Dang, we have the worst time schedule. Always missing each other by an hour.
Global 40 2e, nerquen (Axis) vs. DaddyK (Allies +8)
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I accidentally answered yes to a useless fight in sz109 when I had intended to move the sub in the noncombat phase. I edited accordingly, hope that is okay with you.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Purchase Units - Italians
Italians buy 1 infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - Italians
1 armour moved from Belarus to Bryansk
1 bomber moved from Romania to BryanskCombat - Italians
Battle in Bryansk
Italians attack with 1 armour and 1 bomber
Russians defend with 1 infantry
Italians win, taking Bryansk from Russians with 1 armour and 1 bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Italians
1 bomber moved from Bryansk to Romania
1 aaGun, 3 artilleries and 8 infantry moved from Northern Italy to France
1 aaGun moved from Northern Italy to Western GermanyPlace Units - Italians
1 infantry placed in Southern Italy
1 submarine placed in 97 Sea Zone
1 submarine placed in 95 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,3
Italians collect 12 PUs (6 lost to blockades); end with 12 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 17 PUs -
of course, there is no problem with the edit. due to your mistake, I finally learnt how submarine works… I thought that if a submarine submerges it still must survive the opponent’s submarine shooting of that turn. That was the reason I attacked your submarine with 2 of mine on previous German turn. Now I understand how useless move that was… at least I got some convoys disrupted from that.
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I forgot to move my tank… here is the edit
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Purchase Units - ANZAC
ANZAC buy 2 submarines and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
3 submarines moved from 62 Sea Zone to 42 Sea Zone
1 cruiser, 1 destroyer and 1 submarine moved from 54 Sea Zone to 42 Sea Zone
3 fighters moved from Queensland to 42 Sea ZoneCombat - ANZAC
Battle in 42 Sea Zone
ANZAC attack with 1 cruiser, 1 destroyer, 3 fighters and 4 submarines
Japanese defend with 2 battleships, 3 carriers, 1 cruiser, 2 destroyers, 1 submarine and 1 transport
Japanese win with 2 battleships, 1 carrier, 1 cruiser and 1 transport remaining. Battle score for attacker is -20
Casualties for Japanese: 2 carriers, 2 destroyers and 1 submarine
Casualties for ANZAC: 1 cruiser, 1 destroyer, 3 fighters and 4 submarinesNon Combat Move - ANZAC
1 aaGun moved from Queensland to Northern Territory
1 artillery moved from Queensland to Northern Territory
1 infantry moved from South Australia to Queensland
1 artillery and 3 infantry moved from South Australia to Northern TerritoryPlace Units - ANZAC
2 submarines and 1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUsDice Statistics:
Total
1 was rolled 5 times
2 was rolled 5 times
3 was rolled 5 times
4 was rolled 9 times
5 was rolled 8 times
6 was rolled 8 times
Average roll : 3.850
Median : 4.000
Variance : 0.513
Standard Deviation : 0.716
Total rolls : 40Japanese Combat
1 was rolled 3 times
2 was rolled 4 times
3 was rolled 2 times
4 was rolled 3 times
5 was rolled 5 times
6 was rolled 5 times
Average roll : 3.818
Median : 4.000
Variance : 0.476
Standard Deviation : 0.690
Total rolls : 22ANZAC Combat
1 was rolled 2 times
2 was rolled 1 times
3 was rolled 3 times
4 was rolled 6 times
5 was rolled 3 times
6 was rolled 3 times
Average roll : 3.889
Median : 4.000
Variance : 0.824
Standard Deviation : 0.907
Total rolls : 18 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Combat Move - French
1 cruiser moved from 91 Sea Zone to 92 Sea Zone
1 destroyer moved from 91 Sea Zone to 92 Sea Zone -
Well I think that roll probably seals the game for you. I needed average rolls in the US and ANZAC attacks to take out the Japanese ships, which was my chance to slow/stem the Japanese tide, but didn’t get it. I used max defense for your ool (normally I would have asked you, but after my pathetic first roll it did not seem like it would matter), I suppose you might have lost the cruiser instead of an AC. Let me know if you want to change and re-roll accordingly.
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The casualties are ok, I would do the same. I am getting beginner’s luck in this game :))) . I did not expect many of my ships to survive the ANZAC raid… the AAA battle calculator was giving like 50:50 odds.
I think I made a mistake by flipping all my 3 carriers on first round of the US attack. I thought you would not retreat from the fight as early. If I killed a sub and keep one carrier undamaged I would make my chances against ANZAC much better… but then you would very probably not retreat with your US fleet and just keep fighting until all my carriers are damaged.
This kind of sucks… that I do a mistake in my combat reasoning and at the end come up with a nice victory.
