@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
My TrippleA Edit Policy:
I prefer low luck games, read here why: https://www.axisandallies.org/forums/topic/39727/low-luck-explained-advertised/
@Myygames surrendered to @Arthur-Bomber-Harris in L22 OOB FINAL LL Myygames (X) VS ABH (L+50)
Masterfull played, hail to the OOB champion!
It is very sad to hear that trulpen has left us. I played him only twice, but the first game against him really changed the way I play this game forever. I contemplated for months how to counter his strategies. My fist game as allies against him was a complete loss, and I never learned so much again in a single game. He tought me the 111 BB retreat opening with extensive carrier builds on both boards afterwards. He beat me with a three Japanese AC build in 36 that enabled his planes to crush me. He had a way of playing G40 that was unique. tribute to trulpen, one of the greatest in this forum!
May he rest in peace.
Check out these strategy articles:
https://www.axisandallies.org/forums/post/1397227
Some comments from my side:
Your game is not optimal but far from being screwed. some thoughts for your US3 turn
Just some suggestions from a quick view. good luck to you!
I Must say I am also Not 100% sure I understand the issue. I leave it to @gamerman01 to Decide.
As Martin Said we agreed on a bid but have Not started yet.
Just let me know whom I am against and I will go for it.
Besides that I love martins statement:
@martin said in Post League Game Results Here:
I don’t care who I am crushing, and I also never remember the names. LOL ;-)
Just have fun;-)
This is an exciting topic! And one that can be debated for ages I guess ;-) Nevertheless, I would like to give some thoughts into that.
First of all, I agree that the allies need a high bid in this game, obviously.
@simon33 said in crockett36 - Allies need bigger bids in all versions:
The longer people play this game the more the Axis seems to be favoured. Allies benefit from Axis mistakes or dicings a lot though.
And it is also true, that the game changed with the strategies that players employed over the years. If I remember correctly people saw the Allies in huge favour some ten years ago, nowadays this has completely turned. So the “fair” bid, meaning a bid that equals chances to win the game between players of equal strength, is also a kind of a flow, depending on what gamers call the “Meta”, the current strategies out there and employed by players.
My experience is also that not all players adapt correctly to this flow. Many players do not judge correctly what would be fair and what they need as allies to win a game. The problem here is perception. A bid of 30-40 is NOT a high bid, it is in fact pretty low. And many players do seem not to have realized that. So advising new players to target higher bids in their games will definitely help them.
The final bid of a game, the agreed bid, is from my point of view, also a projection of how both players view each other in terms of playing skill. If I think I am the better player, I am tempted to bid lower for the Allies, because I think I can still beat my oponent.
@crockett36 said in crockett36 - Allies need bigger bids in all versions:
would i be wrong in saying, the best players are giving the bid away and playing the axis?!
And the wrong perception is probably also the reason for that statement, the fact that the better players like Andrew playing the Axis far more often than the Allies. Is that the fault of the better player? Not sure… let us view this from another angle: If I bid 30 to play Allies against my opponent, I am basically telling him that I think I am the better player, because I can even win with 30 against his Axis. Question here is: Why does my opponent not read this correctly and let me play Allies with 30, a bid that is pretty low? This would actually even out the skill (given that I am indeed the better player in this example…). My answer is perception here, as stated above. Many players still think that 30 additional IPC is a lot of stuff, and that they can get the advantage with it… but no, it’s not.
Following that logic, if all players had a better perception of what is “fair”, the better players would far more often play the Allies than the Axis (which is not the case, see Andrews post). So go on, shout it out to everyone: The Allies need bigger bids! We need to change peoples perception of that (and not enforce it with rules).
@crockett36 said in crockett36 - Allies need bigger bids in all versions:
I would recommend a bid that is also logical, reasonable AND historical. Dump it in the US fleet or the Chinese and Russian armies. OR change bid placement rules. Which are reasonable, but arbitrary. OR ask Andrew for a 30 ipc Allied bid placement and go from there.
