Life has been in a bit of an upheaval the past few days.
I’m looking forward to sitting down and playing the next move, but not sure when, right now
I hope you don’t mind, thanks
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :4
Place Units - UK_Pacific
2 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some units change owners in territory India
Territory Summary for UK_Pacific :
India : 1 factory_major
Production/PUs Summary :
Germans : 49 / 63
Russians : 36 / 47
Japanese : 56 / 60
Americans : 52 / 72
Chinese : 0 / 2
British : 29 / 29
UK_Pacific : 6 / 6
Italians : 14 / 22
ANZAC : 14 / 20
French : 5 / 0
Dutch : 4 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
lol…
Whatever you do, don’t ask Kyle (Canuck12) about the Sea Zone of ‘error’.
:)
I’ll review the map today, and we’ll see if Rule #7 is in order.
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :4
Purchase Units - Italians
Italians buy 1 airfield, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Italians
Giving bonus movement to units
1 infantry moved from Northern Italy to 97 Sea Zone
1 infantry and 1 transport moved from 97 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Morocco
Italians take Morocco from French
1 bomber moved from Libya to Egypt
Combat - Italians
Strategic bombing raid in Egypt
AA guns fire in Egypt : 0/1 hits
Bombing raid in Egypt causes: 1 damage to unit: factory_minor
Bombing raid in Egypt causes 1 damage total.
Recording Battle Statistics
Non Combat Move - Italians
1 bomber moved from Egypt to Alexandria
1 artillery moved from Tobruk to Alexandria
4 infantry moved from Northern Italy to 97 Sea Zone
4 infantry and 2 transports moved from 97 Sea Zone to 98 Sea Zone
4 infantry moved from 98 Sea Zone to Alexandria
1 fighter moved from Libya to Alexandria
1 submarine moved from 97 Sea Zone to 98 Sea Zone
1 artillery and 2 infantry moved from Slovakia Hungary to Eastern Poland
Place Units - Italians
1 airfield placed in Alexandria
1 infantry and 1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 15 PUs; end with 15 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 20 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 25 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 30 PUs
Territory Summary for Italians :
Alexandria : 1 flag, 1 airfield, 1 artillery, 1 bomber, 1 fighter and 5 infantry
Morocco : 1 flag, 1 infantry
Algeria : 1 flag, Tunisia : 1 flag, Northern Italy : 2 aaGuns, 1 factory_major, 1 infantry and 1 mech_infantry
Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor and 1 harbour
Eastern Poland : 1 artillery and 2 infantry
Greece : 1 flag, 2 armour and 2 infantry
92 Sea Zone : 1 transport
Could the SBR problem be that one of us is running v2.6? I notice that even though I’m using 2.8 all my turn posts are coming up 2.6 here on the forums. Once again we’ve done a bombing raid and only done 1 dmg but I know when I play a local game of global it adds the +2
Anyway, have at it France!
I will be away on business until wed, sorry
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :4
Purchase Units - ANZAC
ANZAC buy 1 fighter and 2 infantry; Remaining resources: 4 PUs;
Combat Move - ANZAC
Giving bonus movement to units
3 fighters moved from Java to 37 Sea Zone
Combat - ANZAC
Battle in 37 Sea Zone
ANZAC attack with 3 fighters
Japanese defend with 1 battleship, 1 cruiser and 2 transports
ANZAC roll dice for 3 fighters in 37 Sea Zone, round 1 : 2/3 hits
Units damaged: 1 battleship owned by the Japanese
Japanese roll dice for 1 battleship, 1 cruiser and 2 transports in 37 Sea Zone, round 1 : 0/2 hits
1 cruiser owned by the Japanese lost in 37 Sea Zone
ANZAC roll dice for 3 fighters in 37 Sea Zone, round 2 : 3/3 hits
Japanese roll dice for 1 battleship and 2 transports in 37 Sea Zone, round 2 : 1/1 hits
2 transports owned by the Japanese , 1 battleship owned by the Japanese and 1 fighter owned by the ANZAC lost in 37 Sea Zone
ANZAC win with 2 fighters remaining. Battle score for attacker is 36
Casualties for Japanese: 1 battleship, 1 cruiser and 2 transports
Casualties for ANZAC: 1 fighter
ANZAC win with 2 fighters remaining. Battle score for attacker is 36
Casualties for Japanese: 1 battleship, 1 cruiser and 2 transports
