I believe couldn’t have landed the bomber there as Italy captured it this round
trulpen (X) vs oysteilo (A+5) BM3
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@oysteilo said in trulpen (X) vs oysteilo (A+5) BM3:
nothing wrong with your defensive hitting as always :blush: a coulple of edits
It was risky and costly, but I believe the right choice under the circumstances. Don’t have to hit any fleet in sz99 now and the sub disappeared. Dragging down 2 sb with me I guess made it materially worth it as well, although the luftwaffe is rather shaky against that swarm of US air.
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@trulpen said in trulpen (X) vs oysteilo (A+5) BM3:
@oysteilo said in trulpen (X) vs oysteilo (A+5) BM3:
nothing wrong with your defensive hitting as always :blush: a coulple of edits
It was risky and costly, but I believe the right choice under the circumstances. Don’t have to hit any fleet in sz99 now and the sub disappeared. Dragging down 2 sb with me I guess made it materially worth it as well, although the luftwaffe is rather shaky against that swarm of US air.
i guess i was -59 with usa and now i am +66 with the british, the odds said about +80 so i guess i lost a plane too much.
Killing 7 axis carriers in the med is not something i do every day. It just had to be done. I was soooooooo close to doing it last round as well. At least it will be costly to rebuild that axis fleet and italy is in no shape to help (much).
go ahead, no more edits
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Very true. I should’ve stayed with the fleet in sz97.
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TripleA Turn Summary: Italians round 16
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 16 Purchase Units - Italians Italians buy 2 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Italians 1 bomber moved from Southern Italy to Egypt Combat - Italians Strategic bombing raid in Egypt AA fire in Egypt : 0/1 hits, 0,17 expected hits Bombing raid in Egypt rolls: 7 and causes: 6 damage to unit: factory_minor Bombing raid in Egypt causes 6 damage total. Non Combat Move - Italians 1 bomber moved from Egypt to Greece 4 aaGuns, 2 artilleries, 2 fighters and 9 infantry moved from Southern Italy to Northern Italy 2 fighters moved from Northern Italy to Southern France 1 armour moved from Southern Italy to Southern France Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from Southern France: 1 armour EDIT: Adding units owned by Italians to Western Germany: 1 armour EDIT: Turning off Edit Mode 2 mech_infantrys placed in Northern Italy Turn Complete - Italians Italians collect 9 PUs; end with 10 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 15 PUs
Combat Hit Differential Summary :
AA fire in Egypt : : -0,17
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Have to contemplate where those figs should land.
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TripleA Turn Summary: Italians round 16
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 16 Purchase Units - Italians Italians buy 2 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Italians 1 bomber moved from Southern Italy to Egypt Combat - Italians Strategic bombing raid in Egypt AA fire in Egypt : 0/1 hits, 0,17 expected hits Bombing raid in Egypt rolls: 7 and causes: 6 damage to unit: factory_minor Bombing raid in Egypt causes 6 damage total. Non Combat Move - Italians 1 bomber moved from Egypt to Greece 4 aaGuns, 2 artilleries, 2 fighters and 9 infantry moved from Southern Italy to Northern Italy 2 fighters moved from Northern Italy to Southern France 1 armour moved from Southern Italy to Southern France Place Units - Italians Turning on Edit Mode EDIT: Removing units owned by Italians from Southern France: 1 armour EDIT: Adding units owned by Italians to Western Germany: 1 armour EDIT: Turning off Edit Mode 2 mech_infantrys placed in Northern Italy Turn Complete - Italians Italians collect 9 PUs; end with 10 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 15 PUs Turning on Edit Mode EDIT: Removing units owned by Italians from Southern France: 2 fighters EDIT: Adding units owned by Italians to Western Germany: 2 fighters EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
AA fire in Egypt : : -0,17
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TripleA Turn Summary: French round 16