I am actually against any proposal that will tell me what to bid. I think that the bid for the Allies is the one option, where the Allies can set a tone in the beginning of the game, where they can chose what is important. Other than only reacting this enables them to chose the battleground, at least in some limited places of the board. If you come up with fixed units, the Allied player will not be able to do this. I think we should not discourage allied creativity, and each player should come up with his own thoughts on how the IPCs given can be used best to stop the Axis.
Just my 10 cents…
Congratulations to @AndrewAAGamer for the win and @oysteilo for survining that Long! Really hard and Long battle fought here!
@crockett36 not sure if you saw my post?
What if I proposed a game to you: We both roll a die, if you are higher you win, if I roll higher I win, if we both roll the same we call it a draw. What? You don’t like it? Purely luck? - Yeah, I think the same…
The fact that luck is determining the outcome of games is something that I do not like in general. In my opinion a game outcome should be much more determined by the decisions the players take, by the strategy and tactics they apply then by a random factor. And while I admit that some random factor is needed in all games in order to bring variance, I think that the dice have too much impact in Axis and Allies games.
As you might have guessed by now, I am a big fan of the Low Luck variant of Axis and Allies. I have noted that many players do not like this variant, and I wonder why. So I want to take the opportunity to explain -and advertise!- this variant here. I will go through it in three sections, staring with explaining the Low Luck Principle, then the options the TrippleA engine holds for us, and in the end explaining some Implications to the game and my personal opinion. Feel free to comment, add or disagree with me!
Please not that all my examples relate to G40 OOB rules.
A. The Low Luck Principle
The Low Luck variant uses the expected result as basis for a combat outcome. It directly applies the expected number of hits from your units in the battle, instead of rolling for each unit. Dice are only rolled in case the expected result is not a full hit. By doing this, the expected result does not change, but the variance of the results is much more limited.
To determine the number of hits in a round of battle the total power of a combatant is determined by summing up the (offensive or defensive) strengthes of its units (e.g. for 2 tanks and 1 fighter attacking that would be 9 = 3 + 3 + 3). The statistical expectation is that you score one hit for every 6 total strength you have (e.g. in above example that would be 1.5). The Low Luck calculation consequently applies an automatic hit for every 6 points of total power. For the remaining power, that cannot be divided by 6, a dice is rolled to determine if a hit is scored (e.g. in above example that would be on dice with hit at 3).
Examples
The Low Luck principle can be applied for all units that target the same set of enemy units. In my playgroup we are applying it whenever possible, e.g. also for offshore bombardment and strategic bombing raids. In TrippleA not all of this can be handeled, but I will explain now what options are there in our beloved game engine.
B. TrippleA Low Luck Options
There are several options to implement the Low Luck principle into your TrippleA game, all available at the start of the game through Map Options. I will give an overview on how trippleA behaves with these options (based on my experience / version - 2.5.22294)
This option will generally apply the Low Luck principle to all of your sea and land combats. A little exception is the behaviour of submarine and offshore bombardment. Note that this option includes air battles prior to strategic bombing raids and AA defense of complexes, but not the raid damage.
Here some remarks how the engine handeles combats:
a) Submarines will always rolled seperately. This applies for all combats, no matter if destroyers or planes are involved. Nevertheless, if several submarines are present the Low Luck principle will be applied to them (e.g. two subs roll one dice at 4).
b) Planes will be rolled seperately from naval units if enemy submarines are present and no friendly destroyer present (since the planes cannot hit the subs in that case).
c) Offshore bombardment will always be rolled seperately, if several ships bombard the Low Luck principle will be applied to them (e.g. two cruisers score an automatic hit).
d) Air battles prior to strategic bombing raids will be treated with Low Luck, e.g. 4 bombers participating in an air battler will roll one dice at 4 to hit.
This option will apply the Low Luck principle to all Anti Aircraft Guns. This means 1 AA hits at a 3, two AA score an automatic hit (provided that there are enough planes attacking). If not ticked AAA will each be rolled seprately with hits at 1.