But frankly… the US attack surprised me… I thought you would wait a turn or two longer till your fleet gets larger… it looks to me USA can grow its fleet with higher rate than Japan…
OK we will see if I can use the advantage of the previous battles for something useful. In my view the game is pretty open now… you kick my ass badly in Europe… communism will spread all over Africa soon and then The Red Army will be unstoppable… Now I got an advantage in Pacific… it will be interesting to see how the war ends…
I am traveling till Saturday evening so my response will get worse… but I believe there will be internet at the hotel so I should be able to post once a day…
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I had orginally intended to go two rounds with the Americans, but when my first round was a little weak and you took damage to all of your carriers, I thought I could get the carriers while preserving more of the American planes so instead I retreated after the first round. In hindsight I should have stuck with the original plan (although given the AnZAC first round roll I am not sure it would have mattered too much). I still think you have the decided edge at this point, but maybe I will get lucky somewhere down the line. It has been a good learning experience for me (and a fun game). I definitely need to come up with a better American strategy against a J1/G3. Of my three prior games (all face to face) where I was on the allied side (I was UK and ANZAC) our opponents did Sea Lion both games, which meant Japan was doing things alot differently than a J1.
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Btw, no hurry on your move, I am pretty booked this weekend as well.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - Germans
Germans buy 4 artilleries, 1 fighter, 1 infantry and 7 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Germans
3 artilleries and 7 infantry moved from Novgorod to Archangel
4 armour and 4 mech_infantrys moved from Belarus to Ukraine
1 mech_infantry moved from Slovakia Hungary to Western Ukraine
1 armour moved from Belarus to Western Ukraine
1 fighter moved from Western Germany to Western Ukraine
1 tactical_bomber moved from Bessarabia to Western Ukraine
1 fighter and 1 tactical_bomber moved from Bessarabia to Ukraine
1 bomber moved from Belarus to UkraineCombat - Germans
Germans creates battle in territory 109 Sea Zone
Battle in Archangel
Germans attack with 3 artilleries and 7 infantry
Russians defend with 1 artillery and 1 infantry
Germans win, taking 109 Sea Zone from British, taking Archangel from Russians with 3 artilleries and 6 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for Russians: 1 artillery and 1 infantry
Battle in Western Ukraine
Germans attack with 1 armour, 1 fighter, 1 mech_infantry and 1 tactical_bomber
Russians defend with 1 artillery and 1 infantry
Germans win, taking Western Ukraine from Russians with 1 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 artillery and 1 infantry
Battle in Ukraine
Germans attack with 4 armour, 1 bomber, 1 fighter, 4 mech_infantrys and 1 tactical_bomber
Russians defend with 2 artilleries, 1 factory_minor and 4 infantry
Germans win, taking Ukraine from Russians with 4 armour, 1 bomber, 1 fighter, 4 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 20
Casualties for Russians: 2 artilleries and 4 infantryNon Combat Move - Germans
1 fighter moved from Western Ukraine to Bessarabia
1 tactical_bomber moved from Western Ukraine to Bessarabia
1 fighter moved from Ukraine to Romania
1 tactical_bomber moved from Ukraine to Belarus
1 bomber moved from Ukraine to Bessarabia
1 fighter moved from Normandy Bordeaux to Western Germany
2 artilleries and 5 infantry moved from Normandy Bordeaux to France
1 transport moved from 115 Sea Zone to 114 Sea Zone
1 artillery and 1 infantry moved from Germany to 114 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 artillery and 1 infantry moved from 115 Sea Zone to Novgorod
7 mech_infantrys moved from Germany to Eastern Poland
1 destroyer moved from 112 Sea Zone to 110 Sea Zone
1 cruiser moved from 112 Sea Zone to 113 Sea Zone
1 submarine moved from 109 Sea Zone to 112 Sea Zone
2 infantry moved from Western Germany to FrancePlace Units - Germans
3 artilleries placed in Novgorod
1 artillery and 1 infantry placed in Germany
7 mech_infantrys placed in Germany
1 fighter placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,2
Germans collect 48 PUs (2 lost to blockades); end with 49 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs -
Boy those guys in the Ukraine must have been all new conscripts (not a single hit from all six of them)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - Russians
Russians repair 2 damage on 2 factory_minors; Remaining resources: 34 PUs;
Russians buy 4 artilleries and 6 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 armour moved from Egypt to Tobruk
Russians take Tobruk from Italians
1 mech_infantry moved from Egypt to Ethiopia
1 infantry moved from Smolensk to Bryansk
