I see why I normally protect sz92.
Variance (axis) vs pburns1587 (allies+12)
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3 kamikazes for each carrier.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Politics - Americans
Americans takes Political Action: Political Action Americans To War With Italians
Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
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 StatesPurchase Units - Americans
Americans buy 2 artilleries, 1 carrier, 1 fighter, 3 infantry and 1 transport; Remaining resources: 2 PUs;Combat Move - Americans
Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttatchment attached to Americans
1 artillery moved from Hawaiian Islands to 26 Sea Zone
1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 26 Sea Zone to 17 Sea Zone
2 infantry moved from 17 Sea Zone to Iwo Jima
1 mech_infantry moved from 17 Sea Zone to Iwo Jima
1 artillery moved from 17 Sea Zone to Iwo Jima
1 battleship, 2 carriers, 2 cruisers, 3 destroyers, 2 fighters, 1 submarine and 1 tactical_bomber moved from 26 Sea Zone to 17 Sea Zone
Americans take 17 Sea Zone from Japanese
2 fighters moved from Hawaiian Islands to Wake IslandCombat - Americans
Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 1 hits. Rolls: 5,1,3
Units damaged: 1 carrier owned by the Americans
Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits. Rolls: 5,5,6
Battle in Iwo Jima
Americans attack with 1 artillery, 2 infantry and 1 mech_infantry
Japanese defend with 1 infantry
Americans win, taking Iwo Jima from Japanese with 1 artillery, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
1 fighter could not land in 17 Sea Zone and was removed
1 destroyer and 1 submarine moved from 46 Sea Zone to 32 Sea Zone
1 mech_infantry moved from Western United States to 10 Sea Zone
1 cruiser, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
1 fighter moved from Western United States to Wake Island
1 armour moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 104 Sea Zone
1 artillery, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 1 infantry and 1 transport moved from 102 Sea Zone to 104 Sea Zone
1 bomber moved from Eastern United States to United Kingdom
1 fighter moved from Eastern United States to GibraltarPlace Units - Americans
1 carrier placed in 10 Sea Zone
1 fighter placed in Western United States
1 transport placed in 101 Sea Zone
2 artilleries and 3 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 53 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 4 Philippines: 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: 3.4
Game History
Round: 3
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 fighter and 11 infantry moved from Szechwan to Shensi
2 infantry moved from Suiyuyan to ShensiCombat - Chinese
Battle in Shensi
Chinese attack with 1 fighter and 13 infantry
Japanese defend with 1 infantry
Chinese win, taking Shensi from Japanese with 1 fighter and 13 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Shensi to TsinghaiPlace Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 6 PUs; end with 7 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Purchase Units - British
British buy 2 armour, 4 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - British
1 bomber moved from United Kingdom to Western GermanyCombat - British
Strategic bombing raid in Western Germany
Bombing raid in Western Germany rolls: 8 and causes: 8 damage to unit: factory_major
Bombing raid in Western Germany causes 8 damage total.Non Combat Move - British
1 artillery, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 117 Sea Zone to 109 Sea Zone
1 infantry moved from 109 Sea Zone to United Kingdom
1 artillery moved from 109 Sea Zone to United Kingdom
2 infantry moved from Persia to 80 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 2 infantry and 1 transport moved from 80 Sea Zone to 76 Sea Zone
2 infantry moved from 76 Sea Zone to Ethiopia
1 artillery and 1 infantry moved from Kenya to Ethiopia
2 infantry moved from Tanganyika Territory to Kenya
1 bomber moved from Western Germany to United Kingdom
1 fighter moved from Tobruk to Ethiopia
1 armour moved from Tobruk to TunisiaPlace Units - British
1 transport placed in 109 Sea Zone
2 armour placed in Union of South Africa
4 infantry placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 5,4
British collect 30 PUs; end with 30 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Turn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Politics - Italians
Italians takes Political Action: Political Action Axis To War With Russians
Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
Italians takes Political Action: Political Action Italians To War With Chinese
Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to WarPurchase Units - Italians
Italians buy 1 artillery, 2 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 armour moved from Iraq to Northwest Persia
Italians take Northwest Persia from Neutral_Allies
1 armour moved from Northwest Persia to Persia
2 infantry moved from Iraq to Persia
1 infantry moved from Iraq to Syria
Italians take Syria from French
1 bomber moved from Southern Italy to Trans-Jordan
2 infantry moved from Greece to 97 Sea Zone
2 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
2 infantry moved from 98 Sea Zone to Trans-Jordan
1 infantry moved from Egypt to Anglo Egyptian Sudan
Italians take Anglo Egyptian Sudan from BritishCombat - Italians
Battle in Trans-Jordan
Italians attack with 1 bomber and 2 infantry
French defend with 1 infantry
Italians win, taking Trans-Jordan from British with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Italians: 1 infantry
Casualties for French: 1 infantry
Battle in Persia
Italians attack with 1 armour and 2 infantry
British defend with 1 infantry
Italians win, taking Persia from British with 1 armour and 2 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Italians
1 bomber moved from Trans-Jordan to Greece
1 aaGun moved from Southern Italy to 97 Sea Zone
1 infantry moved from Northern Italy to 97 Sea Zone
1 aaGun, 1 battleship, 2 cruisers, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 aaGun and 1 infantry moved from 98 Sea Zone to Egypt
2 artilleries and 3 infantry moved from Northern Italy to France
1 aaGun moved from Northern Italy to Western Germany
2 infantry moved from Slovakia Hungary to Eastern PolandPlace Units - Italians
