dab043df-c2c2-4fc1-acf1-f4ea6dee9124-triplea_42321_1USA.tsvg
Teslas (Allies) vs Private Panic (Axis) in 1940 Global
-
It looks as if you forgot to move your German sub from SZ 118. The most clearly optimal play here is to move it to SZ 125 to block the 5 IPC Russian NO, so I have done that for you.
If you would not like to do this, please move it and give Russia 5 IPCs on Japan’s turn.
-
Woops, you can’t make it to 125 from there. Thank god! I will leave it in 118, but feel free to move it on Japan’s turn nontheless.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Russians
Russians buy 5 artilleries and 5 infantry; Remaining resources: 3 PUs;Combat Move - Russians
Turning on Edit Mode
EDIT: Removing units owned by Germans from 118 Sea Zone: 1 submarine
EDIT: Adding units owned by Germans to 125 Sea Zone: 1 submarine
EDIT: Removing units owned by Germans from 125 Sea Zone: 1 submarine
EDIT: Adding units owned by Germans to 118 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 infantry moved from Bryansk to Ukraine
1 infantry moved from Bryansk to Ukraine
2 infantry moved from Archangel to Novgorod
1 fighter moved from Russia to Ukraine
1 tactical_bomber moved from Russia to Novgorod
2 infantry moved from Bryansk to Western Ukraine
1 fighter moved from Russia to Western UkraineCombat - Russians
Battle in Novgorod
Russians attack with 2 infantry and 1 tactical_bomber
Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Russians win, taking Novgorod from Germans with 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Ukraine
Russians attack with 1 fighter and 2 infantry
Germans defend with 1 factory_minor and 1 infantry
Russians win, taking Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Western Ukraine
Russians attack with 1 fighter and 2 infantry
Germans defend with 1 infantry
Russians win, taking Western Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
3 artilleries moved from Archangel to Smolensk
1 infantry moved from Archangel to Smolensk
9 artilleries moved from Russia to Bryansk
1 fighter moved from Western Ukraine to Russia
1 fighter moved from Ukraine to Russia
1 tactical_bomber moved from Novgorod to Bryansk
1 mech_infantry moved from Caucasus to Iraq
2 infantry moved from Kansu to Novosibirsk
1 infantry moved from Olgiy to Timguska
1 infantry moved from Dzavhan to Olgiy
2 infantry moved from Central Mongolia to Tsagaan Olom
6 infantry moved from Yenisey to Timguska
2 aaGuns and 12 infantry moved from Yakut S.S.R. to Yenisey
1 submarine moved from 123 Sea Zone to 106 Sea ZonePlace Units - Russians
5 artilleries and 5 infantry placed in RussiaTurn Complete - Russians
Russians collect 28 PUs; end with 31 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 36 PUs -
1: Please note my two posts before the Russian turn, since we’re on a new page.
2:
To me, your Russian front looks kinda dangerous for you at the moment. You have a lot more units now, but you still need to walk three more turns toward Moscow. That’s somewhere between 15-30 more Russians to be built, depending on how well you take Russia’s economy or bomb their factory. There’s also 25 more Russians slowly walking their way to Moscow.
I would be very careful if I were you, and don’t delay another turn like you did the last round if you can at all help it. I think Moscow is out of your grasp (without a Japanese suicide strafe first), but the middle east is still well within the range of possibilities.
That being said, I would love for you to show me differently.
-
I will do my best!
And I’ll edit the sub to within range of that sz. Thanks tes!
-
Well it’s your turn! You have too many concurrent games, man. How many are you in now?
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Japanese
Japanese buy 1 artillery, 2 destroyers, 1 fighter, 4 infantry and 1 transport; Remaining resources: 6 SuicideAttackTokens; 2 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 Allied
Japanese takes Political Action: Political Action Japanese To War With Americans
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Japanese and Americans from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Chinese and Americans from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for British and Americans from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for ANZAC and Americans from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and French from Neutrality to Allied
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Dutch from Neutrality to Friendly
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral
Japanese succeeds on action: Political Action Japanese To War With Americans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral
Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to AlliedCombat Move - Japanese
Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Japanese
1 artillery and 8 infantry moved from Buryatia to Yakut S.S.R.
