TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 3 Purchase Units - Russians Russians buy 2 artilleries and 9 infantry; Remaining resources: 0 PUs;Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 6
Purchase Units - Italians
Italians buy 3 infantry; Remaining resources: 2 PUs;
Combat Move - Italians
1 battleship, 1 cruiser and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 infantry moved from Greece to 99 Sea Zone
1 battleship, 1 cruiser, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Trans-Jordan
Combat - Italians
Battle in 98 Sea Zone
Italians attack with 1 battleship, 1 cruiser and 1 transport
British defend with 2 submarines
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 98 Sea Zone, round 2 : 0/2 hits, 1.17 expected hits
British roll dice for 2 submarines in 98 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 98 Sea Zone, round 3 : 1/2 hits, 1.17 expected hits
British roll dice for 2 submarines in 98 Sea Zone, round 3 : 1/2 hits, 0.33 expected hits
Units damaged: 1 battleship owned by the Italians
1 submarine owned by the British lost in 98 Sea Zone
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 98 Sea Zone, round 4 : 0/2 hits, 1.17 expected hits
British roll dice for 1 submarine in 98 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 98 Sea Zone, round 5 : 0/2 hits, 1.17 expected hits
British roll dice for 1 submarine in 98 Sea Zone, round 5 : 0/1 hits, 0.17 expected hits
Italians roll dice for 1 battleship, 1 cruiser and 1 transport in 98 Sea Zone, round 6 : 0/2 hits, 1.17 expected hits
British roll dice for 1 submarine in 98 Sea Zone, round 6 : 1/1 hits, 0.17 expected hits
1 cruiser owned by the Italians lost in 98 Sea Zone
Italians roll dice for 1 battleship and 1 transport in 98 Sea Zone, round 7 : 0/1 hits, 0.67 expected hits
British roll dice for 1 submarine in 98 Sea Zone, round 7 : 0/1 hits, 0.17 expected hits
Italians roll dice for 1 battleship and 1 transport in 98 Sea Zone, round 8 : 1/1 hits, 0.67 expected hits
British roll dice for 1 submarine in 98 Sea Zone, round 8 : 0/1 hits, 0.17 expected hits
1 submarine owned by the British lost in 98 Sea Zone
Italians win, taking 98 Sea Zone from French with 1 battleship and 1 transport remaining. Battle score for attacker is 0
Casualties for British: 2 submarines
Casualties for Italians: 1 cruiser
Battle in Trans-Jordan
Non Combat Move - Italians
Turning on Edit Mode
EDIT: Changing unit hit damage for these Italians owned units to: battleship = 0
EDIT: Adding units owned by Italians to 98 Sea Zone: 1 cruiser
EDIT: Adding units owned by British to 98 Sea Zone: 2 submarines
EDIT: Turning off Edit Mode
1 mech_infantry moved from Northern Italy to Romania
1 armour moved from Bulgaria to Eastern Poland
1 mech_infantry moved from Northern Italy to Bulgaria
Place Units - Italians
3 infantry placed in Northern Italy
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 bomber
EDIT: Adding units owned by Italians to Novgorod: 1 bomber
EDIT: Turning off Edit Mode
Turn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,6
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 3,6,3,5
Italians collect 11 PUs (3 lost to blockades); end with 13 PUs
Combat Hit Differential Summary :
Italians regular : -5.17
British regular : 0.50
@wizmark
No - you can not have the MARTI results in SZ 98. I know what your thinking. stop.
You would have submerged, not scrambled, knowing you can take it out without risking any planes on your UK turn.
Freaking ridiculous. It’s even more ridiculous because we never would have seen it if it weren’t for the glitch.
Absolutely painful to watch
:grimacing: :angry: :face_palm:
@wizmark
Unless you would actually have scrambled. Then I’m sorry, and we can re do the battle.
But it still hurt to watch that . . . .
