Mistergreen (Allies) vs AlexGreat (Axis), G40 Final Alpha, TripleA, NT
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Just for clarification, I moved the sub in combat phase to a clear SZ, but decided later that I actually would want the sub to stay where it is. I started in a combat SZ, but since no hostile DD I would have submerged anyway. If there is a problem with this rules understanding, pls let me know.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Russians
Russians buy 2 artilleries and 9 infantry; Remaining resources: 0 PUs;Combat Move - Russians
Giving bonus movement to units
3 infantry moved from Novgorod to Karelia
3 armour and 4 mech_infantrys moved from Belarus to Karelia
1 artillery and 2 infantry moved from Belarus to Baltic States
4 fighters and 2 tactical_bombers moved from Belarus to Caucasus
3 armour, 2 artilleries, 11 infantry and 2 mech_infantrys moved from Rostov to Caucasus
1 armour moved from Rostov to Kazakhstan
4 infantry moved from Novosibirsk to KazakhstanCombat - Russians
Russians creates battle in territory 113 Sea Zone
Battle in Caucasus
Russians attack with 3 armour, 2 artilleries, 4 fighters, 11 infantry, 2 mech_infantrys and 2 tactical_bombers
Japanese defend with 1 infantry and 1 mech_infantry; Italians defend with 6 armour and 6 mech_infantrys
Russians win, taking Caucasus from Japanese with 3 armour, 2 artilleries, 4 fighters, 1 infantry, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 37
Casualties for Japanese: 1 infantry and 1 mech_infantry
Casualties for Russians: 10 infantry
Casualties for Italians: 6 armour and 6 mech_infantrys
Russians win with 3 armour, 2 artilleries, 4 fighters, 1 infantry, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 37
Casualties for Japanese: 1 infantry and 1 mech_infantry
Casualties for Russians: 10 infantry
Casualties for Italians: 6 armour and 6 mech_infantrys
Battle in Kazakhstan
Russians attack with 1 armour and 4 infantry
Japanese defend with 2 artilleries and 1 infantry
Russians win, taking Kazakhstan from Japanese with 1 armour and 4 infantry remaining. Battle score for attacker is 11
Casualties for Japanese: 2 artilleries and 1 infantry
Russians win with 1 armour and 4 infantry remaining. Battle score for attacker is 11
Casualties for Japanese: 2 artilleries and 1 infantry
Battle in Karelia
Russians attack with 3 armour, 3 infantry and 4 mech_infantrys
Germans defend with 1 armour and 2 infantry
Russians win, taking Karelia from Germans with 3 armour, 2 infantry and 4 mech_infantrys remaining. Battle score for attacker is 9
Casualties for Germans: 1 armour and 2 infantry
Casualties for Russians: 1 infantry
Russians win with 3 armour, 2 infantry and 4 mech_infantrys remaining. Battle score for attacker is 9
Casualties for Germans: 1 armour and 2 infantry
Casualties for Russians: 1 infantry
Battle in Baltic States
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 infantry
Russians win, taking Baltic States from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Russians win with 1 artillery and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Recording Battle StatisticsNon Combat Move - Russians
4 fighters and 2 tactical_bombers moved from Caucasus to Rostov
1 aaGun and 11 infantry moved from Bryansk to Belarus
1 aaGun moved from Novgorod to Belarus
2 infantry moved from Ukraine to Bryansk
1 artillery and 6 infantry moved from Russia to Bryansk
1 aaGun moved from Tsinghai to Kazakhstan
6 infantry moved from Novosibirsk to Kazakhstan
1 infantry moved from Samara to Kazakhstan
1 infantry moved from Timguska to NovosibirskPlace Units - Russians
1 infantry placed in Novgorod
2 artilleries and 8 infantry placed in RussiaTurn Complete - Russians
Russians collect 29 PUs; end with 29 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 34 PUs -
A very messy turn, sorry in advance. The details:
- Clicked “done” instead of “post”, so file attached
- Changed my builds that were intended for Japan / Manchuria SZ. All of them not depending on previous combat results (no relevant naval units in the region battled), just realized midway through turn that my initial build is suicide and would depend on a lot of kamikaze hitting. In particular, I changed 9 subs and one DD (62) to AC, BB, DD (SZ 36), 2 subs (SZ 19) and additional two inf for Japan. For a total of the same 62.
- Forgot moving the Manchuria mobile units in non-combat
- The fighter that started in Kweichow (or adjacent, cant remember, histoy shows) went to SZ 36
Everything should be in order, I did my best to clear the mess without changing the battle results by starting the turn anwew, which would be unacceptable, independently of the results.
If you find anything that is amiss, pls let me know and clear before you do allies. Sorry again.
