Just FYI, some statistics for the current 2023 League
Best posts made by MrRoboto
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RE: League General Discussion Thread
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RE: League General Discussion Thread
I love managing spreadsheets actually so if nobody else wants to do it, I’m available.
I don’t have nearly as much history here as many others though, so no hard feelings if I’m not suited to the task. -
The new ELO-based ranking system
Dear community,
there is a discussion going on right now concerning revamping / overhauling the current ranking system.
While the current system is doing okay and we could certainly just leave it as is, there are some issues with it. How severe are they? I guess that’s up to personal opinion. For me they are major flaws.
I have listed these in another post, over in the league general discussion thread:
https://www.axisandallies.org/forums/post/1664594Please also have a look at this post:
https://www.axisandallies.org/forums/post/1664652Now I have been working these past few weeks on an improved system and I’d like to introduce it to you.
The spreadsheet is here. I hope it’s easy to understand, but explanation will follow.
Short and simple version for everyone:
Every player starts at a base rating of 1500.
Wins award points while losses give negative points.
Winning against higher ranked opponents give more points than winning against lower ranked ones.
Accordingly, losses against low ranked opponents reduce ELO rating more thank losing against better players.That’s basically all you need to know: The higher your ELO rating, the better you are!
Tier levels are included but just serve as a visual cue or a motivation. They don’t have any impact on the ranking.
For everyone interested: Now some more details:
Whenever a game is posted, the Ratings of both Players A and B will change.
The exact formula is:
RAnew = Rating of Player A after the game
RAold = Rating of Player A before the game
K = Factor that increases / decreases the points - more on that later
S = 1 if Player A has won, 0 if Player A has lost
EA = Expected outcome for Player AWhat is EA?
Now this might look complicated to some. But what this formula does is easy:
The higher the difference between Ratings of Player A and B before the game, the smaller the absolute value of Ea. Therefore a win against much lower ranked players is not worth a lot, while winning against similar or even higher ranked players is worth a lot more.
For losses the opposite is true.
A win by the current #1 against the current last place will award only meager 4 points for the winner and -2 for the loser.
However, the last player would receive a whopping 136 for a win and #1 would suffer -87 for that loss!Now the Factor F is important: I set it to 500.
This means, that a player with an Elo rating 500 higher than the opponent is 10x as likely to win the game.Increasing this factor would lead to a wider field of ELO Ratings, while lowering the factor would squeeze everyone closer together.
I found 500 to be quite suitable for our needs but this might change in the future with more games coming in.Now the other important thing: The K factor.
This factor is quite high in the first couple of games and then diminishes gradually. This is so a player can rapidly find her or his correct place in the ranking system. A very strong player would not need to play dozens of games to climb to the top - the system would realize the strength very quickly and move that player to the top in just a few games. Same of course for not-so-good players.
The exact numbers are up for debate, but I have for now settled on these values:We can change these numbers if people think the impact of the first couple of games is too high or too low.
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.Advantages of this system:
Besides solving the issues I mentioned in my other post, there are the following upsides:
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Transparency
Everybody can always see the amount of points a result gave at any time. -
Climbing is always possible
ELO is not set in stone. Climbing or falling can always be done: The more drastic the change in skill, the faster the ELO change will be.
PPG on the other hand was getting more stable with each more game finished. -
ELO reflects the CURRENT strength
You can see how strong every player RIGHT NOW is and not how strong the year on average was. -
No games are discouraged
No strategic avoiding of games / players anymore! -
No theoretical end, improvement is always possible
PPG always has a maximum. You can reach that maximum with your first game! You might need to complete the necessary amount of games to qualify for playoffs but if you go 3-0 against highest Tier, there is no way to get higher than that.
ELO can always be improved, there is no limit! -
Filtering
You can filter the results quickly. If you want to know how a specific player is doing with the Axis, you can find out!
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Now this is a work in progress. I will gladly take your feedback and discuss it with the community. The goal is to find a system that the majority is happy with!Some things are TODO at the moment and I hope I will get to it asap.
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ELO Decay
I am planning to implement a decay, if someone is inactive. My idea is that only ratings above the starting Rating of 1500 will decay. The decay could start after 6 months inactivity and then the ELO could drop by 10% per month until it reaches 1500. Please give some feedback! -
Two different rankings
I am in favour of a lifetime ranking. However, most of us love the yearly playoffs and we need some kind of requirements to qualify for them. So my idea is to have two columns: One for the lifetime ELO and one that only uses the results of the current year. That way we can see overall ranking and yearly ranking at the same time. We could keep the requirement of 3 completed games in the current year to qualify for playoffs. -
Factor in bids?
