@simon33 said in Simon33 (Axis+14) vs Axis-Dominion (Allies) PtV:
Scramble to Palau?
And OOL for Yunnan?
Oh you might also scramble to SZ36.
I am not too eager to roll on the forum, however sz98 will have the “sub casuality choice first despite present destroyer”-problem
However, most likely subs will miss or hit just once, in this case tipping the battleship might be the only choice anyway?
Is this ok for you to roll in tripleA, in case of one sub hit, tip battleship and in the unrealistic case of 2 hits you make a choice and have the right the change it after all attack dice are rolled. If this would happen I would switch to the forum for the rest of the attack. Just 11% this might be necessary.
What do you think?
still the same just made a tiny change in the pacific
I am fine with triplea dice.
1 hit tip BS
2 hits tip BS+Germany AC
I am not too eager to roll on the forum, however sz98 will have the “sub casuality choice first despite present destroyer”-problem
However, most likely subs will miss or hit just once, in this case tipping the battleship might be the only choice anyway?
Is this ok for you to roll in tripleA, in case of one sub hit, tip battleship and in the unrealistic case of 2 hits you make a choice and have the right the change it after all attack dice are rolled. If this would happen I would switch to the forum for the rest of the attack. Just 11% this might be necessary.
What do you think?
OK that’s good idea. In the very rare case. I will change that.
I am fine with triplea dice.
1 hit tip BS
2 hits tip BS+Germany AC
For the sake of convenience.
ok. thanks for the prediction.
5 hits total, one of them subs, BB tipped, need 4 more casualty choice
sub, sink Ita ac, tip Ger ac
Combined fleet did kick US boys ass. 8/10. I retreat (as planned anyway however with fewer US guys than expected)
Where are the planes landing?
Here is the map. the landed now in Syria, I could not save before do anything. I can of course change.
land in syria of course.
max defending ool if uk attacks
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 2 fighters, 5 infantry, 1 submarine, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs;
Combat Move - Americans
2 infantry moved from Queensland to 54 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
2 infantry moved from 44 Sea Zone to Celebes
1 infantry moved from Gibraltar to 92 Sea Zone
2 infantry and 1 transport moved from 92 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Greece
1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 2 submarines moved from 92 Sea Zone to 98 Sea Zone
2 bombers moved from Norway to 98 Sea Zone
1 fighter moved from Russia to 98 Sea Zone
1 bomber moved from Hawaiian Islands to 17 Sea Zone
Combat - Americans
Battle in 98 Sea Zone
Americans attack with 2 bombers, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 2 submarines
Japanese defend with 1 fighter; Germans defend with 1 battleship, 1 carrier, 1 cruiser, 1 submarine and 1 transport; Italians defend with 1 carrier, 1 destroyer, 2 fighters, 1 tactical_bomber and 2 transports
Units damaged: 1 battleship owned by the Germans
Units damaged: 1 carrier owned by the Germans
retreated to 98 Sea Zone
Italians win with 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 3 fighters, 1 tactical_bomber and 3 transports remaining. Battle score for attacker is -46
Casualties for Germans: 1 submarine
Casualties for Italians: 1 carrier
Casualties for Americans: 1 carrier, 1 cruiser, 1 destroyer, 2 fighters and 2 submarines
Battle in Greece
Battle in Celebes
Battle in 17 Sea Zone
Americans attack with 1 bomber
Japanese defend with 1 transport
Americans win, taking Greece from Germans, taking Celebes from Japanese with 1 bomber remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
2 fighters owned by the Italians, 1 fighter owned by the Japanese and 1 tactical_bomber owned by the Italians forced to land in Syria
Non Combat Move - Americans
2 bombers moved from 98 Sea Zone to Egypt
1 bomber moved from 17 Sea Zone to Midway
2 fighters moved from Hawaiian Islands to Midway
2 fighters moved from Western United States to Midway
1 submarine moved from 16 Sea Zone to 26 Sea Zone
1 destroyer moved from 26 Sea Zone to 25 Sea Zone
1 carrier, 1 fighter, 1 submarine and 1 tactical_bomber moved from 26 Sea Zone to 54 Sea Zone
1 artillery moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 carrier, 1 destroyer, 1 infantry and 1 transport moved from 10 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
2 mech_infantrys moved from Karelia to Finland
1 artillery moved from Karelia to Finland
1 mech_infantry moved from Norway to Finland
1 infantry moved from Norway to Finland
1 aaGun, 1 armour, 2 infantry and 1 mech_infantry moved from France to Holland Belgium
1 artillery and 1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery moved from 110 Sea Zone to Holland Belgium
2 transports moved from 109 Sea Zone to 106 Sea Zone
3 infantry moved from Eastern United States to Quebec
