TWW 3.0.0.6 Gully (al) vs redrum (ax)
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TripleA Manual Gamesave Post: Usa round 8
TripleA Manual Gamesave Post for game: Total World War: December 1941 3.0, version: 3.0.0.6
Game History
Round: 8 Research Technology - Usa Usa rolls : 1/1 hits, 0,00 expected hits Usa removing all Technology Tokens after successful research. Usa discover ImprovedDestroyers Combat Move - Usa Trigger americanMecht3: Setting isLandTransportable to false for unitAttachment attached to americanMech.Infantry Trigger americanHvyTank1: Setting isLandTransportable to false for unitAttachment attached to americanHeavyTank Trigger americanTank1: Setting isLandTransportable to false for unitAttachment attached to americanTank Trigger americanAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra1: Setting attack to 1 for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to americanAirTransport Trigger SovietFarEastLLUsa1: Usa takes ownership of territory Soviet Far East Trigger ArchangelLLUsa1: Usa takes ownership of territory Archangel Trigger MurmanskLLUsa1: Usa takes ownership of territory Murmansk 2 americanCombatEngineers, 4 americanInfantrys and 1 americanParatrooper moved from Bonin Island to 119 Sea Zone 1 americanCarrier, 2 americanDestroyers, 1 americanNavalFighter and 2 americanSubmarines moved from 108 Sea Zone to 99 Sea Zone 4 americanCarriers, 2 americanCombatEngineers, 1 americanCruiser, 1 americanDestroyer, 4 americanInfantrys, 8 americanNavalFighters, 1 americanParatrooper, 1 americanSubmarine and 4 americanTransports moved from 119 Sea Zone to 99 Sea Zone 2 americanNavalFighters moved from Hawaiian Islands to 99 Sea Zone 2 americanNavalFighters moved from Alaska to 99 Sea Zone 1 americanFighter moved from Wake Island to 99 Sea Zone 1 americanStrategicBomber moved from Gibraltar to Tunisia 2 americanSubmarines moved from 120 Sea Zone to 99 Sea Zone 2 americanCombatEngineers, 4 americanInfantrys and 1 americanParatrooper moved from 99 Sea Zone to TokyoCombat Hit Differential Summary :
Usa rolls : : 1,00 -
@redrum forgot to unload to Tokio
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@Gully Max scramble to sz99 and max defense which should be subs, transports, destroyers, carriers, damage BB, BB, naval fighters. If Japan is clearly going to win then save BB til the end instead.
I guess this is your all-in move?
As if the USA loses this, its pretty bleak for them. -
@redrum: pretty much. Your subs hit so I lost a transport and edited it back in in NCM.
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Game History
Round: 8 Research Technology - Usa Usa rolls : 1/1 hits, 0,00 expected hits Usa removing all Technology Tokens after successful research. Usa discover ImprovedDestroyers Combat Move - Usa Trigger americanMecht3: Setting isLandTransportable to false for unitAttachment attached to americanMech.Infantry Trigger americanHvyTank1: Setting isLandTransportable to false for unitAttachment attached to americanHeavyTank Trigger americanTank1: Setting isLandTransportable to false for unitAttachment attached to americanTank Trigger americanAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra1: Setting attack to 1 for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to americanAirTransport Trigger SovietFarEastLLUsa1: Usa takes ownership of territory Soviet Far East Trigger ArchangelLLUsa1: Usa takes ownership of territory Archangel Trigger MurmanskLLUsa1: Usa takes ownership of territory Murmansk Trigger americanMecht4: Setting isLandTransportable to true for unitAttachment attached to americanMech.Infantry Trigger americanHvyTank2: Setting isLandTransportable to true for unitAttachment attached to americanHeavyTank Trigger americanTank2: Setting isLandTransportable to true for unitAttachment attached to americanTank 2 americanCombatEngineers, 4 americanInfantrys and 1 americanParatrooper moved from Bonin Island to 119 Sea Zone 1 americanCarrier, 2 americanDestroyers, 1 americanNavalFighter and 2 americanSubmarines moved from 108 Sea Zone to 99 Sea Zone 4 americanCarriers, 2 americanCombatEngineers, 1 americanCruiser, 1 americanDestroyer, 4 americanInfantrys, 8 americanNavalFighters, 1 americanParatrooper, 1 americanSubmarine and 4 americanTransports moved from 119 Sea Zone to 99 Sea Zone 2 americanNavalFighters moved from Hawaiian Islands to 99 Sea Zone 2 americanNavalFighters moved from Alaska to 99 Sea Zone 1 americanFighter moved from Wake Island to 99 Sea Zone 1 americanStrategicBomber moved from Gibraltar to Tunisia 2 americanSubmarines moved from 120 Sea Zone to 99 Sea Zone 2 americanCombatEngineers, 4 americanInfantrys and 1 americanParatrooper moved from 99 Sea Zone to Tokyo Combat - Usa Usa creates battle in territory 109 Sea Zone Japan scrambles 2 units out of Kyushu Shikoku to defend against the attack in 99 