2d10<=3: 9, 10; Hits: 0
1d10<=3: 10; Hits: 0
2d7<=5: 6, 5; Hits: 1
1d10<=5: 2; Hits: 1
Jim vs Makalakalane
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TripleA Turn Summary: Americans round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - Americans Americans buy 4 artilleries, 1 destroyer, 4 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs; Politics - Americans Americans takes Political Action: Political Action Allies To War With TrueNeutrals Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_Neutral Combat Move - Americans 2 mech_infantrys moved from Eastern United States to 101 Sea Zone 3 artilleries moved from Eastern United States to 101 Sea Zone 5 infantry moved from Eastern United States to 101 Sea Zone 3 artilleries, 2 carriers, 1 destroyer, 1 fighter, 5 infantry, 2 mech_infantrys, 1 tactical_bomber and 5 transports moved from 101 Sea Zone to 104 Sea Zone 3 artilleries moved from 104 Sea Zone to Spain 5 infantry moved from 104 Sea Zone to Spain 2 mech_infantrys moved from 104 Sea Zone to Spain 1 armour, 1 artillery, 4 infantry and 2 mech_infantrys moved from Amur to Manchuria Chinese take Manchuria from Japanese Combat - Americans Americans creates battle in territory 5 Sea Zone Battle in 5 Sea Zone Americans attack with 4 transports Japanese defend with 1 submarine 4 transports owned by the Americans lost in 5 Sea Zone Japanese win with 1 submarine remaining. Battle score for attacker is -28 Casualties for Americans: 4 transports Battle in Spain Americans attack with 3 artilleries, 5 infantry and 2 mech_infantrys Neutral_True defend with 6 infantry Americans roll dice for 3 artilleries, 5 infantry and 2 mech_infantrys in Spain, round 2 : 1/10 hits, 2,67 expected hits Neutral_True roll dice for 6 infantry in Spain, round 2 : 0/6 hits, 2,00 expected hits 1 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 5 infantry and 2 mech_infantrys in Spain, round 3 : 2/10 hits, 2,67 expected hits Neutral_True roll dice for 5 infantry in Spain, round 3 : 2/5 hits, 1,67 expected hits 2 infantry owned by the Americans and 2 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 3 infantry and 2 mech_infantrys in Spain, round 4 : 1/8 hits, 2,33 expected hits Neutral_True roll dice for 3 infantry in Spain, round 4 : 1/3 hits, 1,00 expected hits 1 infantry owned by the Americans and 1 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 2 infantry and 2 mech_infantrys in Spain, round 5 : 4/7 hits, 2,17 expected hits Neutral_True roll dice for 2 infantry in Spain, round 5 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Americans and 2 infantry owned by the Neutral_True lost in Spain Americans win, taking Spain from Neutral_True with 3 artilleries, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 6 Casualties for Neutral_True: 6 infantry Casualties for Americans: 4 infantry Non Combat Move - Americans 1 bomber moved from Amur to Kazakhstan 1 transport moved from 26 Sea Zone to 64 Sea Zone Place Units - Americans 1 destroyer, 1 submarine and 4 transports placed in 101 Sea Zone 4 artilleries and 4 infantry placed in Eastern United States 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 PUsCombat Hit Differential Summary :
Americans : -1,83 Neutral_True : -1,33 -
TripleA Turn Summary: Chinese round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 1 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Tsinghai to Shensi Chinese take Shensi from Japanese Combat - Chinese Non Combat Move - Chinese 1 infantry moved from Sikang to Tsinghai Place Units - Chinese 1 infantry placed in Manchuria Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUsCombat Hit Differential Summary :
