@Stucifer assumed no scramble to 94
Redrum's and P@nther's battle thread
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 3
Purchase Units - Germans
Germans buy 6 artilleries and 8 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Archangel to Vologda
3 fighters moved from Karelia S.S.R. to Vologda
1 infantry moved from Ukraine S.S.R. to West Russia
1 infantry moved from Belorussia to West Russia
2 fighters moved from Southern Europe to West Russia
1 bomber moved from Germany to West Russia
1 transport moved from 17 Sea Zone to 15 Sea Zone
1 infantry moved from Libya to 15 Sea Zone
1 infantry and 1 transport moved from 15 Sea Zone to 17 Sea Zone
1 infantry moved from 17 Sea Zone to Trans-Jordan
1 artillery and 4 infantry moved from Egypt to Trans-Jordan
1 armour moved from Anglo-Egyptian Sudan to Union of South Africa
Germans take Belgian Congo from British
Germans take Union of South Africa from BritishCombat - Germans
Battle in West Russia
Germans attack with 1 bomber, 2 fighters and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber, 2 fighters and 2 infantry in West Russia, round 2 : 1/5 hits
Russians roll dice for 1 infantry in West Russia, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in West Russia
Germans win, taking West Russia from Russians with 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Trans-Jordan
Germans attack with 1 artillery and 5 infantry
British defend with 1 infantry
Germans roll dice for 1 battleship in Trans-Jordan, round 2 : 1/1 hits
British roll dice for 1 infantry in Trans-Jordan, round 2 : 1/1 hits
1 infantry owned by the Germans and 1 infantry owned by the British lost in Trans-Jordan
Germans win, taking Trans-Jordan from British with 1 artillery and 4 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Vologda
Germans attack with 3 fighters and 1 infantry
Russians defend with 1 infantry
Germans roll dice for 3 fighters and 1 infantry in Vologda, round 2 : 1/4 hits
Russians roll dice for 1 infantry in Vologda, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Vologda
Germans win, taking Vologda from Russians with 3 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
3 fighters moved from Vologda to Karelia S.S.R.
2 fighters moved from West Russia to Karelia S.S.R.
1 bomber moved from West Russia to Karelia S.S.R.
2 artilleries and 10 infantry moved from Karelia S.S.R. to Archangel
1 armour moved from Karelia S.S.R. to Archangel
1 infantry moved from Poland to Ukraine S.S.R.
1 artillery and 1 infantry moved from Poland to Belorussia
5 artilleries and 3 infantry moved from Baltic States to Karelia S.S.R.
2 infantry moved from Germany to Poland
1 artillery and 5 infantry moved from Germany to Baltic StatesPlace Units - Germans
2 artilleries placed in Karelia S.S.R.
4 artilleries and 6 infantry placed in Germany
2 infantry placed in ItalyTurn Complete - Germans
Germans collect 52 PUs; end with 52 PUs totalDice Statistics:
Total
1 was rolled 3 times
2 was rolled 1 times
3 was rolled 3 times
4 was rolled 3 times
5 was rolled 2 times
6 was rolled 1 times
Average roll : 3.231
Median : 3.000
Variance : 0.417
Standard Deviation : 0.645
Total rolls : 13Germans Combat
1 was rolled 2 times
3 was rolled 3 times
4 was rolled 3 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 3.400
Median : 3.500
Variance : 1.111
Standard Deviation : 1.054
Total rolls : 10British Combat
2 was rolled 1 times
Average roll : 2.000
Median : 2.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Russians Combat
1 was rolled 1 times
5 was rolled 1 times
Average roll : 3.000
Median : 3.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 3
