@Jacob16 and @oysteilo Happy to play with anyone gents, if any one has an opinion or preference. Or we would just leave it up to chance.
G40 BalMod Shrike (Axis) vs. regularkid (Allies)
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - ANZAC
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Combat Move - French
1 fighter moved from Egypt to Algeria
2 infantry moved from United Kingdom to 110 Sea ZoneNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 fighters and 11 infantry; Remaining resources: 0 PUs;Combat Move - Germans
2 fighters and 2 infantry moved from Western Germany to Holland Belgium
1 infantry moved from Karelia to Novgorod
Germans take Novgorod from RussiansCombat - Germans
Battle in Holland Belgium
Germans attack with 2 fighters and 2 infantry
Americans defend with 1 mech_infantry
Germans win, taking Holland Belgium from Americans with 2 fighters and 2 infantry remaining. Battle score for attacker is 4
Casualties for Americans: 1 mech_infantryNon Combat Move - Germans
2 fighters moved from Holland Belgium to Western Germany
7 mech_infantrys moved from Germany to Eastern Poland
3 aaGuns, 16 armour, 5 artilleries, 24 infantry and 10 mech_infantrys moved from Western Ukraine to Eastern Poland
1 infantry and 9 mech_infantrys moved from Baltic States to Eastern Poland
4 infantry moved from Karelia to Finland
1 artillery and 1 infantry moved from Western Germany to Germany
4 infantry moved from Western Germany to GermanyPlace Units - Germans
2 fighters and 5 infantry placed in Germany
2 infantry placed in Germany
4 infantry placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,1
Germans collect 44 PUs (1 lost to blockades); end with 44 PUs total
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 49 PUs -
I have an odd request; can you edit out your US transport in 112? I took my turn before coffee and forgot to do it with one of my spare planes. I would’ve edited it myself but felt shady about it.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Russians
Turning on Edit Mode
EDIT: Removing units owned by Americans from 112 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
Russians buy 1 armour and 9 artilleries; Remaining resources: 0 PUs;Combat Move - Russians
1 armour moved from Bryansk to Western Ukraine
Russians take Western Ukraine from Germans
1 armour moved from Western Ukraine to Bryansk
2 infantry moved from Bryansk to Belarus
2 fighters and 1 tactical_bomber moved from Bryansk to BelarusCombat - Russians
Battle in Belarus
Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
Italians defend with 1 artillery and 1 infantry
Russians win, taking Belarus from Italians with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Russians: 1 infantry
Casualties for Italians: 1 artillery and 1 infantryNon Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Belarus to Russia
1 infantry moved from Tambov to Rostov
10 artilleries moved from Russia to Bryansk
1 mech_infantry moved from Volgograd to Bryansk
6 infantry moved from Novosibirsk to Vologda
2 aaGuns and 12 infantry moved from Timguska to Novosibirsk
1 infantry moved from Tambov to Bryansk
1 submarine moved from 125 Sea Zone to 110 Sea ZonePlace Units - Russians
1 armour and 9 artilleries placed in RussiaTurn Complete - Russians
Russians collect 30 PUs; end with 30 PUs total
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 32 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 35 PUs
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 37 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 39 PUs -
not a prob
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
Americans repair damage of 6x factory_minor; Remaining resources: 89 PUs;
Americans buy 1 artillery, 1 carrier, 1 destroyer, 1 factory_minor, 3 fighters, 4 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 infantry moved from Normandy Bordeaux to Southern France
Americans take Southern France from Germans
1 infantry moved from Morocco to 91 Sea Zone
2 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Holland Belgium
2 bombers moved from United Kingdom to Holland Belgium
1 fighter and 1 tactical_bomber moved from 110 Sea Zone to Holland Belgium