One idea came up by @mr_stucifer to factor in the bids into the results.
For example: For every point the bid is above the average bid, the ELO-change could be 5% bigger than usual (and vice versa). I would need to work out the exact numbers. But I’m not sure if that’s even desirable in the first place? Your feedback is appreciated!
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RE: Post League Game Results Here
Oh wow, so much praise from the gamerman himself. Thanks mate :-)
Yeah I tend to be emotional about being diced, making mistakes afterwards and had to step back a while after getting frustrated.
Then I kinda forgot about the game and now am super happy to be back. Not to enthusiastic yet about PtV but that may be just because I am not used to it.
I don’t know why you waved that Japanese flag at me though haha.
PS: 4 years older, with my 3rd child on the way - although not completely emotionless, I’m sure I can handle bad dice a lot better now ;-)
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RE: Post League Game Results Here
@gamerman01 said in Post League Game Results Here:
Roboto is clearly not very rusty…
No pun intendedYeah those were nice. I am having some losses coming in too tough, unfortunately.
I always find it fascinating how in a game that does involve luck in quite a substantial way, some players are still so consistently strong and come out top of the league year in year out.
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RE: League General Discussion Thread
I am away for a week, so won’t be able to play.
Will be back next Tuesday!
I hope it’s ok if I make my life easier by just posting it here once and tagging everyone that I’m playing against right now, instead of posting it in every single thread.@gamerman01
@simon33
@Avner
@FlyingBadger
@Ghostglider
@aequitas-et-veritas
@Sovietishcat
@Pejon_88
@surfer
@elche -
RE: The new ELO-based ranking system
I was playing around with the exact numbers and apparently didn’t settle on the same number across different versions.
Tiers have no actual meaning and are just a visual cue.
And they add motivation, I think.I will discuss final numbers with gamerman later, probably after entering more of the historical results.
Huge thanks btw to @mr_stucifer and @farmboy who provided all of the data before 2023.
As of right now, we have everything from 01-01-2019 until now! -
RE: The new ELO-based ranking system
First of all, I can’t quite follow @Arthur-Bomber-Harris last post. Sorry, but I don’t understand what you’re trying to say there.
All I can say is, that starting ELO is the same for everyone.Then the easy answer to @oysteilo first post:
Winner and loser points may differ, when one of them (or both) has less than 11 completed games.This is because the first couple of games weigh more than later ones. I accomplish that with a “K Factor”, which expresses the amount a game is worth.
That K factor is really high for the first couple of games and then gradually decreases. As @gamerman01 said, the exact values are chosen “arbritrarily”, although of course we thought long and hard about them.That K factor is essential, because new players all start at 1500, which is almost guaranteed not a perfect rating for them (most newbies are worse than that average, but some might be a lot better too). So we need the system to move new players as fast as possible to where they belong. Normally, a game between two equals awards only 25 (or -25) points. If a new player is actually a 1900 or a 1100 player, those 400 points climb or descend would take a long time without that sensitivity Factor.
Right now, the K factor we settled on is:
As you can see, the first 3 games are worth a little bit more than double the later games.
We can talk about these values, they are not set in stone. But I want to emphasize the importance of bringing new players to their appropriate rating asap. The only alternative would be placement matches - this would mean that new players are not rated at all for their first 5-10 games and opponents would receive / lose just a fraction of the normal worth. I don’t like this option for us.
Now the other question concerning playoff ranking / seeding.
@AndrewAAGamer is correct, originally I planned to use the current year only for playoff seeding. He said he also prefers this and compared it to football, basketball, baseball and hockey.
Now that comparison has one gigantic flaw however: All of these sports are in a league system where every participant has a fixed number of games and the exact same opponents. So it makes sense to start a season with a clean slate.
However, this is not the case with our community. With OOB and PtV, players need to have 3 completed games, with BM4 they need 6. But 3 games are not nearly enough to properly rate a player, especially not if one of those games was an upset (an unexpected loss / win). If we had an entry requirement of 10+ games per year, I’d definitely go for a clean slate every Jan 1!
