sz 114 only, using the latest of 2.7 version now.
L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB
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TripleA Turn Summary: Germans round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Research Technology - Germans Purchase Units - Germans Germans buy 1 armour, 1 artillery, 4 bombers, 2 infantry and 3 mech_infantrys; Remaining resources: 1 PUs; Combat Move - Germans 1 infantry moved from Belarus to Bryansk Germans take Bryansk from Russians 7 armour and 9 mech_infantrys moved from Volgograd to Caucasus 3 infantry moved from Ukraine to Rostov 1 tactical_bomber moved from Ukraine to Caucasus 3 fighters and 3 tactical_bombers moved from Ukraine to Rostov 3 artilleries and 6 infantry moved from Ukraine to Western Ukraine 2 fighters and 1 tactical_bomber moved from Ukraine to Western Ukraine 1 bomber moved from Western Germany to 95 Sea Zone Combat - Germans Battle in 95 Sea Zone Germans attack with 1 bomber Americans defend with 1 transport 1 transport owned by the Americans lost in 95 Sea Zone Germans win with 1 bomber remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in Caucasus Germans attack with 7 armour, 9 mech_infantrys and 1 tactical_bomber British defend with 1 artillery and 2 infantry Germans roll dice for 7 armour, 9 mech_infantrys and 1 tactical_bomber in Caucasus, round 2 : 6/17 hits, 5.67 expected hits Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 2 : 2/3 hits, 1.00 expected hits 1 artillery owned by the British, 2 mech_infantrys owned by the Germans and 2 infantry owned by the British lost in Caucasus Germans win, taking Caucasus from Russians with 7 armour, 7 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 2 Casualties for Germans: 2 mech_infantrys Casualties for British: 1 artillery and 2 infantry Battle in Rostov Germans attack with 3 fighters, 3 infantry and 3 tactical_bombers Russians defend with 2 infantry Germans roll dice for 3 fighters, 3 infantry and 3 tactical_bombers in Rostov, round 2 : 5/9 hits, 4.00 expected hits Russians roll dice for 2 infantry in Rostov, round 2 : 1/2 hits, 0.67 expected hits 2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Rostov Germans win, taking Rostov from Russians with 3 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Russians: 2 infantry Battle in Western Ukraine Germans attack with 3 artilleries, 2 fighters, 6 infantry and 1 tactical_bomber Russians defend with 2 infantry Germans roll dice for 3 artilleries, 2 fighters, 6 infantry and 1 tactical_bomber in Western Ukraine, round 2 : 5/12 hits, 4.17 expected hits Russians roll dice for 2 infantry in Western Ukraine, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Western Ukraine Germans win, taking Western Ukraine from Russians with 3 artilleries, 2 fighters, 6 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Non Combat Move - Germans 1 tactical_bomber moved from Caucasus to Ukraine 3 fighters and 3 tactical_bombers moved from Rostov to Ukraine 5 armour and 11 mech_infantrys moved from Ukraine to Caucasus 1 tactical_bomber moved from Western Ukraine to Ukraine 2 fighters moved from Western Ukraine to Ukraine 6 bombers moved from Western Germany to Southern Italy 1 bomber moved from 95 Sea Zone to Southern Italy 1 infantry moved from Normandy Bordeaux to France 1 aaGun moved from Holland Belgium to France 3 infantry moved from Holland Belgium to France 1 artillery moved from Western Germany to France 1 aaGun moved from Germany to Western Germany 6 mech_infantrys moved from Germany to Eastern Poland 4 infantry moved from Novgorod to Belarus 2 armour moved from Novgorod to Belarus Place Units - Germans 1 artillery and 2 infantry placed in Ukraine 1 armour and 2 mech_infantrys placed in Novgorod 4 bombers and 1 mech_infantry placed in Western Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,2 Germans collect 58 PUs (2 lost to blockades); end with 59 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 69 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 79 PUsCombat Hit Differential Summary :
Germans : 2.17 Russians : 0.67 -