1 infantry moved from Amur to Korea
Russians take Korea from Japanese
1 infantry moved from Russia to Bryansk
1 tactical_bomber moved from Russia to Bryansk
2 fighters moved from Russia to BryanskCombat - Russians
Battle in Bryansk
Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
Italians defend with 1 armour
Russians win, taking Bryansk from Italians with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Casualties for Italians: 1 armour
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to RussiansNon Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Bryansk to Russia
6 infantry moved from Samara to Volgograd
2 aaGuns and 11 infantry moved from Amur to BuryatiaPlace Units - Russians
4 artilleries and 6 infantry placed in RussiaTurn Complete - Russians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,2,1,1,4,6
Russians collect 28 PUs (3 lost to blockades); end with 28 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 34 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - Japanese
Japanese repair 6 damage on 6 factory_minors; Remaining resources: 73 PUs; 6 SuicideAttackTokens;
Japanese buy 1 carrier, 1 destroyer, 1 fighter, 4 infantry, 3 mech_infantrys and 2 submarines; Remaining resources: 3 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
8 infantry moved from Manchuria to Korea
2 fighters moved from Japan to Korea
1 transport moved from 6 Sea Zone to 17 Sea Zone
1 infantry moved from Iwo Jima to 17 Sea Zone
1 infantry and 1 transport moved from 17 Sea Zone to 6 Sea Zone
1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 infantry moved from 5 Sea Zone to Siberia
1 infantry moved from Yunnan to Kweichow
Japanese take Kweichow from Chinese
2 bombers moved from Shan State to 55 Sea Zone
3 fighters and 3 tactical_bombers moved from Java to 55 Sea ZoneCombat - Japanese
Battle in Siberia
Battle in Korea
Japanese attack with 2 fighters and 8 infantry
Russians defend with 1 infantry
Japanese win, taking Siberia from Russians, taking Korea from Russians with 2 fighters and 8 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 55 Sea Zone
Japanese attack with 2 bombers, 3 fighters and 3 tactical_bombers
Americans defend with 1 battleship and 2 cruisers
Japanese win with 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 23
Casualties for Japanese: 1 fighter and 1 tactical_bomber
Casualties for Americans: 1 battleship and 2 cruisersNon Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from 55 Sea Zone to Java
2 battleships, 1 carrier and 1 cruiser moved from 42 Sea Zone to 39 Sea Zone
1 armour moved from Java to 42 Sea Zone
1 armour and 1 transport moved from 42 Sea Zone to 39 Sea Zone
1 armour moved from 39 Sea Zone to India
1 mech_infantry moved from Burma to India
3 artilleries and 3 infantry moved from French Indo China to 36 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 36 Sea Zone to 39 Sea Zone
3 artilleries and 3 infantry moved from 39 Sea Zone to India
1 fighter moved from Shan State to 39 Sea Zone
3 fighters and 5 tactical_bombers moved from Shan State to India
1 artillery moved from French Indo China to Yunnan
3 mech_infantrys moved from Kwangtung to Yunnan
2 mech_infantrys moved from Yunnan to India
1 armour moved from Yunnan to India
2 fighters moved from Korea to Japan
2 bombers moved from 55 Sea Zone to Shan State
1 transport moved from 35 Sea Zone to 36 Sea Zone
1 infantry moved from Suiyuyan to Hopei
4 destroyers and 1 submarine moved from 6 Sea Zone to 35 Sea ZonePlace Units - Japanese
1 carrier and 1 destroyer placed in 39 Sea Zone
1 infantry placed in India
3 infantry placed in French Indo China
3 mech_infantrys placed in Kwangtung
1 fighter placed in Japan
2 submarines placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 64 PUs; end with 67 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 72 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 77 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - Americans
Americans buy 1 artillery, 2 carriers, 2 fighters, 2 infantry and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Americans
2 carriers, 1 cruiser, 1 destroyer, 4 fighters and 2 submarines moved from 104 Sea Zone to 110 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 artillery moved from Morocco to 91 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy BordeauxCombat - Americans
Americans creates battle in territory 97 Sea Zone
Battle in 110 Sea Zone
Americans attack with 1 artillery, 2 carriers, 1 cruiser, 1 destroyer, 4 fighters, 2 submarines and 1 transport
Germans defend with 1 destroyer
Americans win with 2 carriers, 1 cruiser, 1 destroyer, 4 fighters, 1 submarine and 1 transport remaining. Battle score for attacker is 2
Casualties for Germans: 1 destroyer
Casualties for Americans: 1 submarine
Battle in Normandy BordeauxNon Combat Move - Americans
1 armour, 2 artilleries and 3 infantry moved from Morocco to 91 Sea Zone
1 armour, 2 artilleries, 3 infantry and 3 transports moved from 91 Sea Zone to 110 Sea Zone
3 infantry moved from 110 Sea Zone to United Kingdom
