@gamerman01 We are underway! Scramble?
FMErwinRommel (X) vs Wizmark (L+16) BM3
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Attacking DD in sz98 with sub & 4 bombers. I will assume no scramble for the 1 fighter in Egypt since its outnumbered. If you choose to scramble, we can roll for it.
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TripleA Turn Summary: Germans round 22
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 22 Research Technology - Germans Purchase Units - Germans Germans repair damage of 3x factory_minor, 3x factory_minor; Remaining resources: 76 PUs; Germans buy 3 artilleries, 1 fighter, 3 infantry, 8 mech_infantrys and 2 submarines; Remaining resources: 1 PUs; Combat Move - Germans 2 infantry moved from France to Normandy Bordeaux 1 fighter moved from France to Normandy Bordeaux 1 submarine moved from 96 Sea Zone to 98 Sea Zone 3 bombers moved from Western Germany to 98 Sea Zone 8 fighters moved from Southern Italy to Normandy Bordeaux 2 fighters moved from Western Germany to Normandy Bordeaux 1 fighter moved from Southern Italy to Rostov 1 infantry moved from Volgograd to Kazakhstan 2 fighters moved from Russia to Kazakhstan 1 tactical_bomber moved from Ukraine to Kazakhstan 1 fighter moved from Western Ukraine to Rostov 1 fighter moved from Southern Italy to Rostov 1 fighter moved from Ukraine to Rostov 1 tactical_bomber moved from Ukraine to Rostov 2 infantry moved from Ukraine to Rostov 1 tactical_bomber moved from Ukraine to Rostov 1 bomber moved from Western Germany to Rostov 1 tactical_bomber moved from Rostov to Kazakhstan 1 bomber moved from Western Germany to 98 Sea Zone 1 infantry moved from Kansu to Suiyuyan Germans take Suiyuyan from Chinese Combat - Germans Germans creates battle in territory 105 Sea Zone Battle in Normandy Bordeaux Germans attack with 11 fighters and 2 infantry Americans defend with 1 factory_minor, 1 harbour and 1 infantry Germans roll dice for 11 fighters and 2 infantry in Normandy Bordeaux, round 2 : 4/13 hits, 5.83 expected hits Americans roll dice for 1 infantry in Normandy Bordeaux, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 11 fighters and 2 infantry remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in 98 Sea Zone Germans attack with 4 bombers and 1 submarine Americans defend with 1 destroyer Germans roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 4 bombers in 98 Sea Zone, round 2 : 3/4 hits, 2.67 expected hits Americans roll dice for 1 destroyer in 98 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Americans and 1 submarine owned by the Germans lost in 98 Sea Zone Germans win with 4 bombers remaining. Battle score for attacker is 2 Casualties for Germans: 1 submarine Casualties for Americans: 1 destroyer Battle in Rostov Germans attack with 1 bomber, 4 fighters, 2 infantry and 1 tactical_bomber British defend with 2 infantry Germans roll dice for 1 bomber, 4 fighters, 2 infantry and 1 tactical_bomber in Rostov, round 2 : 3/8 hits, 3.67 expected hits British roll dice for 2 infantry in Rostov, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the British lost in Rostov Germans win, taking Rostov from British with 1 bomber, 4 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for British: 2 infantry Battle in Kazakhstan Germans attack with 2 fighters, 1 infantry and 2 tactical_bombers British defend with 1 infantry Germans roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Kazakhstan, round 2 : 2/5 hits, 2.50 expected hits British roll dice for 1 infantry in Kazakhstan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Kazakhstan Germans win, taking Kazakhstan from British with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Non Combat Move - Germans 2 fighters moved from Kazakhstan to Yunnan 2 tactical_bombers moved from Kazakhstan to Volgograd 1 bomber moved from Rostov to Volgograd 1 fighter moved from Rostov to Russia 1 fighter moved from Rostov to Western Ukraine 1 fighter moved from Rostov to Volgograd 1 fighter moved from Rostov to Ukraine 1 tactical_bomber moved from Rostov to Ukraine 3 mech_infantrys moved from Western Ukraine to Ukraine 1 mech_infantry moved from Timguska to Kansu 1 mech_infantry moved from Russia to Novosibirsk 1 mech_infantry moved from Russia to Samara 1 mech_infantry moved from Russia to Ukraine 1 mech_infantry moved from Romania to Ukraine 1 infantry moved from Greater Southern Germany to Western Germany 1 mech_infantry moved from Yugoslavia to Western Germany 2 infantry moved from Bulgaria to Albania 1 fighter moved from Normandy Bordeaux to Southern Italy 1 fighter moved from Normandy Bordeaux to France 9 fighters moved from Normandy Bordeaux to Western Germany 2 infantry moved from Western Germany to 113 Sea Zone 1 cruiser, 2 destroyers, 2 infantry and 1 transport moved from 113 Sea Zone to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Finland 4 artilleries and 5 infantry moved from Norway to Finland 1 submarine moved from 111 Sea Zone to 113 Sea Zone 5 mech_infantrys moved from Novgorod to Vologda 4 bombers moved from 98 Sea Zone to Southern Italy 2 mech_infantrys moved from Slovakia Hungary to Western Ukraine 7 mech_infantrys moved from Volgograd to Ukraine Place Units - Germans 3 artilleries placed in Volgograd 3 infantry placed in Ukraine 3 mech_infantrys placed in Western Ukraine 3 mech_infantrys placed in Russia 1 submarine placed in 97 Sea Zone 1 submarine placed in 113 Sea Zone 1 fighter and 2 mech_infantrys placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 7 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,1,2,2 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,3,3,6,3,5,6,5 Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,4,1,2 Germans collect 63 PUs (7 lost to blockades); end with 64 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 69 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 84 PUs
