dice…
BM3 Colt(Axis) vs Rommel
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Okay, I accept that the Axis can land air in Iraq, even tho they don’t control it. This is the second time that this game has denied me an approx 98% battle calc victory. Just when I built an IC. On another note, I wish that I had thought of building and using marines earlier in our prior game, to take the islands in sz99, instead of sacrificing tt’s.
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I took ANZ and Fra turns but got an error message when I tried to post “missing refresh header after login.” Since I didn’t get marti email, must have been in local game mode.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 marine; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Dutch New Guinea to 45 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 45 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
ANZAC take Java from Dutch
1 artillery moved from Northern Territory to Queensland
2 infantry moved from New South Wales to Queensland
1 transport moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 marine placed in New South Wales
1 destroyer placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 marine; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Dutch New Guinea to 45 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 45 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
ANZAC take Java from Dutch
1 artillery moved from Northern Territory to Queensland
2 infantry moved from New South Wales to Queensland
1 transport moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 marine placed in New South Wales
1 destroyer placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs totalCombat Move - French
1 destroyer moved from 81 Sea Zone to 99 Sea ZoneCombat - French
Battle in 99 Sea Zone
French attack with 1 destroyer
Italians defend with 1 cruiser and 1 transport
Italians win with 1 cruiser and 1 transport remaining. Battle score for attacker is -8
Casualties for French: 1 destroyerNon Combat Move - French
Turn Complete - French
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I don’t know if the posting error was because I had not separately posted ANZ first, or if I had not been in forum mode. I redid ANZ and Fra separately, and the Fra battle in sz99 turned out different. The first time they sank each other. The second time, the Ita won. I’d ask you to consider using the manually posted save game, but that wouldn’t be proper procedure. If it weren’t for bad luck, I’d have no luck at all.
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I’ll throw you a bone and trust you :lol:
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TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 3
Research Technology - Germans
Purchase Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by Italians from 99 Sea Zone: 1 cruiser
EDIT: Turning off Edit Mode
Germans buy 3 armour, 1 bomber, 1 fighter and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
Turning on Edit Mode
EDIT: Editing Political Relationship for Germans and Russians from Neutrality to War
EDIT: Turning off Edit Mode
1 armour moved from Romania to Bessarabia
Germans take Bessarabia from Russians
1 armour moved from Bessarabia to Eastern Poland
4 infantry moved from Romania to Eastern Poland
1 armour, 2 artilleries and 7 infantry moved from Slovakia Hungary to Eastern Poland
1 infantry moved from Poland to Baltic States
3 bombers moved from Western Germany to Baltic States
4 infantry moved from Finland to Karelia
3 artilleries and 13 infantry moved from Poland to Eastern Poland
1 armour moved from Poland to Eastern Poland
8 armour and 7 mech_infantrys moved from Germany to Eastern PolandCombat - Germans
Battle in Karelia
Germans attack with 4 infantry
Russians defend with 1 infantry
Germans win, taking Karelia from Russians with 4 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Baltic States
Germans attack with 3 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Baltic States from Russians with 3 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Eastern Poland
Germans attack with 11 armour, 5 artilleries, 24 infantry and 7 mech_infantrys
Russians defend with 2 infantry
Germans win, taking Eastern Poland from Russians with 11 armour, 5 artilleries, 23 infantry and 7 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantryNon Combat Move - Germans
Trigger Germans Occupies Southern France Army Disband: has removed 1 artillery, 1 factory_minor, 1 harbour and 1 infantry owned by Neutral_Axis in Southern France
Trigger Germany Occupies Tunisia Army Disband: has removed 1 infantry owned by Neutral_Axis in Tunisia
Trigger Germans Occupies Southern France Fleet Scuddle: has removed 1 cruiser and 1 destroyer owned by Neutral_Axis in 93 Sea Zone
