inf: e.poland, bessarabia, yunnan +9
Sub: 91, 106, 110 +18
fighter: scotland, volgograd, caucasus +30
India: +1
HF
z112 and z113 scramble choices
no scramble in either
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Americans
Americans buy 6 bombers; Remaining resources: 2 PUs;
Combat Move - Americans
2 artilleries moved from Holland Belgium to 110 Sea Zone
2 artilleries and 2 transports moved from 110 Sea Zone to 112 Sea Zone
1 artillery moved from 112 Sea Zone to Norway
1 artillery moved from 112 Sea Zone to Denmark
4 fighters moved from 110 Sea Zone to 113 Sea Zone
2 fighters moved from United Kingdom to 113 Sea Zone
1 fighter moved from United Kingdom to 113 Sea Zone
2 carriers and 2 destroyers moved from 110 Sea Zone to 112 Sea Zone
2 fighters moved from United Kingdom to 112 Sea Zone
Combat - Americans
Battle in 113 Sea Zone
Americans attack with 7 fighters
Germans defend with 1 carrier and 2 destroyers
Units damaged: 1 carrier owned by the Germans
Americans win with 4 fighters remaining. Battle score for attacker is 2
Casualties for Germans: 1 carrier and 2 destroyers
Casualties for Americans: 3 fighters
Battle in Denmark
Battle in Norway
Non Combat Move - Americans
4 fighters moved from 113 Sea Zone to 112 Sea Zone
2 fighters moved from 112 Sea Zone to United Kingdom
1 destroyer moved from 106 Sea Zone to 91 Sea Zone
1 submarine moved from 101 Sea Zone to 89 Sea Zone
1 submarine moved from 89 Sea Zone to 64 Sea Zone
1 carrier moved from 106 Sea Zone to 64 Sea Zone
1 submarine moved from 42 Sea Zone to 41 Sea Zone
2 mech_infantrys moved from Central United States to Southeast Mexico
6 bombers moved from Western United States to 106 Sea Zone
6 bombers moved from 106 Sea Zone to United Kingdom
Place Units - Americans
6 bombers placed in Eastern United States
Turn Complete - Americans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 26 Sea Zone. Rolls: 6,5
Americans collect 58 PUs; end with 60 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - British
British buy 2 artilleries, 4 infantry and 3 mech_infantrys; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 bomber moved from United Kingdom to Germany
1 mech_infantry moved from Kenya to Ethiopia
British take Ethiopia from Italians
Combat - British
Strategic bombing raid in Germany
Bombing raid in Germany rolls: 4 and causes: 4 damage to unit: factory_major
Bombing raid in Germany causes 4 damage total.
Non Combat Move - British
1 bomber moved from Germany to Norway
1 armour and 1 artillery moved from Holland Belgium to 110 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 110 Sea Zone to 112 Sea Zone
1 armour, 1 artillery and 2 infantry moved from 112 Sea Zone to Norway
2 fighters moved from Holland Belgium to Norway
1 artillery moved from Kenya to 72 Sea Zone
1 artillery, 1 battleship and 1 transport moved from 72 Sea Zone to 80 Sea Zone
1 artillery moved from 80 Sea Zone to Iraq
3 fighters and 1 tactical_bomber moved from Eastern Persia to Iraq
2 mech_infantrys moved from Egypt to Iraq
3 artilleries and 8 infantry moved from Egypt to Trans-Jordan
1 armour, 4 infantry and 5 mech_infantrys moved from Alexandria to Egypt
1 armour and 5 mech_infantrys moved from Egypt to Trans-Jordan
2 infantry moved from Union of South Africa to 71 Sea Zone
2 infantry and 1 transport moved from 71 Sea Zone to 80 Sea Zone
2 infantry moved from 80 Sea Zone to Iraq
1 carrier moved from 106 Sea Zone to 123 Sea Zone
Place Units - British
2 artilleries and 1 infantry placed in Egypt
3 mech_infantrys placed in Union of South Africa
3 infantry placed in United Kingdom
Turn Complete - British
British collect 32 PUs; end with 33 PUs total
Place Units - UK_Pacific
2 infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,5
UK_Pacific collect 4 PUs (2 lost to blockades); end with 4 PUs total
Some Units in India change ownership: 2 infantry
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - Italians
Italians buy 1 infantry and 3 tactical_bombers; Remaining resources: 1 PUs;
Combat Move - Italians
1 infantry moved from France to Holland Belgium
Germans take Holland Belgium from Americans
1 armour moved from Novosibirsk to Yenisey
Italians take Timguska from Russians
Italians take Yenisey from Russians
1 armour moved from Novosibirsk to Evenkiyskiy
Italians take Urals from Russians
Italians take Evenkiyskiy from Russians
