1d10<=4: 2; Hits: 1
2d10<=6: 4, 3; Hits: 2
1d10<=3: 6; Hits: 0
1d10<=3: 4; Hits: 0
Vance(axis) vs Questioneer???(allies) G40a3.9 notech with tripleA!
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I’m not sure J2 is better than J3 - allowing USA into the war early trumps any benefit I see. I don’t care about taking India if I can keep them poor and busy fighting off my stream of cheap ground units, which also help keep my china income trickling in as long as possible. I do think G2 is the best time for Germany (I2/G3 close second best). However, even with a pretty fast barbarossa campaign like this one, they do stall eventually. In this game I would not be in such good shape without the Japan airforce doing the SBRs every turn. That is a huge contribution.
Long slow strategies like stready builds of inf/art, z100 transports, or transports from Southern france to middle east are just too slow.
Africa and middle east is definitely very important, but not so much because of Cow’s idea of USSR taking the African NO territories (Iraq yes, Central persia possibly). In lots of games Germany manages to kill Russia eventually but then UK is still so strong that fighting down through the middle east is long and painful. That is about the same time as US/UK are invading western Europe. A fast naval build and rush through Turkey could possibly seize Cairo in those games but so far I haven’t actually been able to pull that off that trick.
So for the allies, if they can stall the loss of Russia as long as possible and keep japan from getting out of hand (not so hard if Japan is helping in Europe), then what they need to focus on is holding Cairo so they can actually win the game quick when Russia falls. One thing I haven’t tried out yet is having Japan actually take Egypt and build an IC there. If they could do that and take out South Africa then all axis would have to worry about is killing Russia.
anyway, did you want to intercept?
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Also, gotta refine this so I can get more planes to Moscow faster. � This can be done for sure through smarter buys and preplanned moves. � The 4 ftrs in the South Pacific definitely would have made it by round 7. �
American planes landing on your infantry stack in Korea might be the way to get them to Russia. That will work if Japan moves all air units down to Kwangsi for the typical india crush. The timing is good.
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@Vance:
Also, gotta refine this so I can get more planes to Moscow faster. � This can be done for sure through smarter buys and preplanned moves. � The 4 ftrs in the South Pacific definitely would have made it by round 7. �Â
American planes landing on your infantry stack in Korea might be the way to get them to Russia. That will work if Japan moves all air units down to Kwangsi for the typical india crush. The timing is good.
Yeah, I think I’m gonna try that in the next league game.
So then are you in agreement that the 18inf, 2AA go the way I plan it??? I would say yes. These series of moves along with the coordination of the Allies in the Pacific neutralize Japan and keep them out of Africa and the MiddleEast right??? It seems like it. If you move the 18inf to Moscow, sure your slow the German advance more but they get much more aid from Japan.
Also saw the Taranto raid along with the Brits building an IC in Cairo and holding- that’s a nice move, but you have to win in Taranto which I think the odds are for the Brits there too. I’m torn on which move is better…Taranto or Tobruk- both are playable but I’m leaning towards Taranto b/c I think it keeps Cairo in Allied hands longer…so it seems anyway.
BTW- no intercepts/scramble whatever.
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Seems to me like Tobruk is preferable because then we can send the UK planes from Scotland to Russia on turn 2, unless they build 10 transports or whatever.
In one kind of India crush, all japanese planes are stacked on Kwangsi so they will be able to airstrike Burma on J2 and ensure the brits don’t liberate Shan state (landing spot for J3 attack on india). If Japan stacks all planes in Kwangsi on J1, then I would say do your 18 inf to Amur, then Korea, and while India is falling you can land US fighters in Korea on their way to Moscow (i.e. Russia gets US planes instead of the infantry).
On the other hand, if japan holds a bunch of air units back within range of Amur then don’t do it. That’s good because it means we can actually stack Burma and prevent the India crush. In that case the siberians can march on to Moscow and the US planes stay in Hawaii. India saved and Moscow gets its infantry.
