@surfer said in L25 Avner (L+9) vs Surfer (X) BM4:
@Avner Still need your email to put into the game to get dice rolls
ok i’ll put it in the allied turn
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :17
Purchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 1 PUs;
Combat Move - ANZAC
Combat - ANZAC
ANZAC creates battle in territory 62 Sea Zone
Non Combat Move - ANZAC
1 bomber moved from Caroline Islands to Celebes
Place Units - ANZAC
1 transport placed in 62 Sea Zone
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 3,4
ANZAC collect 6 PUs (3 lost to blockades); end with 7 PUs total
Territory Summary for ANZAC :
Queensland : 1 airfield and 1 harbour
New South Wales : 2 aaGuns, 4 armour, 4 artilleries, 1 factory_minor, 1 harbour, 7 infantry and 2 mech_infantrys
South Australia : 2 infantry
Celebes : 1 bomber
26 Sea Zone : 3 fighters
62 Sea Zone : 1 submarine and 1 transport
Ethiopia : 1 flag
91 Sea Zone : 1 transport
Production/PUs Summary :
Germans : 63 / 80
Russians : 0 / 0
Japanese : 90 / 106
Americans : 77 / 92
Chinese : 0 / 2
British : 30 / 30
UK_Pacific : 1 / 0
Italians : 10 / 10
ANZAC : 9 / 7
French : 3 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 0 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :17
Combat Move - French
Non Combat Move - French
Turn Complete - French
Territory Summary for French :
United Kingdom : 2 infantry
Spain : 1 fighter
Production/PUs Summary :
Germans : 63 / 80
Russians : 0 / 0
Japanese : 90 / 106
Americans : 77 / 92
Chinese : 0 / 2
British : 30 / 30
UK_Pacific : 1 / 0
Italians : 10 / 10
ANZAC : 9 / 7
French : 3 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 0 / 0
keepin in fresh! :wink:
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :18
Politics - Germans
Purchase Units - Germans
Germans buy 9 armour, 2 fighters and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Albania to Greece
Germans take Greece from Americans
1 mech_infantry moved from Volgograd to Turkey
Germans take Turkey from Americans
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :18
Politics - Germans
Purchase Units - Germans
Germans buy 9 armour, 2 fighters and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Albania to Greece
Germans take Greece from Americans
1 mech_infantry moved from Volgograd to Turkey
Germans take Turkey from Americans
Combat - Germans
Non Combat Move - Germans
Turning on Edit Mode
EDIT: Changing ownership of Finland from Americans to Germans
EDIT: Adding units owned by Germans to Finland: 2 infantry
EDIT: Removing units owned by Germans from Karelia: 1 infantry
EDIT: Removing units owned by Germans from Vyborg: 1 infantry
EDIT: Adding units owned by Germans to Finland: 7 armour and 9 mech_infantrys
EDIT: Removing units owned by Germans from Novgorod: 7 armour
EDIT: Removing units owned by Germans from Novgorod: 9 mech_infantrys
EDIT: Removing units owned by Germans from Novgorod: 1 infantry
EDIT: Adding units owned by Germans to Karelia: 1 infantry
EDIT: Turning off Edit Mode
2 armour moved from Caucasus to Iraq
2 mech_infantrys moved from Volgograd to Turkey
1 mech_infantry moved from Bulgaria to Turkey
1 armour moved from Yugoslavia to Greece
12 infantry moved from France to Southern France
1 infantry moved from Normandy Bordeaux to Southern France
1 infantry moved from Holland Belgium to Normandy Bordeaux
3 artilleries moved from France to Southern France
1 mech_infantry moved from France to Southern France
1 infantry moved from Northern Italy to Southern France
1 infantry moved from Western Germany to Northern Italy
3 infantry moved from Germany to Western Germany
3 fighters moved from Western Germany to Trans-Jordan
1 infantry moved from Germany to Western Germany
1 armour and 1 mech_infantry moved from Belarus to Karelia
1 mech_infantry moved from Russia to Belarus
1 mech_infantry moved from Russia to Belarus
1 infantry moved from Denmark to Western Germany
7 infantry moved from Western Germany to France
3 infantry moved from Germany to Western Germany