This option will apply the Low Luck principle for the damage done by strategic bombing raids, in particulary result in an average damage each time. This option will limit the damage done to a facility by a successfull raider to 5 or 6 damage for strategic bombers and 3 or 4 damage for tactical bombers
The engine will roll a dice for each bombing plane: 1-3 will result in the lower damage and 4-6 in the higher damage.
This option will apply the Low Luck principle to your tech rolls. This means you have only one roll to determine if ou get a tech. It also means that you can spend 30 IPC to buy 6 tokens and get an automatic tech (Not sure what happens if you spend more - who does that anyways??). Rolls on the tech charts, to determine which tech you have developed is performed as normal.
Just want to mention here that the trippleA battle calculator can calculate also Low Luck combat.
C. Implications to the Game
In this section I will give some remarks from my experience how the game changes with Low Luck. I actually think that the changes are not that big, given that the majority of the rules still apply. Nevertheless I have noted some behaviours with my own play that I would like to share.
a) Less need for overwhelming forces. Probably the biggest impact I notice is that with Low Luck you have less need to bring overwhelming forces. In normal dice games there is a high variance of results, and the only way to mitigate unpleasant results is to increase the numbers considerably above the number needed in average. This is not true in Low Luck games. At some point your odds will be at 100%, and adding more units will only impact the expected amounts of losses, not the result itself.
The reduced need of overwhelming forces applies for both offense and defense.
b) More predictable leftovers. In Low Luck games you can much more reliable calculate which forces will remain after the battle. This often leaves you in a position to additionaly understand if the remaining forces are enough to survive counter attacks, and integrate that into your decision whether or not to do an attack.
c) Calculated losses. When planning your Low Luck attack you are often able to guarantee that you are not losing any valuable units such as planes. If you are e.g. attacking 6 Infantries with 2 Infantries and enough planes you will not lose any of your planes, guaranteed.
d) Secure trade of territories. With Low Luck the trading of territories is reliable. If you e.g. attack a territory containing 1 enemy Infantry with 2 Infantries and a bomber you are guaranteed that you will conquer it, and you can reliably block enemies there next turn e.g. from blizzing through it, or stacking planes there.
D. Some Personal Opinion
Does Low Luck favour Allies or Axis?
Thats the usual question I get when discussion this option, and, honestly, I am not so sure here. Reviewing the above mentioned game implications I tend to say that Low Luck favours the allies more in the beginning, but this gets less and less during the game. This is, because in the beginning the axis has more potential to bring overwhelming forces (e.g. against china or russia) to level out the luck than the allies have. On the other hand, the allies are given better opportunity to hold precious spots (e.g. sea zones) with a marginal edge. Secure territory trading is something that is valuable for both, but also favours the allies I would say. Burma comes to my mind, which can be really game changing of you fail to trade as UK. Being able to more percisely predict the leftovers in a battle is clearly in favour of the axis. Overall, I tend to bid slightly less for Low Luck games than with usual dice.
So why do I like Low Luck?
Let me explain with an example: Let’s say I am Japan and have brought 10 tanks to attack India, which is guarded by 10 Infantry. With normal dice I have a chance of around 85%, with an average of 4 tanks left. That is a decent chance, but it does also imply that I will lose this battle every 6th time. Reflecting that, I think it is not fair. I have invested a lot in that situation, but the result of dices might still deny me my prize. Not only have I invested twice the amount of IPC than india, I have also build the tanks, moved them, and - most importently - I have played the game in a way that allows me to make this attack against an overwhelmed foe now. In being able to make this attack I have demonstrated a tactical skill that should now pay off. If the dice decided that I will lose all tanks in round one (which is possible) I will feel cheated.
Another example: Let’s say you are Japan and you have managed to outbuild my american fleet in the pacific. You have involved the allies in a lot of small battles that lead to the american fleet becoming smaller and smaller and now you have made a huge fleetpurchase in SZ6 and have a fleet there that is outnumbering mine Hawaii by far. Now I, realizing that I will lose the game, throw all my units into a desperate last assult against SZ6 that has merly 10% of success chance, and -guess what- I win and sink your fleet. Doesn’t that feel cheesy?
