Allies,
battleship in sz10
fighter in western united states
tank in rostov
artillery in moscow
989c3986-892d-4a93-a92d-3f2c4536e2fc-dawg-40-v-mike-g40-start-round-5-start Bid placement.tsvg
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :11
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
1 artillery and 3 infantry moved from Yunnan to Szechwan
Combat - Chinese
Battle in Szechwan
Chinese attack with 1 artillery and 3 infantry
Japanese defend with 1 armour
Chinese roll dice for 1 artillery and 3 infantry in Szechwan, round 1 : 0/4 hits
Japanese roll dice for 1 armour in Szechwan, round 1 : 0/1 hits
Chinese roll dice for 1 artillery and 3 infantry in Szechwan, round 2 : 1/4 hits
Japanese roll dice for 1 armour in Szechwan, round 2 : 0/1 hits
1 armour owned by the Japanese lost in Szechwan
Chinese win, taking Szechwan from Japanese with 1 artillery and 3 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Non Combat Move - Chinese
Place Units - Chinese
4 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 5 PUs; end with 7 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 13 PUs
Territory Summary for Chinese :
Yunnan : 5 infantry
Szechwan : 1 artillery and 3 infantry
Production/PUs Summary :
Germans : 39 / 56
Russians : 37 / 52
Japanese : 37 / 42
Americans : 64 / 85
Chinese : 5 / 13
British : 35 / 40
UK_Pacific : 17 / 17
Italians : 9 / 4
ANZAC : 17 / 27
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :11
Purchase Units - British
British buy 2 armour, 2 artilleries, 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 armour, 1 artillery, 1 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - British
1 artillery and 5 infantry moved from United Kingdom to 110 Sea Zone
1 artillery and 5 infantry moved from 110 Sea Zone to Holland Belgium
2 fighters moved from United Kingdom to Holland Belgium
1 infantry moved from Yunnan to Hunan
Chinese take Hunan from Japanese
1 artillery, 3 infantry and 1 mech_infantry moved from Yunnan to Kwangsi
1 tactical_bomber moved from Burma to Kwangsi
1 bomber moved from India to Kwangsi
Combat - British
Battle in Kwangsi
British attack with 1 artillery, 1 bomber, 3 infantry, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 1 airfield, 1 harbour, 2 infantry and 1 mech_infantry
British roll dice for 1 artillery, 1 bomber, 3 infantry, 1 mech_infantry and 1 tactical_bomber in Kwangsi, round 1 : 2/7 hits
Japanese roll dice for 2 infantry and 1 mech_infantry in Kwangsi, round 1 : 1/3 hits
1 infantry owned by the British and 2 infantry owned by the Japanese lost in Kwangsi
British roll dice for 1 artillery, 1 bomber, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Kwangsi, round 2 : 2/6 hits
Japanese roll dice for 1 mech_infantry in Kwangsi, round 2 : 0/1 hits
1 mech_infantry owned by the Japanese lost in Kwangsi
British win, taking Kwangsi from Japanese with 1 artillery, 1 bomber, 2 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for Japanese: 2 infantry and 1 mech_infantry
Casualties for British: 1 infantry
Battle in Holland Belgium
British attack with 1 artillery, 2 fighters and 5 infantry
Germans defend with 3 infantry
British roll dice for 2 cruisers in Holland Belgium, round 1 : 0/2 hits
British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 1 : 2/8 hits
Germans roll dice for 3 infantry in Holland Belgium, round 1 : 0/3 hits
2 infantry owned by the Germans lost in Holland Belgium
British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 2 : 0/8 hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits
British roll dice for 1 artillery, 2 fighters and 5 infantry in Holland Belgium, round 3 : 3/8 hits
Germans roll dice for 1 infantry in Holland Belgium, round 3 : 0/1 hits
1 infantry owned by the Germans lost in Holland Belgium
British win, taking Holland Belgium from Germans with 1 artillery, 2 fighters and 5 infantry remaining. Battle score for attacker is 9
Casualties for Germans: 3 infantry
Non Combat Move - British