5 mech_infantrys placed in Northern Italy
1 artillery and 2 infantry placed in EgyptTurn Complete - Italians
Italians collect 22 PUs; end with 22 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 27 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 32 PUs
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 38 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Purchase Units - ANZAC
ANZAC buy 1 armour, 1 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
1 fighter moved from Java to 43 Sea ZoneCombat - ANZAC
Battle in 43 Sea Zone
ANZAC attack with 1 fighter
Japanese defend with 1 transport
ANZAC win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - ANZAC
1 fighter moved from 43 Sea Zone to Philippines
2 fighters moved from Java to Philippines
2 aaGuns moved from New South Wales to Queensland
1 destroyer moved from 62 Sea Zone to 34 Sea ZonePlace Units - ANZAC
1 armour and 1 infantry placed in New South Wales
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1,2,4,2,2
ANZAC collect 10 PUs (4 lost to blockades); end with 10 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 3
Combat Move - French
Non Combat Move - French
3 infantry moved from Tunisia to LibyaTurn Complete - French
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Ooops having some technical difficulties……
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.4
Game History
Round: 4
Politics - Germans
Purchase Units - Germans
Germans buy 3 armour, 3 artilleries, 1 destroyer and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Bessarabia to Ukraine
1 infantry moved from Eastern Poland to Western Ukraine
Germans take Western Ukraine from Russians
3 bombers moved from Western Germany to Ukraine
12 artilleries and 11 infantry moved from Eastern Poland to Belarus
13 armour, 10 infantry and 10 mech_infantrys moved from Baltic States to BelarusCombat - Germans
Battle in Ukraine
Germans attack with 3 bombers and 1 infantry
Russians defend with 1 factory_minor and 1 infantry
Germans win with 3 bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Belarus
Germans attack with 13 armour, 12 artilleries, 21 infantry and 10 mech_infantrys
Russians defend with 1 aaGun, 2 armour, 3 artilleries, 12 infantry and 3 mech_infantrys
Germans win, taking Belarus from Russians with 13 armour, 12 artilleries, 15 infantry and 10 mech_infantrys remaining. Battle score for attacker is 59
Casualties for Germans: 6 infantry
Casualties for Russians: 1 aaGun, 2 armour, 3 artilleries, 12 infantry and 3 mech_infantrysNon Combat Move - Germans
2 aaGuns moved from Baltic States to Belarus
2 aaGuns moved from Eastern Poland to Belarus
3 bombers moved from Ukraine to Romania
4 fighters and 4 tactical_bombers moved from Egypt to Romania
1 infantry moved from Vyborg to Finland
8 infantry moved from Karelia to Finland
5 mech_infantrys moved from Germany to Western Germany
5 armour moved from Germany to Eastern PolandPlace Units - Germans
1 destroyer placed in 110 Sea Zone
3 artilleries placed in France
3 armour and 3 mech_infantrys placed in GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,3
Germans collect 45 PUs (2 lost to blockades); end with 45 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 50 PUs -
I Edited 1 NCM. I used the transport to pick up 1 infantry from Vyborg and 1AA from Baltic States then sailed back and dropped them on Germany.
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I believe that I am going to concede here – thank you for the gentle introduction to AA Global 1940 :)
I’d be happy to know what you think I did wrong other than “everything”.
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Ah OK. Since you asked for advice, what I would say is you need to keep a closer eye on a few things: declarations of War (e.g. USA could have declared a turn earlier and got more cash), NOs (e.g. Dutch New Guinea for the ANZAC islands NO), blockers (e.g. Egypt), that kind of thing.
At a tactical level, when you do an amphibious assault you can clear the sea zone with just air units and subs covering your transports to avoid kamikazes, then move in the carriers and other surface ships in noncombat phase (i.e Iwo Jima). As for India, there is NOTHING you can do to prevent a J3 India Crush move like I did in this game. Trust me, all the great minds have tried and learned that there is no way to stop it. You stacked Burma, which is OK but often leaves you vulnerable to airstrike like in this game, which allows me to use the same air units twice (i.e. sweeping Burma then taking India next turn). Another approach could have been to pull out to West India. Use your Battle Calculator in the Game menu to decide when/if its a good idea to stand or run. Same thing goes for Leningrad: it might have been better for you to pull out there and use those units to defend Moscow instead of standing there. In this game I simply marched past them to Belarus (then it would have been Bryansk and Moscow and your Leningrad units would be left behind me). Infantry and artillery move so slow you have to think several turns ahead to plan where they will be when you need them. Another case like that was collecting your Russian far east units in Sakha in round 1, when you could just as easily gathered them in Buryatia and saved a turn if your goal was to get them to Moscow. you could also go back to Amure and down to Manchuria just as fast if you decided to. Good to leave options open when you can.
A lot of this game is learning all the tricks that smart people have figured out. I hit you with a couple of standard ones in this game to show you them. The only way to get the knack of the game is to play more. Keep at it. If you are lucky enought to have some friends to play live games with you can learn a ton of advanced tricks by playing online here. If you want we can switch sides and try again with same bid. If not that’s OK too.
BY the way your first online game was handled much MUCH better than my first against Stalingradski which was like 5 years ago I think. As I recall I was Germany and I didn’t even make it past East Poland - it was a massacre LOL.
Cheers. :-)
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I will take you up on the offer to switch sides soon - I’ll let you know. Thanks for the tips!!
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OK mate. I’ll have a UK sub in z98, and another UK sub in z91.
Good luck!