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 16 Purchase Units - ANZAC ANZAC buy 1 artillery, 2 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 submarine moved from 54 Sea Zone to 55 Sea Zone 1 fighter and 1 tactical_bomber moved from 54 Sea Zone to 55 Sea Zone 2 fighters moved from Queensland to 55 Sea Zone 2 fighters moved from Western Australia to 55 Sea Zone 1 bomber moved from Western Australia to 55 Sea Zone Combat - ANZAC Battle in 55 Sea Zone ANZAC attack with 1 bomber, 5 fighters, 1 submarine and 1 tactical_bomber Japanese defend with 1 destroyer ANZAC roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits ANZAC roll dice for 1 bomber, 5 fighters and 1 tactical_bomber in 55 Sea Zone, round 2 : 5/7 hits, 3,83 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 bomber, 5 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - ANZAC 1 bomber moved from 55 Sea Zone to India 1 infantry moved from Queensland to 54 Sea Zone 2 carriers, 1 cruiser, 1 destroyer, 1 infantry, 2 submarines and 1 transport moved from 54 Sea Zone to 42 Sea Zone 1 artillery moved from Java to 42 Sea Zone 5 fighters moved from 55 Sea Zone to 42 Sea Zone 1 fighter moved from New South Wales to 42 Sea Zone 1 tactical_bomber moved from 55 Sea Zone to Queensland 1 fighter moved from Hawaiian Islands to Queensland Place Units - ANZAC 1 transport placed in 62 Sea Zone 1 artillery and 1 infantry placed in New South Wales 1 infantry placed in Queensland 1 submarine placed in 54 Sea Zone Turn Complete - ANZAC ANZAC collect 14 PUs; end with 14 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 17 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 20 PUs Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
ANZAC : 0,83 Japanese : -0,33
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TripleA Turn Summary: Germans round 17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 17 Research Technology - Germans Purchase Units - Germans Germans buy 1 artillery, 1 carrier, 1 factory_minor, 15 infantry and 2 submarines; Remaining resources: 0 PUs; Combat Move - Germans 2 infantry moved from Bryansk to Tambov 2 infantry moved from Rostov to Volgograd 3 infantry moved from Rostov to Caucasus 2 infantry moved from France to Holland Belgium 1 artillery and 3 infantry moved from France to Normandy Bordeaux 2 fighters and 2 tactical_bombers moved from Greece to Holland Belgium 3 fighters and 2 tactical_bombers moved from Greece to Normandy Bordeaux 1 fighter moved from Greece to Normandy Bordeaux 1 artillery moved from Rostov to Caucasus 1 fighter moved from Greece to Volgograd 1 fighter moved from Greece to Tambov 1 fighter moved from Greece to Normandy Bordeaux 2 bombers moved from Southern Italy to Normandy Bordeaux 1 bomber moved from Bryansk to Caucasus 1 fighter moved from Greece to Normandy Bordeaux 1 artillery moved from Rostov to Volgograd Combat - Germans Battle in Normandy Bordeaux Germans attack with 1 artillery, 2 bombers, 6 fighters, 3 infantry and 2 tactical_bombers British defend with 1 aaGun, 1 artillery and 2 infantry; Americans defend with 1 armour, 1 factory_minor, 1 harbour and 1 infantry AA fire in Normandy Bordeaux : 1/3 hits, 0,50 expected hits 1 tactical_bomber owned by the Germans lost in Normandy Bordeaux Germans roll dice for 1 artillery, 2 bombers, 6 fighters, 3 infantry and 1 tactical_bomber in Normandy Bordeaux, round 2 : 5/13 hits, 6,00 expected hits Americans roll dice for 1 aaGun, 1 armour, 1 artillery and 3 infantry in Normandy Bordeaux, round 2 : 0/5 hits, 1,83 expected hits 1 aaGun owned by the British, 1 infantry owned by the Americans, 1 artillery owned by the British and 2 infantry owned by the British lost in Normandy Bordeaux Germans roll dice for 1 artillery, 2 bombers, 6 fighters, 3 infantry and 1 tactical_bomber in Normandy Bordeaux, round 3 : 3/13 hits, 6,00 expected hits Americans roll dice for 1 armour in Normandy Bordeaux, round 3 : 1/1 hits, 0,50 expected hits 1 infantry owned by the Germans and 1 armour owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 1 artillery, 2 bombers, 6 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 10 Casualties for Germans: 1 infantry and 1 tactical_bomber Casualties for Americans: 1 armour and 1 infantry Casualties for British: 1 aaGun, 1 artillery and 2 infantry Battle in Tambov Germans attack with 1 fighter and 2 infantry Russians defend with 1 infantry Germans roll dice for 1 fighter and 2 infantry in Tambov, round 2 : 0/3 hits, 0,83 expected hits Russians roll dice for 1 infantry in