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TripleA Turn Summary: UK_Pacific round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - Americans Americans buy 4 artilleries, 1 destroyer, 4 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs; Politics - Americans Americans takes Political Action: Political Action Allies To War With TrueNeutrals Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_Neutral Combat Move - Americans 2 mech_infantrys moved from Eastern United States to 101 Sea Zone 3 artilleries moved from Eastern United States to 101 Sea Zone 5 infantry moved from Eastern United States to 101 Sea Zone 3 artilleries, 2 carriers, 1 destroyer, 1 fighter, 5 infantry, 2 mech_infantrys, 1 tactical_bomber and 5 transports moved from 101 Sea Zone to 104 Sea Zone 3 artilleries moved from 104 Sea Zone to Spain 5 infantry moved from 104 Sea Zone to Spain 2 mech_infantrys moved from 104 Sea Zone to Spain 1 armour, 1 artillery, 4 infantry and 2 mech_infantrys moved from Amur to Manchuria Chinese take Manchuria from Japanese Combat - Americans Americans creates battle in territory 5 Sea Zone Battle in 5 Sea Zone Americans attack with 4 transports Japanese defend with 1 submarine 4 transports owned by the Americans lost in 5 Sea Zone Japanese win with 1 submarine remaining. Battle score for attacker is -28 Casualties for Americans: 4 transports Battle in Spain Americans attack with 3 artilleries, 5 infantry and 2 mech_infantrys Neutral_True defend with 6 infantry Americans roll dice for 3 artilleries, 5 infantry and 2 mech_infantrys in Spain, round 2 : 1/10 hits, 2,67 expected hits Neutral_True roll dice for 6 infantry in Spain, round 2 : 0/6 hits, 2,00 expected hits 1 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 5 infantry and 2 mech_infantrys in Spain, round 3 : 2/10 hits, 2,67 expected hits Neutral_True roll dice for 5 infantry in Spain, round 3 : 2/5 hits, 1,67 expected hits 2 infantry owned by the Americans and 2 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 3 infantry and 2 mech_infantrys in Spain, round 4 : 1/8 hits, 2,33 expected hits Neutral_True roll dice for 3 infantry in Spain, round 4 : 1/3 hits, 1,00 expected hits 1 infantry owned by the Americans and 1 infantry owned by the Neutral_True lost in Spain Americans roll dice for 3 artilleries, 2 infantry and 2 mech_infantrys in Spain, round 5 : 4/7 hits, 2,17 expected hits Neutral_True roll dice for 2 infantry in Spain, round 5 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Americans and 2 infantry owned by the Neutral_True lost in Spain Americans win, taking Spain from Neutral_True with 3 artilleries, 1 infantry and 2 mech_infantrys remaining. Battle score for attacker is 6 Casualties for Neutral_True: 6 infantry Casualties for Americans: 4 infantry Non Combat Move - Americans 1 bomber moved from Amur to Kazakhstan 1 transport moved from 26 Sea Zone to 64 Sea Zone Place Units - Americans 1 destroyer, 1 submarine and 4 transports placed in 101 Sea Zone 4 artilleries and 4 infantry placed in Eastern United States 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 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 1 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Tsinghai to Shensi Chinese take Shensi from Japanese Combat - Chinese Non Combat Move - Chinese 1 infantry moved from Sikang to Tsinghai Place Units - Chinese 1 infantry placed in Manchuria Turn Complete - Chinese Chinese collect 6 PUs; end with 7 PUs Purchase Units - British British buy 3 armour, 1 fighter and 3 mech_infantrys; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 armour; Remaining resources: 0 PUs; Combat Move - British 1 infantry moved from Northwest Persia to Turkey 2 armour, 1 fighter and 4 mech_infantrys moved from Persia to Turkey 1 artillery, 1 fighter, 6 infantry, 1 mech_infantry and 1 tactical_bomber moved from Iraq to Turkey 1 infantry moved from Egypt to 81 Sea Zone 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone 1 infantry moved from 99 Sea Zone to Greece 1 mech_infantry moved from Tobruk to Libya British take Libya from Italians 1 armour moved from India to Yunnan Chinese take Yunnan from Japanese 1 infantry moved from Burma to Shan State UK_Pacific take Shan State from Japanese 1 artillery, 17 infantry