Bid:
1 Fighter Scotland, 1 Fighter Malta, 1 Transport SZ71, 1 Sub SZ106, 1 Sub SZ98, 1 Inf Anglo-Egyptian Sudan
setting up game
So you forgot to move the 3 US fighters out of Russia. Clearly you had no intention of leaving them there. So what should I do? This breaks our agreement in two ways. 1) You rolled combat for the UK and we agreed no edits previous to any combat rolls. 2) You already posted the US Turn. We agreed once a Turn was posted no edits to that Turn were allowed. This BTW is your pet peeve you told me. And yet, you edited the 3 US FIghters knowing it broke our agreement twice. Why? Why would you put me in that position? Am I now supposed to be the bad guy and say hey that is not allowed? I understand this is a friendly game however an agreement is an agreement. Otherwise why even have an agreement?
And yet you still did it. I will say if I had forgotten I would never have edited them because we had an agreement. Yet you did and put me in what I consider an unfair position. If I do not allow it I am the bad guy. If I do allow it I am a schmuck who does not follow his own agreements.
What would you do in my position?
@AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
So you forgot to move the 3 US fighters out of Russia. Clearly you had no intention of leaving them there. So what should I do? This breaks our agreement in two ways. 1) You rolled combat for the UK and we agreed no edits previous to any combat rolls. 2) You already posted the US Turn. We agreed once a Turn was posted no edits to that Turn were allowed. This BTW is your pet peeve you told me. And yet, you edited the 3 US FIghters knowing it broke our agreement twice. Why? Why would you put me in that position? Am I now supposed to be the bad guy and say hey that is not allowed? I understand this is a friendly game however an agreement is an agreement. Otherwise why even have an agreement?
And yet you still did it. I will say if I had forgotten I would never have edited them because we had an agreement. Yet you did and put me in what I consider an unfair position. If I do not allow it I am the bad guy. If I do allow it I am a schmuck who does not follow his own agreements.
What would you do in my position?
First of all lighten up a bit. For the record I never agreed to those conditions you stated. I said I can agree to an edit policy (generic). Not one that consists of only your conditions. I guess it wasn’t made more clear that we were agreeing to a set in stone policy you decided. I thought it was more of a discussion about editing. I didn’t break my personal policy of never editing after an opposing power posts. I posted once and within that turn I made an edit to move fighters that you yourself knew I intended to move. It’s in the later stages of the game and there are a lot of moving parts so yes things get forgotten. Like I said before it all comes down to intent. Is it really a travesty that I edited those fighters during US/China/UK? It’s definitely a cheap way for you to benefit by not allowing it. But if you insist and want to win on a technicality then by rule you can disallow the edit and I will abide by it. Happy gaming!
@majikforce said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
First of all lighten up a bit. For the record I never agreed to those conditions you stated. I said I can agree to an edit policy (generic). Not one that consists of only your conditions. I guess it wasn’t made more clear that we were agreeing to a set in stone policy you decided. I thought it was more of a discussion about editing. I didn’t break my personal policy of never editing after an opposing power posts. I posted once and within that turn I made an edit to move fighters that you yourself knew I intended to move. It’s in the later stages of the game and there are a lot of moving parts so yes things get forgotten. Like I said before it all comes down to intent. Is it really a travesty that I edited those fighters during US/China/UK? It’s definitely a cheap way for you to benefit by not allowing it. But if you insist and want to win on a technicality then by rule you can disallow the edit and I will abide by it. Happy gaming!
Obviously I have failed in my number one goal in playing here online. I did not want these kind of discussions. I do not like conflict or enjoy it in any way. My goal is to have fun playing a fun game and I hope my opponent has the same experience. That is why, to me, it is important to have a clear agreement as how we are playing regarding edits. Apparently, and I am not sure why, you do not feel we have a clear agreement beyond the fact that the default rules say I can disallow any edit. While I am within my rights to disallow this edit based on those default rules that is not sufficient for my purposes.
If we had a clear agreement than you would not have asked for the edit. Or if you did then you would know upfront it was not going to be granted. When you found your error you would have gone “Darn, I forgot to move that… that sucks”. However you would have known you had to live with your error and moved on. Instead without a clear agreement you get your hopes up that your opponent will allow you to fix your error. When your opponent then says no you now feel bad and resent your opponent and the gaming experience is lessened for everyone. Besides your own unhappy experience also I do not want to be the bad guy or hard ass as that lessens my gaming experience. I just want a fair, level playing field policy that we both use that we are both happy with. As I said I will not ask for an edit if I think it is not correct. Apparently lots of people on this site do not feel the same way. Therefore the only way to mitigate hard feelings is to have a clear policy upfront. Or at least I hope it will.
Clearly I did a poor job upfront, before the game started, of getting a clear agreement. I have learned my lesson. Going forward I will state in my Post “looking for a game” my edit policy so people know before the game starts how I will address edits and I will again post it in the beginning of the game thread.