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No problem. :-)
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Politics - Americans
Game Loaded
Japanese are now being played by: Human
Germans are now being played by: Human
French is now being played by: Human
British are now being played by: Human
Chinese are now being played by: Human
Dutch is now being played by: Human
Neutral_Axis are now being played by: Human
Neutral_Allies are now being played by: Human
ANZAC is now being played by: Human
Russians are now being played by: Human
UK_Pacific is now being played by: Human
Mongolians are now being played by: Human
Neutral_True is now being played by: Human
Italians are now being played by: Human
Americans are now being played by: HumanPurchase Units - Americans
Americans buy 3 artilleries, 3 destroyers, 10 infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
Giving bonus movement to units
1 submarine moved from 91 Sea Zone to 92 Sea Zone
2 fighters moved from Malta to 92 Sea Zone
1 infantry moved from Morocco to Algeria
Americans take Algeria from Italians
1 artillery moved from Morocco to 91 Sea Zone
1 artillery and 1 transport moved from 91 Sea Zone to 83 Sea Zone
1 artillery moved from 83 Sea Zone to French West Africa
Americans take French West Africa from Italians
2 fighters moved from United Kingdom to Holland Belgium
2 infantry moved from Normandy Bordeaux to Holland Belgium
1 fighter moved from 91 Sea Zone to Holland Belgium
1 fighter moved from 91 Sea Zone to 92 Sea Zone
1 submarine moved from 19 Sea Zone to 35 Sea Zone
Americans take 20 Sea Zone from Japanese
Americans take 35 Sea Zone from Japanese
1 submarine moved from 6 Sea Zone to 20 Sea Zone
1 submarine moved from 6 Sea Zone to 19 Sea Zone
2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
Americans take Korea from Japanese
1 submarine moved from 6 Sea Zone to 17 Sea Zone
Americans take 17 Sea Zone from JapaneseCombat - Americans
Battle in 92 Sea Zone
Americans attack with 3 fighters and 1 submarine
Italians defend with 1 destroyer
Americans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Italians: 1 destroyer
Americans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Italians: 1 destroyer
Battle in Holland Belgium
Americans attack with 3 fighters and 2 infantry
Germans defend with 2 infantry
Americans win with 3 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Americans win with 3 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Recording Battle StatisticsNon Combat Move - Americans
3 fighters moved from Holland Belgium to Normandy Bordeaux
1 fighter moved from 92 Sea Zone to Normandy Bordeaux
2 fighters moved from 92 Sea Zone to 91 Sea Zone
3 transports moved from 110 Sea Zone to 112 Sea Zone
2 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 aaGun moved from Eastern United States to 101 Sea Zone
1 aaGun, 1 destroyer, 2 infantry, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
1 aaGun, 1 infantry and 1 mech_infantry moved from 91 Sea Zone to Gibraltar
1 infantry moved from 91 Sea Zone to Gibraltar
4 transports moved from 91 Sea Zone to 101 Sea Zone
1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 2 carriers, 5 destroyers, 1 fighter, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from 6 Sea Zone to Korea
2 submarines moved from 10 Sea Zone to 26 Sea Zone
3 fighters moved from Western United States to 6 Sea Zone
1 destroyer moved from 91 Sea Zone to 110 Sea Zone
2 artilleries and 4 infantry moved from Norway to 112 Sea Zone
2 artilleries, 4 infantry and 3 transports moved from 112 Sea Zone to 110 Sea Zone
2 artilleries and 4 infantry moved from 110 Sea Zone to Normandy BordeauxPlace Units - Americans
3 infantry placed in Norway
3 infantry placed in Normandy Bordeaux
3 artilleries and 4 infantry placed in Central United States
3 destroyers and 2 submarines placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 63 PUs; end with 63 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 83 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - British
British buy 1 fighter and 4 infantry; Remaining resources: 2 PUs;Combat Move - British
Giving bonus movement to units
1 infantry moved from Normandy Bordeaux to Southern France
British take Southern France from Germans
1 infantry moved from Normandy Bordeaux to Holland Belgium
British take Holland Belgium from Germans
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone
2 transports moved from 112 Sea Zone to 110 Sea Zone
8 infantry moved from United Kingdom to 110 Sea Zone
8 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from Norway to Denmark
2 infantry moved from 112 Sea Zone to DenmarkCombat - British
Battle in Denmark
British attack with 1 fighter and 2 infantry
Germans defend with 1 infantry
British win, taking Denmark from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
British win with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Recording Battle StatisticsNon Combat Move - British
1 fighter moved from Norway to United Kingdom
1 fighter moved from Denmark to Norway
3 fighters moved from Malta to 91 Sea ZonePlace Units - British
1 fighter and 4 infantry placed in United KingdomTurn Complete - British
British collect 23 PUs; end with 25 PUs total -
I assumed you did not want to scramble in sz112. If you wanted to please fight the scramble battle and the new Denmark in the forum and edit in the result.
I would like to add my “idle” British fighter to the battle, the one I ncm nwy > uk.
So forum battles would be:
sz112: dd, 3 cc, fig vs fig
den: 2 inf, fig vs inf -
MrGreen, I should have been allowed to make Kamikaze strikes against your fleet since you made an amphib invasion out of SZ 6. Do you agree, or is there a reason the programe did not come up with the option?
