Nein danke, ich vertraue voll auf die gute alte 3.7-inch AA gun.
Hyde_Park_Anti-aircraft_guns_H_993.jpg
Ha! Love losing 100% battles. That was one tough smoking carrier. Took out a bomber and fighter. Your dice against my air force has been incredible!
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 14
Purchase Units - Russians
Russians buy 2 artilleries, 1 infantry and 5 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 2 infantry moved from Russia to Samara
1 infantry moved from Russia to Samara
4 infantry moved from Russia to Bryansk
2 artilleries moved from Russia to Bryansk
1 infantry moved from Eastern Poland to Bessarabia
Russians take Bessarabia from Italians
2 infantry moved from Eastern Poland to Slovakia Hungary
1 artillery moved from Eastern Poland to Slovakia Hungary
1 artillery and 2 infantry moved from Baltic States to Poland
1 infantry moved from Eastern Poland to Western Ukraine
Russians take Western Ukraine from Italians
1 infantry moved from Novgorod to Karelia
Russians take Karelia from Germans
1 infantry moved from Novgorod to Vyborg
Russians take Vyborg from Germans
1 artillery and 1 infantry moved from Novgorod to Baltic States
1 mech_infantry moved from Kazakhstan to Szechwan
Chinese take Szechwan from Japanese
1 armour and 1 mech_infantry moved from Turkmenistan to West India
1 armour and 1 mech_infantry moved from Northwest Persia to Eastern Persia
1 infantry moved from Kazakhstan to Caucasus
1 mech_infantry moved from Northwest Persia to Caucasus
1 bomber moved from Russia to Kweichow
2 fighters and 2 tactical_bombers moved from Russia to Caucasus
1 mech_infantry moved from Novosibirsk to Caucasus
1 mech_infantry moved from Novosibirsk to Kazakhstan
2 mech_infantrys moved from Novosibirsk to Turkmenistan
1 submarine moved from 98 Sea Zone to 80 Sea Zone
Combat - Russians
Battle in Kweichow
Russians attack with 1 bomber
Japanese defend with 2 bombers
Russians roll dice for 1 bomber in Kweichow, round 2 : 1/1 hits
Japanese roll dice for 2 bombers in Kweichow, round 2 : 1/2 hits
1 bomber owned by the Japanese and 1 bomber owned by the Russians lost in Kweichow
Japanese win with 1 bomber remaining. Battle score for attacker is 0
Casualties for Russians: 1 bomber
Casualties for Japanese: 1 bomber
Battle in Bryansk
Russians attack with 2 artilleries and 4 infantry
Germans defend with 2 artilleries and 2 infantry
Russians roll dice for 2 artilleries and 4 infantry in Bryansk, round 2 : 1/6 hits
Germans roll dice for 2 artilleries and 2 infantry in Bryansk, round 2 : 1/4 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Bryansk
Russians roll dice for 2 artilleries and 3 infantry in Bryansk, round 3 : 1/5 hits
Germans roll dice for 2 artilleries and 1 infantry in Bryansk, round 3 : 2/3 hits
2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Bryansk
Russians roll dice for 2 artilleries and 1 infantry in Bryansk, round 4 : 0/3 hits
Germans roll dice for 2 artilleries in Bryansk, round 4 : 1/2 hits
1 infantry owned by the Russians lost in Bryansk
Russians roll dice for 2 artilleries in Bryansk, round 5 : 0/2 hits
Germans roll dice for 2 artilleries in Bryansk, round 5 : 0/2 hits
Russians roll dice for 2 artilleries in Bryansk, round 6 : 1/2 hits
Germans roll dice for 2 artilleries in Bryansk, round 6 : 1/2 hits
1 artillery owned by the Germans and 1 artillery owned by the Russians lost in Bryansk
