@Witt Fine with me
War has been declared
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Sorry to be missing out on the fun, but am enjoying Dewey Beach, DE with the family. Overcast or partially cloudy, but actually nicer than sweltering heat. No burning sand. Will take my turn late Friday or Saturday. Sorry to keep you in suspense.
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Wish I was at the beach. Today we reach 113 here in Vegas!
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Sorry to be missing out on the fun, but am enjoying Dewey Beach, DE with the family. Overcast or partially cloudy, but actually nicer than sweltering heat. No burning sand. Will take my turn late Friday or Saturday. Sorry to keep you in suspense.
This is how surrenders are planned :P
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 2 aaGuns, 6 artilleries, 1 destroyer, 3 fighters, 2 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
2 bombers moved from Japan to 25 Sea Zone
2 submarines moved from 33 Sea Zone to 30 Sea Zone
1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 infantry moved from Caroline Islands to 33 Sea Zone
1 infantry and 1 transport moved from 33 Sea Zone to 21 Sea Zone
1 infantry moved from 21 Sea Zone to Guam
1 submarine moved from 8 Sea Zone to 25 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 fighter moved from 33 Sea Zone to 23 Sea Zone
1 fighter moved from 33 Sea Zone to 23 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 1 submarine moved from 33 Sea Zone to 22 Sea Zone
1 bomber moved from India to Iraq
1 bomber moved from India to Persia
3 fighters moved from West India to Persia
1 fighter moved from 33 Sea Zone to 23 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 submarine moved from 33 Sea Zone to 23 Sea Zone -
S.A. submerge U.S. sub in sz25? Jpn attack with sub & 2 bombers; U.S. has sub & DD.
D.A. intercept bombing raid on Persia? 1 bomber & 3 ftrs bomb Persia. Intercept with 1 Brit ftr?
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Surface the sub
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 2 aaGuns, 6 artilleries, 1 destroyer, 3 fighters, 2 infantry and 1 mech_infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
2 bombers moved from Japan to 25 Sea Zone
2 submarines moved from 33 Sea Zone to 30 Sea Zone
1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 infantry moved from Caroline Islands to 33 Sea Zone
1 infantry and 1 transport moved from 33 Sea Zone to 21 Sea Zone
1 infantry moved from 21 Sea Zone to Guam
1 submarine moved from 8 Sea Zone to 25 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 fighter moved from 33 Sea Zone to 23 Sea Zone
1 fighter moved from 33 Sea Zone to 23 Sea Zone
2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 1 submarine moved from 33 Sea Zone to 22 Sea Zone
1 bomber moved from India to Iraq
1 bomber moved from India to Persia
3 fighters moved from West India to Persia
1 fighter moved from 33 Sea Zone to 23 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 31 Sea Zone
1 submarine moved from 33 Sea Zone to 23 Sea ZoneCombat - Japanese
Japanese creates battle in territory 6 Sea Zone
Air Battle in Persia
Japanese attacks with 4 units heading to Persia
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Persia
AA fire in Persia : 0/1 hits
Bombing raid in Persia rolls: 8 and causes: 6 damage to unit: factory_minor
Bombing raid in Persia causes 6 damage total.
Strategic bombing raid in Iraq
AA fire in Iraq : 1/1 hits
1 bomber killed by AA
Bombing raid in Iraq causes 0 damage total.