Japanese take Yakut S.S.R. from Russians
1 infantry moved from Ulaanbaatar to Central Mongolia
Japanese take Central Mongolia from Russians
1 infantry moved from Buyant-Uhaa to Central Mongolia
1 infantry moved from Siam to French Indo China
Japanese take French Indo China from French
1 infantry moved from Siam to Shan State
Japanese take Shan State from UK_Pacific
1 infantry moved from Yunnan to Burma
Japanese take Burma from UK_Pacific
1 infantry moved from Kweichow to Szechwan
Japanese take Szechwan from Chinese
1 infantry moved from Kweichow to Shensi
Japanese take Shensi from Chinese
1 armour moved from Kiangsu to 19 Sea Zone
1 infantry moved from Kiangsu to 19 Sea Zone
1 infantry moved from Kiangsu to 19 Sea Zone
1 infantry moved from Kiangsu to 19 Sea Zone
1 infantry moved from Kiangsi to 20 Sea Zone
1 armour and 2 mech_infantrys moved from Kiangsu to Kwangtung
1 artillery moved from Kiangsi to 20 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 45 Sea Zone
1 artillery moved from 45 Sea Zone to Dutch New Guinea
1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 armour, 3 infantry and 2 transports moved from 19 Sea Zone to 35 Sea Zone
1 armour and 3 infantry moved from 35 Sea Zone to Philippines
2 battleships, 3 carriers, 2 cruisers, 2 destroyers and 2 submarines moved from 20 Sea Zone to 35 Sea Zone
2 fighters and 3 tactical_bombers moved from Kwangsi to Philippines
1 fighter moved from Kwangsi to 44 Sea Zone
1 fighter and 1 tactical_bomber moved from Kwangsi to Kwangtung
1 bomber moved from Kwangsi to India
1 bomber moved from Kwangsi to India
4 fighters and 2 tactical_bombers moved from Kwangsi to KwangtungCombat - Japanese
Battle in 44 Sea Zone
Japanese attack with 1 fighter
British defend with 1 transport
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for British: 1 transport
Battle in Kwangtung
Japanese attack with 1 armour, 5 fighters, 2 mech_infantrys and 3 tactical_bombers
British defend with 1 harbour and 2 infantry
Japanese win, taking Kwangtung from UK_Pacific with 1 armour, 5 fighters, 2 mech_infantrys and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for British: 2 infantry
Battle in Philippines
Japanese attack with 1 armour, 2 fighters, 3 infantry and 3 tactical_bombers
Americans defend with 1 airfield, 1 harbour and 2 infantry
Japanese win, taking Philippines from Americans with 1 armour, 2 fighters, 3 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 2 infantry
Battle in Dutch New Guinea
Strategic bombing raid in India
Bombing raid in India rolls: 6,4 and causes: 10 damage to unit: factory_major
Bombing raid in India causes 10 damage total.Non Combat Move - Japanese
2 bombers moved from India to Yunnan
5 fighters and 3 tactical_bombers moved from Kwangtung to Yunnan
1 artillery moved from Kweichow to Yunnan
1 artillery moved from Kweichow to Yunnan
1 infantry moved from Kweichow to Yunnan
1 infantry moved from Hopei to Suiyuyan
1 infantry moved from Chahar to Suiyuyan
1 infantry moved from Chahar to Suiyuyan
1 artillery moved from Sakha to Buryatia
1 infantry moved from Sakha to Buryatia
1 artillery and 2 infantry moved from Manchuria to Buyant-Uhaa
1 destroyer moved from 20 Sea Zone to 6 Sea Zone
1 fighter moved from 44 Sea Zone to 35 Sea Zone
2 fighters and 3 tactical_bombers moved from Philippines to 35 Sea ZonePlace Units - Japanese
1 artillery, 1 fighter and 4 infantry placed in Japan
2 destroyers and 1 transport placed in 19 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 destroyer
EDIT: Adding units owned by Japanese to 19 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 19 Sea Zone: 1 destroyer
EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 destroyer
EDIT: Turning off Edit ModeTurn Complete - Japanese
Japanese collect 50 PUs; end with 52 PUs total -
Well - I mucked up there. A DD off Formosa was supposed to go to sz16! Fiddled with some edits, but eventually left it off Japan. That meant I had to switch my land purchases to Japan. Darn! ACTUALLY CAN YOU MOVE IT BACK TO Kiangsu SZ - THE SUICIDE ATTACKS STOP COASTAL BOMBARDMENT)
I am in 5 games. Not looking for any more! Clearly I love this game. How long have you been playing? And how did you get started?