Russians roll dice for 1 artillery in Bryansk, round 7 : 0/1 hits
Germans roll dice for 1 artillery in Bryansk, round 7 : 0/1 hits
Russians roll dice for 1 artillery in Bryansk, round 8 : 0/1 hits
Germans roll dice for 1 artillery in Bryansk, round 8 : 0/1 hits
Russians roll dice for 1 artillery in Bryansk, round 9 : 0/1 hits
Germans roll dice for 1 artillery in Bryansk, round 9 : 0/1 hits
Russians roll dice for 1 artillery in Bryansk, round 10 : 0/1 hits
Germans roll dice for 1 artillery in Bryansk, round 10 : 1/1 hits
1 artillery owned by the Russians lost in Bryansk
Germans win with 1 artillery remaining. Battle score for attacker is -10
Casualties for Germans: 1 artillery and 2 infantry
Casualties for Russians: 2 artilleries and 4 infantry
Battle in Poland
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery and 2 infantry in Poland, round 2 : 2/3 hits
Germans roll dice for 1 infantry in Poland, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Poland
Russians win, taking Poland from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Samara
Russians attack with 1 artillery and 3 infantry
Germans defend with 1 armour and 1 artillery
Russians roll dice for 1 artillery and 3 infantry in Samara, round 2 : 1/4 hits
Germans roll dice for 1 armour and 1 artillery in Samara, round 2 : 1/2 hits
1 infantry owned by the Russians and 1 artillery owned by the Germans lost in Samara
Russians roll dice for 1 artillery and 2 infantry in Samara, round 3 : 1/3 hits
Germans roll dice for 1 armour in Samara, round 3 : 0/1 hits
1 armour owned by the Germans lost in Samara
Russians win, taking Samara from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 1 armour and 1 artillery
Casualties for Russians: 1 infantry
Battle in Slovakia Hungary
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 infantry
Russians roll dice for 1 artillery and 2 infantry in Slovakia Hungary, round 2 : 1/3 hits
Germans roll dice for 1 infantry in Slovakia Hungary, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Slovakia Hungary
Russians win, taking Slovakia Hungary from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Caucasus
Russians attack with 2 fighters, 1 infantry, 2 mech_infantrys and 2 tactical_bombers
Germans defend with 1 armour and 2 mech_infantrys
Russians roll dice for 2 fighters, 1 infantry, 2 mech_infantrys and 2 tactical_bombers in Caucasus, round 2 : 4/7 hits
Germans roll dice for 1 armour and 2 mech_infantrys in Caucasus, round 2 : 1/3 hits
1 infantry owned by the Russians, 1 armour owned by the Germans and 2 mech_infantrys owned by the Germans lost in Caucasus
Russians win, taking Caucasus from Germans with 2 fighters, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 11
Casualties for Germans: 1 armour and 2 mech_infantrys
Casualties for Russians: 1 infantry
Non Combat Move - Russians
2 fighters and 2 tactical_bombers moved from Caucasus to Persia
1 submarine moved from 91 Sea Zone to 96 Sea Zone
2 mech_infantrys moved from Russia to Novosibirsk
2 mech_infantrys moved from Belarus to Eastern Poland
1 armour moved from Belarus to Russia
3 mech_infantrys moved from Russia to Belarus
1 infantry moved from Russia to Smolensk
1 aaGun moved from Russia to Samara
1 aaGun moved from Russia to Smolensk
Place Units - Russians
1 artillery, 1 infantry and 1 mech_infantry placed in Novgorod
1 artillery and 4 mech_infantrys placed in Russia
Russians undo move 2.
Russians undo move 1.