Tambov, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Tambov Germans roll dice for 1 fighter and 1 infantry in Tambov, round 3 : 1/2 hits, 0,67 expected hits Russians roll dice for 1 infantry in Tambov, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Tambov Germans win, taking Tambov from Russians with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for Russians: 1 infantry Battle in Volgograd Germans attack with 1 artillery, 1 fighter and 2 infantry British defend with 1 armour; Russians defend with 1 factory_minor Germans roll dice for 1 artillery, 1 fighter and 2 infantry in Volgograd, round 2 : 2/4 hits, 1,33 expected hits Russians roll dice for 1 armour in Volgograd, round 2 : 0/1 hits, 0,50 expected hits 1 armour owned by the British lost in Volgograd Germans win, taking Volgograd from Russians with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 6 Casualties for British: 1 armour Battle in Caucasus Germans attack with 1 artillery, 1 bomber and 3 infantry Americans defend with 1 artillery and 1 infantry Germans roll dice for 1 artillery, 1 bomber and 3 infantry in Caucasus, round 2 : 1/5 hits, 1,67 expected hits Russians roll dice for 1 artillery and 1 infantry in Caucasus, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Caucasus Germans roll dice for 1 artillery, 1 bomber and 2 infantry in Caucasus, round 3 : 1/4 hits, 1,50 expected hits Russians roll dice for 1 artillery in Caucasus, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans and 1 artillery owned by the Americans lost in Caucasus Germans win, taking Caucasus from Russians with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 1 Casualties for Germans: 2 infantry Casualties for Americans: 1 artillery and 1 infantry Battle in Holland Belgium Germans attack with 2 fighters, 2 infantry and 2 tactical_bombers Americans defend with 1 artillery and 1 infantry Germans roll dice for 2 fighters, 2 infantry and 2 tactical_bombers in Holland Belgium, round 2 : 5/6 hits, 2,67 expected hits Americans roll dice for 1 artillery and 1 infantry in Holland Belgium, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Germans, 1 infantry owned by the Americans and 1 artillery owned by the Americans lost in Holland Belgium Germans win, taking Holland Belgium from Americans with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4 Casualties for Germans: 1 infantry Casualties for Americans: 1 artillery and 1 infantry Non Combat Move - Germans 2 fighters and 2 tactical_bombers moved from Holland Belgium to Western Germany 1 cruiser, 1 destroyer and 2 transports moved from 115 Sea Zone to 112 Sea Zone 1 mech_infantry moved from Belarus to Bryansk 4 infantry moved from Belarus to Bryansk 3 infantry moved from Novgorod to Belarus 3 infantry moved from Western Ukraine to Bryansk 1 bomber moved from Caucasus to Greece 6 fighters and 1 tactical_bomber moved from Normandy Bordeaux to France 2 bombers moved from Normandy Bordeaux to Western Germany 1 tactical_bomber moved from Bryansk to Greece 3 armour and 4 mech_infantrys moved from Romania to Greece 1 aaGun moved from France to Western Germany 3 artilleries moved from Ukraine to Rostov 1 armour moved from Romania to Greece 1 fighter moved from Tambov to Bryansk 1 fighter moved from Volgograd to Bryansk 7 infantry moved from Bryansk to Rostov Place Units - Germans 1 factory_minor placed in Rostov 1 artillery and 3 infantry placed in Western Germany 3 infantry placed in France 3 infantry placed in Ukraine 3 infantry placed in Western Ukraine 3 infantry placed in Novgorod 1 carrier and 2 submarines placed in 112 Sea Zone Turn Complete - Germans Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,1 Germans collect 67 PUs (1 lost to blockades); end with 67 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 72 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 77 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 87 PUs
Combat Hit Differential Summary :
Germans : -2,67 Americans : -1,00 AA fire in Normandy Bordeaux : : 0,50 Russians : 0,83
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Forgot to use my tac in Bryansk. Sloppy. would’ve gone to Caucasus and one less land unit there. Need to be more thorough…
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The fleet debacle also shows.
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That I need to be more thorough when doing my turns. Take more time and contemplation on all eventualities. Noggrannhet.
