@Witt Fine with me
War has been declared
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_ClosedCombat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 2 PUsDice Statistics:
Total
1 was rolled 3 times
2 was rolled 3 times
4 was rolled 4 times
5 was rolled 1 times
6 was rolled 3 times
Average roll : 3.429
Median : 4.000
Variance : 0.923
Standard Deviation : 0.961
Total rolls : 14Null / Other
4 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Italians Combat
4 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Americans Combat
1 was rolled 2 times
2 was rolled 2 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 2 times
Average roll : 3.444
Median : 4.000
Variance : 0.625
Standard Deviation : 0.791
Total rolls : 9Japanese Combat
1 was rolled 1 times
2 was rolled 1 times
6 was rolled 1 times
Average roll : 3.000
Median : 2.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - British
British buy 3 artilleries and 2 submarines; Remaining resources: 3 PUs;Combat Move - British
1 armour moved from Iraq to Syria
British take Syria from Italians
1 armour moved from Syria to Trans-Jordan
British take Trans-Jordan from Italians
1 infantry moved from Egypt to Alexandria
British take Alexandria from Italians
1 armour and 1 mech_infantry moved from Rhodesia to Anglo Egyptian Sudan
British take Belgian Congo from Italians
1 mech_infantry moved from Rhodesia to Tanganyika Territory
British take Tanganyika Territory from Italians -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - British
British buy 3 artilleries and 2 submarines; Remaining resources: 3 PUs;Combat Move - British
1 armour moved from Iraq to Syria
British take Syria from Italians
1 armour moved from Syria to Trans-Jordan
British take Trans-Jordan from Italians
1 infantry moved from Egypt to Alexandria
British take Alexandria from Italians
1 armour and 1 mech_infantry moved from Rhodesia to Anglo Egyptian Sudan
British take Belgian Congo from Italians
1 mech_infantry moved from Rhodesia to Tanganyika Territory
British take Tanganyika Territory from ItaliansCombat - British
Non Combat Move - British
1 armour moved from Iraq to Persia
3 aaGuns moved from Eastern Persia to Persia
3 artilleries and 9 infantry moved from Eastern Persia to Persia
2 fighters moved from Egypt to 97 Sea Zone
1 destroyer moved from 98 Sea Zone to 97 Sea Zone
1 bomber moved from Egypt to Persia
2 infantry moved from Egypt to Trans-Jordan
1 fighter moved from United Kingdom to GibraltarPlace Units - British
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 39 Sea Zone: 1 submarine
EDIT: Adding units owned by Japanese to 38 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
3 artilleries placed in Persia
2 submarines placed in 98 Sea ZoneTurn Complete - British
British collect 32 PUs; end with 35 PUsTurn Complete - UK_Pacific
Turning on Edit Mode
EDIT: Removing units owned by British from Anglo Egyptian Sudan: 1 armour and 1 mech_infantry
EDIT: Changing ownership of Kenya from Italians to British
EDIT: Adding units owned by British to Kenya: 1 armour and 1 mech_infantry
EDIT: Changing PUs for British from 35 to 41
EDIT: Turning off Edit ModeCombat Hit Differential Summary :
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Italians
Italians buy 2 artilleries and 1 fighter; Remaining resources: 0 PUs;Combat Move - Italians
1 bomber moved from Greece to EgyptCombat - Italians
Strategic bombing raid in Egypt
AA fire in Egypt : 1/1 hits
1 bomber killed by AA
Bombing raid in Egypt causes 0 damage total.Non Combat Move - Italians
1 artillery and 1 infantry moved from Libya to Tobruk
2 infantry moved from Northern Italy to Southern France
2 infantry moved from Southern Italy to Northern Italy
1 aaGun moved from Northern Italy to Southern FrancePlace Units - Italians
1 fighter placed in Southern Italy
1 artillery placed in Northern Italy
1 artillery placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,2,2,1,2,6,2,1,1
Italians collect 5 PUs (8 lost to blockades); end with 5 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 2 destroyers and 1 submarine; Remaining resources: 1 PUs;Combat Move - ANZAC
4 submarines moved from 54 Sea Zone to 35 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
2 fighters moved from Queensland to 55 Sea Zone
2 fighters moved from 54 Sea Zone to 55 Sea Zone -
The ANZAC hunter killer pack is on the move. Do the Japs want their subs to participate in battle off the Phillipines?