TripleA Turn Summary: Russians round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - Russians Russians buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Samara to Volgograd Russians take Volgograd from Germans 2 fighters moved from Russia to Rostov 5 infantry moved from Tambov to Rostov 1 infantry moved from Tambov to Rostov 3 artilleries and 13 infantry moved from Russia to Bryansk 1 armour moved from Samara to Bryansk Combat - Russians Battle in Rostov Russians attack with 2 fighters and 6 infantry Germans defend with 2 infantry Russians roll dice for 2 fighters and 6 infantry in Rostov, round 2 : 2/8 hits, 2.00 expected hits Germans roll dice for 2 infantry in Rostov, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 2 fighters and 6 infantry remaining. Battle score for attacker is 6 Casualties for Germans: 2 infantry Battle in Bryansk Russians attack with 1 armour, 3 artilleries and 13 infantry Germans defend with 1 infantry Russians roll dice for 1 armour, 3 artilleries and 13 infantry in Bryansk, round 2 : 1/17 hits, 4.17 expected hits Germans roll dice for 1 infantry in Bryansk, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Bryansk Russians win, taking Bryansk from Germans with 1 armour, 3 artilleries and 12 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Non Combat Move - Russians 2 aaGuns moved from Russia to Bryansk 2 fighters moved from Rostov to Russia 1 aaGun moved from Tambov to Rostov 1 aaGun, 2 armour, 9 artilleries, 24 infantry and 7 mech_infantrys moved from Tambov to Bryansk 2 aaGuns and 18 infantry moved from Amur to Manchuria 5 infantry moved from Samara to Russia Place Units - Russians 8 infantry placed in Russia Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsCombat Hit Differential Summary :
Germans : 0.00 Russians : -3.17 -
TripleA Turn Summary: Japanese round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - Japanese Japanese buy 2 carriers, 2 destroyers and 1 submarine; Remaining resources: 3 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 battleship, 6 carriers, 1 infantry, 2 submarines and 2 transports moved from 42 Sea Zone to 35 Sea Zone 1 destroyer moved from 42 Sea Zone to 44 Sea Zone 3 submarines moved from 37 Sea Zone to 35 Sea Zone 1 fighter and 1 tactical_bomber moved from Japan to 25 Sea Zone 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 25 Sea Zone 1 submarine moved from 6 Sea Zone to 25 Sea Zone 1 bomber moved from Japan to 35 Sea Zone 2 fighters moved from Philippines to 35 Sea Zone 1 fighter moved from 35 Sea Zone to 44 Sea Zone 1 destroyer and 1 submarine moved from 6 Sea Zone to 35 Sea Zone 1 bomber moved from India to 42 Sea Zone 3 fighters and 3 tactical_bombers moved from 42 Sea Zone to 44 Sea Zone 1 fighter moved from Japan to 35 Sea Zone Combat - Japanese Japanese creates battle in territory 6 Sea Zone Battle in 25 Sea Zone Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers Americans defend with 1 destroyer Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 2 fighters and 2 tactical_bombers in 25 Sea Zone, round 2 : 2/4 hits, 2.33 expected hits Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Americans lost in 25 Sea Zone Japanese win with 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 8 Casualties for Americans: 1 destroyer Battle in 42 Sea Zone Japanese attack with 1 bomber, 1 destroyer and 6 fighters ANZAC defend with 1 submarine Japanese roll dice for 1 bomber, 1 destroyer and 6 fighters in 42 Sea Zone, round 2 : 4/8 hits, 4.00 expected hits ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the ANZAC lost in 42 Sea Zone Japanese win with 1 bomber, 1 destroyer and 6 fighters remaining. Battle score for attacker is 6 Casualties for ANZAC: 1 submarine Battle in 44 Sea Zone Japanese attack with 1 destroyer, 4 fighters and 3 tactical_bombers Americans defend with 1 transport; ANZAC defend with 1 submarine Japanese roll dice for 1 destroyer, 4 fighters and 3 tactical_bombers in 44 Sea Zone, round 2 : 2/8 hits, 4.33 expected hits Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 transport owned by the Americans and 1 submarine owned by the ANZAC lost in 44 Sea Zone Japanese win, taking 44 Sea Zone from ANZAC with 1 destroyer, 4 fighters and 3 tactical_bombers remaining. Battle