If they go forward with india crush and you can get the 18 infantry to manchuria, it would be really nice if China has saved all its money instead of mobilizing cannon fodder elsewhere. That enormous soviet/chinese blob will guarantee japan never gets a VC win without Kiangsu.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Purchase Units - Japanese
Japanese buy 4 armour, 2 artilleries, 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - Japanese
Giving bonus movement to units
1 artillery and 1 infantry moved from Korea to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 artillery and 1 infantry moved from 5 Sea Zone to Siberia
Japanese take Siberia from Russians
2 armour moved from Kwangsi to French Indo China
Japanese take French Indo China from French
2 armour moved from French Indo China to Siam
2 armour and 2 mech_infantrys moved from Hunan to Shan State
1 artillery and 10 mech_infantrys moved from Yunnan to Burma
1 fighter moved from Rostov to Russia
3 bombers moved from Novgorod to RussiaCombat - Japanese
Battle in Burma
Japanese attack with 1 artillery and 10 mech_infantrys
British defend with 1 mech_infantry
Japanese win, taking Burma from UK_Pacific with 1 artillery and 9 mech_infantrys remaining. Battle score for attacker is 0
Casualties for Japanese: 1 mech_infantry
Casualties for British: 1 mech_infantry
Japanese win with 1 artillery and 9 mech_infantrys remaining. Battle score for attacker is 0
Casualties for Japanese: 1 mech_infantry
Casualties for British: 1 mech_infantry
Battle in Siam
Japanese attack with 2 armour
British defend with 1 artillery
Japanese win, taking Siam from UK_Pacific with 1 armour remaining. Battle score for attacker is -2
Casualties for Japanese: 1 armour
Casualties for British: 1 artillery
Japanese win with 1 armour remaining. Battle score for attacker is -2
Casualties for Japanese: 1 armour
Casualties for British: 1 artillery
Battle in Shan State
Japanese attack with 2 armour and 2 mech_infantrys
British defend with 1 mech_infantry
Japanese win, taking Shan State from UK_Pacific with 2 armour and 2 mech_infantrys remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Japanese win with 2 armour and 2 mech_infantrys remaining. Battle score for attacker is 4
Casualties for British: 1 mech_infantry
Air Battle in Russia
Japanese attacks with 4 units heading to Russia
Air Battle is over, the remaining Bombers go on to their targets
Strategic bombing raid in Russia
Bombing raid in Russia causes: 9 damage to unit: factory_major
Bombing raid in Russia causes 9 damage total.
Recording Battle Statistics
Cleaning up after air battlesNon Combat Move - Japanese
1 fighter moved from Russia to Bryansk
3 bombers moved from Russia to Novgorod
2 fighters moved from Germany to Bryansk
3 tactical_bombers moved from Germany to Bryansk
1 armour and 1 mech_infantry moved from Shantung to Anhwe
1 aaGun moved from Shantung to Anhwe
1 armour moved from Shantung to Hunan
2 armour and 1 mech_infantry moved from Kiangsu to Hunan
1 artillery and 3 infantry moved from Kwangsi to Yunnan
1 infantry moved from Korea to ManchuriaPlace Units - Japanese
1 armour and 2 artilleries placed in Shantung
3 armour placed in Kiangsu
1 fighter and 2 infantry placed in JapanTurn Complete - Japanese
Japanese collect 37 PUs (3 lost to blockades); end with 37 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Purchase Units - Americans
Americans buy 1 armour, 2 artilleries, 3 destroyers, 3 infantry and 4 transports; Remaining resources: 0 PUs;Combat Move - Americans
Giving bonus movement to units
3 fighters moved from 36 Sea Zone to Sikang
1 fighter moved from 36 Sea Zone to Sikang
2 infantry moved from Borneo to 43 Sea Zone
1 infantry moved from Java to 42 Sea Zone
1 artillery moved from Java to 42 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 39 Sea Zone
1 infantry moved from 39 Sea Zone to India
1 artillery moved from 39 Sea Zone to India
2 infantry and 1 transport moved from 43 Sea Zone to 38 Sea Zone
1 infantry moved from Celebes to 44 Sea Zone
1 mech_infantry moved from Celebes to 44 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 44 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to French Indo China
Americans take French Indo China from Japanese
1 mech_infantry moved from 36 Sea Zone to French Indo China
2 fighters moved from Caroline Islands to 36 Sea Zone
1 destroyer moved from 33 Sea Zone to 36 Sea Zone
1 destroyer moved from 16 Sea Zone to 5 Sea Zone
Americans take 6 Sea Zone from Japanese