1 artillery moved from Eastern United States to Quebec
1 transport moved from 91 Sea Zone to 101 Sea Zone
1 fighter moved from Eastern United States to Gibraltar
1 transport moved from 109 Sea Zone to 92 Sea Zone
3 fighters moved from Russia to Norway
1 fighter moved from Norway to Gibraltar
1 mech_infantry moved from Western United States to Eastern United States
Place Units - Americans
1 artillery and 2 infantry placed in Norway
1 submarine placed in 101 Sea Zone
1 fighter placed in Eastern United States
1 infantry placed in Eastern United States
1 carrier, 1 destroyer and 1 transport placed in 10 Sea Zone
1 fighter, 2 infantry and 1 tactical_bomber placed in Western United States
Turn Complete - Americans
Americans collect 65 PUs; end with 65 PUs total
Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 75 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 80 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 90 PUs
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Kansu to Suiyuyan
2 infantry moved from Tsinghai to Shensi
1 fighter moved from Tsinghai to Shensi
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Kansu to Suiyuyan
2 infantry moved from Tsinghai to Shensi
1 fighter moved from Tsinghai to Shensi
Combat - Chinese
Battle in Suiyuyan
Chinese attack with 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Suiyuyan from Japanese with 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Shensi
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Shensi from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Non Combat Move - Chinese
1 fighter moved from Shensi to Tsinghai
Place Units - Chinese
3 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 5 PUs; end with 5 PUs total
I am not too eager to roll on the forum, however sz98 will have the “sub casuality choice first despite present destroyer”-problem
However, most likely subs will miss or hit just once, in this case tipping the battleship might be the only choice anyway?
Is this ok for you to roll in tripleA, in case of one sub hit, tip battleship and in the unrealistic case of 2 hits you make a choice and have the right the change it after all attack dice are rolled. If this would happen I would switch to the forum for the rest of the attack. Just 11% this might be necessary.
What do you think?
I think again and again. I can’t think of any extreme case in which defender would change OOL. Could you give me a clue?
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - British
British buy 1 artillery, 1 carrier and 3 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from 99 Sea Zone to Cyprus
1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
1 artillery moved from Egypt to 81 Sea Zone
1 artillery moved from 81 Sea Zone to Trans-Jordan
1 infantry moved from 81 Sea Zone to Trans-Jordan
3 infantry moved from Egypt to Trans-Jordan
1 artillery moved from Egypt to Trans-Jordan
1 battleship moved from 92 Sea Zone to 98 Sea Zone
1 cruiser moved from 92 Sea Zone to 98 Sea Zone
1 carrier moved from 92 Sea Zone to 98 Sea Zone
1 fighter moved from Egypt to 80 Sea Zone
1 tactical_bomber moved from Egypt to 98 Sea Zone
1 fighter moved from Egypt to 98 Sea Zone
4 fighters moved from France to 98 Sea Zone
1 infantry moved from Karelia to Vyborg
Russians take Vyborg from Germans
1 mech_infantry moved from Northwest Persia to Rostov
Russians take Rostov from Italians
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - British
British buy 1 artillery, 1 carrier and 3 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from 99 Sea Zone to Cyprus
1 infantry moved from Anglo Egyptian Sudan to 81 Sea Zone
1 artillery moved from Egypt to 81 Sea Zone
1 artillery moved from 81 Sea Zone to Trans-Jordan
1 infantry moved from 81 Sea Zone to Trans-Jordan
3 infantry moved from Egypt to Trans-Jordan
1 artillery moved from Egypt to Trans-Jordan
1 battleship moved from 92 Sea Zone to 98 Sea Zone
1 cruiser moved from 92 Sea Zone to 98 Sea Zone
1 carrier moved from 92 Sea Zone to 98 Sea Zone
1 fighter moved from Egypt to 80 Sea Zone
1 tactical_bomber moved from Egypt to 98 Sea Zone
1 fighter moved from Egypt to 98 Sea Zone
4 fighters moved from France to 98 Sea Zone
1 infantry moved from Karelia to Vyborg
Russians take Vyborg from Germans
1 mech_infantry moved from Northwest Persia to Rostov
Russians take Rostov from Italians
Combat - British
Battle in Cyprus
Battle in 80 Sea Zone
British attack with 1 fighter
Japanese defend with 1 transport
British win, taking Cyprus from Germans with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Trans-Jordan
British attack with 2 artilleries and 4 infantry
Italians defend with 2 infantry
British win, taking Trans-Jordan from Italians with 2 artilleries and 4 infantry remaining. Battle score for attacker is 6
Casualties for Italians: 2 infantry
Battle in 98 Sea Zone
British attack with 1 battleship, 1 carrier, 1 cruiser, 5 fighters and 1 tactical_bomber
Germans defend with 1 battleship, 1 carrier, 1 cruiser and 1 transport; Italians defend with 1 destroyer and 2 transports