1 artillery, 1 infantry and 1 mech_infantry placed in Novgorod
1 artillery and 4 mech_infantrys placed in Russia
Turn Complete - Russians
Russians collect 34 PUs; end with 34 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 40 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 14
Purchase Units - Japanese
Japanese buy 4 armour, 2 artilleries, 3 fighters and 6 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Combat Move - Japanese
1 cruiser, 1 destroyer and 1 submarine moved from 6 Sea Zone to 26 Sea Zone
1 armour moved from Victoria to South Australia
Japanese take South Australia from ANZAC
1 armour moved from South Australia to Queensland
1 mech_infantry moved from Western Australia to South Australia
1 infantry moved from Queensland to 54 Sea Zone
1 infantry and 1 transport moved from 54 Sea Zone to 49 Sea Zone
1 artillery moved from Solomon Islands to 49 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 49 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
3 artilleries and 3 infantry moved from Midway to 25 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 25 Sea Zone to 26 Sea Zone
3 infantry moved from 26 Sea Zone to Hawaiian Islands
3 artilleries moved from 26 Sea Zone to Hawaiian Islands
1 tactical_bomber moved from 25 Sea Zone to Hawaiian Islands
1 fighter moved from Midway to 26 Sea Zone
3 fighters moved from 25 Sea Zone to Hawaiian Islands
1 fighter moved from Kansu to Tsinghai
Combat - Japanese
Battle in 26 Sea Zone
Japanese attack with 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 4 transports
Americans defend with 1 destroyer and 1 submarine
Japanese roll dice for 1 submarine in 26 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 cruiser, 1 destroyer, 1 fighter and 4 transports in 26 Sea Zone, round 2 : 1/3 hits
Americans roll dice for 1 submarine in 26 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 1 destroyer in 26 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Americans lost in 26 Sea Zone
Japanese roll dice for 1 submarine in 26 Sea Zone, round 3 : 0/1 hits
Japanese roll dice for 1 cruiser, 1 destroyer, 1 fighter and 4 transports in 26 Sea Zone, round 3 : 0/3 hits
Americans roll dice for 1 destroyer in 26 Sea Zone, round 3 : 0/1 hits
Japanese roll dice for 1 submarine in 26 Sea Zone, round 4 : 0/1 hits
Japanese roll dice for 1 cruiser, 1 destroyer, 1 fighter and 4 transports in 26 Sea Zone, round 4 : 1/3 hits
Americans roll dice for 1 destroyer in 26 Sea Zone, round 4 : 0/1 hits
1 destroyer owned by the Americans lost in 26 Sea Zone
Japanese win, taking 26 Sea Zone from Americans with 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 4 transports remaining. Battle score for attacker is 14
Casualties for Americans: 1 destroyer and 1 submarine
Battle in Hawaiian Islands
Japanese attack with 4 artilleries, 3 fighters, 4 infantry and 1 tactical_bomber
Americans defend with 1 airfield, 4 artilleries, 1 fighter, 1 harbour and 4 infantry
Japanese roll dice for 4 artilleries, 3 fighters, 4 infantry and 1 tactical_bomber in Hawaiian Islands, round 2 : 8/12 hits
Americans roll dice for 4 artilleries, 1 fighter and 4 infantry in Hawaiian Islands, round 2 : 4/9 hits
4 infantry owned by the Japanese, 4 artilleries owned by the Americans and 4 infantry owned by the Americans lost in Hawaiian Islands
Japanese roll dice for 4 artilleries, 3 fighters and 1 tactical_bomber in Hawaiian Islands, round 3 : 2/8 hits
Americans roll dice for 1 fighter in Hawaiian Islands, round 3 : 1/1 hits
1 artillery owned by the Japanese and 1 fighter owned by the Americans lost in Hawaiian Islands
Japanese win, taking Hawaiian Islands from Americans with 3 artilleries, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 22
Casualties for Americans: 4 artilleries, 1 fighter and 4 infantry
Casualties for Japanese: 1 artillery and 4 infantry
Battle in Tsinghai
Japanese attack with 1 fighter
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter in Tsinghai, round 2 : 1/1 hits
Chinese roll dice for 1 infantry in Tsinghai, round 2 : 1/1 hits
1 infantry owned by the Chinese and 1 fighter owned by the Japanese lost in Tsinghai
Chinese win with no units remaining. Battle score for attacker is -7
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 fighter
Non Combat Move - Japanese
3 mech_infantrys moved from Burma to India
1 bomber moved from Kweichow to India
1 mech_infantry moved from Korea to Jehol
1 artillery moved from Korea to Manchuria
1 mech_infantry moved from Kiangsu to Chahar
2 mech_infantrys moved from Kiangsu to Kweichow
1 transport moved from 56 Sea Zone to 37 Sea Zone
3 fighters and 1 tactical_bomber moved from Hawaiian Islands to 26 Sea Zone
2 battleships, 1 carrier and 1 cruiser moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 25 Sea Zone to 11 Sea Zone
1 destroyer moved from 25 Sea Zone to 9 Sea Zone
1 carrier moved from 25 Sea Zone to 12 Sea Zone
1 carrier moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Midway
1 fighter and 1 tactical_bomber moved from 26 Sea Zone to 12 Sea Zone
2 aaGuns moved from Manchuria to Jehol
Place Units - Japanese
3 fighters placed in India
1 armour and 2 mech_infantrys placed in French Indo China
1 armour and 2 mech_infantrys placed in Kwangtung
1 armour and 2 mech_infantrys placed in Kiangsu
1 armour and 2 artilleries placed in Queensland
Turn Complete - Japanese
Japanese collect 73 PUs; end with 73 PUs
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 83 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 88 PUs
Well I think that’s game unless you somehow miraculously take India and the dice greatly favor you. Let me know if you are gonna go for it or concede. Either way its been a great game!
