Alright, good to go. UK lost a couple planes on the offense - rough round. Italy got lucky in 97. Though I guess I can’t complain as luck was with me last round in 110.
Italy’s pretty rich. Haven’t seen an Italy this strong in OOB in a long time. :)
You can out-tech me at this point with G/J/I 'cause I can only really buy it with USA and Russia right now :-)
@PGMatt:
On a bit of tech roll here http://www.axisandallies.org/forums/index.php?topic=30201.new#new
You’re right - that’s a “bit” of a tech roll :wink: 2 techs on 5 dice is only half of a roll, but it could be the start of one.
http://www.axisandallies.org/forums/index.php?topic=29763.0
How about 4 techs on 10 dice, with USA getting 3 consecutive techs with 1 die?
Jeff is being victimized as well
http://www.axisandallies.org/forums/index.php?topic=29721.new#new
Not sure how many attempts I’ve made on that one - not too many - I rarely buy 2 at a time, and I think you’re a crazy man for spending 10 on tech on R1 vs. Karl :-) Or that you really love getting techs! And fun is the name of the game.
Surprised Karl is playing with tech after playing me a couple times.
I don’t understand all these players who play tech and then don’t buy any at all. (Karl, Allweneed, Jeff, to name a few) :-)
OK, time for the wicked US/UK combo!
Wait. Time for the wicked USA combo! :lol:
Aw, man! No graphics improvement for advanced artillery? That’s a major disappointment.
@PGMatt:
On a bit of tech roll here http://www.axisandallies.org/forums/index.php?topic=30201.new#new
You’re right - that’s a “bit” of a tech roll :wink: 2 techs on 5 dice is only half of a roll, but it could be the start of one.
http://www.axisandallies.org/forums/index.php?topic=29763.0
How about 4 techs on 10 dice, with USA getting 3 consecutive techs with 1 die?
Jeff is being victimized as well
http://www.axisandallies.org/forums/index.php?topic=29721.new#new
Not sure how many attempts I’ve made on that one - not too many - I rarely buy 2 at a time, and I think you’re a crazy man for spending 10 on tech on R1 vs. Karl :-) Or that you really love getting techs! And fun is the name of the game.Surprised Karl is playing with tech after playing me a couple times.
I don’t understand all these players who play tech and then don’t buy any at all. (Karl, Allweneed, Jeff, to name a few) :-)
Karl and I are playing with tokens, not just straight tech. Â To me, that makes an early investment the best one so I did it with russia, and probably got the single tech I wanted most for them.
I like tech because it can make a rapid change to the strategy or standard play outs, but I hate tech games where you invest and invest and invest and get nothing. Â So, I prefer tokens. Â Mostly, I also like to limit any power to a couple techs per chart max too.
Tokens? That explains a lot. Is that even allowed in league play? Jenn probably didn’t specify.
Tokens? That explains a lot. Is that even allowed in league play? Jenn probably didn’t specify.
I was inspired by Krieg saying that it was cut for budget reasons, and to go ahead and play with it if you like.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Politics - Americans
Turning on Edit Mode
EDIT: Turning off Edit Mode
Americans takes Political Action: Political Action Allies To War With TrueNeutrals
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_Neutral
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after unsuccessful research.
