@BobbaRossa Yea, I hate doing Taranto because of the IPC unit loss, but the BB has to go.
13L G40 MrRoboto (Axis) vs JuanSpain (Allies+9)
-
Hi, you are taking longer than before to move, can we progress a bit faster if possible please? After your Japanese turn, Americans may attack West Germany with 9 bombers, in that case, what is the OOL for german planes please? avarage in hits is 6, if you take longer in moving and answering questions and you also require launching the dice before saying the OOL it becomes too boring…
thx -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 1 artillery, 6 destroyers, 2 infantry and 1 transport; Remaining resources: 9 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
1 artillery and 3 mech_infantrys moved from Jehol to Manchuria
1 fighter moved from Suiyuyan to Manchuria
1 mech_infantry moved from Suiyuyan to Kansu
Japanese take Kansu from Chinese
1 mech_infantry moved from Suiyuyan to Shensi
Japanese take Shensi from Chinese
1 mech_infantry moved from Suiyuyan to Shensi
1 destroyer moved from 37 Sea Zone to 41 Sea Zone
Japanese take 37 Sea Zone from UK_Pacific
1 destroyer moved from 37 Sea Zone to 42 Sea Zone
1 destroyer moved from 37 Sea Zone to 43 Sea Zone
1 fighter moved from Shan State to 41 Sea Zone
1 fighter moved from Shan State to 42 Sea Zone
1 destroyer moved from 19 Sea Zone to 44 Sea ZoneCombat - Japanese
Japanese creates battle in territory 62 Sea Zone
Battle in Manchuria
Japanese attack with 1 artillery, 1 fighter and 3 mech_infantrys
Russians defend with 1 infantry
Japanese roll dice for 1 artillery, 1 fighter and 3 mech_infantrys in Manchuria, round 2 : 3/5 hits
Chinese roll dice for 1 infantry in Manchuria, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Manchuria
Japanese win, taking Manchuria from Chinese with 1 artillery, 1 fighter and 3 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 41 Sea Zone
Japanese attack with 1 destroyer and 1 fighter
ANZAC defend with 1 submarine and 2 transports
ANZAC roll dice for 1 submarine in 41 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer and 1 fighter in 41 Sea Zone, round 2 : 1/2 hits
1 submarine owned by the ANZAC lost in 41 Sea Zone
2 transports owned by the ANZAC lost in 41 Sea Zone
Japanese win, taking 41 Sea Zone from ANZAC with 1 destroyer and 1 fighter remaining. Battle score for attacker is 20
Casualties for ANZAC: 1 submarine and 2 transports
Battle in 44 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the ANZAC lost in 44 Sea Zone
Japanese win, taking 44 Sea Zone from ANZAC with 1 destroyer remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarine
Battle in 42 Sea Zone
Japanese attack with 1 destroyer and 1 fighter
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer and 1 fighter in 42 Sea Zone, round 2 : 1/2 hits
1 submarine owned by the ANZAC lost in 42 Sea Zone
Japanese win, taking 42 Sea Zone from ANZAC with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarine
Battle in 62 Sea Zone
Japanese attack with 1 submarine
ANZAC defend with 1 battleship and 2 submarines
1 submarine owned by the Japanese Submerged
2 submarines owned by the ANZAC Submerged
Battle in 43 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 3 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 3 : 0/1 hits
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 4 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 4 : 1/1 hits
1 submarine owned by the ANZAC lost in 43 Sea Zone
Japanese winANZAC win with 1 battleship remaining, taking 43 Sea Zone from ANZAC with 1 destroyer remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarineNon Combat Move - Japanese
1 infantry moved from Malaya to Shan State
1 artillery and 1 infantry moved from French Indo China to Shan State
1 transport moved from 37 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Java to 42 Sea Zone
1 artillery, 1 fighter, 1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Shan State
1 fighter moved from 41 Sea Zone to Burma
1 fighter moved from 37 Sea Zone to Shan State
1 transport moved from 36 Sea Zone to 43 Sea Zone
1 artillery and 1 infantry moved from Borneo to 43 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Shan State