Since you do not feel we have an edit policy in effect then I will allow your edit as I do not want you to feel bad that I am disallowing an edit that you feel should be allowable. Since we are already in the game I will not seek to get an agreement at this point. Just be aware that going forward I will not allow or request any edit a) after a combat roll occurs or b) once the final Post of any Turn has been posted. For the Axis this is pretty simple. For the Allies that would be once Russia, UK and France have posted. Under this policy this fighter edit would not be approved as a combat roll had occurred. While I wish I could think of an edit policy to address “Forgotten” moves I am not sure how to create one that would be clear. I am not interested in any policy that depends on “intent” as that is too subjective and just opens the door for argument and discussion. Maybe I am a black and white person but that is how it is.
One last thought. Why is it when a person denies an edit that they feel is not allowed per the rules that they are being “cheap”? This seems to be the standard response when someone is denied an edit. Max334 used it and now you did too. “You just want to win and you are cheap for not letting me do this.” Why is the response not “Yeah I know per the rules I cannot make that edit. All you are doing is trying to follow the rules. Too bad I screwed up and made that error.” The fact that you would think that I would try to take advantage of a situation to win a game is very disturbing to me and frankly insulting. Rules are rules. We either follow them or we don’t. Personally I do not care what the rules are as long as we both follow them consistently.
I can honestly say when I saw your edit I went “Dang! He forgot to move his fighters” I felt bad for you. But then I felt bad for me because I was being asked to approve an edit that I felt should not be allowed per the rules. In all cases I do not care how the edit effects the game; all I care is the edit policy is fairly and consistently followed. Even no edit policy is an agreed upon edit policy and maybe that would work for some or most people. Just do what you want and who cares. I can’t play that way.
As I said I will allow the edit and we can move on.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 11
Purchase Units - Italians
Italians buy 2 destroyers; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour, 1 bomber and 5 mech_infantrys moved from Ukraine to Tambov
Combat - Italians
Battle in Tambov
Italians attack with 1 armour, 1 bomber and 5 mech_infantrys
Russians defend with 2 infantry
Italians roll dice for 1 armour, 1 bomber and 5 mech_infantrys in Tambov, round 2 : 0/7 hits, 2.00 expected hits
Russians roll dice for 2 infantry in Tambov, round 2 : 0/2 hits, 0.67 expected hits
Italians roll dice for 1 armour, 1 bomber and 5 mech_infantrys in Tambov, round 3 : 2/7 hits, 2.00 expected hits
Russians roll dice for 2 infantry in Tambov, round 3 : 0/2 hits, 0.67 expected hits
2 infantry owned by the Russians lost in Tambov
Italians win, taking Tambov from Russians with 1 armour, 1 bomber and 5 mech_infantrys remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Non Combat Move - Italians
3 fighters moved from Ukraine to Southern Italy
1 bomber moved from Tambov to Greece
2 infantry moved from Northern Italy to Western Germany
1 aaGun moved from Northern Italy to Western Germany
2 infantry moved from Northern Italy to Western Germany
4 infantry moved from Northern Italy to Southern Italy
Place Units - Italians
1 destroyer placed in 97 Sea Zone
1 destroyer placed in 95 Sea Zone
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,4,4,6,1,1,1,6
Italians collect 8 PUs (5 lost to blockades); end with 9 PUs
Combat Hit Differential Summary :
Italians : -2.00
Russians : -1.33
@AndrewAAGamer I understand your position, I just think its a bit rigid. I’m also a rules guy like you. But I have played on here for many, many years and saw what the “norm” is considered for edits. My issue with edits is people posting and then coming back a day later or 8 hrs later etc. after thinking about it and making edits. That is why I don’t allow edits after the opposing power has posted. It is a happy medium for the rules guy and the “forgetful” player. If you are too much of a hard ass people will not play with you. Stating an agreed upon edit policy is probably wise for your future games you just may not get many. And I would bet you would have this conversation again. Bottom line is the league rules edit policy takes precedence. So you can always cite that and don’t feel bad for not allowing and edit. People sign up for that agreement when they start a game. You can get a moderator involved but nobody wants to be that guy. As for Max he is a nutball and don’t listen to him. He tries to “get away with things” in my opinion. As for my criticism of you its that I would think you would want to win a game against someone at their best. If those fighters aren’t there then the Russian stack is done and its an easy waltz to Egypt game over. Me making that edit is a totally different scenario than someone posting a turn and then editing. US/UK/China is one cohesive turn at least for me (unless you are playing with multiple people per side) so my thought process was continual. The edit was not in any way affected by UK combat rolls. It is pretty obvious to see when someone would try to do that. But I do abide by the rules per the league so no hard feelings if you wanted to disallow. You had just better be consistent in that stance. I am just trying to impart wisdom for you in future league games. Nothing personal and no hard feelings on my end even though you are kicking my ass :) Just goes to show how dominant the axis are in this version of the game.
@majikforce
Being consistent is my entire goal. That is why to me the edits end effects have no bearing. Whether they win me the game or lose me the game or have no effect on the game the answer should always be the same for an edit request. Either it qualifies or it does not. Intent or how it affects the game should not matter.
