Sorry, I slightly changed ANZAC moves again:
Erinmores (Allies+40) vs Simon33 (Axis) G40.2
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TripleA Turn Summary: Russians round 14
TripleA Turn Summary for game: World War II Global 1940 2nd Edition with Combat Move First, version: 4.0
Game History
Round: 14 Combat Move - Russians 1 infantry moved from Belarus to Baltic States Russians take Baltic States from Germans 1 artillery moved from Belarus to Archangel Russians take Archangel from Germans 1 mech_infantry moved from Timguska to Yenisey Russians take Yenisey from Germans 2 infantry moved from Bryansk to Rostov 1 infantry moved from Bryansk to Tambov Russians take Tambov from Germans 2 infantry moved from Russia to Samara 1 fighter and 1 tactical_bomber moved from Russia to Rostov 3 fighters moved from Russia to Samara 1 fighter moved from Russia to Rostov Purchase Units - Russians Russians buy 5 artilleries; Remaining resources: 0 PUs; Combat - Russians Battle in Samara Russians attack with 3 fighters and 2 infantry Germans defend with 1 mech_infantry Russians roll dice for 3 fighters and 2 infantry in Samara, round 2 : 4/5 hits, 1.83 expected hits Germans roll dice for 1 mech_infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Germans lost in Samara Russians win, taking Samara from Germans with 3 fighters and 2 infantry remaining. Battle score for attacker is 4 Casualties for Germans: 1 mech_infantry Battle in Rostov Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber Germans defend with 1 artillery Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Rostov, round 2 : 2/5 hits, 2.00 expected hits Germans roll dice for 1 artillery in Rostov, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4 Casualties for Germans: 1 artillery Non Combat Move - Russians 2 fighters and 1 tactical_bomber moved from Rostov to Russia 2 fighters moved from Samara to Russia 2 aaGuns, 1 armour, 11 artilleries and 32 infantry moved from Bryansk to Russia 1 fighter moved from Samara to Russia 1 infantry moved from Shensi to Sikang 1 infantry moved from Evenkiyskiy to Yenisey 1 mech_infantry moved from Urals to Yenisey Place Units - Russians 5 artilleries placed in Russia Turn Complete - Russians Russians collect 23 PUs; end with 23 PUs
Combat Hit Differential Summary :
Germans : -0.67 Russians : 2.17
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TripleA Turn Summary: Japanese round 14
TripleA Turn Summary for game: World War II Global 1940 2nd Edition with Combat Move First, version: 4.0
Game History
Round: 14 Combat Move - Japanese 1 artillery moved from Guam to 21 Sea Zone 1 artillery and 1 transport moved from 21 Sea Zone to 33 Sea Zone 1 artillery moved from 33 Sea Zone to Caroline Islands 2 artilleries and 1 infantry moved from New Guinea to 46 Sea Zone 1 fighter moved from 6 Sea Zone to 26 Sea Zone 1 artillery and 1 infantry moved from Japan to 6 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 25 Sea Zone 1 artillery and 1 infantry moved from 25 Sea Zone to Midway 1 artillery and 1 transport moved from 46 Sea Zone to 48 Sea Zone 1 artillery moved from 48 Sea Zone to Gilbert Islands 1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 49 Sea Zone 1 artillery and 1 infantry moved from 49 Sea Zone to Solomon Islands 1 battleship and 2 fighters moved from 55 Sea Zone to 54 Sea Zone 2 tactical_bombers moved from 46 Sea Zone to 54 Sea Zone 1 submarine moved from 6 Sea Zone to 3 Sea Zone 2 fighters and 1 infantry moved from Anhwe to Hopei 1 armour, 4 artilleries and 4 infantry moved from Anhwe to Kweichow 1 armour, 11 artilleries, 6 infantry and 2 mech_infantrys moved from Szechwan to Kweichow 3 artilleries and 4 infantry moved from Yunnan to Kweichow 2 carriers, 1 destroyer, 3 fighters and 4 submarines moved from 6 Sea Zone to 25 Sea Zone Purchase Units - Japanese Japanese buy 3 artilleries, 1 carrier, 1 fighter, 8 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat - Japanese Battle in 3 Sea Zone Japanese attack with 1 submarine Americans defend with 2 transports 2 transports owned by the Americans lost in 3 Sea Zone Japanese roll dice for 1 submarine in 3 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese win with 1 submarine remaining. Battle score for attacker is 14 Casualties for Americans: 2 transports Battle in Caroline Islands Battle in 26 Sea Zone Japanese attack with 1 fighter ANZAC defend with 1 transport 1 transport owned by the ANZAC lost in 26 Sea Zone Japanese win, taking Caroline Islands from Americans with 1 fighter remaining. Battle score for attacker is 7 Casualties for ANZAC: 1 transport Battle in Gilbert Islands Battle in Solomon Islands Battle in 25 Sea Zone Japanese attack with 2 carriers, 1 destroyer, 3 fighters, 4 submarines and 1 transport Americans defend with 1 destroyer Japanese roll dice for 4 submarines in 25 Sea Zone, round 2 : 0/4 hits, 1.33 expected hits Japanese roll dice for 2 carriers, 1 destroyer, 3 fighters and 1 transport in 25 Sea Zone, round 2 : 2/4 hits, 1.83 expected hits Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 25 Sea Zone Japanese win, taking Gilbert Islands from UK_Pacific, taking Solomon Islands from ANZAC with 2 carriers, 1 destroyer, 3 fighters, 4 submarines and 1 transport remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in Midway Battle in Hopei Japanese attack with 2 fighters and 1 infantry Chinese defend with 1 infantry Japanese roll dice for 2 fighters and 1 infantry in Hopei, round 2 : 0/3 hits, 1.17 expected hits Chinese