Units damaged: 1 battleship owned by the British and 1 carrier owned by the British
British win, taking 98 Sea Zone from Italians with 1 battleship, 1 carrier and 4 fighters remaining. Battle score for attacker is 44
Casualties for Germans: 1 battleship, 1 carrier, 1 cruiser and 1 transport
Casualties for British: 1 cruiser, 1 fighter and 1 tactical_bomber
Casualties for Italians: 1 destroyer and 2 transports
Non Combat Move - British
1 mech_infantry moved from Anglo Egyptian Sudan to Egypt
4 fighters moved from 98 Sea Zone to Egypt
1 fighter moved from 80 Sea Zone to Eastern Persia
3 aaGuns, 6 artilleries and 19 infantry moved from West India to Eastern Persia
2 mech_infantrys moved from Kazakhstan to Russia
4 fighters moved from Russia to Norway
2 fighters moved from France to 110 Sea Zone
1 aaGun, 1 armour, 2 artilleries and 6 infantry moved from France to Holland Belgium
1 aaGun, 1 artillery and 4 infantry moved from Normandy Bordeaux to Holland Belgium
3 infantry moved from United Kingdom to 110 Sea Zone
1 artillery moved from United Kingdom to 110 Sea Zone
3 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery moved from 110 Sea Zone to Holland Belgium
1 fighter moved from 110 Sea Zone to United Kingdom
1 mech_infantry moved from Karelia to Finland
1 infantry moved from Karelia to Finland
2 aaGuns moved from Karelia to Finland
1 mech_infantry moved from Kazakhstan to Volgograd
1 armour moved from Kazakhstan to Volgograd
1 infantry moved from Union of South Africa to Rhodesia
1 armour moved from Union of South Africa to Belgian Congo
Place Units - British
1 artillery and 3 infantry placed in United Kingdom
1 carrier placed in 110 Sea Zone
Turn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 1,3
British collect 29 PUs (2 lost to blockades); end with 29 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 34 PUs
Turn Complete - UK_Pacific
I am not too eager to roll on the forum, however sz98 will have the “sub casuality choice first despite present destroyer”-problem
However, most likely subs will miss or hit just once, in this case tipping the battleship might be the only choice anyway?
Is this ok for you to roll in tripleA, in case of one sub hit, tip battleship and in the unrealistic case of 2 hits you make a choice and have the right the change it after all attack dice are rolled. If this would happen I would switch to the forum for the rest of the attack. Just 11% this might be necessary.
What do you think?
I think again and again. I can’t think of any extreme case in which defender would change OOL. Could you give me a clue?
In case I double hit with subs, I think tip BB and one AC is a valid option. However if the rest of the force totally whiffs I think it would be a valid option not to tip any of the ACs to keep defense for the upcoming attack.
I know this is not gonna happen often, but I don’t like to make too many assumptions of my opponent’s decisions and rather ask. Some people even underestimate some decisions and take them for granted which can lead to problems (Sometimes suicide scrambles can be a good choice e.g.)
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.8
Game History
Round: 9
Purchase Units - Italians
Italians buy 6 infantry and 1 submarine; Remaining resources: 0 PUs;
Combat Move - Italians
1 bomber moved from Southern Italy to 98 Sea Zone
2 fighters and 1 tactical_bomber moved from Syria to 98 Sea Zone
2 fighters moved from Western Germany to 98 Sea Zone
1 artillery and 2 infantry moved from Northern Italy to Southern France
1 artillery moved from Western Germany to France
10 infantry moved from Northern Italy to France
1 armour and 3 mech_infantrys moved from Southern Italy to France
Scramble?
I am not too eager to roll on the forum, however sz98 will have the “sub casuality choice first despite present destroyer”-problem
However, most likely subs will miss or hit just once, in this case tipping the battleship might be the only choice anyway?
Is this ok for you to roll in tripleA, in case of one sub hit, tip battleship and in the unrealistic case of 2 hits you make a choice and have the right the change it after all attack dice are rolled. If this would happen I would switch to the forum for the rest of the attack. Just 11% this might be necessary.
What do you think?
I think again and again. I can’t think of any extreme case in which defender would change OOL. Could you give me a clue?
In case I double hit with subs, I think tip BB and one AC is a valid option. However if the rest of the force totally whiffs I think it would be a valid option not to tip any of the ACs to keep defense for the upcoming attack.
I know this is not gonna happen often, but I don’t like to make too many assumptions of my opponent’s decisions and rather ask. Some people even underestimate some decisions and take them for granted which can lead to problems (Sometimes suicide scrambles can be a good choice e.g.)
Oh I see. That explains it. Thanks.