a9f8e386-2774-436a-85c2-12485139d2d7-triplea_41868_1chi.tsvg
G40 BM2 Rommel X vs Colt L "Third times a charm"
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Getting your Axis units to Belarus on G4 and Bryansk on G5 relies on the following two critical purchases:
I1: get 1 mech and 1 tank. These join up with your other fast movers and prevent Russia from stopping the German advance unless they are willing to sacrifice a big stack of infantry, which is a win on its on account.
G2: get 10 fast movers, placed in Germany. The mixture of tanks and mechs serve several purposes:
a) increase the attack power so that Russia can’t stand in front of you
b) increase the defense strength so that Russia can’t counter attack
c) on G5 force Russia to retreat back to Moscow because they can’t defend it and stack Bryansk at the same time.Once you get forces in Bryansk you have so many fun options!
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In BM, being able to recall all 18 infantry from Asian front while retaining all the IPCs of that area is so nice. Yeah, Rom, maybe me losing terribly at Taranto was good for me because it got your hopes up of taking Egypt and distracted you from Eastern Front.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 fighter and 2 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Italians
1 artillery moved from Tunisia to Libya
Italians take Libya from BritishCombat - Italians
Non Combat Move - Italians
1 bomber moved from Southern Italy to Eastern Poland
1 armour moved from Northern Italy to Romania
1 fighter moved from 95 Sea Zone to Eastern PolandPlace Units - Italians
2 mech_infantrys placed in Northern Italy
1 fighter placed in Southern ItalyTurn Complete - Italians
Italians collect 13 PUs; end with 14 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUs -
I don’t know why the USA built more carriers than planes in the Atl. You have more planes on the way, but they won’t be available offensively for 2 turns. Are you trying to psych me out or is there a method to your madness that will only become apparent when it’s too late for me to respond? And the only ships in Haw and WC US were subs, until your latest builds. The air and naval bases in Phil are handy and centrally located. I garrisoned 3 planes there for scrambling, which makes it very formidable. But it ties up lots of assets. India’s cash can be squeezed, but 2 of ANZAC’s N.O.s are too far away for Japan to even try to disrupt. Bummer that the Ger sub was sunk before it could take away an N.O. from U.K. Pac for even one turn.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 infantry and 1 transport; Remaining resources: 5 PUs;Combat Move - ANZAC
1 artillery moved from New South Wales to 62 Sea Zone
1 artillery and 1 transport moved from 62 Sea Zone to 54 Sea Zone
1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from 42 Sea Zone to JavaCombat - ANZAC
Battle in Java
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 artillery
ANZAC win, taking Java from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artilleryNon Combat Move - ANZAC
1 destroyer moved from 62 Sea Zone to 55 Sea Zone
2 aaGuns moved from Queensland to Northern TerritoryPlace Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea Zone
1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 19 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 22 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 25 PUsTerritory Summary for ANZAC :
Burma : 1 infantry
India : 1 fighter
Queensland : 1 airfield, 2 fighters and 1 harbour
Northern Territory : 2 aaGuns
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor, 1 harbour and 1 infantry
Java : 1 flag, 1 artillery and 1 infantry
Dutch New Guinea : 1 flag, 2 infantry
42 Sea Zone : 1 transport
54 Sea Zone : 1 submarine
55 Sea Zone : 1 destroyer
62 Sea Zone : 1 destroyer and 1 transport
Egypt : 2 infantry -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 4
Combat Move - French
1 infantry moved from Nigeria to French Equatorial AfricaNon Combat Move - French
Turn Complete - French
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Maybe it’s a mistake, maybe it’s a secret :lol:
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TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 5
Purchase Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by French from French Equatorial Africa: 1 infantry
EDIT: Adding units owned by French to French West Africa: 1 infantry
EDIT: Turning off Edit Mode -
I went out for 6.8 mile run and now headed out to eat. I know what I want to do with Ger. I think I can make progress vs Rus, a turn or two behind ABH’s timetable. The ANZAC fascination with Java is really upsetting the Emperor. We’re running out of tt’s.
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A big difference between standard and BM games is that the Allies can still win the game even after the fall of Moscow. With the extra income from the new objectives, the Allies can build up sufficient forces in Persia to prevent the surviving Germans from marching all the way to Egypt. Hence time is more important in this version than in the standard version. Obviously one or two turns doesn’t necessarily mean a loss, but delays are more problematic for the Axis.
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I didn’t combat move my main army to Bel before doing combat. How do you do the forum dice roll?
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 5
Purchase Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by French from French Equatorial Africa: 1 infantry
EDIT: Adding units owned by French to French West Africa: 1 infantry
EDIT: Turning off Edit Mode
Germans buy 1 armour, 2 artilleries, 2 bombers, 1 infantry, 2 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 1 PUs;Combat Move - Germans
4 mech_infantrys moved from Germany to Baltic States
1 tactical_bomber moved from Karelia to Baltic States
1 bomber moved from Karelia to Novgorod
1 bomber moved from Western Germany to Ukraine
1 artillery and 1 infantry moved from Romania to Bessarabia
1 fighter moved from Southern Italy to Bessarabia
1 artillery and 1 infantry moved from Eastern Poland to Western Ukraine
1 infantry moved from Eastern Poland to Western UkraineCombat - Germans
Strategic bombing raid in Novgorod
Bombing raid in Novgorod rolls: 3 and causes: 3 damage to unit: factory_minor
Bombing raid in Novgorod causes 3 damage total.