2 mech_infantrys moved from Kiangsu to Jehol
1 fighter moved from Manchuria to Jehol
1 submarine moved from 3 Sea Zone to 1 Sea ZonePlace Units - Japanese
1 transport placed in 6 Sea Zone
3 destroyers placed in 19 Sea Zone
3 destroyers placed in 37 Sea Zone
1 artillery and 2 infantry placed in French Indo ChinaTurn Complete - Japanese
Japanese collect 64 PUs; end with 73 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 78 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 83 PUsProduction/PUs Summary :
Germans : 61 / 82
Russians : 18 / 18
Japanese : 64 / 83
Americans : 52 / 63
Chinese : 2 / 4
British : 27 / 25
UK_Pacific : 5 / 5
Italians : 22 / 27
ANZAC : 10 / 18
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Americans
Americans buy 5 bombers; Remaining resources: 3 PUs;Combat Move - Americans
9 bombers moved from United Kingdom to Western Germany
1 transport moved from 81 Sea Zone to 76 Sea Zone
1 infantry moved from Ethiopia to 76 Sea Zone
1 mech_infantry moved from Italian Somaliland to 76 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 76 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Persia
1 mech_infantry moved from 80 Sea Zone to Persia -
ool pls
-
it actually depends on how many hits you score. If you’re scoring less than average, I could try to save some bombers.
For the next time: After your combat move, just roll the first round (don’t choose my casualties). Save the file and upload it here.
-
6 hits. Lets see if I can continue after exiting the casualty selection screen and saving the way you told me, the game does not seem to be resdy to interrupt there. If this file is corrupt, you can check the casualties in Marti and I will remake it using edit from previous if I can.
As I said, but you don´t seem to read what I write, this way is too long if you take long to answer.
You were lucky with the AA, so I have 8 remaining Bombers, now you select 6 hits (the average), and affter that launch your defense for your 12 planes.
Cheers
Juan
-
First of all: It worked just fine (saving the file before choosing the casualties). I know the extra window can’t be closed after saving. But you can easily close the whole game and then close the combat window afterwards.
Second: I am answering on a daily basis, often times more than once a day. That’s faster than average. If that’s still too slow for you, that’s not my problem. Maybe there is a time frame sometimes, where I might need more than 24 hours to answer. Good luck finding someone without these little pauses.
Additionally, it is just normal that you have to ask for OOL. You would want to be asked first, too. You will find nobody to play with, if you want to skip asking for OOL. You only have to wait for your opponent ONCE to give an answer to your OOL request, and that’s surely bearable.Third: “Lucky” with the AA? It was a 50% chance to hit a bomber…. I could call your 6 hits lucky too, then. Since on average you only deal 5 1/3 hits, which is closer to 5 hits.
Finally: I choose the AA gun and 5 bombers.
For the next round: It depends on how many bombers I shoot down and how many hits you score next round. Sorry, but you will have to ask again.
-
First:
Congratulations!! you did not ignore what I wrote this time!! that is much more politeSecond: you asked several times for an ool to me, and did not sent your dice, you started asking for it when it was interesting for you, for the record, you should not change the way you are playing a game with someone as it becomes convinient to you if you want to be considered a fair player, the same thing happens if you apply an edit mode and don´t ask first, may be in that case, you preffered to go a bit faster, now you seem to prefer just bothering me, it is obvious that it does not make a big difference given Moscow is about to fall.
Third: if you think playing like this is dynamic, congratulations again, we are spending a week just for one combat… A dynamic way to do it is define your goals/probability thresholds in the combat to the other player and he/she would apply it if you are playing with a fair player.
Cheers
Juan
-
there you go the file again, and lucky again… this time by two hits, one more in your side and one less in mine.
One fighter?