Sea Zone Japan scrambles 2 units out of Tokyo to defend against the attack in 99 Sea Zone Japan scrambles 4 units out of Japan to defend against the attack in 99 Sea Zone Strategic bombing raid in Tunisia Bombing raid in Tunisia rolls: 2 and causes: 2 damage to unit: Rail Bombing raid in Tunisia causes 2 damage total. Battle in 99 Sea Zone Usa attack with 5 americanCarriers, 1 americanCruiser, 3 americanDestroyers, 1 americanFighter, 13 americanNavalFighters, 5 americanSubmarines and 4 americanTransports Japan defend with 1 japaneseBattleship, 2 japaneseCarriers, 10 japaneseDestroyers, 12 japaneseNavalFighters, 3 japaneseSubmarines and 2 japaneseTransports DepthChargeAttack fire in 99 Sea Zone : 1/1 hits, 0,25 expected hits 1 japaneseSubmarine owned by the Japan lost in 99 Sea Zone Usa roll dice for 5 americanSubmarines in 99 Sea Zone, round 2 : 1/1 hits, 1,25 expected hits Japan roll dice for 2 japaneseSubmarines in 99 Sea Zone, round 2 : 1/1 hits, 0,17 expected hits 1 americanTransport owned by the Usa lost in 99 Sea Zone 1 americanParatrooper owned by the Usa lost in Tokyo Usa roll dice for 5 americanCarriers, 1 americanCruiser, 3 americanDestroyers, 1 americanFighter, 13 americanNavalFighters and 3 americanTransports in 99 Sea Zone, round 2 : 9/1 hits, 9,50 expected hits Japan roll dice for 1 japaneseBattleship, 2 japaneseCarriers, 10 japaneseDestroyers, 12 japaneseNavalFighters and 2 japaneseTransports in 99 Sea Zone, round 2 : 10/0 hits, 10,00 expected hits 2 americanSubmarines owned by the Usa, 2 japaneseTransports owned by the Japan, 3 americanDestroyers owned by the Usa, 2 japaneseSubmarines owned by the Japan, 6 japaneseDestroyers owned by the Japan and 5 americanCarriers owned by the Usa lost in 99 Sea Zone Usa roll dice for 3 americanSubmarines in 99 Sea Zone, round 3 : 1/1 hits, 0,75 expected hits 1 japaneseDestroyer owned by the Japan lost in 99 Sea Zone Usa roll dice for 1 americanCruiser, 1 americanFighter, 13 americanNavalFighters and 3 americanTransports in 99 Sea Zone, round 3 : 8/1 hits, 8,33 expected hits Japan roll dice for 1 japaneseBattleship, 2 japaneseCarriers, 3 japaneseDestroyers and 12 japaneseNavalFighters in 99 Sea Zone, round 3 : 8/1 hits, 8,08 expected hits 3 americanSubmarines owned by the Usa, 1 japaneseNavalFighter owned by the Japan, 1 americanCruiser owned by the Usa, 3 japaneseDestroyers owned by the Japan, 1 japaneseBattleship owned by the Japan, 3 americanNavalFighters owned by the Usa, 1 americanFighter owned by the Usa and 2 japaneseCarriers owned by the Japan lost in 99 Sea Zone Usa roll dice for 10 americanNavalFighters and 3 americanTransports in 99 Sea Zone, round 4 : 6/1 hits, 5,83 expected hits Japan roll dice for 11 japaneseNavalFighters in 99 Sea Zone, round 4 : 5/1 hits, 5,50 expected hits 6 japaneseNavalFighters owned by the Japan and 5 americanNavalFighters owned by the Usa lost in 99 Sea Zone Usa roll dice for 5 americanNavalFighters and 3 americanTransports in 99 Sea Zone, round 5 : 2/1 hits, 2,92 expected hits Japan roll dice for 5 japaneseNavalFighters in 99 Sea Zone, round 5 : 2/1 hits, 2,50 expected hits 2 japaneseNavalFighters owned by the Japan and 2 americanNavalFighters owned by the Usa lost in 99 Sea Zone Usa roll dice for 3 americanNavalFighters and 3 americanTransports in 99 Sea Zone, round 6 : 2/1 hits, 1,75 expected hits Japan roll dice for 3 japaneseNavalFighters in 99 Sea Zone, round 6 : 2/1 hits, 1,50 expected hits 2 japaneseNavalFighters owned by the Japan and 2 americanNavalFighters owned by the Usa lost in 99 Sea Zone Usa roll dice for 1 americanNavalFighter and 3 americanTransports in 99 Sea Zone, round 7 : 1/1 hits, 0,58 expected hits Japan roll dice for 1 japaneseNavalFighter in 99 Sea Zone, round 7 : 1/1 hits, 0,50 expected hits 1 japaneseNavalFighter owned by the Japan and 1 americanNavalFighter owned by the Usa lost in 99 Sea Zone Usa win with 3 americanTransports remaining. Battle score for attacker is -23 Casualties for Japan: 1 japaneseBattleship, 2 japaneseCarriers, 10 japaneseDestroyers, 12 japaneseNavalFighters, 3 japaneseSubmarines and 2 japaneseTransports Casualties for Usa: 5 americanCarriers, 1 americanCruiser, 3 americanDestroyers, 1 americanFighter, 13 americanNavalFighters, 5 americanSubmarines and 1 americanTransport Turning on Edit Mode EDIT: Turning off Edit Mode Battle in Tokyo Usa attack with 2 americanCombatEngineers and 4 americanInfantrys Japan defend with 1 Flagpole, 2 Rails, 1 japaneseAirfield, 1 japaneseAntiAirGun, 1 japaneseBarracks and 1 japaneseDocks Usa roll dice for 2 americanCombatEngineers and 4 americanInfantrys in Tokyo, round 2 : 2/1 hits, 1,67 expected hits Japan roll dice for 1 japaneseAntiAirGun in Tokyo, round 2 : 0/1 hits, 0,17 expected hits 1 japaneseAntiAirGun owned by the Japan lost in Tokyo Usa destroys 85PUs while taking Japan capital Some non-combat