Guten Morgen Martin,
steigt dein fig in UK auf ?
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 artillery, 1 carrier, 1 destroyer, 2 fighters, 6 infantry, 1 submarine and 1 transport; Remaining resources: 1 PUs; 3 SuicideAttackTokens;
Combat Move - Japanese
1 bomber moved from Kweichow to Kiangsu
1 infantry moved from Anhwe to Kiangsu
1 artillery and 1 infantry moved from French Indo China to 36 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 21 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 21 Sea Zone to 19 Sea Zone
1 artillery and 1 infantry moved from 19 Sea Zone to Kiangsu
1 infantry moved from Shensi to Tsinghai
Japanese take Tsinghai from Chinese
2 infantry moved from Suiyuyan to Kansu
1 infantry moved from Kweichow to Hunan
1 infantry moved from Yunnan to Hunan
1 tactical_bomber moved from Kweichow to Hunan
1 fighter moved from Kweichow to Kansu
1 fighter moved from French Indo China to Hunan
1 fighter moved from Japan to 19 Sea Zone
2 fighters moved from Japan to Kiangsu
1 infantry moved from Dutch New Guinea to New Guinea
Japanese take New Guinea from ANZAC
1 destroyer and 2 submarines moved from 45 Sea Zone to 46 Sea Zone
1 battleship and 1 marine moved from 45 Sea Zone to 46 Sea Zone
1 submarine moved from 35 Sea Zone to 46 Sea Zone
1 submarine moved from 36 Sea Zone to 46 Sea Zone
2 fighters and 2 tactical_bombers moved from 45 Sea Zone to 46 Sea Zone
2 fighters moved from 36 Sea Zone to 20 Sea Zone
1 submarine moved from 6 Sea Zone to 20 Sea Zone
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Kiangsu
1 fighter and 1 tactical_bomber moved from French Indo China to Kiangsu
Combat - Japanese
Battle in 19 Sea Zone
Japanese attack with 1 fighter and 1 transport
Americans defend with 1 transport
1 transport owned by the Americans lost in 19 Sea Zone
Japanese win with 1 fighter and 1 transport remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Kiangsu
Japanese attack with 1 artillery, 1 bomber, 4 fighters, 2 infantry and 2 tactical_bombers
Americans defend with 1 artillery and 1 infantry; Chinese defend with 1 fighter and 2 infantry
Japanese roll dice for 1 artillery, 1 bomber, 4 fighters, 2 infantry and 2 tactical_bombers in Kiangsu, round 2 : 3/10 hits, 4.83 expected hits
Chinese roll dice for 1 artillery, 1 fighter and 3 infantry in Kiangsu, round 2 : 1/5 hits, 2.00 expected hits
1 infantry owned by the Japanese lost in Kiangsu
1 infantry owned by the Americans and 2 infantry owned by the Chinese lost in Kiangsu
Japanese roll dice for 1 artillery, 1 bomber, 4 fighters, 1 infantry and 2 tactical_bombers in Kiangsu, round 3 : 6/9 hits, 4.67 expected hits
Chinese roll dice for 1 artillery and 1 fighter in Kiangsu, round 3 : 0/2 hits, 1.00 expected hits
1 artillery owned by the Americans and 1 fighter owned by the Chinese lost in Kiangsu
Japanese win, taking Kiangsu from Chinese with 1 artillery, 1 bomber, 4 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 20
Casualties for Japanese: 1 infantry
Casualties for Americans: 1 artillery and 1 infantry
Casualties for Chinese: 1 fighter and 2 infantry
Battle in 20 Sea Zone
Japanese attack with 2 fighters and 1 submarine
ANZAC defend with 1 destroyer
Japanese roll dice for 1 submarine in 20 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 2 fighters in 20 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
ANZAC roll dice for 1 destroyer in 20 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the ANZAC lost in 20 Sea Zone
Japanese win with 2 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in Kansu
Japanese attack with 1 fighter and 2 infantry
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter and 2 infantry in Kansu, round 2 : 2/3 hits, 0.83 expected hits
Chinese roll dice for 1 infantry in Kansu, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Kansu
Japanese win, taking Kansu from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Hunan
Japanese attack with 1 fighter, 2 infantry and 1 tactical_bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 fighter, 2 infantry and 1 tactical_bomber in Hunan, round 2 : 2/4 hits, 1.50 expected hits
Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Hunan
Japanese win, taking Hunan from Chinese with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 46 Sea Zone
Japanese attack with 1 battleship, 1 destroyer, 2 fighters, 1 marine, 4 submarines and 2 tactical_bombers
Americans defend with 1 submarine
Japanese roll dice for 4 submarines in 46 Sea Zone, round 2 : 1/4 hits, 1.33 expected hits
1 submarine owned by the Americans lost in 46 Sea Zone
Japanese win with 1 battleship, 1 destroyer, 2 fighters, 4 submarines and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Non Combat Move - Japanese
1 artillery and 3 infantry moved from India to Burma
1 aaGun moved from Burma to India
1 infantry moved from Shan State to Burma
1 fighter moved from Kansu to Kweichow
1 infantry moved from Jehol to Anhwe
1 infantry moved from Hopei to Kweichow
1 infantry moved from Shensi to Hopei
1 infantry moved from Jehol to Manchuria
1 infantry moved from French Indo China to Yunnan
1 fighter moved from 19 Sea Zone to 46 Sea Zone
2 fighters moved from 20 Sea Zone to 46 Sea Zone
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 Sea Zone to 45 Sea Zone
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 45 Sea Zone to 46 Sea Zone
