I’m both busy and not emotionally ready too do the next turn.
Jagula (Axis) vs. Geograph (Allies), 1942.2 - Game 2
-
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 2 artilleries, 1 factory, 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - Japanese
1 fighter moved from Yakut S.S.R. to 63 Sea Zone
2 bombers moved from Anhwei to 63 Sea Zone
4 fighters moved from 36 Sea Zone to 63 Sea Zone
1 fighter moved from 62 Sea Zone to 63 Sea Zone
1 armour moved from Sinkiang to Caucasus
Japanese take Kazakh S.S.R. from Russians
1 artillery moved from Sinkiang to Novosibirsk
Japanese take Novosibirsk from Russians
1 infantry moved from Evenki National Okrug to Vologda
Japanese take Vologda from RussiansCombat - Japanese
Battle in 63 Sea Zone
Japanese attack with 2 bombers and 6 fighters
Americans defend with 1 battleship, 1 carrier, 1 destroyer, 2 fighters, 3 submarines and 1 transport
3 submarines owned by the Americans Submerged
Japanese win with 2 bombers and 3 fighters remaining. Battle score for attacker is 39
Casualties for Americans: 1 battleship, 1 carrier, 1 destroyer, 2 fighters and 1 transport
Casualties for Japanese: 3 fightersNon Combat Move - Japanese
1 transport moved from 36 Sea Zone to 48 Sea Zone
2 infantry moved from Philippine Islands to 48 Sea Zone
2 infantry and 1 transport moved from 48 Sea Zone to 61 Sea Zone
1 infantry moved from 61 Sea Zone to Yunnan
1 infantry moved from 61 Sea Zone to Kwangtung
2 battleships, 2 carriers, 2 destroyers, 4 submarines and 2 transports moved from 36 Sea Zone to 61 Sea Zone
1 carrier moved from 62 Sea Zone to 61 Sea Zone
2 bombers moved from 63 Sea Zone to Kwangtung
1 fighter moved from 63 Sea Zone to Kwangtung
1 fighter moved from 63 Sea Zone to Yakut S.S.R.
1 fighter moved from 63 Sea Zone to Buryatia S.S.R.
2 infantry moved from Anhwei to SinkiangPlace Units - Japanese
1 factory placed in East Indies
2 artilleries and 1 infantry placed in Manchuria
1 fighter and 1 infantry placed in JapanTurn Complete - Japanese
Japanese collect 42 PUs; end with 42 PUs totalTerritory Summary for Japanese :
61 Sea Zone : 2 battleships, 3 carriers, 2 destroyers, 4 submarines and 3 transports
Anhwei : 1 flag
Buryatia S.S.R. : 1 flag, 1 fighter
Caroline Islands : 1 infantry
Caucasus : 1 armour
East Indies : 1 factory and 1 infantry
Evenki National Okrug : 1 flag
Iwo Jima : 1 infantry
Japan : 1 aaGun, 1 artillery, 1 factory, 1 fighter and 3 infantry
Kazakh S.S.R. : 1 flag
Kwangtung : 2 bombers, 1 fighter and 1 infantry
Manchuria : 2 artilleries, 1 factory and 1 infantry
New Guinea : 1 infantry
Novosibirsk : 1 flag, 1 artillery
Sinkiang : 1 flag, 2 infantry
Szechwan : 1 flag
Vologda : 1 flag, 1 infantry
Wake Island : 1 infantry
Yakut S.S.R. : 1 flag, 1 fighter
Yunnan : 1 flag, 1 infantryProduction/PUs Summary :
Russians : 9 / 19
Germans : 44 / 51
British : 35 / 35
Japanese : 42 / 42
Americans : 38 / 40 -
Hmm…that British counter in Burma really hurt Japan, I was not expecting that, great move! I’ve learned a lot this game though…never had to deal with an aggressive British and American navy in the Pacific. You are a creative player and you’ve definitely caught me off guard this game!