-
First:
Congratulations!! you did not ignore what I wrote this time!! that is much more politeNow you’re the one who’s not polite. I may have forgotten to answer once, but I did provide you with a lot of useful information about league play, forum play and tripleA usage. And now you’re attacking me because I didn’t answer to your last post?
Second: you asked several times for an ool to me, and did not sent your dice, you started asking for it when it was interesting for you, for the record, you should not change the way you are playing a game with someone as it becomes convinient to you if you want to be considered a fair player, the same thing happens if you apply an edit mode and don´t ask first, may be in that case, you preffered to go a bit faster, now you seem to prefer just bothering me, it is obvious that it does not make a big difference given Moscow is about to fall.
Wow, are you ***** kidding me?
I did scan through our thread. I did ask for an OOL two times. In both cases, I did provide you with the amount of hits I scored. So I have no idea why you are saying that I “did not sent dice”.
Additionally, even if I might have forgotten to roll the first round of battle - I’m not the one complaining about slow play. You are.By the way, your whole “second” is one sentence. It is very hard to understand you, if you never end your sentences.
Now, you are accusing me of changing the way I play the game. I have no idea, what you mean with that. Whenever I attack an opponent and the OOL is not obvious, I will ask. Of course I won’t ask, if it is obvious which casualties you choose. Battles that require OOL are naval battles where submarines are involved and land battles, where defending bombers are involved. I don’t think I have missed asking you for an OOL. If I have, point it out to me please and I will apologize.
Are you really mentioning the edits I apply? Almost all of them are only Non-Combat-Move edits. Yes - you don’t need to allow them. You can be a prick and forbid edits. Again I will tell you, that you will have a hard time finding opponents with that attitude. And besides, you have done NCM edits as well.
Usually, NCM edits or placing edits are not even mentioned by most players. I’ve never asked my opponent to remake a NCM edit and nobody ever asked me.Third: if you think playing like this is dynamic, congratulations again, we are spending a week just for one combat… A dynamic way to do it is define your goals/probability thresholds in the combat to the other player and he/she would apply it if you are playing with a fair player.
Cheers
Juan
You are exaggerating. That last combat started on Sunday, 8 pm CET. Now it is Tuesday, 2 pm CET. We’ve spent not even 2 days for that combat and you are complaining already? I told you already - that’s how forum play works. If defending bombers are involved, there is NO OTHER WAY than to ask for an OOL. You would want the same! Yes, I will most likely win this game, no matter how many bombers are chosen as casualties. That doesn’t mean I don’t want to maximize my chances. I’m still looking to have the best odds possible.
-
Now to the actual combat:
Yes, I will choose a fighter.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Americans
Americans buy 5 bombers; Remaining resources: 3 PUs;Combat Move - Americans
9 bombers moved from United Kingdom to Western Germany
1 transport moved from 81 Sea Zone to 76 Sea Zone
1 infantry moved from Ethiopia to 76 Sea Zone
1 mech_infantry moved from Italian Somaliland to 76 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 76 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Persia
1 mech_infantry moved from 80 Sea Zone to PersiaCombat - Americans
Battle in Persia
Battle in Western Germany
Americans attack with 9 bombers
Germans defend with 1 aaGun, 1 airfield, 7 bombers, 1 factory_major, 3 fighters, 1 harbour and 2 tactical_bombers
Germans win, taking Persia from Germans with 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -33
Casualties for Germans: 1 aaGun, 5 bombers and 1 fighter
Casualties for Americans: 9 bombersNon Combat Move - Americans
5 bombers moved from Western United States to 102 Sea Zone
5 bombers moved from 102 Sea Zone to United Kingdom
3 bombers moved from Mexico to 89 Sea Zone
3 bombers moved from 89 Sea Zone to 103 Sea Zone
3 bombers moved from 103 Sea Zone to 91 Sea Zone
3 bombers moved from 91 Sea Zone to Gibraltar
1 mech_infantry moved from Soviet Far East to AmurPlace Units - Americans
5 bombers placed in Eastern United StatesTurn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 4,3
Americans collect 52 PUs (2 lost to blockades); end with 55 PUs total
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 65 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 infantry moved from Szechwan to Sikang
Chinese take Sikang from Japanese
1 infantry moved from Szechwan to Kweichow
Chinese take Kweichow from Japanese
1 infantry moved from Szechwan to Yunnan
Chinese take Yunnan from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 5 PUs; end with 6 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - British
British buy 1 tactical_bomber and 2 transports; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 mech_infantry; Remaining resources: 1 PUs;Combat Move - British
1 unit repaired.
