@Oskar2KX no
League G40 Team Game - Stucifer/Crockett36 v Daaras/FranceNeedsMorePower
-
TripleA Manual Gamesave Post: French round 9
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 9 Purchase Units - ANZAC ANZAC buy 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Combat Move - ANZAC 1 infantry moved from Caroline Islands to 33 Sea Zone 1 infantry and 1 transport moved from 33 Sea Zone to 43 Sea Zone 1 infantry moved from 43 Sea Zone to Borneo 3 submarines moved from 33 Sea Zone to 42 Sea Zone 1 destroyer moved from 22 Sea Zone to 35 Sea Zone ANZAC take 22 Sea Zone from Japanese 1 submarine moved from 33 Sea Zone to 35 Sea Zone Combat - ANZAC Battle in Borneo Battle in 35 Sea Zone ANZAC attack with 1 destroyer and 1 submarine Japanese defend with 1 submarine ANZAC roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 destroyer in 35 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits Japanese roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 35 Sea Zone ANZAC win, taking Borneo from Japanese, taking 35 Sea Zone from Japanese with 1 destroyer and 1 submarine remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Battle in 42 Sea Zone ANZAC attack with 3 submarines Japanese defend with 1 destroyer ANZAC roll dice for 3 submarines in 42 Sea Zone, round 2 : 3/3 hits, 1.00 expected hits Japanese roll dice for 1 destroyer in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 42 Sea Zone ANZAC win, taking 42 Sea Zone from Japanese with 3 submarines remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - ANZAC 2 aaGuns and 6 infantry moved from Queensland to South Australia 1 submarine moved from 33 Sea Zone to 20 Sea Zone 1 cruiser moved from 22 Sea Zone to 20 Sea Zone 1 infantry moved from New South Wales to 62 Sea Zone 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone 1 infantry moved from 45 Sea Zone to Dutch New Guinea ANZAC take Dutch New Guinea from Dutch 1 infantry moved from New South Wales to 62 Sea Zone 1 infantry moved from New South Wales to 62 Sea Zone 2 infantry and 1 transport moved from 62 Sea Zone to 33 Sea Zone 2 infantry moved from 33 Sea Zone to Caroline Islands 1 artillery moved from New South Wales to South Australia 1 transport moved from 91 Sea Zone to 87 Sea Zone 2 infantry moved from French West Africa to 87 Sea Zone 2 infantry and 1 transport moved from 87 Sea Zone to 91 Sea Zone 2 infantry moved from 91 Sea Zone to Morocco 1 infantry moved from Volgograd to Caucasus 1 infantry moved from Volgograd to Caucasus Place Units - ANZAC 1 destroyer and 1 submarine placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 17 PUs; end with 17 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs Combat Move - French Non Combat Move - French 1 infantry moved from Anglo Egyptian Sudan to Egypt Turn Complete - French Turning on Edit Mode EDIT: Removing units owned by British from 98 Sea Zone: 2 fighters EDIT: Adding units owned by British to 91 Sea Zone: 2 fighters EDIT: Turning off Edit ModeCombat Hit Differential Summary :
Japanese regular : -0.50 ANZAC regular : 2.33 -
-
TripleA Turn Summary: Germans round 10
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 10 Research Technology - Germans Purchase Units - Germans Germans buy 2 artilleries, 1 carrier, 1 destroyer, 2 fighters, 3 infantry and 6 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans 1 infantry moved from Samara to Volgograd Germans take Volgograd from Russians Combat - Germans Non Combat Move - Germans 3 aaGuns, 8 armour, 20 artilleries, 47 infantry and 25 mech_infantrys moved from Tambov to Rostov 3 mech_infantrys moved from Bryansk to Rostov 1 artillery and 2 infantry moved from Ukraine to Rostov 2 artilleries and 1 infantry moved from Russia to Tambov 3 mech_infantrys moved from Novgorod to Bryansk 2 mech_infantrys moved from Slovakia Hungary to Bessarabia 2 infantry moved from Northern Italy to Southern Italy 3 fighters moved from Western Germany to Greece 3 bombers and 1 tactical_bomber moved from