Our game is more like the other two sports you mentioned (golf or tennis), even though they are still a bit different: It’s impossible to burst onto the scene as a complete nobody and expect to participate in the biggest tournament with only 3 games completed. A first time participant of a Grand-Slam-Tournament has proven himself/herself over many matches beforehand in smaller tournaments. We don’t have that luxury.
I think our sports can probably best be compared to boxing, where everyone chooses their opponents and some have only very few matches per year, while others have some more.I can change the system to rank playoff seedings only according to results in the current year. Which would mean everyone starts at 1500 (for playoff ranking only). But do we want that?
@oysteilo actually gave a great example!
Oysteilo started the year with OOB rating of 1669
He is 2-1 this year, with both of his wins being almost worthless (against dawgoneit), giving him only +3 each. He lost once against the #1 AndrewAAGamer for -16. Which gives oysteilo a final rating of 1659. Which is more or less the same rating he had for the last 7 years.ArthurBomberHarris started the year with OOB rating of 1542
He went 5-0 this year, although only one of his opponents was really strong (he defeated #1 AndrewAAGamer!). He gained 110 in the process, which means he significantly improved his rating from 1542 to 1652. This is the highest OOB rating he ever achieved.They are now almost identical in rating (1652 and 1659), with 32 or 41 total completed games. Which means the rating is very reliable, those two players are very likely extremely similar in strength.
Now it’s a personal decision: Do you think oysteilo should get the higher seed because of his slightly higher rating and the fact he mainainted roughly that rating for 7 years? Even though his rating basically stagnated this year? Then the system should stay as it is.
Or do you think ArthurBomberHarris should get the higher seed because he is on an upward trajectory this year? Remember, Arthur is probably not better than oysteilo (they are most likely equally strong right now) and it is the first time he achieved the same level as oysteilo. But if you think the improvement he showed this year is worth more the system should change to let everyone start at 1500 on Jan1.
Do you think AndrewAAGamer who sits comfortably at #1, with only farmboy being SOMEWHAT close should get the top seeding? He went 7-2 and increased his OOB rating from 1798 to 1830.
Or do you think the 5-0 of Arthur and the 4-0 of Booper this year is more impressive and should give both of them a higher seeding, despite both of them definitely being not as good as Andrew?
My personal preference is the first option, which is currently implemented.
But I can absolutely understand if you value recent results higher than overall strength! This is a system that should be backed by the majority of the community so please: WEIGH IN! -
RE: The new ELO-based ranking system
With AAB you mean ABH, ArthurBomberHarris?
We use the overall ranking right now and I would like to keep it as well in the future.
We wouldn’t need it if EVERYONE is like Myygames and plays one version only.
However, some people like Pejon or GeneralDisarray are playing 2 or even more versions. I find it interesting to see if someone is a specialist or a generalist.
But, as you two have already agreed: Playoffs are never based on overall rankings, but rather on type specifics.
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RE: Find League Opponents Thread
The last 100 BM4 games have almost exactly 50% Axis wins.
Bids in that timeframe hovered around +20 for Allies.Since you are a new player, my assumption would be that an Allied bid of slightly over 20 would be fair if you are Allies or slightly below 20 if you are Axis
Latest posts made by MrRoboto
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RE: L24 Avner - MrRoboto (L +18)
I can’t open the savefile with OOL again.