Trigger Germany Occupies French West Africa Army Disband: has removed 1 infantry owned by Neutral_Axis in French West Africa
Trigger Germany Occupies Southern France Facilities: Germans has 1 factory_minor and 1 harbour placed in Southern France
1 infantry moved from Romania to Bessarabia
3 aaGuns moved from Poland to Eastern Poland
3 bombers moved from Baltic States to Western Germany
1 submarine moved from 108 Sea Zone to 109 Sea Zone
1 submarine moved from 112 Sea Zone to 125 Sea Zone
2 infantry moved from Morocco to Algeria
Germans take Algeria from Neutral_Axis
1 infantry moved from France to Southern France
Germans take Southern France from Neutral_Axis
1 armour moved from Western Germany to Poland
2 artilleries moved from France to Western Germany
1 tactical_bomber moved from 112 Sea Zone to Western GermanyPlace Units - Germans
1 bomber and 1 fighter placed in Western Germany
3 armour and 3 mech_infantrys placed in GermanyTurn Complete - Germans
Germans collect 49 PUs; end with 49 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 3
Purchase Units - Russians
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 tactical_bomber
EDIT: Removing units owned by Germans from Western Germany: 2 fighters and 2 tactical_bombers
EDIT: Adding units owned by Italians to Iraq: 1 bomber and 1 fighter
EDIT: Adding units owned by Germans to Iraq: 3 fighters and 3 tactical_bombers
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Iraq: 1 fighter
EDIT: Turning off Edit Mode -
This game has spun completely out of control. I purchased an IC for a location that was far away from any axis. When I lost the battle, there was no other terr that qualified to build it in. W. India is part of UK Pac. Not only did you win a 1% battle chance, but on the particular situation that was uniquely important. Why couldn’t it have been a non-critical battle? I’ll take Rus turn late tomorrow eve.
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I don’t think the Persian IC is in danger. You’ll have two turns to build there before i could attack it. I’m mainly seeing if i can grab some cash in mid-east for a bit plus making you build in the area or make mistakes while also spreading you thin if you intended on helping out US defensive fleet and W. Europe landings.
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After I thought about the situation, I realized that the Ita army in Syria would take 2 turns to reach the IC and Ger wouldn’t risk an all plane attack against newly built inf and perhaps a Bri fig. But, your massive move will prevent the new IC from feeding new troops into India or China for a few turns at least. I’ve never seen such a large Ita army going towards Rus. With 2 5-PU N.O.'s, Ita will be able to rebuild its fleet and air this turn and next, until the allies can retake Gib and try to keep a ship in the Med. Not having the Bri tt convoy an inf into Gib on B1 was a mistake. The fun part about playing Bri, is that it has lots of discretionary cash to build all around its empire. It has the cash to build more ships in the Med and/or armor to take out Syria/Iraq. I doubt that the Ger want to permanently garrison 5 planes in Iraq. Perhaps taking Vichy out means that Ger wants to build its own fleet to further support Ita. Vichy has some nice aspects, but the Axis lose out on 3 PUs every turn.
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Thanks for using my Bri2 save game. Last turn, Rus built mech in Mos to rush to W. Ukr to hold off Ger, before comparing the numbers and afterwards, I realized that Rus can’t hold and will have to retreat to the old standby, Bry. I feel Rus’ limited air power now when I want to take out the Ger in Kar, but also the single inf in Bal and in Bes, without risking more than 1 Rus unit. The Siberian Rus army can reach the eastern edge of European Rus soon enough, but then it’s still several turns from Mos. Not quite as fast as historical. Once Jpn committed itself to attack USA, the Rus felt free to release their Siberian army rapidly. I need a Siberian railway.
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Thanks for using my Bri2 save game. Last turn, Rus built mech in Mos to rush to W. Ukr to hold off Ger, before comparing the numbers and afterwards, I realized that Rus can’t hold and will have to retreat to the old standby, Bry. I feel Rus’ limited air power now when I want to take out the Ger in Kar, but also the single inf in Bal and in Bes, without risking more than 1 Rus unit. The Siberian Rus army can reach the eastern edge of European Rus soon enough, but then it’s still several turns from Mos. Not quite as fast as historical. Once Jpn committed itself to attack USA, the Rus felt free to release their Siberian army rapidly. I need a Siberian railway.