Personally I would like to play with no edits. For real games that actually matter, which apparently are darn few, I guess the League Championship at the end of the year only, I will use a no edit policy.
It has become apparent to me that the play here is far looser than I am used to and if I want to play here and have an enjoyable environment I am going to have to allow some edits and get used to it. I will have to figure out what my edit policy will be but it is probably what I just mentioned in my previous post. I wish I could think of a way to accommodate “forgotten” moves as those are the most exasperating for everyone but I do not think I will be able to. At least it will be the same for both sides. Forgotten moves happen, for everyone, and it sucks but if it is the same result for both sides and consistent that should alleviate the pain of them.
@AndrewAAGamer I can understand that. But just saying edits have no effect or bearing on a game outcome for you doesn’t mean people will believe you. For the record I do believe you. you seem like and ordered and logical person. (as am I) But I have had to adapt to enjoy league games as well. I have learned to not be so robotic in my interpenetration and adherence to the rules. A lot of people just don’t think that way. Little things like making NCM during the combat phase and not doing battles in the proper order tend to bug me. But everybody is human and even I succumb to those little things sometimes. I think establishing an edit policy is a good thing for you and state it outright. At the end of the day though edits are ultimately in the hands of your opponent and people need to live with that. I tend to bend a little more for newer players to help them along but veterans and habitual editors have less of a rope for me. Hope you can find some happy medium so as to enjoy your gaming experience. I’d be happy to play you again and maybe between the two of us we can come up with an more full proof edit policy that is fair and just and includes the “forgotten move” aspect.
LOL. I HAVE noticed people making non-combat moves in the combat move phase and not doing SBR first, then sea battles then other battles in order and it does bother me too though I have not said anything. Even I recognize that is pushing things too far.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 11
Purchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 3 PUs;
Combat Move - ANZAC
1 armour and 1 infantry moved from New South Wales to 62 Sea Zone
1 armour, 1 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
1 armour and 1 infantry moved from 42 Sea Zone to Java
1 armour and 1 infantry moved from Queensland to New South Wales
Combat - ANZAC
Battle in Java
Non Combat Move - ANZAC
1 destroyer moved from 62 Sea Zone to 54 Sea Zone
3 fighters moved from Queensland to Philippines
Place Units - ANZAC
1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 17 PUs
Combat Move - French
Non Combat Move - French
5 infantry moved from Northwest Persia to Caucasus
Turn Complete - French
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 2 artilleries, 1 bomber, 11 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 artillery and 8 infantry moved from France to Normandy Bordeaux
1 artillery moved from France to Normandy Bordeaux
3 infantry moved from Western Germany to Holland Belgium
1 bomber moved from Germany to 125 Sea Zone
1 infantry moved from Archangel to Vologda
1 mech_infantry moved from Belarus to Vologda
2 armour and 2 mech_infantrys moved from Volgograd to Kazakhstan
Germans take Kazakhstan from Russians
2 armour and 2 mech_infantrys moved from Kazakhstan to Caucasus
2 infantry moved from Bryansk to Rostov
2 infantry moved from Bryansk to Smolensk
3 artilleries and 3 infantry moved from Bryansk to Russia
1 infantry moved from Bryansk to Russia
2 bombers moved from Germany to Holland Belgium
1 bomber moved from Germany to Normandy Bordeaux
5 bombers moved from Germany to Russia
5 bombers moved from Germany to Caucasus
1 fighter and 1 tactical_bomber moved from Belarus to Smolensk
2 fighters and 2 tactical_bombers moved from Volgograd to Vologda
1 fighter and 1 tactical_bomber moved from Volgograd to Rostov
1 fighter and 1 tactical_bomber moved from Volgograd to Vologda
1 bomber moved from Germany to Holland Belgium
2 bombers moved from Germany to Caucasus
1 bomber moved from Germany to Caucasus
1 bomber moved from Germany to Caucasus
1 mech_infantry moved from Western Germany to Normandy Bordeaux
Combat - Germans
Battle in 125 Sea Zone
Germans attack with 1 bomber
Americans defend with 1 submarine and 1 transport
1 submarine owned by the Americans Submerged
1 transport owned by the Americans lost in 125 Sea Zone
Germans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Caucasus
Germans attack with 2 armour, 9 bombers and 2 mech_infantrys
British defend with 1 mech_infantry; French defend with 5 infantry
Germans roll dice for 2 armour, 9 bombers and 2 mech_infantrys in Caucasus, round 2 : 8/13 hits, 7.33 expected hits
Russians roll dice for 5 infantry and 1 mech_infantry in Caucasus, round 2 : 4/6 hits, 2.00 expected hits
