@crockett36 It says I need to download it so I do and then it says map not found, missing map.
G40 Bal Mod Rommel (X) Colt (L) rematch no bid
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Why is Yukon territory in Canada grey? Not relevant but its odd
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 3
Purchase Units - British
British buy 1 destroyer, 1 factory_minor, 1 fighter and 1 mech_infantry; Remaining resources: 1 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 4 infantry; Remaining resources: 1 PUs;Combat Move - British
1 fighter moved from Iceland to 110 Sea Zone
1 fighter moved from United Kingdom to 110 Sea Zone
1 submarine moved from 39 Sea Zone to 37 Sea Zone
1 fighter moved from India to 41 Sea Zone
1 mech_infantry moved from Belgian Congo to Kenya
1 mech_infantry moved from Kenya to Ethiopia
2 infantry and 1 mech_infantry moved from Belgian Congo to French Equatorial Africa
1 destroyer moved from 109 Sea Zone to 110 Sea Zone
1 bomber moved from Morocco to French Equatorial Africa
1 fighter and 1 tactical_bomber moved from Egypt to French Equatorial Africa
1 fighter and 1 tactical_bomber moved from Egypt to Ethiopia
1 infantry moved from Egypt to Anglo Egyptian Sudan
British take Anglo Egyptian Sudan from ItaliansCombat - British
Battle in 110 Sea Zone
British attack with 1 destroyer and 2 fighters
Germans defend with 11 transports
British win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 77
Casualties for Germans: 11 transports
Battle in 37 Sea Zone
British attack with 1 submarine
Japanese defend with 1 transport
British win, taking 37 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in 41 Sea Zone
British attack with 1 fighter
Japanese defend with 1 transport
British win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in French Equatorial Africa
British attack with 1 bomber, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber
Italians defend with 1 artillery and 2 infantry
British win, taking French Equatorial Africa from Italians with 1 bomber, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for British: 1 infantry
Casualties for Italians: 1 artillery and 2 infantry
Battle in Ethiopia
British attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
Italians defend with 1 infantry
British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
Casualties for British: 1 mech_infantry
Casualties for Italians: 1 infantryNon Combat Move - British
1 fighter and 1 tactical_bomber moved from Ethiopia to Egypt
1 fighter and 1 tactical_bomber moved from French Equatorial Africa to Egypt
1 bomber moved from French Equatorial Africa to Belgian Congo
1 fighter moved from 41 Sea Zone to India
1 artillery and 4 infantry moved from Burma to India
1 infantry moved from Egypt to 81 Sea Zone
1 infantry and 1 transport moved from 81 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Persia
British take Persia from Neutral_Allies
1 transport moved from 109 Sea Zone to 106 Sea Zone
1 fighter moved from 110 Sea Zone to 91 Sea Zone
1 fighter moved from 110 Sea Zone to United KingdomPlace Units - British
1 factory_minor placed in Egypt
1 destroyer placed in 110 Sea Zone
1 fighter placed in United Kingdom
1 mech_infantry placed in Union of South AfricaTurn Complete - British
British collect 33 PUs; end with 34 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 37 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 40 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 43 PUsPlace Units - UK_Pacific
4 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 7 PUs total
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 10 PUs