Not sure about the Russian front. I’ll have to consider carefully when I do G’s go. A lack of experience is always beneficial when you want to feel good about a mediocre position!
I did move the G sub.
Cheers
PP -
A DD off of Formosa couldn’t have gone to 16 anyway. That would be a move of three spaces, and you did not own a naval base at the start of your turn that bordered it.
I will edit it to SZ 19, off of Kiangsu, as per your request. However, I will question it. You’ve moved from a SZ with a naval base to a SZ without a naval base. America is not close enough to attempt to send out destroyer blocks. You’ve essentially greatly reduced the range of possibilities this destroyer has in front of it for reasons I cannot see. Would you mind letting me know your idea on this?
Taking Dutch New Guinea robs ANZAC of their 5 IPC NO, but it cost you a 7 IPC transport and strands 7 IPCs worth of units on the island after you do it for at least one turn, but probably more. Had you taken another island, say Borneo, you would have reduced the allied income by 4, but increased your own by 4: A greater net positive. Borneo is also in a position that harder for the allies to attack (it’s further from Caroline and Queensland), and is also an easier place to pick up any stranded units on the way to something else, for instance, another money island, or Calcutta, or Malaya, or Western Australia. Finally, Borneo is 1/4th of your 5 IPC NO, so its potential value is even higher.
Just my 2 cents on that. What you do with your Japanese transports is basically the backbone of any game as the Japanese. Your fleet is your body, your airforce your sword, and your transports with units on them your blood. You can lose some transports, for a good reason, but don’t throw them away, and be very aware of what you do with them, and whether or not you’ll have enough not only on this turn, but the next, and the next.
I started at least four years ago, but less than seven years ago. I can’t actually remember. The first few games I played were the OOB 1st version ones. We moved to alpha 3 rules for a while, and then when the second edition version of the game and rules came out my friends bought a new set. We played that quite a bit. I bought my own set after moving about a year and a half ago.
-
Ah, okay, you mean the destroyer in japan’s sea zone? I understand now.
-
I got your PM about it being a bit slow for you potentially for a while, and I need to go cut the grass today, so I’m going to do US/UK over the next few hours in between other household tasks.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 1 harbour, 1 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs;Politics - Americans
Americans takes Political Action: Political Action Americans To War With Italians
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
Americans takes Political Action: Political Action Americans To War With Germans
Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United StatesCombat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 infantry moved from Central United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 armour and 1 infantry moved from 91 Sea Zone to Morocco
1 artillery and 1 infantry moved from Central United States to 101 Sea Zone
1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 cruiser moved from 101 Sea Zone to 91 Sea ZoneCombat - Americans
Battle in Morocco
Americans attack with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry
Italians defend with 1 armour
Americans win, taking Morocco from Italians with 1 armour, 1 artillery, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 6
Casualties for Italians: 1 armourNon Combat Move - Americans
2 destroyers and 1 submarine moved from 101 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from Eastern United States to Gibraltar
1 bomber moved from Eastern United States to United Kingdom
2 carriers and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone
2 mech_infantrys moved from Central United States to Southeast Mexico
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry and 1 transport moved from 26 Sea Zone to 64 Sea Zone
1 fighter moved from Wake Island to 26 Sea Zone
1 fighter moved from Western United States to 26 Sea ZonePlace Units - Americans
1 harbour placed in Southeast Mexico
1 transport placed in 101 Sea Zone
1 infantry placed in Central United States
1 carrier, 1 destroyer and 1 submarine placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 51 PUs; end with 52 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs -
We have the rainbow force on Gibraltar right now, three colors. When the Russian sub shows up, four.
I normally would always put the things on my transports on land at the end of the turn if possible, but I forgot to do this on USA’s turn. I don’t think you’ll mind if I edit that in on the China’s turn. It makes no difference to either of us (they’re well out of range of any attackers in SZ64), but it’s a good habit to always be in, so I’m going to enforce it myself.
