Good game.
Can start another in a week or two maybe.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 2 transports; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery moved from Caroline Islands to 33 Sea Zone
1 artillery and 1 transport moved from 33 Sea Zone to 46 Sea Zone
1 infantry moved from New Guinea to 46 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
1 carrier and 1 cruiser moved from 33 Sea Zone to 36 Sea Zone
ANZAC take 35 Sea Zone from Japanese
2 fighters moved from Queensland to 36 Sea Zone
2 fighters moved from India to 36 Sea Zone
Combat - ANZAC
Battle in Celebes
Battle in 36 Sea Zone
ANZAC attack with 1 carrier, 1 cruiser and 4 fighters
Japanese defend with 1 battleship, 1 carrier, 1 submarine and 3 transports
Combat Hit Differential Summary :
Submerge the submarine?
Submarine is nearly invincible for the first round, so I had it fight.
It scored a hit.
I only scored 1, and dinged a capital ship
Next round I had sub fight, it missed, and I scored 4 so wipe out.
I put the sub back in case you would have submerged it.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 5
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 2 transports; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery moved from Caroline Islands to 33 Sea Zone
1 artillery and 1 transport moved from 33 Sea Zone to 46 Sea Zone
1 infantry moved from New Guinea to 46 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 46 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
1 carrier and 1 cruiser moved from 33 Sea Zone to 36 Sea Zone
ANZAC take 35 Sea Zone from Japanese
2 fighters moved from Queensland to 36 Sea Zone
2 fighters moved from India to 36 Sea Zone
Combat - ANZAC
Battle in Celebes
Battle in 36 Sea Zone
ANZAC attack with 1 carrier, 1 cruiser and 4 fighters
Japanese defend with 1 battleship, 1 carrier, 1 submarine and 3 transports
Japanese roll dice for 1 submarine in 36 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits
Units damaged: 1 carrier owned by the ANZAC
ANZAC roll dice for 4 fighters in 36 Sea Zone, round 2 : 1/4 hits, 2.00 expected hits
Units damaged: 1 battleship owned by the Japanese
ANZAC roll dice for 1 carrier and 1 cruiser in 36 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits
Japanese roll dice for 1 battleship, 1 carrier and 3 transports in 36 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
1 carrier owned by the ANZAC lost in 36 Sea Zone
Japanese roll dice for 1 submarine in 36 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
ANZAC roll dice for 4 fighters in 36 Sea Zone, round 3 : 3/4 hits, 2.00 expected hits
ANZAC roll dice for 1 cruiser in 36 Sea Zone, round 3 : 1/1 hits, 0.50 expected hits
Japanese roll dice for 1 battleship, 1 carrier and 3 transports in 36 Sea Zone, round 3 : 1/2 hits, 1.00 expected hits
1 fighter owned by the ANZAC lost in 36 Sea Zone
1 carrier owned by the Japanese, 1 submarine owned by the Japanese and 1 battleship owned by the Japanese lost in 36 Sea Zone
3 transports owned by the Japanese lost in 36 Sea Zone
ANZAC win, taking Celebes from Japanese, taking 36 Sea Zone from Japanese with 1 cruiser and 3 fighters remaining. Battle score for attacker is 37
Casualties for ANZAC: 1 carrier and 1 fighter
Casualties for Japanese: 1 battleship, 1 carrier, 1 submarine and 3 transports
Non Combat Move - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by Japanese to 36 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 fighter could not land in 36 Sea Zone and was removed
2 fighters moved from 36 Sea Zone to Kwangsi
1 infantry moved from Egypt to Trans-Jordan
1 infantry moved from Iraq to Northwest Persia
Place Units - ANZAC
1 destroyer and 2 transports placed in 54 Sea Zone
Turn Complete - ANZAC
ANZAC collect 13 PUs; end with 13 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs
Combat Move - French
1 destroyer moved from 39 Sea Zone to 36 Sea Zone
Combat - French
Battle in 36 Sea Zone
French attack with 1 destroyer; ANZAC loiter and taunt
Japanese defend with 1 submarine
French roll dice for 1 destroyer in 36 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 submarine in 36 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the French lost in 36 Sea Zone
Japanese win with 1 submarine remaining. Battle score for attacker is -8