Some Units in India change ownership: 4 infantryTerritory Summary for British and UK_Pacific :
Burma : 1 aaGun and 1 infantry
India : 2 aaGuns, 1 airfield, 2 artilleries, 1 factory_major, 1 fighter, 1 harbour, 12 infantry and 1 mech_infantry
37 Sea Zone : 1 flag, 1 submarine
Belgian Congo : 1 bomber
Iceland : 1 airfield
Quebec : 1 factory_minor
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 artillery, 1 harbour and 1 infantry
Egypt : 1 artillery, 1 factory_minor, 2 fighters, 1 harbour and 2 tactical_bombers
Union of South Africa : 1 factory_minor, 1 harbour and 1 mech_infantry
Scotland : 1 airfield
Malta : 1 aaGun and 1 infantry
United Kingdom : 1 airfield, 1 factory_major, 2 fighters and 1 harbour
Anglo Egyptian Sudan : 1 infantry
French Equatorial Africa : 1 flag, 1 infantry and 1 mech_infantry
80 Sea Zone : 1 transport
106 Sea Zone : 1 flag, 1 transport
97 Sea Zone : 1 flag
Iraq : 1 flag
Eastern Persia : 1 flag
Persia : 1 flag, 3 infantry
91 Sea Zone : 1 fighter
110 Sea Zone : 2 destroyersProduction/PUs Summary :
Germans : 41 / 51
Russians : 37 / 39
Japanese : 55 / 61
Americans : 51 / 78
Chinese : 9 / 13
British : 33 / 43
UK_Pacific : 6 / 10
Italians : 12 / 28
ANZAC : 10 / 27
French : 0 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 9 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 3
Purchase Units - Italians
Italians buy 2 armour, 1 mech_infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - Italians
1 bomber and 1 fighter moved from Southern Italy to 98 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to CreteCombat - Italians
Battle in Crete
Battle in 98 Sea Zone
Italians attack with 1 bomber and 1 fighter
French defend with 1 destroyer
Italians win, taking Crete from Neutral_Allies with 1 bomber remaining. Battle score for attacker is -2
Casualties for French: 1 destroyer
Casualties for Italians: 1 fighterNon Combat Move - Italians
1 bomber moved from 98 Sea Zone to Southern Italy
1 artillery and 1 infantry moved from Libya to Tunisia
Italians take Tunisia from Neutral_AxisPlace Units - Italians
2 armour and 1 mech_infantry placed in Northern Italy
2 submarines placed in 95 Sea ZoneTurn Complete - Italians
Italians collect 13 PUs; end with 13 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUs -
I couldn’t figure out what to do with Italy’s cash and moves. Europe 1940 was bad enough, but with UK Pac joining with Bri Euro, Ita is confined. Ger can help in the Med, but the Afr army can’t be supported and can be attacked from all sides. This is the 2nd time that Ita used its bomber to attack the Fra dd and the Fre hit. This time I had a fig take the hit. But that’s 1/3 x 1/3 or 1/9 probability. I had the cash to build a cv, but no extra figs to load it or dd to support it.
I thought that Japan could sink the US in Carolines, but Java fleet doesn’t have a naval base to reach. I knew it was putting itself out of reach to defend Japan. But I was able to take Java without a trans and it’s centrally located. China is tough. Maybe that’s why some players put an IC in Kiangsu T1 and don’t attack allies until later. -
In our messages, i wasnt sure what you meant about Italy having a higher income. Perhaps you meant only for this round, cuz i knew i could shut down Egypt, sub-Saharran Africa and soon retake Med. US has options at Carolines. It is normally more bark-than-bite in vanilla but with the added island hopping NOs, it seemed like a solid move with some options. China is beefing up and i hope to give you a tough choice of pressuring india or pressuring china, creating a pick your poison scenario.