Purchase Units - British
British buy 1 carrier and 2 transports; Remaining resources: 0 PUs;Combat Move - British
2 infantry and 1 transport moved from 22 Sea Zone to 27 Sea Zone
2 infantry moved from 27 Sea Zone to Union of South Africa
1 infantry moved from Rhodesia to Union of South Africa
1 cruiser moved from 22 Sea Zone to 27 Sea Zone
1 armour and 1 infantry moved from Eastern United States to 11 Sea Zone
1 armour, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 armour and 1 infantry moved from 13 Sea Zone to MoroccoCombat - British
Battle in Union of South Africa
British attack with 3 infantry
Germans defend with 1 armour
British roll dice for 1 cruiser in Union of South Africa, round 2 : 1/1 hits
Germans roll dice for 1 armour in Union of South Africa, round 2 : 0/1 hits
1 armour owned by the Germans lost in Union of South Africa
British win, taking Union of South Africa from Germans with 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 1 armour
Battle in MoroccoNon Combat Move - British
1 destroyer moved from 1 Sea Zone to 7 Sea Zone
1 armour moved from Russia to Persia
1 fighter moved from Russia to Persia
1 aaGun, 2 artilleries and 4 infantry moved from India to Persia
1 submarine moved from 22 Sea Zone to 13 Sea Zone
2 fighters moved from United Kingdom to 7 Sea Zone
1 bomber moved from United Kingdom to PersiaPlace Units - British
1 carrier and 2 transports placed in 7 Sea ZoneTurn Complete - British
British collect 27 PUs; end with 27 PUs totalDice Statistics:
Total
3 was rolled 1 times
5 was rolled 1 times
Average roll : 4,000
Median : 4,000
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 2Germans Combat
5 was rolled 1 times
Average roll : 5,000
Median : 5,000
Variance : ?
Standard Deviation : ?
Total rolls : 1British Combat
3 was rolled 1 times
Average roll : 3,000
Median : 3,000
Variance : ?
Standard Deviation : ?
Total rolls : 1 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 3
Purchase Units - Japanese
Japanese buy 4 artilleries, 5 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - Japanese
7 artilleries and 9 infantry moved from Burma to India
1 transport moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from East Indies to 37 Sea Zone
2 infantry and 1 transport moved from 37 Sea Zone to 35 Sea Zone
2 infantry moved from 35 Sea Zone to India
1 infantry moved from Szechwan to Kazakh S.S.R.
1 infantry moved from Sinkiang to Kazakh S.S.R.
2 infantry moved from Sinkiang to Novosibirsk
1 armour and 4 infantry moved from Yakut S.S.R. to Evenki National Okrug
4 fighters moved from Burma to Kazakh S.S.R.
1 bomber moved from Burma to Novosibirsk
2 battleships moved from 36 Sea Zone to 35 Sea ZoneCombat - Japanese
Battle in Novosibirsk
Japanese attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 bomber and 2 infantry in Novosibirsk, round 2 : 0/3 hits
Russians roll dice for 1 infantry in Novosibirsk, round 2 : 1/1 hits
1 infantry owned by the Japanese lost in Novosibirsk
Japanese roll dice for 1 bomber and 1 infantry in Novosibirsk, round 3 : 1/2 hits
Russians roll dice for 1 infantry in Novosibirsk, round 3 : 0/1 hits
1 infantry owned by the Russians lost in Novosibirsk
Japanese win, taking Novosibirsk from Russians with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Kazakh S.S.R.
Japanese attack with 4 fighters and 2 infantry
Russians defend with 1 infantry
Japanese roll dice for 4 fighters and 2 infantry in Kazakh S.S.R., round 2 : 2/6 hits
Russians roll dice for 1 infantry in Kazakh S.S.R., round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Japanese lost in Kazakh S.S.R.
