4d6<=2: 3, 1, 1, 4; Hits: 2
15L Gargantua (Allies +6) vs Shin Ji (Axis)
-
I understand. Quite a dance card you’ve got there!
-
Bump
-
Don’t worry, I’ve been reviewing our map, and planning on how to RID the world of unrepentant Shinners!
My games with DizkneeLand and SurpriseAttack are at the verge of over, but neither will concede, and I’ve rebooted my game against JuanSpain.
Your next, so as soon as any of the above 3 perish, our conflict will resume.
-
Alright. I’m finishing up two games too. Or I was, until they both started posting a lot less often.
I’m bored, man!
-
LOL I hear you buddy… it’s hard sometimes to keep a good flow going. Sometimes it’s just best to book off a Saturday morning at the same time, and get er done!
-
My work schedule is super flexible, and I’m almost always on. If there’s a time that’s good for you, let me know.
-
Bump #2
-
Claiming victory via no-show.
-
I told you this game was delayed in writing for an indefinite period. Claim is not accepted.
-
I’ve decided to let you off the hook and not claim the victory.
But I would like some kind of indication of when you might be back. I really do want to play this out!
-
Fair and honourable response. Sunday night PsT is the best I can offer? And I will bump you to first game priority.
-
Sunday night sounds great! It’s actually my only night I’m not working this month. Thanks. :)
-
Oh, but sadly, your night isn’t my night. Ah well! Feel free to assume any reasonable scrambles and whatnot to help keep things moving along, and I’ll be back on a few hours later most likely.
-
T minus 10 hours to post…
The GF is all over me right now, I have tried to post 4 times, but she’s not having any of it. :( :(
I have set my alarm for early AM so I can post then. If you send me your paypal, I’ll buy you a beer for your patience. :)
-
Actually, early AM for you is when I’m working, so I’ll be around then. Perfect!
Have fun with your girl, man. It’s cool.
-
Are you sure on no beer? looking at the map right now, going to go buy some for myself and start posting. :D
-
Playing with half your brain tied behind your back, eh?
Well, I’m finishing a 12 hour shift on 4 hours sleep, so I figure we’re even. :D
-
Not sure about your noncombat?
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Americans
Americans buy 2 carriers, 1 fighter and 1 transport; Remaining resources: 3 PUs; 0 techTokens;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 StatesCombat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 armour and 1 infantry moved from Eastern United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar
1 cruiser moved from 101 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 fighter moved from Guam to Caroline Islands
1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 33 Sea Zone
1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands
1 battleship and 1 cruiser moved from 26 Sea Zone to 33 Sea ZoneCombat - Americans
Battle in Caroline Islands
Americans attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Americans win, taking Caroline Islands from Japanese with 1 artillery and 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 1 aaGun and 2 infantry
Casualties for Americans: 1 infantry
Battle in Gibraltar
Americans attack with 1 armour and 1 infantry
Germans defend with 2 infantry; Italians defend with 1 harbour and 2 infantry
Italians win with 2 infantry remaining. Battle score for attacker is -3
Casualties for Germans: 1 infantry
Casualties for Italians: 1 infantry
Casualties for Americans: 1 armour and 1 infantryNon Combat Move - Americans
1 carrier and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone
1 aaGun, 2 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
1 bomber moved from Hawaiian Islands to Queensland
1 fighter moved from Caroline Islands to 33 Sea Zone
1 fighter moved from 26 Sea Zone to 33 Sea Zone
2 fighters moved from Western United States to Eastern United States
1 carrier and 1 destroyer moved from 26 Sea Zone to 33 Sea Zone
1 cruiser and 2 submarines moved from 54 Sea Zone to 33 Sea Zone
1 destroyer moved from 54 Sea Zone to 34 Sea Zone
1 destroyer moved from 54 Sea Zone to 22 Sea Zone
1 aaGun, 1 carrier, 2 infantry, 1 mech_infantry and 2 transports moved from 10 Sea Zone to 26 Sea Zone
2 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
1 aaGun moved from 26 Sea Zone to Hawaiian Islands
1 tactical_bomber moved from 26 Sea Zone to Hawaiian IslandsPlace Units - Americans
1 carrier placed in 10 Sea Zone
1 fighter placed in Western United States
1 carrier and 1 transport placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 50 PUs; end with 53 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
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 Kweichow
1 fighter moved from Burma to Kweichow
1 infantry moved from Shensi to Kweichow
2 infantry moved from Shensi to Hopei
1 infantry moved from Shensi to SuiyuyanCombat - Chinese
Battle in Hopei
Chinese attack with 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Hopei from Japanese with 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Suiyuyan
Chinese attack with 1 infantry
Japanese defend with 1 infantry
Japanese win with 1 infantry remaining. Battle score for attacker is -3
Casualties for Chinese: 1 infantry
Battle in Kweichow
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese win, taking Kweichow from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Kweichow to SzechwanPlace Units - Chinese
5 infantry placed in SzechwanTurn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total