units are destroyed: Usa converts japaneseBarracks into different units Usa converts japaneseDocks into different units Usa win, taking Tokyo from Japan with 2 americanCombatEngineers and 4 americanInfantrys remaining. Battle score for attacker is 0 Casualties for Usa: 1 americanParatrooper Casualties for Japan: 1 japaneseAntiAirGun Trigger LiberationJapan4: Setting switch to true for conditionAttachmentLiberationJapan attached to Japan Non Combat Move - Usa Trigger americanMecht1: Setting isLandTransport to true for unitAttachment attached to americanMech.Infantry Turning on Edit Mode EDIT: Adding units owned by Usa to 99 Sea Zone: 1 americanTransport EDIT: Adding units owned by Usa to Tokyo: 1 americanParatrooper EDIT: Turning off Edit Mode Trigger americanMecht2: Setting isLandTransport to false for unitAttachment attached to americanMech.Infantry Trigger americanAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra2: Setting attack to 0 for unitAttachment attached to americanAirTransport Trigger americanAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Usa for unitAttachment attached to americanAirTransport Trigger MurmanskLLUsa2: Russia takes ownership of territory Murmansk Trigger ArchangelLLUsa2: Russia takes ownership of territory Archangel Trigger SovietFarEastLLUsa2: Russia takes ownership of territory Soviet Far East Trigger americanProd1: Usa has 1 Material placed in Washington 1 americanAirTransport moved from Solomon Islands to New South Wales 1 americanTransport moved from 119 Sea Zone to 120 Sea Zone 2 americanDestroyers moved from 109 Sea Zone to 120 Sea Zone 1 americanNavalFighter moved from Chicago to Labrador 3 americanTransports moved from 43 Sea Zone to 42 Sea Zone 1 americanTransport moved from 61 Sea Zone to 42 Sea Zone 1 americanArtillery and 6 americanInfantrys moved from Morrocco to 42 Sea Zone 1 americanStrategicBomber moved from Tunisia to Gibraltar 1 americanArtillery and 6 americanInfantrys moved from 42 Sea Zone to Gibraltar 1 americanCombatEngineer, 1 americanInfantry, 2 americanMarines and 1 americanMech.Infantry moved from Southwestern Algeria to Morrocco 1 americanBattleship moved from 61 Sea Zone to 42 Sea Zone 2 Materials moved from New York to 30 Sea Zone 2 Materials and 1 americanTransport moved from 30 Sea Zone to 2 Sea Zone 1 americanCombatEngineer and 1 americanInfantry moved from Washington to 30 Sea Zone 1 americanCombatEngineer, 1 americanInfantry and 1 americanTransport moved from 30 Sea Zone to 39 Sea Zone 1 americanTransport moved from 39 Sea Zone to 30 Sea Zone 1 americanCombatEngineer and 1 americanInfantry moved from 39 Sea Zone to Azores 2 americanTransports moved from 61 Sea Zone to 39 Sea Zone 1 americanDestroyer moved from 30 Sea Zone to 39 Sea Zone 1 Truck and 1 americanAntiAirGun moved from 101 Sea Zone to Soviet Far East 1 americanTransport moved from 101 Sea Zone to 103 Sea Zone 1 Truck and 1 americanAntiAirGun moved from Alaska to 103 Sea Zone 1 Truck, 1 americanAntiAirGun and 1 americanTransport moved from 103 Sea Zone to 101 Sea Zone 1 Truck and 1 americanAntiAirGun moved from 101 Sea Zone to Soviet Far East 1 americanTransport and 2 britishInfantrys moved from 24 Sea Zone to 13 Sea Zone 1 Material and 1 Train moved from Washington to New York 1 Train moved from New York to Washington Purchase Units - Usa Usa buy 2 americanDestroyers, 1 americanHull, 3 americanInfantrys, 2 americanNavalFighters, 1 americanSubmarine and 1 americanTransport; Remaining resources: 0 PUs; 0 techTokens; Place Units - Usa 1 americanDestroyer and 1 americanSubmarine placed in 120 Sea Zone 2 americanNavalFighters placed in Hawaiian Islands 1 americanDestroyer, 1 americanHull and 1 americanTransport placed in 156 Sea Zone 2 americanInfantrys placed in San Francisco 1 americanInfantry placed in Washington Activate Technology - Usa Usa activating ImprovedDestroyers Trigger americanImpD: Setting offensiveAttackAA to 3 for unitAttachment attached to americanDestroyer Turn Complete - Usa Trigger LLabNFL1: has removed 1 Pg owned by Britain in Labrador Trigger LLaAS: has removed 1 americanArtillery owned by Usa in Soviet Far East Trigger LLaTRS: has removed 1 Truck owned by Usa in Soviet Far East Trigger LLaFS: has removed 1 americanAntiAirGun owned by Usa in Soviet Far East Trigger LLabNFL2: has removed 1 americanNavalFighter owned by Usa in Labrador Trigger LLabNFL1: Britain has 1 britishNavalFighter placed in Labrador Trigger LLaTRS: Russia has 1 Truck placed in Soviet Far East Trigger LLaAS: Russia has 1 russianArtillery placed in Soviet Far East Trigger LLaFS: Russia has 1 russianAntiAirGun placed in Soviet Far East Usa collect 75 PUs; end with 75 PUs Units generate 9 techTokens; Usa end with 9 techTokensCombat Hit Differential Summary :
Usa : -0,58 Usa rolls : : 1,00 Japan : 0,58 DepthChargeAttack fire in 99 Sea Zone : : 0,75 -