and 4 mech_infantrys moved from Burma to Yunnan Combat - British Battle in Greece Battle in Turkey British attack with 2 armour, 1 artillery, 2 fighters, 7 infantry, 5 mech_infantrys and 1 tactical_bomber Neutral_True defend with 8 infantry British roll dice for 2 armour, 1 artillery, 2 fighters, 7 infantry, 5 mech_infantrys and 1 tactical_bomber in Turkey, round 2 : 4/18 hits, 5,17 expected hits Neutral_True roll dice for 8 infantry in Turkey, round 2 : 3/8 hits, 2,67 expected hits 4 infantry owned by the Neutral_True and 3 infantry owned by the British lost in Turkey British roll dice for 2 armour, 1 artillery, 2 fighters, 4 infantry, 5 mech_infantrys and 1 tactical_bomber in Turkey, round 3 : 6/15 hits, 4,67 expected hits Neutral_True roll dice for 4 infantry in Turkey, round 3 : 2/4 hits, 1,33 expected hits 4 infantry owned by the Neutral_True and 2 infantry owned by the British lost in Turkey British win, taking Greece from Italians, taking Turkey from Neutral_True with 2 armour, 1 artillery, 2 fighters, 2 infantry, 5 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for British: 5 infantry Casualties for Neutral_True: 8 infantry Non Combat Move - British Turning on Edit Mode EDIT: Adding units owned by Americans to 26 Sea Zone: 2 battleships, 4 carriers, 3 cruisers, 3 destroyers, 6 fighters, 2 submarines and 2 tactical_bombers EDIT: Removing units owned by Americans from 25 Sea Zone: 2 battleships, 4 carriers, 3 cruisers, 3 destroyers, 6 fighters, 2 submarines and 2 tactical_bombers EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Americans from 26 Sea Zone: 1 destroyer EDIT: Adding units owned by Americans to 25 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode 1 armour moved from Egypt to Iraq 2 mech_infantrys moved from Egypt to Iraq 1 cruiser moved from 81 Sea Zone to 97 Sea Zone 1 armour moved from Gibraltar to Spain 1 artillery moved from Gibraltar to Spain 1 infantry moved from Gibraltar to Spain 2 fighters moved from French West Africa to Spain 1 carrier moved from 106 Sea Zone to 104 Sea Zone 2 fighters moved from United Kingdom to 104 Sea Zone 1 tactical_bomber moved from Turkey to Iraq 1 carrier moved from 81 Sea Zone to 98 Sea Zone 2 fighters moved from Turkey to 98 Sea Zone 1 transport moved from 81 Sea Zone to 98 Sea Zone 2 infantry moved from Egypt to 98 Sea Zone 2 infantry moved from 98 Sea Zone to Syria 1 destroyer moved from 106 Sea Zone to 104 Sea Zone 3 aaGuns moved from Burma to Yunnan 1 infantry moved from Egypt to Trans-Jordan Place Units - British 1 fighter placed in United Kingdom 3 armour placed in Iraq 3 mech_infantrys placed in Persia Turn Complete - British British collect 40 PUs; end with 40 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 45 PUs Place Units - UK_Pacific 1 armour placed in India Turn Complete - UK_Pacific UK_Pacific collect 7 PUs; end with 7 PUs Some Units in India change ownership: 1 armourCombat Hit Differential Summary :
British : 0,17 Americans : -1,83 Neutral_True : -0,33 -
@jim010 I mean if it had any real impact, you’re welcome to edit whatever you wanted to do if you had kileld them instead… I had to edit again, cos I forgot to move my entire american fleet in non-combat… All but a Destroyer needed to go to Hawaii.
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A sub can move through an enemy occupied sea zone unless there is a destroyer in either combat or noncombat. Triple A isn’t letting me do that. Am I missing something?
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@jim010 they can’t move through straits. Only exception is Strait of Gibraltar.
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@jim010 sometimes you have to do it zone by zone, instead of moving 2 zones in one go. Triple A will sometimes chose an illegal path if you just go from A to B with the mouse. But once in while there’s a legal path if you pick the first zone yourself manually pick the first zone and then pick second zone after.