Battle in Guam
Battle in 22 Sea Zone
Japanese attack with 2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 1 submarine
Americans defend with 1 destroyer
Japanese roll dice for 1 submarine in 22 Sea Zone, round 2 : 1/1 hits
Americans roll dice for 1 destroyer in 22 Sea Zone, round 2 : 1/1 hits
Units damaged: 1 battleship owned by the Japanese
1 destroyer owned by the Americans lost in 22 Sea Zone
Japanese win, taking Guam from Americans, taking 22 Sea Zone from Americans with 2 battleships, 4 carriers, 2 cruisers, 1 destroyer and 1 submarine remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in 23 Sea Zone
Japanese attack with 3 fighters and 1 submarine
Americans defend with 1 destroyer
Japanese roll dice for 1 submarine in 23 Sea Zone, round 2 : 1/1 hits
Americans roll dice for 1 destroyer in 23 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Americans and 1 submarine owned by the Japanese lost in 23 Sea Zone
Japanese win with 3 fighters remaining. Battle score for attacker is 2
Casualties for Americans: 1 destroyer
Casualties for Japanese: 1 submarine
Battle in 31 Sea Zone
Japanese attack with 1 destroyer, 1 fighter, 1 submarine and 3 tactical_bombers
ANZAC defend with 1 destroyer
Japanese roll dice for 1 submarine in 31 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer, 1 fighter and 3 tactical_bombers in 31 Sea Zone, round 2 : 5/5 hits
ANZAC roll dice for 1 destroyer in 31 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the ANZAC lost in 31 Sea Zone
Japanese win with 1 destroyer, 1 fighter, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in 25 Sea Zone
Japanese attack with 2 bombers and 1 submarine
Americans defend with 1 destroyer and 1 submarine
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 1/1 hits
Japanese roll dice for 2 bombers in 25 Sea Zone, round 2 : 0/2 hits
Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Americans lost in 25 Sea Zone
Japanese roll dice for 1 submarine in 25 Sea Zone, round 3 : 1/1 hits
Americans roll dice for 1 destroyer in 25 Sea Zone, round 3 : 1/1 hits
1 destroyer owned by the Americans and 1 submarine owned by the Japanese lost in 25 Sea Zone
Japanese win with 2 bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer and 1 submarine
Casualties for Japanese: 1 submarine
Battle in 30 Sea Zone
Japanese attack with 2 submarines
ANZAC defend with 1 destroyer
Japanese roll dice for 2 submarines in 30 Sea Zone, round 2 : 1/2 hits
ANZAC roll dice for 1 destroyer in 30 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 30 Sea Zone
Japanese win with 1 submarine remaining. Battle score for attacker is 2
Casualties for ANZAC: 1 destroyer
Casualties for Japanese: 1 submarine
Cleaning up after air battlesNon Combat Move - Japanese
1 submarine moved from 51 Sea Zone to 85 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to Java
1 submarine moved from 33 Sea Zone to 21 Sea Zone
1 submarine moved from 6 Sea Zone to 21 Sea Zone
1 destroyer moved from 37 Sea Zone to 21 Sea Zone
1 submarine moved from 39 Sea Zone to 80 Sea Zone
1 submarine moved from 37 Sea Zone to 39 Sea Zone
1 bomber moved from Persia to India
3 fighters moved from Persia to West India
2 artilleries moved from India to West India
1 artillery moved from Shan State to Burma
1 infantry moved from Szechwan to Yunnan
1 infantry moved from Kwangsi to Yunnan
1 infantry moved from Kwangsi to French Indo China
1 artillery and 1 infantry moved from Kiangsu to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to French Indo China
2 infantry moved from Kiangsi to 20 Sea Zone
2 infantry and 1 transport moved from 20 Sea Zone to 38 Sea Zone
2 infantry moved from 38 Sea Zone to Burma
3 fighters moved from 23 Sea Zone to Japan
1 fighter and 3 tactical_bombers moved from 31 Sea Zone to 22 Sea Zone
2 bombers moved from 25 Sea Zone to JapanPlace Units - Japanese
3 artilleries placed in West India
3 artilleries placed in India
1 mech_infantry placed in Kiangsu
1 destroyer placed in 6 Sea Zone
2 aaGuns, 3 fighters and 2 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,6,5,5
Japanese collect 70 PUs; end with 70 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 75 PUs
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 80 PUs -
I assumed that D.A. would not intercept at 1 to 4 odds. I was hoping to bomb both Brit ICs without an AA hit until next turn. I am not as lucky as Ger. I took out 5 DDs and a sub but lost 3 subs and took a BB hit. Temporarily offset the -TUV from the prior turn in the Sea of Japan. But the allies will sink some of my subs and my blocking DD. U.S. will have 9 bombers and a full complement of planes on its cv’s at the end of this coming turn. I will have to become defensive.