1 mech_infantry owned by the British, 1 bomber owned by the Germans, 1 armour owned by the Germans, 5 infantry owned by the French and 2 mech_infantrys owned by the Germans lost in Caucasus
Germans win, taking Caucasus from Russians with 1 armour and 8 bombers remaining. Battle score for attacker is -7
Casualties for Germans: 1 armour, 1 bomber and 2 mech_infantrys
Casualties for French: 5 infantry
Casualties for British: 1 mech_infantry
Battle in Russia
Germans attack with 3 artilleries, 5 bombers and 4 infantry
Russians defend with 1 airfield, 1 factory_major and 6 infantry
Germans roll dice for 3 artilleries, 5 bombers and 4 infantry in Russia, round 2 : 3/12 hits, 5.50 expected hits
Russians roll dice for 6 infantry in Russia, round 2 : 1/6 hits, 2.00 expected hits
3 infantry owned by the Russians and 1 infantry owned by the Germans lost in Russia
Germans roll dice for 3 artilleries, 5 bombers and 3 infantry in Russia, round 3 : 5/11 hits, 5.33 expected hits
Russians roll dice for 3 infantry in Russia, round 3 : 2/3 hits, 1.00 expected hits
3 infantry owned by the Russians and 2 infantry owned by the Germans lost in Russia
Germans captures 15PUs while taking Russians capital
Germans converts factory_major into different units
Germans win, taking Russia from Russians with 3 artilleries, 5 bombers and 1 infantry remaining. Battle score for attacker is 9
Casualties for Germans: 3 infantry
Casualties for Russians: 6 infantry
Battle in Vologda
Germans attack with 3 fighters, 1 infantry, 1 mech_infantry and 3 tactical_bombers
Russians defend with 2 infantry
Germans roll dice for 3 fighters, 1 infantry, 1 mech_infantry and 3 tactical_bombers in Vologda, round 2 : 5/8 hits, 3.83 expected hits
Russians roll dice for 2 infantry in Vologda, round 2 : 1/2 hits, 0.67 expected hits
2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Vologda
Germans win, taking Vologda from Russians with 3 fighters, 1 mech_infantry and 3 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry
Battle in Smolensk
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
Russians defend with 1 artillery
Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Smolensk, round 2 : 2/4 hits, 1.50 expected hits
Russians roll dice for 1 artillery in Smolensk, round 2 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Russians lost in Smolensk
Germans win, taking Smolensk from Russians with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Russians: 1 artillery
Battle in Rostov
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
British defend with 1 mech_infantry
Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Rostov, round 2 : 0/4 hits, 1.50 expected hits
Russians roll dice for 1 mech_infantry in Rostov, round 2 : 0/1 hits, 0.33 expected hits
Germans roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Rostov, round 3 : 1/4 hits, 1.50 expected hits
Russians roll dice for 1 mech_infantry in Rostov, round 3 : 1/1 hits, 0.33 expected hits
1 mech_infantry owned by the British and 1 infantry owned by the Germans lost in Rostov
Germans win, taking Rostov from Russians with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 1
Casualties for Germans: 1 infantry
Casualties for British: 1 mech_infantry
Battle in Holland Belgium
Germans attack with 3 bombers and 3 infantry
Americans defend with 1 artillery and 1 infantry
Germans roll dice for 3 bombers and 3 infantry in Holland Belgium, round 2 : 3/6 hits, 2.50 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 3 bombers and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for Americans: 1 artillery and 1 infantry
Battle in Normandy Bordeaux
Germans attack with 2 artilleries, 1 bomber, 8 infantry and 1 mech_infantry
British defend with 1 factory_minor, 1 harbour and 2 infantry
Germans roll dice for 2 artilleries, 1 bomber, 8 infantry and 1 mech_infantry in Normandy Bordeaux, round 2 : 1/12 hits, 3.17 expected hits
British roll dice for 2 infantry in Normandy Bordeaux, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Germans and 1 infantry owned by the British lost in Normandy Bordeaux
Germans roll dice for 2 artilleries, 1 bomber, 7 infantry and 1 mech_infantry in Normandy Bordeaux, round 3 : 2/11 hits, 3.00 expected hits
British roll dice for 1 infantry in Normandy Bordeaux, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the British lost in Normandy Bordeaux
Germans win, taking Normandy Bordeaux from British with 2 artilleries, 1 bomber, 7 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantry
Non Combat Move - Germans
1 bomber moved from Normandy Bordeaux to Western Germany
3 bombers moved from Holland Belgium to Western Germany
1 bomber moved from 125 Sea Zone to Western Germany
1 aaGun moved from France to Normandy Bordeaux
1 submarine moved from 114 Sea Zone to 113 Sea Zone
1 artillery moved from Vyborg to Karelia
3 mech_infantrys moved from Belarus to Karelia
1 fighter and 1 tactical_bomber moved from Smolensk to Novgorod
3 fighters and 3 tactical_bombers moved from Vologda to Novgorod
1 fighter and 1 tactical_bomber moved from Rostov to Novgorod
