@nikola1975 Not that I need more problems, but my attack on the small fleet near UK was rather pathetic.
one hit. OOL?
ah the destroyer. I still scramble.
Guess I needed that sub. oh well, got to get lucky here. I should have stacked next to egypt I guess or been safer with a dd buy.
huh oh cow. looks like rommel has you outclassed and outgunned. maybe you should stick to writing playbooks - you could be more of a theoretical guy. guess dice can’t save you EVERY time. :r
huh oh cow. looks like rommel has you outclassed and outgunned. maybe you should stick to writing playbooks - you could be more of a theoretical guy. guess dice can’t save you EVERY time. :r
Cow is about a good player to play against as I can find. If you claim to be better
your next on my hitlist. I’ve won our norwegian league I have time to play online again :)
huh oh cow. looks like rommel has you outclassed and outgunned. maybe you should stick to writing playbooks - you could be more of a theoretical guy. guess dice can’t save you EVERY time. :r
Cow is about a good player to play against as I can find. If you claim to be better
your next on my hitlist. I’ve won our norwegian league I have time to play online again :)
oh yeah, you definitely can find much better competition than Cow. i am happy to take you on next shoot me a msg when you’re ready.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Americans
Americans buy 1 carrier, 4 submarines, 1 tactical_bomber and 3 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 artillery and 3 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 3 infantry and 2 transports moved from 26 Sea Zone to 33 Sea Zone
1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Americans
Americans buy 1 carrier, 4 submarines, 1 tactical_bomber and 3 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 artillery and 3 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 3 infantry and 2 transports moved from 26 Sea Zone to 33 Sea Zone
1 artillery and 3 infantry moved from 33 Sea Zone to Caroline Islands
Combat - Americans
Battle in Caroline Islands
Americans attack with 1 artillery and 3 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Americans roll dice for 1 battleship and 2 cruisers in Caroline Islands, round 1 : 1/3 hits
Americans roll dice for 1 artillery and 3 infantry in Caroline Islands, round 1 : 0/4 hits
Japanese roll dice for 1 aaGun and 2 infantry in Caroline Islands, round 1 : 1/2 hits
1 aaGun owned by the Japanese and 1 infantry owned by the Americans lost in Caroline Islands
Americans roll dice for 1 artillery and 2 infantry in Caroline Islands, round 2 : 2/3 hits
Japanese roll dice for 2 infantry in Caroline Islands, round 2 : 1/2 hits
2 infantry owned by the Japanese and 1 infantry owned by the Americans lost in Caroline Islands
Americans win, taking Caroline Islands from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 1 aaGun and 2 infantry
Casualties for Americans: 2 infantry
Non Combat Move - Americans
1 fighter moved from Wake Island to Guam
1 fighter moved from Wake Island to Guam
2 fighters moved from Queensland to 33 Sea Zone
1 cruiser moved from 51 Sea Zone to 63 Sea Zone
2 carriers, 1 destroyer and 2 submarines moved from 10 Sea Zone to 26 Sea Zone
1 armour and 1 infantry moved from Brazil to 86 Sea Zone
1 armour, 1 infantry and 1 transport moved from 86 Sea Zone to 66 Sea Zone
1 infantry moved from Brazil to Suriname
1 infantry moved from Brazil to British Guiana
1 submarine moved from 54 Sea Zone to 33 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from Central United States to Western United States
Place Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from Iceland: 1 fighter
EDIT: Adding units owned by Americans to Scotland: 1 fighter
EDIT: Turning off Edit Mode
1 carrier, 4 submarines and 3 transports placed in 10 Sea Zone
1 tactical_bomber placed in Western United States
Turn Complete - Americans
Americans collect 52 PUs; end with 52 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs
Territory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield, 1 artillery, 1 harbour and 1 infantry
Guam : 1 airfield and 2 fighters
Wake Island : 1 airfield and 1 tactical_bomber
Western United States : 1 airfield, 1 artillery, 1 factory_major, 1 harbour, 3 infantry, 2 mech_infantrys and 1 tactical_bomber
Hawaiian Islands : 1 airfield and 1 harbour
Midway : 1 airfield
33 Sea Zone : 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 1 submarine and 2 transports
26 Sea Zone : 2 carriers, 1 destroyer and 2 submarines
10 Sea Zone : 1 carrier, 4 submarines and 3 transports
63 Sea Zone : 1 cruiser
Central United States : 4 aaGuns, 1 factory_major and 2 mech_infantrys
Eastern United States : 1 airfield, 1 factory_major and 1 harbour
British Guiana : 1 infantry
Scotland : 1 fighter
66 Sea Zone : 1 armour, 1 infantry and 1 transport
Brazil : 1 flag
Suriname : 1 infantry
Production/PUs Summary :
Germans : 38 / 45
Russians : 36 / 36
Japanese : 54 / 55
Americans : 52 / 72
Chinese : 5 / 15
British : 28 / 35
UK_Pacific : 7 / 14
Italians : 19 / 18
ANZAC : 10 / 18
French : 10 / 0
Dutch : 4 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Rommel, thank you for arguing on my behalf. According to bold, I am supposed to play safe and optimal every game, taking risks means I am trying to luck out, I cannot have fun, I am not allowed to have fun.
@Cow:
Rommel, thank you for arguing on my behalf. According to bold, I am supposed to play safe and optimal every game, taking risks means I am trying to luck out, I cannot have fun, I am not allowed to have fun.
You write the books that CHANGE THE GAME cow. U cant say youre the best and have the best strats and also say when u lose u were just messin around and sound very consistent. Just have fun OR prove that your strats hold water. :roll:
Not necessarily an either or ya know. You can play optimal AND have fun :lol:
I am not messing around. I just do not want to play one way every time.
I know this much. Its going to be fun to teach YOU how to play axis effectively Cow. You are dead in the water here in both theaters and round 2 isnt even complete. :lol:
Who are you kidding.
there is more than 1 way to play the axis effectively cow problem is you don’t know any of them
I’m not sure though which is weaker your axis or your allied play?
I was thinking you’re axis play wasn’t quite as bad as you’r allied play but now I’m not so sure
Unlike you I play for VCs and I do not assume my opponent is going to make a blunder. You do the same thing every time with the axis. Unlike you the people I play know what they are doing with the allies. Unlike you I know how to climb out of a bad spot.
@Cow:
Unlike you I play for VCs and I do not assume my opponent is going to make a blunder. You do the same thing every time with the axis. Unlike you the people I play know what they are doing with the allies. Unlike you I know how to climb out of a bad spot.
yeah I pray to the dice gods baby :lol: but when you get mediocre dice like you have in this game you get walked all over
It is only round 2. Europe looks bad and the Pacific looks nice. Guess what half of the board I will be playing in our game?
I probably should not have opened with southern france. It is a legit opener though, just a little added risk.