In my opinion this game is about strategy, about tactic and about using the rules and the map to your advantage. Dice can screw that all, even if you are the master tactican. And in the end, when being diced, I have also invested a lot of time into a game. I can stand losing because someone is better, but not because someone is luckier. I think dice should have less influence on results in this game. I think Low Luck makes the game a better game.
During my time here I have realized that many of you think otherwise. I would be interested to understand why you have such a different perception than I have, and what you like or dont like of the Low Luck concept. Feel free to express your toughts and feedback!
Thanks for reading this far and… Good Luck to you!
@trulpen said in L21 #1 trulpen (X) vs Myygames (A+45) OOB LL:
You’ll have to excuse me, but I’m not so used to OOB anymore. Remembered in the middle of the turn that there’s no draw-back in DOWing against Russia (big difference to BM3), so restarted the turn with that change. Then of course messed up tr-movement (took the wrong one to Siberia), so did some adjustment during NCM.
Yey, no drawback on attacking russia, only the mongolian terretorries.
Thats why I dont play varaints: too many rules to remember :-)
By the way, I do not mind editing, f you did a mistake. As long as there are no relevant dice rolled my proposal is that edist are ok. especially as allies, I will need to fix things in the UK turn that I m,essed up with US :-)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 1
Purchase Units - Italians
Italians buy 2 mech_infantrys; Remaining resources: 2 PUs;
Combat Move - Italians
1 battleship and 1 cruiser moved from 97 Sea Zone to 93 Sea Zone
1 submarine moved from 95 Sea Zone to 96 Sea Zone
2 fighters moved from Southern Italy to 96 Sea Zone
1 artillery and 1 infantry moved from Libya to Tunisia
2 artilleries and 1 infantry moved from Northern Italy to Southern France
1 infantry moved from Northern Italy to Southern France
2 infantry moved from Southern Italy to 97 Sea Zone
2 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Gibraltar
1 cruiser and 1 destroyer moved from 95 Sea Zone to 93 Sea Zone
1 armour and 1 mech_infantry moved from Tobruk to Tunisia
1 infantry moved from Italian Somaliland to British Somaliland
1 artillery and 2 infantry moved from Ethiopia to British Somaliland
1 bomber moved from Northern Italy to Southern France
Combat - Italians
Battle in Gibraltar
Battle in British Somaliland
Italians attack with 1 artillery and 3 infantry
British defend with 1 artillery and 1 infantry
Italians roll dice for 1 artillery and 3 infantry in British Somaliland, round 2 : 3/4 hits, 1,00 expected hits
British roll dice for 1 artillery and 1 infantry in British Somaliland, round 2 : 0/2 hits, 0,67 expected hits
1 artillery owned by the British and 1 infantry owned by the British lost in British Somaliland
Italians win, taking Gibraltar from British, taking British Somaliland from British with 1 artillery and 3 infantry remaining. Battle score for attacker is 7
Casualties for British: 1 artillery and 1 infantry
Battle in 96 Sea Zone
Italians attack with 2 fighters and 1 submarine
British defend with 1 cruiser
Italians roll dice for 1 submarine in 96 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
Italians roll dice for 2 fighters in 96 Sea Zone, round 2 : 2/2 hits, 1,00 expected hits
British roll dice for 1 cruiser in 96 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
1 cruiser owned by the British lost in 96 Sea Zone
Italians win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12
Casualties for British: 1 cruiser
Battle in 93 Sea Zone
Italians attack with 1 battleship, 2 cruisers and 1 destroyer
French defend with 1 cruiser and 1 destroyer
Italians roll dice for 1 battleship, 2 cruisers and 1 destroyer in 93 Sea Zone, round 2 : 3/4 hits, 2,00 expected hits