score for attacker is 13 Casualties for ANZAC: 1 submarine Casualties for Americans: 1 transport Battle in 35 Sea Zone Japanese attack with 1 battleship, 1 bomber, 6 carriers, 1 destroyer, 2 fighters, 1 infantry, 6 submarines and 2 transports ANZAC defend with 1 submarine Japanese roll dice for 6 submarines in 35 Sea Zone, round 2 : 1/6 hits, 2.00 expected hits 1 submarine owned by the ANZAC lost in 35 Sea Zone Japanese win, taking 35 Sea Zone from Americans with 1 battleship, 1 bomber, 6 carriers, 1 destroyer, 2 fighters, 6 submarines and 2 transports remaining. Battle score for attacker is 6 Casualties for ANZAC: 1 submarine Non Combat Move - Japanese 1 fighter moved from 35 Sea Zone to Japan 1 carrier moved from 6 Sea Zone to 35 Sea Zone 2 fighters and 2 tactical_bombers moved from 25 Sea Zone to 6 Sea Zone 1 infantry moved from Japan to 6 Sea Zone 1 infantry and 1 transport moved from 6 Sea Zone to 17 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 2 infantry and 1 transport moved from 17 Sea Zone to 6 Sea Zone 1 infantry moved from 6 Sea Zone to Korea 1 bomber moved from 35 Sea Zone to Philippines 1 bomber moved from 42 Sea Zone to Philippines 6 fighters moved from 42 Sea Zone to 35 Sea Zone 4 fighters and 3 tactical_bombers moved from 44 Sea Zone to 35 Sea Zone 3 fighters moved from 35 Sea Zone to Philippines 1 battleship, 3 carriers, 1 cruiser, 1 destroyer, 3 fighters, 3 tactical_bombers and 3 transports moved from 79 Sea Zone to 39 Sea Zone 3 artilleries and 3 infantry moved from West India to India 1 submarine moved from 78 Sea Zone to 80 Sea Zone Place Units - Japanese 2 carriers, 2 destroyers and 1 submarine placed in 6 Sea Zone Turn Complete - Japanese Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,5 Japanese collect 42 PUs (1 lost to blockades); end with 45 PUs Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 50 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 55 PUsCombat Hit Differential Summary :
Americans : -0.50 ANZAC : -0.17 Japanese : -4.00 -
TripleA Turn Summary: UK_Pacific round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - Americans Americans buy 1 artillery, 1 bomber, 1 carrier, 1 destroyer, 2 fighters, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; Combat Move - Americans 1 infantry moved from Gibraltar to 91 Sea Zone 1 infantry moved from Gibraltar to 91 Sea Zone 2 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone 2 infantry moved from 112 Sea Zone to Norway 1 transport moved from 92 Sea Zone to 91 Sea Zone 1 infantry moved from Gibraltar to 91 Sea Zone 1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 infantry moved from 110 Sea Zone to Holland Belgium 1 transport moved from 92 Sea Zone to 91 Sea Zone 1 artillery moved from Gibraltar to 91 Sea Zone 1 artillery and 1 transport moved from 91 Sea Zone to 110 Sea Zone 1 artillery moved from 110 Sea Zone to Normandy Bordeaux 1 submarine moved from 54 Sea Zone to 44 Sea Zone 1 bomber moved from Yunnan to 44 Sea Zone 1 destroyer and 1 submarine moved from 10 Sea Zone to 25 Sea Zone 1 bomber moved from Western United States to 25 Sea Zone Combat - Americans Battle in Normandy Bordeaux Battle in Holland Belgium Battle in Norway Battle in 44 Sea Zone Americans attack with 1 bomber and 1 submarine Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber in 44 Sea Zone, round 2 : 0/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 44 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 44 Sea Zone Americans roll dice for 1 bomber in 44 Sea Zone, round 3 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 44 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 44 Sea Zone Americans win, taking Normandy Bordeaux from Germans, taking Holland Belgium from Germans, taking Norway from Germans with 1 bomber remaining. Battle score for attacker is 2 Casualties for Americans: 1 submarine Casualties for Japanese: 1 destroyer Battle in 25 Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 submarine Japanese defend with 1 submarine Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber and 1 destroyer in 25 Sea Zone, round 2 : 2/2 hits, 1.00 expected hits Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 