Just a year ago! Thanks for pointing out, I did miss that link to an important place.
It’s like a rip in the cloth of space and time!
Well, that was fun.
i AM taking aleutian islands, with just a transport and a dude.
are you saying i should move my full fleet up there? if so, please be more specific because you’ve said 9 messages and 4 pm’s and I still don’t know what you would do or what your real advice is….
and what do you think i should do with india?
Whoah whoah whoah…
After having that Battleship float around for 5 turns, we can’t remove it now?!?!
The loss at the Carolines, in it’s scale, does warrant a Rule #7 intervention. Which I’m reviewing and considering now. :)
But can’t we be good sports?
If we can’t and you both agree, I won’t force this issue, obviously, this tournament is about fun, but come on… :P Seth’s Plans Counted on that Battleship! Especially now!
check it out, so you block him from going to hawaii for a turn, woopy do.
you take aleutan islands he goes to hawaii and buys naval. you go back to japan, he can’t take carolines easily with 1 transport so where is he going to advance? no where and he does he has to block you from swinging in those upcoming rounds. plus if he moves forward he gives up aleutan islands for so many rounds or whatever.
you just need enough to sink the units on the board plus 3 fighters. that is it. the rest goes to expanding. you have to adjust your calculations to him buying carriers off west usa to get filled up with fighters… that is it.
Whoah whoah whoah…
After having that Battleship float around for 5 turns, we can’t remove it now?!?!
The loss at the Carolines, in it’s scale, does warrant a Rule #7 intervention. Which I’m reviewing and considering now. :)
But can’t we be good sports?
If we can’t and you both agree, I won’t force this issue, obviously, this tournament is about fun, but come on… :P Seth’s Plans Counted on that Battleship! Especially now!
in my save i have deleted the french BB. if you would prefer a different kind of rule 7 intervention, let me know, i will wait your words before i roll
@Cow:
check it out, so you block him from going to hawaii for a turn, woopy do.
you take aleutan islands he goes to hawaii and buys naval. you go back to japan, he can’t take carolines easily with 1 transport so where is he going to advance? no where and he does he has to block you from swinging in those upcoming rounds. plus if he moves forward he gives up aleutan islands for so many rounds or whatever.
you just need enough to sink the units on the board plus 3 fighters. that is it. the rest goes to expanding. you have to adjust your calculations to him buying carriers off west usa to get filled up with fighters… that is it.
ok, i see your point. my idea of going to hawaii was that, besides the pretty girls, was that he would have to move his fleet away from western usa to avoid my attack the next round. however, he could just put blockers, so i guess it doesn’t matter.
so, what to do with india?
Whoah whoah whoah…
After having that Battleship float around for 5 turns, we can’t remove it now?!?!
The loss at the Carolines, in it’s scale, does warrant a Rule #7 intervention. Which I’m reviewing and considering now. :)
But can’t we be good sports?
If we can’t and you both agree, I won’t force this issue, obviously, this tournament is about fun, but come on… :P Seth’s Plans Counted on that Battleship! Especially now!
i think i am going to proceed with the deletion
in my save i have deleted the french BB. if you would prefer a different kind of rule 7 intervention, let me know, i will wait your words before i roll
actually to honest, i think the most fair route would be to delete it. we’ve both had bad luck, so things are even if it is deleted.
adding, say, an italian BB would be most useless, and quite silly. adding a japanese BB may turn the tables in the pacific towards me. and seth was counting on not having to deal with a german bb.
Veqryn you are very confusing to me and hard to follow. I gave up on understanding. You don’t gamble at all and then when you do there is no point to it. I don’t understand.
I don’t want to play japan, because I am too lazy to run the calcs. I just want to screw around in europe and wait for you to win.
I will tell you what you need give me a second.