In any case, I’d like to use three strikes on each of your ACs. One hit on any given AC would damage it and drown the two fighters, two hits would destroy it.
Pls let me know your opinion.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - Italians
Italians buy 3 armour, 1 destroyer, 3 infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - Italians
Giving bonus movement to units
1 destroyer moved from 95 Sea Zone to 92 Sea Zone
1 fighter moved from 95 Sea Zone to 92 Sea Zone
1 fighter moved from 95 Sea Zone to 92 Sea Zone
1 bomber moved from Southern Italy to GibraltarCombat - Italians
Battle in 92 Sea Zone
Italians attack with 1 destroyer and 2 fighters
Americans defend with 1 submarine
Italians win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Italians win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in Gibraltar
Italians attack with 1 bomber
British defend with 1 harbour; Americans defend with 1 aaGun, 2 artilleries, 3 infantry and 1 mech_infantry
British win with 1 aaGun, 2 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is -12
Casualties for Italians: 1 bomber
Recording Battle StatisticsNon Combat Move - Italians
1 fighter moved from 92 Sea Zone to 95 Sea Zone
1 fighter moved from 92 Sea Zone to 95 Sea Zone
1 armour moved from South West Africa to Belgian Congo
1 armour moved from South West Africa to Belgian Congo
1 armour moved from Union of South Africa to Belgian Congo
1 armour moved from Union of South Africa to Belgian Congo
1 armour moved from Union of South Africa to Belgian Congo
1 aaGun moved from Southern Italy to Northern Italy
1 aaGun moved from Northern Italy to FrancePlace Units - Italians
3 armour placed in Iraq
2 infantry placed in Northern Italy
1 destroyer and 1 submarine placed in 95 Sea Zone
Turning on Edit Mode
EDIT: Italians player Adding units owned by PlayerID named:Italians to Southern Italy: 1 bomber
EDIT: Turning off Edit Mode
1 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 26 PUs (5 lost to blockades); end with 26 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 30 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUs -
Sry about my bomber, ended up in Gib instead of the SZ against the sub (and was duly shot down by your AA). I edited it back in S-Italy, fighters managed the sub, so no harm done by leaving it out of the fight.
Pls have a look at my kamikaze post above before continuing!
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@alexgreat:
MrGreen, I should have been allowed to make Kamikaze strikes against your fleet since you made an amphib invasion out of SZ 6. Do you agree, or is there a reason the programe did not come up with the option?
In any case, I’d like to use three strikes on each of your ACs. One hit on any given AC would damage it and drown the two fighters, two hits would destroy it.
Pls let me know your opinion.
If you look at the turn report in the forum or in the history in triplea you will notice that only my transport was used to deliver my troops to Korea. I moved the rest of my fleet in during ncm when they are safe from kamikaze.
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ah yes, the TT thing worked of course because I had no air to scramble. My error, my apologies.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Purchase Units - ANZAC
ANZAC buy 2 artilleries and 1 fighter; Remaining resources: 0 PUs;Combat Move - ANZAC
Giving bonus movement to unitsNon Combat Move - ANZAC
1 submarine moved from 33 Sea Zone to 44 Sea Zone
1 submarine moved from 33 Sea Zone to 42 Sea Zone
1 submarine moved from 33 Sea Zone to 43 Sea Zone
1 submarine moved from 62 Sea Zone to 33 Sea Zone
1 destroyer and 1 transport moved from 63 Sea Zone to 26 Sea ZonePlace Units - ANZAC
2 artilleries and 1 fighter placed in New South WalesTurn Complete - ANZAC
ANZAC collect 9 PUs; end with 9 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 14 PUs -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8
Game History
Round :11
Combat Move - French
Giving bonus movement to unitsNon Combat Move - French
2 infantry moved from Norway to 112 Sea ZoneTurn Complete - French
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@alexgreat:
ah yes, the TT thing worked of course because I had no air to scramble. My error, my apologies.
No worries. :-)
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although I doubt that the Japanese would have agreed with Larry’s rule. Hey, I dont like the looks of this fleet right next to the homeland … but its the US non-combat phase, so lets wave a few flags instead.
Hostile ships should be susceptible to the 6 kamikaze any time, if you ask me. Larry doesnt, thats for sure ;)
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It’s a abstact game so I figure it has more to do with gameplay than realism. :-)
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Of course thats the reason, and a game needs a mechanism. But in this specific example I dont see an endangerment of the rules in general or a breakdown of the system. Kamikaze has been introduced to the game, its unique, and it could easily follow unique rules. Wouldnt complicate the game at all: Enter those SZs and face strikes, end of story. You probably do not often have added realism and game play that did not become more complex together. Problem is, of course, you start here, and then one thing after another gets questioned.
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It does not have to be that it makes things to complicated either. It could be about balance.
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good point!