1 infantry moved from Eastern 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 artillery moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern 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 artillery moved from Eastern United States to 101 Sea Zone
4 artilleries, 2 destroyers, 4 infantry and 4 transports moved from 101 Sea Zone to 102 Sea Zone
4 artilleries, 2 destroyers, 4 infantry and 4 transports moved from 102 Sea Zone to 91 Sea Zone
4 infantry moved from 91 Sea Zone to Gibraltar
4 artilleries moved from 91 Sea Zone to Gibraltar
5 transports moved from 91 Sea Zone to 92 Sea Zone
2 destroyers moved from 91 Sea Zone to 92 Sea Zone
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Algeria
1 artillery moved from 92 Sea Zone to Algeria
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Algeria
1 artillery moved from 92 Sea Zone to Algeria
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Algeria
1 artillery moved from 92 Sea Zone to Algeria
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Algeria
1 artillery moved from 92 Sea Zone to Algeria
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Algeria
1 artillery moved from 92 Sea Zone to AlgeriaCombat - Americans
Battle in 5 Sea Zone
Americans attack with 1 destroyer
Japanese defend with 1 transport
Americans win with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Americans win with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Recording Battle StatisticsNon Combat Move - Americans
Place Units - Americans
1 armour, 2 artilleries and 3 infantry placed in Eastern United States
3 destroyers and 4 transports placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 57 PUs; end with 57 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 77 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Giving bonus movement to units
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from JapaneseCombat - Chinese
Recording Battle StatisticsNon Combat Move - Chinese
1 infantry moved from Shensi to SikangPlace Units - Chinese
2 infantry placed in SikangTurn Complete - Chinese
Chinese collect 9 PUs; end with 11 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Combat Move - British
Giving bonus movement to units
1 armour moved from Trans-Jordan to Northwest Persia
4 mech_infantrys moved from Trans-Jordan to Northwest Persia
2 infantry moved from Trans-Jordan to Iraq
1 armour moved from Eastern Persia to India
1 infantry moved from Belgian Congo to Tanganyika Territory
1 artillery moved from Belgian Congo to Tanganyika Territory
1 mech_infantry moved from Belgian Congo to Tanganyika Territory
1 fighter moved from United Kingdom to 104 Sea Zone
1 tactical_bomber moved from United Kingdom to 104 Sea Zone
1 tactical_bomber moved from 104 Sea Zone to 91 Sea Zone
1 fighter moved from 104 Sea Zone to 91 Sea Zone
1 fighter moved from 92 Sea Zone to 93 Sea Zone
1 fighter moved from 92 Sea Zone to 94 Sea Zone
1 bomber moved from United Kingdom to 110 Sea Zone
1 bomber moved from United Kingdom to 110 Sea Zone
1 bomber moved from 110 Sea Zone to 93 Sea Zone
1 bomber moved from 110 Sea Zone to 94 Sea Zone
1 fighter moved from 91 Sea Zone to 92 Sea Zone
1 tactical_bomber moved from 91 Sea Zone to 92 Sea Zone
1 destroyer moved from 92 Sea Zone to 93 Sea Zone
1 destroyer moved from 92 Sea Zone to 94 Sea ZoneCombat - British
Battle in 93 Sea Zone
British attack with 1 bomber, 1 destroyer and 1 fighter
Italians defend with 1 cruiser
British win, taking 93 Sea Zone from Italians with 1 bomber, 1 destroyer and 1 fighter remaining. Battle score for attacker is 12
Casualties for Italians: 1 cruiser
British win with 1 bomber, 1 destroyer and 1 fighter remaining. Battle score for attacker is 12
Casualties for Italians: 1 cruiser
Battle in 94 Sea Zone
British attack with 1 bomber, 1 destroyer and 1 fighter
Italians defend with 1 cruiser
British win with 1 bomber and 1 fighter remaining. Battle score for attacker is 4
Casualties for British: 1 destroyer
Casualties for Italians: 1 cruiser
British win with 1 bomber and 1 fighter remaining. Battle score for attacker is 4
Casualties for British: 1 destroyer
Casualties for Italians: 1 cruiser
Battle in Northwest Persia
British attack with 1 armour and 4 mech_infantrys
Germans defend with 1 mech_infantry
British win, taking Northwest Persia from Germans with 1 armour and 3 mech_infantrys remaining. Battle score for attacker is 0
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 mech_infantry
British win with 1 armour and 3 mech_infantrys remaining. Battle score for attacker is 0
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 mech_infantry