1 submarine moved from 93 Sea Zone to 97 Sea Zone
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 33 Sea Zone
1 artillery and 1 infantry moved from 33 Sea Zone to Caroline Islands
2 infantry moved from Queensland to 54 Sea Zone
3 fighters moved from 54 Sea Zone to 45 Sea Zone
3 fighters moved from 54 Sea Zone to 34 Sea Zone
1 battleship and 2 cruisers moved from 54 Sea Zone to 33 Sea Zone
2 infantry and 1 transport moved from 54 Sea Zone to 33 Sea Zone
2 infantry moved from 33 Sea Zone to Caroline Islands
1 infantry and 1 mech_infantry moved from Morocco to 91 Sea ZoneCombat - Americans
Battle in Caroline Islands
Americans attack with 1 artillery and 3 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Americans win, taking Caroline Islands from Japanese with 1 artillery remaining. Battle score for attacker is 2
Casualties for Japanese: 1 aaGun and 2 infantry
Casualties for Americans: 3 infantry
Battle in 45 Sea Zone
Americans attack with 3 fighters
Japanese defend with 1 destroyer
Americans win with 3 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in Holland Belgium
Americans attack with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 2 infantry
Americans win, taking Holland Belgium from Germans with 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantry
Battle in 34 Sea Zone
Americans attack with 3 fighters
Japanese defend with 1 destroyer
Americans win with 3 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - Americans
3 fighters moved from 34 Sea Zone to 33 Sea Zone
3 fighters moved from 45 Sea Zone to 33 Sea Zone
1 destroyer moved from 46 Sea Zone to 33 Sea Zone
3 carriers, 2 destroyers and 1 submarine moved from 54 Sea Zone to 33 Sea Zone
1 carrier and 1 fighter moved from 26 Sea Zone to 54 Sea Zone
1 carrier, 1 destroyer and 2 fighters moved from 26 Sea Zone to 33 Sea Zone
1 carrier, 2 destroyers and 3 submarines moved from 10 Sea Zone to 26 Sea Zone
2 fighters moved from Western United States to 26 Sea Zone
1 mech_infantry moved from Central United States to 101 Sea Zone
1 mech_infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone
1 infantry and 1 mech_infantry moved from 112 Sea Zone to Norway
2 bombers moved from Holland Belgium to Norway
1 carrier and 1 cruiser moved from 110 Sea Zone to 112 Sea Zone
1 tactical_bomber moved from Holland Belgium to 112 Sea Zone
1 fighter moved from Holland Belgium to 112 Sea Zone
1 mech_infantry moved from 91 Sea Zone to MoroccoPlace Units - Americans
1 carrier, 1 destroyer and 1 transport placed in 10 Sea Zone
3 fighters placed in Western United States
1 factory_minor placed in Norway
3 infantry placed in Normandy Bordeaux
1 artillery and 1 infantry placed in Western United StatesTurn Complete - Americans
Americans collect 63 PUs; end with 63 PUs total
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 88 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 98 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - British
British buy 1 destroyer, 3 fighters and 1 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - British
1 armour moved from Trans-Jordan to 81 Sea Zone
2 infantry moved from Egypt to 81 Sea Zone
1 marine moved from Trans-Jordan to 81 Sea Zone
1 cruiser moved from 81 Sea Zone to 99 Sea Zone
1 battleship and 1 marine moved from 81 Sea Zone to 99 Sea Zone
1 marine moved from 99 Sea Zone to Greece
1 armour, 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone
1 armour and 1 infantry moved from 99 Sea Zone to Crete
1 armour moved from Tobruk to Egypt
1 destroyer moved from 81 Sea Zone to 99 Sea Zone
1 carrier moved from 81 Sea Zone to 99 Sea Zone
1 cruiser moved from 81 Sea Zone to 99 Sea Zone
1 tactical_bomber moved from Cyprus to Crete
1 fighter moved from Egypt to Crete
1 bomber moved from Egypt to CreteCombat - British
Battle in Crete
British attack with 1 armour, 1 bomber, 1 fighter, 1 infantry and 1 tactical_bomber
Italians defend with 1 artillery and 1 infantry
British win, taking Crete from Italians with 1 bomber, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is -9
Casualties for British: 1 armour and 1 fighter
Casualties for Italians: 1 artillery and 1 infantry
