I’m not sure why I didn’t take action to prevent that move, maybe I was worried about the attack.
Kamikaze_pilot Allies +20 -VS- dawgoneit Axis
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers, 1 fighter, 1 infantry, 1 submarine, 1 tactical_bomber and 1 transport; Remaining resources: 1 PUs;Politics - Americans
Americans takes Political Action: Political Action Allies To War With TrueNeutrals
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Americans and Neutral_True from Strict_Neutral to War
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral
Americans succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_NeutralCombat Move - Americans
1 armour, 2 artilleries and 4 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 armour, 2 artilleries, 5 infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone
1 armour, 2 artilleries and 5 infantry moved from 91 Sea Zone to Spain
1 armour, 3 infantry and 2 mech_infantrys moved from Gibraltar to Spain
2 fighters moved from 91 Sea Zone to SpainCombat - Americans
Battle in Spain
Americans attack with 2 armour, 2 artilleries, 2 fighters, 8 infantry and 2 mech_infantrys
Neutral_True defend with 6 infantry
Americans win, taking Spain from Neutral_True with 2 armour, 2 artilleries, 2 fighters, 3 infantry and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Americans: 5 infantry
Casualties for Neutral_True: 6 infantryNon Combat Move - Americans
2 fighters moved from Spain to 91 Sea Zone
2 bombers moved from Western Australia to India
1 bomber moved from Western Australia to Caroline Islands
3 fighters moved from New South Wales to New Guinea
1 battleship, 1 cruiser and 2 submarines moved from 54 Sea Zone to 33 Sea Zone
2 infantry and 2 mech_infantrys moved from Hawaiian Islands to 26 Sea Zone
1 carrier, 2 destroyers, 1 fighter, 2 infantry, 2 mech_infantrys, 1 tactical_bomber and 3 transports moved from 26 Sea Zone to 33 Sea Zone
2 infantry and 2 mech_infantrys moved from 33 Sea Zone to Caroline Islands
1 tactical_bomber moved from Hawaiian Islands to 33 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to Caroline Islands
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from French Equatorial Africa to 82 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 82 Sea Zone to 71 Sea Zone
1 artillery and 1 infantry moved from 71 Sea Zone to Union of South Africa
1 destroyer moved from 25 Sea Zone to 26 Sea ZonePlace Units - Americans
1 transport placed in 101 Sea Zone
1 infantry placed in Eastern United States
1 carrier, 2 destroyers and 1 submarine placed in 10 Sea Zone
1 fighter and 1 tactical_bomber placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 53 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 58 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUsPurchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in KansuTurn Complete - Chinese
Chinese collect 6 PUs; end with 7 PUs totalPurchase Units - British
British buy 5 armour and 1 tactical_bomber; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 3 infantry; Remaining resources: 0 PUs;Combat Move - British
3 armour, 3 artilleries and 11 infantry moved from Northwest Persia to Turkey
1 artillery, 2 infantry and 2 mech_infantrys moved from Iraq to Turkey
3 fighters and 1 tactical_bomber moved from Egypt to Turkey
1 bomber moved from India to Turkey
1 armour, 1 artillery and 2 infantry moved from Algeria to Tunisia
1 artillery and 2 infantry moved from Alexandria to TobrukCombat - British
Battle in Tunisia
British attack with 1 armour, 1 artillery and 2 infantry
Italians defend with 2 artilleries and 1 infantry
Italians win with 1 artillery remaining. Battle score for attacker is -9
Casualties for British: 1 armour, 1 artillery and 2 infantry
Casualties for Italians: 1 artillery and 1 infantry
Battle in Tobruk
British attack with 1 artillery and 2 infantry
Italians defend with 1 infantry
British win, taking Tobruk from Italians with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for British: 1 infantry
Casualties for Italians: 1 infantry
Battle in Turkey
British attack with 3 armour, 4 artilleries, 1 bomber, 3 fighters, 13 infantry, 2 mech_infantrys and 1 tactical_bomber
Neutral_True defend with 8 infantry
British win, taking Turkey from Neutral_True with 3 armour, 4 artilleries, 1 bomber, 3 fighters, 10 infantry, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 15
Casualties for British: 3 infantry
Casualties for Neutral_True: 8 infantryNon Combat Move - British
3 fighters moved from Turkey to Iraq
1 tactical_bomber moved from Turkey to Iraq
1 bomber moved from Turkey to Persia
1 artillery and 2 infantry moved from Persia to Northwest Persia
1 destroyer and 1 submarine moved from 71 Sea Zone to 81 Sea Zone
3 infantry moved from Brazil to 86 Sea Zone
3 infantry and 2 transports moved from 86 Sea Zone to 91 Sea Zone
3 infantry moved from 91 Sea Zone to Spain
2 infantry moved from Quebec to 106 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Spain
2 transports moved from 83 Sea Zone to 91 Sea Zone
1 battleship moved from 54 Sea Zone to 33 Sea Zone
2 aaGuns, 2 artilleries and 31 infantry moved from Burma to IndiaPlace Units - British
3 armour placed in Iraq
2 armour and 1 tactical_bomber placed in PersiaTurn Complete - British
British collect 38 PUs; end with 38 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 43 PUsPlace Units - UK_Pacific
1 artillery and 3 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 13 PUs; end with 13 PUs total
Some Units in India change ownership: 1 artillery and 3 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - Italians
Italians buy 1 cruiser and 1 destroyer; Remaining resources: 0 PUs;Politics - Italians