Battle in Tanganyika Territory
British attack with 1 artillery, 1 infantry and 1 mech_infantry
Italians defend with 2 mech_infantrys
British win, taking Tanganyika Territory from Italians with 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 5
Casualties for British: 1 infantry
Casualties for Italians: 2 mech_infantrys
British win with 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 5
Casualties for British: 1 infantry
Casualties for Italians: 2 mech_infantrys
Recording Battle StatisticsNon Combat Move - British
1 bomber moved from 93 Sea Zone to Algeria
1 fighter moved from 92 Sea Zone to Algeria
1 fighter moved from 94 Sea Zone to Algeria
1 bomber moved from 94 Sea Zone to Algeria
1 fighter moved from 93 Sea Zone to 92 Sea ZonePlace Units - British
3 fighters placed in Union of South AfricaTurn Complete - British
British collect 27 PUs; end with 27 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Place Units - UK_Pacific
7 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 20 PUs; end with 22 PUs total
Some units change owners in territory India -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Purchase Units - Italians
Italians buy 1 airfield, 1 artillery and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
Giving bonus movement to unitsNon Combat Move - Italians
1 aaGun moved from Southern Italy to 97 Sea Zone
3 infantry moved from Northern Italy to 97 Sea Zone
1 aaGun, 3 infantry and 2 transports moved from 97 Sea Zone to 98 Sea Zone
1 aaGun and 3 infantry moved from 98 Sea Zone to Egypt
1 destroyer moved from 96 Sea Zone to 95 Sea Zone
1 battleship moved from 95 Sea Zone to 97 Sea Zone
1 submarine moved from 95 Sea Zone to 97 Sea Zone
3 fighters moved from Southern Italy to Northern Italy
1 aaGun, 4 artilleries and 1 infantry moved from Northern Italy to Southern ItalyPlace Units - Italians
1 artillery and 1 infantry placed in Egypt
1 airfield placed in Northern ItalyTurn Complete - Italians
Italians collect 19 PUs; end with 19 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 24 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Purchase Units - ANZAC
ANZAC buy 2 bombers; Remaining resources: 1 PUs;Combat Move - ANZAC
Giving bonus movement to units
1 fighter moved from New South Wales to Queensland
1 fighter moved from 39 Sea Zone to India
1 carrier moved from 39 Sea Zone to 76 Sea Zone
1 cruiser moved from 76 Sea Zone to 81 Sea Zone
1 destroyer moved from 76 Sea Zone to 81 Sea Zone
1 bomber moved from Java to IndiaNon Combat Move - ANZAC
Place Units - ANZAC
2 bombers placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :6
Combat Move - French
Giving bonus movement to unitsNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Germans
Germans buy 1 airfield, 3 armour, 2 artilleries, 5 infantry and 3 tactical_bombers; Remaining resources: 0 PUs;Combat Move - Germans
Giving bonus movement to units
4 infantry moved from Rostov to Volgograd
4 tactical_bombers moved from Rostov to VolgogradCombat - Germans
Battle in Volgograd
Germans attack with 4 infantry and 4 tactical_bombers
Russians defend with 1 factory_minor, 1 infantry and 2 mech_infantrys
Germans win, taking Volgograd from Russians with 4 infantry and 4 tactical_bombers remaining. Battle score for attacker is 11
Casualties for Russians: 1 infantry and 2 mech_infantrys
Germans win with 4 infantry and 4 tactical_bombers remaining. Battle score for attacker is 11
Casualties for Russians: 1 infantry and 2 mech_infantrys
Recording Battle StatisticsNon Combat Move - Germans
4 tactical_bombers moved from Volgograd to Bryansk
1 aaGun, 13 artilleries and 5 infantry moved from Rostov to Bryansk
3 artilleries and 2 infantry moved from Ukraine to Bryansk
2 armour moved from Kazakhstan to Rostov
6 mech_infantrys moved from Eastern Poland to Bryansk
2 bombers moved from Novgorod to Bryansk
3 armour moved from Novgorod to Bryansk
2 mech_infantrys moved from Southern France to Southern Italy
1 aaGun, 5 artilleries and 5 infantry moved from France to Northern Italy
8 infantry moved from Western Germany to Denmark
2 infantry moved from Holland Belgium to France
1 aaGun moved from Western Germany to France
6 infantry moved from Western Germany to Northern Italy
1 aaGun moved from Western Germany to Northern Italy
2 artilleries moved from Northern Italy to Southern Italy
2 infantry moved from Northern Italy to Southern Italy
2 tactical_bombers moved from Western Germany to Bryansk
1 fighter moved from Western Germany to Bryansk
1 mech_infantry moved from Novgorod to BryanskPlace Units - Germans
