DM (Allies +9) vs. Innohub (Axis) 42 2E Game 3
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 10
Purchase Units - Americans
Americans buy 3 artilleries, 1 fighter and 7 infantry; Remaining resources: 0 PUs;Combat Move - Americans
1 artillery, 1 fighter and 6 infantry moved from Western United States to Western Canada
1 destroyer and 1 submarine moved from 23 Sea Zone to 14 Sea Zone
2 fighters moved from 23 Sea Zone to 14 Sea Zone
6 fighters moved from Northwestern Europe to 14 Sea Zone
1 fighter moved from 8 Sea Zone to 14 Sea Zone
1 bomber moved from Northwestern Europe to 14 Sea ZoneCombat - Americans
Battle in 14 Sea Zone
Americans attack with 1 bomber, 1 destroyer, 9 fighters and 1 submarine
Germans defend with 1 submarine
Americans win with 1 bomber, 1 destroyer and 9 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 1 submarine
Casualties for Americans: 1 submarine
Battle in Western Canada
Americans attack with 1 artillery, 1 fighter and 6 infantry
Japanese defend with 4 infantry
Americans win, taking Western Canada from Japanese with 1 artillery, 1 fighter and 5 infantry remaining. Battle score for attacker is 9
Casualties for Americans: 1 infantry
Casualties for Japanese: 4 infantryNon Combat Move - Americans
1 fighter moved from Western Canada to Western United States
2 infantry moved from Western United States to Central United States
3 artilleries and 9 infantry moved from Eastern Canada to 10 Sea Zone
1 aaGun, 1 armour, 2 artilleries and 14 infantry moved from Northwestern Europe to France
3 artilleries, 9 infantry and 6 transports moved from 10 Sea Zone to 8 Sea Zone
3 artilleries and 9 infantry moved from 8 Sea Zone to France
9 fighters moved from 14 Sea Zone to France
1 bomber moved from 14 Sea Zone to United Kingdom
2 infantry moved from French West Africa to 23 Sea Zone
2 infantry and 1 transport moved from 23 Sea Zone to 8 Sea Zone
2 infantry moved from 8 Sea Zone to France
1 transport moved from 23 Sea Zone to 11 Sea Zone
1 transport moved from 8 Sea Zone to 10 Sea ZonePlace Units - Americans
2 artilleries, 1 fighter and 5 infantry placed in Western United States
1 artillery and 2 infantry placed in Eastern United States
Turning on Edit Mode
EDIT: Removing units owned by Americans from 23 Sea Zone: 1 carrier
EDIT: Adding units owned by Americans to 8 Sea Zone: 1 carrier
EDIT: Turning off Edit ModeTurn Complete - Americans
Americans collect 35 PUs; end with 35 PUs totalTerritory Summary for Americans :
8 Sea Zone : 1 battleship, 3 carriers, 1 cruiser, 4 destroyers and 10 transports
10 Sea Zone : 1 transport
11 Sea Zone : 1 transport
14 Sea Zone : 1 destroyer
Central United States : 2 infantry
Eastern United States : 1 artillery, 1 factory and 2 infantry
France : 1 aaGun, 1 armour, 5 artilleries, 9 fighters and 25 infantry
Solomon Islands : 1 flag
United Kingdom : 1 bomber
Western Canada : 1 artillery and 5 infantry
Western United States : 1 aaGun, 2 artilleries, 1 factory, 2 fighters and 6 infantryProduction/PUs Summary :
Russians : 8 / 8
Germans : 43 / 49
British : 27 / 29
Japanese : 55 / 56
Americans : 35 / 35 -
I forgot to move one of my US carriers from sz 23 to sz 8, so I used edit mode.
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 11
Purchase Units - Russians
Russians buy 2 artilleries; Remaining resources: 0 PUs;Place Units - Russians
2 artilleries placed in RussiaTurn Complete - Russians
Russians collect 8 PUs; end with 8 PUs totalTerritory Summary for Russians :
Russia : 2 aaGuns, 6 armour, 10 artilleries, 1 factory, 2 fighters and 22 infantry
Production/PUs Summary :
Russians : 8 / 8
Germans : 43 / 49
British : 27 / 29
Japanese : 55 / 56
Americans : 35 / 35 -
Thanks for let me know. i have a bad habit :lol:…doing editing every single round…
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It is so easy to forget to move something, especially when you have to scroll around the world.
