TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 1 Purchase Units - Russians Russians buy 1 armour, 9 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Hit Differential Summary :
BEL held, infantry lost by both
UKR
A - infantry, bomber
Rolls: 1@1 1@4; Total Hits: 21@1: (1)1@4: (1)
D - infantry
Rolls: 1@2; Total Hits: 01@2: (5)
UKR taken with infantry, bomber
Noncombat Moves
fighter from BEL to CAU
bomber from EUK to CAU
2 infantry from EUK to RUS
infantry, tank, AA gun from PER to CAU
5 infantry, AA gun from CAU to RUS
7 tanks from RUS to CAU
6 infantry from YAK to EVE
submarine from Z6 to Z12
Mobilize
4 infantry in CAU
2 infantry, 2 tanks in CAU
Income
22 + 5 NO = 27
Gone for a couple days…
And now I’m backed up on some moves… and I need to pay attention to my G40 playmates - I tend to put them off because the moves take soooooo long :-)
But since AA50 moves don’t take long especially when the dice have been so ridiculous for you, it probably won’t be too long til I make another move here
Hope you’re having a great week
OK…. ready to go again here I think
Was loving the fast pace of this game - will try to do my part
J4 with 61, buy 2 INF, 3 ARM, 4 SS, 2 DD
Combat moves -
Yak - INF (Far)
Kaz - INF (Chi)
Per - 2 INF (Mad) ART (Ind) CA, BB (Z38)
Per
Rolls: 1@1 2@2 1@3 1@4; Total Hits: 21@1: (1)2@2: (2, 4)1@3: (6)1@4: (5)
Rolls: 2@2; Total Hits: 12@2: (1, 6)
Egy - INF (FIC) ARM (Bur)
TrJ - 4 INF (Ind) offload from 15
Z15 - CV, FTR (Z35) FTR (Ind)
Nin - 2 INF (Sui)
Sui - 2 ARM (Bry)
Bry - INF (Oki) INF (Iwo), 2 ARM (Jpn)
Far - 2 INF (Bry)
Ind - BMB (Jpn) ART (Bur)
Z34 - DD (Z38)
Z59 - 2 SS, 2 DD, 2 CV, 4 FTR (Z62)
Place 2 INF, ARM (Ind)
Place 2 ARM (Jpn)
Place 4 SS, 2 DD (Z62)
Collect 65, 65 on hand
This next few moves may take some time.
Cheers
Take your time - I’ve had trouble keeping up with all my games anyway
Britain turn 4
Purchase
25 IPC
3 infantry
submarine
fighter
Combat Moves
FIN (empty) v artillery (NWY) by land
BOR (empty) v infantry (Z46)
Noncombat Moves
destroyer from Z46 to Z49
2 transports, 3 destroyers, ac, battleship from Z6 to Z7
tank from NWY to GBR
Mobilize
3 infantry in GBR
submarine, fighter in Z7
Income
23
I4 with 30, buy 3 INF, 2 ARM, FTR (save 1)
Combat moves -
Ukr - 2 INF (Ita) BB (Z15) CA (Z34) FTR (Bul)
Bra - ART (SAf)
Cau - SBR (Ita)
Cau AA
Rolls: 1@1; Total Hits: 11@1: (1)
There goes my ability to stop the UK in the Pacific - Japs are going to have to do it themselves
Ukr
Rolls: 2@1 2@3 1@4; Total Hits: 02@1: (2, 5)2@3: (6, 5)1@4: (5)
Rolls: 1@2; Total Hits: 01@2: (3)
Ukr2
Rolls: 2@1 1@3; Total Hits: 12@1: (6, 2)1@3: (3)
Rolls: 1@2; Total Hits: 11@2: (1)
Z16 - CA (Z34)
Sud - INF (EAf)
Fra - 2 INF (Ita)
EPl - ARM (Bul)
Bul - ARM (Ita)
Ind - FTR (Ukr)
Egy - ARM (TrJ)
Per - INF (TrJ)
Collect 32, 33 on hand
America turn 4
Purchase
49 IPC
infantry
fighter
3 bombers
Combat Moves
AUS (empty) v infantry (Z46)
Noncombat Moves
fighter from NWY to ECA
2 bombers from NWY to WCA
2 submarines, 7 destroyers, 2 ac, 4 fighters, battleship from Z46 to Z49
fighter from WUS to WCA
destroyer from Z56 to Z46
AA gun from WCA to WUS
3 fighters from WUS to SOL
Mobilize
infantry, fighter, 3 bombers in WUS
Income
35 + 10 NO = 45
Your map has only 2 fighters going to Solomons instead of 3. If it’s supposed to be 3, let me know
There were 3 zones you could have unloaded to Australia but you didn’t specify. It didn’t matter since you weren’t rolling dice - just be careful about that in the future
G5 with 52, buy 4 INF, 8 ARM
Combat moves -
Arc - INF (Kar)
EUk - INF (EPl)
Fin - 3 INF, 2 ARM, FTR (Kar)
Rus - SBR (Ger)
Rus AA
Rolls: 1@1; Total Hits: 11@1: (1)
This is the weirdest game…
Fin
Rolls: 3@1 3@3; Total Hits: 23@1: (4, 3, 5)3@3: (2, 4, 2)
Rolls: 1@2; Total Hits: 01@2: (3)
Egy - ARM (Cng) for the Cairo summit
Bel - INF (EPl)
EPl - 4 ARM (Kar) 5 ARM (Ger) 4 INF, ART (Pol)
Pol - 4 INF, ART (Ger) FTR (Fin)
Place 2 INF (Kar)
Place 2 INF, 8 ARM (Ger)
Collect 55, 55 on hand
I said it last game and I’ll say it again - that UK transport in the Pacific is wicked. Of course if I had the Italian bomber on India right now it wouldn’t be as menacing, but it could still open up Okinawa this turn. Fortunately for me the dice have given me such a commanding position through the first 2 or 3 rounds (certainly let me down this round) that it surely won’t matter this time…
Too early to give advice probably, but as in the first game your weakness appears to be your Russian play and North Atlantic UK play… and that’s significant because you can rarely win, losing the Russian’s front with the Germans. Having the UK with a lot of transports and pumping out 8 units every turn is necessary when the USA is absent.
Of course, the opening couple of rounds of this game by the dice made everything very very difficult for you, but I see that parallel with the first game.
Don’t want to give too much advice…. I enjoy winning all the time :-)