Western Germany to Southern Italy 1 carrier, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber moved from 112 Sea Zone to 110 Sea Zone 1 submarine moved from 110 Sea Zone to 105 Sea Zone 1 destroyer moved from 110 Sea Zone to 104 Sea Zone 1 artillery moved from Nenetsia to 127 Sea Zone 1 artillery and 1 transport moved from 127 Sea Zone to 112 Sea Zone 1 artillery moved from 112 Sea Zone to Western Germany Place Units - Germans 3 mech_infantrys placed in Ukraine 3 mech_infantrys placed in Russia 2 artilleries and 1 infantry placed in France 1 fighter and 2 infantry placed in Western Germany 1 carrier, 1 destroyer and 1 fighter placed in 110 Sea Zone Turn Complete - Germans Germans collect 65 PUs; end with 65 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 70 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 85 PUsCombat Hit Differential Summary :
-
TripleA Turn Summary: Russians round 10
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 10 Combat Move - Russians 3 fighters and 1 tactical_bomber moved from Persia to Caucasus Non Combat Move - Russians Turn Complete - RussiansCombat Hit Differential Summary :
-
guys I was trying to get this turn in, but I am exhausted from hunting and made some errors. I can’t think straight currently. What I think I have to do is do one more round of combat in Kwa and send a cruiser and into 20 and a destroyer into 35. That will allow me to crash my planes into the ocean.
-
@crockett36 No worries!
-
TripleA Manual Gamesave Post: Japanese round 10
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 10 Purchase Units - Japanese Japanese buy 3 fighters; Remaining resources: 17 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 3 fighters moved from India to Kwangtung 2 infantry moved from Western Australia to 56 Sea Zone 2 infantry and 1 transport moved from 56 Sea Zone to 43 Sea Zone 2 infantry moved from 43 Sea Zone to Borneo 2 fighters moved from 37 Sea Zone to Philippines 3 fighters moved from French Indo China to Kwangtung 1 artillery and 1 infantry moved from Shan State to 37 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 45 Sea Zone 1 artillery and 1 infantry moved from 45 Sea Zone to Dutch New Guinea 9 infantry moved from Shan State to French Indo China 1 mech_infantry moved from Shan State to French Indo China 1 artillery moved from Shan State to French Indo China 1 mech_infantry moved from Evenkiyskiy to Kansu Japanese take Kansu from Chinese 1 mech_infantry moved from Novosibirsk to Tsinghai Japanese take Tsinghai from Chinese 1 infantry moved from Olgiy to Tsagaan Olom 5 infantry moved from Dzavhan to Tsagaan Olom 1 mech_infantry moved from Urals to Kansu 1 tactical_bomber moved from 37 Sea Zone to Kwangtung 1 tactical_bomber moved from 37 Sea Zone to Kwangtung 1 cruiser moved from 38 Sea Zone to 43 Sea Zone 1 transport moved from 38 Sea Zone to 36 Sea Zone 1 battleship, 3 carriers, 1 cruiser, 1 destroyer and 2 transports moved from 37 Sea Zone to 36 Sea ZoneCombat Hit Differential Summary :
-
TripleA Turn Summary: Japanese round 10
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 10 Purchase Units - Japanese Japanese buy 3 fighters; Remaining resources: 17 PUs; 0 SuicideAttackTokens; Combat Move - Japanese 3 fighters moved from India to Kwangtung 2 infantry moved from Western Australia to 56 Sea Zone 3 fighters moved from French Indo China to Kwangtung 1 artillery and 1 infantry moved from Shan State to 37 Sea Zone 9 infantry moved from Shan State to French Indo China 1 mech_infantry moved from Shan State to French Indo China 1 artillery moved from Shan State to French Indo China 1 mech_infantry moved from Evenkiyskiy to Kansu Japanese take Kansu from Chinese 1 mech_infantry moved from Novosibirsk to Tsinghai Japanese take Tsinghai from Chinese 1 infantry moved from Olgiy to Tsagaan Olom 5 infantry moved from Dzavhan to Tsagaan Olom 1 mech_infantry moved from Urals to Kansu 1 tactical_bomber moved from 37 Sea Zone to Kwangtung 1 