So here’s my thinking on this turn:
As you might have seen, I’ve done a drastic shift of focus on USA’s turn. I don’t think your Japan is doing so well that I can’t afford to let them have one or two more turns of unchecked aggression, and the extra land units in Europe, hopefully, completely save Moscow, and even let Russia take small offensive measures.
You’re a minimum of 3 turns from Moscow now, which is probably 30+ more Russians there if you do push on.
You’re 3 away from the Caucasus, which means at least 10 more UK people there, so while I’m not comfortable with that, I’m not completely defenseless. It might even be more, if you chase my Indians west with the Japanese.
For these very heavy European moves, I may pay dearly in the Pacific, but I think with ANZAC’s slightly boosted strength from the first two rounds, they should be able to hold you off. You can’t take Hawaii with that kind of American fleet there. So worst case scenario, I’ve got a Japan making 90 IPCs/turn, which I think, if Germany is on the defensive, I can hopefully withstand.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
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: 2 PUs;Combat Move - Chinese
Non Combat Move - Chinese
7 infantry moved from Kansu to TsinghaiPlace Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 3 PUs; end with 5 PUs total
Turning on Edit Mode
EDIT: Removing units owned by Americans from 64 Sea Zone: 2 infantry and 2 transports
EDIT: Adding units owned by Americans to Southeast Mexico: 2 infantry
EDIT: Adding units owned by Americans to 64 Sea Zone: 2 transports
EDIT: Turning off Edit Mode -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
-
Sorry about the lack of a summary for the brits. Combat moves:
I took Kenya with a transport and 1 inf, no defenders.
I took burma with 2 inf + 1 fighter (from malaya, to india), losing 1 inf to your 1 inf.Lots of non-coms.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
Purchase Units - Italians
Italians buy 2 fighters; Remaining resources: 0 PUs;Combat Move - Italians
Non Combat Move - Italians
1 bomber moved from Libya to Southern Italy
1 infantry moved from Southern Italy to Northern Italy
1 artillery moved from Northern Italy to Southern Italy
1 infantry moved from Yugoslavia to Albania
1 armour moved from Romania to Eastern Poland
1 infantry moved from Algeria to Tunisia
1 artillery moved from Algeria to Tunisia
1 artillery and 3 infantry moved from Libya to TunisiaPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,5
Italians collect 16 PUs (2 lost to blockades); end with 16 PUs total -
Fort East Africa - ignore that - I’ll do it again!
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Research Technology - Italians
Purchase Units - Italians
Italians buy 2 fighters; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery and 3 infantry moved from Belgian Congo to Tanganyika TerritoryCombat - Italians
Battle in Tanganyika Territory
Italians attack with 1 artillery and 3 infantry
British defend with 2 infantry
Italians win, taking Tanganyika Territory from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for Italians: 2 infantry
Casualties for British: 2 infantryNon Combat Move - Italians
1 armour moved from Romania to Eastern Poland
1 infantry moved from Yugoslavia to Albania
1 infantry moved from Algeria to Tunisia
1 artillery moved from Algeria to Tunisia
1 artillery and 3 infantry moved from Libya to Tunisia
1 bomber moved from Libya to Southern Italy
1 artillery moved from Northern Italy to Southern Italy
1 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,4
Italians collect 19 PUs; end with 19 PUs total -
I began A&A with 1941 last Christmas and later upgraded to 42.2 and now 40 Global, but only been playing this for 2-3 months now. So I really am a rookie. Am beginning to win a game or two against more experienced players, so am hopefully getting better.
Do you have a group going in Belgium? In addition to the one I started in the village for 1941 games I also began a quarterly 1942.2 event in the UK with a number of players from these boards. Am now arranging to play 40 Global once a month with one of those players.
You seem to have worked out my DD problem. The reason for all this is a perceived need to protect Japan from your Hawaii fleet plus the resulting risk to anything I build in sz 6 w/out a DD in sz16. Perhaps I am overthinking these risks! Sure I’d rather build in sz6 and hope that I will be able to do so in future.
Your Borneo vs Dutch New Guinea comments ring true.
As per an earlier posting I do struggle with J naval. One reason is the cost of replacing TTs, which ANZAC can do all day.
Feel free to use edit to land from those US TTs.
Thanks for explaining your thinking. I like the idea of Japan making 90 IPCs/turn and am happy to support you there!