2 destroyers moved from 106 Sea Zone to 109 Sea Zone
3 battleships, 4 destroyers and 3 transports moved from 92 Sea Zone to 104 Sea Zone
3 battleships, 4 destroyers and 3 transports moved from 104 Sea Zone to 109 Sea Zone
1 artillery moved from Anglo Egyptian Sudan to Egypt
1 armour moved from Egypt to Iraq
British take Iraq from Germans
1 infantry moved from Egypt to Trans-Jordan
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan
1 tactical_bomber moved from Dutch New Guinea to 44 Sea ZoneCombat - British
Battle in 44 Sea Zone
British attack with 1 tactical_bomber
Japanese defend with 1 destroyer
British win with 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - British
1 tactical_bomber moved from 44 Sea Zone to Dutch New GuineaPlace Units - British
2 transports placed in 109 Sea Zone
1 tactical_bomber placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 2,1
British collect 28 PUs (1 lost to blockades); end with 28 PUs totalPlace Units - UK_Pacific
1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 6 PUs total
Some Units in India change ownership: 1 mech_infantry -
I will only say, you did not ignore my posts just once, now we are communicating, this is much better.
I take your point about the knowledge you shared with me, that is a fair point, thank you for that. I will not keep discussing about the rest, which does not mean I think you are right.
Your turn with Italy, this game is about to end. OOL for my gibraltar bombers is max defense, both if you attack with Italy or Germany, and I scramble my plane if you attack British fleet.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - British
British buy 1 artillery and 3 transports; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 mech_infantry; Remaining resources: 1 PUs;Combat Move - British
1 unit repaired.
1 transport moved from 92 Sea Zone to 91 Sea Zone
1 transport moved from 92 Sea Zone to 91 Sea Zone
2 transports moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 destroyer moved from 92 Sea Zone to 104 Sea Zone
1 destroyer moved from 104 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 infantry moved from United Kingdom to Scotland
British take Scotland from Germans
1 destroyer moved from 92 Sea Zone to 104 Sea Zone
1 destroyer moved from 104 Sea Zone to 110 Sea Zone
3 battleships, 2 destroyers and 1 transport moved from 92 Sea Zone to 104 Sea Zone
3 battleships, 2 destroyers and 1 transport moved from 104 Sea Zone to 109 Sea Zone
2 destroyers moved from 106 Sea Zone to 109 Sea Zone
1 tactical_bomber moved from Dutch New Guinea to 44 Sea ZoneCombat - British
Battle in 44 Sea Zone
British attack with 1 tactical_bomber
Japanese defend with 1 destroyer
British win with 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 110 Sea Zone
British attack with 2 destroyers and 2 transports
Germans defend with 1 submarine
British win with 2 destroyers and 2 transports remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in Holland Belgium
Battle in Normandy BordeauxNon Combat Move - British
1 armour moved from Egypt to Trans-Jordan
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan
1 artillery moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Egypt to Trans-Jordan
1 tactical_bomber moved from 44 Sea Zone to Dutch New GuineaPlace Units - British
3 transports placed in 109 Sea Zone
1 artillery placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 5,3
British collect 33 PUs (1 lost to blockades); end with 33 PUs totalPlace Units - UK_Pacific
1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 6 PUs total
Some Units in India change ownership: 1 mech_infantry -
I repeated my Europe UK turn, had to change my planned strategy as 3 more Germany planes than average survived the american bombers, I realized defense was not enough when reviewing the map. Just one combat in UK Pacific with the same result both times.
