@Oskar2KX editier mal bitte einen fig von Schottland nach London, sodass in Schottland 3 und in London 5 sind. Thx
Cow (allies +13) vs. Bold
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He explicitly said he will probably quit after you take one.
If you look at my recent game with Bold, he drug it out against me too. I only took Rome before he resigned. I know it smacks of poor sportsmanship, but he just really hates to quit until he thinks he truly has 0% chance I guess.
Do what I did - finish him off, and don’t play him again. Surprised you accepted the match with him in the first place, so in a way, you deserve it. Anyway, you are implicitly agreeing to play by the G40 rulebook every time you play a league game, and the rulebook says Allies don’t win until they’ve taken and held all 3 capitals for a round. If you wanted different victory conditions, that’s allowed in league, but you needed to agree to it before the game started. So finish what you started, Cow. You agreed to these victory conditions.
I don’t know how else to put it. I will not require 3 capitals to fall. But I want to at least do the japan move and see how the dice treat it. Cow has had incredible luck in this game to get this map to where it is, why am I not allowed to roll dice to see if I can get lucky then resign? Cow has been saying how he was putting this on Ai anyway so it is clear he didn’t see the z95 attack at that time. Post all combat moves b4 dice are rolled the rest of the way if u want to play this way cow. U cheated and I didn’t even call you out on it be cuz it’s a waste of time. Play it out and put all powers but russia on Ai after this usa move like you said.you would and let’s see what happens.
I have been playing a friendly game with you… thought it went quite well until you pulled this silly shenanigans as gamer appropriately called it. Let’s just play a couple more rounds and see what happens - I have very little chance to get lucky at this point but if I get as lucky as you did in Egypt I could have a chance.
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I only went long enough against gamer to take a reasonable shot on a large chunk of Russian army. When it didn’t go well enough ( ie not upper 1percent) I resigned. I don’t see why this is so unconscionable especially when u got so luck earlier in the game twice cow.
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Eh… idk if it was luck… 3 attacks to stop you from taking calcutta… I got less than average hits with USA in the first attack that is the most critical.
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Roll away. I will lose tilt carrier fighters last.
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@Cow:
Eh… idk if it was luck… 3 attacks to stop you from taking calcutta… I got less than average hits with USA in the first attack that is the most critical.
on the whole it may not have been lucky - but when it takes three attacks to take down one zone there’s always a great chance of failure. and you were down to your last shot at 30% - if that fails, you lose india for next to nothing in a crushing attack. but that’s all in the past let’s see how z91 goes.
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You will sink it. 95% odds or so. Question is what will you lose for it.
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i just rolled it in local - missed every single dice on the round 1 roll and lost badly. if it goes like that it’s game over immediately. now as to your ool - best defense except save acc for last?
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if you are down to an acc and 2 ftrs and i hit you once - do you tip the acc or lose a ftr? i just am not sure what you want. if you tip the acc while ftrs are still alive then they cannot land on the acc.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Japanese
Japanese buy nothing; Remaining resources: 0 SuicideAttackTokens; 13 PUs;Combat Move - Japanese
2 battleships, 3 carriers, 2 cruisers and 2 destroyers moved from 96 Sea Zone to 91 Sea Zone
1 tactical_bomber moved from Spain to 89 Sea Zone
2 fighters and 1 tactical_bomber moved from Spain to 91 Sea Zone
1 infantry moved from Eastern Persia to Turkmenistan
Japanese take Turkmenistan from Russians -
ok what do you lose in round 3? i need you to whiff in round 3 defense!
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keep 2 ftr? or keep ftr, tipped acc?