Strategic bombing raid in Ukraine
Bombing raid in Ukraine rolls: 4 and causes: 4 damage to unit: factory_minor
Bombing raid in Ukraine causes 4 damage total.
Battle in Bessarabia
Germans attack with 1 artillery, 1 fighter and 1 infantry
Russians defend with 2 infantry
Germans win with 1 fighter remaining. Battle score for attacker is -1
Casualties for Germans: 1 artillery and 1 infantry
Casualties for Russians: 2 infantry
Battle in Western Ukraine
Germans attack with 1 artillery and 2 infantry
Russians defend with 2 infantry
Germans win, taking Western Ukraine from Russians with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry
Battle in Baltic States
Germans attack with 4 mech_infantrys and 1 tactical_bomber
Russians defend with 1 aaGun and 2 infantry
Germans win, taking Baltic States from Russians with 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 2 mech_infantrys
Casualties for Russians: 1 aaGun and 2 infantryNon Combat Move - Germans
Turning on Edit Mode
EDIT: Removing units owned by Russians from Belarus: 2 infantry
EDIT: Removing units owned by Russians from Belarus: 1 aaGun
EDIT: Changing ownership of Belarus from Russians to Germans
EDIT: Turning on Edit Mode
EDIT: Turning off Edit Mode
1 tactical_bomber moved from Baltic States to Eastern Poland
1 bomber moved from Novgorod to Eastern Poland
1 bomber moved from Ukraine to Eastern Poland
1 fighter moved from Bessarabia to Eastern Poland
EDIT: 2 aaGuns, 15 armour, 11 artilleries, 20 infantry and 3 mech_infantrys moved from Eastern Poland to Belarus
1 aaGun and 2 artilleries moved from Romania to Eastern Poland
3 tactical_bombers moved from Karelia to Eastern PolandPlace Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by Germans from Eastern Poland: 1 infantry
EDIT: Turning off Edit Mode
2 artilleries and 1 infantry placed in Romania
1 submarine placed in 105 Sea Zone
1 transport placed in 112 Sea Zone
2 bombers placed in Western Germany
1 armour and 2 mech_infantrys placed in GermanyTurn Complete - Germans
Germans collect 51 PUs; end with 52 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 59 PUs -
I opened a second copy of G5 and made the move and combat to Bel and used the Marti die roll results for the first G5. Then I edited the taking of Bel and removed the Rus troops and the 1 Ger casualty.
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Ger strat bomb raid didn’t show die rolls, just said my bombers rolled a 3 and a 4. So I couldn’t tell if the AI added the 2 hit points to the die roll for each bomber. Did it roll a 1 and added 2 to make 3? Or did it roll 3 and not add the extra 2 points? My rolls were low, but at least all the AA missed.
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:bice mdn:
Replace “bice” with dice
m is number of dice to roll
n is how many sides do the dice have(6).I got the emails for the 1 and 2 for bombing raids
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Probably wont move tonight. So you took the a casualty from my hit in Bel, right?
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Yes
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 5
Purchase Units - Russians
Russians buy 1 artillery, 10 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Russians
1 artillery moved from Novgorod to Karelia
Russians take Karelia from GermansCombat - Russians
Non Combat Move - Russians
2 artilleries moved from Novgorod to Karelia
1 submarine moved from 69 Sea Zone to 87 Sea Zone
1 infantry moved from Volgograd to Rostov
6 infantry moved from Novosibirsk to Samara
2 aaGuns and 12 infantry moved from Timguska to Novosibirsk
3 infantry moved from Ukraine to Rostov
2 aaGuns, 3 armour, 6 artilleries, 2 fighters, 29 infantry, 3 mech_infantrys and 1 tactical_bomber moved from Bryansk to RussiaPlace Units - Russians
1 artillery and 9 infantry placed in Russia
1 infantry and 2 mech_infantrys placed in VolgogradTurn Complete - Russians
Russians collect 32 PUs; end with 32 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 35 PUs
Trigger Russians 3 Siberia Lend Lease Lane: 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 PUsTerritory Summary for Russians :
Karelia : 3 artilleries
Rostov : 4 infantry
Russia : 2 aaGuns, 1 airfield, 3 armour, 11 artilleries, 1 factory_major, 2 fighters, 43 infantry, 3 mech_infantrys and 2 tactical_bombers
Ukraine : 1 factory_minor
Novosibirsk : 2 aaGuns and 12 infantry
Volgograd : 1 factory_minor, 1 infantry and 2 mech_infantrys
Novgorod : 1 airfield, 1 factory_minor and 1 harbour
Samara : 6 infantry
87 Sea Zone : 1 submarine
114 Sea Zone : 1 cruiser
115 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 50 / 59
Russians : 32 / 39
Japanese : 50 / 62
Americans : 53 / 73
Chinese : 9 / 14
British : 32 / 37
UK_Pacific : 7 / 9
Italians : 13 / 19
ANZAC : 14 / 25
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
I wouldn’t have bombed those minors. I’m not sure why you did.
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I should have bombed them earlier. Thought that you still might try to build there. You might have built in Novg to prevent Ger from blitz into Karelia. But Ger built the tt to allow an amphib landing in Kar. I’ve been agonizing over whether Japan should try a low odds attack on Java or just sink the dd & tt. Here’s where you make up for the loss of your BB. It’s doubtful I can regain it this turn. So ANZAC gets 4 PU and Japan loses 9 including the loss of a N.O. Makes it worth a suicide attack by Japan.