I think MARTI is already sentient. He knows exactly when I am at my most vulnerable, and that’s when he hits me with a dicing. I usually find that after an hour or more of crying I’m okay again.
FlyingBadger
@FlyingBadger
About 10 years ago I downloaded TripleA and played 2 or 3 games over email at TripleA War Club. Enjoyed it, but left it at that. Got TripleA again, found this site, and had a blast since then.
Best posts made by FlyingBadger
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RE: League General Discussion Thread
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RE: 🎖 Axis & Allies .org 2021 Support Drive
Any benefits of patronage would be nice, but it was the badges which worked for me :trophy: . I saw them on forum posts, which led me to the donation page and consequently I felt like I should make a donation. Maybe some people would pay for removing ads but I don’t find them too intrusive on the forums.
To be honest A&A, this website, TripleA and the A&A community are way better than any startegy game I’ve purchased. I’m totally hooked! Hopefully more new people will find it and then become paid up members too.
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RE: League General Discussion Thread
I only played a couple of games against Trulpen, and he easily beat me in both. He happily offered good feedback on my play when asked, as well as encouragement. I was impressed by the number of games (of varying rulesets) he could play - rapidly - at the same time, and play them well. A sad loss.
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RE: League General Discussion Thread
"Scientists have calculated that the chances of something so patently absurd actually existing are millions to one.
But magicians have calculated that million-to-one chances crop up nine times out of ten.”
Terry Pratchett, Mort -
RE: What are some good strategies for newer players?
Yeah, the Allied strategy is hard to prescribe as the Axis decide the direction the game goes, best way is to just get some games under the belt. I have some sugestions, based on the few games I’ve played, which are hopefully are easy to follow. I’m not very experienced though, so these tips may be sub-optimal.
Russia:
1 Avoid losing units, focus on gradually pulling back and defending Moscow.
2 Build defensively (infantry, maybe mechanised infantry in Leningrad so they can get back to Moscow when needed).
3 Pull infantry back from the far east and try to keep Moscow until they arrive.US:
1 Put most of your IPCs into the Europe side.
2 Get transports shuttling troops across to Morocco and have enough navy to protect them. Push the Italians out of North Africa.
3 Threaten landings on mainland Europe to force Germany to spend defensively and ease the pressure on Russia.China:
1 Be careful of leaving units in range of Japan’s air units, and be sure to protect your one fighter.
2 Take out any Japanese land units you reasonably can, they are hard for Japan to replace initially, but focus on staying alive for as long as you can.UK:
1 Try to deny Italy income. Attack Italy’s African territories where reasonable (e.g. Ethiopia), and stop it from getting objectives.
2 Concentrate whatever navy remains after German and Japanese attacks, try to get control of the Atlantic and Med to help move troops.
3 Keep hold of key territories (e.g. Egypt and India) and if you push out from these be wary of being outflanked by transports and losing them.ANZAC:
1 Your income is limited, if possible grab an objective or one of the Dutch East Indies to boost it.
2 If Japan comes after you early then defend as long as you can as it keeps their ships and planes out of position.
3 Otherwise annoy them as much as possible, keep grabbing Dutch East Indies islands and forcing them to invest units in takling them back.France:
1 Stay out of the way and enjoy the ride!If you are playing a VC game then keep an eye on the VC count, if Moscow falls make sure to hold Egypt, if India falls make sure to hold Sydney and Hawaii.
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RE: League General Discussion Thread
@simon33 said in League General Discussion Thread:
Only of the North American territories though. They don’t collect income from Africa or the Middle East.
That sounds reasonable. I like it! Should the UK fall, Canada and the Royal Navy can fight on and recapture England’s green and pleasant land (without having to wait for Japan to drag the US into the war).
Yes indeed. That if you took Paris you couldn’t keep building in these territories was a real disincentive to retaking them.
Yeah, recapturing Paris was not worth the US losing control of factories in Europe.