@Gully Little confused here? What's with the transport casualty?
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@redrum your defending subs got a roll, and it was a hit. They should not, negative support from surface ships. I took out a Transport (so the combat is not affected) and edited it back in later. And the para it carried.
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@Gully Yeah, there is a bug though I was assuming we were playing it as is and allowing subs to roll. I don't think we had edited any other sub casualties or rolls or had agree to (and its very difficult in many cases if there isn't a transport to take).
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@redrum: Well I assumed we were player enforcing the rules as they are written. There weren't any defensive Sub hits until now so I guess we should have clarified beforehand.
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@Gully Hmm. I'd say generally any battle roll related map bugs (strength of units, support, etc) are usually played as is as they are very difficult to edit in all situations. For a long time in I think 2.7 or 2.8 there was some bugs around techs giving extra power to some of the infantry types (engineers I think it was) and those were always just played as is as trying to play as it was written was very difficult. Most other rules are played as written (movement, placement, etc) since they can easily be edited.
When determining Japan's purchase I assumed the subs would roll as I took the BC result and adjusted my casualties and your odds were around 25-30% once I optimized casualties. Otherwise I probably would have bought another destroyer since the subs not rolling is actually probably 5-10% difference as the 1/6 time they hit, it almost guarantees a Japan win.
@Hepps Any thoughts here?
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In this case it would be easy to edit. Just turn on Edit mode when subs are rolling and automiss with them. I didn't do it because more often then not it doesn't hit anyway.
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Hm yeah, if Hepps says something it would be helpful. Personally I would love to continue this game, and if I get Tokyo it's a close game, but if I don't get it it's a concede.
With subs it's more delicate than with inf, just because Sea Battles are more PU per hit and they snowball more extremely. Usually defending subs don't hit anyway (unless there are like 5+ subs and 5+ other ships defending), so it's not causing a lot of edit work. I always assumed these would be played as in the rules.
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Yeah, let's see if @Hepps has any thoughts. I see a few different options here:
- Rule as written: Assume the rule should have been understood to be played as written and move forward with the result with the edit you made.
- Rule as engine enforced: Assume the rule should have been understood to be played as the engine enforces it so revert the edit and either try to figure out what would have been left with the given battle rolls (definitely would be a Japanese win since it ended so close) or re-roll the entire battle allowing subs to roll.
- Replay: Since there was no agreement around the rule, allow Japan to adjust purchase if desired (as well as other nations if it would impact them though I doubt it would). And determine how to play the rule moving forward.
I generally lean towards option 3 as this is such a swing either way. Especially because that 1 sub hit essentially decides the battle as either US taking Tokyo with a small TUV fleet lose or Japan winning it outright with a larger TUV fleet loss.
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@redrum Since I have no idea how any mixed fleet battle was dealt with prior to this battle... I would use those as the precedent... that being said I also recognize that this battle in particular is a pretty significant juncture in the game.
I think that if it comes down to a game ending outcome...despite what had transpired earlier in the game... the two of you might want to consider the implications of the decision and find an agreeable compromise for this battle specifically. But ultimately the two of you need to make that call.
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Funny anecdote: I'm a handball referee, last Sunday I did a kid's match and at some point they had different opinions on what the rules dictate to happen next. Never punish them for not knowing, but explain and follow the rules. Well. But the analogy ends here, I can't expect a 15yo to read and memorize all the rules. And in handball, there is every ref's favourite rule 17:11 ("What the ref sees is immediately a fact. You can never argue about what the ref observes. Objections can only be made about what follows from the observation.")
