Thank you for your patience for this move!
I assumed casualties for round 1 of the Sea of Japan attack, but I need to ask you for 2 more casualties - see file posted
Thanks, and it shouldn’t take me too long to finish through Russia 10 after that
So true Garg, especially since the axis are looking to win before round 8. :0
Maybe it is best I wait for Veqryn to take over his countries. I want to see what he does with those countries. I just like playing japan.
you’re goin’ down Cow - HARD!!!
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Politics - Americans
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: has removed 1 factory_minor owned by Americans 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 States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Purchase Units - Americans
Americans buy 3 carriers and 1 destroyer; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 infantry moved from 6 Sea Zone to Korea
1 infantry moved from 6 Sea Zone to Korea
Need scamble order for Zero Uno in Tokyo.
I cannot open the file as I am not home right now.
However all I read are 2 fighters attacking sz 6 and 2 infantry moving into Korea, if that is the case then I will scramble my 1 fighter.
Sounds like a small risk for a big reward. I can live without the fighter.
Ugh, that was 92% to clear. US loseses without killing the Jap fighter. The dice are brutal so far.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Politics - Americans
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: has removed 1 factory_minor owned by Americans 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 States
Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
Purchase Units - Americans
Americans buy 3 carriers and 1 destroyer; Remaining resources: 0 PUs;
Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 fighter moved from 7 Sea Zone to 6 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 infantry moved from 6 Sea Zone to Korea
1 infantry moved from 6 Sea Zone to Korea
Combat - Americans
Japanese scrambles 1 units out of Japan to defend against the attack in 6 Sea Zone
Japanese scrambles to create a battle in territory 6 Sea Zone
Battle in 6 Sea Zone
Americans attack with 2 fighters and 1 transport
Japanese defend with 1 fighter
Americans roll dice for 2 fighters and 1 transport in 6 Sea Zone, round 1 : 0/2 hits
Japanese roll dice for 1 fighter in 6 Sea Zone, round 1 : 1/1 hits
1 fighter owned by the Americans lost in 6 Sea Zone
Americans roll dice for 1 fighter and 1 transport in 6 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 fighter in 6 Sea Zone, round 2 : 1/1 hits
1 fighter owned by the Americans lost in 6 Sea Zone
1 transport owned by the Americans retreated to 5 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is -20
Casualties for Americans: 2 fighters
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Non Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from 5 Sea Zone: 2 infantry and 1 transport
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 carrier moved from 7 Sea Zone to 16 Sea Zone
1 battleship, 2 cruisers, 1 destroyer and 1 submarine moved from 26 Sea Zone to 16 Sea Zone
1 submarine moved from 23 Sea Zone to 16 Sea Zone
1 carrier moved from 101 Sea Zone to 91 Sea Zone
1 fighter moved from Eastern United States to 91 Sea Zone
1 fighter moved from Eastern United States to 91 Sea Zone
1 armour moved from Southeast Mexico to 89 Sea Zone
1 infantry moved from Southeast Mexico to 89 Sea Zone
1 armour, 1 infantry and 1 transport moved from 89 Sea Zone to 28 Sea Zone
1 destroyer moved from 89 Sea Zone to 91 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 artillery moved from Central United States to 101 Sea Zone
2 carriers moved from 101 Sea Zone to 28 Sea Zone
1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 artillery moved from 91 Sea Zone to Gibraltar
1 bomber moved from Eastern United States to Gibraltar
1 fighter and 1 tactical_bomber moved from Western United States to 16 Sea Zone
1 fighter moved from Eastern United States to Western United States
Place Units - Americans
3 carriers and 1 destroyer placed in 10 Sea Zone
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
Well cow looks like your luck knows no bounds. I sure hope for your sake you win this one cuz I dont know how you could ever live it down with if you lost with the dice smiling on you so favorably early… :lol:
hey Dutch look at it this way now it’s like we gave cow a 30 or 40 bid with the axis. Which is probably about right to give him a chance to be competitive. :wink:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
@Cow:
My mental math said 10% defense. Probability of going fighter for fighter above 50%. Payout of 33 ipc (more like 26 because the transport would die on J3).
So it seemed like a good move to make.
Yes, you need luck to win games. Always need luck, not many people will turn down a scramble in that spot, so it comes down to luck for both sides!
That is just how dice games go.
I dont begrudge it I am very glad. I dont want one of your quick flame outs… :lol:
let’s just say some need more luck than others and leave it at that
Probability of going fighter for fighter 70%+, which is 20% better than a 50/50. That is not something people turn down.
Odds of losing the fighter without killing a fighter compared to odds of winning and the payout… it is a good risk to make.
Yes I have had some real fast league games. Nothing wrong with a quick game.
I don’t want a quick game with you cow I want to grind you into the dirt slowly :evil:
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Shensi to Kweichow
1 infantry moved from Shensi to Kweichow
1 fighter moved from Szechwan to Yunnan
1 infantry moved from Szechwan to Kweichow
Combat - Chinese
Battle in Yunnan
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Yunnan, round 1 : 1/4 hits
Japanese roll dice for 2 infantry in Yunnan, round 1 : 1/2 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Yunnan
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 1/3 hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 1 infantry
Battle in Kweichow
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Kweichow, round 1 : 1/3 hits
Japanese roll dice for 1 infantry in Kweichow, round 1 : 0/1 hits
1 infantry owned by the Japanese lost in Kweichow
Chinese win, taking Kweichow from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Szechwan
Place Units - Chinese
5 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 7 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
ok cow, let’s hope your luck continues to hold up for a while… :?
All:
The game glitched on the retreat on the tnp. It sent it to zone 5 with 5 infantry loaded on it. I deleted it and tried to add it to z16, but of course, you cannot add a loaded tnp to the map. Â So, I added the two inf to Midway and the tnp to z25, but:
THE TRANSPORT AND 2 INFANTRY ARE IN Z16 WITH THE REST OF THE AMERICAN FLEET.
Oops, looks like i will have to add that to the UK map….