5 bombers moved from Russia to Tambov
16 armour, 8 artilleries, 2 infantry and 28 mech_infantrys moved from Bryansk to Tambov
3 armour moved from Ukraine to Tambov
8 bombers moved from Caucasus to Ukraine
1 aaGun moved from Western Germany to Holland Belgium
2 infantry moved from Western Germany to Germany
Place Units - Germans
3 infantry placed in Volgograd
2 armour and 1 mech_infantry placed in Ukraine
3 mech_infantrys placed in Novgorod
1 artillery and 1 bomber placed in Western Germany
5 infantry placed in Germany
1 artillery placed in Western Germany
3 infantry placed in France
Turn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,1
Germans collect 62 PUs (1 lost to blockades); end with 77 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 82 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 97 PUs
Combat Hit Differential Summary :
Germans : -5.17
British : 0.00
Americans : 0.33
Russians : 2.33
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Combat Move - Russians
1 fighter moved from Kweichow to Kwangtung
2 artilleries and 2 infantry moved from Samara to Volgograd
2 infantry moved from Samara to Volgograd
1 infantry moved from Samara to Kazakhstan
Russians take Kazakhstan from Germans
2 infantry moved from Novosibirsk to Vologda
1 artillery moved from Samara to Vologda
1 infantry moved from Manchuria to Amur
Russians take Amur from Japanese
1 submarine moved from 97 Sea Zone to 99 Sea Zone
Combat - Russians
Battle in Kwangtung
Russians attack with 1 fighter
Japanese defend with 1 armour and 1 harbour
Russians roll dice for 1 fighter in Kwangtung, round 2 : 1/1 hits, 0.50 expected hits
Japanese roll dice for 1 armour in Kwangtung, round 2 : 0/1 hits, 0.50 expected hits
1 armour owned by the Japanese lost in Kwangtung
Russians win with 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Battle in Volgograd
Russians attack with 2 artilleries and 4 infantry
Germans defend with 1 factory_minor and 3 infantry
Russians roll dice for 2 artilleries and 4 infantry in Volgograd, round 2 : 1/6 hits, 1.67 expected hits
Germans roll dice for 3 infantry in Volgograd, round 2 : 0/3 hits, 1.00 expected hits
1 infantry owned by the Germans lost in Volgograd
Russians roll dice for 2 artilleries and 4 infantry in Volgograd, round 3 : 1/6 hits, 1.67 expected hits
Germans roll dice for 2 infantry in Volgograd, round 3 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Volgograd
Russians roll dice for 2 artilleries and 3 infantry in Volgograd, round 4 : 1/5 hits, 1.50 expected hits
Germans roll dice for 1 infantry in Volgograd, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Volgograd
Russians win, taking Volgograd from Germans with 2 artilleries and 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 3 infantry
Casualties for Russians: 1 infantry
Battle in Vologda
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 mech_infantry
Russians roll dice for 1 artillery and 2 infantry in Vologda, round 2 : 1/3 hits, 0.83 expected hits
Germans roll dice for 1 mech_infantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits
1 mech_infantry owned by the Germans lost in Vologda
Russians win, taking Vologda from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Non Combat Move - Russians
1 aaGun moved from Samara to Volgograd
1 infantry moved from Samara to Volgograd
3 armour and 10 mech_infantrys moved from Samara to Turkmenistan
5 artilleries moved from Samara to Kazakhstan
1 infantry moved from Samara to Volgograd
19 infantry moved from Samara to Kazakhstan
4 infantry moved from Samara to Kazakhstan
2 infantry moved from Yenisey to Timguska
4 infantry moved from Manchuria to Buyant-Uhaa
1 fighter moved from Persia to India
1 fighter moved from Kwangtung to Kiangsi
2 aaGuns and 10 infantry moved from Kweichow to Yunnan
Turn Complete - Russians
Combat Hit Differential Summary :
Germans : -1.33
Russians : -1.17
Japanese : -0.50
@AndrewAAGamer Crazy game!
@majikforce
Yep. Never did that Italian push through the Middle East before and the Pacific side is nuts.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Purchase Units - Japanese
Japanese repair damage of 15x factory_major; Remaining resources: 69 PUs; 6 SuicideAttackTokens;
Japanese buy 1 armour, 1 destroyer, 3 fighters, 1 infantry and 2 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
10 fighters moved from 39 Sea Zone to 80 Sea Zone
4 fighters and 6 tactical_bombers moved from 37 Sea Zone to 80 Sea Zone
2 submarines moved from 39 Sea Zone to 79 Sea Zone
1 destroyer moved from 39 Sea Zone to 42 Sea Zone
2 fighters moved from 37 Sea Zone to 42 Sea Zone
1 submarine moved from 37 Sea Zone to 35 Sea Zone
10 infantry and 1 mech_infantry moved from Korea to Amur
1 infantry moved from Siberia to Amur
1 infantry moved from Yakut S.S.R. to Yenisey
Japanese take Yenisey from Russians
2 bombers, 5 fighters and 5 tactical_bombers moved from Japan to 6 Sea Zone
2 submarines moved from 37 Sea Zone to 79 Sea Zone
1 submarine moved from 37 Sea Zone to 42 Sea Zone
1 battleship moved from 37 Sea Zone to 79 Sea Zone
@majikforce
SZ 35 (Philippines) US Sub dives? 2 Jap subs attacking.
@AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
@majikforce
SZ 35 (Philippines) US Sub dives? 2 Jap subs attacking.
Yes
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Purchase Units - Japanese
Japanese repair damage of 15x factory_major; Remaining resources: 69 PUs; 6 SuicideAttackTokens;
Japanese buy 1 armour, 1 destroyer, 3 fighters, 1 infantry and 2 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
10 fighters moved from 39 Sea Zone to 80 Sea Zone
4 fighters and 6 tactical_bombers moved from 37 Sea Zone to 80 Sea Zone
2 submarines moved from 39 Sea Zone to 79 Sea Zone
1 destroyer moved from 39 Sea Zone to 42 Sea Zone
2 fighters moved from 37 Sea Zone to 42 Sea Zone
1 submarine moved from 37 Sea Zone to 35 Sea Zone
10 infantry and 1 mech_infantry moved from Korea to Amur
1 infantry moved from Siberia to Amur
1 infantry moved from Yakut S.S.R. to Yenisey
Japanese take Yenisey from Russians
2 bombers, 5 fighters and 5 tactical_bombers moved from Japan to 6 Sea Zone
2 submarines moved from 37 Sea Zone to 79 Sea Zone
1 submarine moved from 37 Sea Zone to 42 Sea Zone
1 battleship moved from 37 Sea Zone to 79 Sea Zone
Combat - Japanese
Battle in 35 Sea Zone
Japanese attack with 2 submarines
Americans defend with 1 submarine and 1 transport
1 submarine owned by the Americans Submerged
1 transport owned by the Americans lost in 35 Sea Zone
Japanese roll dice for 2 submarines in 35 Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
Japanese win with 2 submarines remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 79 Sea Zone
Japanese attack with 1 battleship and 4 submarines
British defend with 1 destroyer
Japanese roll dice for 4 submarines in 79 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
British roll dice for 1 destroyer in 79 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Units damaged: 1 battleship owned by the Japanese
1 destroyer owned by the British lost in 79 Sea Zone
Japanese win, taking 79 Sea Zone from Americans with 1 battleship and 4 submarines remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in 42 Sea Zone
Japanese attack with 1 destroyer, 2 fighters and 1 submarine
Americans defend with 1 destroyer and 1 submarine; ANZAC defend with 1 transport
Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 destroyer and 2 fighters in 42 Sea Zone, round 2 : 2/3 hits, 1.33 expected hits
Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Americans roll dice for 1 destroyer and 1 transport in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 submarine owned by the Americans and 1 destroyer owned by the Americans lost in 42 Sea Zone
1 transport owned by the ANZAC lost in 42 Sea Zone
Japanese roll dice for 1 submarine in 42 Sea Zone, round 3 : 1/1 hits, 0.33 expected hits
Japanese win, taking 42 Sea Zone from Americans with 1 destroyer, 2 fighters and 1 submarine remaining. Battle score for attacker is 21
Casualties for Americans: 1 destroyer and 1 submarine
Casualties for ANZAC: 1 transport
Battle in 80 Sea Zone
Japanese attack with 14 fighters and 6 tactical_bombers
British defend with 1 battleship, 1 carrier, 4 cruisers, 2 fighters and 1 transport; Americans defend with 1 cruiser and 1 transport
Japanese roll dice for 14 fighters and 6 tactical_bombers in 80 Sea Zone, round 2 : 17/20 hits, 11.00 expected hits
British roll dice for 1 battleship, 1 carrier, 5 cruisers, 2 fighters and 2 transports in 80 Sea Zone, round 2 : 4/9 hits, 4.83 expected hits
4 fighters owned by the Japanese, 1 cruiser owned by the Americans, 1 transport owned by the British, 4 cruisers owned by the British, 1 transport owned by the Americans, 1 battleship owned by the British, 2 fighters owned by the British and 1 carrier owned by the British lost in 80 Sea Zone
Japanese win with 10 fighters and 6 tactical_bombers remaining. Battle score for attacker is 90
Casualties for Japanese: 4 fighters
Casualties for British: 1 battleship, 1 carrier, 4 cruisers, 2 fighters and 1 transport
Casualties for Americans: 1 cruiser and 1 transport
Battle in 6 Sea Zone
Japanese attack with 2 bombers, 5 fighters and 5 tactical_bombers
Americans defend with 1 destroyer
Japanese roll dice for 2 bombers, 5 fighters and 5 tactical_bombers in 6 Sea Zone, round 2 : 11/12 hits, 7.17 expected hits
Americans roll dice for 1 destroyer in 6 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in 6 Sea Zone
Japanese win with 2 bombers, 5 fighters and 5 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Amur
Japanese attack with 11 infantry and 1 mech_infantry
Russians defend with 1 infantry
Japanese roll dice for 11 infantry and 1 mech_infantry in Amur, round 2 : 2/12 hits, 2.00 expected hits
Russians roll dice for 1 infantry in Amur, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Amur
