assumed no scramble with the french fighter in 110 and made a couple small edits at the end.
-2 more luftwaffe
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3
Purchase Units - Americans
Americans buy 2 bombers, 1 carrier and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
Non Combat Move - Americans
1 destroyer moved from 42 Sea Zone to 46 Sea Zone
1 submarine moved from 62 Sea Zone to 46 Sea Zone
1 battleship, 2 carriers, 2 cruisers and 1 destroyer moved from 26 Sea Zone to 46 Sea Zone
1 submarine moved from 26 Sea Zone to 23 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 26 Sea Zone to 46 Sea Zone
2 fighters and 1 tactical_bomber moved from Midway to 46 Sea Zone
1 fighter moved from 26 Sea Zone to 46 Sea Zone
1 carrier moved from 10 Sea Zone to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 bomber moved from Western United States to Wake Island
1 fighter moved from Western United States to Midway
1 fighter moved from Eastern United States to 26 Sea Zone
2 fighters moved from 102 Sea Zone to Western United States
1 destroyer and 1 submarine moved from 101 Sea Zone to 28 Sea Zone
1 carrier, 1 cruiser and 1 destroyer moved from 102 Sea Zone to 101 Sea Zone
Place Units - Americans
2 bombers placed in Western United States
1 carrier placed in 10 Sea Zone
2 submarines placed in 101 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Americans from Western United States: 1 mech_infantry
EDIT: Adding units owned by Americans to Central United States: 1 mech_infantry
EDIT: Turning off Edit Mode
Note to players Americans: <body>America has joined the Allies, and declared war on the Axis!</body>
Trigger Americans War Japanese: Changing Relationship for Japanese and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Chinese and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for British and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for ANZAC and Americans from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for Americans and French from Neutrality to Allied
Trigger Americans War Japanese: Changing Relationship for Americans and Dutch from Neutrality to Friendly
Trigger Americans War Japanese: Changing Relationship for Germans and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Italians and Americans from Neutrality to War
Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
Trigger Americans War Japanese: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral
Turn Complete - Americans
Americans collect 52 PUs; end with 52 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 77 PUs
Trigger Russians Allied Americans 4: Changing Relationship for Russians and Americans from Neutrality to Allied
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Kansu to Shensi
1 fighter moved from Kansu to Shensi
Combat - Chinese
Battle in Shensi
Chinese attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 1 infantry in Shensi, round 2 : 0/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Shensi, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 1 infantry in Shensi, round 3 : 1/2 hits, 0.67 expected hits
Japanese roll dice for 1 infantry in Shensi, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Shensi
Chinese win, taking Shensi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
9 infantry moved from Kansu to Suiyuyan
1 fighter moved from Shensi to Suiyuyan
Place Units - Chinese
2 infantry placed in Suiyuyan
Turn Complete - Chinese
Chinese collect 5 PUs; end with 5 PUs
Purchase Units - British
British buy 1 airfield, 1 fighter, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 6 infantry; Remaining resources: 1 PUs;
Combat Move - British
2 infantry moved from Malaya to Shan State
1 tactical_bomber moved from Burma to Shan State
2 fighters moved from India to Shan State
2 infantry moved from Persia to Iraq
1 fighter moved from Egypt to Iraq
1 infantry moved from Tanganyika Territory to 72 Sea Zone
1 artillery moved from Kenya to 72 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 72 Sea Zone to 80 Sea Zone
1 artillery and 1 infantry moved from 80 Sea Zone to Iraq
Combat - British
Battle in Shan State
British attack with 2 fighters, 2 infantry and 1 tactical_bomber
Japanese defend with 1 infantry
British roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Shan State, round 2 : 2/5 hits, 2.00 expected hits
Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Iraq
British attack with 1 artillery, 1 fighter and 3 infantry
Neutral_Axis defend with 3 infantry
British roll dice for 1 artillery, 1 fighter and 3 infantry in Iraq, round 2 : 0/5 hits, 1.50 expected hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 0/3 hits, 1.00 expected hits
British roll dice for 1 artillery, 1 fighter and 3 infantry in Iraq, round 3 : 0/5 hits, 1.50 expected hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 3 : 1/3 hits, 1.00 expected hits
1 infantry owned by the British lost in Iraq
British roll dice for 1 artillery, 1 fighter and 2 infantry in Iraq, round 4 : 2/4 hits, 1.33 expected hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 4 : 1/3 hits, 1.00 expected hits
