@Witt Fine with me
War has been declared
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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 -
Christmas in July! Emperor Hirohito thanks the Brits for building in London and not the mideast. Dawg may not share my appreciation. The Emperor thanks the Americans for moving their bombers out of reach of the homeland. Guess my stack of ftrs discouraged them. However, shipping in the Sea of Japan will continue to be sparse. The natives of DEI tremble that the Americans may return them to colonial rule. Il Duce thanks the Brits for giving him “Mare Nostrum” back. I enjoyed the comments by Garg and D.A. D.A. stay in the game.
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Wow, it truly is Christmas in July, for Italy. 13 P.U. It will be like letting a kid into a candy store. Maybe the Brit submariners need shore leave.
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I love how dawg doesn’t give a damn about our petty squabbles .
You know I have to say this and I’m only going to say this once.
Japan is not the only axis nation with a peace treaty in place with Russia.
Russia and Italy have also successfully negotiated to maintain a lasting and official peace agreement over all 12 game rounds of warfare.
Yet like the modern media, I see a lot of talk about sideshows instead of stark realities! Everyone giving Russia And Japan a hard time but Italy gets a free pass?? It’s like a Clinton conspiracy!
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That’s a good one Garg. So Dawg voluntarily gave up the Italian can opener so that Russia wouldn’t invade _ ? Does that mean that your mech in Cauc is not going to take Italian Somaliland for the N.O.?
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Thanks for the kind words D.A. Japan was blessed with good dice in the beginning against China. Sometimes one has to make your own luck. I aggressively challenged China, baiting UKP to intervene. I’ve seen many forum strategy posts about the benefits of Japan DOW on allies on T1. But I prefer to completely conquer China first. I had no idea what to do after taking India. The German war in the east wasn’t going anywhere so I needed to do something fast. S.A. quickly built and rushed in air power to Aust. and has continued to concentrate on me, thus reducing the pressure of a two front war on Ger. Even tho I took India, I’ve had to expend sizable resources every turn defending it. So the U.S. has equaled and exceeded my initial air and naval superiority.
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That’s a good one Garg. So Dawg voluntarily gave up the Italian can opener so that Russia wouldn’t invade _ ? Does that mean that your mech in Cauc is not going to take Italian Somaliland for the N.O.?
Lol, I even anticipated him wanting it and flipped the Allied neutral territory. Surprised Gargantua hasn’t wanted to move on it earlier.
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Thanks for the kind words D.A. Japan was blessed with good dice in the beginning against China. Sometimes one has to make your own luck. I aggressively challenged China, baiting UKP to intervene. I’ve seen many forum strategy posts about the benefits of Japan DOW on allies on T1. But I prefer to completely conquer China first. I had no idea what to do after taking India. The German war in the east wasn’t going anywhere so I needed to do something fast. S.A. quickly built and rushed in air power to Aust. and has continued to concentrate on me, thus reducing the pressure of a two front war on Ger. Even tho I took India, I’ve had to expend sizable resources every turn defending it. So the U.S. has equaled and exceeded my initial air and naval superiority.
The air campaign in the Pacific that initially saved Hawaii and Australia was Garg’s idea.
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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 - ANZAC
ANZAC buy 1 destroyer; Remaining resources: 3 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from South Australia to Queensland
1 artillery and 1 infantry moved from New South Wales to Queensland
1 transport moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 destroyer placed in 54 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 13 PUsCombat Hit Differential Summary :
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Combat Move - French
Non Combat Move - French
2 infantry moved from Algeria to Morocco
1 fighter moved from 110 Sea Zone to Gibraltar
1 infantry moved from United Kingdom to 110 Sea ZoneTurn Complete - French
Combat Hit Differential Summary :