2 artilleries moved from 110 Sea Zone to United Kingdom
1 armour moved from 110 Sea Zone to United Kingdom
2 destroyers and 2 submarines moved from 101 Sea Zone to 91 Sea Zone
2 fighters moved from 110 Sea Zone to United Kingdom
1 fighter moved from Eastern United States to 110 Sea Zone
1 tactical_bomber moved from Eastern United States to 110 Sea Zone
1 artillery, 3 bombers, 4 fighters, 3 infantry and 1 tactical_bomber moved from Northern Territory to Queensland
1 destroyer moved from 25 Sea Zone to 26 Sea Zone
1 submarine moved from 26 Sea Zone to 54 Sea Zone
1 destroyer moved from 26 Sea Zone to 54 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 submarine moved from 10 Sea Zone to 15 Sea Zone
1 infantry moved from Eastern United States to Central United States
1 infantry moved from Eastern United States to Central United States
1 fighter moved from Western United States to Hawaiian IslandsPlace Units - Americans
2 carriers placed in 10 Sea Zone
1 fighter and 1 tactical_bomber placed in 10 Sea Zone
1 fighter placed in Eastern United States
1 artillery and 2 infantry placed in Western United StatesTurn Complete - Americans
Americans collect 55 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
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: 0 PUs;Combat Move - Chinese
Non Combat Move - Chinese
1 artillery moved from Kansu to Shensi
3 infantry moved from Tsinghai to Shensi
1 fighter and 10 infantry moved from Sikang to ShensiPlace Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 5 PUs; end with 5 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - British
British buy 1 armour, 1 destroyer, 1 fighter and 2 mech_infantrys; Remaining resources: 2 PUs;Combat Move - British
1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland BelgiumCombat - British
Battle in Holland BelgiumNon Combat Move - British
1 infantry moved from Persia to Northwest Persia
3 aaGuns, 1 artillery, 2 fighters, 8 infantry, 1 mech_infantry and 1 tactical_bomber moved from West India to Eastern Persia
1 armour moved from Trans-Jordan to Northwest Persia
1 mech_infantry moved from Trans-Jordan to Northwest Persia
2 infantry moved from Trans-Jordan to Iraq
2 fighters moved from Russia to Volgograd
1 fighter moved from Eastern Persia to Volgograd
1 fighter moved from Egypt to Eastern Persia
1 tactical_bomber moved from Egypt to Eastern Persia
1 tactical_bomber moved from Gibraltar to Egypt
1 fighter moved from United Kingdom to Gibraltar
1 transport moved from 91 Sea Zone to 110 Sea Zone
1 submarine moved from 104 Sea Zone to 110 Sea ZonePlace Units - British
1 armour and 2 mech_infantrys placed in Egypt
1 fighter placed in United Kingdom
1 destroyer placed in 110 Sea ZoneTurn Complete - British
British collect 34 PUs; end with 36 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUsTurn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Purchase Units - Italians
Italians buy 1 artillery, 1 fighter and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
3 fighters moved from Southern Italy to Tobruk
1 bomber moved from Romania to Tobruk
1 armour moved from Bessarabia to Rostov
Italians take Rostov from Russians
1 artillery and 1 infantry moved from France to Normandy BordeauxCombat - Italians
Italians creates battle in territory 97 Sea Zone
Battle in Normandy Bordeaux
Italians attack with 1 artillery and 1 infantry
Americans defend with 1 factory_minor, 1 harbour and 1 infantry
Americans win with 1 infantry remaining. Battle score for attacker is -7
Casualties for Italians: 1 artillery and 1 infantry
Battle in Tobruk
Italians attack with 1 bomber and 3 fighters
Russians defend with 2 armour
Italians win with 1 bomber and 3 fighters remaining. Battle score for attacker is 12
Casualties for Russians: 2 armourNon Combat Move - Italians
3 fighters moved from Tobruk to Tunisia
1 bomber moved from Tobruk to Tunisia
1 submarine moved from 95 Sea Zone to 97 Sea Zone
2 infantry moved from Southern Italy to Northern Italy
1 aaGun moved from Western Germany to Northern Italy
1 aaGun moved from France to Northern ItalyPlace Units - Italians
1 artillery and 1 infantry placed in Northern Italy
1 fighter placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 1,1
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,6
Italians collect 14 PUs (5 lost to blockades); end with 14 PUs total -
Italian army failed badly in Normandy, but at least they stopped the spread of communism in North Africa, at least for a while.
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I realized after I got in bed last night that I had forgotten to move 2 UK fighters to join the Russian tanks. I was going to request that edit this morning, but I see you already did your turn and took advantage of that mistake. Would you consider allowing that edit and redoing the Italian turn? If not, no problem as it was my mistake (the edit would take 1 fighter from UK, inessence from Gib and replaced by UK, and one from Egypt). Also, I may not be able to make any moves this weekend.