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Ill get on to finish the round but wont continue tonight beyond that.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 fighter and 1 transport; Remaining resources: 2 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 transport moved from 62 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
2 infantry moved from Dutch New Guinea to New Guinea
1 submarine moved from 62 Sea Zone to 54 Sea Zone
2 fighters moved from Queensland to Caroline Islands
1 submarine moved from 54 Sea Zone to 33 Sea ZonePlace Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea Zone
1 fighter placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 12 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 15 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 18 PUsTerritory Summary for ANZAC :
Caroline Islands : 2 fighters
Queensland : 1 airfield, 1 artillery, 1 fighter, 1 harbour and 2 infantry
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 aaGun, 1 factory_minor, 1 fighter and 1 harbour
New Guinea : 2 infantry
Dutch New Guinea : 1 flag
33 Sea Zone : 1 submarine
54 Sea Zone : 1 transport
62 Sea Zone : 1 destroyer and 1 transport
Egypt : 2 infantryProduction/PUs Summary :
Germans : 41 / 51
Russians : 37 / 39
Japanese : 55 / 61
Americans : 51 / 78
Chinese : 9 / 13
British : 33 / 43
UK_Pacific : 6 / 10
Italians : 13 / 18
ANZAC : 10 / 18
French : 0 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 8 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Purchase Units - Germans
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France has zero units so that move was easy :-D
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Yes, I meant Ita cash this past turn. Re Yukon, see the game screen notes, change log 3.4. Think they are just getting too detailed, consider it too rugged.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Purchase Units - Germans
Germans buy 8 armour and 1 infantry; Remaining resources: 0 PUs;Politics - Germans
Germans takes Political Action: Political Action Axis To War With Russians
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
Trigger Russians Allied Americans 1: Changing Relationship for Russians and Americans from Neutrality to AlliedCombat Move - Germans
1 destroyer moved from 112 Sea Zone to 125 Sea Zone
1 fighter moved from Western Germany to 125 Sea Zone
1 fighter moved from Holland Belgium to 125 Sea ZoneCombat - Germans
Battle in 125 Sea Zone
Germans attack with 1 destroyer and 2 fighters
Russians defend with 1 submarine
Germans win, taking 125 Sea Zone from Neutral with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Russians: 1 submarineNon Combat Move - Germans
2 fighters moved from 125 Sea Zone to Western Germany
10 infantry moved from Germany to Slovakia Hungary
1 aaGun, 1 artillery and 3 infantry moved from Holland Belgium to Western GermanyPlace Units - Germans
8 armour and 1 infantry placed in GermanyTurn Complete - Germans
Germans collect 41 PUs; end with 41 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 48 PUs -
This could be rough game for Germany as they are going to face a tough Russian army that has a superior amount of forces, along with higher income. You know that you are in trouble when Russia starts building bombers! With the loss of Finland this round and Norway next round, are you sure that you don’t want to start a new match?
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He asked if we could continue this one but i believe he knows the outcome. He would like to see how his Japan moves turn out and to build experience for next BM rematch. But yeah, he will lose northern Scandinavia and will be hard-pressed to reclaim it.
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Unfortunately it is going to be a tough learning experience for Japan as the United States can spend 100% of their income in the Pacific. A determined push will capture India, but at a cost of losing control of China and the Money Islands. The Balanced Mod makes it much tougher on Japan as so many troops have to be used to quell the Chinese insurrection.
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Another round or two will show how Japan can cope. I already know how to defend Ger in a normal game, with minimal, strategically placed units. A&A designed it to help Ger with Paris. Plus, BM gives figs 2 defense, and allies can’t get figs from London to W.Ger. So now I just need to learn how to defend Japan on the cheap, so it can still expand.
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@Arthur:
This could be rough game for Germany as they are going to face a tough Russian army that has a superior amount of forces, along with higher income.� You know that you are in trouble when Russia starts building bombers!
I think my only bomber purchase was last game but the armor buys- if safe- essenially make the same point. I bought the bomber last game to counter-bomb one of his captured factories and to extend minor counter-strike capabilities. Im sure its not a viable buy usually but i thought it could be a fun one �8-).
