zone
1 infantry moved from Persia to Northwest Persia
2 fighters and 1 tactical_bomber moved from Yunnan to Anhwe
Place Units - British
3 submarines placed in 98 Sea Zone
1 bomber placed in United Kingdom
Turn Complete - British
British collect 30 PUs; end with 31 PUs
Place Units - UK_Pacific
3 artilleries placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 4,6,4,4
UK_Pacific collect 10 PUs; end with 11 PUs
Some Units in India change ownership: 3 artilleries
Combat Hit Differential Summary :
Chinese regular : 0.17
Americans regular : 0.33
Japanese regular : -0.17
I did not see any funny business from the engine during the sub battle, but calling it a stalemate is kind of generous for the japanese, if the tranny survived I would maybe agree. Good kill there for med taking out the carrier. Hmmmm, I am surprised you didnt consider a sub only attack. We will see if the chinese can make any trouble hereโฆ To early to tell
take your time here, I am away for about 10 days now
@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
Hmmmm, I am surprised you didnt consider a sub only attack.
Iโll just blame it on the map
TripleA Turn Summary for game: UHD World War II Global
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 submarine and 1 transport; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Trans-Jordan to Iraq
1 submarine moved from 62 Sea Zone to 42 Sea Zone
2 aaGuns, 1 artillery, 3 fighters and 1 infantry moved from New South Wales to Queensland
Place Units - ANZAC
1 destroyer, 1 submarine and 1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Move - French
Non Combat Move - French
1 destroyer moved from 79 Sea Zone to 76 Sea Zone
1 infantry moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Trans-Jordan to Iraq
1 fighter moved from Gibraltar to United Kingdom
3 infantry moved from Algeria to Tunisia
Turn Complete - French
Combat Hit Differential Summary :
hmmmmmmmmm
Yeahโฆ
I need to prioritize the playoff game now, the first round was held up by Adamโs opponent.
But I will still really try to keep this moving, at least trying to meet the 3 day standard as much as I can
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 8 transports; Remaining resources: 2 PUs;
Combat Move - Germans
1 bomber moved from Western Germany to United Kingdom
1 fighter moved from Western Germany to United Kingdom
Combat - Germans
Air Battle in United Kingdom
Combat Hit Differential Summary :
You are so careful to take away any attacks from me, all I have is a lone fighter and bomber recklessly flying over London again.
Do the French bravely send up the fighter to intercept?
Eh, it doesnโt matter because it canโt possibly hit the bomber.
If you want it to intercept, we can roll it later.
My first non-com was a mess.
I tried to keep it as clean as possible, and ran it in local. Iโm not sure if this messes up our play by forum
The dice in local turned out exactly the same as PBF MARTI
If there are any issues playing with this save, I can re-do it in PBF mode from the intercept decision - can just edit to the Live result.
You may intercept with the French fighter but it seems it would make no sense. Just let me know if we need to roll dice for that. If you do it and you hit me, you can take a fighter off West Germany.
I hope this is clear and no problem! It results because I tried to expedite the game by assuming no intercept, and then made a mess of the noncom that I didnโt want you to have to endure.
Live game this weekend
Thanks! What is the Jap fleet doing in 62?