25 Sea Zone Americans win with 1 bomber, 1 destroyer and 1 submarine remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Non Combat Move - Americans 1 bomber moved from 25 Sea Zone to Hawaiian Islands 1 carrier and 2 fighters moved from 26 Sea Zone to 54 Sea Zone 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 bomber moved from 44 Sea Zone to Dutch New Guinea 1 bomber moved from Queensland to Anhwe 1 bomber moved from Queensland to Kiangsi 1 cruiser and 1 destroyer moved from 92 Sea Zone to 91 Sea Zone 1 cruiser and 2 destroyers moved from 91 Sea Zone to 110 Sea Zone 1 fighter moved from Gibraltar to United Kingdom 1 transport moved from 106 Sea Zone to 101 Sea Zone 2 infantry moved from New Brunswick Nova Scotia to Eastern United States 1 fighter moved from Egypt to Bryansk 2 fighters moved from Russia to Bryansk 1 submarine moved from 125 Sea Zone to 110 Sea Zone 1 transport moved from 81 Sea Zone to 98 Sea Zone 1 cruiser moved from 81 Sea Zone to 98 Sea Zone Place Units - Americans 1 transport placed in 101 Sea Zone 1 artillery and 1 infantry placed in Eastern United States 1 carrier placed in 101 Sea Zone 2 fighters placed in 101 Sea Zone 1 destroyer and 1 submarine placed in 10 Sea Zone 1 bomber placed in Western United States Turn Complete - Americans Americans collect 60 PUs; end with 60 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 75 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 80 PUs Turning on Edit Mode EDIT: Removing units owned by Americans from Dutch New Guinea: 1 bomber EDIT: Adding units owned by Americans to Anhwe: 1 bomber EDIT: Turning off Edit Mode Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 8 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Non Combat Move - Chinese 5 infantry moved from Hunan to Kiangsi 1 fighter moved from Yunnan to Kiangsi Place Units - Chinese 2 infantry placed in Tsinghai 2 infantry placed in Sikang 4 infantry placed in Kiangsi Turn Complete - Chinese Chinese collect 24 PUs; end with 24 PUs Purchase Units - British British buy 3 destroyers, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; Combat Move - British 1 submarine moved from 97 Sea Zone to 93 Sea Zone 2 submarines moved from 81 Sea Zone to 97 Sea Zone 1 mech_infantry moved from Persia to West India UK_Pacific take West India from Japanese Combat - British Non Combat Move - British 1 artillery and 1 infantry moved from Egypt to Trans-Jordan 2 artilleries moved from Northwest Persia to Iraq 1 infantry moved from Persia to Northwest Persia 1 aaGun moved from Persia to Northwest Persia 2 aaGuns, 1 armour, 2 infantry and 4 mech_infantrys moved from Persia to Iraq 1 mech_infantry moved from Kazakhstan to Russia 1 mech_infantry moved from Turkmenistan to Sikang 1 mech_infantry moved from Turkmenistan to Kazakhstan 2 fighters moved from Tambov to Bryansk 1 fighter moved from Tambov to 99 Sea Zone 1 fighter moved from 99 Sea Zone to 98 Sea Zone 1 tactical_bomber moved from Persia to Egypt 1 fighter moved from Persia to 98 Sea Zone 3 fighters moved from Persia to Iraq 1 battleship, 1 carrier, 4 cruisers and 1 fighter moved from 81 Sea Zone to 98 Sea Zone 1 fighter moved from 98 Sea Zone to Egypt 1 aaGun moved from Egypt to Trans-Jordan 2 infantry moved from Gibraltar to 92 Sea Zone 1 carrier, 2 destroyers, 2 fighters, 2 infantry and 1 transport moved from 92 Sea Zone to 110 Sea Zone 2 infantry moved from 110 Sea Zone to United Kingdom 2 fighters moved from Gibraltar to United Kingdom 1 transport moved from 81 Sea Zone to 98 Sea Zone Place Units - British 1 destroyer placed in 98 Sea Zone 2 destroyers placed in 110 Sea Zone 2 mech_infantrys placed in Egypt British undo move 1. 1 mech_infantry placed in Egypt 1 infantry placed in Persia 1 destroyer placed in 71 Sea Zone Turn Complete - British Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 3,4 British collect 30 PUs (3 lost to blockades); end with 30 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs Turn Complete - UK_PacificCombat Hit Differential Summary :
Americans : 0.00 Japanese : 0.17 -
@AndrewAAGamer Used the wrong bomber to attack sz 25. Hence the edits. Meant to use the one from Queensland.
