Scramble to Taranto?
14L Whackamatt (Axis) vs Soup (Allies +14)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 2 armour, 1 carrier and 4 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With French
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to AlliedCombat Move - Japanese
1 armour moved from Soviet Far East to Sakha
Japanese take Siberia from Russians
Japanese take Sakha from Russians
1 artillery and 2 infantry moved from Chahar to Central Mongolia
3 fighters and 3 tactical_bombers moved from Manchuria to Central Mongolia
1 artillery and 3 infantry moved from Hunan to Yunnan
2 fighters and 2 tactical_bombers moved from Jehol to Yunnan
2 bombers, 2 fighters and 2 tactical_bombers moved from Kwangsi to Yunnan
1 fighter moved from Kiangsi to Yunnan
1 artillery and 3 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 3 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 mech_infantry moved from Amur to Buyant-Uhaa
Japanese take Buyant-Uhaa from Russians
1 artillery and 1 infantry moved from Jehol to Buyant-Uhaa
1 transport moved from 19 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 destroyer moved from 35 Sea Zone to 36 Sea Zone
1 transport moved from 20 Sea Zone to 37 Sea Zone
2 battleships, 3 carriers, 2 cruisers, 3 destroyers and 2 submarines moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Siam to 37 Sea Zone
1 transport moved from 5 Sea Zone to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 infantry moved from Soviet Far East to SiberiaCombat - Japanese
Battle in Central Mongolia
Japanese attack with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers
Russians defend with 4 infantry
Japanese win, taking Central Mongolia from Russians with 1 artillery, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Russians: 4 infantry
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 5 fighters, 3 infantry and 4 tactical_bombers
Chinese defend with 11 infantry
Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is -7
Casualties for Japanese: 2 fighters, 3 infantry and 1 tactical_bomber
Casualties for Chinese: 11 infantryNon Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from Yunnan to 37 Sea Zone
1 aaGun and 1 infantry moved from Kiangsi to Kwangsi
1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
2 bombers moved from Yunnan to Kwangsi
1 artillery and 3 infantry moved from 19 Sea Zone to Kiangsu
3 fighters and 3 tactical_bombers moved from Central Mongolia to Anhwe
2 fighters and 1 tactical_bomber moved from Manchuria to KwangsiPlace Units - Japanese
2 armour and 1 mech_infantry placed in Kiangsu
3 mech_infantrys placed in Shantung
1 carrier placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 36 PUs; end with 36 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 46 PUs -
Stacking in Amur will lead to exactly this. It’s a good idea to concentrate them in Buryatia, or Sakha where Japan can’t touch them. Then you can wait until Japan moves most of its forces away, and move back again, threatening a 1-2 combo with Russia and the US. Or moving in the Russian stack when the US takes Korea.
OR, you can slowly march them straight to Moscow, as Russia will lose in a 1 vs 1 fight with Germany. That extra 20 hits can really help them last a lot longer sometimes.
Alternatively, stacking in Amur can be used to lure your opponent to go after Russia as Japan instead of setting up for a J2 or J3 around India or the DEI. I’m pretty well locked into pushing into the mainland now. My income won’t grow as fast as declaring war on J2 or J3, but I want to keep the US out of the war if I’m going to take London. having the US in the game on US2 can hurt Germany a bit.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after successful research.