French roll dice for 1 cruiser and 1 destroyer in 93 Sea Zone, round 2 : 1/2 hits, 0,83 expected hits
Units damaged: 1 battleship owned by the Italians
1 destroyer owned by the French and 1 cruiser owned by the French lost in 93 Sea Zone
Italians win, taking 93 Sea Zone from Neutral with 1 battleship, 2 cruisers and 1 destroyer remaining. Battle score for attacker is 20
Casualties for French: 1 cruiser and 1 destroyer
Battle in Tunisia
Italians attack with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
French defend with 1 infantry
Italians roll dice for 1 armour, 1 artillery, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 1/4 hits, 1,33 expected hits
French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the French lost in Tunisia
Italians win, taking Tunisia from French with 1 armour, 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Southern France
Italians attack with 2 artilleries, 1 bomber and 2 infantry
French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Italians roll dice for 2 artilleries, 1 bomber and 2 infantry in Southern France, round 2 : 4/5 hits, 2,00 expected hits
French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 2/2 hits, 0,67 expected hits
1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Southern France
1 infantry owned by the French and 1 artillery owned by the French lost in Southern France
Italians win, taking Southern France from French with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Italians: 1 artillery and 1 infantry
Casualties for French: 1 artillery and 1 infantry
Non Combat Move - Italians
1 bomber moved from Southern France to Southern Italy
2 fighters moved from 96 Sea Zone to Southern Italy
2 infantry moved from Albania to Bulgaria
1 armour moved from Albania to Romania
1 armour moved from Northern Italy to Slovakia Hungary
1 transport moved from 95 Sea Zone to 93 Sea Zone
1 artillery and 2 infantry moved from Tobruk to Libya
1 infantry moved from Tobruk to Libya
1 aaGun moved from Northern Italy to Southern France
1 aaGun moved from Northern Italy to Southern Italy
Place Units - Italians
2 mech_infantrys placed in Northern Italy
Turn Complete - Italians
Italians collect 14 PUs; end with 16 PUs
Combat Hit Differential Summary :
French regular : 1,17
Italians regular : 5,33
British regular : -1,17
@crockett36 that does not work for me. the “safegame” seems to be a picture? I do something wromng?
@crockett36 not sure if you saw my post?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 fighter, 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 destroyer moved from 54 Sea Zone to 44 Sea Zone
Combat - ANZAC
Battle in 44 Sea Zone
ANZAC attack with 1 destroyer
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 44 Sea Zone
ANZAC win, taking 44 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Non Combat Move - ANZAC
1 aaGun and 1 infantry moved from Dutch New Guinea to New Guinea
2 fighters moved from Queensland to Caroline Islands
1 cruiser and 1 submarine moved from 62 Sea Zone to 33 Sea Zone
1 mech_infantry moved from New South Wales to Queensland
2 infantry moved from Egypt to Trans-Jordan
Place Units - ANZAC
1 submarine placed in 62 Sea Zone
1 fighter and 1 mech_infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs
Combat Move - French
Non Combat Move - French
1 infantry moved from Trans-Jordan to Syria
1 infantry moved from French Central Africa to French Equatorial Africa
1 destroyer moved from 79 Sea Zone to 77 Sea Zone
1 fighter moved from 92 Sea Zone to Egypt
Turn Complete - French
Combat Hit Differential Summary :
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 armour, 1 bomber, 1 destroyer, 1 infantry and 7 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 armour and 2 infantry moved from Ukraine to Rostov
4 armour and 8 mech_infantrys moved from Bryansk to Rostov
1 armour and 2 mech_infantrys moved from Bryansk to Rostov