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I think you mean SZ44, not SZ25. If you had used the Queensland bomber to attack SZ44 it could have landed in Kiangsi. Then the other Queensland bomber and the Yunnan bomber could both have made Anwhe which is what your placement looks like after your edit.
Please confirm this is your intention.
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@majikforce
Looking back at our chats I see we discussed Edits however I do not see where we have a formal agreement. As I said I do not like any edits, you stated “Although not as strict as yours I don’t allow any edits after another power has posted. I consider the US/China/UK on big long turn and any NCM edits within that turn are fine with me. Now if its something that effects dice rolls or a purchase there may be a problem.”In either scenario a revision of a combat move would not be allowed. Having said that since you easily could have done it differently and we do not have a formal agreement in place I am okay with this edit. However I think we need to come to an agreement regarding edits going forward.
Personally I do not want any edits, if I had my way. I understand that is not typical. I am willing to allow non-combat edits after placement but only within the same Power’s Turn. Otherwise it only benefits the Allies as the Axis never goes twice. Only the Allies go with more than one Power in a row. Having to figure out what the board is going to look like for USA after China and UK go is part of the difficulty of the game.
Edits would also not be allowed as soon as the other Opponent started their Turn by posting anything.
Is this acceptable?
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TripleA Turn Summary: Italians round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - Italians Italians buy 2 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Italians Non Combat Move - Italians 2 artilleries and 2 infantry moved from Bulgaria to Romania 1 aaGun moved from Bulgaria to Yugoslavia 3 mech_infantrys moved from Southern Italy to Yugoslavia 1 armour moved from Western Germany to Yugoslavia 4 fighters moved from Southern Italy to Ukraine Place Units - Italians 2 mech_infantrys placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 7 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,1,6,5,2,5,6 Italians collect 5 PUs (7 lost to blockades); end with 5 PUsCombat Hit Differential Summary :
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TripleA Manual Gamesave Post: Italians round 8
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - Italians Italians buy 2 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Italians Non Combat Move - Italians 2 artilleries and 2 infantry moved from Bulgaria to Romania 1 aaGun moved from Bulgaria to Yugoslavia 3 mech_infantrys moved from Southern Italy to Yugoslavia 1 armour moved from Western Germany to Yugoslavia 4 fighters moved from Southern Italy to Ukraine Place Units - Italians 2 mech_infantrys placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 7 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,1,6,5,2,5,6 Italians collect 5 PUs (7 lost to blockades); end with 5 PUs Turning on Edit Mode EDIT: Removing units owned by Americans from 112 Sea Zone: 1 transport EDIT: Turning off Edit ModeCombat Hit Differential Summary :
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@AndrewAAGamer
LOL - okay I am happy to make an edit based on our new policy as I forgot to attack the US transport in SZ112. The Italian bomber did not move and could make the attack and return to Southern Italy. -
@AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
@majikforce
Looking back at our chats I see we discussed Edits however I do not see where we have a formal agreement. As I said I do not like any edits, you stated “Although not as strict as yours I don’t allow any edits after another power has posted. I consider the US/China/UK on big long turn and any NCM edits within that turn are fine with me. Now if its something that effects dice rolls or a purchase there may be a problem.”In either scenario a revision of a combat move would not be allowed. Having said that since you easily could have done it differently and we do not have a formal agreement in place I am okay with this edit. However I think we need to come to an agreement regarding edits going forward.
Personally I do not want any edits, if I had my way. I understand that is not typical. I am willing to allow non-combat edits after placement but only within the same Power’s Turn. Otherwise it only benefits the Allies as the Axis never goes twice. Only the Allies go with more than one Power in a row. Having to figure out what the board is going to look like for USA after China and UK go is part of the difficulty of the game.
Edits would also not be allowed as soon as the other Opponent started their Turn by posting anything.
Is this acceptable?
You are correct it was sz 44. It was a very distracting turn with my family around. I can agree to the edit policy.