2 infantry owned by the Neutral_Axis and 1 infantry owned by the British lost in Iraq
1 infantry retreated to Persia
British roll dice for 1 artillery in Iraq, round 5 : 0/1 hits, 0.33 expected hits
Neutral_Axis roll dice for 1 infantry in Iraq, round 5 : 0/1 hits, 0.33 expected hits
British roll dice for 1 artillery in Iraq, round 6 : 0/1 hits, 0.33 expected hits
Neutral_Axis roll dice for 1 infantry in Iraq, round 6 : 0/1 hits, 0.33 expected hits
British roll dice for 1 artillery in Iraq, round 7 : 0/1 hits, 0.33 expected hits
Neutral_Axis roll dice for 1 infantry in Iraq, round 7 : 0/1 hits, 0.33 expected hits
British roll dice for 1 artillery in Iraq, round 8 : 1/1 hits, 0.33 expected hits
Neutral_Axis roll dice for 1 infantry in Iraq, round 8 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Neutral_Axis lost in Iraq
British win, taking Iraq from Neutral_Axis with 1 artillery remaining. Battle score for attacker is 3
Casualties for British: 2 infantry
Casualties for Neutral_Axis: 3 infantry
Non Combat Move - British
1 fighter moved from Iraq to Persia
1 infantry moved from Persia to Eastern Persia
1 cruiser and 1 destroyer moved from 81 Sea Zone to 98 Sea Zone
1 mech_infantry moved from Union of South Africa to 71 Sea Zone
1 mech_infantry and 1 transport moved from 71 Sea Zone to 72 Sea Zone
1 infantry moved from Tanganyika Territory to 72 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 72 Sea Zone to 80 Sea Zone
1 infantry and 1 mech_infantry moved from 80 Sea Zone to Eastern Persia
1 fighter moved from Union of South Africa to Egypt
1 transport moved from 82 Sea Zone to 71 Sea Zone
2 armour moved from Tunisia to Tobruk
1 fighter and 1 tactical_bomber moved from Algeria to Trans-Jordan
2 fighters and 1 tactical_bomber moved from Shan State to India
3 aaGuns, 10 infantry and 2 mech_infantrys moved from Burma to India
1 submarine moved from 95 Sea Zone to 97 Sea Zone
1 armour moved from Alberta Saskatchewan Manitoba to Western United States
1 artillery and 2 infantry moved from Quebec to Eastern United States
Place Units - British
1 fighter and 2 mech_infantrys placed in Egypt
1 airfield placed in Trans-Jordan
2 infantry placed in Union of South Africa
Turn Complete - British
British collect 35 PUs; end with 35 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs
Place Units - UK_Pacific
6 infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 1,2,2,2,5,4,1,6
UK_Pacific collect 10 PUs (4 lost to blockades); end with 11 PUs
Some Units in India change ownership: 6 infantry
Turning on Edit Mode
EDIT: Removing units owned by British from Kenya: 1 artillery and 1 infantry
EDIT: Adding units owned by British to Ethiopia: 1 artillery and 1 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
British : -2.67
Chinese : -0.33
Neutral_Axis : -2.33
Japanese : -1.00
Nevermind, I see I saved it before hitting the post button so I made the edit and re-posted.
Trying to take my turn but the dice server isn’t working for me. I’ll try again later.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3
Purchase Units - Italians
Italians buy 2 fighters and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Italians
1 armour moved from Eastern Poland to Bessarabia
Italians take Bessarabia from Russians
1 armour moved from Bessarabia to Western Ukraine
Italians take Western Ukraine from Russians
Combat - Italians
Non Combat Move - Italians
1 infantry moved from Northern Italy to Yugoslavia
1 artillery moved from Northern Italy to Yugoslavia
Place Units - Italians
1 mech_infantry placed in Northern Italy
2 fighters placed in Southern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,2
Italians collect 13 PUs (3 lost to blockades); end with 13 PUs
Combat Hit Differential Summary :
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 3 submarines; Remaining resources: 6 PUs;
Combat Move - ANZAC
1 submarine moved from 62 Sea Zone to 56 Sea Zone
1 submarine moved from 56 Sea Zone to 42 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
1 destroyer moved from 55 Sea Zone to 45 Sea Zone
1 destroyer moved from 45 Sea Zone to 42 Sea Zone
3 submarines moved from 62 Sea Zone to 54 Sea Zone
3 submarines moved from 54 Sea Zone to 55 Sea Zone
3 submarines moved from 55 Sea Zone to 42 Sea Zone
3 fighters moved from India to 42 Sea Zone
I’m taking ANZAC all in on 42. How do you want me to apply hits if they are subs vs fighters/destroyer.
Might have to prioritize round by round, but round 1 at least should be 1 hit on bb and carrier, then sink the carrier, then sink the cruiser.
Yeah it’s really hard to make a call on this fight without seeing the first roll. Maybe we can just do this one live-ish? Just post the game file when you roll for your hits and I need to assign casualties.
I’m not super savvy with saving/posting mid battle, and also it’s going to be messy because it will want me to assign the sub hits before it will even do the other rolls…
How about we just do the rolls on the forum turn by turn? I’m assuming the dice roller still works but haven’t used it in a while.
Anyway, I’m out for tonight and have to go find out how to use the forum dice roller again because I forget the function.