Please post a combat log and / or screenshot
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RE: L23 PtV MrRoboto (Axis+10) vs AeV (Allies) Game 1
TripleA Turn Summary: Japanese round 16
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 16 Purchase Units - Japanese Japanese buy 1 carrier and 1 fighter; Remaining resources: 2 PUs; 2 SuicideAttackTokens; Combat Move - Japanese 1 artillery and 3 infantry moved from Korea to 6 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 21 Sea Zone 1 carrier, 2 destroyers, 2 fighters and 5 submarines moved from 6 Sea Zone to 21 Sea Zone Japanese take 20 Sea Zone from UK_Pacific 1 artillery, 2 fighters and 3 infantry moved from 21 Sea Zone to Manilla 3 fighters moved from Japan to 21 Sea Zone 1 bomber moved from Japan to Manilla Combat - Japanese Battle in Manilla Non Combat Move - Japanese 2 fighters moved from Manilla to 21 Sea Zone 1 bomber moved from Manilla to Kyushu 2 fighters moved from 21 Sea Zone to 6 Sea Zone 1 fighter moved from 21 Sea Zone to Kyushu 1 artillery and 3 infantry moved from Japan to Kyushu 1 submarine moved from 9 Sea Zone to 7 Sea Zone 1 submarine moved from 1 Sea Zone to 3 Sea Zone 1 destroyer moved from 66 Sea Zone to 52 Sea Zone 2 fighters and 2 tactical_bombers moved from 66 Sea Zone to Morocco 5 carriers, 6 destroyers, 5 fighters, 1 tactical_bomber and 3 transports moved from 66 Sea Zone to 68 Sea Zone 1 submarine moved from 11 Sea Zone to 1 Sea Zone 6 submarines moved from 11 Sea Zone to 2 Sea Zone Place Units - Japanese 1 carrier placed in 6 Sea Zone 1 fighter placed in Japan Turn Complete - Japanese Total Cost from Convoy Blockades: 5 Rolling for Convoy Blockade Damage in 7 Sea Zone. Rolls: 5,3 Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 3,6,3,2,3,3,4,5,3,2,1,6,6,3,3,1,6,2 Japanese collect 17 PUs (5 lost to blockades); end with 19 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 22 PUs
Combat Hit Differential Summary :
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RE: L23 PtV MrRoboto (Axis+10) vs AeV (Allies) Game 1
TripleA Move Summary: Japanese round 16
TripleA Move Summary for game: WW2 Path to Victory
Game History
Round: 16 Purchase Units - Japanese Japanese buy 1 carrier and 1 fighter; Remaining resources: 2 PUs; 2 SuicideAttackTokens; Combat Move - Japanese 1 artillery and 3 infantry moved from Korea to 6 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 21 Sea Zone 1 carrier, 2 destroyers, 2 fighters and 5 submarines moved from 6 Sea Zone to 21 Sea Zone Japanese take 20 Sea Zone from UK_Pacific 1 artillery, 2 fighters and 3 infantry moved from 21 Sea Zone to Manilla 3 fighters moved from Japan to 21 Sea Zone 1 bomber moved from Japan to Manilla
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RE: L24 Avner - MrRoboto (L +18)
TripleA Turn Summary: UK_Pacific round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 8 Purchase Units - Americans Americans buy 2 artilleries, 1 carrier, 2 destroyers, 2 fighters, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 2 infantry moved from Korea to 6 Sea Zone 2 infantry and 2 transports moved from 6 Sea Zone to 19 Sea Zone 1 infantry and 1 transport moved from 19 Sea Zone to 20 Sea Zone 1 infantry moved from 20 Sea Zone to Formosa 1 infantry moved from 19 Sea Zone to Okinawa 1 artillery and 1 infantry moved from Korea to 6 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone 1 artillery and 1 infantry moved from 20 Sea Zone to Kwangtung 1 bomber moved from India to Malaya 1 destroyer, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 5 Sea Zone 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 5 Sea Zone Combat - Americans Strategic bombing raid in Malaya Japanese roll AA dice in Malaya : 0/1 hits, 0,17 expected hits Bombing raid in Malaya rolls: 7 and causes: 6 damage to unit: factory_minor Bombing raid in Malaya causes 6 damage total. Battle in Kwangtung Battle in Okinawa Battle in Formosa Battle in 5 Sea Zone Americans attack with 1 destroyer, 2 fighters and 2 tactical_bombers Japanese defend with 1 submarine Americans roll dice for 1 destroyer, 2 fighters and 2 tactical_bombers in 5 Sea Zone, round 2 : 2/5 hits, 2,67 expected hits Japanese roll dice for 1 submarine in 5 Sea Zone, round 2 : 0/1 hits, 0,17 expected hits 1 submarine owned by the Japanese lost in 5 Sea Zone Americans win, taking Kwangtung from Japanese, taking Okinawa from Japanese, taking Formosa from Japanese with 1 destroyer, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Non Combat Move - Americans Turning on Edit Mode EDIT: Changing ownership of Manchuria from Japanese to Chinese EDIT: Removing units owned by Americans from Korea: 1 artillery and 1 infantry EDIT: Adding units owned by Americans to Manchuria: 1 artillery and 1 infantry EDIT: Turning off Edit Mode 3 carriers, 3 destroyers, 2 fighters and 4 submarines moved from 6 Sea Zone to 20 Sea Zone 1 submarine moved from 18 Sea Zone to 6 Sea Zone 3 submarines moved from 19 Sea Zone to 6 Sea Zone 2 fighters and 2 tactical_bombers moved from 5 Sea Zone to 20 Sea Zone 1 bomber moved from Malaya to Szechwan 1 submarine moved from 20 Sea Zone to 36 Sea Zone 1 submarine moved from 20 Sea Zone to 35 Sea Zone 1 fighter moved from Eastern United States to 91 Sea Zone 4 artilleries and 8 infantry moved from Eastern United States to 101 Sea Zone 4 artilleries, 2 carriers, 1 destroyer, 8 infantry, 3 submarines and 6 transports moved from 101 Sea Zone to 91 Sea Zone 1 transport moved from 88 Sea Zone to 101 Sea Zone 1 artillery and 1 infantry moved from Morocco to Algeria 4 artilleries and 8 infantry moved from 91 Sea Zone to Morocco Place Units - Americans 1 carrier, 2 destroyers and 2 transports placed in 101 Sea Zone 2 artilleries, 2 fighters and 4 infantry placed in Eastern United States Turn Complete - Americans Americans collect 58 PUs; end with 58 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 63 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 78 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 2 PUs; Combat Move - Chinese Trigger Chinese Guerilla Yunnan: Chinese has 1 infantry placed in Yunnan 1 infantry moved from Shantung to Kiangsu Chinese take Kiangsu from Japanese 1 infantry moved from Anhwe to Kiangsi Chinese take Kiangsi from Japanese 1 infantry moved from Hunan to Kwangsi Chinese take Kwangsi from Japanese Combat - Chinese Chinese creates battle in territory Yunnan Non Combat Move - Chinese 3 infantry moved from Anhwe to Hunan 1 infantry moved from Kweichow to Szechwan 1 fighter moved from Suiyuyan to Szechwan 2 infantry moved from Suiyuyan to Shensi 1 infantry moved from Jehol to Anhwe Place Units - Chinese 4 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 23 PUs; end with 25 PUs Purchase Units - British British buy 5 artilleries, 1 destroyer, 1 infantry and 3 submarines; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 transport moved from 98 Sea Zone to 96 Sea Zone 1 artillery moved from Tobruk to 96 Sea Zone 1 infantry moved from Libya to 96 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone 1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber moved from 98 Sea Zone to 99 Sea Zone 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber moved from 99 Sea Zone to Greece 2 artilleries, 2 fighters, 6 infantry, 3 mech_infantrys and 1 tactical_bomber moved from India to Burma Combat - British British creates battle in territory 97 Sea Zone Italians scrambles 3 units out of Southern Italy to defend against the attack in 97 Sea Zone Battle in 97 Sea Zone British attack with 3 submarines Italians defend with 1 destroyer and 3 fighters British roll dice for 3 submarines in 97 Sea Zone, round 2 : 0/3 hits, 1,00 expected hits Italians roll dice for 1 destroyer and 3 fighters in 97 Sea Zone, round 2 : 4/4 hits, 2,33 expected hits 3 submarines owned by the British lost in 97 Sea Zone Italians win with 1 destroyer and 3 fighters remaining. Battle score for attacker is -18 Casualties for British: 3 submarines Battle in Greece British attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber Italians defend with 2 armour British roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Greece, round 2 : 1/4 hits, 1,83 expected hits Italians roll dice for 2 armour in Greece, round 2 : 0/2 hits, 1,00 expected hits 1 armour owned by the Italians lost in Greece British roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Greece, round 3 : 2/4 hits, 1,83 expected hits Italians roll dice for 1 armour in Greece, round 3 : 0/1 hits, 0,50 expected hits 1 armour owned by the Italians lost in Greece British win, taking Greece from Italians with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 12 Casualties for Italians: 2 armour Battle in Burma British attack with 2 artilleries, 2 fighters, 6 infantry, 3 mech_infantrys and 1 tactical_bomber Japanese defend with 1 aaGun, 7 armour, 2 artilleries and 2 mech_infantrys Japanese roll AA dice in Burma : 1/3 hits, 0,50 expected hits 1 fighter owned by the British lost in Burma British roll dice for 2 artilleries, 1 fighter, 6 infantry, 3 mech_infantrys and 1 tactical_bomber in Burma, round 2 : 6/13 hits, 3,67 expected hits Japanese roll dice for 1 aaGun, 7 armour, 2 artilleries and 2 mech_infantrys