Japanese win, taking Amur from Russians with 11 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Japanese
2 fighters moved from 80 Sea Zone to 79 Sea Zone
1 carrier moved from 37 Sea Zone to 79 Sea Zone
8 fighters moved from 80 Sea Zone to 39 Sea Zone
3 carriers moved from 39 Sea Zone to 80 Sea Zone
1 cruiser moved from 39 Sea Zone to 37 Sea Zone
2 carriers moved from 37 Sea Zone to 39 Sea Zone
2 transports moved from 39 Sea Zone to 37 Sea Zone
2 fighters moved from 42 Sea Zone to Malaya
5 fighters and 5 tactical_bombers moved from 6 Sea Zone to 37 Sea Zone
2 bombers moved from 6 Sea Zone to Malaya
1 aaGun moved from Korea to Amur
1 infantry moved from Soviet Far East to Siberia
2 infantry moved from Yakut S.S.R. to Yenisey
1 artillery moved from Yakut S.S.R. to Yenisey
1 aaGun, 1 artillery and 2 infantry moved from Yakut S.S.R. to Yenisey
Place Units - Japanese
1 armour and 1 infantry placed in Malaya
1 destroyer placed in 37 Sea Zone
3 fighters and 2 tactical_bombers placed in Japan
Turn Complete - Japanese
Japanese collect 43 PUs; end with 43 PUs
Combat Hit Differential Summary :
British : -0.17
Americans : -0.83
Russians : -0.33
Japanese : 9.83
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Purchase Units - Americans
Americans buy 2 artilleries, 1 bomber, 1 destroyer, 3 fighters, 2 infantry, 2 submarines and 1 transport; Remaining resources: 1 PUs;
Combat Move - Americans
1 infantry moved from Norway to Finland
Americans take Finland from Germans
1 submarine moved from 35 Sea Zone to 42 Sea Zone
Americans take 43 Sea Zone from Japanese
1 destroyer moved from 54 Sea Zone to 42 Sea Zone
13 fighters and 1 tactical_bomber moved from 54 Sea Zone to 42 Sea Zone
3 fighters moved from Samara to Caucasus
Combat - Americans
Battle in 42 Sea Zone
Americans attack with 1 destroyer, 13 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 destroyer and 1 submarine
Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 destroyer, 13 fighters and 1 tactical_bomber in 42 Sea Zone, round 2 : 6/15 hits, 7.50 expected hits
Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 destroyer in 42 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 submarine owned by the Americans, 1 destroyer owned by the Japanese and 1 submarine owned by the Japanese lost in 42 Sea Zone
Americans win, taking 42 Sea Zone from Japanese with 1 destroyer, 13 fighters and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 submarine
Casualties for Japanese: 1 destroyer and 1 submarine
Battle in Caucasus
Americans attack with 3 fighters
Germans defend with 1 armour
Americans roll dice for 3 fighters in Caucasus, round 2 : 1/3 hits, 1.50 expected hits
Germans roll dice for 1 armour in Caucasus, round 2 : 0/1 hits, 0.50 expected hits
1 armour owned by the Germans lost in Caucasus
Americans win with 3 fighters remaining. Battle score for attacker is 6
Casualties for Germans: 1 armour
Non Combat Move - Americans
3 fighters moved from Caucasus to Iraq
2 artilleries and 2 infantry moved from Eastern United States to 101 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 transport moved from 91 Sea Zone to 101 Sea Zone
2 artilleries and 2 infantry moved from 91 Sea Zone to Gibraltar
1 transport moved from 110 Sea Zone to 91 Sea Zone
1 fighter moved from United Kingdom to Gibraltar
1 fighter moved from Gibraltar to Egypt
1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 110 Sea Zone to 91 Sea Zone
1 submarine moved from 125 Sea Zone to 110 Sea Zone
2 submarines moved from 31 Sea Zone to 6 Sea Zone
13 fighters and 1 tactical_bomber moved from 42 Sea Zone to 54 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 31 Sea Zone
1 infantry moved from 31 Sea Zone to Wake Island
2 bombers moved from Western United States to Manchuria
Place Units - Americans
1 transport placed in 101 Sea Zone
2 artilleries and 2 infantry placed in Eastern United States
1 bomber and 3 fighters placed in Eastern United States
1 destroyer and 2 submarines placed in 10 Sea Zone
Turn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 1,5,2,2
Americans collect 57 PUs (2 lost to blockades); end with 58 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 68 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 1 artillery and 6 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Hunan to Kwangsi
Chinese take Kwangsi from Japanese
5 infantry moved from Kiangsi to Kwangtung
UK_Pacific take Kwangtung from Japanese
4 infantry moved from Kiangsi to Kwangtung
1 infantry moved from Kiangsi to Kwangtung
9 infantry moved from Kiangsi to Kiangsu
Combat - Chinese
Non Combat Move - Chinese
1 fighter moved from Yunnan to Burma
17 infantry moved from Yunnan to Burma
Place Units - Chinese