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@jim010 I can see the huge mistake O-ve made now :/ Damn, that’s fucked up. At least the planes will survive…
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TripleA Turn Summary: Italians round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - Italians Italians buy 3 artilleries and 4 infantry; Remaining resources: 0 PUs; Politics - Italians Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Spain Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Turkey Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola Combat Move - Italians Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode 1 submarine moved from 95 Sea Zone to 97 Sea Zone EDIT: 1 submarine moved from 97 Sea Zone to 99 Sea Zone EDIT: 1 submarine moved from 99 Sea Zone to 98 Sea Zone EDIT: 1 submarine moved from 95 Sea Zone to 97 Sea Zone EDIT: 1 submarine moved from 97 Sea Zone to 99 Sea Zone EDIT: 1 submarine moved from 99 Sea Zone to 98 Sea Zone EDIT: 1 submarine moved from 95 Sea Zone to 97 Sea Zone EDIT: 1 submarine moved from 97 Sea Zone to 99 Sea Zone EDIT: 1 submarine moved from 99 Sea Zone to 98 Sea Zone 2 artilleries moved from Bulgaria to Greece 1 armour moved from Romania to Greece 1 fighter moved from Southern Italy to 99 Sea Zone 1 fighter moved from Southern Italy to 97 Sea Zone 1 submarine moved from 95 Sea Zone to 96 Sea Zone 1 submarine moved from 95 Sea Zone to 96 Sea Zone 1 artillery moved from Southern Italy to 95 Sea Zone 1 armour moved from Southern Italy to 95 Sea Zone 4 infantry moved from Southern Italy to 95 Sea Zone 1 armour, 1 artillery, 4 infantry and 3 transports moved from 95 Sea Zone to 97 Sea Zone 1 armour moved from 97 Sea Zone to Greece 1 artillery moved from 97 Sea Zone to Greece 4 infantry moved from 97 Sea Zone to Greece 1 battleship moved from 95 Sea Zone to 97 Sea Zone 2 cruisers moved from 95 Sea Zone to 97 Sea Zone 1 submarine moved from 95 Sea Zone to 96 Sea Zone EDIT: 1 submarine moved from 95 Sea Zone to 97 Sea Zone EDIT: 1 submarine moved from 97 Sea Zone to 99 Sea Zone EDIT: 1 submarine moved from 99 Sea Zone to 98 Sea Zone Combat - Italians Battle in 99 Sea Zone Italians attack with 1 fighter British defend with 1 transport 1 transport owned by the British lost in 99 Sea Zone Italians win with 1 fighter remaining. Battle score for attacker is 7 Casualties for British: 1 transport Battle in 97 Sea Zone Italians attack with 1 battleship, 2 cruisers, 1 fighter and 3 transports British defend with 1 cruiser Italians roll dice for 1 battleship, 2 cruisers, 1 fighter and 3 transports in 97 Sea Zone, round 2 : 1/4 hits, 2.17 expected hits British roll dice for 1 cruiser in 97 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits 1 cruiser owned by the British lost in 97 Sea Zone Italians win with 1 battleship, 2 cruisers, 1 fighter and 3 transports remaining. Battle score for attacker is 12 Casualties for British: 1 cruiser Battle in Greece Italians attack with 2 armour, 3 artilleries and 4 infantry British defend with 1 infantry Italians roll dice for 2 armour, 3 artilleries and 4 infantry in Greece, round 2 : 3/9 hits, 3.17 expected hits British roll dice for 1 infantry in Greece, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British and 1 infantry owned by the Italians lost in Greece Italians win, taking Greece from British with 2 armour, 3 artilleries and 3 infantry remaining. Battle score for attacker is 0 Casualties for Italians: 1 infantry Casualties for British: 1 infantry Battle in 96 Sea Zone Italians attack with 3 submarines French defend with 1 destroyer Italians roll dice for 3 submarines in 96 Sea Zone, round 2 : 3/3 hits, 1.00 expected hits French roll dice for 1 destroyer in 96 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the French lost in 96 Sea Zone Italians win with 3 submarines remaining. Battle score for attacker is 8 Casualties for French: 1 destroyer Battle in 98 Sea Zone Italians attack with 4 submarines British defend with 1 carrier, 2 fighters and 1 transport Italians roll dice for 4 submarines in 98 Sea Zone, round 2 : 2/4 hits, 1.33 expected hits 1 carrier owned by the British lost in 98 Sea Zone Italians roll dice for 4 submarines in 98 Sea Zone, round 3 : 2/4 hits, 1.33 expected hits 1 transport owned by the British lost in 98 Sea Zone 4 submarines owned by the Italians Submerged British win with 2 fighters remaining. Battle score for attacker is 23 Casualties for British: 1 carrier and 1 transport 2 fighters owned by the British forced to land in Egypt Non Combat Move - Italians 1 infantry moved from Southern Italy to Northern Italy 1 submarine moved from 91 Sea Zone to 93 Sea Zone 1 fighter moved from 99 Sea Zone to Southern Italy 1 fighter moved from 97 Sea Zone to Southern Italy Place Units - Italians 3 artilleries and 4 infantry placed in Northern Italy Turn Complete - Italians Italians collect 16 PUs; end with 16 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUsCombat Hit Differential Summary :