@mainah no thats fine…quite happy to kill the italians next turn lol…and at least you got the bad rolls out of the way on a null battle!
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 infantry moved from Egypt to Trans-Jordan
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 infantry moved from Egypt to Trans-Jordan
Combat - ANZAC
Battle in Trans-Jordan
ANZAC attack with 1 infantry
Italians defend with 1 infantry
ANZAC roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.17 expected hits
Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC and 1 infantry owned by the Italians lost in Trans-Jordan
Italians win with no units remaining. Battle score for attacker is 0
Casualties for ANZAC: 1 infantry
Casualties for Italians: 1 infantry
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 submarine moved from 54 Sea Zone to 43 Sea Zone
1 submarine moved from 54 Sea Zone to 44 Sea Zone
1 artillery moved from New South Wales to Queensland
1 submarine and 1 transport moved from 62 Sea Zone to 54 Sea Zone
Place Units - ANZAC
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 submarine
EDIT: Adding units owned by ANZAC to 35 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 submarine placed in 62 Sea Zone
1 factory_minor placed in Queensland
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 16 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
Combat Hit Differential Summary :
Italians regular : 0.67
ANZAC regular : 0.83
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 factory_minor and 1 submarine; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 infantry moved from Egypt to Trans-Jordan
Combat - ANZAC
Battle in Trans-Jordan
ANZAC attack with 1 infantry
Italians defend with 1 infantry
ANZAC roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.17 expected hits
Italians roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC and 1 infantry owned by the Italians lost in Trans-Jordan
Italians win with no units remaining. Battle score for attacker is 0
Casualties for ANZAC: 1 infantry
Casualties for Italians: 1 infantry
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 submarine moved from 54 Sea Zone to 43 Sea Zone
1 submarine moved from 54 Sea Zone to 44 Sea Zone
1 artillery moved from New South Wales to Queensland
1 submarine and 1 transport moved from 62 Sea Zone to 54 Sea Zone
Place Units - ANZAC
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 54 Sea Zone: 1 submarine
EDIT: Adding units owned by ANZAC to 35 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 submarine placed in 62 Sea Zone
1 factory_minor placed in Queensland
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 16 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
Combat Move - French
Turn Complete - French
Combat Hit Differential Summary :
Italians regular : 0.67
ANZAC regular : 0.83
@mainah so close and so far with the anzac suicicde charge! :angry:
@wizmark
That’s all i wanted. I turn reprieve of an british amphib assault.
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Germans
2 infantry moved from Novgorod to Belarus
1 bomber moved from Germany to Belarus
1 bomber moved from Western Germany to Belarus
1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Germans
2 infantry moved from Novgorod to Belarus
1 bomber moved from Germany to Belarus
1 bomber moved from Western Germany to Belarus
1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
Combat - Germans
Battle in Archangel
Germans attack with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys
Russians defend with 1 infantry
Germans roll dice for 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Archangel, round 2 : 3/7 hits, 1.83 expected hits
Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Archangel
Germans win, taking Archangel from Russians with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Belarus
Germans attack with 2 bombers and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 2 bombers and 2 infantry in Belarus, round 2 : 1/4 hits, 1.67 expected hits
Russians roll dice for 1 infantry in Belarus, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Belarus
Germans win, taking Belarus from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
2 bombers moved from Belarus to Novgorod
1 infantry moved from Vyborg to Novgorod
3 infantry moved from Vyborg to Finland
1 destroyer moved from 110 Sea Zone to 91 Sea Zone
1 submarine moved from 109 Sea Zone to 119 Sea Zone
4 submarines moved from 109 Sea Zone to 112 Sea Zone
1 battleship, 1 carrier and 1 cruiser moved from 110 Sea Zone to 112 Sea Zone
2 fighters moved from 110 Sea Zone to Western Germany
1 armour and 1 mech_infantry moved from Germany to Romania
1 mech_infantry moved from Eastern Poland to Archangel
1 mech_infantry moved from Eastern Poland to Archangel
4 mech_infantrys moved from Eastern Poland to Western Ukraine
8 mech_infantrys moved from Germany to Eastern Poland
Place Units - Germans
1 armour and 2 mech_infantrys placed in Novgorod
Germans undo move 1.