I see its a legal win, but its like a technicality. Dont understand the logic
I see its a legal win, but its like a technicality. Dont understand the logic
What part is a technicality? For the axis to win they need control of 6 victory cities on the Pacific side or 8 victory cities on the Europe side. Do you not understand those victory conditions or do you not agree with them? Just curious.
I said i don’t understand the logic behind it. You could be close to victory in all other respects but an unsuspecting or unalert player could easily miss such a sucker punch. Maybe if i understood the logic behind the victory conditions on the Pacific side it would be easier to swallow
I said i don’t understand the logic behind it. You could be close to victory in all other respects but an unsuspecting or unalert player could easily miss such a sucker punch. Maybe if i understood the logic behind the victory conditions on the Pacific side it would be easier to swallow
Well its the same concept for the Europe and Pacific side. Control victory cities. For the Axis control causes a win condition. For the Allies control of these cities prevents a win. The Allied victory conditions involve capturing capitals which is much harder to do so they need to keep control of the victory cities to keep the economic domination thus causing the Axis to concede under the weight of the economic disparity. You need to stay mindful of that on both sides of the map. Pouring all of the US income on one side allows one of the axis powers to grow unchallenged. You had a good Russian strategy to help china. I think if you had invested more with the US in the pacific it would’ve helped keep Japan form expanding so much. Had I not lost my German air force in the med so early on you would’ve never gotten the Greece factory. You also did not have alot of protection for your transport fleets but you got away with it because of my lack of air force. I think you spread yourself out to much with all your transport landings. I would’ve tried to land in mass at a spot I could hold. And then start the ground war. That would’ve been very tough for Germany. As it stands now Germany can hold you off indefinitely and eventually they would work there way back to Moscow. Also the next phase for Japan would’ve been taking all Russian territory to the east thus taking away Russia’s income. It was a good game, I learned some stuff I hope you did too. Do you know how to post the result in the league results thread?
I’ll post it, if you write up the game results. I will just cut and paste.
You just have to go to the game results thread and name the participants, sides they played, who won and the link to the game thread.
I understand it is frustrating to lose such a game being up all together all around the world.
As a note: The VC-rule gives the game more depth as it allows all-in moves by the Axis the Allies need to be aware of. In your game you were just off guard because you weren’t aware of the rules.
Typical all-in moves are Japan giving up the Pacific map and support Germans to take Egypt after they got Moscow.
Another scenario is the Germans take India while Japan takes Hawaii or Sydney.
This is comparable the chess when sacrificing material to get a devastating mating attack.
You just have to go to the game results thread and name the participants, sides they played, who won and the link to the game thread.
I understand it is frustrating to lose such a game being up all together all around the world.
As a note: The VC-rule gives the game more depth as it allows all-in moves by the Axis the Allies need to be aware of. In your game you were just off guard because you weren’t aware of the rules.
Typical all-in moves are Japan giving up the Pacific map and support Germans to take Egypt after they got Moscow.
Another scenario is the Germans take India while Japan takes Hawaii or Sydney.This is comparable the chess when sacrificing material to get a devastating mating attack.
Thanks for the info JDOW. Max I can post the result for you if you’d like or you can give it a go yourself. Per JDOW’s instructions above. The hardest part is linking the game thread. Let me know if you want help.
Yes, pls post for me. It’s too humiliating for me to try. You snuck that one in on me. I can’t believe it, … good game though
Yes, pls post for me. It’s too humiliating for me to try. You snuck that one in on me. I can’t believe it, … good game though
Okay I will post. Good game! Let me know if you want a rematch. We can switch sides or stay the same. Have a good one!
Thank you for being a good sport. I’ll be back…
Going on vacation for a week.