Thanks @VictoryFirst , it’s our loss that we can’t play with you for awhile.
Thanks for the go ahead on the G40, and don’t worry about the tournament because the other guys were cool
I wish the best to you, and will be great when you come back
Ugh, that was 92% to clear. US loseses without killing the Jap fighter. The dice are brutal so far.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Politics - Americans
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Purchase Units - Americans
Americans buy 3 carriers and 1 destroyer; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 infantry moved from 6 Sea Zone to Korea
1 infantry moved from 6 Sea Zone to Korea
Combat - Americans
Japanese scrambles 1 units out of Japan to defend against the attack in 6 Sea Zone
Japanese scrambles to create a battle in territory 6 Sea Zone
Battle in 6 Sea Zone
Americans attack with 2 fighters and 1 transport
Japanese defend with 1 fighter
Americans roll dice for 2 fighters and 1 transport in 6 Sea Zone, round 1 : 0/2 hits
Japanese roll dice for 1 fighter in 6 Sea Zone, round 1 : 1/1 hits
1 fighter owned by the Americans lost in 6 Sea Zone
Americans roll dice for 1 fighter and 1 transport in 6 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 fighter in 6 Sea Zone, round 2 : 1/1 hits
1 fighter owned by the Americans lost in 6 Sea Zone
1 transport owned by the Americans retreated to 5 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is -20
Casualties for Americans: 2 fighters
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from 5 Sea Zone: 2 infantry and 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 carrier moved from 7 Sea Zone to 16 Sea Zone
1 battleship, 2 cruisers, 1 destroyer and 1 submarine moved from 26 Sea Zone to 16 Sea Zone
1 submarine moved from 23 Sea Zone to 16 Sea Zone
1 carrier moved from 101 Sea Zone to 91 Sea Zone
1 fighter moved from Eastern United States to 91 Sea Zone
1 fighter moved from Eastern United States to 91 Sea Zone
1 armour moved from Southeast Mexico to 89 Sea Zone
1 infantry moved from Southeast Mexico to 89 Sea Zone
1 armour, 1 infantry and 1 transport moved from 89 Sea Zone to 28 Sea Zone
1 destroyer moved from 89 Sea Zone to 91 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 artillery moved from Central United States to 101 Sea Zone
2 carriers moved from 101 Sea Zone to 28 Sea Zone
1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
1 bomber moved from Eastern United States to Gibraltar
1 fighter and 1 tactical_bomber moved from Western United States to 16 Sea Zone
1 fighter moved from Eastern United States to Western United States
Place Units - Americans
3 carriers and 1 destroyer placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
Well cow looks like your luck knows no bounds. I sure hope for your sake you win this one cuz I dont know how you could ever live it down with if you lost with the dice smiling on you so favorably early… :lol:
hey Dutch look at it this way now it’s like we gave cow a 30 or 40 bid with the axis. Which is probably about right to give him a chance to be competitive. :wink:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
@Cow:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
I dont begrudge it I am very glad. I dont want one of your quick flame outs… :lol:
let’s just say some need more luck than others and leave it at that
Probability of going fighter for fighter 70%+, which is 20% better than a 50/50. That is not something people turn down.
Odds of losing the fighter without killing a fighter compared to odds of winning and the payout… it is a good risk to make.
Yes I have had some real fast league games. Nothing wrong with a quick game.
I don’t want a quick game with you cow I want to grind you into the dirt slowly :evil:
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 1 : 1/4 hits
Japanese roll dice for 2 infantry in Yunnan, round 1 : 1/2 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/3 hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 1 infantry
Battle in Kweichow
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Kweichow, round 1 : 1/3 hits
Japanese roll dice for 1 infantry in Kweichow, round 1 : 0/1 hits
1 infantry owned by the Japanese lost in Kweichow
Chinese win, taking Kweichow from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Szechwan
Place Units - Chinese
5 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
ok cow, let’s hope your luck continues to hold up for a while… :?
All:
The game glitched on the retreat on the tnp. It sent it to zone 5 with 5 infantry loaded on it. I deleted it and tried to add it to z16, but of course, you cannot add a loaded tnp to the map. Â So, I added the two inf to Midway and the tnp to z25, but:
THE TRANSPORT AND 2 INFANTRY ARE IN Z16 WITH THE REST OF THE AMERICAN FLEET.
Oops, looks like i will have to add that to the UK map….
edited adding the tnp and 2 inf
Remember please, they are in zone 16. Hopefully I can move them to a zone that allows natural movement soon and this will not be a problem for the rest fo the game.
you can retreat transports from an amphibious assault?
Uh… yes :roll:
If u had 2 ftrs and both had hit in the second round (which they surely would have) then the second hit would have killed the transport before it had a chance to retreat.
Cow stop stalling…