2 infantry moved from Bryansk to Tambov
3 tactical_bombers moved from Bryansk to Tambov
2 tactical_bombers moved from Bessarabia to Tambov
2 fighters moved from Bessarabia to Tambov
1 mech_infantry moved from Novgorod to Nenetsia
Germans take Nenetsia from Russians
1 submarine moved from 125 Sea Zone to 113 Sea Zone
Combat - Germans
Battle in Tambov
Germans attack with 2 fighters, 2 infantry and 5 tactical_bombers
Russians defend with 4 infantry
Germans roll dice for 2 fighters, 2 infantry and 5 tactical_bombers in Tambov, round 2 : 4/1 hits, 4,17 expected hits
Russians roll dice for 4 infantry in Tambov, round 2 : 1/1 hits, 1,33 expected hits
4 infantry owned by the Russians and 1 infantry owned by the Germans lost in Tambov
Germans win, taking Tambov from Russians with 2 fighters, 1 infantry and 5 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Germans: 1 infantry
Casualties for Russians: 4 infantry
Battle in Rostov
Germans attack with 6 armour, 2 infantry and 10 mech_infantrys
Russians defend with 4 infantry
Germans roll dice for 6 armour, 2 infantry and 10 mech_infantrys in Rostov, round 2 : 5/0 hits, 5,00 expected hits
Russians roll dice for 4 infantry in Rostov, round 2 : 2/1 hits, 1,33 expected hits
4 infantry owned by the Russians and 2 infantry owned by the Germans lost in Rostov
Germans win, taking Rostov from Russians with 6 armour and 10 mech_infantrys remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Casualties for Russians: 4 infantry
Non Combat Move - Germans
2 artilleries and 8 infantry moved from Ukraine to Bryansk
6 artilleries and 8 infantry moved from Belarus to Bryansk
1 armour and 1 mech_infantry moved from Novgorod to Bryansk
1 infantry moved from Novgorod to Archangel
2 fighters moved from Tambov to Bryansk
1 armour and 9 mech_infantrys moved from Eastern Poland to Bryansk
1 aaGun moved from Ukraine to Rostov
2 fighters moved from Alexandria to Southern Italy
2 infantry moved from Western Germany to 113 Sea Zone
2 infantry moved from 113 Sea Zone to Norway
1 aaGun and 3 infantry moved from Finland to Norway
2 mech_infantrys moved from Belarus to Rostov
2 mech_infantrys moved from Belarus to Rostov
2 mech_infantrys moved from Bryansk to Rostov
1 armour moved from Belarus to Bryansk
2 tactical_bombers moved from Tambov to Bryansk
2 tactical_bombers moved from Tambov to Ukraine
2 mech_infantrys moved from Bryansk to Rostov
1 tactical_bomber moved from Tambov to Ukraine
1 artillery and 1 infantry moved from France to Western Germany
2 armour moved from Bryansk to Rostov
1 armour moved from Bryansk to Rostov
Place Units - Germans
1 armour and 2 mech_infantrys placed in Ukraine
1 infantry and 2 mech_infantrys placed in Novgorod
1 destroyer placed in 113 Sea Zone
1 bomber and 3 mech_infantrys placed in Western Germany
Turn Complete - Germans
Germans collect 50 PUs (2 lost to blockades); end with 50 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Combat Hit Differential Summary :
Russians regular : 0,33
Germans regular : -0,17
You will love it: not a single edit!
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 2
Purchase Units - Americans
Americans buy 1 carrier, 4 fighters and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 bomber moved from Gibraltar to Southern France
1 fighter moved from Midway to 16 Sea Zone
1 fighter moved from 26 Sea Zone to 16 Sea Zone
2 fighters moved from Queensland to Caroline Islands
1 battleship, 2 cruisers and 1 destroyer moved from 26 Sea Zone to 33 Sea Zone
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 33 Sea Zone
1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands
Combat - Americans
Strategic bombing raid in Southern France
Italians roll AA dice in Southern France : 0/1 hits, 0,17 expected hits
Bombing raid in Southern France rolls: 6 and causes: 6 damage to unit: factory_minor
Bombing raid in Southern France causes 6 damage total.
