@SuperbattleshipYamato @The-Janus British turn next go ahead Janus japan-turn-2-complete-game-32-2 (1).tsvg
Texouse (Axis) vs. Trajan (Allies) 1942
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You weren’t allowed to take Bur also. A transport can LOAD from more than one terr, but can only UNLOAD into a single one. A transport also can’t move after unloading.
Examples:
You could have loaded 1 Inf each from Man and Jap, and dropped them both in FIC.
You could have loaded 1 Inf from Jap, moved to z61, picked up another Inf from Kwang (you didn’t have one there…but just an example). But you couldn’t have dropped one into FIC and the other into Bur.
No matter where they came from, you can’t drop one into FIC (during combat move) and the other into Burma or Malaya (during non-com).
You could have dropped one in to FIC during CM, and the other in FIC during NCM (and given that FIC was empty, the result would have been exactly the same).Let me know if unclear.
And that fleet is perfectly safe - I can hit it with SS, DD, CC, BB, CV, 4 Ftr, Bom. I’d get destroyed. The UK could hit you again with SS, CC, 4 Ftr, Bom - but the downside risk is too big. It’s the kind of move I might try if I was losing, but no need to take such chances being ahead (although, not massively so). I might post tonight, if not, tomorrow.
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TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 3 destroyers, 2 fighters and 1 submarine; Remaining resources: 0 PUs;Non Combat Move - Americans
1 infantry moved from Egypt to Trans-Jordan
1 bomber moved from Egypt to India
1 destroyer moved from 23 Sea Zone to 8 Sea Zone
2 infantry moved from French West Africa to 23 Sea Zone
2 infantry and 1 transport moved from 23 Sea Zone to 13 Sea Zone
2 infantry moved from Eastern United States to 11 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
4 infantry moved from 13 Sea Zone to Morocco
2 destroyers and 3 transports moved from 15 Sea Zone to 13 Sea Zone
1 carrier, 3 destroyers, 2 fighters and 2 submarines moved from 53 Sea Zone to 45 Sea Zone
1 infantry moved from East Indies to 37 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 2 fighters, 1 infantry, 1 submarine and 1 transport moved from 37 Sea Zone to 45 Sea Zone
1 infantry moved from 45 Sea Zone to Eastern Australia
1 transport moved from 39 Sea Zone to 45 Sea Zone
1 carrier and 1 submarine moved from 56 Sea Zone to 44 Sea Zone
1 fighter moved from 45 Sea Zone to 44 Sea Zone
1 fighter moved from 45 Sea Zone to 44 Sea ZonePlace Units - Americans
2 fighters placed in Western United States
2 destroyers placed in 56 Sea Zone
1 destroyer and 1 submarine placed in 11 Sea ZoneTurn Complete - Americans
Americans collect 46 PUs; end with 46 PUs -
TripleA Move Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Russians
Russians buy 1 artillery and 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Vologda to Evenki National Okrug
Russians take Evenki National Okrug from Japanese
1 infantry moved from Russia to Novosibirsk
Russians take Novosibirsk from Japanese
2 fighters and 3 infantry moved from Russia to Kazakh S.S.R.
1 infantry moved from Karelia S.S.R. to Belorussia
Russians take Belorussia from Germans
1 infantry moved from Russia to Kazakh S.S.R. -
TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Russians
Russians buy 1 artillery and 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Vologda to Evenki National Okrug
Russians take Evenki National Okrug from Japanese
1 infantry moved from Russia to Novosibirsk
Russians take Novosibirsk from Japanese
2 fighters and 3 infantry moved from Russia to Kazakh S.S.R.
1 infantry moved from Karelia S.S.R. to Belorussia
Russians take Belorussia from Germans
1 infantry moved from Russia to Kazakh S.S.R.Combat - Russians
Battle in Kazakh S.S.R.
Russians attack with 2 fighters and 4 infantry
Japanese defend with 2 infantry
Russians roll dice for 2 fighters and 4 infantry in Kazakh S.S.R., round 2 : 2/6 hits
Japanese roll dice for 2 infantry in Kazakh S.S.R., round 2 : 2/2 hits
2 infantry owned by the Japanese and 2 infantry owned by the Russians lost in Kazakh S.S.R.
Russians win, taking Kazakh S.S.R. from Japanese with 2 fighters and 2 infantry remaining. Battle score for attacker is 0
Casualties for Russians: 2 infantry
Casualties for Japanese: 2 infantryNon Combat Move - Russians
2 fighters moved from Kazakh S.S.R. to Caucasus
1 artillery and 3 infantry moved from Archangel to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
1 artillery and 4 infantry moved from Russia to West Russia
1 artillery and 6 infantry moved from Russia to CaucasusPlace Units - Russians
1 artillery and 2 infantry placed in Caucasus
5 infantry placed in RussiaTurn Complete - Russians
Russians collect 25 PUs; end with 25 PUs -
TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Germans
Germans buy 1 armour, 2 destroyers and 5 infantry; Remaining resources: 0 PUs;Combat Move - Germans
3 transports moved from 6 Sea Zone to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 artillery moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 artillery moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
2 artilleries moved from 5 Sea Zone to Karelia S.S.R.
