Will have to come to this later.
Hobo (allies +20) vs talleyrand19 (axis) LL
-
might have to give up soon, my fuck up with Japan might be too much to overcome, we’ll see what happens in the rest of this round…
if I do give up soon, would you be interested in switching sides and rematching? then if I win the next one, we can play one more to make it a best of 3…
I’m still not sure how I feel about LL, I see the advantages, but I also think it has some disadvantages, so wouldn’t mind playing a few more LL games to get a better feel for it
-
sure we can switch, but I will only play LL until I am convinced marti has fixed its random dice generator. I see the dice coming up in sequences way too often to be coincidence.
-
Yeah we can definitely keep doing LL, I think I’ll just give up now….Russia is too strong and even if I take india it won’t matter long term…my big mistakes were FIC and I should’ve done more to stop you from camping sz 6…I’ll post result and you can just start up a new thread…let me know when it’s ready for scramble options, thanks and good game!
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 artillery, 1 destroyer, 4 fighters, 1 infantry, 2 submarines and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
2 fighters moved from Scotland to 113 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 battleship, 4 carriers, 3 cruisers, 4 destroyers and 4 fighters moved from 37 Sea Zone to 36 Sea Zone
1 bomber moved from Caroline Islands to 36 Sea Zone
4 fighters moved from 6 Sea Zone to 36 Sea Zone -
scramble orders for the major fleet battle
-
Max
-
So tired, just realized I didn’t place new fighters on carriers haha…oh well, like I said in post before America’s turn, I’m just gonna give up and you can set up the next one…
My bid will be transport at tip of africa, inf in alexandria, sub in 91, and mech in egypt…message me whenever it’s ready
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Americans
Americans buy 1 artillery, 1 destroyer, 4 fighters, 1 infantry, 2 submarines and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
2 fighters moved from Scotland to 113 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 battleship, 4 carriers, 3 cruisers, 4 destroyers and 4 fighters moved from 37 Sea Zone to 36 Sea Zone
1 bomber moved from Caroline Islands to 36 Sea Zone
4 fighters moved from 6 Sea Zone to 36 Sea ZoneCombat - Americans
Americans creates battle in territory 6 Sea Zone
Japanese scrambles 3 units out of French Indo China to defend against the attack in 36 Sea Zone
Battle in 36 Sea Zone
Americans attack with 1 battleship, 1 bomber, 4 carriers, 3 cruisers, 4 destroyers and 8 fighters
Japanese defend with 2 battleships, 3 carriers, 2 cruisers, 3 destroyers, 7 fighters and 4 transports
Units damaged: 2 battleships owned by the Japanese and 3 carriers owned by the Japanese
Units damaged: 1 battleship owned by the Americans
Americans win, taking 6 Sea Zone from Japanese, taking 36 Sea Zone from Neutral with 1 battleship and 3 cruisers remaining. Battle score for attacker is 46
Casualties for Americans: 1 bomber, 4 carriers, 4 destroyers and 8 fighters
Casualties for Japanese: 2 battleships, 3 carriers, 2 cruisers, 3 destroyers, 7 fighters and 4 transports
Battle in 113 Sea Zone
Americans attack with 2 fighters
Germans defend with 1 destroyer and 1 transport
Americans win with 1 fighter remaining. Battle score for attacker is 5
Casualties for Germans: 1 destroyer and 1 transport
Casualties for Americans: 1 fighter
Battle in Holland Belgium
Battle in Normandy BordeauxNon Combat Move - Americans
1 fighter moved from 113 Sea Zone to 110 Sea Zone
1 carrier moved from 91 Sea Zone to 110 Sea Zone
1 tactical_bomber moved from 91 Sea Zone to 110 Sea Zone
2 destroyers moved from 91 Sea Zone to 110 Sea Zone
1 fighter moved from Eastern United States to 91 Sea Zone
2 mech_infantrys moved from Central United States to 101 Sea Zone
1 fighter moved from 91 Sea Zone to United Kingdom
1 artillery and 3 infantry moved from Eastern United States to 101 Sea Zone
1 artillery, 1 carrier, 2 destroyers, 3 infantry, 2 mech_infantrys and 3 transports moved from 101 Sea Zone to 91 Sea Zone
2 mech_infantrys moved from 91 Sea Zone to Morocco
1 mech_infantry moved from Central United States to Western United States
1 destroyer moved from 16 Sea Zone to 6 Sea Zone
2 fighters moved from Wake Island to 6 Sea Zone
3 aaGuns, 3 infantry and 4 transports moved from 37 Sea Zone to 39 Sea Zone
3 infantry moved from 39 Sea Zone to IndiaPlace Units - Americans
1 artillery, 4 fighters and 1 infantry placed in Western United States
1 destroyer, 2 submarines and 1 transport placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 59 PUs; end with 60 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 2 Outer Territories: 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
Turning on Edit Mode
EDIT: Removing units owned by Americans from Malaya: 1 infantry and 1 mech_infantry
EDIT: Adding units owned by Americans to India: 1 infantry and 1 mech_infantry
EDIT: Turning off Edit Mode -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
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: 2 PUs;Combat Move - Chinese
4 infantry moved from Shensi to Szechwan
1 infantry moved from Hopei to Chahar
Chinese take Chahar from JapaneseCombat - Chinese
Battle in Szechwan
Chinese attack with 4 infantry
Japanese defend with 1 mech_infantry
Chinese win, taking Szechwan from Japanese with 3 infantry remaining. Battle score for attacker is 1
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 mech_infantryNon Combat Move - Chinese
Place Units - Chinese
2 infantry placed in AnhweTurn Complete - Chinese
Chinese collect 10 PUs; end with 12 PUs total -
yeah that game I don’t think you could have recovered. with LL basically when it goes downhill it’s hard to climb back since you can’t rely on a massive lucky battle to save the day.
post will be up soon, you should see it already