2 armour and 1 mech_infantry placed in Novgorod
1 infantry and 1 mech_infantry placed in Western Germany
Germans undo move 2.
2 infantry placed in Western Germany
1 infantry and 6 mech_infantrys placed in Germany
Germans undo move 3.
1 infantry placed in Western Germany
6 mech_infantrys placed in Germany
1 destroyer placed in 112 Sea Zone
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1
Germans collect 48 PUs (2 lost to blockades); end with 49 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Combat Hit Differential Summary :
Russians regular : -0.67
Germans regular : 0.50
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 1 destroyer, 3 infantry and 7 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Germans
2 infantry moved from Novgorod to Belarus
1 bomber moved from Germany to Belarus
1 bomber moved from Western Germany to Belarus
1 armour, 1 artillery, 2 infantry and 3 mech_infantrys moved from Novgorod to Archangel
Combat - Germans
Battle in Archangel
Germans attack with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys
Russians defend with 1 infantry
Germans roll dice for 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys in Archangel, round 2 : 3/7 hits, 1.83 expected hits
Russians roll dice for 1 infantry in Archangel, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Archangel
Germans win, taking Archangel from Russians with 1 armour, 1 artillery, 2 infantry and 3 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Belarus
Germans attack with 2 bombers and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 2 bombers and 2 infantry in Belarus, round 2 : 1/4 hits, 1.67 expected hits
Russians roll dice for 1 infantry in Belarus, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Belarus
Germans win, taking Belarus from Russians with 2 bombers and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Germans
2 bombers moved from Belarus to Novgorod
1 infantry moved from Vyborg to Novgorod
3 infantry moved from Vyborg to Finland
1 destroyer moved from 110 Sea Zone to 91 Sea Zone
1 submarine moved from 109 Sea Zone to 119 Sea Zone
4 submarines moved from 109 Sea Zone to 112 Sea Zone
1 battleship, 1 carrier and 1 cruiser moved from 110 Sea Zone to 112 Sea Zone
2 fighters moved from 110 Sea Zone to Western Germany
1 armour and 1 mech_infantry moved from Germany to Romania
1 mech_infantry moved from Eastern Poland to Archangel
1 mech_infantry moved from Eastern Poland to Archangel
4 mech_infantrys moved from Eastern Poland to Western Ukraine
8 mech_infantrys moved from Germany to Eastern Poland
Place Units - Germans
1 armour and 2 mech_infantrys placed in Novgorod
Germans undo move 1.
2 armour and 1 mech_infantry placed in Novgorod
1 infantry and 1 mech_infantry placed in Western Germany
Germans undo move 2.
2 infantry placed in Western Germany
1 infantry and 6 mech_infantrys placed in Germany
Germans undo move 3.
1 infantry placed in Western Germany
6 mech_infantrys placed in Germany
1 destroyer placed in 112 Sea Zone
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1
Germans collect 48 PUs (2 lost to blockades); end with 49 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Turning on Edit Mode
EDIT: Removing units owned by Germans from 125 Sea Zone: 1 submarine
EDIT: Adding units owned by Germans to 112 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Russians regular : -0.67
Germans regular : 0.50
Edit was for my sub in SZ 125
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 7
Purchase Units - Russians
Russians buy 5 armour, 1 artillery and 1 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
3 infantry moved from Bryansk to Belarus
5 fighters and 1 tactical_bomber moved from Bryansk to Belarus
@wizmark When the russians by mostly tanks, bad things happen to germans.