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Spain
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Turkey
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique
Trigger Italians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to AngolaCombat Move - Italians
1 artillery moved from Tunisia to Algeria
Italians take Algeria from BritishCombat - Italians
Non Combat Move - Italians
2 aaGuns, 1 artillery and 3 infantry moved from Northern Italy to Southern France
4 destroyers moved from 95 Sea Zone to 97 Sea Zone
1 bomber and 2 fighters moved from Southern Italy to Southern FrancePlace Units - Italians
1 cruiser and 1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Italians collect 14 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 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - ANZAC
2 armour moved from New South Wales to Queensland
ANZAC take Queensland from JapaneseCombat - ANZAC
Non Combat Move - ANZAC
2 fighters moved from Western Australia to Java
1 transport moved from 62 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 transport moved from 62 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
1 fighter moved from Burma to India
1 submarine moved from 46 Sea Zone to 54 Sea Zone
1 destroyer moved from 46 Sea Zone to 54 Sea Zone
1 cruiser, 3 destroyers and 2 submarines moved from 46 Sea Zone to 33 Sea ZonePlace Units - ANZAC
1 mech_infantry placed in New South Wales
1 destroyer and 1 submarine placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 mech_infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - ANZAC
2 armour moved from New South Wales to Queensland
ANZAC take Queensland from JapaneseCombat - ANZAC
Non Combat Move - ANZAC
2 fighters moved from Western Australia to Java
1 transport moved from 62 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 transport moved from 62 Sea Zone to 54 Sea Zone
1 infantry moved from 54 Sea Zone to Queensland
1 fighter moved from Burma to India
1 submarine moved from 46 Sea Zone to 54 Sea Zone
1 destroyer moved from 46 Sea Zone to 54 Sea Zone
1 cruiser, 3 destroyers and 2 submarines moved from 46 Sea Zone to 33 Sea ZonePlace Units - ANZAC
1 mech_infantry placed in New South Wales
1 destroyer and 1 submarine placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUsCombat Move - French
Non Combat Move - French
1 infantry moved from Northwest Persia to TurkeyTurn Complete - French
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8 - Allowed Assumptions during gameplay - The purpose of assumptions is to reduce the number of game stoppages for opponent decisions (scrambling, casualty choice, intercepting, submerging, kamikazes). Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt, and moderators will always decide in this manner.
8a - Scrambling/intercept/submerge/kamikaze assumptions - When you make an assumption, you are accepting the risk that your opponent will disagree after seeing your turn. If your opponent takes issue with an assumption, you should come to an agreement about how to handle it. If you don’t agree, then the defender can require that the entire combat phase be re-rolled from the beginning. Or, you may seek a moderator ruling.
its most likely to late but i am bugged about this.
but heres the rules
8 - Allowed Assumptions during gameplay - The purpose of assumptions is to reduce the number of game stoppages for opponent decisions (scrambling, casualty choice, intercepting, submerging, kamikazes). Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt, and moderators will always decide in this manner.8a - Scrambling/intercept/submerge/kamikaze assumptions - When you make an assumption, you are accepting the risk that your opponent will disagree after seeing your turn. If your opponent takes issue with an assumption, you should come to an agreement about how to handle it. If you don’t agree, then the defender can require that the entire combat phase be re-rolled from the beginning. Or, you may seek a moderator ruling.
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8 - Allowed Assumptions during gameplay - The purpose of assumptions is to reduce the number of game stoppages for opponent decisions (scrambling, casualty choice, intercepting, submerging, kamikazes). Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt, and moderators will always decide in this manner.
8a - Scrambling/intercept/submerge/kamikaze assumptions - When you make an assumption, you are accepting the risk that your opponent will disagree after seeing your turn. If your opponent takes issue with an assumption, you should come to an agreement about how to handle it. If you don’t agree, then the defender can require that the entire combat phase be re-rolled from the beginning. Or, you may seek a moderator ruling.
its most likely to late but i am bugged about this.
but heres the rules
8 - Allowed Assumptions during gameplay - The purpose of assumptions is to reduce the number of game stoppages for opponent decisions (scrambling, casualty choice, intercepting, submerging, kamikazes). Because you are assuming a decision for your opponent, the opponent must always be given the benefit of the doubt, and moderators will always decide in this manner.8a - Scrambling/intercept/submerge/kamikaze assumptions - When you make an assumption, you are accepting the risk that your opponent will disagree after seeing your turn. If your opponent takes issue with an assumption, you should come to an agreement about how to handle it. If you don’t agree, then the defender can require that the entire combat phase be re-rolled from the beginning. Or, you may seek a moderator ruling.