In this game, well, there is no tournament or score or anything like that. Winning doesn't mean anything. I'd love to continue playing, I never had a TWW game progress this far and still not be decided. Usually, even one minor capital falling ends the game. (well, maybe the "Russian para to Finland" thing of our last match
. Or one could imagine Egypt falling but Allies still being well ahead) . We could call you @redrum the official winner and play on in the "what-if" scenario, and maybe make sure that your ~80% shot at retaking Tokyo is a success. That's like if you gave me the 20% shot at Tokyo, and it worked out. I guess it's still an interesting game to play, Russia and China almost dead, Japan slowed down but it was expensive for US, pressure on Europe. -
@Gully Well seems like @Hepps doesn't want to be our handball referee

I guess that would be option #4. I'm fine with that as well. I think probably that or option #3 are the most reasonable. It really comes down to if you'd prefer to try to play it out without the attack at all as I'd edit to buy another destroyer with Japan or if you'd prefer to play out the what-if scenario to see how capturing Tokyo goes.
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@redrum : I don't think I have much of a chance if we edit in a destroyer and I have to retreat. So if we continue with the game as iswe should keep enforcing the negative sub support, by edit rolling misses from now on. Would you agree?
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@redrum: So if you're fine with going ahead with option 4, you can go ahead and do Germanys turn.
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@Gully Alright, I'll try to play Germany's turn today or tomorrow.
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TripleA Turn Summary: Finland round 9
TripleA Turn Summary for game: Total World War: December 1941 3.0, version: 3.0.0.6
Game History
Round: 9 Reconnaissance Missions - Finland Finland collect 0 PUs; end with 7 PUs Reinforcing - DanubeAxis DanubeAxis collect 0 PUs; end with 12 PUs Counter Intelligence Operations - VichyFrance VichyFrance collect 0 PUs; end with 9 PUs Research Technology - Germany Trigger germanaTIM: Germany gains access to ImprovedMechanization Trigger germanaTISW: Germany gains access to ImprovedSpecialWarfare Germany spend 0 on tech rolls Germany rolls : 1/1 hits, 0.00 expected hits Germany removing all Technology Tokens after successful research. Germany discover ImprovedMechanization Combat Move - Germany Trigger germanSW5: Setting combatOffenseEffect to 2:germanCombatEngineer for territoryEffectAttachment attached to Urban Trigger germanSW6: Setting combatOffenseEffect to 2:germanAlpineInfantry for territoryEffectAttachment attached to Mountain Trigger germanSW4: Setting combatOffenseEffect to 2:germanAlpineInfantry for territoryEffectAttachment attached to Hills Trigger germanAirtraninfra1: Setting isInfrastructure to false for unitAttachment attached to germanAirTransport Trigger germanAirtraninfra1: Setting attack to 1 for unitAttachment attached to germanAirTransport Trigger germanAirtraninfra1: Setting destroyedWhenCapturedBy cleared for unitAttachment attached to germanAirTransport Trigger germanL4: Setting movement to 6 for unitAttachment attached to Train Trigger germanL2: Setting movement to 3 for unitAttachment attached to Truck Trigger germanHvyTank1: Setting isLandTransportable to false for unitAttachment attached to germanHeavyTank Trigger germanTank1: Setting isLandTransportable to false for unitAttachment attached to germanTank Trigger germanMecht3: Setting isLandTransportable to false for unitAttachment attached to germanMech.Infantry Trigger germanMecht4: Setting isLandTransportable to true for unitAttachment attached to germanMech.Infantry Trigger germanHvyTank2: Setting isLandTransportable to true for unitAttachment attached to germanHeavyTank Trigger germanTank2: Setting isLandTransportable to true for unitAttachment attached to germanTank 2 germanArtillerys, 1 germanCombatEngineer, 1 germanInfantry and 2 germanTanks moved from Algeria to Morrocco 1 germanMech.Infantry moved from Tripolitania to Morrocco 1 germanFighter moved from Vichy France to Morrocco 1 germanInfantry moved from Southern Algeria to Southwestern Algeria Germany take Southwestern Algeria from ExiledAllies 1 germanInfantry moved from Urals to Nenetsia Germany take Nenetsia from Russia 2 germanInfantrys moved from Urals to Archangel 2 germanInfantrys moved from Urals to Vologda 1 germanInfantry moved from Leningrad to Western Karelia 1 germanInfantry moved from Leningrad to Eastern Karelia 1 germanArtillery moved from Leningrad to Western Karelia 2 