I remember this from an Aesop fable I read in kindergarten.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.0.0
Game History
Round: 7
Purchase Units - Russians
Russians buy 5 armour, 1 artillery and 1 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
3 infantry moved from Bryansk to Belarus
5 fighters and 1 tactical_bomber moved from Bryansk to Belarus
Combat - Russians
Battle in Belarus
Russians attack with 5 fighters, 3 infantry and 1 tactical_bomber
Germans defend with 2 infantry
Russians roll dice for 5 fighters, 3 infantry and 1 tactical_bomber in Belarus, round 2 : 5/9 hits, 3.67 expected hits
Germans roll dice for 2 infantry in Belarus, round 2 : 2/2 hits, 0.67 expected hits
2 infantry owned by the Russians and 2 infantry owned by the Germans lost in Belarus
Russians win, taking Belarus from Germans with 5 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Russians: 2 infantry
Casualties for Germans: 2 infantry
Non Combat Move - Russians
1 infantry moved from Vologda to Nenetsia
3 aaGuns, 8 artilleries and 45 infantry moved from Bryansk to Tambov
5 fighters and 1 tactical_bomber moved from Belarus to Russia
1 infantry moved from Ukraine to Bryansk
2 armour and 2 mech_infantrys moved from Bryansk to Russia
5 infantry moved from Bryansk to Russia
1 aaGun moved from Bryansk to Russia
1 infantry moved from Russia to Tambov
Place Units - Russians
5 armour, 1 artillery and 1 infantry placed in Russia
Turn Complete - Russians
Russians collect 29 PUs; end with 29 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 32 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 34 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 36 PUs
Combat Hit Differential Summary :
Germans regular : 1.33
Russians regular : 1.33
@mainah just giving you something to worry about! :wink:
I could possibly have held on in bryansk 1 more turn…but you had a potential 50/50 on moscow if the can open with italy went well, and a 50/50 ish in bry if you went allout attack…unlikely but not worth the risk. So a fall back and reinforce seemed the best option…still got a fair amount of cash with the russians…potential 6 armour build next turn!! :smile:
@mainah but you are doing mostly the right thing with germany in this game…mech and bomber builds ae very strong…you still have an atlantic presence and shoring up italy is a solid play.
The only thing I would say is that you havent been aggressive enough against russia…to still be pulling in 36ipcs in R7 is very good for the allies. The key to a fast advance to moscow is that italian can opener…those mech units in the balkans would be far more effective rampaging through russia…an allied landing in greece can be a pain but the logistics of reinforcing a landing are tricky and the germans can bring a lot of air and mechs v quickly to kick the allies out if you are worried about that…
Hope you dont mind me noting that!
@mainah oh and very good block with the german dd! That saved you from the allied landings this turn! :+1:
@wizmark
Danka.
I have learned that I have not been aggressive enough. That stack is massive. Trying to rectify it in this game, and not making the same mistake in my other 2 as Axis.
I did think about sending the mechs last turn (or was it 2 turns ago, I’d have to look) but I think you are used to playing better players than I. I see a huge allied fleet in the med, with a factory in Egypt, and this turn Italy is going to net 0 or close to it in income. My reasoning was if there is a 1-2 punch in greece, it is an area that is hard for germany to reinforce. Italy can’t cover it without income, and if the US gets just 1 turn, a factory is built. and that would be game over.
I supose the best of both worlds would have been to start sending a few german inf with an art or 2 down there, to free up the italian mechs. But that was 2 turns ago. Lessoned learned.
Your analysis of the over all german position is much rosier than I see it. That gives me pause to really look at it from a different angle. With my lack of experience, I looked at that stack, after 2-3 turns growing, still not seeing a way around it, as such a huge delay, the fate of germany was sealed. You see 50/50 battle worth pulling back? I saw those numbers, at turn 7, and assumed by turn 9, the end would be clear. Regardless if that 50/50 played out. MARTI would have to be wooing my daughter to give me dice that would allow me to continue on to russia with minimal reinforcements while fending of US/UK alone.