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A disadvantage of having Ger take Greece and Yugo, instead of Italy taking them; is that allied convoy blockers get double shots every turn. The same subs cause damage on both Italy’s and Ger’s turns. If Italy controlled those terr, the allies would need twice as many subs to block all of Italy’s convoy income. Better for Ger to take S. Fra instead of Gre and maybe even Yugo, so it could build ships in the Med, without having to pay for and build a new I.C.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Americans
Americans buy 1 bomber, 1 carrier, 2 destroyers, 2 fighters and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 unit repaired.
1 destroyer moved from 10 Sea Zone to 31 Sea Zone
1 destroyer moved from 10 Sea Zone to 30 Sea Zone
2 bombers moved from Midway to 31 Sea Zone
2 bombers moved from Midway to 30 Sea Zone
2 fighters moved from 26 Sea Zone to 31 Sea Zone
2 fighters moved from 26 Sea Zone to 30 Sea Zone
2 submarines moved from 6 Sea Zone to 16 Sea Zone
1 submarine moved from 10 Sea Zone to 7 Sea Zone
1 destroyer moved from 26 Sea Zone to 25 Sea Zone
1 bomber moved from Western United States to 30 Sea Zone
1 bomber moved from Midway to 31 Sea Zone
1 bomber moved from Midway to 31 Sea Zone
1 destroyer moved from 110 Sea Zone to 112 Sea Zone
1 fighter moved from 110 Sea Zone to 112 Sea Zone
1 destroyer moved from 112 Sea Zone to 125 Sea Zone
1 fighter moved from 112 Sea Zone to 125 Sea Zone
1 transport moved from 110 Sea Zone to 92 Sea Zone
1 mech_infantry moved from Egypt to Iraq
1 infantry moved from Alexandria to Egypt
1 tactical_bomber moved from Western United States to 30 Sea Zone
1 fighter moved from Western United States to 31 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Americans
Americans buy 1 bomber, 1 carrier, 2 destroyers, 2 fighters and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 unit repaired.
1 destroyer moved from 10 Sea Zone to 31 Sea Zone
1 destroyer moved from 10 Sea Zone to 30 Sea Zone
2 bombers moved from Midway to 31 Sea Zone
2 bombers moved from Midway to 30 Sea Zone
2 fighters moved from 26 Sea Zone to 31 Sea Zone
2 fighters moved from 26 Sea Zone to 30 Sea Zone
2 submarines moved from 6 Sea Zone to 16 Sea Zone
1 submarine moved from 10 Sea Zone to 7 Sea Zone
1 destroyer moved from 26 Sea Zone to 25 Sea Zone
1 bomber moved from Western United States to 30 Sea Zone
1 bomber moved from Midway to 31 Sea Zone
1 bomber moved from Midway to 31 Sea Zone
1 destroyer moved from 110 Sea Zone to 112 Sea Zone
1 fighter moved from 110 Sea Zone to 112 Sea Zone
1 destroyer moved from 112 Sea Zone to 125 Sea Zone
1 fighter moved from 112 Sea Zone to 125 Sea Zone
1 transport moved from 110 Sea Zone to 92 Sea Zone
1 mech_infantry moved from Egypt to Iraq
1 infantry moved from Alexandria to Egypt
1 tactical_bomber moved from Western United States to 30 Sea Zone
1 fighter moved from Western United States to 31 Sea ZoneCombat - Americans
Battle in 125 Sea Zone
Russians loiter and taunt; Americans attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
Americans roll dice for 1 destroyer and 1 fighter in 125 Sea Zone, round 2 : 1/2 hits
Germans roll dice for 1 submarine in 125 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Germans lost in 125 Sea Zone
Americans win, taking 125 Sea Zone from Neutral with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in 30 Sea Zone
Americans attack with 3 bombers, 1 destroyer, 2 fighters and 1 tactical_bomber
Japanese defend with 1 submarine
Americans roll dice for 3 bombers, 1 destroyer, 2 fighters and 1 tactical_bomber in 30 Sea Zone, round 2 : 7/7 hits
Japanese roll dice for 1 submarine in 30 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Japanese lost in 30 Sea Zone
Americans win with 3 bombers, 1 destroyer, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in 31 Sea Zone
Americans attack with 4 bombers, 1 destroyer and 3 fighters