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@majikforce
So thinking about edits more there is a disadvantage the Allies have versus the Axis. Since the Axis never go two in a row once they Post their Turn they have until their Opponent goes to catch an error like forgetting to move a unit. That may be two hours, heck it may be two days. The Allies go US/China/UK all in a row so since the Allied Player is going one after another they really do not have that additional time luxury to catch a missed move.So I would propose that we would allow “forgotten” units to be moved at a later time as long as a combat roll has not occurred. Again this would be units that were not moved at all, forgot to move units, and not units already moved that “Oh I decided I would like it here versus there”.
So here is my idea for an Edit Policy. What do you think?
1, Purchases and Combat Moves once Posted are never editable under any circumstances.
2) Once Opponent A has posted any portion of their Turn any possible edit(s) from Opponent B’s previous Turn are not allowed.
3) As soon as a combat roll is made no edits are allowed from any phase previous to said combat roll.
4) Non-Combat Moves conducted and Build Placements placed are editable as long as #2 or #3 have not occurred and no additional Post has been made by the same Player wishing to make the edit.
5) A unit that was never moved, i.e. forgotten, may be edited to make a Non-Combat move as long as #2 and #3 have not occurred.BTW based on the above both of our bomber moves would not be allowed under this policy as both involved Combat Movement.
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@AndrewAAGamer So I am an edit stickler when it comes to edits after you have posted your turn. In my mind that is your notification to your opponent that you are done with your turn. A lot of players make all sorts of edits after the fact and most people allow it. I do not. You have 72 hrs to post make sure the map is how you want before it goes out. Dont use the edit feature as a crutch. As for in turn edits I am fine with most things. Obviously purchase edits are a no no unless you give notification before rolling( which I have done before) Combat edits should be asked for. People misclick and/or forget to bring certain units to a battle. It happens people are human. I’m okay with it on a case by case basis. It is hard to know someones intent. Plus there is the aura of being a good sport. But as the league rules state your opponent can take issue with any edit you make. So if you want to be a stickler you can. But you will alienate alot of people and they won’t want to play with you. Your rules agreement seems complicated and a bit much. We can be gentleman both knowing we are not fans of the edit but having grace for our opponent. I strive to play as edit free as I can and like I said before I will never edit or ask for one after I have posted. That is my biggest pet peeve. Now in the case of our bombers it seems to be a no brainer to allow. Neither move was because of dice outcomes, so intent is pretty clear I think. But if you insist then we can not allow either edit. As for the advantage you speak of for the allies I guess it somewhat is. But the way the turn order is designed it allows for the allies to better coordinate in the game. And that is an advantage designed into the game for the allies otherwise they would lose every time . The axis do not need this coordination to win although if you can get it going its almost unstoppable.
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@majikforce
Thanks and you bring up some really good points for me to think about. Since I have always in the past played with no edits allowed trying to figure out what edits to allow to become, as you say, a less alienating Player, is new for me.One quick item though is your main peeve and point is once a Post is made no edits should be allowed. While I agree with that what is the need of making an edit before you Posted? If you realize you want to change something before you have posted all you have to do is close the file and reopen it and start over. If it is for the Purchase phase or Combat Move phase you close and reopen the original file because you have not rolled anything yet. Once you roll, and save the game again, you just reopen the after Combat phase save to redo the Non-Combat Move phase or Placement phase. So it is only after you Post and realize you would like to change something that you need an edit for. Am I missing something?