in Burma, round 2 : 5/11 hits, 4,83 expected hits 5 infantry owned by the British lost in Burma 2 artilleries owned by the Japanese, 2 mech_infantrys owned by the Japanese, 1 armour owned by the Japanese and 1 aaGun owned by the Japanese lost in Burma British roll dice for 2 artilleries, 1 fighter, 1 infantry, 3 mech_infantrys and 1 tactical_bomber in Burma, round 3 : 3/8 hits, 2,83 expected hits Japanese roll dice for 6 armour in Burma, round 3 : 3/6 hits, 3,00 expected hits 2 mech_infantrys owned by the British and 1 infantry owned by the British lost in Burma 3 armour owned by the Japanese lost in Burma British roll dice for 2 artilleries, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Burma, round 4 : 1/5 hits, 2,17 expected hits Japanese roll dice for 3 armour in Burma, round 4 : 0/3 hits, 1,50 expected hits 1 armour owned by the Japanese lost in Burma British roll dice for 2 artilleries, 1 fighter, 1 mech_infantry and 1 tactical_bomber in Burma, round 5 : 3/5 hits, 2,17 expected hits Japanese roll dice for 2 armour in Burma, round 5 : 1/2 hits, 1,00 expected hits 1 artillery owned by the British lost in Burma 2 armour owned by the Japanese lost in Burma British win, taking Burma from Japanese with 1 artillery, 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 23 Casualties for British: 1 artillery, 1 fighter, 6 infantry and 2 mech_infantrys Casualties for Japanese: 1 aaGun, 7 armour, 2 artilleries and 2 mech_infantrys Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy Non Combat Move - British 1 fighter and 1 tactical_bomber moved from Burma to India 1 infantry moved from Tobruk to Alexandria 1 mech_infantry moved from Alexandria to Egypt 1 artillery, 4 infantry and 1 mech_infantry moved from Egypt to Trans-Jordan 3 infantry moved from Trans-Jordan to Iraq 3 infantry moved from Persia to Northwest Persia 1 fighter and 1 tactical_bomber moved from Greece to 99 Sea Zone 1 armour and 1 mech_infantry moved from Iraq to Eastern Persia 1 mech_infantry moved from Northwest Persia to Eastern Persia 1 artillery and 5 infantry moved from Iraq to Northwest Persia Place Units - British 3 submarines placed in 81 Sea Zone 2 artilleries and 1 infantry placed in Iraq 3 artilleries placed in Persia 1 destroyer placed in 106 Sea Zone Turn Complete - British Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 6,4 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3 British collect 34 PUs (2 lost to blockades); end with 34 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 37 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 40 PUs Objective British 2 Southern Europe Beach Head: British met a national objective for an additional 3 PUs; end with 43 PUs Place Units - UK_Pacific 3 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 9 PUs; end with 9 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 12 PUs Some Units in India change ownership: 3 infantry
Combat Hit Differential Summary :
Americans regular : -0,67 Italians regular : 0,17 Japanese regular : -1,50 Japanese AA : 0,33 British regular : 0,50
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RE: L24 BM4 GeneralDisarray (Axis) vs Roboto (Allies+22)
TripleA Turn Summary: French round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 artillery, 1 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 17 Sea Zone 1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima Combat - ANZAC Battle in Iwo Jima Non Combat Move - ANZAC 1 destroyer moved from 33 Sea Zone to 21 Sea Zone 1 destroyer and 2 submarines moved from 26 Sea Zone to 33 Sea Zone 1 artillery and 1 infantry moved from Queensland to 54 Sea Zone 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 artillery, 1 destroyer, 1 infantry, 2 submarines and 1 transport moved from 54 Sea Zone to 33 Sea Zone 1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands Place Units - ANZAC 1 artillery and 1 infantry placed in Queensland 1 transport placed in 54 Sea Zone 2 submarines placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 18 PUs; end with 18 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 27 PUs Combat Move - French Non Combat Move - French 2 infantry moved from 112 Sea Zone to Norway Turn Complete - French
Combat Hit Differential Summary :
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RE: L24 Avner - MrRoboto (L +18)
