G40 - Yoshi vs. Boldfresh - game 1 of 2
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well, with that result, i think you just won the game. wow, those ftrs kicked my butt. good game yoshi.
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well, i guess i can go one more round and see what happens.
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6/6 on those jap ftrs at a crucial moment! :-)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 fighters and 1 infantry moved from New South Wales to Queensland
1 mech_infantry moved from New South Wales to Queensland
1 cruiser moved from 33 Sea Zone to 36 Sea Zone
1 armour, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to Kwangsi
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to Kwangsi
2 destroyers moved from 33 Sea Zone to 36 Sea Zone
2 fighters moved from 36 Sea Zone to Kwangsi
3 fighters moved from Chahar to Kwangsi
1 fighter moved from Chahar to 36 Sea ZoneCombat - ANZAC
Battle in Kwangsi
ANZAC attack with 1 artillery, 5 fighters and 1 infantry
Japanese defend with 1 airfield, 2 fighters, 1 harbour and 3 infantry
Japanese win with no units remaining. Battle score for attacker is -28
Casualties for Japanese: 2 fighters and 3 infantry
Casualties for ANZAC: 1 artillery, 5 fighters and 1 infantry
Battle in Queensland
ANZAC attack with 2 fighters, 1 infantry and 1 mech_infantry
Japanese defend with 1 airfield, 1 harbour and 1 infantry
ANZAC win, taking Queensland from Japanese with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantryNon Combat Move - ANZAC
2 fighters moved from Queensland to New South WalesPlace Units - ANZAC
1 artillery and 2 infantry placed in New South WalesTurn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 1,5,2,2,6,5,3,2,1,3,6,2,5,6,3
ANZAC collect 5 PUs (2 lost to blockades); end with 5 PUs total -
well, with that result, i think you just won the game. wow, those ftrs kicked my butt. good game yoshi.
If this battle was so crucial, I think that means the game was already on the axis side…
still playing that one or not finally ?
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well, i would say the game is on the axis side now yes. but losing more ftrs than i should have puts it MORE on the axis side of course. yeah, as i said, let’s continue a round.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Combat Move - French
Non Combat Move - French
Turn Complete - French
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well, i would say the game is on the axis side now yes. but losing more ftrs than i should have puts it MORE on the axis side of course. yeah, as i said, let’s continue a round.
I actually dunno how the axis will win, but I do not see them loosing, and economy being on axis side, I guess it is just a matter of time. But the US are still very big, and can do a lot of damage ; an all in on one side (like the one going through Japan currently) might work… but in the same time being sure that the other part of the globe will not fall on the VC conditions… that looks tough.
Anyway, obviously no problem looking a little further, I’m actually interested in it :)
I guess you wanna move your z33 sub somewhere ?
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oh yes the sub was meant to go with the rest of the fleet. you know, you cannot lose on one side of the board as the axis - that is one of the very important things to understand.
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only the allies can lose on one side of the board. i could hold every victory city in europe but as long as you go a full turn with 6 pacific VC’s, YOU WIN. cheesy victory conditions in my opinion…. they work great for about the first 8 rounds but then they kindof go off the rails in my experience.
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Yeah I know, but I guess that if you’re able to control half of the map while not loosing to the VC conditions, you will probably win the game at some point…
But for sure these VC give a disadvantage to the allies
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Yeah I know, but I guess that if you’re able to control half of the map while not loosing to the VC conditions, you will probably win the game at some point…
But for sure these VC give a disadvantage to the allies
it’s impossible to lose to the victory conditions as axis - i have literally never seen it. the axis just gives up when it’s clear they will never gain their victory conditions. you know what the victory conditions are for the allies right? they must hold berlin, rome, AND tokyo for a full round of play.