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TripleA Turn Summary: Russians round 17
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 17 Purchase Units - Russians Russians buy 5 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Russia to Tambov 2 fighters moved from Russia to Tambov 1 infantry moved from Russia to Vologda 1 fighter moved from Russia to Vologda 1 armour, 4 artilleries, 18 infantry and 3 mech_infantrys moved from Russia to Samara 1 infantry moved from Sakha to Amur 2 infantry moved from Buryatia to Amur 4 infantry moved from Korea to Amur Combat - Russians Battle in Amur Russians attack with 7 infantry Japanese defend with 1 infantry Russians roll dice for 7 infantry in Amur, round 2 : 0/7 hits, 1,17 expected hits Japanese roll dice for 1 infantry in Amur, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Amur Russians roll dice for 6 infantry in Amur, round 3 : 2/6 hits, 1,00 expected hits Japanese roll dice for 1 infantry in Amur, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Russians lost in Amur Russians win, taking Amur from Japanese with 5 infantry remaining. Battle score for attacker is -3 Casualties for Russians: 2 infantry Casualties for Japanese: 1 infantry Battle in Tambov Russians attack with 2 fighters and 1 infantry Germans defend with 1 infantry Russians roll dice for 2 fighters and 1 infantry in Tambov, round 2 : 2/3 hits, 1,17 expected hits Germans roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Tambov Russians win, taking Tambov from Germans with 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Samara Russians attack with 1 armour, 4 artilleries, 18 infantry and 3 mech_infantrys Germans defend with 1 infantry Russians roll dice for 1 armour, 4 artilleries, 18 infantry and 3 mech_infantrys in Samara, round 2 : 7/26 hits, 6,00 expected hits Germans roll dice for 1 infantry in Samara, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Samara Russians win, taking Samara from Germans with 1 armour, 4 artilleries, 17 infantry and 3 mech_infantrys remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Battle in Vologda Russians attack with 1 fighter and 1 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 1 infantry in Vologda, round 2 : 1/2 hits, 0,67 expected hits Germans roll dice for 1 infantry in Vologda, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Vologda Russians win, taking Vologda from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Non Combat Move - Russians 1 aaGun moved from Korea to Amur 1 fighter moved from Vologda to Russia 1 fighter moved from Tambov to Russia 1 fighter moved from Tambov to Russia 1 aaGun moved from Russia to Samara 2 infantry moved from Russia to Samara Place Units - Russians 5 infantry placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,6,3 Russians collect 12 PUs (3 lost to blockades); end with 12 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 14 PUs Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 16 PUs
Combat Hit Differential Summary :
Germans : 0,00 Russians : 2,00 Japanese : 1,33
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this game is a typical example why BM is broken. This game will easily last another 10 rounds. Too much money handed out to both sides
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I wouldn’t say it’s broken, rather more balanced. Might change my mind, but somehow I think it’s a good thing. It would be broken however if one side could win by default.
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playing a game that lasts 30 rounds is not fun in my mind. It is okey once or twice, but in BM it happens almost 50% of the time I think.
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I’m too fresh with this game, but that’s a good point. Main thing is that it should be fun.
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TripleA Manual Gamesave Post: Japanese round 17
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.4
Game History
Round: 17 Purchase Units - Japanese Japanese buy 2 fighters, 6 infantry, 3 mech_infantrys and 2 submarines; Remaining resources: 0 PUs; 4 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Kiangsi to 20 Sea Zone 1 infantry and 1 transport moved from 20 Sea Zone to 35 Sea Zone 1 artillery moved from Philippines to 35 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 43 Sea Zone 1 artillery and 1 infantry moved from 43 Sea Zone to Borneo 1 destroyer moved from 20 Sea Zone to 44 Sea Zone 1 infantry moved from Malaya to 37 Sea Zone 1 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone 1 infantry moved from Sumatra to 41 Sea Zone 2 infantry and 1 transport moved from 41 Sea Zone to 43 Sea Zone 2 infantry moved from 43 Sea Zone to Borneo 2 fighters moved from 37 Sea Zone to Borneo 1 armour moved from Manchuria to Korea Japanese take Korea from Russians 1 armour moved from Korea to Amur 1 armour and 2 mech_infantrys moved from Manchuria to Amur 1 infantry moved from Siberia to Amur 1 bomber moved from Japan to Amur 1 artillery and 3 infantry moved from Japan to 6 Sea Zone 1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 5 Sea Zone 1 artillery and 3 infantry moved from 5 Sea Zone to Amur 3 fighters and 1 tactical_bomber moved from 37 Sea Zone to 44 Sea Zone 1 fighter and 1 tactical_bomber moved from 37 Sea Zone to Burma 1 infantry moved from Shan State to Burma 1 infantry moved from Tsinghai to Kazakhstan 1 infantry moved from Sikang to Kazakhstan 1 bomber moved from Shensi to Kazakhstan 1 bomber moved from Shensi to Yenisey 1 infantry moved from Timguska to Yenisey 1 infantry moved from Evenkiyskiy to Yenisey
Combat Hit Differential Summary :
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I just post before combat because I changed my mind about part of the purchase. Will edit in the end, but switch 2 subs and 2 mech for 1 des and 2 tank.
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Think this is more convenient than restarting the full turn.