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I will keep cruiser and destroyer for this actually.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Japanese
Japanese buy nothing; Remaining resources: 0 SuicideAttackTokens; 13 PUs;Combat Move - Japanese
2 battleships, 3 carriers, 2 cruisers and 2 destroyers moved from 96 Sea Zone to 91 Sea Zone
1 tactical_bomber moved from Spain to 89 Sea Zone
2 fighters and 1 tactical_bomber moved from Spain to 91 Sea Zone
1 infantry moved from Eastern Persia to Turkmenistan
Japanese take Turkmenistan from RussiansCombat - Japanese
Battle in 91 Sea Zone
Japanese attack with 2 battleships, 3 carriers, 2 cruisers, 2 destroyers, 2 fighters and 1 tactical_bomber; Germans loiter and taunt with
British defend with 2 destroyers; Americans defend with 1 carrier, 1 cruiser, 6 destroyers, 2 fighters and 1 submarine
Units damaged: 3 carriers owned by the Japanese and 1 battleship owned by the Japanese
Units damaged: 1 battleship owned by the Japanese
Japanese win with 2 battleships, 1 carrier, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 46
Casualties for Japanese: 2 carriers, 2 cruisers and 2 destroyers
Casualties for British: 2 destroyers
Casualties for Americans: 1 carrier, 1 cruiser, 6 destroyers, 2 fighters and 1 submarine
Battle in 89 Sea Zone
Japanese attack with 1 tactical_bomber
Americans defend with 11 transports
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 77
Casualties for Americans: 11 transportsNon Combat Move - Japanese
1 tactical_bomber moved from 89 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from 91 Sea Zone to Spain
1 artillery moved from Tobruk to 96 Sea Zone
1 artillery and 4 transports moved from 96 Sea Zone to 91 Sea Zone
1 artillery moved from 91 Sea Zone to Spain
3 submarines moved from 98 Sea Zone to 95 Sea Zone
3 infantry moved from West India to Afghanistan
9 fighters moved from Eastern Persia to Romania
2 tactical_bombers moved from Eastern Persia to Romania
1 aaGun, 2 armour, 10 artilleries, 22 infantry and 1 mech_infantry moved from Eastern Persia to Turkmenistan
1 submarine moved from 72 Sea Zone to 70 Sea ZoneTurn Complete - Japanese
Total Cost from Convoy Blockades: 11
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 4,1,2,2,6,4,5,2,2,6,2,1,1,6,5,3,6,4,4,6
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 4,6,4,2,4,2,3,1,1,5,5,6
Japanese collect 2 PUs (11 lost to blockades); end with 15 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 20 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Italians
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you might win but i might give you a little tiny scare.
it’s been fun either way.
cheers
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very interesting position here, that’s why i want to continue. very cool.\
in another round or two i may see it’s hopeless, which it probably will be.
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You will be playing against AI soon. Sadly they do not defend things well they just attack. So I have to secure things.
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@Cow:
You will be playing against AI soon. Sadly they do not defend things well they just attack. So I have to secure things.
excellent - more uncharted territory - i welcome more fun.
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i really have enjoyed the game - so glad to have you back.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Italians
Italians repair 2 damage on 1 harbour; Remaining resources: 20 PUs;
Italians buy 4 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery moved from Libya to Tunisia
Italians take Tunisia from Americans
1 transport moved from 92 Sea Zone to 91 Sea Zone
2 infantry moved from Morocco to 91 Sea Zone
2 infantry and 1 transport moved from 91 Sea Zone to 104 Sea Zone
2 infantry and 1 transport moved from 104 Sea Zone to 109 Sea Zone
2 infantry moved from 109 Sea Zone to ScotlandCombat - Italians
Battle in ScotlandNon Combat Move - Italians
1 mech_infantry moved from Gibraltar to Spain
1 battleship, 1 cruiser and 1 transport moved from 96 Sea Zone to 91 Sea Zone
1 carrier, 1 cruiser and 1 destroyer moved from 92 Sea Zone to 91 Sea Zone
4 aaGuns and 4 infantry moved from Spain to 91 Sea Zone
1 mech_infantry moved from Spain to Southern France
3 infantry moved from Eastern Poland to Romania
2 artilleries and 2 infantry moved from Yugoslavia to RomaniaPlace Units - Italians
3 infantry placed in Normandy Bordeaux
1 infantry and 2 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Italians collect 16 PUs; end with 16 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 21 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 26 PUs





