TripleA Manual Gamesave Post for game: D-Day 2 Improved
Game History
Round: 5 Germans Combat Move - GermansCombat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 12
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Kweichow to Hunan
1 infantry moved from Shensi to Kweichow
1 artillery and 1 infantry moved from Shensi to Hopei
Place Units - Chinese
1 infantry placed in Hopei
3 infantry placed in Shensi
Turn Complete - Chinese
Chinese collect 11 PUs; end with 12 PUs total
Territory Summary for Chinese :
Shensi : 1 artillery and 4 infantry
Kweichow : 1 infantry
Hunan : 1 infantry
Hopei : 3 artilleries and 3 infantry
Szechwan : 1 infantry
Chahar : 1 infantry
Anhwe : 1 infantry
Messed up US placement. Will edit
TripleA Move Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 12
Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by Americans from 10 Sea Zone: 1 carrier
EDIT: Removing units owned by Americans from 112 Sea Zone: 1 carrier
EDIT: Removing units owned by Americans from 112 Sea Zone: 1 destroyer
EDIT: Adding units owned by Americans to 113 Sea Zone: 2 carriers
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 armour and 2 artilleries moved from Normandy Bordeaux to 110 Sea Zone
1 artillery and 3 infantry moved from United Kingdom to 110 Sea Zone
1 armour, 3 artilleries, 1 destroyer, 3 infantry and 4 transports moved from 110 Sea Zone to 114 Sea Zone
1 armour, 3 artilleries and 3 infantry moved from 114 Sea Zone to Germany
3 fighters moved from Normandy Bordeaux to Germany
How were the US figs in sz110 allowed to attack Ger, which is 3 spaces away? They couldn’t land in 4 spaces. But the dice were great for me.
OOL again, please. I bought 2 carriers which could be placed in 113 but game didn’t make me place them there as I intended because of course the planes died as i expected. I was working on a work thing while I waited for OOL so i forgot the second reason I was gonna place cvs in 113 which was for Brits.
@Colt45:
I bought 2 carriers which could be placed in 113 but game didn’t make me place them there as I intended
I typed that a little confusingly bought I wanted all along for cvs to be placed in 113 but in my distraction I stacked 112 accidentally. If i still had remaining figs, it should have forced me to place in 113.
best d, bomber, inf, tb. I knew that existing planes could land NCM on new cv’s, but thought that they had to qualify w/o the build.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 12
Purchase Units - British
British buy 1 artillery, 1 factory_minor, 1 fighter, 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry; Remaining resources: 1 PUs;
Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by Americans from 10 Sea Zone: 1 carrier
EDIT: Removing units owned by Americans from 112 Sea Zone: 1 carrier
EDIT: Removing units owned by Americans from 112 Sea Zone: 1 destroyer
EDIT: Adding units owned by Americans to 113 Sea Zone: 2 carriers
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 armour and 2 artilleries moved from Normandy Bordeaux to 110 Sea Zone
1 artillery and 3 infantry moved from United Kingdom to 110 Sea Zone
1 armour, 3 artilleries, 1 destroyer, 3 infantry and 4 transports moved from 110 Sea Zone to 114 Sea Zone
1 armour, 3 artilleries and 3 infantry moved from 114 Sea Zone to Germany
3 fighters moved from Normandy Bordeaux to Germany
Combat - British
Battle in Germany
British attack with 1 armour, 3 artilleries, 3 fighters and 3 infantry
Germans defend with 1 bomber, 1 factory_major, 3 infantry and 4 tactical_bombers
British captures 96PUs while taking Germans capital
British converts factory_major into different units
British win, taking Germany from Germans with 1 armour, 2 artilleries and 3 fighters remaining. Battle score for attacker is 52
Casualties for Germans: 1 bomber, 3 infantry and 4 tactical_bombers
Casualties for British: 1 artillery and 3 infantry
triggerGermansDestroyPUsBritish: Setting destroysPUs to true for playerAttachment attached to Germans
Non Combat Move - British
3 fighters moved from Germany to 113 Sea Zone
3 fighters and 1 tactical_bomber moved from Karelia to 112 Sea Zone
1 armour moved from Karelia to Novgorod
2 infantry moved from 110 Sea Zone to United Kingdom
1 submarine moved from 81 Sea Zone to 80 Sea Zone
2 fighters moved from India to Eastern Persia
5 infantry moved from Persia to Iraq
2 infantry moved from Caucasus to Northwest Persia