Japanese defend with 1 destroyer and 1 submarine
Americans roll dice for 4 bombers, 1 destroyer and 3 fighters in 31 Sea Zone, round 2 : 4/8 hits
Japanese roll dice for 1 submarine in 31 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 31 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese and 1 submarine owned by the Japanese lost in 31 Sea Zone
Americans win with 4 bombers, 1 destroyer and 3 fighters remaining. Battle score for attacker is 14
Casualties for Japanese: 1 destroyer and 1 submarineNon Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from 92 Sea Zone: 1 transport
EDIT: Adding units owned by Americans to 91 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
4 bombers moved from 31 Sea Zone to Hawaiian Islands
2 fighters moved from 31 Sea Zone to Hawaiian Islands
1 fighter moved from 31 Sea Zone to 26 Sea Zone
2 bombers moved from 30 Sea Zone to Queensland
1 bomber moved from 30 Sea Zone to Hawaiian Islands
1 fighter moved from 30 Sea Zone to Hawaiian Islands
1 tactical_bomber moved from 30 Sea Zone to 26 Sea Zone
1 fighter moved from 30 Sea Zone to 26 Sea Zone
2 fighters moved from Western United States to 26 Sea Zone
2 bombers moved from Alaska to Hawaiian Islands
1 battleship, 1 cruiser and 3 transports moved from 26 Sea Zone to 54 Sea Zone
1 fighter moved from 125 Sea Zone to 110 Sea ZonePlace Units - Americans
1 carrier, 2 destroyers and 2 submarines placed in 10 Sea Zone
2 fighters placed in 10 Sea Zone
1 bomber placed in Western United StatesTurn Complete - Americans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 85 Sea Zone. Rolls: 4,5
Americans collect 54 PUs; end with 54 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 59 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 74 PUsDice Statistics:
Total
1 was rolled 5 times
2 was rolled 3 times
3 was rolled 5 times
4 was rolled 9 times
5 was rolled 4 times
6 was rolled 2 times
Average roll : 3.357
Median : 4.000
Variance : 1.185
Standard Deviation : 1.089
Total rolls : 28Null / Other
3 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.400
Median : 4.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5Germans Combat
5 was rolled 1 times
Average roll : 5.000
Median : 5.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Americans Combat
1 was rolled 5 times
2 was rolled 3 times
3 was rolled 3 times
4 was rolled 5 times
5 was rolled 1 times
Average roll : 2.647
Median : 3.000
Variance : 1.562
Standard Deviation : 1.250
Total rolls : 17Japanese Combat
3 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.400
Median : 4.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_ClosedCombat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 2 PUsDice Statistics:
Total
1 was rolled 5 times
2 was rolled 3 times
3 was rolled 5 times
4 was rolled 9 times
5 was rolled 4 times
6 was rolled 2 times
Average roll : 3.357
Median : 4.000
Variance : 1.185
Standard Deviation : 1.089
Total rolls : 28Null / Other
3 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.400
Median : 4.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5Germans Combat
5 was rolled 1 times
Average roll : 5.000
Median : 5.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Americans Combat
1 was rolled 5 times
2 was rolled 3 times
3 was rolled 3 times
4 was rolled 5 times
5 was rolled 1 times
Average roll : 2.647
Median : 3.000
Variance : 1.562
Standard Deviation : 1.250
Total rolls : 17Japanese Combat
3 was rolled 1 times
4 was rolled 2 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.400
Median : 4.000
Variance : 1.750
Standard Deviation : 1.323
Total rolls : 5 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - British
British repair damage of 13x factory_major; Remaining resources: 24 PUs;
British buy 1 artillery and 2 fighters; Remaining resources: 0 PUs;Combat Move - British
Non Combat Move - British
3 mech_infantrys moved from Iraq to Persia
1 armour and 1 mech_infantry moved from Trans-Jordan to Persia