Great stuff. Next time I start a BM game I’ll encourage the opponent to play with these rules, and bait them into a Sealion! Not that those SS troops would stand a chance against the world’s best fighters…
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RE: Post League Game Results Here
@avner Winter isn’t coming :slightly_smiling_face:
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RE: League General Discussion Thread
@simon33 said in League General Discussion Thread:
@flyingbadger If you go into “download maps”, if it isn’t in the upgrade tab and that tab may not exist, you need to go to the Installed tab, click delete on Global and then go back to Available and install. Clear?
Yes, thanks. Did that and I now see I have a new map to play called World War II Global 1940 Parisian Rebalance. For France, if the US or UK have captured Normandy and/or Southern France, and Paris is retaken, the US/UK retain control of these territories and can keep and building there?
Churchill would like that Canada becomes the new leader of whatever is left of the UK forces and territories.
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RE: Post League Game Results Here
L23 FlyingBadger X vs Sovietishcat L+17 BM4 Playoffs
@Sovietishcat over FlyingBadger.
Well played Sovietishcat and good luck in the next round!
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RE: League General Discussion Thread
There’s a pinned topic relating to this already there. I’ve added some information to it which @MuddSlinger or any new league player struggling to get registered to the dice server might find helpful.
Latest posts made by FlyingBadger
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RE: L24 OOB Stucifer (X) v FlyingBadger (L+48)
@Stucifer Sorry for the delay, things have been pretty busy since last Friday. Hopefully will be able to take a look today or tomorrow.
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
@gamerman01 said in L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1:
You put on your profile:
“About 10 years ago I downloaded TripleA and played 2 or 3 games over email at TripleA War Club. Enjoyed it, but left it at that. Got TripleA again, found this site, and had a blast since then.”
That is awesome.
In our younger days, me and my friends would spend a lot of time playing Risk whilst drinking larger before heading off to he pub for the evening. One of my old Risk / Drinking buddies had mentioned a board game he had called Axis & Allies, describing it as like Risk but more comlicated. He did show me the box, looked interesting, although we never played.
As we got older and settled down we couldn’t do this anymore. Years ago I was looking up ways to play Risk online or by email as a way for us to play again, not sure how but I ended up finding a computer game called TripleA based on Axis & Allies. Downloaded and played it, seemed fun and found an online place to find opponents called TripleA War Club. I remember playing some games on there, but then didn’t play TripleA for a while. Not sure what happening to it, or how/why I started playing TripleA again, looking at my joining date for this site it was probably a lock down! I refound my love of WW2 history during Covid lockdowns so probably followed on from that.
So basically, I play TripleA because I used to get drunk playing Risk, then got old and then Covid happened…
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
Had a busy few days, but I have read through your feedback. Thank you so much for your thorough analysis, it’s extremely valuable and full of insight on how I play. I will pick through this all and review the game, it is a fantastic opportunity to try to level up my play.
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RE: Post League Game Results Here
L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
@gamerman01 over FlyingBadger
I managed to keep it respectable for the first few rounds before @gamerman01 stopped toying with me and gave me a paddlin’
Thank you Gamerman for the game, it was enjoyable and I have learned at least three rules which I have been merrily breaking for 50+ games! I promise I will complete my homework of reading the rulebook and TripleA notes…
https://www.axisandallies.org/forums/topic/41110/l24-oob-gamerman01-axis-vs-flyingbadger-allies-51-1
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
It’s very unfortunate some big fleet battles can’t be rolled in TripleA. I sincerely hope you don’t have any qualms with how I handled the resolution of battles here, so please let me know if you have any concerns.
No qualms from me. Now that I know how to play them by the rules, handling those large and mixed naval / air battles when subs are involved is very tricky!
India is facing essentially 0 chance of survival, Hawaii has 0 chance, and it is impossible for the Allies to take them back, so 6 victory cities achieved.