Casualties for ANZAC: 1 fighter
Recording Battle Statistics
Non Combat Move - ANZAC
2 fighters moved from 37 Sea Zone to Java
1 fighter moved from New South Wales to Queensland
Place Units - ANZAC
1 fighter and 2 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs (4 lost to blockades); end with 14 PUs total
Territory Summary for ANZAC :
Queensland : 1 airfield, 1 fighter and 1 harbour
New Zealand : 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 aaGun, 1 artillery, 1 factory_minor, 1 fighter, 1 harbour and 6 infantry
Java : 1 flag, 1 aaGun, 2 fighters and 3 infantry
Egypt : 2 infantry
Production/PUs Summary :
Germans : 49 / 63
Russians : 36 / 47
Japanese : 56 / 60
Americans : 52 / 72
Chinese : 0 / 2
British : 29 / 29
UK_Pacific : 6 / 6
Italians : 15 / 30
ANZAC : 14 / 14
French : 4 / 0
Dutch : 4 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :4
Combat Move - French
Giving bonus movement to units
Non Combat Move - French
1 fighter moved from United Kingdom to Scotland
2 infantry moved from United Kingdom to Scotland
Turn Complete - French
Territory Summary for French :
Egypt : 1 infantry
Scotland : 1 fighter and 2 infantry
Production/PUs Summary :
Germans : 49 / 63
Russians : 36 / 47
Japanese : 56 / 60
Americans : 52 / 72
Chinese : 0 / 2
British : 29 / 29
UK_Pacific : 6 / 6
Italians : 15 / 30
ANZAC : 14 / 14
French : 4 / 0
Dutch : 4 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Summary Text: Connection timed out: connect
Ouch:
ANZAC roll dice for 3 fighters in 37 Sea Zone, round 1 : 2/3 hits
Units damaged: 1 battleship owned by the Japanese
Japanese roll dice for 1 battleship, 1 cruiser and 2 transports in 37 Sea Zone, round 1 : 0/2 hits
1 cruiser owned by the Japanese lost in 37 Sea Zone
ANZAC roll dice for 3 fighters in 37 Sea Zone, round 2 : 3/3 hits
Japanese roll dice for 1 battleship and 2 transports in 37 Sea Zone, round 2 : 1/1 hits
2 transports owned by the Japanese , 1 battleship owned by the Japanese and 1 fighter owned by the ANZAC lost in 37 Sea Zone
ANZAC win with 2 fighters remaining. Battle score for attacker is 36
Ya, Ouch.
Odds of me winning were 52%.
Odds of losing only one plane? Again very low.
It seems my luck with minor powers is REALLY high. Maybe this will get thing’s turned around in the Pacific for me my team…
i was worried about that……
the dice gods…god damn them.
!Battle score for attacker is 36."
That’s more than Italy has made in a single turn all game!
Let’s just hope it evens out a bit.
need a SCAMBLE ORDER from the Brits.
You gonna sortie those planes anytime this game there Winston?
LOL WHAT ARE YOU DOING!?!?!?!
Trans Jordan would block the allies ability to enter the Med!
NOOOO!
I guess you’ll be committing planes to “alexandia’s” airbase… but still…
LAW SEVEN
At the CONCLUSION of this German Turn:
And
This is going to make for some Great LOL’s…
Actually…
I present BROTHERS IN ARMS with the choice.
SUB or DESTROYER. It’s up to them. For good sportsmanship. :)
As for the other curse-ed lot… well. NO CHOICE for you. :)
psst - take the sub! :D You’ll have more fun.
I am unfamiliar with this “Law Seven”
Why are Italian units going to china and french units going on the board?
Law seven is supposed to compensate for bad luck, and help make the games more fun.
No scramble, I’ll keep my planes alive and unused instead of used and dead for now. (perhaps I’ll use them later, who knows?)
I think we’ll chose the submarine. I’ll just pretend it’s the Quebecois war effort kicking in. (Not sure how to justify the Italians in China though…)
Law seven is supposed to compensate for bad luck, and help make the games more fun.
No scramble, I’ll keep my planes alive and unused instead of used and dead for now. (perhaps I’ll use them later, who knows?)
I think we’ll chose the submarine. I’ll just pretend it’s the Quebecois war effort kicking in. (Not sure how to justify the Italians in China though…)
Yeah… is there any opposition to us just playing out the game as-is? I am not upset about the way dice have been. In fact it is really bad or good dice that MAKES the game fun and interesting. If dice are crazy sometimes (as they have been) I think it actually REMOVES the incentive to alter the game to make it more fun.
Thoughts everyone?