EXP Game 3 barnee vs Trout
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yea you need to edit in "aaGunNO" so they won't shoot at the planes.
I guess I should paint there barrels blue actually. Signify inactive.Here's from Notes
Just finished test. Have JPN in a bit.
Edit
lol just did it in local. Try this againGame History
Round: 9 Purchase Units - Japanese Japanese buy 1 Escort, 2 Fortifications, 1 Japan_destroyer, 1 Japanese_LCV, 6 TotalWar_Artys, 6 armour, 1 elite, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger Banzai: Japanese has 1 Banzai placed in Japan Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu 1 infantry moved from Yunnan to Burma Japanese take Burma from British 1 infantry moved from Japan to 6 Sea Zone 1 JPN_Pacific_DD and 1 infantry moved from 6 Sea Zone to 33 Sea Zone 3 fighters and 1 tactical_bomber moved from Caroline Islands to 33 Sea Zone 2 fighters and 2 tactical_bombers moved from 45 Sea Zone to 33 Sea Zone 1 fighter and 1 tactical_bomber moved from Philippines to 33 Sea Zone Combat - Japanese Battle in 33 Sea Zone Japanese attack with 1 JPN_Pacific_DD, 6 fighters, 1 infantry and 4 tactical_bombers Americans defend with 1 pacific_submarine Japanese roll dice for 1 JPN_Pacific_DD, 6 fighters and 4 tactical_bombers in 33 Sea Zone, round 2 : 7/11 hits, 6.00 expected hits Americans roll dice for 1 pacific_submarine in 33 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 pacific_submarine owned by the Americans lost in 33 Sea Zone Japanese win with 1 JPN_Pacific_DD, 6 fighters and 4 tactical_bombers remaining. Battle score for attacker is 0 Casualties for Americans: 1 pacific_submarine Trigger Remove All ParaBoost: has removed 1 german_paraBoost owned by Germans in Northwest Persia Trigger Remove All ItaliansParaBoost: has removed 1 italian_paraBoost owned by Italians in Persia Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 113 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - Japanese Trigger RemoveBanzai: has removed 1 Banzai owned by Japanese in Japan Trigger ItaliansParaBoost atPersia: Italians has 1 italian_paraBoost placed in Persia Trigger ParaBoost atNorthwest Persia: Germans has 1 german_paraBoost placed in Northwest Persia Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at113 SeaZones: Germans has 1 Wolfpack placed in 113 Sea Zone Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Yunnan 1 fighter moved from 33 Sea Zone to Philippines 1 tactical_bomber moved from 33 Sea Zone to Philippines 2 fighters and 2 tactical_bombers moved from 33 Sea Zone to 45 Sea Zone 3 fighters and 1 infantry moved from 33 Sea Zone to Caroline Islands 1 tactical_bomber moved from 33 Sea Zone to Caroline Islands 1 pacific_submarine moved from 25 Sea Zone to 6 Sea Zone 2 air_transports moved from Caroline Islands to Japan 1 infantry moved from Japan to 6 Sea Zone 1 JPN_Pacific_DD and 1 infantry moved from 6 Sea Zone to 35 Sea Zone 1 infantry moved from 35 Sea Zone to Philippines 1 Japan_destroyer moved from 35 Sea Zone to 6 Sea Zone 1 aaGun moved from Japan to 6 Sea Zone 1 aaGun moved from 6 Sea Zone to Korea 2 air_transports, 1 artillery and 1 elite moved from Japan to Kweichow 2 artilleries and 2 infantry moved from Shensi to Tsinghai 6 armour moved from Kweichow to Shensi 2 infantry moved from Kweichow to Yunnan 1 fighter and 1 tactical_bomber moved from Kweichow to Shensi 4 armour, 1 fighter and 1 tactical_bomber moved from Yunnan to Shensi 3 infantry moved from Kwangsi to Yunnan 2 infantry moved from Kiangsi to Kwangsi 1 J_Rail and 1 artillery moved from Kiangsu to Yunnan 1 J_Rail moved from Kiangsu to Shantung 1 J_Rail and 1 artillery moved from Shantung to Yunnan 2 armour moved from Shantung to Kweichow 1 armour moved from Kiangsu to Kweichow 2 bombers moved from Philippines to Anhwe 1 infantry moved from Kiangsu to Anhwe Place Units - Japanese 2 Fortifications placed in Caroline Islands 1 Escort and 1 Japan_destroyer placed in 6 Sea Zone 3 armour placed in Korea 2 armour and 1 mech_infantry placed in Shantung 1 armour and 1 infantry placed in Kiangsu 1 Japanese_LCV, 6 TotalWar_Artys and 1 elite placed in Japan Trigger JapaneseTotalWarArtyPlaceJapan6: has removed 6 TotalWar_Artys owned by Japanese in Japan Trigger JapaneseTotalWarArtyPlaceJapan6: Japanese has 6 artilleries placed in Japan Turn Complete - Japanese Japanese collect 57 PUs; end with 57 PUs Trigger Japanese Controls DNG Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 59 PUs Trigger Japanese Controls NewGuinea Pacific Expanded: Japanese met a national objective for an additional 2 PUs; end with 61 PUs Trigger Japanese Controls Celebes Pacific Expanded: Japanese met a national objective for an additional 1 PUs; end with 62 PUs Trigger Japanese Controls Philippines Pacific Expanded: Japanese met a national objective for an additional 3 PUs; end with 65 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 73 PUs Objective Japanese 5 Control China: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
Combat Hit Differential Summary :
Americans regular : -0.17 Japanese regular : 1.00
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@beelee Thanks - I guess I need to know how to use dicebot then. I think you may have included instructions in a previous game we had yes?? Another idea I had was to just go for it and then redo if I have to until I have an AA dice roll showing zero "1's) for the last seven dice which would be the bombers. But short of that workaround, yes I guess I need to learn how to use dicebot or roll manually and have Pizza Emperor post a sentence or two confirming that his Daddy did not cheat on the roll.
BREAK I will be offline Friday-Monday. Doing honey do's for weekend road trip packing tonight so may not be able to squeeze in US/UK9 before hitting bed.
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no worries. Enjoy the Easter weekend with your Family
I'll link to dicebot thread and post a example after bit.
Here's the link at A&A https://www.axisandallies.org/forums/topic/40292/panzerstahl-vs-barnee-exp-game-2/376
This is an old game of Panzer and I that we use for dice rolls. The above is from our game.
There are two different type of codes you can use. One with just the dice rolls and you decide the hits or the one with the hits built in.
I prefer the latter.So for the Tower, you need to roll for all the attacking Ftrs at 1.
Lets say there are 5 Ftrs. The code you would use would be
[dice 5d6<=1]
that's saying that there are "5" 6 sided dice being rolled. Then less than equals 1 means any roll of 1 or lower is a hit. Obviously can't roll lower than a 1 but if it was a 2 or less it would come into play.
Then after you roll it'll post the reults with the hits included.
I will do a test with the above.
Then I would do the battle in edit or if a small battle and more than 1 battle, turn on edit at start of Combat and remove the number of units that were hit. This would be the same for LMs and casualties they cause.
Then turn edit off and fight the battle normally. If there's only one battle you will have to be in edit at the end of NCM as it'll go straight to battle and you won't be able to turn edit on.
You can then undo your move in ncm and kill any hits or don't send them in the attack and kill them after combat. That is why you should move all the units that are going to use dicebot together as you will only need to undo that one move.
I find it much simpler just to be in edit if there is only the one combat.
Go ahead and run a couple hypotheticals and you'll get the hang of it pretty quick. I have to remember the code sometimes if it's been a long time