2 fighters moved from Holland Belgium to United Kingdom
1 artillery and 3 infantry moved from Burma to Yunnan
1 tactical_bomber moved from Kwangsi to Burma
1 bomber moved from Kwangsi to India
4 infantry moved from India to Burma
2 infantry moved from Union of South Africa to 71 Sea Zone
2 infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
2 infantry moved from 81 Sea Zone to Trans-Jordan
1 transport moved from 81 Sea Zone to 71 Sea Zone
1 infantry moved from Greece to Bulgaria
1 armour and 1 artillery moved from Greece to Albania
2 transports moved from 99 Sea Zone to 98 Sea Zone
1 armour, 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 98 Sea Zone to 99 Sea Zone
1 armour, 1 artillery and 2 infantry moved from 99 Sea Zone to Greece
2 mech_infantrys moved from Egypt to Iraq
Place Units - British
1 artillery and 1 infantry placed in Union of South Africa
1 armour placed in Egypt
2 mech_infantrys placed in Egypt
1 armour, 1 artillery and 3 infantry placed in United Kingdom
Turn Complete - British
British collect 38 PUs; end with 38 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUs
Place Units - UK_Pacific
1 armour, 1 artillery, 1 infantry and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 17 PUs; end with 17 PUs total
Some Units in India change ownership: 1 armour, 1 artillery, 1 infantry and 1 mech_infantry
Territory Summary for British, UK_Pacific :
Kwangsi : 1 artillery, 2 infantry and 1 mech_infantry
Siam : 1 flag
Yunnan : 1 artillery and 3 infantry
Hunan : 1 infantry
Burma : 4 infantry and 1 tactical_bomber
India : 1 airfield, 1 armour, 1 artillery, 1 bomber, 1 factory_major, 1 harbour, 4 infantry and 1 mech_infantry
Malaya : 1 harbour and 3 infantry
French Indo China : 1 flag
Iceland : 1 airfield
Quebec : 1 factory_minor
Trans-Jordan : 2 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 armour, 1 artillery, 1 factory_minor, 1 harbour, 1 infantry and 2 mech_infantrys
Union of South Africa : 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Scotland : 1 airfield and 1 mech_infantry
Malta : 1 aaGun and 1 infantry
United Kingdom : 1 airfield, 2 armour, 1 artillery, 1 factory_major, 2 fighters, 1 harbour and 9 infantry
Holland Belgium : 1 flag, 1 artillery and 5 infantry
Albania : 1 flag, 1 armour and 1 artillery
Ethiopia : 1 flag
Eire : 1 flag
Bulgaria : 1 flag, 1 infantry
109 Sea Zone : 1 flag
Greece : 1 flag, 1 armour, 1 artillery and 2 infantry
99 Sea Zone : 1 battleship, 1 destroyer and 2 transports
97 Sea Zone : 1 flag, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber
Iraq : 2 mech_infantrys
Eastern Persia : 1 flag
71 Sea Zone : 1 transport
81 Sea Zone : 1 transport
Persia : 1 flag
110 Sea Zone : 2 cruisers, 3 destroyers and 3 transports
Production/PUs Summary :
Germans : 36 / 56
Russians : 37 / 52
Japanese : 35 / 42
Americans : 64 / 85
Chinese : 7 / 13
British : 38 / 43
UK_Pacific : 17 / 17
Italians : 9 / 4
ANZAC : 17 / 27
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :11
Purchase Units - Italians
Italians buy 1 artillery; Remaining resources: 0 PUs;
Combat Move - Italians
Non Combat Move - Italians
1 mech_infantry moved from Yugoslavia to Southern Italy
Place Units - Italians
1 artillery placed in Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,1,5,6,6,4,2,2
Italians collect 4 PUs (5 lost to blockades); end with 4 PUs total
Territory Summary for Italians :
Northern Italy : 1 artillery, 1 factory_major, 1 infantry and 1 mech_infantry
Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor, 1 harbour, 2 infantry and 1 mech_infantry
93 Sea Zone : 1 flag
Yugoslavia : 1 flag, 1 mech_infantry
Production/PUs Summary :
Germans : 36 / 56
Russians : 37 / 52
Japanese : 35 / 42
Americans : 64 / 85
Chinese : 7 / 13
British : 38 / 43
UK_Pacific : 17 / 17
Italians : 9 / 4
ANZAC : 17 / 27
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
I think that’s pretty much game, but I’ll hang about and see how long I can ward off Germany and Italy. Unless you want to call it.