tactical_bomber moved from 37 Sea Zone to Kwangtung 1 transport moved from 38 Sea Zone to 36 Sea Zone 1 battleship, 3 carriers, 1 cruiser, 1 destroyer and 2 transports moved from 37 Sea Zone to 36 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 43 Sea Zone 1 infantry moved from 43 Sea Zone to Borneo 1 artillery moved from 43 Sea Zone to Borneo 2 infantry and 1 transport moved from 56 Sea Zone to 44 Sea Zone 1 cruiser moved from 38 Sea Zone to 36 Sea Zone 1 cruiser moved from 36 Sea Zone to 20 Sea Zone 2 fighters moved from 37 Sea Zone to 36 Sea Zone Combat - Japanese Battle in Borneo Japanese attack with 1 artillery and 1 infantry ANZAC defend with 1 infantry Japanese roll dice for 1 artillery and 1 infantry in Borneo, round 2 : 0/2 hits, 0.67 expected hits ANZAC roll dice for 1 infantry in Borneo, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 artillery and 1 infantry in Borneo, round 3 : 1/2 hits, 0.67 expected hits ANZAC roll dice for 1 infantry in Borneo, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Borneo 1 infantry owned by the ANZAC lost in Borneo Japanese win, taking Borneo from ANZAC with 1 artillery remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for ANZAC: 1 infantry Battle in 20 Sea Zone Japanese attack with 1 cruiser Americans defend with 2 battleships, 4 carriers, 3 cruisers, 1 destroyer, 4 fighters and 5 transports; ANZAC defend with 1 cruiser and 1 submarine Americans roll dice for 1 submarine in 20 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 cruiser in 20 Sea Zone, round 2 : 0/1 hits, 0.50 expected hits Americans roll dice for 2 battleships, 4 carriers, 4 cruisers, 1 destroyer, 4 fighters and 5 transports in 20 Sea Zone, round 2 : 8/15 hits, 7.67 expected hits 1 cruiser owned by the Japanese lost in 20 Sea Zone Americans win with 2 battleships, 4 carriers, 4 cruisers, 1 destroyer, 4 fighters, 1 submarine and 5 transports remaining. Battle score for attacker is -12 Casualties for Japanese: 1 cruiser Battle in Kwangtung Japanese attack with 6 fighters and 2 tactical_bombers Americans defend with 1 bomber, 2 fighters, 2 mech_infantrys and 2 tactical_bombers; UK_Pacific defend with 1 harbour Japanese roll dice for 6 fighters and 2 tactical_bombers in Kwangtung, round 2 : 6/8 hits, 4.33 expected hits UK_Pacific roll dice for 1 bomber, 2 fighters, 2 mech_infantrys and 2 tactical_bombers in Kwangtung, round 2 : 4/7 hits, 3.17 expected hits 2 fighters owned by the Japanese and 2 tactical_bombers owned by the Japanese lost in Kwangtung 2 tactical_bombers owned by the Americans, 1 fighter owned by the Americans, 1 bomber owned by the Americans and 2 mech_infantrys owned by the Americans lost in Kwangtung Japanese roll dice for 4 fighters in Kwangtung, round 3 : 4/4 hits, 2.00 expected hits UK_Pacific roll dice for 1 fighter in Kwangtung, round 3 : 1/1 hits, 0.67 expected hits 1 fighter owned by the Japanese lost in Kwangtung 1 fighter owned by the Americans lost in Kwangtung Japanese win with 3 fighters remaining. Battle score for attacker is 10 Casualties for Japanese: 3 fighters and 2 tactical_bombers Casualties for Americans: 1 bomber, 2 fighters, 2 mech_infantrys and 2 tactical_bombers Non Combat Move - Japanese 3 fighters moved from Kwangtung to 36 Sea Zone 2 infantry moved from 44 Sea Zone to Celebes Place Units - Japanese 1 fighter placed in 36 Sea Zone 2 fighters placed in French Indo China Turn Complete - Japanese Total Cost from Convoy Blockades: 4 Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 2,4,6,3,2,6 Japanese collect 40 PUs (4 lost to blockades); end with 57 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 62 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 67 PUsCombat Hit Differential Summary :
Americans regular : 0.17 Japanese regular : 2.83 UK_Pacific regular : 1.17 ANZAC regular : 0.33 -
-
@crockett36 Despite my good rolls, I redid it because of the illegal moves. Scaled back the attack on DNG and didn’t send the figs against the Phil Islands.