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i know that to beat you, i would have to keep the pressure high from the very first round (this is a big compliment to your abilities). however, since it was not a league game, i felt like my goal was to try to run strategy such that we could have a game with some interesting conditions develop. i felt the main goal was to give you some practice, not to do my best to step on your neck - seems you did the same in not ending the game with a crossover when you could have. however, with the fall of moscow and the axis being 1 vc from victory in either theater, along with the income advantage, it is just a matter of time until the final victory city is achieved. i am happy to continue to play it out.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 13
Politics - Germans
Germans takes Political Action: Political Action Germans To War With Chinese
Germans succeeds on action: Political Action Germans To War With Chinese: Changing Relationship for Germans and Chinese from Neutrality to WarPurchase Units - Germans
Germans buy 6 armour, 2 destroyers, 3 fighters and 1 transport; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Novosibirsk to Yenisey
Germans take Timguska from Russians
Germans take Yenisey from Russians
1 mech_infantry moved from Novosibirsk to Evenkiyskiy
Germans take Evenkiyskiy from Russians
1 infantry moved from Rostov to Caucasus
Germans take Caucasus from Russians
4 bombers moved from Western Germany to United KingdomCombat - Germans
Germans creates battle in territory 93 Sea Zone
Strategic bombing raid in United Kingdom
Bombing raid in United Kingdom rolls: 5,5,6,3 and causes: 19 damage to unit: factory_major
Bombing raid in United Kingdom causes 19 damage total.Non Combat Move - Germans
4 bombers moved from United Kingdom to Western Germany
1 bomber moved from Southern Italy to Western Germany
1 fighter moved from Western Germany to Southern Italy
1 artillery and 3 infantry moved from Finland to Norway
3 infantry moved from Karelia to Finland
3 infantry moved from Novgorod to Karelia
2 mech_infantrys moved from Yugoslavia to Bessarabia
1 infantry moved from Northern Italy to Western Germany
1 infantry moved from Southern Italy to Northern Italy
1 infantry moved from Northern Italy to France
1 submarine moved from 110 Sea Zone to 119 Sea Zone
1 submarine moved from 110 Sea Zone to 112 Sea Zone
3 aaGuns, 10 artilleries and 20 infantry moved from Rostov to Caucasus
2 armour moved from Russia to Novosibirsk
1 mech_infantry moved from Novosibirsk to Shensi
1 armour moved from Russia to Kazakhstan
1 armour and 4 mech_infantrys moved from Volgograd to Kazakhstan
4 mech_infantrys moved from Volgograd to Novosibirsk
7 armour, 3 artilleries and 12 mech_infantrys moved from Volgograd to Caucasus
1 submarine moved from 93 Sea Zone to 98 Sea Zone
3 fighters moved from Northern Italy to GreecePlace Units - Germans
3 armour placed in Volgograd
3 armour placed in Russia
3 fighters placed in Western Germany
2 destroyers and 1 transport placed in 112 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 1,3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,6
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,2
Germans collect 70 PUs (5 lost to blockades); end with 70 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 75 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 80 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 95 PUs -
forgot to edit the anzac sub… I’ll let you do that :)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 13
Combat Move - Russians
3 infantry moved from Kansu to Shensi
1 mech_infantry moved from Trans-Jordan to Persia
8 artilleries and 26 infantry moved from Northwest Persia to PersiaCombat - Russians
Battle in Shensi
Russians attack with 3 infantry
Japanese defend with 1 mech_infantry; Germans defend with 1 mech_infantry
Japanese win with 2 mech_infantrys remaining. Battle score for attacker is -9
Casualties for Russians: 3 infantry
Battle in Persia
Russians attack with 8 artilleries, 26 infantry and 1 mech_infantry
Japanese defend with 1 factory_minor and 10 infantry
20 infantry owned by the Russians , 1 mech_infantry owned by the Russians and 8 artilleries owned by the Russians retreated to Iraq
Japanese win with 4 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 6 infantry
Casualties for Russians: 6 infantryNon Combat Move - Russians
2 aaGuns moved from Northwest Persia to IraqTurn Complete - Russians
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wow - when dice turn against me, they tend to turn with a PASSION. :lol: don’t mind seeing it in a nonleague game i must say.
not that it matters but iraq was 51 on attack vs. 20 on defense… :-P
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could have been worse… with 10 hits for you Egypt was dead for sure :) (but yeah you’ve been heavily diced here)
russian units in asia do not move ?
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by the way, are the anzac units on separated transports or on the same ?