Battle in GreeceNon Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by British from Crete: 1 tactical_bomber
EDIT: Adding units owned by British to 99 Sea Zone: 1 fighter
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 fighter moved from Egypt to 99 Sea Zone
1 aaGun moved from Egypt to 81 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Greece
1 aaGun moved from 99 Sea Zone to Greece
1 fighter moved from India to Eastern Persia
3 aaGuns, 2 artilleries and 14 infantry moved from India to West India
1 fighter moved from Eastern Persia to Persia
1 artillery, 1 fighter and 4 infantry moved from Persia to Eastern Persia
2 artilleries moved from Egypt to Trans-Jordan
1 infantry moved from Egypt to Trans-Jordan
1 fighter and 1 tactical_bomber moved from Egypt to Algeria
1 cruiser and 1 destroyer moved from 91 Sea Zone to 110 Sea Zone
1 marine moved from United Kingdom to 110 Sea Zone
1 cruiser, 1 destroyer and 1 marine moved from 110 Sea Zone to 112 Sea Zone
1 marine moved from 112 Sea Zone to Norway
1 aaGun moved from United Kingdom to 110 Sea Zone
1 mech_infantry moved from United Kingdom to 110 Sea Zone
6 infantry moved from United Kingdom to 110 Sea Zone
1 aaGun, 6 infantry, 1 mech_infantry and 4 transports moved from 110 Sea Zone to 112 Sea Zone
1 aaGun and 6 infantry moved from 112 Sea Zone to Norway
1 mech_infantry moved from 112 Sea Zone to Norway
1 destroyer moved from 110 Sea Zone to 112 Sea Zone
1 carrier moved from 110 Sea Zone to 112 Sea Zone
EDIT: 2 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone
EDIT: 1 transport moved from 110 Sea Zone to 112 Sea Zone
2 fighters moved from 110 Sea Zone to 112 Sea Zone
2 fighters moved from United Kingdom to Gibraltar
1 bomber moved from Crete to Iraq
1 fighter moved from Eastern Persia to West IndiaPlace Units - British
3 fighters and 1 infantry placed in United Kingdom
1 destroyer placed in 110 Sea ZoneTurn Complete - British
British collect 40 PUs; end with 40 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 43 PUsPlace Units - UK_Pacific
1 submarine placed in 39 Sea Zone
1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs
Units Change Ownership
Some Units in India change ownership: 1 mech_infantry
Some Units in 39 Sea Zone change ownership: 1 submarine -
edits: i opted to take a tac bomber instead of a fighter as a casualty in Crete. Also, on UK’s turn i edited the two US transports to sz 112 cuz i opted to abandon the english channel. Lemme know if these edits present any problems.
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Hmm, can’t load the save, the file might be corrupted. I reinstalled Java and I can load another game so I don’t think it’s on my end. Could you re-post the save? Thanks!
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loaded fine for me. try the more recent saved game that i posted
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Italians
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Hey regularkid,
I think I’m going to concede. I’ve lost the strategic initiative and I just don’t see a path to victory for me. GG! I’ll post the result
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gg bro. switch sides?
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sure, wanna set it up? Also, being new to competitive play, can i ask you what i did wrong? I know I got diced on G1, but did I also make critical mistakes?
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you played japan pretty well (though my Allied play in the pacific could probably use some work). In the atlantic, i think your big mistake was letting me stack both Norway and Normandy so early. As a rule, one should either keep enough units in Normandy to hold it against USA (if USA only has 2 or 3 transports int he area), or keep enough units within striking distance to retake it (if the “wall” is not economically feasible cuz of number of US trannies/air). Also, you should make every reasonable effort to delay USA taking and holding Normandy for factory as long as possible. that’s all i got.
i’ll set up the game and link you.
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http://www.axisandallies.org/forums/index.php?board=54.0
awaiting scramble orders