Yes, it’s basically been over for a round or two, but I don’t mind giving my opponent a round or two to enjoy the dominance before conceeding (and before it gets boring).
Good game, and let me know if you still want my observations through UK7 and how you want to bid for game 2!
Thanks for the game, you made me nervous a lot!
Thanks you, I have enjoyed this game. I have learned a lot just from playing against you (e.g. use of forward islands with planes in the Pacific to threaten enemy fleets) and I will go back and look at the game again to see what else I can discover.
Your choice of a G2 and J2 DOW was interesting, I don’t often face those combined so I’d like to hear if that was pre-meditated or triggered by the situation on the game board. Please send me any feedback you have on my play, any opportunity to improve my knowledge of the game is gratefully received.
Before this game I didn’t know anything about you but who you’ve played and how you did.
You’re as classy and friendly as anyone!! I hope you’ll complete the bid for game 2 and that we can start anew soon!
Thanks for the compliment! I have enjoyed playing and testing myself A&A royalty. I have enjoyed this game, thank you patiently teaching me the correct rules. Thanks for this game Gamerman, I have enjoy the spirit in which this game has been played!
I’m happy to play again with you as the Allies, my Axis play is probably weaker than my Allies but I would like to see how you play the Allies and hopefully learn something from that. I’d be interested to see how you play with your +44 bid, but if you want to take my bid/placement then that is fine with me. I leave it up to you, feel free to set up you bid whenever you want to start.
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
Scramble from India?
Yes, all planes.
Scramble from Hawaii?
Yes, all planes.
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RE: L24 OOB Stucifer (X) v FlyingBadger (L+48)
TripleA Turn Summary: Russians round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5 Purchase Units - Russians Russians buy 9 infantry; Remaining resources: 2 PUs; Combat Move - Russians 1 infantry moved from Rostov to Ukraine Russians take Ukraine from Germans Combat - Russians Non Combat Move - Russians 1 aaGun moved from Bryansk to Smolensk 2 armour and 2 mech_infantrys moved from Rostov to Smolensk 1 fighter moved from Rostov to Russia 1 tactical_bomber moved from Rostov to Bryansk 2 aaGuns and 12 infantry moved from Rostov to Bryansk 2 infantry moved from Novosibirsk to Samara 4 infantry moved from Novosibirsk to Vologda 1 aaGun and 2 infantry moved from Timguska to Yenisey 1 aaGun moved from Timguska to Kansu 10 infantry moved from Timguska to Novosibirsk 1 cruiser moved from 115 Sea Zone to 114 Sea Zone 8 infantry moved from Russia to Smolensk 3 infantry moved from Bryansk to Smolensk Place Units - Russians 9 infantry placed in Russia Turn Complete - Russians Russians collect 25 PUs; end with 27 PUs
Combat Hit Differential Summary :
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
TripleA Turn Summary: Russians round 9
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 9 Purchase Units - Russians Russians buy 4 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Russians 2 mech_infantrys moved from Urals to Archangel 2 artilleries and 28 infantry moved from Rostov to Ukraine Russians take Ukraine from Germans 1 artillery and 22 infantry moved from Volgograd to Caucasus Russians take Caucasus from Germans 10 infantry moved from Rostov to Caucasus 3 infantry moved from Rostov to Caucasus 2 armour moved from Russia to Archangel 7 infantry moved from Smolensk to Archangel 2 fighters and 1 tactical_bomber moved from Russia to Bryansk 1 infantry moved from Russia to Bryansk 1 infantry moved from Rostov to Bryansk Combat - Russians Battle in Archangel Russians attack with 2 armour, 7 infantry and 2 mech_infantrys Germans