@Cow:
Veqryn you are very confusing to me and hard to follow. I gave up on understanding. You don’t gamble at all and then when you do there is no point to it. I don’t understand.
this is my FIRST game, among other things, of either global or alpha
i played conservative mostly because i didn’t want to fuck anything up, this being my first game. with the exception of dice, and that almost loss at midway, i think i am doing pretty damn well.
here is the new savegame for you cow,
i am asking your advice because you have experience and because i like having a second set of eyes
tell me what you think of this one
Alright,
So long as Seth agree’s you can remove it. Per Rule #7, which allows 1 unit removal aswell.
yes you are treasuring your transports, that is the way japan plays.
can you mix your naval purchase up a bit? 1 sub for every destroyer he has and carrier, you also want carrier fighters as well, they make your fleet more versatile and are very good for defense.
why are you losing a sub to kill transports? stop trading. 4 fighters 2 tacticals, if he scrambles you have better odds of killing more stuff. also drop 2 more inf on aleutan.
keep that other transport back to counter anzac transport from taking something. move india west. you also don’t need to sit in japan with your units.
if you do decide to lose the sub, transport 2 infantry to amur, start pushing for sino russian income to get that train rolling, if not, why lose a sub?
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Japanese
Turning on Edit Mode
EDIT: Japanese player Removing units owned by PlayerID named:French from 54 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Japanese buy 1 carrier, 4 destroyers, 2 fighters, 1 infantry and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Japanese
Giving bonus movement to units
2 submarines moved from 39 Sea Zone to 72 Sea Zone
1 infantry moved from West India to Eastern Persia
Japanese take Eastern Persia from British
1 mech_infantry moved from Shensi to Tsinghai
1 mech_infantry moved from Hopei to Kansu
1 fighter and 1 tactical_bomber moved from Anhwe to Kansu
1 fighter and 1 tactical_bomber moved from Anhwe to Tsinghai
1 destroyer and 1 submarine moved from 36 Sea Zone to 33 Sea Zone
2 bombers moved from Midway to 33 Sea Zone
3 fighters and 2 tactical_bombers moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from 25 Sea Zone to Aleutian Islands
1 artillery and 3 infantry moved from Japan to 6 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 8 Sea Zone
1 artillery and 3 infantry moved from 8 Sea Zone to Aleutian Islands
2 destroyers and 1 submarine moved from 6 Sea Zone to 8 Sea Zone
3 carriers, 6 destroyers and 2 submarines moved from 25 Sea Zone to 8 Sea Zone
1 infantry moved from Tanganyika Territory to Rhodesia
Japanese take Rhodesia from British
1 armour moved from Tanganyika Territory to Ethiopia
Japanese take Kenya from Russians
Italians take Ethiopia from Russians
Combat - Japanese
Battle in Tsinghai
Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Tsinghai, round 1 : 2/3 hits
Chinese roll dice for 1 infantry in Tsinghai, round 1 : 1/1 hits
1 infantry owned by the Chinese and 1 mech_infantry owned by the Japanese lost in Tsinghai
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Chinese: 1 infantry
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Chinese: 1 infantry
Battle in Kansu
Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Kansu, round 1 : 1/3 hits
Chinese roll dice for 1 infantry in Kansu, round 1 : 0/1 hits
1 infantry owned by the Chinese lost in Kansu
Japanese win, taking Kansu from Chinese with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Japanese win with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Aleutian Islands
Japanese attack with 1 artillery, 1 fighter and 3 infantry
Americans defend with 1 infantry
Japanese roll dice for 1 artillery, 1 fighter and 3 infantry in Aleutian Islands, round 1 : 2/5 hits
Americans roll dice for 1 infantry in Aleutian Islands, round 1 : 0/1 hits
1 infantry owned by the Americans lost in Aleutian Islands
Japanese win, taking Aleutian Islands from Americans with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Japanese win with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in 33 Sea Zone
Japanese attack with 2 bombers, 1 destroyer and 1 submarine
Americans defend with 1 submarine
Japanese roll dice for 1 submarine in 33 Sea Zone, round 1 : 1/1 hits