Americans discover Super subsActivate Technology - Americans
Americans activating Super subsPurchase Units - Americans
Americans buy 8 submarines; Remaining resources: 3 PUs; 0 techTokens;Combat Move - Americans
Non Combat Move - Americans
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
1 destroyer and 1 submarine moved from 35 Sea Zone to 23 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 31 Sea Zone to 26 Sea Zone
1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
3 mech_infantrys moved from Central United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 armour, 1 artillery, 1 cruiser, 2 infantry, 3 mech_infantrys and 5 transports moved from 101 Sea Zone to 28 Sea Zone
1 fighter moved from Eastern United States to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Wake IslandPlace Units - Americans
3 submarines placed in 10 Sea Zone
3 submarines placed in 101 Sea Zone
2 submarines placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 55 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
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
Non Combat Move - Chinese
3 infantry moved from Shensi to SzechwanPlace Units - Chinese
5 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total -
Don’t forget to post the UK turn :-D
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inwork ;)
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Combat Move - British
1 bomber and 1 fighter moved from United Kingdom to 112 Sea Zone
1 cruiser moved from 96 Sea Zone to 93 Sea Zone
1 fighter moved from Malta to 92 Sea Zone
1 fighter moved from 97 Sea Zone to Alexandria
1 tactical_bomber moved from 97 Sea Zone to Alexandria
1 carrier moved from 97 Sea Zone to 93 Sea Zone
1 cruiser moved from 97 Sea Zone to 93 Sea Zone
1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to AlexandriaCombat - British
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Scramble in SZ112?
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yes please, 2 fighters and 1 tac.
Do you know about the battle calculator? It’s on the territory tab. You can adjust the forces will be for both sides in a simulated battle, and it will tell you your odds of winning, how many units on average you’ll have left over, etc. That way it’s easier to tell than just eyeballing it if an attack is a good idea or not.
But even without the calculator, this 2 units vs 4 units is not a very good idea. :wink:
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Yeah…I’m aware of it - I just keep forgetting about the scramble option :/ #FML
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Well if you forget and say, “Oh! Forgot he could scramble!” you should close Triple A and reopen it. Nothing says you can’t. So if you want to take it back, I’m cool with that.
I redo most turns multiple times (pre-combat, of course), changing my purchases and where I attack.
And even a friendly, “Hey, I’m redoing my CM because I forgot about scrambling, disregard the posted CM/scramble question.” So long as you don’t resolve any combat, most opponents will be fine with it.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - British
British spend 6 on tech rolls
UK_Pacific spend 4 on tech rolls
British removing all Technology Tokens after unsuccessful research.Purchase Units - British
British buy 2 armour, 1 bomber and 1 infantry; Remaining resources: 1 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy 1 armour and 3 infantry; Remaining resources: 2 PUs;Combat Move - British
1 bomber and 1 fighter moved from United Kingdom to 112 Sea Zone
1 cruiser moved from 96 Sea Zone to 93 Sea Zone
1 fighter moved from Malta to 92 Sea Zone
1 fighter moved from 97 Sea Zone to Alexandria
1 tactical_bomber moved from 97 Sea Zone to Alexandria
1 carrier moved from 97 Sea Zone to 93 Sea Zone
1 cruiser moved from 97 Sea Zone to 93 Sea Zone
1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to AlexandriaCombat - British
Germans scrambles 3 units out of Western Germany to defend against the attack in 112 Sea Zone
Battle in 112 Sea Zone
British attack with 1 bomber and 1 fighter
Germans defend with 1 cruiser, 1 destroyer, 2 fighters, 1 tactical_bomber and 3 transports
Germans win with 1 cruiser, 2 fighters, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is -14
Casualties for Germans: 1 destroyer
Casualties for British: 1 bomber and 1 fighter
Battle in 93 Sea Zone
British attack with 1 carrier and 2 cruisers
Italians defend with 1 cruiser, 1 destroyer and 1 submarine
Units damaged: 1 carrier owned by the British
British win, taking 93 Sea Zone from Italians with 1 carrier and 2 cruisers remaining. Battle score for attacker is 26
Casualties for Italians: 1 cruiser, 1 destroyer and 1 submarine
Battle in Alexandria
British attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
Italians defend with 1 armour, 1 artillery and 1 mech_infantry
British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for British: 1 artillery and 1 infantry
Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
Battle in 92 Sea Zone
British attack with 1 fighter
Italians defend with 1 transport
British win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Italians: 1 transport
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 112 Sea Zone back to originating territory: Western GermanyNon Combat Move - British
1 fighter moved from 92 Sea Zone to Morocco
1 fighter and 1 tactical_bomber moved from Alexandria to Egypt
1 mech_infantry moved from India to Eastern Persia
British take Eastern Persia from Neutral_Allies
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
UK_Pacific take Celebes from Dutch
1 battleship, 1 cruiser and 1 destroyer moved from 41 Sea Zone to 44 Sea Zone
2 infantry moved from Rhodesia to Tanganyika TerritoryPlace Units - British
2 armour placed in Union of South Africa
1 bomber and 1 infantry placed in United KingdomTurn Complete - British
British collect 29 PUs; end with 30 PUs totalPlace Units - UK_Pacific
1 armour and 3 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 24 PUs; end with 26 PUs total
Some Units in India change ownership: 1 armour and 3 infantry -
So…I decided to keep the combat as it was for a couple of reasons:
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Just like in war, mistakes can be costly.