Japanese win, taking Kazakh S.S.R. from Russians with 4 fighters and 1 infantry remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Evenki National Okrug
Japanese attack with 1 armour and 4 infantry
Russians defend with 1 infantry
Japanese roll dice for 1 armour and 4 infantry in Evenki National Okrug, round 2 : 1/5 hits
Russians roll dice for 1 infantry in Evenki National Okrug, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Evenki National Okrug
Japanese win, taking Evenki National Okrug from Russians with 1 armour and 4 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in India
Japanese attack with 7 artilleries and 11 infantry
British defend with 1 factory and 1 infantry
Japanese roll dice for 2 battleships in India, round 2 : 2/2 hits
British roll dice for 1 infantry in India, round 2 : 0/1 hits
1 infantry owned by the British lost in India
Japanese win, taking India from British with 7 artilleries and 11 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Japanese
4 fighters moved from Kazakh S.S.R. to Sinkiang
1 bomber moved from Novosibirsk to Sinkiang
1 carrier and 2 fighters moved from 36 Sea Zone to 37 Sea Zone
2 transports moved from 36 Sea Zone to 37 Sea Zone
2 destroyers moved from 36 Sea Zone to 35 Sea Zone
1 carrier, 1 cruiser and 1 submarine moved from 51 Sea Zone to 36 Sea Zone
1 transport moved from 36 Sea Zone to 62 Sea Zone
1 artillery and 1 infantry moved from Japan to 60 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 60 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to Burma
2 infantry moved from Japan to 62 Sea Zone
2 infantry moved from 62 Sea Zone to Buryatia S.S.R.Place Units - Japanese
2 artilleries and 2 infantry placed in East Indies
1 transport placed in 62 Sea Zone
2 artilleries and 3 infantry placed in JapanTurn Complete - Japanese
Japanese collect 45 PUs; end with 45 PUs totalDice Statistics:
Total
1 was rolled 3 times
2 was rolled 2 times
3 was rolled 8 times
4 was rolled 1 times
5 was rolled 3 times
6 was rolled 6 times
Average roll : 3.739
Median : 3.000
Variance : 1.773
Standard Deviation : 1.331
Total rolls : 23British Combat
6 was rolled 1 times
Average roll : 6.000
Median : 6.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Russians Combat
1 was rolled 2 times
3 was rolled 2 times
Average roll : 2.000
Median : 2.000
Variance : 2.667
Standard Deviation : 1.633
Total rolls : 4Japanese Combat
1 was rolled 1 times
2 was rolled 2 times
3 was rolled 6 times
4 was rolled 1 times
5 was rolled 3 times
6 was rolled 5 times
Average roll : 4.000
Median : 3.500
Variance : 1.294
Standard Deviation : 1.138
Total rolls : 18 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 3
Purchase Units - Americans
Americans buy 2 armour, 1 artillery, 1 infantry and 3 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 artillery and 1 infantry moved from Eastern United States to 11 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 artillery and 1 infantry moved from 13 Sea Zone to GibraltarCombat - Americans
Battle in GibraltarNon Combat Move - Americans
1 armour and 1 infantry moved from Eastern United States to 11 Sea Zone
1 armour, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 armour and 1 infantry moved from 13 Sea Zone to Morocco
1 aaGun and 1 infantry moved from Eastern United States to 11 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 11 Sea Zone to 13 Sea Zone
1 aaGun and 1 infantry moved from 13 Sea Zone to Morocco
1 destroyer moved from 2 Sea Zone to 13 Sea Zone
1 battleship, 2 carriers, 1 cruiser and 1 destroyer moved from 11 Sea Zone to 13 Sea Zone
2 submarines moved from 13 Sea Zone to 15 Sea Zone
2 fighters moved from 11 Sea Zone to 13 Sea Zone
1 fighter moved from Russia to Persia
1 infantry moved from Caucasus to Persia
2 fighters moved from 11 Sea Zone to 13 Sea Zone
1 bomber moved from United Kingdom to MoroccoPlace Units - Americans
3 transports placed in 11 Sea Zone
2 armour, 1 artillery and 1 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 38 PUs; end with 38 PUs total -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 2 armour and 2 artilleries; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Caucasus to West Russia
1 artillery moved from Russia to West Russia
2 fighters moved from Persia to West RussiaCombat - Russians
Battle in West Russia
Russians attack with 1 artillery, 2 fighters and 1 infantry
Germans defend with 1 infantry
Russians win, taking West Russia from Germans with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
5 artilleries and 4 infantry moved from Caucasus to Persia
1 artillery and 8 infantry moved from Russia to Caucasus
2 fighters moved from West Russia to PersiaPlace Units - Russians
2 armour and 2 artilleries placed in CaucasusTurn Complete - Russians
Russians collect 14 PUs; end with 14 PUs totalDice Statistics:
Total
1 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4,000
Median : 4,000
Variance : 1,750
Standard Deviation : 1,323
Total rolls : 5Germans Combat
6 was rolled 1 times
Average roll : 6,000
Median : 6,000
Variance : ?
