TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 1 Purchase Units - Italians Italians buy 1 fighter; Remaining resources: 0 PUs; Combat Move - Italians 1 armour moved from Northern Italy to 95 Sea Zone 1 infantry moved from Southern Italy to 95 Sea Zone 1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone 1 armour and 1 infantry moved from 98 Sea Zone to Egypt 1 artillery and 1 infantry moved from Libya to 96 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 98 Sea Zone 1 artillery and 1 infantry moved from 98 Sea Zone to Egypt 1 artillery and 3 infantry moved from Tobruk to Alexandria 1 destroyer moved from 96 Sea Zone to 98 Sea Zone 1 cruiser, 1 destroyer and 1 submarine moved from 95 Sea Zone to 98 Sea Zone 2 fighters moved from Southern Italy to 98 Sea Zone 1 bomber moved from Northern Italy to Egypt 2 artilleries and 2 infantry moved from Northern Italy to Southern France 1 infantry moved from Italian Somaliland to Kenya Italians take Kenya from British Combat - Italians Battle in Southern France Italians attack with 2 artilleries and 2 infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Italians roll dice for 2 artilleries and 2 infantry in Southern France, round 2 : 1/4 hits, 1.33 expected hits French roll dice for 1 artillery and 1 infantry in Southern France, round 2 : 0/2 hits, 0.67 expected hits 1 infantry owned by the French lost in Southern France Italians roll dice for 2 artilleries and 2 infantry in Southern France, round 3 : 2/4 hits, 1.33 expected hits French roll dice for 1 artillery in Southern France, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the French lost in Southern France Italians win, taking Southern France from French with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in Alexandria Italians attack with 1 artillery and 3 infantry British defend with 1 infantry Italians roll dice for 1 artillery and 3 infantry in Alexandria, round 2 : 0/4 hits, 1.00 expected hits British roll dice for 1 infantry in Alexandria, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Alexandria Italians roll dice for 1 artillery and 2 infantry in Alexandria, round 3 : 0/3 hits, 0.83 expected hits British roll dice for 1 infantry in Alexandria, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Alexandria Italians roll dice for 1 artillery and 1 infantry in Alexandria, round 4 : 1/2 hits, 0.67 expected hits British roll dice for 1 infantry in Alexandria, round 4 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Alexandria Italians win, taking Alexandria from British with 1 artillery and 1 infantry remaining. Battle score for attacker is -3 Casualties for Italians: 2 infantry Casualties for British: 1 infantry Battle in 98 Sea Zone Italians attack with 1 cruiser, 2 destroyers, 2 fighters, 1 submarine and 2 transports British defend with 1 carrier and 2 fighters Italians roll dice for 1 submarine in 98 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Italians roll dice for 1 cruiser, 2 destroyers, 2 fighters and 2 transports in 98 Sea Zone, round 2 : 3/5 hits, 2.17 expected hits British roll dice for 2 fighters in 98 Sea Zone, round 2 : 1/2 hits, 1.33 expected hits British roll dice for 1 carrier in 98 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Italians and 1 submarine owned by the Italians lost in 98 Sea Zone 1 fighter owned by the British and 1 carrier owned by the British lost in 98 Sea Zone Italians roll dice for 1 cruiser, 1 destroyer, 2 fighters and 2 transports in 98 Sea Zone, round 3 : 1/4 hits, 1.83 expected hits British roll dice for 1 fighter in 98 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits 1 destroyer owned by the Italians lost in 98 Sea Zone 1 fighter owned by the British lost in 98 Sea Zone Italians win, taking 98 Sea Zone from Neutral with 1 cruiser, 2 fighters and 2 transports remaining. Battle score for attacker is 14 Casualties for Italians: 2 destroyers and 1 submarine Casualties for British: 1 carrier and 2 fighters Battle in Egypt Italians attack with 1 armour, 1 artillery, 1 bomber and 2 infantry British defend with 1 artillery, 1 harbour and 1 infantry; ANZAC defend with 2 infantry Italians roll dice for 1 armour, 1 artillery, 1 bomber and 2 infantry in Egypt, round 2 : 3/5 hits, 2.00 expected hits British roll dice for 1 artillery and 3 infantry in Egypt, round 2 : 3/4 hits, 1.33 expected hits 1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Egypt 2 infantry owned by the ANZAC and 1 infantry owned by the British lost in Egypt Italians roll dice for 1 armour and 1 bomber in Egypt, round 3 : 1/2 hits, 1.17 expected hits British roll dice for 1 artillery in Egypt, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the British lost in Egypt Italians win, taking Egypt from British with 1 armour and 1 bomber remaining. Battle score for attacker is 3 Casualties for Italians: 1 artillery and 2 infantry Casualties for ANZAC: 2 infantry Casualties for British: 1 artillery and 1 infantry Non Combat Move - Italians 2 fighters moved from 98 Sea Zone to Tobruk 1 bomber moved from Egypt to Tobruk 1 armour moved from Albania to Romania Place Units - Italians 1 fighter placed in Southern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 4 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,3 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,4 Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 4 Italians collect 11 PUs (4 lost to blockades); end with 11 PUsCombat Hit Differential Summary :
French regular : -1.00 Italians regular : -0.67 British regular : 3.00
Oh my god, I didn’t know this existed! I doubt many people play it, but it’s a great source of ideas. Its files are full of different kinds of modifications. One of the greatest contributions from HoI4 to its predecessors was the development of logistics, and here I can even see railroads and everything, with accelerated unit movement. Each of these games has its own unique elements that give them value, and this project seems to bring a bit of everything together. You don’t see those massive unit stacks in regions because the unit values are higher, so the map doesn’t look as overloaded as in World at War. In that sense, G40 looks cleaner, but this one incorporates everything—it’s like a whole universe.