-
@crockett36 Any problems, let me know and I will suffer the consequences. It’s the best resolution I could come up with. My apologies. Suggestions are welcomed.
-
@crockett36 I’m just confused a bit, if you could just give me a quick simple run down. Nice rolls by the way. I’m not understanding the problem though or how one is even possible created. Do I not just use the last save file you sent?
-
@FranceNeedsMorePower @crockett36 France, use the most recent file he posted. He explains everything in the video, and is a man of true honor. I understand the rule, but I would not have caught it.
-
@Daaras Thank you sir!
-
@crockett36 @Daaras @Stucifer Just to let you guys know I more than likely will not get to this till monday or tuesday.
-
We will all be busy this weekend at the tournament! See y’all there
-
@Stucifer @Daaras @crockett36 I don’t know but you guys but I had a great time. Really hope they do it again. I’d be curious to hear about your games in small detail if you don’t mind. If you would like to hear about mine look below if no no worries.
-
Game 1, my Father and I played the Allies and we gave a bid +7 to the axis. I have never seen my Father roll better dice in my whole life. We rolled so many 1’s, for example our AAA took down 2 fighters and a tac in a battle in Leningrad, and the two China guys in the round 1 yunnan battle took down 8 guys and 1 cannon. Eventually we lossed in the pacific due to victory city conditions. The Americans and Jap’s tried switching capitals, they tried taking San Francisco we tried tokyo but both of us failed. He won by getting Hawaii and India.
-
Game 2, my Father and I played the Allies we gave a +9 bid to the axis. Again great dice from my Father. He must have got some trick or something. Our entire fleet of the Solomon islands survived and Japan did the standard attack to, and they lost all of their units. Germany was actually about to get to Moscow maybe in 3 more rounds or so. That game we won, using a middle earth fleet to take the dutch islands.
-
Game 3, my Father and I played the Axis and got a 10 bid. As Japan we lost 7 transports for free so that changed the whole game. We did not do bad and maybe given another turn or two could still have had a shot but we lost.
I had a great time hope you guys did to! I will get my turn in tomorrow hopefully.
-
-
It was great to meet you all. I had a great time, but was tempted with envy, watching you all play, wondering how I would have done. Look forward to doing it again.
-
@FranceNeedsMorePower @crockett36
We played Allies all three games and had a ton of fun. Looking forward to the next tournament!
- Game 1 we played against Panzercraft (they won the tournament). They took Axis at +10 and bid a fighter to attack the Indian Ocean fleet in 39. Round 1 of battle they had four @3s and one @4 and rolled all misses. Then the final battle on Italy’s turn came down to a 55-45 chance battle in Spain…and I rolled all misses round 2 to defend. We had a tiebreak loss at 125 IPCs - an epic game! (about 9.5 hours all said and done)
- Game 2 & Game 3 were a lot of fun. Game 3 we did a VC defense of Sydney and India in case they tried to win with 6 in the Pacific. We bought 4 bombers with Russia round 5 but these games both only went 5 rounds so they didn’t get used which was too bad haha
We really think having a set 6-round game and then doing the chess clocks to keep both teams honest on using too much time would be really good for the competitiveness of the game. Not knowing for sure if the game is going to go 5 or 6 rounds (or 7 if you’re playing fast? is that possible!) I thought made it really hard to plan as you need to know for your round 2 buys with a lot of powers especially USA.
What do you think about this?
-
@Stucifer Totally agree that rounds might be a better standard. I do think that past round x (depending on the version) the only units that will make it will be the bombers.





