13L G40 Boldfresh (+9) vs. Hobo - game 3

  • 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Combat Move - Russians

    Combat - Russians

    Non Combat Move - Russians
                3 fighters and 1 tactical_bomber moved from Iraq to Egypt

    Turn Complete - Russians


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Purchase Units - Japanese
                Japanese buy 1 airfield, 1 destroyer, 1 factory_minor, 3 infantry, 6 mech_infantrys and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                1 infantry moved from Kazakhstan to Turkmenistan
                      Japanese take Turkmenistan from Russians
                1 infantry moved from Hawaiian Islands to 26 Sea Zone
                1 artillery moved from Hawaiian Islands to 26 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 1 Sea Zone
                1 infantry moved from 1 Sea Zone to British Columbia
                1 artillery moved from 1 Sea Zone to British Columbia
                2 infantry moved from Japan to 6 Sea Zone
                2 infantry and 1 transport moved from 6 Sea Zone to 1 Sea Zone
                2 infantry moved from 1 Sea Zone to British Columbia
                1 battleship moved from 26 Sea Zone to 1 Sea Zone

    Combat - Japanese
                Japanese creates battle in territory 62 Sea Zone
                Battle in British Columbia
                    Japanese attack with 1 artillery and 3 infantry
                    Americans defend with 5 bombers
                    Japanese win, taking British Columbia from British with 1 artillery and 2 infantry remaining. Battle score for attacker is 57
                    Casualties for Japanese: 1 infantry
                    Casualties for Americans: 5 bombers
                Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to Germans

    Non Combat Move - Japanese
                3 fighters moved from Japan to Alaska
                2 infantry moved from Siberia to Soviet Far East
                1 transport moved from 6 Sea Zone to 33 Sea Zone
                2 carriers and 4 fighters moved from 34 Sea Zone to 33 Sea Zone
                1 destroyer moved from 26 Sea Zone to 33 Sea Zone
                1 tactical_bomber moved from 26 Sea Zone to Alaska
                2 carriers, 1 destroyer, 2 fighters and 2 tactical_bombers moved from 26 Sea Zone to 10 Sea Zone
                2 fighters moved from 33 Sea Zone to 26 Sea Zone
                1 aaGun, 1 armour, 4 artilleries, 13 infantry and 8 mech_infantrys moved from Yunnan to Burma
                4 mech_infantrys moved from Kweichow to Burma
                3 mech_infantrys moved from French Indo China to Burma
                3 mech_infantrys moved from Kiangsu to Hunan

    Place Units - Japanese
                1 destroyer and 2 transports placed in 6 Sea Zone
                3 infantry and 1 mech_infantry placed in Japan
                3 mech_infantrys placed in French Indo China
                2 mech_infantrys placed in Kiangsu
                1 airfield and 1 factory_minor placed in Alaska

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 4
                    Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 3,2,4,6
                Japanese collect 69 PUs (4 lost to blockades); end with 69 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 74 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 79 PUs

  • 12

    nope no breaks for bold.  :lol:


  • bump

  • 12

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7

    Game History

    Round: 10

    Purchase Units - Americans
                Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry and 9 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Americans
                7 infantry moved from Western United States to British Columbia
                2 mech_infantrys moved from Western United States to British Columbia
                3 fighters moved from Western United States to British Columbia
                2 carriers, 2 destroyers, 3 fighters, 2 submarines and 2 transports moved from 125 Sea Zone to 110 Sea Zone
                5 bombers and 3 fighters moved from Norway to 110 Sea Zone

  • 12

    ok time for final battles - need to get some COWLUCK!!!

  • 12

    so, i know you are scrambling everything but give me the official go ahead - some players are gettin awfully picky about scramble decisions these days.  :lol:  (see my game with Me1945 - going to a moderator for dispute resolution at his demand).

  • 12

    you do have to tell me if you are scrambling german or italian ftrs i guess.  :roll:


  • scramble fighters, use german first so 1 german, 2 italian from normandy and 3 german fighters from holland

    save last carrier hit for last unless you get the upper hand at the end of any round then ask

  • 12

    first round casualties?

  • 12

    need a roll of all 5’s and 6’s from you.  :wink:

  • 12

    i got a real pissy opponent at the moment (Me1945) and we have a dispute going.  so rather than be burnt again, i’ll just wait for your specific casualty choice.


  • wow 8 hits  :|

    all ships, so both carriers have 1 hit each.

  • 12

    @hobo:

    wow 8 hits  :|

    all ships, so both carriers have 1 hit each.

    8 hits is less than 1 hit above average no?  :lol:

  • 12

    holy smokes you only hit back 5 times…

    better think about this a bit.

  • 12

    both sides weak in the second round.

    better confirm your round 2 losses.

    not that this battle even matters much, this one’s over.  :lol:

  • 12

    you had told me to save 1 acc but maybe you don’t want to take any hits to the acc’s in round 2?

  • 12

    you still have 2 acc to roll defense in round 2 but you shouldn’t have seen your defense yet anyway.  so confirm your round 2 losses first then i will roll the rest of your defense and continue with round 3.

  • 12

    if your carriers hit twice i’ll be right back behind the 8 ball in this battle.


  • “save last carrier hit for last unless you get the upper hand at the end of any round then ask”

    after that first round you really should have asked because it was totally lopsided. I would have like anyone tossed the carriers and kept fighters at that point. some people engage in donkey battles, don’t take me for one of those.

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