2 mech_infantrys moved from Egypt to Iraq
1 armour moved from Persia to Northwest Persia
British take Northwest Persia from Neutral_Allies
1 submarine moved from 93 Sea Zone to 97 Sea Zone
1 destroyer moved from 92 Sea Zone to 91 Sea Zone
2 submarines moved from 110 Sea Zone to 105 Sea Zone
1 submarine moved from 110 Sea Zone to 125 Sea Zone
1 artillery moved from Gibraltar to 91 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
4 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from Gibraltar to 91 Sea ZonePlace Units - British
1 artillery and 2 fighters placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 2,6
British collect 32 PUs (2 lost to blockades); end with 32 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 37 PUsTurn Complete - UK_Pacific
Combat Hit Differential Summary :
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OMG you guys are terrible.
Didnt even take holland for free.
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Pulled the destroyer out of the med. :?
Left the entire pacific fleet spread out in different seazones…
I can’t handle it!
This game is not going to end well, or anytime soon it seems.
With love and respect, I request full peace with the Axis.
Dawgoneit - Just retreat your units from Russian territory, and I’ll reset PEACE conditions in TripleA. Germany can get it’s at PEACE N.O. again, and the axis can focus on trouncing the allies for their terrible play. Maybe cut a swath right through Turkey and the rest of the neutrals to take out egypt and the middle east. Russia will pull all forces to Moscow and not build any new units.
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I don’t mean anything harsh and apologize if my comments have offended my friends and allies. I unfortunately can’t delete them.
I just hope they find a way to turn it around! :)
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I have exchanged a couple of pm’s with Gargantua.
For the most part I’ve stayed quiet during this game, but I do want to discuss a couple of things. I’m not trying to be mean to anyone.
- Especially at the beginning of the game, SA and I made a couple of really bad mistakes. Probably one of the worst games I’ve played in awhile.
- Rommel has played a great game as Japan. Taking all the money islands, China, and Calcutta. BRAVO!!! Seems like he didn’t quite know what to do after he had that. Take Hawaii or Australia. With some recommendation from Garg I think we did a hell of a defense. One area of weakness is the Russian/Japanese non-aggression pact. It’s helped allow Japan to take everything it has, but it hasn’t helped Germany since Japan is taking the eastern Russian territories, thereby very valuable IPC’s as Russian is trying to defend the German push.
- Dawg did a great job expanding Italy to the point where he almost had all of Africa, while pushing Russia. May have expanded a bit much, allowing the Allies come in and purge the Med. Probably could’ve done a couple of German things better, but overall pretty good game.
- Gargantua has played a REALLY great game as Russia defending against Germany. It’s one of the main reasons I said it was ok to go from 2v2 because I wanted to see a great player defend Russia. He also agreed with Rommel on the pact, which was mutually beneficial at the time, but has since REALLY helped Russia more than Japan since Japan is so strong over there and Russia so weak. Gargantua did recommend the Normandy landing which we did minus the French fighter. I was a little worried about Dawg hitting the fleet with bombers, destroyer, and sub. Don’t remember if anything else could reach. I had my misgivings about the landing, because I thought if Dawg tried to hit with Italy and then hit with Germany we could have much our land units destroyed. I went along with it, because I kind of didn’t want to argue with Gargantua and make him upset and have him unload on me again. Great job Dawg! Rolled the dice and did just that.
