sent a chat so we don’t clutter up this thread
X-DAP-05 TeamBoldDutch vs. DairyQryn
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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.
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I don’t want a quick game with you cow I want to grind you into the dirt slowly :evil:
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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 KweichowCombat - 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 infantryNon Combat Move - Chinese
1 fighter moved from Yunnan to SzechwanPlace Units - Chinese
5 infantry placed in SzechwanTurn 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… :?
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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.
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Oops, looks like i will have to add that to the UK map….
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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.
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you can retreat transports from an amphibious assault?
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Uh… yes :roll:
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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.
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Cow stop stalling…
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@Cow:
you can retreat transports from an amphibious assault?
There was no amphibious assault… the naval/air battle had to fought first. A transport can retreat from a battle the same as any naval or air unit by an attacking power. As Veq’s TripleA constantly reminds us, attacking or defending units have to actually hit a transport in order to kill it. Thus the reason triple A asked me if I wanted to retreat the transport after the inexplicable occured and my 9 punch all missed and your 8 punch hit twice, but not thrice.
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Cow for being so “good” u know surprisingly little about the game… :roll:
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Infantry can’t retreat from Amphibous assaults.
But infantry aren’t part of a NAVAL battle.
That’s the reality. The retreat is completely legal.
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OK that makes sense.
I am thinking of waiting for veqryn to be able to play. Is that OK?
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I mean the whole point of this tournament was one experienced player teams up with a less experienced player. Veqryn only played global in these tournaments, before that he only had one or two pacific games. I have not told him exact buys to make etc I just pm him things he could do. So far I been playing to keep options open.
This is the point where we kind of have to pick one and go with it. If I commit to something then that is it, the next 3-5 rounds gets decided.
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Plus I think you guys need a break from all the crazy stuff I do. Maybe something
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Politics - Italians
Italians takes Political Action: Political Action Italians To War With Chinese
Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to WarPurchase Units - Italians
Italians buy 2 destroyers and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 unit repaired.
1 destroyer moved from 96 Sea Zone to 97 Sea Zone
1 battleship and 2 cruisers moved from 93 Sea Zone to 97 Sea Zone
1 artillery moved from Ethiopia to Italian Somaliland
1 armour moved from Greece to Romania
1 transport moved from 97 Sea Zone to 99 Sea Zone
2 infantry moved from Greece to 99 Sea Zone
2 infantry moved from 99 Sea Zone to Cyprus
1 infantry moved from Kenya to Ethiopia
1 infantry moved from British Somaliland to Ethiopia
1 bomber moved from Southern Italy to Baltic StatesCombat - Italians
Battle in CyprusNon Combat Move - Italians
1 aaGun moved from Northern Italy to Southern Italy
2 aaGuns moved from Southern France to Northern Italy
1 artillery moved from Greece to 97 Sea Zone
2 infantry moved from Yugoslavia to Romania
1 artillery moved from 97 Sea Zone to Southern Italy
1 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
2 destroyers placed in 97 Sea Zone
1 mech_infantry placed in Northern Italy
Italians undo move 2.
1 mech_infantry placed in Northern Italy
Italians undo move 2.
1 mech_infantry placed in Southern ItalyTurn Complete - Italians
Italians collect 13 PUs; end with 13 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 18 PUsTerritory Summary for Italians :
British Somaliland : 1 flag
Cyprus : 1 flag, 2 infantry
Kenya : 1 flag
Romania : 1 armour and 2 infantry
Tobruk : 1 artillery
Northern Italy : 2 aaGuns, 1 factory_major and 3 infantry
Italian Somaliland : 1 artillery and 1 infantry
Southern Italy : 2 aaGuns, 1 airfield, 1 artillery, 1 factory_minor, 2 fighters, 1 harbour, 1 infantry and 1 mech_infantry
Ethiopia : 2 infantry
Baltic States : 1 bomber
93 Sea Zone : 1 flag
Greece : 1 flag, 1 artillery and 1 infantry
99 Sea Zone : 1 transport
97 Sea Zone : 1 battleship, 2 cruisers, 4 destroyers and 1 transportProduction/PUs Summary :
Germans : 45 / 47
Russians : 36 / 36
Japanese : 46 / 49
Americans : 50 / 70
Chinese : 7 / 13
British : 29 / 30
UK_Pacific : 10 / 10
Italians : 13 / 18
ANZAC : 14 / 16
French : 8 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
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