Usual scramble options
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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
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
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
@FMErwinRommel I feel I ought to ask for a scramble here in sz112…dont want to assume you wont as it is rather critical…
No scramble. I was out shredding leaves and didn’t expect you to move so fast. But you saw Germany empty.
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?
I see my mistake. You win.
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.
@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
@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!
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.
@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:
I’ll post my bid later.
@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!
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.