One of the biggest reasons FDR was itching to get in the war vs Japan was for that very reason. He was pro-Communist and wanted USSR free to send all resources vs Euro-Axis.
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I wouldn’t say FDR was pro-Commie, but he was definitely anti-Fascist. There’s not enough time to discuss this and this isn’t the place. Also, while I know a lot about WWII history and its origins and politics, I’m not that versed about FDR. I’m headed out, will be back to take my turn within 2 hours.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 3
Purchase Units - Russians
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 tactical_bomber
EDIT: Removing units owned by Germans from Western Germany: 2 fighters and 2 tactical_bombers
EDIT: Adding units owned by Italians to Iraq: 1 bomber and 1 fighter
EDIT: Adding units owned by Germans to Iraq: 3 fighters and 3 tactical_bombers
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Iraq: 1 fighter
EDIT: Turning off Edit Mode
Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Novgorod to Baltic States
1 fighter moved from Belarus to Baltic States
1 infantry moved from Ukraine to Bessarabia
1 fighter and 1 tactical_bomber moved from Belarus to BessarabiaCombat - Russians
Battle in Bessarabia
Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Bessarabia from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Baltic States
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians win, taking Baltic States from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
1 bomber, 3 fighters and 3 tactical_bombers could not land in Iraq and were removed
1 fighter and 1 tactical_bomber moved from Bessarabia to Bryansk
1 fighter moved from Baltic States to Bryansk
1 infantry moved from Novgorod to Archangel
1 infantry moved from Vyborg to Novgorod
2 aaGuns, 1 armour, 5 artilleries, 8 infantry and 1 mech_infantry moved from Western Ukraine to Bryansk
1 infantry moved from Ukraine to Western Ukraine
3 artilleries moved from Ukraine to Bryansk
1 infantry moved from Belarus to Smolensk
1 mech_infantry moved from Novgorod to Vologda
2 aaGuns, 1 armour, 4 artilleries, 2 infantry and 1 mech_infantry moved from Belarus to Bryansk
4 mech_infantrys moved from Russia to BryanskPlace Units - Russians
2 infantry placed in Ukraine
4 artilleries and 5 infantry placed in RussiaTurn Complete - Russians
Russians collect 35 PUs; end with 35 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 38 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 40 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 42 PUs -
I went a little crazy with buying art for Rus. But with Global Bal Mod vs Europe, Rus gets more cash. Here’s where you and I play diff. You start out almost all inf as Rus, while I buy all or almost all art R1 and continue buying some art every turn. This time, the art ratio is higher than ever for me. So I’ll stop buying them, since a Ger attack would take out most of my inf on round 1 of die roll. The diff strategies probably evens out. For 12 P.U., you get 4 inf with an offense of 4 and defense of 8. I get 3 art with combined arms offense of 9 and defense of only 6. But my attack should kill an extra enemy on round 1, even with 1 less unit. Defense tho is worse. Historically, the Rus had massive art and rocket launcher firepower by the middle to the end of the war when they were on the offensive. Cheaper than tanks and mass produced, the art and rocket launcher bombardments terrified the German defenders.
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Oops, please move Rus army Yak>Yen on Jpn’s turn. I might change the game options to prompt for unmoved units.
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As I expected, the AI automatically removed the Ger and Ita planes from Iraq again at the end of Rus 3 NCM. I noticed when I looked at the map and then the history. The only way to change that is to edit to have Italy take control and then back out the P.U. from Iraq and the N.O. Or else keep editing them back in for each player turn.
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Iraq won’t affect Jpn, USA or China, so I can edit the planes back in on Bri turn. Then Ita will have to edit them back in again before combat, since it can’t take control until NCM. I think that you will only send in 1 inf just to activate Iraq and direct your attention to Trans Jordan for a combined land and amphib attack on Egypt in 2 turns or so.
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I edited Rus Yak>Yen and also changed Rus builds in Mos to 9 inf & 1 art, instead of 5 & 4. I manually saved.