Standard Deviation : ?
Total rolls : 1Russians Combat
1 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
Average roll : 3,500
Median : 4,000
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 4 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 4
Purchase Units - Germans
Germans buy 3 artilleries, 1 fighter and 10 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Vologda to Russia
1 armour, 2 artilleries and 10 infantry moved from Archangel to Russia
6 armour moved from Karelia S.S.R. to Russia
1 infantry moved from Ukraine S.S.R. to West Russia
1 infantry moved from Belorussia to West Russia
1 infantry moved from Karelia S.S.R. to West Russia
5 fighters moved from Karelia S.S.R. to West Russia
1 bomber moved from Karelia S.S.R. to West Russia
1 infantry moved from Trans-Jordan to 17 Sea Zone
1 battleship, 1 infantry and 1 transport moved from 17 Sea Zone to 32 Sea Zone
1 infantry moved from 32 Sea Zone to French Madagascar
Germans take French Madagascar from BritishCombat - Germans
Battle in West Russia
Germans attack with 1 bomber, 5 fighters and 3 infantry
Russians defend with 1 artillery and 1 infantry
Germans roll dice for 1 bomber, 5 fighters and 3 infantry in West Russia, round 2 : 6/9 hits
Russians roll dice for 1 artillery and 1 infantry in West Russia, round 2 : 0/2 hits
1 infantry owned by the Russians and 1 artillery owned by the Russians lost in West Russia
Germans win, taking West Russia from Russians with 1 bomber, 5 fighters and 3 infantry remaining. Battle score for attacker is 7
Casualties for Russians: 1 artillery and 1 infantry
Battle in Russia
Germans attack with 7 armour, 2 artilleries and 11 infantry
Russians defend with 1 factory and 1 infantry
Germans roll dice for 7 armour, 2 artilleries and 11 infantry in Russia, round 2 : 4/20 hits
Russians roll dice for 1 infantry in Russia, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Russia
Germans captures 14PUs while taking Russians capital
Germans win, taking Russia from Russians with 7 armour, 2 artilleries and 11 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
1 bomber and 5 fighters moved from West Russia to Germany
7 artilleries moved from Karelia S.S.R. to Belorussia
1 artillery moved from Baltic States to Belorussia
2 infantry moved from Baltic States to Karelia S.S.R.
1 infantry moved from Poland to Ukraine S.S.R.
1 infantry moved from Poland to Belorussia
3 infantry moved from Baltic States to Belorussia
1 aaGun moved from Germany to Italy
1 aaGun moved from Baltic States to Germany
1 artillery moved from Germany to Italy
3 infantry moved from Germany to Italy
1 artillery and 2 infantry moved from Trans-Jordan to Egypt
3 infantry moved from Germany to ItalyPlace Units - Germans
3 infantry placed in Italy
2 infantry placed in Karelia S.S.R.