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 11
Purchase Units - Germans
Germans buy 2 armour, 1 artillery and 11 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Libya to Algeria
Germans take Algeria from British
1 submarine moved from 15 Sea Zone to 14 Sea Zone
16 armour, 9 artilleries and 34 infantry moved from Germany to France
2 infantry moved from Italy to France
1 fighter moved from 15 Sea Zone to 14 Sea Zone
1 armour moved from Algeria to Libya
5 fighters moved from 15 Sea Zone to France
1 bomber moved from Germany to France
7 infantry moved from Germany to France
1 artillery moved from Germany to France
1 fighter moved from 14 Sea Zone to France
1 infantry moved from Germany to France
1 infantry moved from Germany to France
1 armour moved from Germany to Northwestern Europe
Germans take Northwestern Europe from British
1 armour moved from Northwestern Europe to FranceCombat - Germans
Battle in 14 Sea Zone
Germans attack with 1 submarine
Americans defend with 1 destroyer
Americans win with 1 destroyer remaining. Battle score for attacker is -6
Casualties for Germans: 1 submarine
Battle in France
Germans attack with 17 armour, 10 artilleries, 1 bomber, 6 fighters and 45 infantry
British defend with 1 aaGun, 2 armour, 2 artilleries and 19 infantry; Americans defend with 1 aaGun, 1 armour, 5 artilleries, 9 fighters and 25 infantry
Germans win, taking France from British with 17 armour, 7 artilleries, 1 bomber and 6 fighters remaining. Battle score for attacker is 131
Casualties for Germans: 3 artilleries and 45 infantry
Casualties for British: 1 aaGun, 2 armour, 2 artilleries and 19 infantry
Casualties for Americans: 1 aaGun, 1 armour, 5 artilleries, 9 fighters and 25 infantryNon Combat Move - Germans
4 fighters moved from France to Germany
1 bomber moved from France to Germany
1 fighter moved from France to Germany
1 fighter moved from France to Germany
1 aaGun moved from Germany to France
4 infantry moved from Caucasus to West RussiaPlace Units - Germans
4 infantry placed in Caucasus
2 armour, 1 artillery and 7 infantry placed in GermanyTurn Complete - Germans
Germans collect 52 PUs; end with 52 PUs totalTerritory Summary for Germans :
15 Sea Zone : 1 battleship, 3 carriers and 1 transport
Anglo-Egyptian Sudan : 1 flag
Archangel : 1 flag
Caucasus : 1 flag, 1 factory and 4 infantry
Egypt : 1 flag
France : 1 aaGun, 17 armour and 7 artilleries
French Madagascar : 1 flag
Germany : 1 aaGun, 2 armour, 1 artillery, 1 bomber, 1 factory, 6 fighters and 7 infantry
Italian East Africa : 1 flag
Italy : 1 factory
Karelia S.S.R. : 1 flag, 1 factory
Libya : 1 armour
Rhodesia : 1 flag
Vologda : 1 flag
West Russia : 1 aaGun, 3 artilleries and 20 infantryProduction/PUs Summary :
Russians : 8 / 8
Germans : 52 / 52
British : 18 / 29
Japanese : 55 / 56
Americans : 35 / 35 -
not a good dice for allies…aa gun seldom works when it matters most…
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I was really hoping for some lucky rolls there. :cry:
I think that does it. Good game and well played. Let me know if you’re up for another and we can pick sides.
I am going to attack Berlin for the heck of it, so if you see some extra dice rolls that is why. :-D
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Wow, the battle for Berlin came out surprisingly close. 3 German ftrs held off the British. Too bad I lost a plane to aa fire and my cruiser missed. I had a real good second rd of combat that almost turned the odds. Although I waiting on losing your bombers as casualties until that rd. It seemed like you had enough defense, but I guess in a desperate attack I probably should have lost them in the first rd and just went max defense. Still it turned into a really close battle. I was expecting to get slaughtered there. I needed some of those rolls earlier. :lol:
Again good game.
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You chose the units in the right order - I will likely reserve my bombers as well at the beginning.
3 fighters left! That was really close. It was really lucky that all my fighters were preserved from the previous battle.Definitely I’m ready for other games. Either side would work for me.
Cheers,
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Should we switch it up sides?
I’d be fine if you want to do the Allies (with anything from +10 to +14) if you wanted to try something out.
If you wanted to be the Axis, I’d probably want to do Allies +12.Let me know want you think. If you take the Allies, feel free to go ahead start whenever you are ready. It might take me a day or two to get started though.
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Sure. Let me give one try on Allies, starting with +10 :-D