2 infantry moved from Western Germany to France
Place Units - Germans
1 infantry placed in France
1 infantry placed in Western Germany
3 armour placed in Southern France
2 fighters placed in Western Germany
3 armour placed in Volgograd
3 armour placed in Novgorod
Turn Complete - Germans
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,4,6,1
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,2
Germans collect 63 PUs (6 lost to blockades); end with 63 PUs total
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 83 PUs
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :18
Purchase Units - Japanese
Japanese buy 3 armour, 3 artilleries, 1 carrier, 1 factory_minor, 3 infantry, 3 submarines and 3 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 destroyer moved from 14 Sea Zone to 25 Sea Zone
4 submarines moved from 14 Sea Zone to 25 Sea Zone
1 submarine moved from 14 Sea Zone to 13 Sea Zone
1 destroyer moved from 14 Sea Zone to 1 Sea Zone
1 armour moved from Alaska to Alberta Saskatchewan Manitoba
Japanese take Alberta Saskatchewan Manitoba from British
1 artillery, 2 infantry and 3 transports moved from 14 Sea Zone to 25 Sea Zone
1 artillery and 2 infantry moved from 25 Sea Zone to Midway
3 fighters moved from 14 Sea Zone to 25 Sea Zone
3 fighters moved from 14 Sea Zone to 13 Sea Zone
1 tactical_bomber moved from 14 Sea Zone to 13 Sea Zone
1 tactical_bomber moved from 14 Sea Zone to 25 Sea Zone
1 destroyer moved from 6 Sea Zone to 17 Sea Zone
2 fighters and 1 tactical_bomber moved from Iwo Jima to 17 Sea Zone
1 submarine moved from 6 Sea Zone to 17 Sea Zone
2 armour and 1 mech_infantry moved from Northwest Persia to Syria
3 armour moved from Persia to Syria
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :18
Purchase Units - Japanese
Japanese buy 3 armour, 3 artilleries, 1 carrier, 1 factory_minor, 3 infantry, 3 submarines and 3 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 destroyer moved from 14 Sea Zone to 25 Sea Zone
4 submarines moved from 14 Sea Zone to 25 Sea Zone
1 submarine moved from 14 Sea Zone to 13 Sea Zone
1 destroyer moved from 14 Sea Zone to 1 Sea Zone
1 armour moved from Alaska to Alberta Saskatchewan Manitoba
Japanese take Alberta Saskatchewan Manitoba from British
1 artillery, 2 infantry and 3 transports moved from 14 Sea Zone to 25 Sea Zone
1 artillery and 2 infantry moved from 25 Sea Zone to Midway
3 fighters moved from 14 Sea Zone to 25 Sea Zone
3 fighters moved from 14 Sea Zone to 13 Sea Zone
1 tactical_bomber moved from 14 Sea Zone to 13 Sea Zone
1 tactical_bomber moved from 14 Sea Zone to 25 Sea Zone
1 destroyer moved from 6 Sea Zone to 17 Sea Zone
2 fighters and 1 tactical_bomber moved from Iwo Jima to 17 Sea Zone
1 submarine moved from 6 Sea Zone to 17 Sea Zone
2 armour and 1 mech_infantry moved from Northwest Persia to Syria
3 armour moved from Persia to Syria
Combat - Japanese
Japanese creates battle in territory 62 Sea Zone
Battle in 25 Sea Zone
Japanese attack with 1 destroyer, 3 fighters, 4 submarines, 1 tactical_bomber and 3 transports
Americans defend with 1 destroyer and 1 submarine
Japanese win with 1 destroyer, 3 fighters, 3 submarines, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is 8
Casualties for Japanese: 1 submarine
Casualties for Americans: 1 destroyer and 1 submarine
Battle in Midway
Battle in Syria
Japanese attack with 5 armour and 1 mech_infantry
British defend with 2 infantry
Japanese win, taking Midway from Americans, taking Syria from British with 5 armour and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in 13 Sea Zone
Japanese attack with 3 fighters, 1 submarine and 1 tactical_bomber
Americans defend with 1 destroyer
Japanese win with 3 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in 1 Sea Zone
Japanese attack with 1 destroyer
Americans defend with 1 submarine
Americans win with 1 submarine remaining. Battle score for attacker is -8
Casualties for Japanese: 1 destroyer
Battle in 62 Sea Zone