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What better way to learn then to own the mistakes and see them through?
and finally,
- I had rolled for tech with UK, was unsuccessful…and wasn’t exactly sure on how to retain that action while potentially “fixing” the initial combat movement. Would I had reloaded the China2 file? But that would’ve removed the initial Tech results. pressed with the save file…and then simply negated that SZ battle through EDIT mode after the fact and returned the aircraft to England and the sea units to the SZ?
In the end…i appreciate the advice…happy to be learning the ins/outs of G40 :)
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In such a case, you would reload from China, yes. Because you bought a tech and didn’t score anything, you’d repeat that, only if you actually won a tech, you would then remove it through edit mode to be true to the original dice, then do the UK turn.
And make sure you state what you’re doing in the forums, as seeing multiple dice results for the same thing make people uneasy.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Italians
Italians buy nothing; Remaining resources: 1 PUs;Combat Move - Italians
3 fighters moved from Southern Italy to 93 Sea Zone
6 infantry moved from Southern Italy to Northern ItalyCombat - Italians
Battle in 93 Sea Zone
Italians attack with 3 fighters
British defend with 1 carrier and 2 cruisers
Italians win with 1 fighter remaining. Battle score for attacker is 20
Casualties for British: 1 carrier and 2 cruisers
Casualties for Italians: 2 fightersNon Combat Move - Italians
1 fighter moved from 93 Sea Zone to Southern Italy
2 aaGuns, 1 artillery and 1 infantry moved from Yugoslavia to Romania
1 armour moved from Albania to Romania
1 armour and 2 infantry moved from Bulgaria to RomaniaTurn Complete - Italians
Italians collect 9 PUs; end with 10 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 15 PUs -
I would also ask why you purchased a bomber for the UK, after Germany bought 10 transports to invade london? Â A strat bomber costs 12 and defends at a 1. Â instead, it could have been 4 hits (infantry @ 3ICs each) that defend at a 2 each.
If you would like to edit/change your purchase, I’m okay with that too; it wouldn’t have affected Italy’s turn at all.
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I bought it with the intention of attacking the transports…but as we already discussed - I forgot about the scramble. No worries…I’ll keep the bomber :-)
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Even without the scramble though, due to the turn order, Germany will go next before that bomber can do anything. :wink:
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 transport; Remaining resources: 7 PUs;Combat Move - ANZAC
2 infantry moved from Egypt to Alexandria
British take Alexandria from ItaliansCombat - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Java to 42 Sea Zone
1 cruiser, 1 destroyer, 2 infantry and 1 transport moved from 42 Sea Zone to 45 Sea Zone
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
2 fighters moved from Queensland to Malaya
1 artillery and 1 infantry moved from Queensland to New South Wales
1 fighter moved from New South Wales to New GuineaPlace Units - ANZAC
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 21 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Combat Move - French
Non Combat Move - French
2 infantry moved from Algeria to Tunisia
1 infantry moved from French Central Africa to French Equatorial Africa
1 destroyer moved from 76 Sea Zone to 98 Sea ZoneTurn Complete - French