TripleA Turn Summary: Russians round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 8 Purchase Units - Russians Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Archangel to Belarus 1 infantry moved from Smolensk to Belarus 1 artillery and 1 fighter moved from Bryansk to Belarus 1 artillery, 3 infantry and 1 tactical_bomber moved from Bryansk to Western Ukraine Combat - Russians Battle in Western Ukraine Russians attack with 1 artillery, 3 infantry and 1 tactical_bomber Germans defend with 1 artillery and 2 infantry Russians roll dice for 1 artillery, 3 infantry and 1 tactical_bomber in Western Ukraine, round 2 : 1/5 hits, 1,50 expected hits Germans roll dice for 1 artillery and 2 infantry in Western Ukraine, round 2 : 1/3 hits, 1,00 expected hits 1 infantry owned by the Russians lost in Western Ukraine 1 infantry owned by the Germans lost in Western Ukraine Russians roll dice for 1 artillery, 2 infantry and 1 tactical_bomber in Western Ukraine, round 3 : 2/4 hits, 1,33 expected hits Germans roll dice for 1 artillery and 1 infantry in Western Ukraine, round 3 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Russians lost in Western Ukraine 1 artillery owned by the Germans and 1 infantry owned by the Germans lost in Western Ukraine Russians win, taking Western Ukraine from Germans with 1 artillery, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Russians: 2 infantry Casualties for Germans: 1 artillery and 2 infantry Battle in Belarus Russians attack with 1 artillery, 1 fighter and 2 infantry Germans defend with 2 mech_infantrys Russians roll dice for 1 artillery, 1 fighter and 2 infantry in Belarus, round 2 : 0/4 hits, 1,33 expected hits Germans roll dice for 2 mech_infantrys in Belarus, round 2 : 2/2 hits, 0,67 expected hits 2 infantry owned by the Russians lost in Belarus 1 fighter owned by the Russians retreated 1 artillery owned by the Russians retreated to Bryansk Germans win with 2 mech_infantrys remaining. Battle score for attacker is -6 Casualties for Russians: 2 infantry Non Combat Move - Russians 1 fighter moved from Belarus to Bryansk 2 aaGuns, 4 artilleries and 12 infantry moved from Russia to Bryansk 3 infantry moved from Vologda to Russia 1 tactical_bomber moved from Western Ukraine to Bryansk 1 infantry moved from Rostov to Bryansk 1 infantry moved from Volgograd to Rostov 2 infantry moved from Kweichow to Hunan Place Units - Russians 1 infantry placed in Volgograd 4 artilleries and 6 infantry placed in Russia Turn Complete - Russians Russians collect 29 PUs; end with 29 PUs Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 32 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 34 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 36 PUs
Combat Hit Differential Summary :
Germans regular : 1,67 Russians regular : -1,17
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RE: L24 BM4 GeneralDisarray (Axis) vs Roboto (Allies+22)
TripleA Turn Summary: UK_Pacific round 8
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 8 Purchase Units - Americans Americans buy 2 artilleries, 1 carrier, 4 fighters, 4 infantry, 1 submarine and 3 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 artillery and 3 infantry moved from Gibraltar to 91 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 91 Sea Zone to 112 Sea Zone 1 artillery moved from 112 Sea Zone to Norway 1 infantry moved from 112 Sea Zone to Denmark 1 infantry moved from 112 Sea Zone to Norway 1 infantry moved from 112 Sea Zone to Denmark 3 destroyers and 4 fighters moved from 110 Sea Zone to 112 Sea Zone 1 armour moved from Tunisia to Libya Americans take Libya from Italians 1 armour moved from Libya to Tunisia 1 mech_infantry moved from Caroline Islands to 33 Sea Zone 1 mech_infantry and 1 transport moved from 33 Sea Zone to 22 Sea Zone 1 mech_infantry moved from 22 Sea Zone to Marianas 5 fighters and 1 submarine moved from 33 Sea Zone to 32 Sea Zone Combat - Americans Battle in Denmark Battle in Norway Battle in Marianas Battle in 32 Sea Zone Americans attack with 5 fighters and 1 submarine Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 32 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits Americans roll dice for 5 fighters in 32 Sea Zone, round 2 : 3/5 hits, 2,50 expected hits Japanese roll dice for 1 destroyer in 32 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits 1 destroyer owned by the Japanese lost in 32 Sea Zone Americans win, taking Denmark from Germans, taking Norway from Germans, taking Marianas from Japanese with 5 fighters and 1 submarine remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - Americans 1 fighter moved from Western United States to Hawaiian Islands 1 fighter and 1 tactical_bomber moved from Wake Island to 33 Sea Zone 5 fighters moved from 32 Sea Zone to 33 Sea Zone 1 bomber moved from India to Egypt 5 aaGuns, 2 carriers, 8 infantry, 1 mech_infantry and 