4 fighters moved from 92 Sea Zone to 91 Sea Zone
2 tactical_bombers moved from Gibraltar to 91 Sea Zone
4 fighters moved from Gibraltar to 91 Sea Zone
1 fighter moved from Southern Italy to 91 Sea Zone
Combat - Italians
Battle in 91 Sea Zone
Italians attack with 9 fighters and 2 tactical_bombers
Americans defend with 1 destroyer
Italians win with 9 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Non Combat Move - Italians
1 destroyer moved from 95 Sea Zone to 92 Sea Zone
2 aaGuns, 1 artillery and 1 infantry moved from France to Normandy Bordeaux
4 fighters and 2 tactical_bombers moved from 91 Sea Zone to Normandy Bordeaux
1 fighter moved from 91 Sea Zone to 92 Sea Zone
3 fighters moved from 91 Sea Zone to Gibraltar
1 fighter moved from 91 Sea Zone to 92 Sea Zone
2 artilleries moved from Southern France to Normandy Bordeaux
1 transport moved from 92 Sea Zone to 93 Sea Zone
2 infantry moved from Southern France to 93 Sea Zone
2 infantry and 1 transport moved from 93 Sea Zone to 92 Sea Zone
2 infantry moved from 92 Sea Zone to Gibraltar
1 aaGun moved from Southern Italy to Northern Italy
1 artillery moved from Morocco to 92 Sea Zone
1 artillery moved from 92 Sea Zone to Gibraltar
1 armour moved from Tunisia to Tobruk
3 infantry moved from Northern Italy to Southern France
Place Units - Italians
1 infantry placed in Southern France
3 tactical_bombers placed in Southern Italy
Turn Complete - Italians
Italians collect 30 PUs; end with 31 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 36 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 41 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Combat Move - French
Non Combat Move - French
1 destroyer moved from 72 Sea Zone to 80 Sea Zone
Turn Complete - French
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Politics - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 artillery, 1 fighter, 13 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 mech_infantry moved from Northwest Persia to Persia
Germans take Persia from British
4 armour moved from Germany to Denmark
3 artilleries, 3 fighters and 5 infantry moved from Western Germany to Denmark
1 tactical_bomber moved from Germany to Denmark
1 armour moved from Germany to Denmark
Combat - Germans
Battle in Denmark
Germans attack with 5 armour, 3 artilleries, 3 fighters, 5 infantry and 1 tactical_bomber
Americans defend with 1 artillery
Germans win, taking Denmark from Americans with 5 armour, 3 artilleries, 3 fighters, 5 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Americans: 1 artillery
Non Combat Move - Germans
3 fighters moved from Denmark to Western Germany
1 tactical_bomber moved from Denmark to Western Germany
1 aaGun moved from Western Germany to Denmark
1 aaGun moved from Western Germany to Denmark
1 infantry moved from Karelia to Finland
2 mech_infantrys moved from Vologda to Novgorod
1 aaGun moved from Rostov to Caucasus
11 artilleries and 1 infantry moved from Volgograd to Caucasus
1 armour moved from Ukraine to Caucasus
1 infantry moved from Ukraine to Rostov
2 aaGuns moved from Tambov to Rostov
9 mech_infantrys moved from Northwest Persia to Caucasus
20 armour moved from Vologda to Volgograd
1 submarine moved from 114 Sea Zone to 113 Sea Zone
Place Units - Germans
3 infantry placed in Normandy Bordeaux
3 infantry placed in Volgograd
3 armour placed in Ukraine
3 mech_infantrys placed in Russia
1 artillery and 2 infantry placed in Novgorod
Germans undo move 5.
Germans undo move 4.
1 artillery, 1 fighter, 7 infantry and 1 mech_infantry placed in Western Germany
2 mech_infantrys placed in Novgorod
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 1,5,1,4,5,4
Germans collect 56 PUs (2 lost to blockades); end with 56 PUs total
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 60 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 80 PUs
nothing this turn for russia - go ahead with japan
remember, my offer still stands to play this again from G4 with LL. you up for it?
why would I do that
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Combat Move - Russians
Non Combat Move - Russians
Turn Complete - Russians
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 3 fighters, 2 infantry, 6 mech_infantrys and 2 transports; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Combat Move - Japanese
1 unit repaired.