You know you can look up the history of the battle, right? I did what you said after the combat battle. Only exception is that I did not let a destroyer survive till the end. I’m willing to take an extra hit on my subs for that. But, rolling an 2 (destroyer) is a 1/3 chance… A lot of your destroyers did not hit. Your battleships and fighters did. So theoretically, if I let a destroyer survive and took a battleship, your overall damage would even be less.
Let me know what you think.
Cheers
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ya but i would have saved my planes in hopes to have them for my land battles.
i would not have saved my carriers witch 1 was lost to a sub. theres a big difference in 4 @ 4 & 1 @ 3
Vs 2 @ 4 & 3 @ 2 - 1 carrier lost to a sub. your subs would not have been a factor.
good game.
thank you for playing -
ya but i would have saved my planes in hopes to have them for my land battles.
i would not have saved my carriers witch 1 was lost to a sub. theres a big difference in 4 @ 4 & 1 @ 3
Vs 2 @ 4 & 3 @ 2 - 1 carrier lost to a sub. your subs would not have been a factor.
good game.
thank you for playingI don’t understand? You cannot save your planes if I killed them? The planes survived the longest? But if I kill all your units, you cannot save anyone??
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if you look at the last battle you saved 2 battleships and 3 carriers witch 1 carrier was lost to a sub
thats the last battle i see
no planes -
The last battle was against 4 fighters and 3 transporters. The transporters where the last casualties. I think you overlooked it.
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this is what i saw.
its what may be the problem.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9Game History
Round: 5
Purchase Units - Americans
Americans buy 1 armour, 2 artilleries, 1 carrier, 1 fighter, 4 infantry, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
3 bombers moved from Hawaiian Islands to 54 Sea Zone
1 carrier and 1 fighter moved from 26 Sea Zone to 54 Sea Zone
3 fighters and 1 tactical_bomber moved from 33 Sea Zone to 54 Sea Zone
1 submarine moved from 43 Sea Zone to 34 Sea Zone
1 battleship, 2 carriers, 2 cruisers, 3 destroyers and 3 submarines moved from 33 Sea Zone to 54 Sea ZoneCombat - Americans
Battle in 54 Sea Zone
Americans attack with 1 battleship, 3 bombers, 3 carriers, 2 cruisers, 3 destroyers, 4 fighters, 3 submarines and 1 tactical_bomber
Japanese defend with 2 battleships, 3 carriers, 2 cruisers, 2 destroyers, 4 fighters, 1 submarine, 2 tactical_bombers and 6 transportsUnits damaged: 1 carrier owned by the Japanese
Units damaged: 2 carriers owned by the Japanese and 2 battleships owned by the Japanese
Units damaged: 1 carrier owned by the Americans and 1 battleship owned by the Americans
Americans win, taking 54 Sea Zone from Neutral with 1 battleship, 3 bombers, 1 cruiser, 3 fighters and 2 submarines remaining. Battle score for attacker is 127
Casualties for Americans: 3 carriers, 1 cruiser, 3 destroyers, 1 fighter, 1 submarine and 1 tactical_bomber
Casualties for Japanese: 2 battleships, 3 carriers, 2 cruisers, 2 destroyers, 4 fighters, 1 submarine, 2 tactical_bombers and 6 transports
Battle in 34 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 destroyer
Japanese win with 1 destroyer remaining. Battle score for attacker is -6
Casualties for Americans: 1 submarineNon Combat Move - Americans
3 fighters moved from 54 Sea Zone to New South Wales
3 bombers moved from 54 Sea Zone to Western Australia
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
1 carrier, 2 destroyers, 1 fighter, 1 infantry, 1 mech_infantry, 1 tactical_bomber and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 tactical_bomber moved from Western United States to Hawaiian Islands
1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
2 transports moved from 33 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from Gibraltar to 91 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 82 Sea Zone
1 artillery and 1 infantry moved from 82 Sea Zone to French Equatorial Africa
3 transports moved from 91 Sea Zone to 101 Sea Zone
1 infantry moved from Western United States to Central United StatesPlace Units - Americans
1 transport placed in 101 Sea Zone
1 armour, 2 artilleries and 4 infantry placed in Eastern United States
1 carrier placed in 10 Sea Zone
1 fighter and 1 tactical_bomber placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs- triplea_40131_Ame5.tsvg (190.98 KB - downloaded 1 times.)
look it over and see if you can see what made me think what happened.
if i was wrong i am sorry.
i will mark nit with >>>
- triplea_40131_Ame5.tsvg (190.98 KB - downloaded 1 times.)
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I see. It only shows the first combat turn. I took the first hits on the carriers and battleship as damage for you. So you wont have to take any casualties and have max rolls for the next combat turn. So your carriers and battleships soaked up the first hits.
The battle had a few more combat turns. In TripleA under ‘Game’ you can see ‘game history’. You can look up the battle under round 5 and America combat phase for a full review of the battle.
Hope this helps.
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i am embarassed. :oops:
my deepest apologizes.
i hope you can see where i made my mistake.
please except my apologizes.
you would have won anyways. -
No worries. It was my mistake in the first place not asking OOL!