1 infantry placed in Kansu
1 infantry placed in Kiangsu
1 infantry placed in Yunnan
1 infantry placed in Kansu
1 infantry placed in Tsinghai
1 infantry placed in Sikang
1 artillery placed in Yunnan
Turn Complete - Chinese
Chinese collect 23 PUs; end with 23 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs
Purchase Units - British
British buy 1 armour, 1 artillery, 1 fighter, 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific repair damage of 3x factory_minor; Remaining resources: 0 PUs;
UK_Pacific buy nothing; Remaining resources: 0 PUs;
Combat Move - British
1 mech_infantry moved from Persia to Caucasus
British take Caucasus from Germans
1 mech_infantry moved from India to Shan State
UK_Pacific take Shan State from Japanese
1 submarine moved from 97 Sea Zone to 98 Sea Zone
1 submarine moved from 97 Sea Zone to 96 Sea Zone
1 submarine moved from 97 Sea Zone to 94 Sea Zone
Combat - British
Non Combat Move - British
1 armour and 3 infantry moved from India to Burma
1 fighter moved from Yunnan to Burma
3 aaGuns, 5 artilleries, 7 infantry and 5 mech_infantrys moved from Persia to Iraq
1 mech_infantry moved from Egypt to Iraq
1 mech_infantry moved from Tobruk to Egypt
1 infantry moved from United Kingdom to 110 Sea Zone
2 carriers, 6 destroyers, 4 fighters, 1 infantry and 1 transport moved from 110 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Morocco
Place Units - British
3 infantry placed in Egypt
1 armour and 2 mech_infantrys placed in Persia
1 artillery, 1 fighter and 1 infantry placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 6,3,6,5,5,5,3,4,4,6,2,4
British collect 31 PUs (4 lost to blockades); end with 31 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 36 PUs
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 5,5,2,5,6,5,5,3,5,3,1,2,3,5,3,6,2,2,2,3,1,6,4
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,4,2,1,4,6,2,1,3,6,2,1,1,6,3,6
UK_Pacific collect 6 PUs (4 lost to blockades); end with 6 PUs
Combat Hit Differential Summary :
Germans : -0.50
Americans : -2.33
Japanese : 0.50
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Purchase Units - Italians
Italians buy 2 infantry; Remaining resources: 3 PUs;
Combat Move - Italians
1 armour and 5 mech_infantrys moved from Tambov to Caucasus
1 destroyer moved from 95 Sea Zone to 93 Sea Zone
1 bomber moved from Greece to 93 Sea Zone
1 fighter moved from Southern Italy to 93 Sea Zone
1 destroyer moved from 97 Sea Zone to 99 Sea Zone
2 fighters moved from Southern Italy to 99 Sea Zone
Combat - Italians
Battle in 99 Sea Zone
Italians attack with 1 destroyer and 2 fighters
Russians defend with 1 submarine
Italians roll dice for 1 destroyer and 2 fighters in 99 Sea Zone, round 2 : 1/3 hits, 1.33 expected hits
Russians roll dice for 1 submarine in 99 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Russians lost in 99 Sea Zone
Italians win, taking 99 Sea Zone from Neutral with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Russians: 1 submarine
Battle in 93 Sea Zone
Italians attack with 1 bomber, 1 destroyer and 1 fighter
British defend with 1 submarine
Italians roll dice for 1 bomber, 1 destroyer and 1 fighter in 93 Sea Zone, round 2 : 1/3 hits, 1.50 expected hits
British roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the British lost in 93 Sea Zone
Italians win, taking 93 Sea Zone from French with 1 bomber, 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for British: 1 submarine
Battle in Caucasus
Italians attack with 1 armour and 5 mech_infantrys
British defend with 1 mech_infantry
Italians roll dice for 1 armour and 5 mech_infantrys in Caucasus, round 2 : 0/6 hits, 1.33 expected hits
British roll dice for 1 mech_infantry in Caucasus, round 2 : 0/1 hits, 0.33 expected hits
Italians roll dice for 1 armour and 5 mech_infantrys in Caucasus, round 3 : 2/6 hits, 1.33 expected hits
British roll dice for 1 mech_infantry in Caucasus, round 3 : 0/1 hits, 0.33 expected hits
1 mech_infantry owned by the British lost in Caucasus
Italians win, taking Caucasus from British with 1 armour and 5 mech_infantrys remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Non Combat Move - Italians
2 fighters moved from 99 Sea Zone to Southern Italy
1 bomber and 1 fighter moved from 93 Sea Zone to Southern Italy
Place Units - Italians
2 infantry placed in Southern Italy
Turn Complete - Italians
Italians collect 15 PUs; end with 18 PUs
Combat Hit Differential Summary :
Italians : -1.50
British : -0.83
Russians : -0.17
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 12
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 transport; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 destroyer moved from 54 Sea Zone to 35 Sea Zone
3 fighters moved from Philippines to 35 Sea Zone