Combat Hit Differential Summary :
Americans regular : 0.33 Germans regular : -3.00 British regular : -1.00
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TripleA Move Summary: Russians round 22
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 22 Combat Move - Russians 1 infantry moved from Caucasus to Kazakhstan 4 fighters and 1 tactical_bomber moved from Caucasus to Kazakhstan 1 armour moved from Jehol to Korea Chinese take Manchuria from Japanese Russians take Korea from Japanese
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TripleA Turn Summary: Russians round 22
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 22 Combat Move - Russians 1 infantry moved from Caucasus to Kazakhstan 4 fighters and 1 tactical_bomber moved from Caucasus to Kazakhstan 1 armour moved from Jehol to Korea Chinese take Manchuria from Japanese Russians take Korea from Japanese Combat - Russians Battle in Kazakhstan Russians attack with 4 fighters, 1 infantry and 1 tactical_bomber Germans defend with 1 infantry Russians roll dice for 4 fighters, 1 infantry and 1 tactical_bomber in Kazakhstan, round 2 : 3/6 hits, 2.83 expected hits Germans roll dice for 1 infantry in Kazakhstan, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Kazakhstan Russians win with 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Non Combat Move - Russians 4 fighters and 1 tactical_bomber moved from Kazakhstan to Caucasus 1 armour moved from Shantung to Jehol 2 armour and 2 mech_infantrys moved from Chahar to Jehol Turn Complete - Russians
Combat Hit Differential Summary :
Germans regular : 0.67 Russians regular : 0.17
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TripleA Turn Summary: Japanese round 22
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 22 Purchase Units - Japanese Japanese repair damage of 4x factory_minor; Remaining resources: 40 PUs; 6 SuicideAttackTokens; Japanese buy 2 artilleries, 1 destroyer, 3 infantry, 2 mech_infantrys and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 artillery and 1 infantry moved from Malaya to Shan State 3 fighters moved from Yunnan to Shan State 1 infantry moved from Kiangsu to Shantung Japanese take Shantung from Chinese 1 infantry moved from Kiangsi to Anhwe 2 bombers moved from Yunnan to Anhwe 2 infantry moved from Japan to 6 Sea Zone 2 infantry moved from 6 Sea Zone to Korea 3 tactical_bombers moved from Japan to Korea Combat - Japanese Battle in Shan State Japanese attack with 1 artillery, 3 fighters and 1 infantry British defend with 1 infantry Japanese roll dice for 1 artillery, 3 fighters and 1 infantry in Shan State, round 2 : 0/5 hits, 2.17 expected hits UK_Pacific roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery, 3 fighters and 1 infantry in Shan State, round 3 : 3/5 hits, 2.17 expected hits UK_Pacific roll dice for 1 infantry in Shan State, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Shan State Japanese win, taking Shan State from UK_Pacific with 1 artillery, 3 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Anhwe Japanese attack with 2 bombers and 1 infantry Chinese defend with 1 infantry Japanese roll dice for 2 bombers and 1 infantry in Anhwe, round 2 : 1/3 hits, 1.50 expected hits Chinese roll dice for 1 infantry in Anhwe, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Anhwe Japanese win, taking Anhwe from Chinese with 2 bombers and 1 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Korea Japanese attack with 2 infantry and 3 tactical_bombers Russians defend with 1 armour Japanese roll dice for 2 infantry and 3 tactical_bombers in Korea, round 2 : 3/5 hits, 1.83 expected hits Russians roll dice for 1 armour in Korea, round 2 : 0/1 hits, 0.50 expected hits 1 armour owned by the Russians lost in Korea Japanese win, taking Korea from Russians with 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Russians: 1 armour Non Combat Move - Japanese 3 tactical_bombers moved from Korea to Japan 2 bombers moved from Anhwe to Philippines 1 fighter moved from Shan State to Kwangtung 2 fighters moved from Shan State to 35 Sea Zone 3 infantry moved from French Indo China to Yunnan 1 mech_infantry moved from Kwangtung to Yunnan 1 infantry moved from Kwangtung to Kwangsi 1 infantry moved from Kwangtung to Kiangsi 2 submarines moved from 34 Sea Zone to 35 Sea Zone 1 destroyer moved from 19 Sea Zone to 35 Sea Zone 2 destroyers moved from 6 Sea Zone to 35 Sea Zone 1 destroyer moved from 22 Sea Zone to 35 Sea Zone 2 fighters moved from 35 Sea Zone to Philippines 1 armour moved from Yakut S.S.R. to Sakha 1 infantry moved from Kiangsi to Kiangsu 1 submarine moved from 35 Sea Zone to 6 Sea Zone Place Units - Japanese 2 artilleries placed in Japan 1 destroyer and 1 transport placed in 6 Sea Zone 3 infantry placed in French Indo China 2 mech_infantrys placed in Kwangtung Turn Complete - Japanese Total Cost from Convoy Blockades: 8 Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 3,5,5,2 Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 3,6,4,3,5,3 Japanese collect 41 PUs (8 lost to blockades); end with 41 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 44 PUs