Battle in 16 Sea Zone
Americans attack with 2 fighters
Japanese defend with 1 destroyer
Americans roll dice for 2 fighters in 16 Sea Zone, round 2 : 1/0 hits, 1,00 expected hits
Japanese roll dice for 1 destroyer in 16 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
1 destroyer owned by the Japanese lost in 16 Sea Zone
Americans win with 2 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in Caroline Islands
Americans attack with 1 artillery, 2 fighters and 1 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Japanese roll AA dice in Caroline Islands : 0/1 hits, 0,33 expected hits
Americans roll dice for 1 battleship and 1 cruiser in Caroline Islands, round 2 : 1/1 hits, 1,17 expected hits
Americans roll dice for 1 artillery, 2 fighters and 1 infantry in Caroline Islands, round 2 : 1/1 hits, 1,67 expected hits
Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 2 : 1/1 hits, 0,67 expected hits
1 infantry owned by the Americans lost in Caroline Islands
1 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Caroline Islands
Americans roll dice for 1 artillery and 2 fighters in Caroline Islands, round 3 : 1/1 hits, 1,33 expected hits
Japanese roll dice for 1 infantry in Caroline Islands, round 3 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Caroline Islands
Americans win, taking Caroline Islands from Japanese with 1 artillery and 2 fighters remaining. Battle score for attacker is 8
Casualties for Americans: 1 infantry
Casualties for Japanese: 1 aaGun and 2 infantry
Non Combat Move - Americans
2 fighters moved from Caroline Islands to 33 Sea Zone
1 carrier and 1 submarine moved from 26 Sea Zone to 33 Sea Zone
1 aaGun and 1 infantry moved from Western United States to 10 Sea Zone
1 aaGun, 1 carrier, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
1 mech_infantry moved from Central United States to 101 Sea Zone
1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone
1 mech_infantry moved from 86 Sea Zone to Brazil
Americans take Brazil from Neutral_Allies
1 artillery, 1 carrier, 2 fighters, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from 91 Sea Zone to Gibraltar
1 infantry and 1 mech_infantry moved from Morocco to Algeria
1 transport moved from 91 Sea Zone to 92 Sea Zone
1 bomber moved from Southern France to Algeria
1 fighter moved from 16 Sea Zone to 26 Sea Zone
1 fighter moved from 16 Sea Zone to Midway
Place Units - Americans
1 carrier placed in 10 Sea Zone
2 transports placed in 101 Sea Zone
3 fighters placed in Eastern United States
1 fighter placed in Western United States
Turn Complete - Americans
Americans collect 52 PUs; 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 5 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
1 fighter and 2 infantry moved from Szechwan to Yunnan
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/1 hits, 0,83 expected hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan 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 Yunnan to Szechwan
2 infantry moved from Shensi to Tsinghai
Place Units - Chinese
1 infantry placed in Tsinghai
4 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 6 PUs; end with 7 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
Purchase Units - British
British buy 1 carrier, 1 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 fighter and 1 tactical_bomber moved from Egypt to Iraq
1 infantry moved from Persia to Iraq
1 fighter and 1 tactical_bomber moved from India to Iraq
1 fighter moved from India to Shan State
2 infantry moved from Malaya to Shan State
Combat - British
Battle in Iraq
British attack with 2 fighters, 1 infantry and 2 tactical_bombers
Neutral_Axis defend with 3 infantry
British roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Iraq, round 2 : 3/1 hits, 2,50 expected hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 1/0 hits, 1,00 expected hits
1 infantry owned by the British lost in Iraq
3 infantry owned by the Neutral_Axis lost in Iraq
British win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for British: 1 infantry
Casualties for Neutral_Axis: 3 infantry
Battle in Shan State
British attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
British roll dice for 1 fighter and 2 infantry in Shan State, round 2 : 1/1 hits, 0,83 expected hits
Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0,33 expected hits
1 infantry owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - British
1 fighter moved from Shan State to India
1 aaGun and 1 infantry moved from Burma to India
4 mech_infantrys moved from India to Eastern Persia
1 infantry moved from Eastern Persia to Persia
1 artillery and 2 infantry moved from Persia to Northwest Persia
1 destroyer moved from 39 Sea Zone to 80 Sea Zone
1 transport moved from 76 Sea Zone to 71 Sea Zone
2 infantry moved from Rhodesia to Union of South Africa
1 transport moved from 80 Sea Zone to 76 Sea Zone
1 artillery moved from Ethiopia to 76 Sea Zone
1 artillery and 1 transport moved from 76 Sea Zone to 81 Sea Zone
2 cruisers and 1 destroyer moved from 76 Sea Zone to 81 Sea Zone
1 mech_infantry moved from Ethiopia to Egypt
1 artillery moved from 81 Sea Zone to Egypt
1 fighter and 1 tactical_bomber moved from Iraq to Egypt
1 fighter and 1 tactical_bomber moved from Iraq to Persia
2 fighters moved from 91 Sea Zone to Algeria
1 submarine moved from 91 Sea Zone to 92 Sea Zone
1 bomber moved from Eastern United States to Algeria
1 armour, 1 artillery and 2 infantry moved from Eastern United States to 101 Sea Zone
1 destroyer moved from 106 Sea Zone to 91 Sea Zone
1 battleship, 1 cruiser and 1 destroyer moved from 118 Sea Zone to 103 Sea Zone
1 infantry moved from Egypt to Trans-Jordan
Place Units - British
3 mech_infantrys placed in Union of South Africa
1 carrier and 1 submarine placed in 81 Sea Zone
1 infantry placed in Egypt
Turn Complete - British
British collect 31 PUs; end with 31 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 36 PUs
Place Units - UK_Pacific
1 artillery, 1 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 10 PUs; end with 10 PUs
Some Units in India change ownership: 1 artillery, 1 infantry and 1 mech_infantry
Combat Hit Differential Summary :
Chinese regular : 0,17
Americans regular : -1,17
Japanese regular : -1,00
Japanese AA : -0,33
Neutral_Axis regular : 0,00
British regular : 0,67
Italians AA : -0,17
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 carrier and 1 fighter; Remaining resources: 0 PUs;
Combat Move - Italians
2 fighters moved from Alexandria to Egypt
1 bomber moved from Southern Italy to Egypt
1 artillery and 2 infantry moved from Italian Somaliland to Ethiopia
Combat - Italians
Air Battle in Egypt
Italians attacks with 3 units heading to Egypt
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Egypt
British roll AA dice in Egypt : 1/1 hits, 0,17 expected hits
1 bomber killed by AA
Bombing raid in Egypt causes 0 damage total.
Battle in Ethiopia
Italians attack with 1 artillery and 2 infantry
British defend with 2 infantry
Italians roll dice for 1 artillery and 2 infantry in Ethiopia, round 2 : 1/1 hits, 0,83 expected hits
British roll dice for 2 infantry in Ethiopia, round 2 : 1/1 hits, 0,67 expected hits
1 infantry owned by the British and 1 infantry owned by the Italians lost in Ethiopia
Italians roll dice for 1 artillery and 1 infantry in Ethiopia, round 3 : 1/1 hits, 0,67 expected hits
British roll dice for 1 infantry in Ethiopia, round 3 : 1/1 hits, 0,33 expected hits
1 infantry owned by the British and 1 infantry owned by the Italians lost in Ethiopia
Italians win, taking Ethiopia from British with 1 artillery remaining. Battle score for attacker is 0
Casualties for Italians: 2 infantry
Casualties for British: 2 infantry
Cleaning up after air battles
Non Combat Move - Italians
1 armour, 1 artillery, 5 infantry and 1 mech_infantry moved from Alexandria to Tobruk
2 fighters moved from Egypt to 97 Sea Zone
1 infantry moved from Bulgaria to Albania
1 mech_infantry moved from Yugoslavia to Bessarabia
1 armour moved from Eastern Poland to Bryansk
1 mech_infantry moved from Belarus to Bryansk
1 aaGun, 1 artillery and 3 infantry moved from Northern Italy to Southern Italy
1 infantry moved from Holland Belgium to France
1 infantry moved from Bulgaria to Albania
Place Units - Italians
1 carrier placed in 97 Sea Zone
1 fighter placed in Southern Italy
Turn Complete - Italians
Italians collect 21 PUs; end with 21 PUs
Combat Hit Differential Summary :
Italians regular : 0,50
British AA : 0,83
British regular : 1,00