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 1 fighter, 7 infantry and 2 transports; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - Americans
1 fighter moved from Queensland to 35 Sea Zone
1 fighter moved from 33 Sea Zone to 35 Sea Zone
1 fighter moved from Western United States to 6 Sea Zone
1 infantry moved from Caroline Islands to 33 Sea Zone
1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 1 submarine and 1 transport moved from 33 Sea Zone to 6 Sea Zone
Americans take 22 Sea Zone from Japanese
1 infantry moved from 6 Sea Zone to Korea
1 mech_infantry moved from Central United States to 101 Sea Zone
1 mech_infantry moved from Morocco to Algeria
Americans take Algeria from Italians
1 armour moved from Gibraltar to Spain
1 infantry moved from Morocco to 91 Sea Zone
1 artillery moved from Morocco to 91 Sea Zone
3 fighters moved from 91 Sea Zone to 95 Sea Zone
1 tactical_bomber moved from 91 Sea Zone to 95 Sea Zone
1 cruiser moved from 91 Sea Zone to 95 Sea Zone
1 destroyer moved from 91 Sea Zone to 95 Sea Zone
2 carriers moved from 91 Sea Zone to 95 Sea Zone
1 fighter moved from Western United States to Venezuela
1 infantry moved from Central America to Venezuela
1 transport moved from 89 Sea Zone to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 89 Sea Zone
1 infantry moved from 89 Sea Zone to Venezuela
1 artillery moved from 89 Sea Zone to Venezuela
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 artillery moved from 91 Sea Zone to Spain
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Spain
1 bomber moved from French West Africa to Spain
1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 mech_infantry moved from 91 Sea Zone to Spain
Need KAMIKAZE decisions in 6 - you have 4 remaining
Need SCRAMBLE decision in 6
Need SCRAMBLE decision in 95
The Americans mean business!
Attacking Italian fleet and Japanese fleet right next to their capitals with maximum 3 plane scrambles and kamikazes, and invading true neutrals all at the same time??
Might be too aggressive. Depends on what the dice do.
Eh, probably should establish retreat routes.
I’m traveling through 17 and 18 to 6, and through 93 and 94 to 95. May need to edit, if the unthinkable happens and I have to retreat. I didn’t establish the different routes in TripleA, so I’m doing that now, before dice are thrown
@PGMatt:
I was inspired by Krieg saying that it was cut for budget reasons, and to go ahead and play with it if you like.
Yeah, I remember that now that you say it.
They could have still allowed it in the rulebook without spending a penny! Just don’t produce the actual tokens - we could use something else for them! I mean, we don’t even have paper money any more
Need KAMIKAZE decisions in 6 - you have 4 remaining
Need SCRAMBLE decision in 6
Need SCRAMBLE decision in 95The Americans mean business!
Full Kami: DD, DD, CA, CA.
OK, full scramble in both. OOL z6: CV, DD, DD, CV, DD, FT (x5)
for z95: BB, DD, CA, CA, TB, BB, Ft, Ft
50% kamikaze hits once again, and you nailed a cruiser! AAAAAAA!
Heart stopping
I only scored ONE hit in Spain and the Spanish pasted me for THREE
But then I knocked out the other 5 without loss…… Craziness!
After getting smashed by kamikazes, the Americans respond with an unbelievable attack roll!
Man, I don’t get the people who play low luck
Oh, man
I retract the remark about kamikaze success
You just got dice-raped close to Tokyo for the 2nd consecutive Allied turn.
Maybe the Italians will do better.
Maybe.
You have permission to stop feeling guilty about your raging success in 109 and London :wink:
You have permission to stop feeling guilty about your raging success in 109 and London :wink:
Sigh.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Politics - Americans
Turning on Edit Mode
EDIT: Turning off Edit Mode
Americans takes Political Action: Political Action Allies To War With TrueNeutrals
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_Neutral
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after unsuccessful research.