3 tactical_bombers placed in Novgorod
3 armour placed in Ukraine
1 airfield placed in Bryansk
2 artilleries and 1 infantry placed in France
1 infantry placed in Germany
3 infantry placed in Western GermanyTurn Complete - Germans
Germans collect 57 PUs (1 lost to blockades); end with 57 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 72 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 82 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Russians
Russians repair 9 damage on 9 factory_majors; Remaining resources: 12 PUs;
Russians buy 2 armour; Remaining resources: 0 PUs;Combat Move - Russians
Giving bonus movement to units
1 infantry moved from Archangel to Belarus
Russians take Belarus from GermansCombat - Russians
Recording Battle StatisticsNon Combat Move - Russians
1 infantry moved from Tambov to Russia
1 infantry moved from Samara to Russia
2 infantry moved from Smolensk to Russia
2 artilleries moved from Smolensk to RussiaPlace Units - Russians
2 armour placed in RussiaTurn Complete - Russians
Russians collect 19 PUs; end with 19 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Japanese
Japanese buy 6 armour; Remaining resources: 1 PUs;Combat Move - Japanese
Giving bonus movement to units
1 artillery moved from Siberia to Sakha
Japanese take Sakha from Russians
1 infantry moved from Siberia to Soviet Far East
Japanese take Soviet Far East from Russians
2 armour moved from Kiangsu to Kweichow
1 armour moved from Shantung to Hopei
1 armour moved from Kiangsu to HopeiCombat - Japanese
Battle in Hopei
Japanese attack with 2 armour
Chinese defend with 1 infantry
Japanese win, taking Hopei from Chinese with 1 armour remaining. Battle score for attacker is -3
Casualties for Japanese: 1 armour
Casualties for Chinese: 1 infantry
Japanese win with 1 armour remaining. Battle score for attacker is -3
Casualties for Japanese: 1 armour
Casualties for Chinese: 1 infantry
Battle in Kweichow
Japanese attack with 2 armour
Chinese defend with 1 infantry
Chinese win with 1 infantry remaining. Battle score for attacker is -12
Casualties for Japanese: 2 armour
Recording Battle StatisticsNon Combat Move - Japanese
2 armour and 2 mech_infantrys moved from Shan State to Burma
1 armour moved from Siam to Burma
1 artillery and 3 infantry moved from Yunnan to Burma
3 armour and 1 mech_infantry moved from Hunan to Burma
1 armour and 1 mech_infantry moved from Anhwe to Yunnan
2 artilleries moved from Shantung to Anhwe
3 bombers moved from Novgorod to Egypt
3 fighters moved from Bryansk to Egypt
3 tactical_bombers moved from Bryansk to EgyptPlace Units - Japanese
3 armour placed in Shantung
3 armour placed in KiangsuTurn Complete - Japanese
Japanese collect 39 PUs (1 lost to blockades); end with 40 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Americans
Americans buy 3 armour, 1 destroyer, 6 infantry, 3 mech_infantrys, 1 submarine and 2 transports; Remaining resources: 1 PUs;Combat Move - Americans
Giving bonus movement to units
1 battleship moved from 92 Sea Zone to 98 Sea Zone
1 cruiser moved from 92 Sea Zone to 98 Sea Zone
7 infantry moved from Algeria to 92 Sea Zone
6 artilleries moved from Algeria to 92 Sea Zone
1 armour moved from Algeria to 92 Sea Zone
1 artillery moved from Gibraltar to 92 Sea Zone
1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Egypt
1 artillery moved from 98 Sea Zone to Egypt
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
1 armour, 5 artilleries, 6 infantry and 6 transports moved from 92 Sea Zone to 98 Sea Zone
7 infantry moved from 98 Sea Zone to Egypt
6 artilleries moved from 98 Sea Zone to Egypt
1 armour moved from 98 Sea Zone to Egypt
1 mech_infantry moved from Algeria to Libya
4 fighters moved from Sikang to Samara
4 fighters moved from Samara to Russia
2 infantry and 1 transport moved from 38 Sea Zone to 39 Sea Zone
2 infantry moved from 39 Sea Zone to India
1 infantry moved from French Indo China to Yunnan
1 mech_infantry moved from French Indo China to Yunnan
2 fighters moved from 36 Sea Zone to Yunnan
1 destroyer moved from 5 Sea Zone to 15 Sea ZoneCombat - Americans
Battle in Yunnan
Americans attack with 2 fighters, 1 infantry and 1 mech_infantry
Japanese defend with 1 armour and 1 mech_infantry
Americans win, taking Yunnan from Japanese with 2 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 10
Casualties for Japanese: 1 armour and 1 mech_infantry
Americans win with 2 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 10
Casualties for Japanese: 1 armour and 1 mech_infantry
Battle in 98 Sea Zone