roll dice for 1 infantry in Hopei, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Hopei retreated to Hopei Chinese win, taking Midway from Americans with 1 infantry remaining. Battle score for attacker is -3 Casualties for Japanese: 1 infantry Battle in Kweichow Japanese attack with 2 armour, 18 artilleries, 14 infantry and 2 mech_infantrys Chinese defend with 1 infantry Japanese roll dice for 2 armour, 18 artilleries, 14 infantry and 2 mech_infantrys in Kweichow, round 2 : 12/36 hits, 12.33 expected hits Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 2 armour, 18 artilleries, 14 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 54 Sea Zone Japanese attack with 1 battleship, 2 fighters and 2 tactical_bombers Americans defend with 1 destroyer Japanese roll dice for 1 battleship, 2 fighters and 2 tactical_bombers in 54 Sea Zone, round 2 : 3/5 hits, 3.00 expected hits Americans roll dice for 1 destroyer in 54 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 54 Sea Zone Japanese win, taking 54 Sea Zone from Neutral with 1 battleship, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Non Combat Move - Japanese 1 submarine moved from 55 Sea Zone to 62 Sea Zone 1 submarine moved from 46 Sea Zone to 62 Sea Zone 1 carrier moved from 55 Sea Zone to 63 Sea Zone 1 carrier and 4 fighters moved from 46 Sea Zone to 63 Sea Zone 1 battleship, 2 carriers, 2 cruisers and 4 destroyers moved from 46 Sea Zone to 54 Sea Zone 1 battleship moved from 54 Sea Zone to 63 Sea Zone 1 destroyer moved from 54 Sea Zone to 63 Sea Zone 1 fighter moved from 26 Sea Zone to 25 Sea Zone 1 artillery and 1 infantry moved from Korea to Amur 2 fighters moved from Hopei to French Indo China 1 artillery and 2 infantry moved from French Indo China to Yunnan 1 artillery and 6 infantry moved from Burma to Yunnan 1 artillery and 5 infantry moved from Malaya to Shan State 3 infantry moved from India to Burma 2 bombers moved from Philippines to Japan Place Units - Japanese 1 carrier and 1 transport placed in 6 Sea Zone 1 fighter and 1 tactical_bomber placed in 6 Sea Zone 3 infantry placed in India 1 artillery and 2 infantry placed in French Indo China 1 artillery and 2 infantry placed in Malaya 1 artillery and 1 infantry placed in Japan Turn Complete - Japanese Japanese collect 68 PUs; end with 68 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 73 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
Combat Hit Differential Summary :
Americans : -0.67 Chinese : 0.33 Japanese : -3.00
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For some reason the dice emails were wrong in that file you posted, and the game ID. Map seemed ok though, on a cursory inspection.
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@simon33 I have a bunch of games going. Let me make certain I don’t have your email on an incorrect game.
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@simon33 There is a small possibility that when I loaded our game to play Russia, my Game ID and PW were not entered. About a week ago I upgraded my gaming computer to Windows 10. Which will automatically update in the middle of the night. I know for one of the games I’m playing, it let me load the game and make my moves, but refused to post. So the dice might have been off but I made the same move. I apologize for the confusion. I sort of assumed since the game wouldn’t upload that the dice also went into oblivion. Guess not.
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@erinmores and by “gaming computer” I mean old work laptop that I use strictly for Axis and Allies - cuz it is so damn addictive.
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@simon33 I can’t get into the Middle East. Even if I rotate six fighters to Hawaii (4 to carriers, to island), you can win that battle. Russia is “safe” but out position. Am I missing anything? When Hawaii falls, that’s the cit you need. Wondering to myself if you were “showing Anzac but gunning for Hawaii.” I concede. GG.
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It’s more that I was making sure ANZAC had its income kept low and I also wanted to make sure Hawaii had pressure kept on it.
I did think Hawaii was weaker than ANZAC so I was thinking for a while that would be the winning move.
Yeah, you’re correct. I can’t see how Hawaii can be defended.
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@simon33 Thanks for the game. You clearly have invested some serious time on Triple A gaming. I saw several new maneuvers in our game to take back to our board game…once we get the all-clear. where are you, btw? Either you are on a Night Shift or overseas…?
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Sydney, au.
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@simon33 well, I appreciate the game. Thanks. beastly challenge. My initial plan was to hide the advantage - those fighters for Moscow - way out east where they would look out of position. Influence your Axis on two fronts.
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Thanks for the game. You fought well in the middle rounds.
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@simon33 being a board game player on Triple A…if I were to try another map/game, outside of traditional AA, what do you recommend? I hear some folks play a map called nwo
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I’ve really only played A&A games, except for a couple of times where I didn’t get into it.
New World Order is a pretty popular map though.