Yes, i considered doing full Pacific buy(which is what my naieve play-group use to always do for at least first few rounds, combined with a massive stand-off build-up at sz 26 and 6 that usually never battled out unless game was over and we rolled for fun. I am shaking my head at our foolishness now after playing online) and i will likely do so after I have now secured that the US/USSR/UK can bottle up Euro-Axis. It seems much easier to win in Europe generally because even if you lose Med battle, you can roll there after taking Moscow unless UK really puts in work in contrast to Jpn takin 6th VC in Hawaii or Sydney which seems tougher to do over water and with US reach.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Purchase Units - Russians
Russians buy 2 armour, 4 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs;Politics - Russians
Russians takes Political Action: Political Action Russians To War With Italians
Russians succeeds on action: Political Action Russians To War With Italians: Changing Relationship for Italians and Russians from Neutrality to WarCombat Move - Russians
5 infantry moved from Karelia to Finland
2 armour and 2 mech_infantrys moved from Novgorod to Finland
2 infantry moved from Eastern Poland to Poland
1 fighter moved from Eastern Poland to Poland
1 fighter, 2 infantry and 1 tactical_bomber moved from Eastern Poland to RomaniaCombat - Russians
Battle in Romania
Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Romania from Germans with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Finland
Russians attack with 2 armour, 5 infantry and 2 mech_infantrys
Germans defend with 1 infantry
Russians win, taking Finland from Germans with 2 armour, 5 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Poland
Russians attack with 1 fighter and 2 infantry
Germans defend with 1 infantry
Russians win, taking Poland from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 fighter and 1 tactical_bomber moved from Romania to Eastern Poland
1 fighter moved from Poland to Eastern Poland
2 infantry moved from Baltic States to Eastern Poland
1 artillery and 9 infantry moved from Western Ukraine to Eastern Poland
1 armour moved from Novgorod to Eastern Poland
1 artillery moved from Novgorod to Baltic States
1 mech_infantry moved from Russia to Western Ukraine
3 artilleries moved from Ukraine to Western Ukraine
2 artilleries moved from Russia to Bryansk
2 aaGuns and 18 infantry moved from Yenisey to TimguskaPlace Units - Russians
1 armour and 2 mech_infantrys placed in Ukraine
1 armour and 2 mech_infantrys placed in Novgorod
1 tactical_bomber placed in Russia
Turning on Edit Mode
EDIT: Removing units owned by Russians from Western Ukraine: 3 artilleries
EDIT: Adding units owned by Russians to Bessarabia: 3 artilleries
EDIT: Turning off Edit ModeTurn Complete - Russians
Russians collect 44 PUs; end with 44 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 47 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 49 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 51 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 60 PUsTerritory Summary for Russians :
Timguska : 2 aaGuns and 18 infantry
Romania : 1 flag, 2 infantry
Poland : 1 flag, 1 infantry
Baltic States : 1 artillery
Bryansk : 2 artilleries
Eastern Poland : 4 aaGuns, 6 armour, 7 artilleries, 2 fighters, 25 infantry, 2 mech_infantrys and 1 tactical_bomber
Bessarabia : 3 artilleries
Russia : 1 airfield, 1 factory_major and 1 tactical_bomber
Ukraine : 1 armour, 1 factory_minor and 2 mech_infantrys
Western Ukraine : 1 mech_infantry
Volgograd : 1 factory_minor
Novgorod : 1 airfield, 1 armour, 1 factory_minor, 1 harbour and 2 mech_infantrys
114 Sea Zone : 1 cruiser
115 Sea Zone : 1 submarine
Finland : 1 flag, 2 armour, 5 infantry and 2 mech_infantrysProduction/PUs Summary :
Germans : 34 / 48
Russians : 44 / 60
Japanese : 55 / 61
Americans : 51 / 78
Chinese : 9 / 13
British : 33 / 43
UK_Pacific : 6 / 10
Italians : 13 / 18
ANZAC : 10 / 18
French : 0 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 8 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
I expected Rus to take 3 terr from Ger, but couldn’t do anything to stop it. Even if Sea Lion had succeeded, Ger couldn’t have built with the London cash until T4. Rus also gets lots of cash on T4, from N.O.s. So the question is, is Sea Lion a viable option in Global? In Global, Rus gets the Siberian cash bonus from T1, while in Europe, not until Rus is at war. What’s your experience or observation ABH?
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I’m also confounded by Japan’s opening choices. If Japan waits to DOW, UK Pac and Anz can race thru DEI, generating cash. They can’t hold them, but Japan also has limited land units to conquer them rather than just occupying empty isles. If Japan DOW early, ANZ gets wartime N.O.s for isles that are remote and inconsequential for Japan; and USA can move earlier against Axis in both Euro and Pac. Global is diff in the Pac, in that USA can move to, say Australia, while in Europe, it can’t advance towards Euro until at war. Colt, now that you have been playing Allies, which do you prefer and do you think that Bal Mod is balanced?
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I would need to be Axis to determine which i like and how balanced it is from my viewpoint. Im still pretty sure Ill like vanilla better.