germanFighters and 3 germanNavalFighters moved from Finland to Western Karelia 2 germanFighters moved from Stalingrad to Vologda 1 germanFighter moved from Stalingrad to Archangel 1 germanFighter moved from Finland to Archangel 2 germanFighters moved from Pskov to Eastern Karelia 10 germanArtillerys, 1 germanCombatEngineer and 5 germanInfantrys moved from Urals to Volgarod Combat - Germany Battle in Morrocco Germany attack with 2 germanArtillerys, 1 germanCombatEngineer, 1 germanFighter, 1 germanInfantry, 1 germanMech.Infantry and 2 germanTanks ExiledAllies defend with 1 Flagpole and 1 Rail; Usa defend with 1 americanCombatEngineer, 1 americanInfantry, 2 americanMarines and 1 americanMech.Infantry; Britain defend with 3 britishInfantrys Germany roll dice for 2 germanArtillerys, 1 germanCombatEngineer, 1 germanFighter, 1 germanInfantry, 1 germanMech.Infantry and 2 germanTanks in Morrocco, round 2 : 2/1 hits, 2.75 expected hits ExiledAllies roll dice for 1 americanCombatEngineer, 1 americanInfantry, 2 americanMarines, 1 americanMech.Infantry and 3 britishInfantrys in Morrocco, round 2 : 2/1 hits, 2.08 expected hits 1 britishInfantry owned by the Britain, 1 germanInfantry owned by the Germany, 1 germanCombatEngineer owned by the Germany and 1 americanInfantry owned by the Usa lost in Morrocco Germany roll dice for 2 germanArtillerys, 1 germanFighter, 1 germanMech.Infantry and 2 germanTanks in Morrocco, round 3 : 2/1 hits, 2.25 expected hits ExiledAllies roll dice for 1 americanCombatEngineer, 2 americanMarines, 1 americanMech.Infantry and 2 britishInfantrys in Morrocco, round 3 : 2/1 hits, 1.58 expected hits 2 britishInfantrys owned by the Britain and 2 germanArtillerys owned by the Germany lost in Morrocco Germany roll dice for 1 germanFighter, 1 germanMech.Infantry and 2 germanTanks in Morrocco, round 4 : 1/1 hits, 1.75 expected hits ExiledAllies roll dice for 1 americanCombatEngineer, 2 americanMarines and 1 americanMech.Infantry in Morrocco, round 4 : 2/1 hits, 1.08 expected hits 1 germanMech.Infantry owned by the Germany, 1 germanTank owned by the Germany and 1 americanCombatEngineer owned by the Usa lost in Morrocco 1 germanTank owned by the Germany retreated to Algeria ExiledAllies win with 2 americanMarines and 1 americanMech.Infantry remaining. Battle score for attacker is -10 Casualties for Germany: 2 germanArtillerys, 1 germanCombatEngineer, 1 germanInfantry, 1 germanMech.Infantry and 1 germanTank Casualties for Britain: 3 britishInfantrys Casualties for Usa: 1 americanCombatEngineer and 1 americanInfantry Battle in Western Karelia Germany attack with 1 germanArtillery, 2 germanFighters, 1 germanInfantry and 3 germanNavalFighters Russia defend with 1 Flagpole, 1 russianArtillery and 1 russianInfantry Germany roll dice for 1 germanArtillery, 2 germanFighters, 1 germanInfantry and 3 germanNavalFighters in Western Karelia, round 2 : 2/1 hits, 2.08 expected hits Russia roll dice for 1 russianArtillery and 1 russianInfantry in Western Karelia, round 2 : 1/1 hits, 0.67 expected hits 1 russianInfantry owned by the Russia, 1 germanInfantry owned by the Germany and 1 russianArtillery owned by the Russia lost in Western Karelia Germany win, taking Western Karelia from Russia with 1 germanArtillery, 2 germanFighters and 3 germanNavalFighters remaining. Battle score for attacker is 4 Casualties for Germany: 1 germanInfantry Casualties for Russia: 1 russianArtillery and 1 russianInfantry Battle in Volgarod Germany attack with 10 germanArtillerys, 1 germanCombatEngineer and 5 germanInfantrys Russia defend with 1 Flagpole, 1 russianArtillery and 3 russianInfantrys Germany roll dice for 10 germanArtillerys, 1 germanCombatEngineer and 5 germanInfantrys in Volgarod, round 2 : 4/0 hits, 4.00 expected hits Russia roll dice for 1 russianArtillery and 3 russianInfantrys in Volgarod, round 2 : 1/0 hits, 1.00 expected hits 3 russianInfantrys owned by the Russia, 1 germanInfantry owned by the Germany and 1 russianArtillery owned by the Russia lost in Volgarod Germany win, taking Volgarod from Russia with 10 germanArtillerys, 1 germanCombatEngineer and 4 germanInfantrys remaining. Battle score for attacker is 10 Casualties for Germany: 1 germanInfantry Casualties for Russia: 1 russianArtillery and 3 russianInfantrys Battle in Archangel Germany attack with 2 germanFighters and 2 germanInfantrys Russia defend with 1 Flagpole, 1 Rail, 1 russianDocks and 1 russianInfantry Germany roll dice for 2 germanFighters and 2 germanInfantrys in Archangel, round 2 : 1/0 hits, 1.00 expected hits Russia roll dice for 1 russianInfantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits 1 russianInfantry owned by the Russia lost in Archangel Some non-combat units are