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TripleA Turn Summary: French round 8
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 8 Purchase Units - ANZAC ANZAC buy 1 destroyer and 1 transport; Remaining resources: 2 PUs; Combat Move - ANZAC 1 submarine moved from 62 Sea Zone to 42 Sea Zone 1 bomber moved from Yunnan to 42 Sea Zone 1 submarine moved from 6 Sea Zone to 20 Sea Zone ANZAC take 19 Sea Zone from Japanese ANZAC take 20 Sea Zone from Japanese Combat - ANZAC Battle in 42 Sea Zone ANZAC attack with 1 bomber and 1 submarine Japanese defend with 1 destroyer ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits ANZAC roll dice for 1 bomber in 42 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits Japanese roll dice for 1 destroyer in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 42 Sea Zone ANZAC win, taking 42 Sea Zone from Japanese with 1 bomber and 1 submarine remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Non Combat Move - ANZAC 1 bomber moved from 42 Sea Zone to Queensland 1 destroyer moved from 62 Sea Zone to 54 Sea Zone 1 destroyer moved from 54 Sea Zone to 46 Sea Zone 1 destroyer moved from 54 Sea Zone to 55 Sea Zone Place Units - ANZAC 1 destroyer and 1 transport placed in 62 Sea Zone Turn Complete - ANZAC ANZAC collect 10 PUs; end with 12 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs Combat Move - French Non Combat Move - French 2 infantry moved from Persia to Iraq 3 infantry moved from Trans-Jordan to Iraq Turn Complete - FrenchCombat Hit Differential Summary :
ANZAC : 0.00 Japanese : -0.33 -
@AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
@majikforce
Thanks and you bring up some really good points for me to think about. Since I have always in the past played with no edits allowed trying to figure out what edits to allow to become, as you say, a less alienating Player, is new for me.One quick item though is your main peeve and point is once a Post is made no edits should be allowed. While I agree with that what is the need of making an edit before you Posted? If you realize you want to change something before you have posted all you have to do is close the file and reopen it and start over. If it is for the Purchase phase or Combat Move phase you close and reopen the original file because you have not rolled anything yet. Once you roll, and save the game again, you just reopen the after Combat phase save to redo the Non-Combat Move phase or Placement phase. So it is only after you Post and realize you would like to change something that you need an edit for. Am I missing something?
I guess it is just for ease. Easier than saving the map, closing it, restarting it and redoing whatever you intended to. Plus with edit mode it keeps it visible for your opponent through the history tab.
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@majikforce
Very interesting! So most people do not save the file and thus edit during their Turn.So is it a common agreement that no edits are allowed after posting?
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TripleA Turn Summary: Germans round 9
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 9 Research Technology - Germans Purchase Units - Germans Germans buy 3 bombers, 9 infantry and 4 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Germans 5 infantry moved from Ukraine to Rostov 6 armour and 9 mech_infantrys moved from Caucasus to Volgograd 5 fighters and 5 tactical_bombers moved from Ukraine to Rostov 1 artillery and 5 infantry moved from France to Normandy Bordeaux 1 artillery and 2 infantry moved from France to Holland Belgium 3 infantry moved from Western Germany to Holland Belgium 5 bombers moved from Southern Italy to Rostov 1 infantry moved from Belarus to Smolensk Germans take Smolensk from Russians 1 bomber moved from Southern Italy to Rostov 3 infantry moved from Finland to Norway 4 bombers moved from Western Germany to Norway 1 bomber moved from Southern Italy to Norway Combat - Germans Battle in Rostov Germans attack with 6 bombers, 5 fighters, 5 infantry and 5 tactical_bombers Russians defend with 1 aaGun and 6 infantry AA fire in Rostov : 0/3 hits, 0.50 expected hits Germans roll dice for 6 bombers, 5 fighters, 5 infantry and 5 tactical_bombers in Rostov, round 2 : 10/21 hits, 10.67 expected hits Russians roll dice for 1 aaGun and 6 infantry in Rostov, round 2 : 4/6 hits, 2.00 expected hits 6 infantry owned by the Russians, 4 infantry owned by the Germans and 1 aaGun owned by the Russians lost in Rostov Germans win, taking Rostov from Russians with 6 bombers, 5 fighters, 1 infantry and 5 tactical_bombers remaining. Battle score for attacker is 11 Casualties for Germans: 4 infantry Casualties for Russians: 1 aaGun and 6 infantry Battle in Volgograd Germans attack with 6 armour and 9 mech_infantrys Russians defend with 1 factory_minor and 1 infantry Germans roll dice for 6 armour and 9 mech_infantrys in Volgograd, round 2 : 1/15 hits, 4.50 expected hits Russians roll dice for 1 infantry in Volgograd, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Volgograd Germans win, taking Volgograd from Russians with 6 armour and 9 mech_infantrys remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Norway Germans attack with 5 bombers and 3 infantry Americans defend with 2 infantry Germans roll dice for 5 bombers and 3 infantry