Italians : 2.00 British : 0.17 French : -0.33 -
TripleA Turn Summary: ANZAC round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 submarine and 2 transports; Remaining resources: 2 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 3 fighters moved from Java to India 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 fighter moved from New South Wales to Queensland 1 infantry moved from Queensland to New South Wales 1 artillery moved from New South Wales to Queensland 2 infantry moved from Alexandria to Egypt Place Units - ANZAC 1 submarine and 1 transport placed in 54 Sea Zone 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 17 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUsCombat Hit Differential Summary :
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TripleA Turn Summary: French round 5
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 5 Purchase Units - ANZAC ANZAC buy 1 submarine and 2 transports; Remaining resources: 2 PUs; Combat Move - ANZAC Non Combat Move - ANZAC 3 fighters moved from Java to India 1 submarine moved from 62 Sea Zone to 54 Sea Zone 1 fighter moved from New South Wales to Queensland 1 infantry moved from Queensland to New South Wales 1 artillery moved from New South Wales to Queensland 2 infantry moved from Alexandria to Egypt Place Units - ANZAC 1 submarine and 1 transport placed in 54 Sea Zone 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 17 PUs; end with 19 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs Combat Move - French Non Combat Move - French 1 infantry moved from Anglo Egyptian Sudan to Egypt Turn Complete - FrenchCombat Hit Differential Summary :
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TripleA Manual Gamesave Post: Germans round 6
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6 Purchase Units - GermansCombat Hit Differential Summary :
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@jim010 didn’t notice if I posted the french turn, so I posted beginning of german turn just in case.
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May be a few days before I post. Need to finish a league game, and I have am working form home.
Just can’t seem to close the deal on beating the Russians.
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@jim010 no problem. Can’t beat the Russians? Surely you mean in the league game, right? :D In our game they are on a fierce retreat haha
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I bet it all on beating them by turn 5 and then powering through with my 28 tanks into India. I don’t know why, but I didn’t expect you to run and join up with the British. I haven’t played competitively online since the first editon G40, so my tactics are woefully behind the times.
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@jim010 you always bet on a bunch of tanks from Germany to do that? Perosnally I havenøt won 1 single game as the axis yet :D I’m not new to Axis, but I’m fairly new to the Global version. At the moment I think it’s weird that the Allies get that bid form the beginning, cos I think they are easier to get a victory with. But I’m probably wrong, since the whole community insists on a bid for the Allies and that league games often end on a 20-25 IPC bid on the Allies…
I think I just suck at being Axis, still :p But I’m copying your 28 tank-strategy in another game, hoping that it’s enough so that I can focus some more IPC on holding western europe, which I ALWAYS lose when I’m axis. -
It gets the maximum amount of power to Moscow in the shortest amount of time, and the Russians can’t deal with it. But I’m rusty with the Japanese and Italians. And your Middle East defense is paying off now. If I can’t kill those Russians and free up those Germans units to do something else, I’m not sure how to proceed. You’ve effectively made me ‘stuck’ in Russia. Maybe I should have come in from the south to prevent you from joining up with the British.
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@jim010 maybe, yea. I don’t know. So far I’ve found the neutral crush-tactics with the allies to be the most effective. The US can spend the first 2-3 turns focusing on Japan to cripple their efforts and very quickly be ready to take Spain. And there is very little risk of Axis going for the Neutrals as it makes Europe almost impossible to hold + all the extra IPC’s that is handed to the allies for free.
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I do like the Spain gambit, and thought I could counter it with the Italian navy with 7 subs, but haven’t been able to get that to work this game.