destroyed: Germany win, taking Archangel from Russia with 2 germanFighters and 2 germanInfantrys remaining. Battle score for attacker is 3 Casualties for Russia: 1 russianInfantry Battle in Eastern Karelia Germany attack with 2 germanFighters and 1 germanInfantry Russia defend with 1 Flagpole and 1 russianInfantry Germany roll dice for 2 germanFighters and 1 germanInfantry in Eastern Karelia, round 2 : 1/0 hits, 1.00 expected hits Russia roll dice for 1 russianInfantry in Eastern Karelia, round 2 : 1/1 hits, 0.33 expected hits 1 russianInfantry owned by the Russia and 1 germanInfantry owned by the Germany lost in Eastern Karelia Germany win with 2 germanFighters remaining. Battle score for attacker is 0 Casualties for Germany: 1 germanInfantry Casualties for Russia: 1 russianInfantry Battle in Vologda Germany attack with 2 germanFighters and 2 germanInfantrys Russia defend with 1 Flagpole and 1 russianInfantry Germany roll dice for 2 germanFighters and 2 germanInfantrys in Vologda, round 2 : 1/1 hits, 1.17 expected hits Russia roll dice for 1 russianInfantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits 1 russianInfantry owned by the Russia lost in Vologda Germany win, taking Vologda from Russia with 2 germanFighters and 2 germanInfantrys remaining. Battle score for attacker is 3 Casualties for Russia: 1 russianInfantry Non Combat Move - Germany Trigger germanIL2: Setting isAirTransportable to true for unitAttachment attached to germanCombatEngineer Trigger germanMecht1: Setting isLandTransport to true for unitAttachment attached to germanMech.Infantry Trigger IncomeRegulationVichy1: Setting switch to true for conditionAttachmentYesVichy attached to VichyFrance Trigger germanAirtraninfra2: Setting isInfrastructure to true for unitAttachment attached to germanAirTransport Trigger germanAirtraninfra2: Setting attack to 0 for unitAttachment attached to germanAirTransport Trigger germanAirtraninfra2: Setting destroyedWhenCapturedBy to FROM:Germany for unitAttachment attached to germanAirTransport Trigger germanL5: Setting movement to 5 for unitAttachment attached to Train Trigger germanL3: Setting movement to 2 for unitAttachment attached to Truck Trigger germanIL3: Setting isAirTransportable to false for unitAttachment attached to germanCombatEngineer Trigger germanMecht2: Setting isLandTransport to false for unitAttachment attached to germanMech.Infantry 1 germanFighter moved from Morrocco to Algeria 1 germanMech.Infantry moved from Eastern Iran to Southern Caucasus 1 germanInfantry moved from Uzbek to Eastern Iran 1 germanInfantry moved from Western Kazahk to Uzbek 5 germanAntiTankGuns, 2 germanArtillerys, 1 germanCombatEngineer, 11 germanMech.Infantrys and 5 germanTanks moved from Urals to Volgarod 1 germanInfantry moved from Sverdlovsk to Urals 2 germanCombatEngineers, 2 germanInfantrys and 3 germanMech.Infantrys moved from Sverdlovsk to Volgarod 1 germanInfantry moved from Tula to Volgarod 1 germanCombatEngineer and 6 germanInfantrys moved from Stalingrad to Volgarod 2 germanFighters moved from Vologda to Stalingrad 1 germanCombatEngineer, 1 germanInfantry and 2 germanMech.Infantrys moved from Voronezh to Volgarod 1 germanInfantry moved from Smolensk to Tula 2 Trucks and 2 germanInfantrys moved from Voronezh to Volgarod 3 germanTanks moved from Astrakhan to Volgarod 1 Truck moved from Stalingrad to Voronezh 1 Truck and 1 germanInfantry moved from Voronezh to Volgarod 2 germanCombatEngineers moved from Eastern Finland to Finland 2 germanArtillerys, 2 germanMech.Infantrys and 2 germanTanks moved from Leningrad to Finland 1 Truck and 1 germanAntiAirGun moved from Leningrad to Finland 2 germanTransports moved from 28 Sea Zone to 27 Sea Zone 1 germanMarine moved from Low Countries to Northern Germany 1 germanArtillery moved from Western Germany to Northern Germany 1 Train moved from Hungary Slovakia to Austria 1 Truck and 1 germanArtillery moved from Vichy France to Northern Germany 1 germanNavalFighter moved from Eastern Germany to Northern Germany 1 germanInfantry moved from Eastern France to Western Germany 1 germanInfantry moved from Northern France to Low Countries 1 Truck and 1 germanInfantry moved from Pskov to Finland 1 germanInfantry moved from Lativa Estonia to Leningrad 1 germanInfantry moved from Lativa Estonia to Pskov 1 germanFighter moved from Eastern Karelia to Stalingrad 1 germanInfantry moved from Orel Kursk to Smolensk 1 germanInfantry moved from Orel Kursk to Smolensk 1 germanInfantry and 1 germanMech.Infantry moved from Western Ukraine to Voronezh 1 Material and 1 germanAirTransport moved from Western Ukraine to Voronezh 1 germanInfantry moved from Western Ukraine to Kharkov 4 germanInfantrys moved from