1 submarine owned by the Americans lost in 33 Sea Zone
Japanese win with 2 bombers, 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Japanese win with 2 bombers, 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 72 Sea Zone
Japanese attack with 2 submarines
British defend with 1 cruiser
Japanese roll dice for 2 submarines in 72 Sea Zone, round 1 : 0/2 hits
British roll dice for 1 cruiser in 72 Sea Zone, round 1 : 0/1 hits
Japanese roll dice for 2 submarines in 72 Sea Zone, round 2 : 1/2 hits
1 cruiser owned by the British lost in 72 Sea Zone
Japanese win, taking 72 Sea Zone from British with 2 submarines remaining. Battle score for attacker is 12
Casualties for British: 1 cruiser
Japanese win with 2 submarines remaining. Battle score for attacker is 12
Casualties for British: 1 cruiser
Battle in 26 Sea Zone
Japanese attack with 3 fighters and 2 tactical_bombers
ANZAC defend with 1 transport; Americans defend with 2 transports
1 transport owned by the ANZAC and 2 transports owned by the Americans lost in 26 Sea Zone
Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 21
Casualties for ANZAC: 1 transport
Casualties for Americans: 2 transports
Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 21
Casualties for ANZAC: 1 transport
Casualties for Americans: 2 transports
Recording Battle Statistics
Non Combat Move - Japanese
3 fighters and 2 tactical_bombers moved from 26 Sea Zone to 8 Sea Zone
1 fighter moved from Aleutian Islands to 8 Sea Zone
2 submarines moved from 6 Sea Zone to 33 Sea Zone
2 bombers moved from 33 Sea Zone to Caroline Islands
6 artilleries and 8 infantry moved from India to West India
1 armour and 13 mech_infantrys moved from Yunnan to Shensi
1 mech_infantry moved from Hopei to Shensi
1 fighter and 1 tactical_bomber moved from Tsinghai to Shensi
1 fighter and 1 tactical_bomber moved from Kansu to Shensi
Place Units - Japanese
1 infantry placed in India
1 carrier, 4 destroyers and 2 submarines placed in 6 Sea Zone
2 fighters placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 75 PUs; end with 75 PUs total
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 80 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 85 PUs
Production/PUs Summary :
Germans : 46 / 57
Russians : 28 / 37
Japanese : 75 / 85
Americans : 57 / 79
Chinese : 2 / 3
British : 19 / 0
UK_Pacific : 0 / 0
Italians : 21 / 17
ANZAC : 10 / 11
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
so in other words, change your buy up a bit to include a carrier fighter 2x in the mix.
don’t need an arty for india 2 inf is fine to hold india/move west (the 1 ipc upgrades a fighter to a tactical and it is good to roll on 4s). he might try to liberate it later if you skimp out. also good for exchanges if russia tries to exchange with you.
I am not going to dwell in the middle east with 60 guys, that would be dumb. I am going and coming back or something like that, I just want a quick bankroll so russia can’t extend too far while I am gone, because I will come back. the idea is that you have a reason for him to keep more stuff there or you take those spots or block that ally.
I am in a really awkward position where I have to see what usa does before I decide which route to go. This could turn into a turkey shoot.
ugh you forgot to move india -.-
oh nvm you did.
ok looks good. are you sure seth wasn’t going to scramble? I would have put a bomber over the transports just in case… but no matter. 3 fighter 2 tactical should blow out 3 fighters. I prefer 2 units to 1 when possibile.
monkey
if i was a puppet for cow, we would have either won in round 5, or crashed and burned badly…
@Cow:
ok looks good. are you sure seth wasn’t going to scramble? I would have put a bomber over the transports just in case… but no matter. 3 fighter 2 tactical should blow out 3 fighters. I prefer 2 units to 1 when possibile.
sorry seth, i should have asked.
do you want to scramble and die horribly, against 3 fighters and 2 tactical bombers? i have 98%, so I assumed you would not. if you really want to, we can do it with forum dice.
you still should have put a bomber over it. I thought you would you adjust your other combat, because 4v1 is overkill when there is a potential 5v3 at steak balancing it out to 3v1 and 6v3 is better.
well he scrambled on a 4v3 to protect 3 transports, we went fighter for fighter. he might scramble in a 5v3, but maybe not since you should roll 3 hits with that on the first round.