i could have taken Germany last turn. Your sub doesn’t block other ships.
The US would have taken Denmark and then the UK moves into unoccupied Germany. I didn’t see that Germany was open until after I did the UK move. But that is something to watch for in the future.
We can keep playing this game or start another…it doesn’t matter to me.
@captain:
i could have taken Germany last turn. Your sub doesn’t block other ships.
The US would have taken Denmark and then the UK moves into unoccupied Germany. I didn’t see that Germany was open until after I did the UK move. But that is something to watch for in the future.
We can keep playing this game or start another…it doesn’t matter to me.
You’re right. I was relying on Denmark to block for Germany. :-o
Let’s start another. Want to switch sides or keep them the same?
Are you familiar with the bid process for playing?
If not we can do that and you’ll learn how that works on the forums.
Typically when someone plays the allies they’ll get a bid…which more or less means they get a starting bonus.
@captain:
Are you familiar with the bid process for playing?
If not we can do that and you’ll learn how that works on the forums.
Typically when someone plays the allies they’ll get a bid…which more or less means they get a starting bonus.
I am familiar with it but I’ve never used it.
Usually one player starts bidding for allies for example they’ll say that they’ll play the allies for ten. Which means they’ll get 10 pu’s in units or money to start…if the other player thinks that’s too high then they’ll bid lower…like nine.
I’ll give you a bid of eight if you want to play allies. That will give you an additional destroyer or an art and mech.etc.
What would you like to have? Keep in mind that what you get in your bid is something you need for first round action…something that you think will give you an edge in the beginning of the game.
@captain:
Usually one player starts bidding for allies for example they’ll say that they’ll play the allies for ten. Which means they’ll get 10 pu’s in units or money to start…if the other player thinks that’s too high then they’ll bid lower…like nine.
I’ll give you a bid of eight if you want to play allies. That will give you an additional destroyer or an art and mech.etc.
What would you like to have? Keep in mind that what you get in your bid is something you need for first round action…something that you think will give you an edge in the beginning of the game.
And it’s for the allies as a whole right? For example, say the bid was 7 I could add an Infantry to somewhere in china and a artillery somewhere for the UK? Or do I have that incorrectly?
That is correct. But it’s really best to get something that will benefit you in the first round. When I get a bid of eight I’ll usually put another destroyer with the one in canada…if I get a six then I’ll put a UK sub in 98 so I can use it to attack the Italian fleet. Think of it as something that you can use offensively on your first turn…some guys do use their bid for defense, but I feel it’s best to use it for first round offense.
@captain:
That is correct. But it’s really best to get something that will benefit you in the first round. When I get a bid of eight I’ll usually put another destroyer with the one in canada…if I get a six then I’ll put a UK sub in 98 so I can use it to attack the Italian fleet. Think of it as something that you can use offensively on your first turn…some guys do use their bid for defense, but I feel it’s best to use it for first round offense.
That makes sense. The original version of Europe had something similar. The Allies got 12 IPC’s to share and Germany got either 10 or 12 I forget. The allied stuff usually went to the Soviets to booster there Front lines, but sometimes an extra fighter got added to Malta to help out in the Med!.
I’ll bid 7!
You can have allies for eight.
Let me know what you want and I’ll set up another game.
I think I’ll go with you’re advice and add a DD to the SZ off of Canada that has the Transport and DD already. I think it’s 105 or 106.
I was tempted to add it to to 99 and have it help against Italy.
ok. I’ll get a new game started for us.