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Yes, all 5 Japanese subs fight. I should not have moved the entire Phil fleet against DNG in combat, so I could have held a DD back once I calc the whole picture. I also considered putting 2 tt’s in sz36, but they could have been hit by U.S. cv moving and then ANZ ftr attacking.
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The Brits need to give a lesson on how to shoot down bombers to the Russians! Brits 1 for 1.
Could be the Luftwaffe bomber pilots are much better than the Italians!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 2 destroyers and 1 submarine; Remaining resources: 1 PUs;Combat Move - ANZAC
4 submarines moved from 54 Sea Zone to 35 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
2 fighters moved from Queensland to 55 Sea Zone
2 fighters moved from 54 Sea Zone to 55 Sea ZoneCombat - ANZAC
Battle in 35 Sea Zone
ANZAC attack with 4 submarines
Japanese defend with 5 submarines and 3 transports
ANZAC roll dice for 4 submarines in 35 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
Japanese roll dice for 5 submarines in 35 Sea Zone, round 2 : 0/5 hits, 0.83 expected hits
1 submarine owned by the Japanese lost in 35 Sea Zone
ANZAC roll dice for 4 submarines in 35 Sea Zone, round 3 : 1/4 hits, 1.33 expected hits
Japanese roll dice for 4 submarines in 35 Sea Zone, round 3 : 1/4 hits, 0.67 expected hits
1 submarine owned by the Japanese and 1 submarine owned by the ANZAC lost in 35 Sea Zone
ANZAC roll dice for 3 submarines in 35 Sea Zone, round 4 : 0/3 hits, 1.00 expected hits
Japanese roll dice for 3 submarines in 35 Sea Zone, round 4 : 0/3 hits, 0.50 expected hits
ANZAC roll dice for 3 submarines in 35 Sea Zone, round 5 : 0/3 hits, 1.00 expected hits
Japanese roll dice for 3 submarines in 35 Sea Zone, round 5 : 0/3 hits, 0.50 expected hits
ANZAC roll dice for 3 submarines in 35 Sea Zone, round 6 : 0/3 hits, 1.00 expected hits
Japanese roll dice for 3 submarines in 35 Sea Zone, round 6 : 1/3 hits, 0.50 expected hits
1 submarine owned by the ANZAC lost in 35 Sea Zone
ANZAC roll dice for 2 submarines in 35 Sea Zone, round 7 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 3 submarines in 35 Sea Zone, round 7 : 0/3 hits, 0.50 expected hits
ANZAC roll dice for 2 submarines in 35 Sea Zone, round 8 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 3 submarines in 35 Sea Zone, round 8 : 0/3 hits, 0.50 expected hits
1 submarine owned by the Japanese lost in 35 Sea Zone
ANZAC roll dice for 2 submarines in 35 Sea Zone, round 9 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 2 submarines in 35 Sea Zone, round 9 : 0/2 hits, 0.33 expected hits
ANZAC roll dice for 2 submarines in 35 Sea Zone, round 10 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 2 submarines in 35 Sea Zone, round 10 : 1/2 hits, 0.33 expected hits
1 submarine owned by the ANZAC lost in 35 Sea Zone
ANZAC roll dice for 1 submarine in 35 Sea Zone, round 11 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 2 submarines in 35 Sea Zone, round 11 : 0/2 hits, 0.33 expected hits
ANZAC roll dice for 1 submarine in 35 Sea Zone, round 12 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 2 submarines in 35 Sea Zone, round 12 : 0/2 hits, 0.33 expected hits
ANZAC roll dice for 1 submarine in 35 Sea Zone, round 13 : 1/1 hits, 0.33 expected hits
Japanese roll dice for 2 submarines in 35 Sea Zone, round 13 : 1/2 hits, 0.33 expected hits
1 submarine owned by the Japanese and 1 submarine owned by the ANZAC lost in 35 Sea Zone
Japanese win with 1 submarine and 3 transports remaining. Battle score for attacker is 0
Casualties for Japanese: 4 submarines
Casualties for ANZAC: 4 submarines
Battle in 55 Sea Zone
ANZAC attack with 1 destroyer and 4 fighters
Japanese defend with 1 destroyer
ANZAC roll dice for 1 destroyer and 4 fighters in 55 Sea Zone, round 2 : 2/5 hits, 2.33 expected hits