7 transports moved from 110 Sea Zone to 112 Sea Zone 1 submarine moved from 110 Sea Zone to 125 Sea Zone 2 submarines moved from 110 Sea Zone to 91 Sea Zone 1 fighter moved from Eastern United States to Gibraltar 2 artilleries and 6 infantry moved from Eastern United States to 101 Sea Zone 2 artilleries, 6 infantry, 1 submarine and 4 transports moved from 101 Sea Zone to 91 Sea Zone 2 artilleries and 6 infantry moved from 91 Sea Zone to Gibraltar Place Units - Americans 1 carrier, 1 submarine and 3 transports placed in 101 Sea Zone 2 artilleries, 4 fighters and 4 infantry placed in Eastern United States Turn Complete - Americans Americans collect 64 PUs; end with 64 PUs Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 69 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 79 PUs Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 84 PUs Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 89 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 94 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 99 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 104 PUs Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Turning on Edit Mode EDIT: Removing units owned by Americans from 37 Sea Zone: 1 destroyer EDIT: Adding units owned by Americans to 20 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode Chinese buy 1 artillery and 4 infantry; Remaining resources: 1 PUs; Combat Move - Chinese Place Units - Chinese 1 artillery and 4 infantry placed in Hopei Turn Complete - Chinese Chinese collect 14 PUs; end with 15 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 18 PUs Purchase Units - British British buy 3 artilleries, 1 fighter, 5 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 armour, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; Combat Move - British Non Combat Move - British 1 artillery and 2 mech_infantrys moved from Kiangsi to Kwangsi 1 artillery, 5 infantry and 1 mech_infantry moved from India to West India 6 infantry and 3 mech_infantrys moved from West India to Eastern Persia 1 infantry moved from Persia to Eastern Persia 1 bomber moved from Iraq to India 2 submarines moved from 81 Sea Zone to 80 Sea Zone 3 infantry moved from Anglo Egyptian Sudan to Egypt 1 fighter, 2 mech_infantrys and 1 tactical_bomber moved from Iraq to Egypt 2 artilleries and 17 infantry moved from Iraq to Trans-Jordan 1 infantry moved from Tobruk to Alexandria 2 fighters moved from Crete to Egypt 1 fighter moved from United Kingdom to Norway 5 aaGuns, 6 infantry and 1 mech_infantry moved from 112 Sea Zone to Norway Place Units - British 3 infantry placed in Iraq 3 artilleries placed in Egypt 2 infantry and 1 mech_infantry placed in Union of South Africa 1 fighter placed in United Kingdom Turn Complete - British British collect 36 PUs; end with 36 PUs Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 39 PUs Place Units - UK_Pacific 1 armour, 1 infantry and 3 mech_infantrys placed in India Turn Complete - UK_Pacific UK_Pacific collect 20 PUs; end with 20 PUs Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 23 PUs Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 3 PUs; end with 26 PUs Some Units in India change ownership: 1 armour, 1 infantry and 3 mech_infantrys
Combat Hit Differential Summary :
Americans regular : 0,17 Japanese regular : -0,33
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RE: L24 - BM4 - Ghostglider vs MrRoboto (+16)
TripleA Turn Summary: French round 12
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 12 Purchase Units - ANZAC ANZAC buy 1 carrier and 1 submarine; Remaining resources: 0 PUs; Combat Move - ANZAC 1 transport moved from 62 Sea Zone to 54 Sea Zone 2 infantry moved from Queensland to 54 Sea Zone 2 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone 2 infantry moved from 42 Sea Zone to Java Combat - ANZAC ANZAC creates battle in territory 6 Sea Zone Battle in Java Non Combat Move - ANZAC 1 submarine moved from 6 Sea Zone to 23 Sea Zone 1 submarine moved from 17 Sea Zone to 33 Sea Zone 3 destroyers, 3 submarines and 1 transport moved from 62 Sea Zone to 54 Sea Zone 1 submarine moved from 46 Sea Zone to 54 Sea Zone 1 submarine moved from 57 Sea Zone to 61 Sea Zone Place Units - ANZAC 1 carrier and 1 submarine placed in 54 Sea Zone Turn Complete - ANZAC ANZAC collect 15 PUs; end with 15 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 18 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs Combat Move - French Non Combat Move - French 2 artilleries and 5 infantry moved from Normandy Bordeaux to Southern France Turn Complete - French
Combat Hit Differential Summary :