Again, Gibraltar strategy is Max defense.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
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 fighters; Remaining resources: 7 PUs;Combat Move - Italians
1 bomber and 2 fighters moved from Libya to 92 Sea Zone
1 armour moved from Caucasus to Tsinghai
Italians take Kazakhstan from RussiansCombat - Italians
Battle in Tsinghai
Italians attack with 1 armour
Chinese defend with 1 infantry
Italians roll dice for 1 armour in Tsinghai, round 2 : 1/1 hits
Chinese roll dice for 1 infantry in Tsinghai, round 2 : 1/1 hits
1 infantry owned by the Chinese and 1 armour owned by the Italians lost in Tsinghai
Chinese win with no units remaining. Battle score for attacker is -3
Casualties for Italians: 1 armour
Casualties for Chinese: 1 infantry
Battle in 92 Sea Zone
Italians attack with 1 bomber and 2 fighters
French defend with 1 cruiser and 1 destroyer
Italians roll dice for 1 bomber and 2 fighters in 92 Sea Zone, round 2 : 0/3 hits
French roll dice for 1 cruiser and 1 destroyer in 92 Sea Zone, round 2 : 0/2 hits
Italians roll dice for 1 bomber and 2 fighters in 92 Sea Zone, round 3 : 3/3 hits
French roll dice for 1 cruiser and 1 destroyer in 92 Sea Zone, round 3 : 0/2 hits
1 cruiser owned by the French and 1 destroyer owned by the French lost in 92 Sea Zone
Italians win with 1 bomber and 2 fighters remaining. Battle score for attacker is 20
Casualties for French: 1 cruiser and 1 destroyerNon Combat Move - Italians
1 bomber moved from 92 Sea Zone to Southern Italy
2 fighters moved from 92 Sea Zone to Morocco
1 infantry moved from Bryansk to SmolenskPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Italians collect 23 PUs; end with 30 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUsProduction/PUs Summary :
Germans : 52 / 82
Russians : 17 / 18
Japanese : 61 / 83
Americans : 54 / 65
Chinese : 5 / 6
British : 34 / 33
UK_Pacific : 5 / 6
Italians : 23 / 35
ANZAC : 10 / 18
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 3 submarines; Remaining resources: 0 PUs;Combat Move - ANZAC
1 submarine moved from 56 Sea Zone to 57 Sea Zone
1 submarine moved from 57 Sea Zone to 41 Sea Zone
1 submarine moved from 55 Sea Zone to 42 Sea Zone
1 submarine moved from 45 Sea Zone to 43 Sea Zone
ANZAC take 44 Sea Zone from JapaneseCombat - ANZAC
ANZAC creates battle in territory 62 Sea Zone
Battle in 41 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 destroyer
Japanese win with 1 destroyer remaining. Battle score for attacker is -6
Casualties for ANZAC: 1 submarine
Battle in 42 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 destroyer
Japanese win with no units remaining. Battle score for attacker is 2
Casualties for Japanese: 1 destroyer
Casualties for ANZAC: 1 submarine
Battle in 62 Sea Zone
ANZAC attack with 1 battleship and 2 submarines
Japanese defend with 1 submarine
1 submarine owned by the Japanese Submerged
Battle in 43 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 destroyer
ANZAC winANZAC win with 1 battleship and 2 submarines remaining, taking 43 Sea Zone from Japanese with 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - ANZAC
1 infantry moved from Northern Territory to Queensland
1 aaGun moved from Northern Territory to Queensland
1 infantry moved from Western Australia to Northern TerritoryPlace Units - ANZAC
3 submarines placed in 62 Sea ZoneTurn Complete - ANZAC
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 4,4
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 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Combat Move - French
1 infantry moved from Alexandria to Tobruk
French take Tobruk from ItaliansCombat - French
Non Combat Move - French
Turn Complete - French