in Norway, round 2 : 5/8 hits, 3.83 expected hits Americans roll dice for 2 infantry in Norway, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans and 2 infantry owned by the Americans lost in Norway Germans win, taking Norway from Americans with 5 bombers and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Casualties for Americans: 2 infantry Battle in Holland Belgium Germans attack with 1 artillery and 5 infantry Americans defend with 1 infantry Germans roll dice for 1 artillery and 5 infantry in Holland Belgium, round 2 : 2/6 hits, 1.33 expected hits Americans roll dice for 1 infantry in Holland Belgium, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Holland Belgium Germans win, taking Holland Belgium from Americans with 1 artillery and 5 infantry remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in Normandy Bordeaux Germans attack with 1 artillery and 5 infantry Americans defend with 1 artillery, 1 factory_minor and 1 harbour Germans roll dice for 1 artillery and 5 infantry in Normandy Bordeaux, round 2 : 1/6 hits, 1.33 expected hits Americans roll dice for 1 artillery in Normandy Bordeaux, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Americans lost in Normandy Bordeaux Germans win, taking Normandy Bordeaux from Americans with 1 artillery and 5 infantry remaining. Battle score for attacker is 4 Casualties for Americans: 1 artillery Non Combat Move - Germans 1 aaGun moved from France to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium 6 mech_infantrys moved from Eastern Poland to Ukraine 3 artilleries and 5 infantry moved from Western Ukraine to Ukraine 2 armour moved from Belarus to Archangel 1 armour and 3 mech_infantrys moved from Novgorod to Archangel 1 infantry moved from Belarus to Novgorod 6 armour and 9 mech_infantrys moved from Caucasus to Ukraine 1 mech_infantry moved from Western Germany to Poland 5 fighters and 5 tactical_bombers moved from Rostov to Ukraine 6 bombers moved from Rostov to Novgorod 1 infantry moved from Belarus to Novgorod 5 bombers moved from Norway to Western Germany Place Units - Germans 3 infantry placed in Ukraine 3 infantry placed in Novgorod 3 infantry and 4 mech_infantrys placed in Western Germany 3 bombers placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,2 Germans collect 58 PUs (2 lost to blockades); end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 68 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 78 PUsCombat Hit Differential Summary :
Germans : -2.67 AA fire in Rostov : : -0.50 Americans : -0.33 Russians : 1.67 -
@AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:
@majikforce
Very interesting! So most people do not save the file and thus edit during their Turn.So is it a common agreement that no edits are allowed after posting?
Yes. Most people edit during their turn. I would say it is not a common agreement to not allow edits after posting. In fact the opposite. Most people allow it to an extent. I am in the minority not allowing edits after an opposing powers map has posted.
Its too late and I’m too tired to do Russia. Its a very delicate balance at this stage of the game!
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TripleA Turn Summary: Russians round 9
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 9 Purchase Units - Russians Russians buy 4 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; Combat Move - Russians 2 infantry moved from Bryansk to Western Ukraine 1 fighter moved from Russia to Western Ukraine 2 infantry moved from Bryansk to Rostov 1 fighter moved from Russia to Rostov 2 infantry moved from Bryansk to Smolensk 1 artillery moved from Bryansk to Smolensk Combat - Russians Battle in Western Ukraine Russians attack with 1 fighter and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 2 infantry in Western Ukraine, round 2 : 1/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Western Ukraine, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Western Ukraine Russians win, taking Western Ukraine from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Rostov Russians attack with 1 fighter and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 fighter and 2 infantry in Rostov, round 2 : 2/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Rostov, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Rostov Russians win, taking Rostov from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 0 Casualties for Russians: 1 infantry Casualties for Germans: 1 infantry Battle in Smolensk Russians attack with 1 artillery and 2 infantry Germans defend with 1 infantry Russians roll dice for 1 artillery and 2 infantry in Smolensk, round 2 : 1/3 hits, 0.83 expected hits Germans roll dice for 1 infantry in Smolensk, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Smolensk Russians win, taking Smolensk from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Non Combat Move - Russians 3 aaGuns, 3 armour, 11 artilleries, 30 infantry and 7 mech_infantrys moved from Bryansk to Russia 1 fighter moved from Western Ukraine to Russia 1 fighter moved from Rostov to Russia 2 aaGuns and 18 infantry moved from Manchuria to Jehol Place Units - Russians 4 infantry and 3 mech_infantrys placed in Russia Turn Complete - Russians Russians collect 24 PUs; end with 24 PUsCombat Hit Differential Summary :
Germans : 0.00 Russians : 1.50