Germans take Karelia S.S.R. from Russians
4 infantry moved from 5 Sea Zone to Karelia S.S.R.
3 infantry moved from Baltic States to Karelia S.S.R.
3 armour moved from Baltic States to Karelia S.S.R.
1 infantry moved from Ukraine S.S.R. to Belorussia
1 infantry moved from Ukraine S.S.R. to Belorussia
3 fighters moved from Germany to Belorussia
1 bomber moved from Germany to BelorussiaCombat - Germans
Battle in Belorussia
Germans attack with 1 bomber, 3 fighters and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber, 3 fighters and 2 infantry in Belorussia, round 2 : 3/6 hits
Russians roll dice for 1 infantry in Belorussia, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Belorussia
Germans win, taking Belorussia from Russians with 1 bomber, 3 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
2 infantry moved from Germany to Poland
1 bomber moved from Belorussia to Poland
3 fighters moved from Belorussia to Poland
1 artillery moved from Ukraine S.S.R. to Poland
1 artillery moved from Southern Europe to Italy
2 infantry moved from Southern Europe to ItalyPlace Units - Germans
1 armour and 5 infantry placed in Germany
2 destroyers placed in 5 Sea ZoneTurn Complete - Germans
Germans collect 38 PUs; end with 38 PUs -
Hey, so you might want to check out your navy in z6. I can hit it with 2 DD, CC, BB, 3 Ftr. I see that as having a small edge…even if I don’t pull it off, the US can follow up with 4 DDs and a Ftr.
Let me know what you want to do - moving it all to z5 would obviously make it safe.
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ha yes, please. I am not sure how to accomplish that though, can you do it or guide me through it please?
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Ah! Under “Game” menu, just “enable edit mode”. Generally, all edits are ok if it doesn’t affect the gameplay (i.e. if you change a NCM after having placed units). I’ll post a new map with the edits - just let me know that you are ok with it and I’ll do the turn.
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TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Germans
Germans buy 1 armour, 2 destroyers and 5 infantry; Remaining resources: 0 PUs;Combat Move - Germans
3 transports moved from 6 Sea Zone to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 artillery moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 artillery moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
1 infantry moved from Germany to 5 Sea Zone
2 artilleries moved from 5 Sea Zone to Karelia S.S.R.
Germans take Karelia S.S.R. from Russians
4 infantry moved from 5 Sea Zone to Karelia S.S.R.
3 infantry moved from Baltic States to Karelia S.S.R.
3 armour moved from Baltic States to Karelia S.S.R.
1 infantry moved from Ukraine S.S.R. to Belorussia
1 infantry moved from Ukraine S.S.R. to Belorussia
3 fighters moved from Germany to Belorussia
1 bomber moved from Germany to BelorussiaCombat - Germans
Battle in Belorussia
Germans attack with 1 bomber, 3 fighters and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber, 3 fighters and 2 infantry in Belorussia, round 2 : 3/6 hits
Russians roll dice for 1 infantry in Belorussia, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Belorussia
Germans win, taking Belorussia from Russians with 1 bomber, 3 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
2 infantry moved from Germany to Poland
1 bomber moved from Belorussia to Poland
3 fighters moved from Belorussia to Poland
1 artillery moved from Ukraine S.S.R. to Poland
1 artillery moved from Southern Europe to Italy
2 infantry moved from Southern Europe to ItalyPlace Units - Germans
1 armour and 5 infantry placed in Germany
2 destroyers placed in 5 Sea ZoneTurn Complete - Germans
Germans collect 38 PUs; end with 38 PUs
Turning on Edit Mode
EDIT: Adding units owned by Germans to 5 Sea Zone: 1 battleship, 3 cruisers, 1 destroyer and 1 submarine
EDIT: Removing units owned by Germans from 6 Sea Zone: 1 battleship, 3 cruisers, 1 destroyer and 1 submarine
EDIT: Turning off Edit Mode -
Looking good, thanks a lot Nick!
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TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - British
British buy 1 armour, 2 destroyers and 5 infantry; Remaining resources: 0 PUs;Combat Move - British
1 transport moved from 13 Sea Zone to 8 Sea Zone
1 infantry moved from United Kingdom to 8 Sea Zone
1 infantry moved from 8 Sea Zone to Northwestern Europe
British take Northwestern Europe from GermansCombat - British
Non Combat Move - British
1 fighter moved from 13 Sea Zone to Egypt
1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 1 fighter and 1 transport moved from 13 Sea Zone to 8 Sea Zone
1 fighter moved from United Kingdom to 8 Sea Zone
1 armour moved from Egypt to Persia
1 infantry moved from Trans-Jordan to Egypt
2 armour, 2 artilleries, 2 fighters and 2 infantry moved from Persia to Kazakh S.S.R.
1 armour moved from India to Kazakh S.S.R.
1 cruiser, 1 submarine and 2 transports moved from 37 Sea Zone to 45 Sea Zone
1 transport moved from 39 Sea Zone to 45 Sea Zone
2 infantry moved from India to PersiaPlace Units - British
2 destroyers placed in 8 Sea Zone
2 infantry placed in Egypt
British undo move 2.