I was trying to decide if I wanted to repair the factory in UK and put units there or the middle east and maybe help from the south. I was leaning toward UK with putting 2 planes in, hadn’t thought fully about the balance of IPC’s before I asked Garg for his recommendation. This round Gargantua recommended the following:
Repair London factory for 13 and build two planes + artillery, Load EVERYTHING you have onto the American transports, and drop 1 inf into holland for $ this turn. This will give you a strong attack on norway next turn, enough to defeat it. I agreed. DONE
Get the french fighter to Gib YES, and load the french infantry on their turn into the US transports. atleast we will have a scramble option if its attacked. I agreed and am going to do it.
You could gamble and load 1 UK artillery on the the gib transport… but chances are he will attack with atleast 2 bombers… but this then spares london more bombing? your call. DO NOT pull your destroyer out of med. if anything, send it to Egypt where it’s safe from italian attack, and where you can start eyeing up those japanese Subs. Sort of agree. I want to force Dawg to make a decision with his bombers. Strategic bomb UK against 2 fighters that can intercept or send bombers to Gibraltar and take out US transport, UK destroyer, and french fighter that will scramble. Both scenarios probably will kill at least 1 bomber. I realize this gives Italy their Med bonus for the round, but I’ll fix that next round with an Egypt destroyer purchase.
Get your subs to norway/normandy, and pull 1 sub back from Southfrance to Sz97, Sz97 is the money shot. I agreed and did it.
Gargantua also recommended taking Holland with 1 UK infantry for the free 3 IPC’s. My infantry, 3 IPC’s, will just die. So it’s a wash. To me that infantry is very important because Germany has 6 infantry and 1 artillery, and is going to transport 2 more units up there next turn for a total defense of 18. UK brings 8 infantry, 1 artillery, 1 mech, 2 fighters for attack value also of 18. UK can’t afford to throw away land units as happened last turn to the Allies.
I have embarrassed myself with a couple of mistakes, especially because I wanted to play great with Gargantua around. I pride myself in my game, but I know I am not an elite player. I have really only played Global for over a year and a half. I started playing on Triple A last Fall. I think I’ve gotten better by leaps and bounds since playing on Triple A because of the diversity of players and strategies. Thank you SA for getting me online and involved.
I have REALLY enjoyed this game, because this is my first team game. I have also felt like shit at times because Gargantua has trashed me and SA in the forum. I don’t mind pm’ing and discussing strategy or what I did right or wrong.
Joel I know we discussed this in a pm and you apologized, but I feel like your behavior has not been good. Even during your apology you still threw shade towards SA and me. If you want I am happy to quit and let you take over the UK so you can implement your strategy exactly as you want, since we aren’t always going to agree. I am not going to be a puppet taking orders from someone else. I’m very happy to discuss strategy. You know that I respect your greatly as one of the best players out there and I hope you know that I consider you a friend. I’m just tired of the negative comments about us in the forum.
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I just want to have fun win or lose, mistakes or no mistakes.
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Keep play it’s actually been a fun game.
I was way out of bounds, don’t know why , so Apologies again.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Italians
Italians buy nothing; Remaining resources: 2 PUs;Combat Move - Italians
2 fighters moved from Southern France to Western Germany
1 artillery and 4 infantry moved from Southern France to France
2 infantry moved from Southern France to France
2 infantry moved from Northern Italy to Western Germany
1 infantry moved from Southern Italy to Northern ItalyNon Combat Move - Italians
Turn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,4
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,4,4,2,2,4,1,4
Italians collect 6 PUs (5 lost to blockades); end with 8 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 13 PUs