defend with 2 artilleries Russians roll dice for 2 armour, 7 infantry and 2 mech_infantrys in Archangel, round 2 : 3/11 hits, 2.50 expected hits Germans roll dice for 2 artilleries in Archangel, round 2 : 0/2 hits, 0.67 expected hits 2 artilleries owned by the Germans lost in Archangel Russians win, taking Archangel from Germans with 2 armour, 7 infantry and 2 mech_infantrys remaining. Battle score for attacker is 8 Casualties for Germans: 2 artilleries Battle in Bryansk Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber Italians defend with 1 infantry Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Bryansk, round 2 : 3/5 hits, 2.00 expected hits Italians roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Bryansk Russians win, taking Bryansk from Italians with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Non Combat Move - Russians 2 fighters and 1 tactical_bomber moved from Bryansk to Russia 2 aaGuns moved from Smolensk to Archangel 1 aaGun moved from Rostov to Ukraine 1 aaGun moved from Rostov to Caucasus 1 infantry moved from Kazakhstan to Volgograd 1 infantry moved from Rostov to Volgograd Place Units - Russians 4 mech_infantrys placed in Russia Turn Complete - Russians Russians collect 20 PUs; end with 20 PUs
Combat Hit Differential Summary :
Italians regular : -0.33 Germans regular : -0.67 Russians regular : 1.50
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
TripleA Turn Summary: French round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 infantry; Remaining resources: 4 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 1 artillery moved from Queensland to South Australia 5 infantry moved from New South Wales to South Australia 1 armour moved from New South Wales to Queensland 2 infantry moved from Samara to Novosibirsk Place Units - ANZAC 1 infantry placed in New South Wales Turn Complete - ANZAC Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 5,4 Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 3,1 ANZAC collect 7 PUs (3 lost to blockades); end with 11 PUs Combat Move - French Non Combat Move - French 2 infantry moved from Morocco to Algeria 1 infantry moved from Tambov to Volgograd Turn Complete - French
Combat Hit Differential Summary :
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RE: L24 OOB Gamerman01 (Axis) vs FlyingBadger (Allies+51) #1
TripleA Turn Summary: UK_Pacific round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 8 Purchase Units - Americans Americans buy 1 carrier, 2 destroyers, 2 fighters, 1 submarine and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 tactical_bomber moved from Hawaiian Islands to 26 Sea Zone 1 fighter moved from 26 Sea Zone to 10 Sea Zone 1 artillery and 3 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 battleship, 5 carriers, 2 cruisers, 1 destroyer, 9 fighters, 3 infantry, 2 submarines, 1 tactical_bomber and 2 transports moved from 26 Sea Zone to 33 Sea Zone 1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands 2 fighters moved from Western United States to 10 Sea Zone 1 fighter moved from Hawaiian Islands to 10 Sea Zone 2 carriers, 1 destroyer and 2 submarines moved from 10 Sea Zone to 26 Sea Zone 1 bomber moved from United Kingdom to 87 Sea Zone Combat - Americans Japanese scrambles 3 units out of Caroline Islands to defend against the attack in 33 Sea Zone Battle in 87 Sea Zone Americans attack with 1 bomber Germans defend with 1 transport 1 transport owned by the Germans lost in 87 Sea Zone Americans win with 1 bomber remaining. Battle score for attacker is 7 Casualties for Germans: 1 transport Battle in 10 Sea Zone Americans attack with 1 destroyer and 4 fighters Japanese defend with 1 submarine Americans roll dice for 1 destroyer and 4 fighters in 10 Sea Zone, round 2 : 2/5 hits, 2.33 expected hits Japanese roll dice for 1 submarine in 10 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 10 Sea Zone Americans win, taking 10 Sea