Americans attack with 1 battleship, 1 cruiser and 8 transports
Italians defend with 2 transports
Americans win, taking 98 Sea Zone from Neutral with 1 battleship, 1 cruiser and 8 transports remaining. Battle score for attacker is 14
Casualties for Italians: 2 transports
Americans win with 1 battleship, 1 cruiser and 8 transports remaining. Battle score for attacker is 14
Casualties for Italians: 2 transports
Battle in Egypt
Americans attack with 1 armour, 7 artilleries and 8 infantry
Japanese defend with 3 bombers, 3 fighters and 3 tactical_bombers; Germans defend with 2 infantry; Italians defend with 1 aaGun, 4 artilleries, 1 factory_minor, 1 harbour and 11 infantry
Italians win with 4 artilleries, 3 fighters, 11 infantry and 3 tactical_bombers remaining. Battle score for attacker is -11
Casualties for Japanese: 3 bombers
Casualties for Italians: 1 aaGun and 2 infantry
Casualties for Americans: 1 armour, 7 artilleries and 8 infantry
Recording Battle StatisticsNon Combat Move - Americans
4 infantry moved from Eastern United States to 101 Sea Zone
1 armour moved from Eastern United States to 101 Sea Zone
2 artilleries moved from Eastern United States to 101 Sea Zone
1 mech_infantry moved from Eastern United States to 101 Sea Zone
1 armour, 2 artilleries, 3 destroyers, 4 infantry, 1 mech_infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone
1 destroyer moved from 91 Sea Zone to 94 Sea Zone
1 destroyer moved from 91 Sea Zone to 96 Sea Zone
4 infantry moved from 91 Sea Zone to Gibraltar
1 armour moved from 91 Sea Zone to Gibraltar
1 mech_infantry moved from 91 Sea Zone to Gibraltar
2 artilleries moved from 91 Sea Zone to Gibraltar
4 transports moved from 91 Sea Zone to 101 Sea Zone
1 destroyer moved from 92 Sea Zone to 98 Sea Zone
2 fighters moved from Yunnan to IndiaPlace Units - Americans
1 armour, 6 infantry and 3 mech_infantrys placed in Eastern United States
1 destroyer, 1 submarine and 2 transports placed in 101 Sea Zone
2 armour placed in Central United StatesTurn Complete - Americans
Americans collect 57 PUs; end with 58 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6
Game History
Round :7
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Giving bonus movement to units
1 infantry moved from Chahar to Hopei
1 infantry moved from Kweichow to Hopei
1 fighter moved from Sikang to HopeiCombat - Chinese
Battle in Hopei
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 armour
Chinese win, taking Hopei from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Chinese win with 1 fighter and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Recording Battle StatisticsNon Combat Move - Chinese
1 infantry moved from Szechwan to Shensi
1 infantry moved from Sikang to Shensi
9 infantry moved from Sikang to Szechwan
1 fighter moved from Hopei to SzechwanPlace Units - Chinese
3 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 10 PUs; end with 12 PUs total -
Duh…just realized that my Brit planes couldn’t make it to Egypt which in turn was a wasted US turn. Just dice whipped there anyway.
I wanna still play on but with that blunder along with the France cash lotto I gave you I think its time to stop this one. This being one of my earlier games, I definitely learned from my mistakes. Without those 2 blunders Allies would be in very good shape.
I’m thinking for the Med, I like the Tobruk move, with naval blockers, build the IC in Egypt right away and send aircraft to protect it from Med and India maybe. This should solidify Cairo for a while. US protects Hawaii and Australia and maybe just goes all Europe from round 3 on. 18inf to Korea, US fighter shuck to Moscow. I see a good allied strategy coming together here. Just gotta hone it.
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Yeah I agree. Either transport shuck to/from South Africa or IC if it looks like it can be defended. I would give Iraq to Russia but that’s it. Central Peria is too valuable as a possible IC site for UK later in the game if things go bad for USSR. the Africa NO thing is a pipedream. All USA has to do in the Pacific is keep hawaii and Sydney and keep Japan from getting beyond control; after that start working on Europe.
I think this axis Barbarossa is about as fast as can be reasonably expected and Moscow is falling round 8ish. The game becomes more and more allies-favourable after around round 10ish. After that Germany has to defend on all fronts (Norway, Normandy, Caucasus, Italy).
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Good game, we’ll league it up next time- got 7 other games going now. :-)