Romania to Western Ukraine 1 Train and 2 germanInfantrys moved from Austria to Belorussia 1 Train moved from Poland to Eastern Germany 1 Train and 2 germanInfantrys moved from Berlin to Belorussia 1 Train and 2 germanInfantrys moved from Eastern Germany to Belorussia 2 germanInfantrys and 2 germanMech.Infantrys moved from Belorussia to Voronezh 1 germanInfantry moved from Belorussia to Pskov 1 germanStrategicBomber moved from Voronezh to Orel Kursk 1 germanStrategicBomber moved from Orel Kursk to Belorussia 1 Truck and 1 germanInfantry moved from Belorussia to Tula 1 Train moved from Belorussia to Hungary Slovakia 1 Train moved from Belorussia to Poland 1 Train moved from Belorussia to Poland 1 germanAirTransport moved from Finland to Belorussia 2 germanInfantrys moved from Belorussia to Orel Kursk 1 germanBattleship and 1 germanCruiser moved from 28 Sea Zone to 27 Sea Zone 2 germanSubmarines moved from 25 Sea Zone to 27 Sea Zone 3 germanNavalFighters moved from Western Karelia to Finland 1 germanNavalFighter moved from Eastern Germany to Northern Germany 1 germanInfantry moved from Vichy France to Eastern France 2 germanInfantrys moved from Paris to Eastern France 1 germanInfantry moved from Northern France to Low Countries 10 germanInfantrys moved from Northern France to Eastern France 1 germanInfantry moved from Northern France to Eastern France 1 germanTransport moved from 46 Sea Zone to 44 Sea Zone 4 germanInfantrys moved from Northern Germany to 27 Sea Zone 4 germanInfantrys moved from 27 Sea Zone to Lithuania 1 germanStrategicBomber moved from Belorussia to Finland 1 germanTacticalBomber moved from Voronezh to Finland 1 germanFighter moved from Eastern Karelia to Finland 1 germanFighter moved from Western Karelia to Finland 1 germanFighter moved from Western Karelia to Orel Kursk 1 Truck and 1 germanInfantry moved from Northern Germany to Lithuania 1 Truck moved from Algeria to Cyrenaica 1 germanInfantry moved from Tobruk to Al Kufrah 1 germanFighter moved from Archangel to Urals 1 germanFighter moved from Archangel to Urals 1 Truck moved from Volgarod to Stalingrad 1 Truck moved from Volgarod to Stalingrad 1 Truck moved from Finland to Pskov 2 germanInfantrys moved from Berlin to Eastern Germany 2 germanInfantrys moved from Northern Germany to Eastern Germany Purchase Units - Germany Germany buy 1 Material, 1 germanCombatEngineer, 2 germanFighters, 8 germanInfantrys, 3 germanMech.Infantrys and 3 germanNavalFighters; Remaining resources: 0 PUs; 0 techTokens; Place Units - Germany 1 germanCombatEngineer and 2 germanInfantrys placed in Stalingrad 1 Material and 1 germanMech.Infantry placed in Belorussia 2 germanMech.Infantrys placed in Western Ukraine 3 germanNavalFighters placed in Eastern Germany 2 germanFighters placed in Southern Germany 4 germanInfantrys placed in Northern Germany 2 germanInfantrys placed in Austria Activate Technology - Germany Germany activating ImprovedMechanization Trigger germanImpMech: Setting defense to 4 for unitAttachment attached to germanMech.Infantry Trigger germanImpMech: Setting receivesAbilityWhenWith to canBlitz:germanTank for unitAttachment attached to germanMech.Infantry Turn Complete - Germany Germany collect 98 PUs; end with 98 PUs Objective VichyFrance2: Germany met a national objective for an additional 3 PUs; end with 101 PUs Units generate 15 techTokens; Germany end with 15 techTokens Units Change Ownership Some Units in Finland change ownership: 3 germanCombatEngineers Some Units in West Africa change ownership: 1 germanCombatEngineer Purchase Units - VichyFrance VichyFrance buy 3 germanInfantrys; Remaining resources: 0 PUs; Place Units - VichyFrance 3 germanInfantrys placed in Vichy France Turn Complete - VichyFrance VichyFrance collect 7 PUs; end with 7 PUs Units Change Ownership Some Units in Vichy France change ownership: 3 germanInfantrys Some Units in West Africa change ownership: 1 germanCombatEngineer Purchase Units - DanubeAxis DanubeAxis buy 4 germanInfantrys; Remaining resources: 0 PUs; Place Units - DanubeAxis 4 germanInfantrys placed in Romania Turn Complete - DanubeAxis DanubeAxis collect 12 PUs; end with 12 PUs Some Units in Romania change ownership: 4 germanInfantrys Purchase Units - Finland Finland buy 1 germanArtillery and 1 germanInfantry; Remaining resources: 0 PUs; Place Units - Finland 1 germanArtillery and 1 germanInfantry placed in Finland Turn Complete - Finland Finland collect 6 PUs; end with 6 PUs Some Units in Finland change ownership: 1 germanArtillery, 3 germanCombatEngineers and 1 germanInfantryCombat Hit Differential Summary :
ExiledAllies : 1.25 Germany rolls : : 1.00 Germany : -2.00 Russia : 0.33
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