1 armour and 1 infantry placed in Egypt
3 infantry placed in India
1 infantry placed in United KingdomTurn Complete - British
British collect 36 PUs; end with 36 PUs -
TripleA Turn Summary for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 factory, 3 infantry and 1 transport; Remaining resources: 2 PUs;Combat Move - Japanese
1 infantry moved from Yunnan to Burma
Japanese take Burma from British
2 infantry moved from French Indo-China Thailand to 36 Sea Zone
2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters, 2 infantry and 1 transport moved from 36 Sea Zone to 47 Sea Zone
2 infantry moved from 47 Sea Zone to BorneoCombat - Japanese
Battle in 47 Sea Zone
Japanese attack with 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport
Americans defend with 1 destroyer
Japanese roll dice for 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport in 47 Sea Zone, round 2 : 3/11 hits
Americans roll dice for 1 destroyer in 47 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Americans lost in 47 Sea Zone
Japanese win with 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in BorneoNon Combat Move - Japanese
2 armour moved from Yunnan to Anhwei
3 fighters moved from Szechwan to Anhwei
1 bomber moved from Szechwan to Anhwei
1 infantry moved from Szechwan to Anhwei
1 artillery moved from Szechwan to Anhwei
2 infantry moved from Japan to 62 Sea Zone
2 infantry moved from 62 Sea Zone to ManchuriaPlace Units - Japanese
1 factory placed in Anhwei
3 infantry placed in Japan
1 transport placed in 62 Sea ZoneTurn Complete - Japanese
Japanese collect 34 PUs; end with 36 PUs -
was it a mistake to take burma you think?
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So the basic math of using one inf to take a 1 Terr is that you gain 1 IPC, and have a 1/3 chance of killing and Inf when I take it over - so EV of 1 IPC. Against that you lose 1 Inf so net (-1).
But - in order to kill the guy, I’ll have to do the same math - and if I want to be sure to retake it, I need to bring 2 Inf - so when you add in my expected future loss, you can gain that back and more. And if I get unlucky and don’t take it back you can move your air in and really put pressure on India. So there is a possible strategic gain too.
So yeah it’s the right move especially if the terr has strategic value.
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Now - just leaving that DD sitting there because I forgot about it was a mistake.
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Ha the real mistake I made is that useless factory, I didn’t realize it will only be able to produce one unit per turn… is it possible to move it to kwangtung by any chance please…?
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TripleA Manual Gamesave Post for game: World War II v5 1942 SE TR, version: 1.9
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 factory, 3 infantry and 1 transport; Remaining resources: 2 PUs;Combat Move - Japanese
1 infantry moved from Yunnan to Burma
Japanese take Burma from British
2 infantry moved from French Indo-China Thailand to 36 Sea Zone
2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters, 2 infantry and 1 transport moved from 36 Sea Zone to 47 Sea Zone
2 infantry moved from 47 Sea Zone to BorneoCombat - Japanese
Battle in 47 Sea Zone
Japanese attack with 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport
Americans defend with 1 destroyer
Japanese roll dice for 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport in 47 Sea Zone, round 2 : 3/11 hits
Americans roll dice for 1 destroyer in 47 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Americans lost in 47 Sea Zone
Japanese win with 2 battleships, 1 carrier, 2 cruisers, 4 destroyers, 2 fighters and 1 transport remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in BorneoNon Combat Move - Japanese
2 armour moved from Yunnan to Anhwei
3 fighters moved from Szechwan to Anhwei
1 bomber moved from Szechwan to Anhwei
1 infantry moved from Szechwan to Anhwei
1 artillery moved from Szechwan to Anhwei
2 infantry moved from Japan to 62 Sea Zone
2 infantry moved from 62 Sea Zone to ManchuriaPlace Units - Japanese
1 factory placed in Anhwei
3 infantry placed in Japan
1 transport placed in 62 Sea ZoneTurn Complete - Japanese
Japanese collect 34 PUs; end with 36 PUs
Turning on Edit Mode
EDIT: Adding units owned by Japanese to Kwangtung: 1 factory
EDIT: Removing units owned by Japanese from Anhwei: 1 factory
EDIT: Turning off Edit Mode -
I took care of it to spare you the pain. If not ok, no worries at all, please just use the previous saved game, all good.
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Haha not at all. For big mistakes, one can ask for a take back, but small mistakes you should cause the requisite pain!
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Unfortunately…you have some of those bigger mistakes here. Your fleet isn’t safe in z47 - I can hit it with 4 SS, 3 DD, 1 CC, 1-3 CV, 1 BB, 4 Ftr and 1 Bom - I see it as 85% + to win, depending on how many CV’s I bring (I likely wouldn’t bring them all as they might not be safe from your counterattack from z60).
If you can’t defend the TT, you might not take Borneo - if you want to re-run the turn, pls go ahead (and yes, no issue to move the factory - I just saw your post on that. Generally, no issue to move your placements as long as it is before my turn).