Japanese attack with 1 submarine
ANZAC defend with 1 submarine and 1 transport; Americans defend with 2 submarines
1 submarine owned by the Japanese Submerged
2 submarines owned by the Americans and 1 submarine owned by the ANZAC Submerged
Battle in 17 Sea Zone
Japanese attack with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber
Americans defend with 2 submarines
Japanese winANZAC win with 1 transport remaining, taking 17 Sea Zone from Americans with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 12
Casualties for Americans: 2 submarines
Non Combat Move - Japanese
Turning on Edit Mode
EDIT: Removing units owned by Americans from 44 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
1 tactical_bomber moved from 17 Sea Zone to Japan
2 fighters moved from 17 Sea Zone to 6 Sea Zone
2 submarines moved from 6 Sea Zone to 25 Sea Zone
4 carriers, 2 cruisers, 5 destroyers and 3 submarines moved from 14 Sea Zone to 25 Sea Zone
3 fighters and 1 tactical_bomber moved from 13 Sea Zone to 25 Sea Zone
1 fighter moved from Persia to Trans-Jordan
3 armour and 1 artillery moved from Iraq to Trans-Jordan
1 destroyer moved from 80 Sea Zone to 76 Sea Zone
2 fighters moved from India to 80 Sea Zone
1 fighter moved from India to Trans-Jordan
5 fighters moved from Japan to Alaska
1 artillery moved from British Columbia to Alberta Saskatchewan Manitoba
1 infantry moved from British Columbia to Alberta Saskatchewan Manitoba
1 bomber moved from Japan to Borneo
Place Units - Japanese
1 carrier and 1 submarine placed in 6 Sea Zone
2 submarines placed in 36 Sea Zone
3 transports placed in 6 Sea Zone
Japanese undo move 3.
2 transports placed in 6 Sea Zone
2 artilleries and 2 infantry placed in Japan
1 transport placed in 39 Sea Zone
1 artillery and 1 infantry placed in India
1 factory_minor placed in Iraq
3 armour placed in Persia
Turn Complete - Japanese
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 6,1
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,3,4,1,2,6
Japanese collect 89 PUs (3 lost to blockades); end with 89 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 94 PUs
Sorry, forgot an obvious one to take out the defenseless transport off Celebes. Cool with that?
Sorry, forgot an obvious one to take out the defenseless transport off Celebes. Cool with that?
Let me take a look.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.5
Game History
Round :18
Purchase Units - Americans
Americans buy 1 armour, 2 destroyers, 1 fighter, 7 infantry, 1 mech_infantry and 5 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 bomber, 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southeast Mexico to Central United States
4 fighters moved from Western United States to Central United States
1 bomber, 5 fighters, 1 mech_infantry and 1 tactical_bomber moved from Central United States to Alberta Saskatchewan Manitoba
2 bombers, 3 fighters and 4 tactical_bombers moved from Western United States to 10 Sea Zone
2 bombers, 3 fighters, 1 submarine and 4 tactical_bombers moved from 10 Sea Zone to 25 Sea Zone
1 submarine moved from 26 Sea Zone to 13 Sea Zone
1 submarine moved from 13 Sea Zone to 25 Sea Zone
1 submarine moved from 26 Sea Zone to 24 Sea Zone
1 submarine moved from 24 Sea Zone to 25 Sea Zone
1 submarine moved from 26 Sea Zone to 31 Sea Zone
1 submarine moved from 31 Sea Zone to 25 Sea Zone
3 carriers moved from 26 Sea Zone to 31 Sea Zone
3 carriers moved from 31 Sea Zone to 25 Sea Zone
6 submarines moved from 26 Sea Zone to 25 Sea Zone
1 submarine moved from 21 Sea Zone to 19 Sea Zone
Americans take 19 Sea Zone from Japanese
1 submarine moved from 19 Sea Zone to 6 Sea Zone
2 submarines moved from 18 Sea Zone to 6 Sea Zone
2 submarines moved from 34 Sea Zone to 17 Sea Zone
7 fighters moved from 26 Sea Zone to 25 Sea Zone
1 submarine moved from 62 Sea Zone to 42 Sea Zone
Americans take 42 Sea Zone from Japanese
1 submarine moved from 62 Sea Zone to 42 Sea Zone
i’m ok with your combat edit to kill the trannie.