Japanese roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Japanese lost in 55 Sea Zone
ANZAC win with 1 destroyer and 4 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - ANZAC
2 fighters moved from 55 Sea Zone to 54 Sea Zone
2 fighters moved from 55 Sea Zone to Queensland
1 destroyer moved from 54 Sea Zone to 46 Sea ZonePlace Units - ANZAC
2 destroyers and 1 submarine placed in 54 Sea ZoneTurn Complete - ANZAC
ANZAC collect 13 PUs; end with 14 PUsCombat Hit Differential Summary :
ANZAC : -5.67
Japanese : -2.00 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Combat Move - French
Non Combat Move - French
1 fighter moved from Gibraltar to 97 Sea ZoneTurn Complete - French
Combat Hit Differential Summary :
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Too bad that the U.S. bomber didn’t get hit by AA from India instead of the Italian from Egypt. Italy could have used a break. In my other team game that just concluded, the American bomber squad in Manch was decimated by Jpn AA until it was left with 1 bomber.
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Look at that Combat Hit Differential!!! Horrible for ANZACS. Went many rounds with no hits.
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Too bad that the U.S. bomber didn’t get hit by AA from India instead of the Italian from Egypt. Italy could have used a break. In my other team game that just concluded, the American bomber squad in Manch was decimated by Jpn AA until it was left with 1 bomber.
LOL Excuse me but Dawgoneits bombers have faced AA on about 25 occasions with only 1 shot down. The axis are in no need of any “dice breaks”.
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4 hits on 28 dice at two… ouch D.A!
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You came close D.A. It was worth the risk for a chance to sink 3 tt’s. Not using your DD’s so I couldn’t scramble my 3 planes was smart. Because I had committed all my Phil DD’s in combat elsewhere, I was vulnerable.
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Too bad that the U.S. bomber didn’t get hit by AA from India instead of the Italian from Egypt. Italy could have used a break. In my other team game that just concluded, the American bomber squad in Manch was decimated by Jpn AA until it was left with 1 bomber.
LOL Excuse me but Dawgoneits bombers have faced AA on about 25 occasions with only 1 shot down. The axis are in no need of any “dice breaks”.
Lol, I was thinking the exact same thing Garg. Japan has gotten some rolls this game along with Dawg’s German bombers…
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But the Allies are still hangin on!
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Here’s the conclusion to my prior post about my American bombing campaign against Japan. After having a negative TUV on bombing raids over Japan, AA losses had reduced the number of bombers to that of the potential defending ftrs. But the odds of hits was low, ha. I went for one last raid. 3 Amer bombers intercepted by 3 Jpn ftrs and both sides rolled snake eyes. 1/6 x 1/6 = 1/36 for each times both opponents = 1/1296? What are the odds that both sides would have the same extraordinary die roll. Only 1 plane on each side survived the 1 round battle where every unit had a power of 1. Japan temporarily revived, but eventually, my allied position made it impossible for the Axis and they conceded the game.
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The ANZ sub battle had a 2/3 chance of success. Jpn had a 1/3 chance with average of almost 1 unit left, which turned out to be correct. Jpn also rolled poorly, just not as poorly, 4 out of 34. In the real WWII, a high % of the U.S. torpedoes were duds for the first year or more.
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ENOUGH TALK! I want DICE! I want ACTION!