Combat Hit Differential Summary :
Chinese regular : -0.33 Japanese regular : -0.67 UK_Pacific regular : -0.67 Russians regular : -0.50
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TripleA Move Summary: Americans round 22
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 22 Purchase Units - Americans Americans buy 1 artillery, 2 bombers, 1 destroyer, 2 fighters, 5 submarines and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 artillery moved from Northern Territory to 55 Sea Zone 1 artillery and 1 transport moved from 55 Sea Zone to 21 Sea Zone 1 artillery moved from 21 Sea Zone to Guam 1 bomber moved from Burma to French Indo China 1 bomber moved from Burma to Anhwe 1 bomber moved from Caucasus to Tsinghai 1 destroyer moved from 110 Sea Zone to 105 Sea Zone 1 artillery and 1 infantry moved from Morocco to 91 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium 2 fighters moved from 110 Sea Zone to Holland Belgium 3 fighters and 1 tactical_bomber moved from 110 Sea Zone to 112 Sea Zone 1 infantry moved from United Kingdom to 110 Sea Zone 1 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone 1 infantry moved from 112 Sea Zone to Denmark 5 bombers moved from United Kingdom to 112 Sea Zone 1 fighter moved from 110 Sea Zone to 105 Sea Zone 1 fighter moved from 110 Sea Zone to 112 Sea Zone
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@FMErwinRommel I feel I ought to ask for a scramble here in sz112…dont want to assume you wont as it is rather critical…
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No scramble. I was out shredding leaves and didn’t expect you to move so fast. But you saw Germany empty.
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I was thinking you couldn’t defeat my subs in sz113. But fatal flaw, can you ignore them if I scramble and force a sea battle?
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I see my mistake. You win.
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Last time you were in the Channel, I garrisoned Germ with troops and planes for scramble and defense. This time I overlooked that you can bypass my first line of defense and so I still needed to garrison my capital. U.S. could sink any surface ship in sz113, so that was no solution. Its been so long since I’ve faced this situation, playing only a game or two at a time. I could have garrisoned Berlin by putting my builds there. But that would have put me behind in Russian front. And Japan can’t continue to hold off the Allies with 44 income. So just as well not drag this out.
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@FMErwinRommel I almost went for it last time…but I would have needed the whole uk fleet and army to do it, and the ipc gain would have been lost by the cost of the sunk ships and planes…this timethe cost to uk was only 10 so very much worth it.
Im tending to find if the axis dont win in the first 7/8 turns the US just ends up steam rollering one theatre or the other…G has an enormous coast to defend…J has vulnerable islands and a long coast as well and eventually the US has enough basic material to buy the expensive bombers and planes that win the war…unless of course J can outbuild the US pac fleet
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@FMErwinRommel Good game though! I thought I had it won a few turns before and then you smashed the chinese presence and took moscow making things touch and go for a bit!
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I concede the game. The poor Italian start offset the Japanese fleet victory. Germany took far too long to take Moscow because UK was not challenged in the Med. Without the defeat of the U.S. fleet, Japan would have been overwhelmed much sooner. Although, if I had remembered to save a DD, ANZ wouldn’t have sunk my CVs. Okay, let’s see if my Allies can defeat you as Axis.
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@FMErwinRommel 16ipcs for you to spend…how do you want them? Its late here now so I will get the game set up tomorrow :+1:
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I’ll post my bid later.
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@FMErwinRommel Cool…my engine is updated to 2.2.2 so might be wise if you update as well…dont know if you are aware but there is a bug with subs and fleet battle calcs if the players engines arent the same!
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I’m already using 2.2.20868. Just got notice that newer version 2.5.2294 is available. Will stay with 2.2.2 unless you change.