-
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 2 fighters, 2 infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 fighter and 1 infantry moved from Russia to VologdaCombat - Americans
Battle in Vologda
Americans attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
Americans roll dice for 1 fighter and 1 infantry in Vologda, round 2 : 1/2 hits
Japanese roll dice for 1 infantry in Vologda, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Vologda
Americans win, taking Vologda from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantryNon Combat Move - Americans
1 fighter moved from Vologda to Russia
2 fighters moved from Iceland to Russia
3 fighters moved from 14 Sea Zone to Russia
2 fighters moved from Eastern United States to 14 Sea Zone
1 artillery and 1 transport moved from 8 Sea Zone to 10 Sea Zone
1 artillery moved from 10 Sea Zone to Eastern Canada
1 transport moved from 11 Sea Zone to 10 Sea Zone
1 aaGun and 2 infantry moved from Western Canada to Eastern Canada
1 armour moved from Alaska to Eastern Canada
1 destroyer and 2 submarines moved from 64 Sea Zone to 52 Sea Zone
2 submarines moved from 56 Sea Zone to 52 Sea Zone
3 submarines moved from 63 Sea Zone to 64 Sea ZonePlace Units - Americans
2 transports placed in 11 Sea Zone
2 fighters and 2 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 38 PUs; end with 38 PUs totalTerritory Summary for Americans :
10 Sea Zone : 2 transports
11 Sea Zone : 2 transports
14 Sea Zone : 1 carrier, 1 cruiser and 2 fighters
52 Sea Zone : 1 destroyer and 4 submarines
64 Sea Zone : 3 submarines
Eastern Canada : 2 aaGuns, 1 armour, 1 artillery and 4 infantry
Eastern United States : 1 factory, 2 fighters and 2 infantry
Russia : 6 fighters and 1 infantry
Soviet Far East : 1 infantry
Vologda : 1 infantry
Western United States : 1 factoryProduction/PUs Summary :
Russians : 11 / 19
Germans : 44 / 51
British : 35 / 35
Japanese : 40 / 42
Americans : 38 / 38 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - Russians
Russians buy 6 infantry; Remaining resources: 1 PUs;Combat Move - Russians
1 armour moved from Russia to Kazakh S.S.R.
Russians take Kazakh S.S.R. from Japanese
1 infantry moved from Russia to Novosibirsk
1 fighter moved from Russia to Novosibirsk
2 fighters moved from Russia to Archangel
1 artillery and 1 infantry moved from Russia to ArchangelCombat - Russians
Battle in Archangel
Russians attack with 1 artillery, 2 fighters and 1 infantry
Germans defend with 2 artilleries and 1 infantry
Russians roll dice for 1 artillery, 2 fighters and 1 infantry in Archangel, round 2 : 2/4 hits
Germans roll dice for 2 artilleries and 1 infantry in Archangel, round 2 : 3/3 hits
1 infantry owned by the Russians, 1 infantry owned by the Germans, 1 artillery owned by the Russians, 1 fighter owned by the Russians and 1 artillery owned by the Germans lost in Archangel
retreated to Archangel
Germans win with 1 artillery remaining. Battle score for attacker is -10
Casualties for Germans: 1 artillery and 1 infantry
Casualties for Russians: 1 artillery, 1 fighter and 1 infantry
Battle in Novosibirsk
Russians attack with 1 fighter and 1 infantry
Japanese defend with 1 artillery
Russians roll dice for 1 fighter and 1 infantry in Novosibirsk, round 2 : 0/2 hits
Japanese roll dice for 1 artillery in Novosibirsk, round 2 : 0/1 hits
Russians roll dice for 1 fighter and 1 infantry in Novosibirsk, round 3 : 1/2 hits
Japanese roll dice for 1 artillery in Novosibirsk, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Novosibirsk
Russians win, taking Novosibirsk from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artilleryNon Combat Move - Russians
1 fighter moved from Novosibirsk to Russia
1 fighter moved from Archangel to Russia
1 armour moved from Kazakh S.S.R. to RussiaPlace Units - Russians
6 infantry placed in RussiaTurn Complete - Russians
Russians collect 14 PUs; end with 15 PUs totalTerritory Summary for Russians :
Novosibirsk : 1 infantry
Russia : 2 aaGuns, 1 armour, 3 artilleries, 1 factory, 2 fighters and 25 infantryProduction/PUs Summary :
Russians : 14 / 15
Germans : 44 / 51
British : 35 / 35
Japanese : 37 / 42
Americans : 38 / 38 -
Thank you! But I don’t make any progress. Japan is still in the upper 30ties, Germany is really strong and my Russians are to weak. :|
And by the way: Good defense in Archangel. Thats a killer :-o
-
That stinks… I just got home late from a concert so I won’t be able to do my turn until tomorrow morning, but should be done by the time you normally do your turn.
-
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - Germans
Germans buy 2 armour and 13 infantry; Remaining resources: 0 PUs;Combat Move - Germans
2 infantry moved from Northwestern Europe to France
2 artilleries moved from Germany to France
1 artillery moved from Archangel to Russia
2 artilleries and 2 infantry moved from West Russia to Russia
1 armour moved from Caucasus to Kazakh S.S.R.