need to know if your subs are fighting or submerging in each of z6 and z17.
ok, i may have messed up - nothing that can’t be fixed.
right now you have hit me 3 times with subs and i hit you back 3 times with my subs then 8 times with my air. for your first round casualties i took the 3 sub hits to tip your acc’s. however, once all the air hit, i realized i could not take your subs as casualties since i have no attacking destroyer (therefore my aircraft cannot see or hit your subs). the only way your subs can be casualties is if they are hit by my subs. so, the question is, do you want to take subs as casualties in round 1 or not? if you do, then the remainder of the battle will need to be rolled out on the forum since tripleA casualties cannot be altered at this point (would be nice if they could add that feature but no biggie).
so please answer that and give me an OOL for the rest of the battle if you wish - probably just max defense since the battle is 99% or more in my favor? then again, your dice are pretty phenomenal at times so who knows… OR, maybe you would rather save the subs since i cannot hit them with my air.
and let me know if you want to submerge in either z6 or z17?
cheers
here is the map as it stands currently. don’t roll anything, just let me
know what you want me to take for casualties for you in round 1.
Take the subs as casualties as much as possible. Then, max defence, with the planes as the last remaining survivors.
and, no submerging of subs in SZ6 or 17
ok so i will roll out the z25 battle here. then i will roll out the rest of the z25 battle on tripleA and edit the map to match the results of the forum rolls.
so far you have lost 3 subs to my sub hits and taken tipped the 4 acc and lost 4 destroyers. here is your first round defense (your subs have already scored 3 hits, which i took by tipping the 3 acc.
round 1 defense:
4 acc
Rolls: 4@2; Total Hits: 14@2: (6, 4, 6, 2)
6 des
Rolls: 6@2; Total Hits: 26@2: (4, 2, 3, 4, 2, 3)
2 cru
Rolls: 2@3; Total Hits: 12@3: (5, 3)
2 tac
Rolls: 2@3; Total Hits: 22@3: (2, 2)
6 ftr
Rolls: 6@4; Total Hits: 66@4: (4, 2, 1, 1, 3, 3)
well well, an INCREDIBLE defense.
12 hits, so i lose 9 subs and 3 damaged acc
round 2
you have 5 subs with a first strike
Rolls: 5@1; Total Hits: 05@1: (6, 4, 2, 4, 2)
attackers
sub
Rolls: 1@2; Total Hits: 11@2: (1)
10 ftrs
Rolls: 10@3; Total Hits: 410@3: (5, 1, 6, 3, 3, 1, 4, 5, 5, 4)
4 tacs
Rolls: 4@4; Total Hits: 44@4: (1, 4, 2, 4)
2 bombers
Rolls: 2@4; Total Hits: 12@4: (5, 4)
you had 5 subs, 2 des, 4 damaged acc, 2 cru, 2 tac and 6 ftr - you will lose 1 sub, 2 des, 4 acc, 2 cru, 1 tac
here is your defense:
2 des, 4 acc
Rolls: 6@2; Total Hits: 26@2: (5, 5, 2, 5, 1, 5)
2 cru, 2 tac
Rolls: 4@3; Total Hits: 14@3: (4, 2, 4, 6)
6 ftr
Rolls: 6@4; Total Hits: 46@4: (5, 3, 1, 4, 1, 6)