Zone from Neutral with 1 destroyer and 4 fighters remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Battle in 33 Sea Zone Americans attack with 1 battleship, 5 carriers, 2 cruisers, 1 destroyer, 9 fighters, 2 submarines, 1 tactical_bomber and 2 transports Japanese defend with 1 battleship, 3 carriers, 2 cruisers, 4 destroyers, 6 fighters, 6 submarines, 3 tactical_bombers and 1 transport Americans roll dice for 2 submarines in 33 Sea Zone, round 2 : 0/2 hits, 0.67 expected hits Americans roll dice for 1 battleship, 5 carriers, 2 cruisers, 1 destroyer, 9 fighters, 1 tactical_bomber and 2 transports in 33 Sea Zone, round 2 : 6/14 hits, 7.17 expected hits Units damaged: 2 carriers owned by the Japanese and 1 battleship owned by the Japanese Japanese roll dice for 6 submarines in 33 Sea Zone, round 2 : 1/6 hits, 1.00 expected hits Units damaged: 1 battleship owned by the Americans Japanese roll dice for 1 battleship, 3 carriers, 2 cruisers, 4 destroyers, 6 fighters, 3 tactical_bombers and 1 transport in 33 Sea Zone, round 2 : 10/19 hits, 9.50 expected hits 5 carriers owned by the Americans lost in 33 Sea Zone 3 submarines owned by the Japanese lost in 33 Sea Zone Americans roll dice for 2 submarines in 33 Sea Zone, round 3 : 1/2 hits, 0.67 expected hits Americans roll dice for 1 battleship, 2 cruisers, 1 destroyer, 9 fighters, 1 tactical_bomber and 2 transports in 33 Sea Zone, round 3 : 7/14 hits, 7.17 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 3 submarines in 33 Sea Zone, round 3 : 0/3 hits, 0.50 expected hits Japanese roll dice for 1 battleship, 3 carriers, 2 cruisers, 4 destroyers, 6 fighters, 3 tactical_bombers and 1 transport in 33 Sea Zone, round 3 : 10/19 hits, 9.50 expected hits 2 submarines owned by the Americans, 1 destroyer owned by the Americans and 7 fighters owned by the Americans lost in 33 Sea Zone 1 tactical_bomber owned by the Japanese, 3 destroyers owned by the Japanese and 3 submarines owned by the Japanese lost in 33 Sea Zone Americans roll dice for 1 battleship, 2 cruisers, 2 fighters, 1 tactical_bomber and 2 transports in 33 Sea Zone, round 4 : 3/6 hits, 3.33 expected hits Japanese roll dice for 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 6 fighters, 2 tactical_bombers and 1 transport in 33 Sea Zone, round 4 : 9/15 hits, 8.00 expected hits 2 cruisers owned by the Americans, 1 tactical_bomber owned by the Americans, 3 infantry owned by the Americans, 2 fighters owned by the Americans, 1 artillery owned by the Americans, 2 transports owned by the Americans and 1 battleship owned by the Americans lost in 33 Sea Zone 1 tactical_bomber owned by the Japanese and 2 fighters owned by the Japanese lost in 33 Sea Zone Japanese win with 1 battleship, 3 carriers, 2 cruisers, 1 destroyer, 4 fighters, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -170 Casualties for Americans: 1 artillery, 1 battleship, 5 carriers, 2 cruisers, 1 destroyer, 9 fighters, 3 infantry, 2 submarines, 1 tactical_bomber and 2 transports Casualties for Japanese: 3 destroyers, 2 fighters, 6 submarines and 2 tactical_bombers 1 tactical_bomber owned by the Japanese and 4 fighters owned by the Japanese forced to land in Caroline Islands Non Combat Move - Americans 4 fighters moved from 10 Sea Zone to 26 Sea Zone 1 submarine moved from 99 Sea Zone to 97 Sea Zone 1 bomber moved from 87 Sea Zone to Gibraltar 1 armour and 2 mech_infantrys moved from Morocco to Tunisia 1 artillery and 7 infantry moved from Morocco to Algeria 3 submarines moved from 101 Sea Zone to 106 Sea Zone Place Units - Americans 1 destroyer placed in 10 Sea Zone 1 carrier, 1 destroyer, 1 submarine and 2 transports placed in 101 Sea Zone 2 fighters placed in Eastern United States Turn Complete - Americans Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 5,1 Americans collect 52 PUs (1 lost to blockades); end with 52 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs 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 1 fighter and 13 infantry moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 13 infantry Japanese defend with 1 aaGun, 2 artilleries and 5 mech_infantrys Japanese roll AA dice in Yunnan : 0/1 hits, 0.17 expected hits Chinese roll dice for 1 fighter and 13 infantry in Yunnan, round 2 : 6/14 hits, 2.67 expected hits Japanese roll dice for 1 aaGun, 2 artilleries and 5 mech_infantrys in Yunnan, round 2 : 3/7 hits, 2.33 expected hits 3 infantry owned by the Chinese lost in Yunnan 5 mech_infantrys owned by the Japanese and 1 aaGun owned by the Japanese lost in Yunnan Chinese roll dice for 1 fighter and 10 infantry in Yunnan, round 3 : 1/11 hits, 2.17 expected hits Japanese roll dice for 2 artilleries in Yunnan, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Chinese lost in Yunnan 1 artillery owned by the Japanese lost in Yunnan Chinese roll dice for 1 fighter and 9 infantry in Yunnan, round 4 : 1/10 hits, 2.00 expected hits Japanese roll dice for 1 artillery in Yunnan, round 4 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 9 infantry remaining. Battle score for attacker is 21 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 aaGun, 2 artilleries and 5 mech_infantrys Non Combat Move - Chinese 1 fighter moved from Yunnan to Sikang Place Units - Chinese 1 infantry placed in Shensi 1 infantry placed in Yunnan Turn Complete - Chinese Chinese collect 6 PUs; end with 8 PUs Purchase Units - British British buy 1 artillery, 2 fighters and 2 mech_infantrys; Remaining resources: 1 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry; Remaining resources: 1 PUs; Combat Move - British 2 tactical_bombers moved from Gibraltar to 95 Sea Zone 2 submarines moved from 97 Sea Zone to 95 Sea Zone 1 bomber moved from India to Persia Combat - British Italians scrambles 1 units out of Southern Italy to defend against the attack in 95 Sea Zone Strategic bombing raid in Persia Germans roll AA dice in Persia : 0/1 hits, 0.17 expected hits Bombing raid in Persia rolls: 6 and causes: 6 damage to unit: factory_minor Bombing raid in Persia causes 6 damage total. Battle in 95 Sea Zone British attack with 2 submarines and 2 tactical_bombers Italians defend with 1 destroyer, 1 fighter and 1 submarine Italians roll dice for 1 submarine in 95 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits 1 submarine owned by the British lost in 95 Sea Zone British roll dice for 1 submarine in 95 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits British roll dice for 2 tactical_bombers in 95 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Italians roll dice for 1 destroyer and 1 fighter in 95 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits 1 submarine owned by the British lost in 95 Sea Zone 1 destroyer owned by the Italians lost in 95 Sea Zone 2 tactical_bombers owned by the British retreated Italians win with 1 fighter and 1 submarine remaining. Battle score for attacker is -4 Casualties for British: 2 submarines Casualties for Italians: 1 destroyer Moving scrambled unit from 95 Sea Zone back to originating territory: Southern Italy Non Combat Move - British 2 tactical_bombers moved from 95 Sea Zone to Algeria 1 battleship, 1 cruiser, 1 destroyer and 2 transports moved from 80 Sea Zone to 39 Sea Zone 1 bomber moved from Persia to India Place Units - British 1 artillery and 2 mech_infantrys placed in Union of South Africa 2 fighters placed in United Kingdom Turn Complete - British Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 5,6 British collect 30 PUs; end with 31 PUs Place Units - UK_Pacific 2 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 5 PUs; end with 6 PUs Some Units in India change ownership: 2 infantry
Combat Hit Differential Summary :
Chinese regular : 1.17 Americans regular : -2.33 Italians regular : 0.83 Japanese regular : 2.00 Japanese AA : -0.17 Germans AA : -0.17 British regular : -0.33