1 armour moved from Yunnan to Burma
Japanese take Burma from UK_Pacific
1 armour moved from Burma to Yunnan
2 bombers moved from Kwangsi to 80 Sea Zone
1 submarine moved from 39 Sea Zone to 80 Sea Zone
1 artillery moved from Japan to 6 Sea Zone
3 infantry moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 26 Sea Zone
1 infantry moved from 26 Sea Zone to Hawaiian Islands
1 artillery moved from 26 Sea Zone to Hawaiian Islands
1 battleship moved from 6 Sea Zone to 26 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 2 Sea Zone
2 infantry moved from 2 Sea Zone to Alaska
Combat - Japanese
Battle in 80 Sea Zone
Japanese attack with 2 bombers and 1 submarine
French defend with 1 destroyer; British defend with 1 battleship, 2 submarines and 2 transports
Units damaged: 1 battleship owned by the British
1 submarine owned by the British Submerged
Japanese win with 1 bomber remaining. Battle score for attacker is 30
Casualties for Japanese: 1 bomber and 1 submarine
Casualties for French: 1 destroyer
Casualties for British: 1 battleship, 1 submarine and 2 transports
Battle in Alaska
Battle in Hawaiian Islands
Japanese attack with 1 artillery and 1 infantry
Americans defend with 1 airfield, 1 harbour and 1 infantry
Japanese win, taking Alaska from Americans, taking Hawaiian Islands from Americans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Non Combat Move - Japanese
1 carrier, 1 destroyer and 1 tactical_bomber moved from 33 Sea Zone to 26 Sea Zone
1 submarine moved from 26 Sea Zone to 10 Sea Zone
1 fighter moved from 6 Sea Zone to 26 Sea Zone
2 carriers, 1 destroyer, 1 fighter and 2 tactical_bombers moved from 6 Sea Zone to 26 Sea Zone
1 bomber moved from 80 Sea Zone to Persia
3 infantry moved from French Indo China to Yunnan
1 infantry moved from Kwangsi to Yunnan
3 mech_infantrys moved from Kiangsu to Kweichow
1 mech_infantry moved from Jehol to Kweichow
1 infantry moved from Samara to Kazakhstan
2 infantry moved from Sakha to Siberia
2 carriers and 4 fighters moved from 37 Sea Zone to 34 Sea Zone
Place Units - Japanese
3 mech_infantrys placed in French Indo China
3 mech_infantrys placed in Kiangsu
3 fighters and 2 infantry placed in Japan
2 transports placed in 6 Sea Zone
Turn Complete - Japanese
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 5,4
Japanese collect 72 PUs; end with 72 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 77 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 82 PUs
why would I do that
Becuz u apparently were proclaiming it a bad attack. U get hella lucky and its the game then u say it was a bad attack? Prove it.
It’s not my problem someone doesn’t understand how numbers work. You constantly engage battles where the odds are not in your favor and blame dice. That’s what happens when you start something that the odds were already against you.
What’s really funny is the evidence doesn’t even support your whine. In that “unlucky” dice battle, you rolled TWO under averaged in the first 2 rounds, when over 100 dice were rolled. Instead of recalculating odds after each round, you continued to pressed which each successive round going even more against you.
At the end of the first round, your odds dropped under 10%, yet you continued. At the end of the second round, your odds dropped under 1%, yet you went again where there were absolutely no follow through opportunities by another country.
Now in our short 3 games, how many 80%+ high ipc battles have I lost against you. The only reason you were even able to pull out game 1 was because anzac lost a major 8:1 sea battle against you which put it in a bad position for a counter attack. In both battles you not only won, but decisively despite low odds. On top of that, do you know what your hit % was on defending single 2s in that game. I’m sure you remember.
It’s not my problem someone doesn’t understand how numbers work. You constantly engage battles where the odds are not in your favor and blame dice. That’s what happens when you start something that the odds were already against you.
What’s really funny is the evidence doesn’t even support your whine. In that “unlucky” dice battle, you rolled TWO under averaged in the first 2 rounds, when over 100 dice were rolled. Instead of recalculating odds after each round, you continued to pressed which each successive round going even more against you.
At the end of the first round, your odds dropped under 10%, yet you continued. At the end of the second round, your odds dropped under 1%, yet you went again where there were absolutely no follow through opportunities by another country.
Now in our short 3 games, how many 80%+ high ipc battles have I lost against you. The only reason you were even able to pull out game 1 was because anzac lost a major 8:1 sea battle against you which put it in a bad position for a counter attack. In both battles you not only won, but decisively despite low odds. On top of that, do you know what your hit % was on defending single 2s in that game. I’m sure you remember.
No I dont remember. And I didnt want to play a game that was boring so I made the all in attack… retreating wasnt an option so dont play coy like it was. :roll:
Your comment wasnt really worth a reply so I retract it. You are a sad dude that u cant admit when u get hella lucky. Game 1 u just didnt know the rules period…. thats no ones fault but yours. Reading the rules is a drag I know so no biggie. But if I also got lucky then fine I accept it, something you are apparently unable to do.
Are you seriously suggesting that no player should ever take a battle or continue a battle where the odds are not in his favor to “win” the battle? Get real dude.
Bottom line I am calling you out to prove your win in a LL game starting from the beginning of R4. No bearing on league results.
I know to a CERTAINTY you lose if that battle goes to odds. How do you like them apples?
To me taking that battle made the game interesting. The fact that it skewed so hard in your favor pretty much ruined it but hey I guess that happens. This isnt chess. So i would rather take thw battle for fun and risk giving you a path back in than grind you out slowly. If it went reasonably to odds it was also a faster win.