3 infantry and 1 mech_infantry moved from Algeria to Morocco
Place Units - British
1 factory_minor placed in Iraq
1 artillery and 2 infantry placed in Persia
1 mech_infantry placed in Union of South Africa
1 fighter placed in United Kingdom
Turn Complete - British
British collect 36 PUs; end with 132 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 135 PUs
Place Units - UK_Pacific
3 infantry placed in India
Turn 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: 3 infantry
Territory Summary for British and UK_Pacific :
India : 1 airfield, 1 factory_major, 3 fighters, 1 harbour and 10 infantry
39 Sea Zone : 1 cruiser, 1 destroyer and 1 submarine
Iceland : 1 airfield
Quebec : 1 factory_minor
Gibraltar : 1 airfield and 1 harbour
New Brunswick Nova Scotia : 1 harbour
Union of South Africa : 1 factory_minor, 1 harbour and 1 mech_infantry
Scotland : 1 airfield
United Kingdom : 5 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 1 fighter, 1 harbour and 2 infantry
Morocco : 3 infantry and 1 mech_infantry
Germany : 1 flag, 1 armour, 2 artilleries and 1 factory_minor
Tobruk : 1 flag
Ethiopia : 1 flag
Novgorod : 1 armour
112 Sea Zone : 3 fighters and 1 tactical_bomber
80 Sea Zone : 1 submarine
113 Sea Zone : 3 fighters
Iraq : 1 flag, 1 factory_minor, 5 infantry and 3 mech_infantrys
Eastern Persia : 1 flag, 2 fighters
114 Sea Zone : 1 destroyer and 4 transports
71 Sea Zone : 1 flag
Northwest Persia : 1 flag, 2 infantry
Persia : 1 flag, 1 artillery, 1 factory_minor and 2 infantry
Production/PUs Summary :
Germans : 47 / 0
Russians : 15 / 0
Japanese : 52 / 52
Americans : 67 / 94
Chinese : 11 / 12
British : 36 / 135
UK_Pacific : 6 / 10
Italians : 12 / 25
ANZAC : 14 / 23
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Just when Ger gets this big cash income, Bri takes my capital and takes Rus’ cash. Things were going so well. The air base and the cv build in Nor were smart moves. I can take Ger back, but the loss of cash will doom me. Probably not worth continuing.
It was one of our funnest matches yet. I was having so much fun in China but got complacent with Yunnan stack(and Bryansk) and those two battles hurt greatly.
It is tough when you lose your capitol. Those 1-2 punches from US & UK can be much more powerful than you would expect. I think that you will do much better on your fourth try, Rommel, when you make a couple of minor improvements in your early game. Your gameplay has vastly improved.
Thanks ABH. Yes Colt it was fun and even exciting at times. The Axis pulled it out of the fire just in time, and then it went up in smoke. Ger built 15 inf in Ger & W.Ger. this round. Perhaps the unlikely chance of the allies taking Paris or W. Ger, or Ger with Bri alone, forced you to think more creatively. Building up in Norm was a possibility, but the return of the Ger planes made that risky also. I was on the verge of a resurgent Ger. I could have built a full compliment of ground troops in Mos and Rus could not reinforce its army. Jpn stabilized its position in China, outnumbering the allies in China and no flying tiger or new art for now. Italy was on the verge of breaking out. I would have liked to see how that turned out. Ita would have built a sub in sz81 to take away UK Pac N.O. Jpn built 3 subs & a dd this past turn and the sub in sz5 was freed from convoy blockage. So Jpn was catching up to the big US sub.
I looked at the situation and thought that it might be fun to see how I could counterattack in the short term. The loss of the US planes during the attack on Berlin and the loss of the US troops attacking Hol/Bel and the upcoming loss of the Bri tt’s will temporarily allow Ger to regroup. I will take my turn tomorrow.
Let’s move on to trade sides in a new Global Bal Mod. You can set it up as Axis. So now that you’ve played a 12 turn game, what do you think of Bal Mod vs bid Global?
I still prefer G40 but maybe being Axis can change my mind. I havent looked to see what changes there are but we can upgrade to BM3 for this one.
Hey, no fair. :-) Just when we trade sides, Bal Mod 3.3 says Allies were favored in Mod 2, so they changed N.O.s so that it’s more balanced, i.e., changes favor Axis. Rus doesn’t get convoy N.O.s until R3 if you decide to attack earlier. And Jpn gets a new 3 P.U. N.O. for Okinawa and Iwo when at war with U.S. That’s a given. I hadn’t heard about the upgrade until you mentioned it. I upgraded my map, so 3.3 is it.