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 1 fighter, 7 infantry and 2 transports; Remaining resources: 0 PUs; 0 techTokens;
Combat Move - Americans
1 fighter moved from Queensland to 35 Sea Zone
1 fighter moved from 33 Sea Zone to 35 Sea Zone
1 fighter moved from Western United States to 6 Sea Zone
1 infantry moved from Caroline Islands to 33 Sea Zone
1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 1 submarine and 1 transport moved from 33 Sea Zone to 6 Sea Zone
Americans take 22 Sea Zone from Japanese
1 infantry moved from 6 Sea Zone to Korea
1 mech_infantry moved from Central United States to 101 Sea Zone
1 mech_infantry moved from Morocco to Algeria
Americans take Algeria from Italians
1 armour moved from Gibraltar to Spain
1 infantry moved from Morocco to 91 Sea Zone
1 artillery moved from Morocco to 91 Sea Zone
3 fighters moved from 91 Sea Zone to 95 Sea Zone
1 tactical_bomber moved from 91 Sea Zone to 95 Sea Zone
1 cruiser moved from 91 Sea Zone to 95 Sea Zone
1 destroyer moved from 91 Sea Zone to 95 Sea Zone
2 carriers moved from 91 Sea Zone to 95 Sea Zone
1 fighter moved from Western United States to Venezuela
1 infantry moved from Central America to Venezuela
1 transport moved from 89 Sea Zone to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 89 Sea Zone
1 infantry moved from 89 Sea Zone to Venezuela
1 artillery moved from 89 Sea Zone to Venezuela
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 artillery moved from 91 Sea Zone to Spain
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Spain
1 bomber moved from French West Africa to Spain
1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 mech_infantry moved from 91 Sea Zone to Spain
Combat - Americans
Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone
Italians scrambles 3 units out of Southern Italy to defend against the attack in 95 Sea Zone
Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 1 hits. Rolls: 2
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits. Rolls: 1
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 4
Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits. Rolls: 3
Battle in Spain
Americans attack with 1 armour, 1 artillery, 1 bomber, 4 infantry and 1 mech_infantry
Neutral_True defend with 6 infantry
Americans win, taking Spain from Neutral_True with 1 armour, 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 9
Casualties for Neutral_True: 6 infantry
Casualties for Americans: 3 infantry
Battle in Venezuela
Americans attack with 1 artillery, 1 fighter and 2 infantry
Neutral_True defend with 2 infantry
Americans win, taking Venezuela from Neutral_True with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Neutral_True: 2 infantry
Casualties for Americans: 1 infantry
Battle in 6 Sea Zone
Americans attack with 1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 2 fighters, 3 submarines and 1 transport
Japanese defend with 1 carrier, 3 destroyers and 5 fighters
Units damaged: 1 carrier owned by the Japanese
Units damaged: 1 battleship owned by the Americans
Americans win, taking 6 Sea Zone from Japanese with 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 1 transport remaining. Battle score for attacker is 64
Casualties for Japanese: 1 carrier, 3 destroyers and 5 fighters
Casualties for Americans: 1 destroyer and 3 submarines
Battle in Korea
Battle in 35 Sea Zone
Americans attack with 2 fighters
Japanese defend with 1 destroyer
Americans win, taking Korea from Japanese with 2 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 95 Sea Zone
Americans attack with 2 carriers, 1 cruiser, 1 destroyer, 3 fighters and 1 tactical_bomber
Germans defend with 1 tactical_bomber; Italians defend with 1 battleship, 2 cruisers, 1 destroyer, 2 fighters and 4 transports
Units damaged: 1 battleship owned by the Italians
Americans win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 38
Casualties for Germans: 1 tactical_bomber
Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer, 2 fighters and 4 transports
Casualties for Americans: 2 carriers, 3 fighters and 1 tactical_bomber
Non Combat Move - Americans
1 mech_infantry moved from Central America to Brazil
Americans take Brazil from Neutral_Allies
1 infantry moved from Eastern United States to 101 Sea Zone
1 aaGun moved from Central United States to 101 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 fighter moved from Venezuela to British Guiana
2 fighters moved from 35 Sea Zone to Philippines
1 transport moved from 91 Sea Zone to 106 Sea Zone
1 aaGun moved from Eastern United States to Quebec
1 destroyer moved from 76 Sea Zone to 98 Sea Zone
1 infantry moved from 91 Sea Zone to Spain
1 aaGun moved from 91 Sea Zone to Spain
1 transport moved from 91 Sea Zone to 106 Sea Zone
1 bomber moved from Spain to British Guiana
Place Units - Americans
1 transport placed in 10 Sea Zone
1 carrier placed in 101 Sea Zone
1 artillery, 1 fighter and 7 infantry placed in Eastern United States
1 destroyer placed in 10 Sea Zone
1 transport placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 63 PUs; end with 63 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 88 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
2 infantry moved from Tsinghai to Kansu
Combat - Chinese
Battle in Kansu
Chinese attack with 2 infantry
Japanese defend with 1 armour
Chinese win, taking Kansu from Japanese with 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in Sikang
1 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 6 PUs; end with 8 PUs total