Testing the forum dice roller…
:aaa 1@2 1@3 1@4:
Looks like the forum roller doesn’t work. Going to try my best to post in between. Hopefully I don’t botch anything.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 3 submarines; Remaining resources: 6 PUs;
Combat Move - ANZAC
1 submarine moved from 62 Sea Zone to 56 Sea Zone
1 submarine moved from 56 Sea Zone to 42 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
1 destroyer moved from 55 Sea Zone to 45 Sea Zone
1 destroyer moved from 45 Sea Zone to 42 Sea Zone
3 submarines moved from 62 Sea Zone to 54 Sea Zone
3 submarines moved from 54 Sea Zone to 55 Sea Zone
3 submarines moved from 55 Sea Zone to 42 Sea Zone
3 fighters moved from India to 42 Sea Zone
Combat - ANZAC
Battle in 42 Sea Zone
ANZAC attack with 1 destroyer, 3 fighters and 4 submarines
Japanese defend with 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport
ANZAC roll dice for 4 submarines in 42 Sea Zone, round 2 : 2/4 hits, 1.33 expected hits
Units damaged: 1 carrier owned by the Japanese and 1 battleship owned by the Japanese
ANZAC roll dice for 1 destroyer and 3 fighters in 42 Sea Zone, round 2 : 1/4 hits, 1.83 expected hits
Combat Hit Differential Summary :
ANZAC : -0.17
2 hits from subs and 1 from fighter. I damaged the carrier and battle ship in order to move forward already. (not sure why but it won’t let you move forward until you select sub hits)
Take the hit on the carrier. I’m on for the next few hours so if you see this I should answer pretty quickly.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 3 submarines; Remaining resources: 6 PUs;
Combat Move - ANZAC
1 submarine moved from 62 Sea Zone to 56 Sea Zone
1 submarine moved from 56 Sea Zone to 42 Sea Zone
1 destroyer moved from 54 Sea Zone to 55 Sea Zone
1 destroyer moved from 55 Sea Zone to 45 Sea Zone
1 destroyer moved from 45 Sea Zone to 42 Sea Zone
3 submarines moved from 62 Sea Zone to 54 Sea Zone
3 submarines moved from 54 Sea Zone to 55 Sea Zone
3 submarines moved from 55 Sea Zone to 42 Sea Zone
3 fighters moved from India to 42 Sea Zone
Combat - ANZAC
Battle in 42 Sea Zone
ANZAC attack with 1 destroyer, 3 fighters and 4 submarines
Japanese defend with 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport
ANZAC roll dice for 4 submarines in 42 Sea Zone, round 2 : 2/4 hits, 1.33 expected hits
Units damaged: 1 carrier owned by the Japanese and 1 battleship owned by the Japanese
ANZAC roll dice for 1 destroyer and 3 fighters in 42 Sea Zone, round 2 : 1/4 hits, 1.83 expected hits
Japanese roll dice for 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport in 42 Sea Zone, round 2 : 3/6 hits, 3.00 expected hits
1 destroyer owned by the ANZAC, 1 carrier owned by the Japanese and 2 submarines owned by the ANZAC lost in 42 Sea Zone
ANZAC roll dice for 2 submarines in 42 Sea Zone, round 3 : 1/2 hits, 0.67 expected hits
ANZAC roll dice for 3 fighters in 42 Sea Zone, round 3 : 2/3 hits, 1.50 expected hits
Combat Hit Differential Summary :
ANZAC : 0.67
Japanese : 0.00
Sorry, was trying to get it done when you were online yesterday but couldn’t decide on how to continue and then guests arrived. Anyway decided to press on, 3 more hits, one from a sub.
Take the destroyer, and the tac bomber. I see two hits from the file?
I don’t understand why it took the cruiser as the first hit from the sub. I would have taken the hit on the destroyer since it can fire back and kept the cruiser alive to fire at the planes. I think you need to repick the sub hit.
There’s actually 3 hits if you read through the history. What’s showing on the screen when you open the file are the two plane hits only. Unfortunately Triple A forces the choice of the sub hit before the fighter rolls happen. At that point I assumed most likely 2 hits total and if it were me I would want to keep the destroyer alive to negate surprise strike on next round.
On this round there should be no surprise strike so all of my rolls should happen simultaneously but unfortunately the game doesn’t display it like that… so I had to pick a casualty not knowing what the fighter rolls would be and an argument could be made for either the cruiser or destroyer.
However I believe Triple A is smart enough to still give you a roll for the cruiser since you have a destroyer present.
So I think here’s where we’re at:
BTW, I did a trial run and Triple A understands there is no surprise strike, so all of your units will get a defensive roll including the cruiser I took as a casualty placeholder. After your defensive rolls I’ll post the file so you can see it, and then if necessary I’ll create an edited file with whatever units you chose to be remaining to finish off the 3rd round of combat. (since I don’t think you can edit mid-combat I’ll have to go back to the file from the start of the ANZAC turn and kill off the units pre-combat)
Still need to know how you want the 3x hits applied though.