Dang, we have the worst time schedule. Always missing each other by an hour.
Global 40 2e, nerquen (Axis) vs. DaddyK (Allies +8), game2
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Japanese
Japanese buy 1 bomber, 1 destroyer, 1 fighter, 6 mech_infantrys and 2 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 armour moved from Yunnan to Burma
Japanese take Burma from UK_Pacific
1 infantry moved from Yunnan to Szechwan
Japanese take Szechwan from Chinese
1 infantry moved from Shensi to Tsinghai
Japanese take Tsinghai from Chinese
1 destroyer and 2 fighters moved from 41 Sea Zone to 42 Sea Zone
1 infantry moved from Sumatra to 41 Sea Zone
1 infantry and 1 transport moved from 41 Sea Zone to 44 Sea Zone
1 infantry moved from 44 Sea Zone to Celebes
2 fighters and 2 tactical_bombers moved from 35 Sea Zone to Celebes
1 fighter moved from Philippines to 44 Sea Zone
1 infantry moved from Japan to 6 Sea Zone
1 infantry and 1 transport moved from 6 Sea Zone to 17 Sea Zone
1 infantry moved from Iwo Jima to 17 Sea Zone
2 infantry and 1 transport moved from 17 Sea Zone to 21 Sea Zone
2 infantry moved from 21 Sea Zone to GuamCombat - Japanese
Battle in Guam
Battle in 42 Sea Zone
Japanese attack with 1 destroyer and 2 fighters
Americans defend with 1 submarine and 1 transport
Japanese win, taking Guam from Americans, taking 42 Sea Zone from Americans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 13
Casualties for Americans: 1 submarine and 1 transport
Battle in 44 Sea Zone
Japanese attack with 1 fighter and 1 transport
ANZAC defend with 1 transport
Japanese win with 1 fighter and 1 transport remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Celebes
Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers
ANZAC defend with 1 infantry
Japanese win, taking Celebes from ANZAC with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantryNon Combat Move - Japanese
3 artilleries and 3 infantry moved from Japan to 6 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 6 Sea Zone to 19 Sea Zone
2 infantry moved from Manchuria to 19 Sea Zone
3 artilleries, 5 infantry and 4 transports moved from 19 Sea Zone to 20 Sea Zone
3 artilleries and 5 infantry moved from 20 Sea Zone to Kiangsi
1 carrier and 1 submarine moved from 41 Sea Zone to 44 Sea Zone
1 destroyer moved from 35 Sea Zone to 45 Sea Zone
2 battleships, 2 carriers, 1 cruiser, 1 destroyer and 1 submarine moved from 35 Sea Zone to 44 Sea Zone
1 fighter moved from 44 Sea Zone to Philippines
2 fighters and 2 tactical_bombers moved from Celebes to 44 Sea Zone
1 mech_infantry moved from Kansu to Szechwan
1 aaGun and 3 infantry moved from Suiyuyan to Kansu
5 artilleries and 6 infantry moved from Yunnan to Szechwan
1 armour moved from Burma to Yunnan
1 artillery and 2 infantry moved from French Indo China to Yunnan
1 fighter and 1 tactical_bomber moved from Manchuria to Chahar
2 fighters moved from 42 Sea Zone to 44 Sea Zone
2 fighters and 3 tactical_bombers moved from French Indo China to YunnanPlace Units - Japanese
3 mech_infantrys placed in Kwangtung
3 mech_infantrys placed in French Indo China
1 destroyer and 2 submarines placed in 6 Sea Zone
1 bomber and 1 fighter placed in JapanTurn Complete - Japanese
Japanese collect 60 PUs; end with 60 PUs total -
Another edit request: I forgot to move my DD from SZ6 to SZ34.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 destroyer
EDIT: Adding units owned by Japanese to 34 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Americans buy 2 artilleries, 1 destroyer, 5 fighters, 1 infantry and 1 submarine; Remaining resources: 1 PUs;Combat Move - Americans
1 submarine moved from 118 Sea Zone to 110 Sea Zone
2 fighters moved from 102 Sea Zone to 110 Sea Zone
2 destroyers moved from 108 Sea Zone to 110 Sea Zone
1 cruiser moved from 108 Sea Zone to 110 Sea Zone
6 bombers moved from Eastern United States to 110 Sea Zone
2 bombers moved from Queensland to 42 Sea Zone
1 tactical_bomber moved from 54 Sea Zone to 45 Sea Zone
1 fighter moved from 54 Sea Zone to 45 Sea Zone -
OOL in sz 110?
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I have bad news for you, I rolled the first round of the battle and it went too good for me. The save file is attached. If you continue the battle further then please kill in this order: CR, 4 x t. bomber, 3 x fighters, AC, DD.
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With that abborational a result on such a key battle, I think I will just resign
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yeah… it is hard luck… but there still might be some hope for the Allies… think about it before you make the final decision for resignation.
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If the battle had gone anywhere close to average, it could have been an interesting game. Statistically I should have gotten 6.5 hits in the first round and you should have gotten 5.83, instead I got 1 hit and you got 8. Short of re-rolling the battle or imposing a more average outcome I don’t see how the allies recover from that big a swing in such a high value battle. As you would put it, I just don’t see learning much in the way of new strategies in situation where I would be fighting from such a hole, so I will stick with the resignation.
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you git 5 hits, not a single hit, you did not miss it, it was just a typo right?
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also I got 9 hits… anyway I see your point. Btw I made a huge mistake by not killing your UK sub in SZ110 on G3. I thought I wanted to use my cruiser for bombardment and thought that the sub is not a problem… I realized only too late that if you attack with US then the sub has pretty good chances to sink all my transports…
This kind of sucks on dice games that I do a mistake and then at the end end up victorious. Naval battles seem to be kind of game deciding in this game… the variance of the outcome is rather high (few dice rolled compared to land battles) and relative IPC value of those battles is rather large
Also… was your low defense of UK a trap or was it a mistake from your side? I am not sure I made a good decision to go for sealion. Russia has become a monster in the mean time and Germany would have hard time pushing it out of Europe
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I think I would rather start a new game rather than re-rolling the battle…. so far I don’t have a clue how to defend as Allies… I would like to learn (I have not played them yet but it just seems a bit more complex than Axis). For Axis I now see how they can win at least with the luck I had in our 2 games.
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Actually I realized I made a mistake putting the sub in 110 in the first place. I also thought it would be nice to cancel the bombard, but realized after the move it was more valuable as a key piece in getting the transports (along with the destroyer and the bomber). Good move btw building an airbase, I was thinking only in terms of naval builds (thought you would build 2 AC and 1 BB). I still wasn’t sold on the attack, as I also considered just swinging the bombers back to the Pacific, after you made a big investment in German navy and infrastructure that wouldn’t be all that helpful in Russia. However that meant giving up the UK for a very long time, which I did not want to do. I think Sea Lion is mixed bag. I did it in my other game after UK put planes in South Africa on turn one, and found it worked, but it was a real pain pushing the Russians back out of Europe. Overall I would do it if the opportunity presents itself, because of the IPC benefit and the beneficial effect it tends to have on the Pacific and Italy. And no, I was not that sneaky that I was trying to get you to go there on purpose (otherwise I would set up the Russian and US coounter attack better). I also thought you might decide not to do it at the last minute and use the opportunity to hit the Russians who conveniently moved up (which is one reason the Russians were not positioned as well as they might have been).