3 artilleries, 1 fighter and 5 infantry placed in GermanyTurn Complete - Germans
Germans collect 58 PUs; end with 72 PUs totalDice Statistics:
Total
1 was rolled 4 times
2 was rolled 7 times
3 was rolled 3 times
4 was rolled 2 times
5 was rolled 10 times
6 was rolled 6 times
Average roll : 3.781
Median : 4.500
Variance : 1.419
Standard Deviation : 1.191
Total rolls : 32Germans Combat
1 was rolled 4 times
2 was rolled 7 times
3 was rolled 3 times
4 was rolled 2 times
5 was rolled 8 times
6 was rolled 5 times
Average roll : 3.621
Median : 4.000
Variance : 1.107
Standard Deviation : 1.052
Total rolls : 29Russians Combat
5 was rolled 2 times
6 was rolled 1 times
Average roll : 5.333
Median : 5.000
Variance : 2.500
Standard Deviation : 1.581
Total rolls : 3 -
The capture of Moscow! Looking pretty grim for the Allies especially with Germany’s 72 PUs for next turn! (7 fighters sounds like a good way to neutralize those pesky navies)
Anyways, I’m gonna be on vacation for about the next week. I’m guessing you’re probably going to resign this one. If so then go ahead and pick the next map!
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You are right, I am going to resign again. That one felt lost from the early beginning…
Enjoy your vacation :-)
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I will wait for your return - so that we can discuss how to continue then.
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I’m back and ready to continue :)
Let me know what map you’d like to play next.
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Welcome back. I hope you enjoyed your vacation.
Is 1941 (ww2v6) interesting enough for your project?
It’s “only” Global1940 that will be left otherwise…
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Let’s skip v6 as its really basic and doesn’t seem very popular. I think I’m ready to take the dive into Global!
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OK, I’m fine with that. How familiar are you with the Global1940 2nd edition ruleset?
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
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Just in case…
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdfhttp://www.wizards.com/AvalonHill/rules/AA_Europe_1940_2nd_Edition_FAQ.pdf
http://www.wizards.com/AvalonHill/rules/AA_Pacific_1940_2nd_Edition_FAQ.pdfIn brief the global rules are the close to those of 1942 2nd edition but with the following enhancements:
- Many more playable nations
- UK as one Power with two economies
- More unit types, more combined arms, different factories (allowing different placements)
- More canals/narrow straits
- Facilities such as harbors and air bases
- Convoy disruption
- Polititcs
- National Objectives
- Strict neutrals, friendly neutrals, unfriendliy neutrals - and how to handle them
- Kamikaze strikes
- Scramble air units
- Fighter escorts and interceptors
(- optional: Research and Development)
… just to name those that just came to my mind …
Let me know how I can help.
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Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.
In this case I really recommend to read the rules and FAQ before playing. The complexity is huge compared to the other maps.
I’m happy to guide you through the rules as much as you need. Just ask…
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Also I should add, that Gamerman01 in this thread
http://www.axisandallies.org/forums/index.php?topic=31667.0
provides a list of currently unresolved issues when playing Global1940 with TripleA.
Many of them are already part of the game notes provided with the map.
It’s by far not a game breaker … but these are aspects to keep in mind.
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Excellent! Thanks for all the resources! I’ll glance over them but let’s go ahead and get started. I definitely learn much better by making mistakes than reading the rule book :)
I have a feeling our first G40 game will be pretty lopsided but I hope to be competitive in the second one.
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Also, I’d prefer to play whichever side goes second if you don’t mind (so I can play more reactionary early on). Unless you feel one side is easier for beginners than the other.
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Allright, I will start with G1 soon, but not before tomorrow or probably Tuesday. My last competitive game of Global1940 was around Autumn 2012, so I have to deal with it a bit more…
As always, the Allies need a well coordinated play, but I have no doubt, that you will manage that perfectly.
And I have learnt from our games so far that playing against you is a huge challenge for me.So I am curious about how this will work out …
I recommend to use the option “Also post after combat move” in TripleA more often, as on this map the need of orders (scramble, OOL etc.) occurs more frequent than on other maps.





