2d10<=2: 9, 9; Hits: 0
2d10<=3: 6, 1; Hits: 1
2d7<=2: 1, 2; Hits: 2
1d7<=3: 7; Hits: 0
2d7<=4: 2, 6; Hits: 1
1d10<=4: 3; Hits: 1
3d10<=3: 9, 10, 2; Hits: 1
2d10<=4: 10, 5; Hits: 0
1d10<=5: 10; Hits: 0
Jim vs Makalakalane
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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.
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It worked great in another game, but playing whack-a-mole in the Med has disrupted that.
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@jim010 yea, actually I did think that those subs would cause trouble. But I also thought that as long as I just make sure to have 3-4 destroyers near Spain and 3-4 near the US, I’d be fine. But I don’t know. So far I haven’t played any games where the Axis have dominated the Atlantic ocean. Unless I haven’t spent money there with the US, of course, which is not viable at all, unless Germany suck or have horrendous dice like all the time haha
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I think next time I may try to do a full buy of german subs in addition to the Italian ones. Maybe that along with keeping the German planes close by. But I needed those planes for my final attack on Moscow … which never happened.
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@jim010 oh taht’s right… I’ve experienced a bunch of times that the Germans have 6-10 Bombers. That counters the allied fleet in the Atlantic pretty well. For a while. And it’s expensive. At some point the allied forces have too many carriers and planes for that to be effective.
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@jim010 you wanna do a rematch?
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I’ve got alot of work I’m finishing. I have 2 others that I have waiting for me to make moves. I would like a rematch, but I have to wait.
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@jim010 no problems, just say the word when you’re ready
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TripleA Manual Gamesave Post: Germans round 1
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 1 Purchase Units - Germans Turning on Edit Mode EDIT: Adding units owned by British to West India: 1 mech_infantry EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to Egypt: 1 armour EDIT: Adding units owned by British to Anglo Egyptian Sudan: 1 artillery EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to 71 Sea Zone: 1 transport EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to 39 Sea Zone: 1 transport EDIT: Turning off Edit ModeCombat Hit Differential Summary :





