@simon33 Quite the dastardly plan from zee Germans
Kamikaze_pilot Allies +20 -VS- dawgoneit Axis
-
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
-
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.
-
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
-
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??
-
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.
-
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.)
-
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.
-
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!