Germans take Kazakh S.S.R. from Russians
1 armour moved from Kazakh S.S.R. to Russia
8 armour, 7 artilleries and 9 infantry moved from Caucasus to Russia
2 armour, 2 bombers and 6 fighters moved from Karelia S.S.R. to RussiaCombat - Germans
Battle in France
Germans attack with 2 artilleries and 2 infantry
British defend with 1 artillery and 1 infantry
Germans win, taking France from British with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7
Casualties for British: 1 artillery and 1 infantry
Battle in Russia
Germans attack with 11 armour, 10 artilleries, 2 bombers, 6 fighters and 11 infantry
Americans defend with 6 fighters and 1 infantry; Russians defend with 2 aaGuns, 1 armour, 3 artilleries, 1 factory, 2 fighters and 25 infantry
Germans captures 15PUs while taking Russians capital
Germans win, taking Russia from Russians with 1 armour, 2 bombers and 4 fighters remaining. Battle score for attacker is 33
Casualties for Germans: 10 armour, 10 artilleries, 2 fighters and 11 infantry
Casualties for Americans: 6 fighters and 1 infantry
Casualties for Russians: 2 aaGuns, 1 armour, 3 artilleries, 2 fighters and 25 infantryNon Combat Move - Germans
2 bombers moved from Russia to Caucasus
1 fighter moved from Russia to Karelia S.S.R.
3 fighters moved from Russia to Caucasus
1 artillery and 2 infantry moved from Baltic States to Karelia S.S.R.
3 infantry moved from Ukraine S.S.R. to Caucasus
3 artilleries moved from Poland to Ukraine S.S.R.
1 infantry moved from Poland to Ukraine S.S.R.
2 infantry moved from Germany to Baltic States
2 infantry moved from Egypt to Trans-JordanPlace Units - Germans
2 armour and 2 infantry placed in Caucasus
2 infantry placed in Karelia S.S.R.
9 infantry placed in Germany
Turning on Edit Mode
EDIT: Adding units owned by Germans to Russia: 1 aaGun
EDIT: Removing units owned by Germans from Russia: 1 aaGun
EDIT: Turning off Edit ModeTurn Complete - Germans
Germans collect 60 PUs; end with 75 PUs totalTerritory Summary for Germans :
Archangel : 1 flag
Baltic States : 2 infantry
Caucasus : 1 flag, 2 aaGuns, 2 armour, 2 bombers, 1 factory, 3 fighters and 5 infantry
Egypt : 1 flag
France : 2 artilleries and 2 infantry
Germany : 1 aaGun, 3 artilleries, 1 factory and 12 infantry
Gibraltar : 1 flag
Italy : 1 factory
Karelia S.S.R. : 1 flag, 1 artillery, 1 factory, 1 fighter and 5 infantry
Kazakh S.S.R. : 1 flag
Russia : 1 flag, 1 armour and 1 factory
Trans-Jordan : 1 flag, 1 artillery and 2 infantry
Ukraine S.S.R. : 3 artilleries and 1 infantryProduction/PUs Summary :
Russians : 4 / 0
Germans : 60 / 75
British : 29 / 35
Japanese : 37 / 42
Americans : 38 / 38 -
So when i attacked Russia I was planning on strafing depending on the outcome of the first round. So i kept your AA guns alive after the first round since I figured you’d want them alive if I retreated. Then the second round attack went so well for me that I decided to keep going and I took your AA guns as losses to give you a better defense. I don’t think the two infantry would have mattered considering the planes I still have alive.
I’m not really sure of the protocol for that, but I figure I’d take your losses as if I was defending.
-
We can maybe take one of my fighters as an extra loss or something if you would have taken your AA’s out on the first round…I’m not sure…
-
Right, usually you choose the losses as you were the defending player.
Sometimes there’s no other way than rolling your dice and asking your opponent for the losses. But in our case it won’t make a big difference.Game is over, I have to concede.
Well played! I had no chance with my UK approach in India.How about a new game? You want to switch sides this time or shall I try the Allies a third time? and how about a bid? I think the truth is somewhere between 6 and 9 IPCs. Just tell me what you think…
-
Yes, it was a creative approach, and slowed down the Japanese advance, but just a round or two too late to start supporting Russia…without a bid at least. I’m down to play another game with some sort of standard bid, but I’m going to be busy for most of the night tonight. As far as which side, I don’t mind either way. If you also don’t mind, then maybe I’ll do Allies this time. I can set the game up later tonight or tomorrow
-
Sounds good.
I would suggest a bid of 9 IPCs?!?
If you agree, I’m looking foreward to your Allied approach :-D -
I forgot to mention the russian bomber bid in Moscow.
I saw this working pretty good in a game. So that could be an other option.Whatever you choose will be fine for me 8-)
-
Yeah, I was thinking of that bomber bid. I think I’ll do that. This will be my first game ever playing a human as Allies, so we’ll see how this works out… :|