Casualties for French: 1 destroyer
Non Combat Move - French
1 infantry moved from Iraq to Northwest Persia
1 infantry moved from Egypt to Trans-Jordan
2 infantry moved from Scotland to United Kingdom
2 infantry moved from Morocco to Algeria
Turn Complete - French
Combat Hit Differential Summary :
French regular : -0.33
Japanese regular : 1.50
ANZAC regular : 0.00
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 artilleries, 2 fighters, 2 infantry, 1 mech_infantry and 1 tactical_bomber; Remaining resources: 0 PUs;
Combat Move - Germans
2 infantry moved from France to Holland Belgium
3 fighters and 3 tactical_bombers moved from Western Germany to Holland Belgium
2 bombers moved from Western Germany to Holland Belgium
Combat - Germans
Battle in Holland Belgium
Germans attack with 2 bombers, 3 fighters, 2 infantry and 3 tactical_bombers
British defend with 2 infantry
Germans roll dice for 2 bombers, 3 fighters, 2 infantry and 3 tactical_bombers in Holland Belgium, round 2 : 7/10 hits, 5.17 expected hits
British roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Germans lost in Holland Belgium
2 infantry owned by the British lost in Holland Belgium
Germans win, taking Holland Belgium from British with 2 bombers, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantry
Non Combat Move - Germans
2 bombers, 3 fighters and 3 tactical_bombers moved from Holland Belgium to Western Germany
2 infantry moved from Germany to Western Germany
1 cruiser, 1 destroyer, 3 submarines and 1 transport moved from 112 Sea Zone to 113 Sea Zone
8 armour, 2 artilleries, 1 infantry and 12 mech_infantrys moved from Eastern Poland to Western Ukraine
1 infantry moved from Novgorod to Archangel
1 infantry moved from Germany to Western Germany
Place Units - Germans
2 fighters and 1 tactical_bomber placed in Western Germany
2 infantry and 1 mech_infantry placed in Germany
3 artilleries placed in Novgorod
Turn Complete - Germans
Germans collect 44 PUs; end with 44 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 49 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Combat Hit Differential Summary :
Germans regular : 1.83
British regular : 0.33
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 6
Purchase Units - Russians
Russians buy 2 artilleries, 1 fighter and 5 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
3 armour, 7 artilleries, 1 fighter, 10 infantry and 3 mech_infantrys moved from Bryansk to Western Ukraine
2 armour, 2 fighters, 3 mech_infantrys and 1 tactical_bomber moved from Russia to Western Ukraine
Combat - Russians
Battle in Western Ukraine
Russians attack with 5 armour, 7 artilleries, 3 fighters, 10 infantry, 6 mech_infantrys and 1 tactical_bomber
Germans defend with 8 armour, 2 artilleries, 2 infantry and 12 mech_infantrys; Italians defend with 2 armour and 3 mech_infantrys
Russians roll dice for 5 armour, 7 artilleries, 3 fighters, 10 infantry, 6 mech_infantrys and 1 tactical_bomber in Western Ukraine, round 2 : 8/32 hits, 10.83 expected hits
Combat Hit Differential Summary :
Russians regular : -2.83
That’s a bad roll, so I’ll ask what you lose in West Ukriane, please
Things have really slowed down…
I’ve waited 3 days to roll the 2nd roll in a big battle, so I’ll continue and give you the bonus of choosing casualties retroactively.
TripleA won’t post the turn automatically, so I’ve attached the file.
A bad first roll really turned around. That was devastating.
I will call the game per league rules in 7 days if you are unable to make a move because of long delays and now a casualty choice that wasn’t made in 3 days, and because I have an extremely strong position.
I will play as long as you want since that is your right, and if I call the game due to time out I would still be happy to start it up again if you actually wanted to
@gamerman01 Yeah sorry I just got back from vacation a few days ago and then I was really sick. We can call this game I don’t think my chances are very good here. Would love to have another game sometime in the future. You played a really good asia defence against Japan that I will have to look over a couple times before my next games.
Thanks for the good time and the remarks, Jacob! Hit me up again sometime, I’ll try and keep my A&A load light