2 infantry moved from Dutch New Guinea to 45 Sea Zone
2 infantry and 1 transport moved from 45 Sea Zone to 46 Sea Zone
1 transport moved from 45 Sea Zone to 36 Sea Zone
2 marines moved from Java to 42 Sea Zone
1 battleship, 1 cruiser and 2 marines moved from 42 Sea Zone to 46 Sea Zone
2 carriers moved from 42 Sea Zone to 46 Sea Zone
1 destroyer moved from 42 Sea Zone to 55 Sea Zone
4 carriers moved from 45 Sea Zone to 46 Sea Zone
2 fighters and 2 tactical_bombers moved from 42 Sea Zone to 46 Sea Zone
2 fighters moved from 45 Sea Zone to 46 Sea Zone
3 carriers and 2 destroyers moved from 36 Sea Zone to 46 Sea Zone
1 submarine moved from 36 Sea Zone to 39 Sea Zone
1 submarine moved from 21 Sea Zone to 46 Sea Zone
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
3 infantry moved from Malaya to Shan State
1 fighter and 1 tactical_bomber moved from Hunan to French Indo China
1 bomber moved from Kiangsu to Philippines
2 fighters moved from Japan to 46 Sea Zone
1 fighter moved from Kiangsu to 6 Sea Zone
2 fighters and 1 tactical_bomber moved from Kiangsu to Kweichow
1 fighter and 1 tactical_bomber moved from Kiangsu to Kiangsi
Place Units - Japanese
1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 6 Sea Zone
3 infantry placed in India
2 infantry placed in French Indo China
1 artillery placed in Japan
2 fighters placed in Japan
1 infantry placed in French Indo China
Turn Complete - Japanese
Japanese collect 67 PUs; end with 68 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 71 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 76 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 81 PUs
Combat Hit Differential Summary :
Chinese regular : -2.67
Japanese regular : 0.50
ANZAC regular : -0.33
@Adam514 Haha, yeah, I was wondering about the effect of your move with Japan into Iraq when not at war with Russia (it was a new one for me), so I advanced the game forward to see what would happen, and discovered that the engine allows Russia to attack Iraq and ignore Japanese units. Given your stellar play, I figured you wouldn’t make that kind of mistake (and thought it must be one of those moves the engine allows but should be player-enforced), so I read through the Global 2nd ed Rules (https://axisallies.com/global-1940-second-edition-rules/), and it says that Russia can’t move onto the Pacific map without declaring war on Japan, and West India is on the Europe map (see https://www.axisandallies.org/p/whats-new-in-axis-allies-pacific-1940-and-europe-1940-second-editions/3632d87-jpeg/). That was my thinking, at any rate.
From a principled basis, it’s strange that Russia can’t move onto the Pacific map (to prevent it from undermining Japan when not at war), but Japan can move onto the European map (apart from original Russian territories) when not at war (and thereby undermine Russia), but from my reading of the Rules, the application appears to be asymmetrical.
In short, your move with Japan sent me down a serious rabbit hole! Lol. If I’ve misunderstood the Rules at all, please let me know - wasn’t trying to play fast and loose with them, was just responding to your Japanese conundrum as best I could!
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3
Game History
Round: 12
Purchase Units - Americans
Americans buy 1 armour, 3 artilleries, 1 destroyer, 4 fighters, 3 infantry and 2 transports; Remaining resources: 1 PUs;
Combat Move - Americans
1 bomber moved from Greece to 114 Sea Zone
1 armour and 1 infantry moved from Greece to 97 Sea Zone
1 armour and 1 infantry moved from 97 Sea Zone to Southern Italy
1 armour, 2 artilleries and 3 infantry moved from Greece to 97 Sea Zone
1 armour, 2 artilleries and 3 infantry moved from 97 Sea Zone to Northern Italy
3 fighters moved from 97 Sea Zone to Southern Italy
1 fighter moved from Greece to Southern Italy
12 fighters moved from 54 Sea Zone to 55 Sea Zone
1 fighter moved from Queensland to 55 Sea Zone
Combat - Americans
Battle in 114 Sea Zone
Americans attack with 1 bomber
Germans defend with 1 transport
1 transport owned by the Germans lost in 114 Sea Zone
Americans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Germans: 1 transport
Battle in Northern Italy
Americans attack with 1 armour, 2 artilleries and 3 infantry
Germans defend with 2 aaGuns and 3 infantry; Italians defend with 1 factory_major
Americans roll dice for 1 cruiser in Northern Italy, round 2 : 0/1 hits, 0.50 expected hits
Americans roll dice for 1 armour, 2 artilleries and 3 infantry in Northern Italy, round 2 : 1/6 hits, 2.00 expected hits
Italians roll dice for 2 aaGuns and 3 infantry in Northern Italy, round 2 : 3/3 hits, 1.00 expected hits
3 infantry owned by the Americans lost in Northern Italy
1 aaGun owned by the Germans lost in Northern Italy
Americans roll dice for 1 armour and 2 artilleries in Northern Italy, round 3 : 1/3 hits, 1.17 expected hits
Italians roll dice for 1 aaGun and 3 infantry in Northern Italy, round 3 : 1/3 hits, 1.00 expected hits
1 artillery owned by the Americans lost in Northern Italy
1 aaGun owned by the Germans lost in Northern Italy
Americans roll dice for 1 armour and 1 artillery in Northern Italy, round 4 : 0/2 hits, 0.83 expected hits
Italians roll dice for 3 infantry in Northern Italy, round 4 : 2/3 hits, 1.00 expected hits
1 armour owned by the Americans and 1 artillery owned by the Americans lost in Northern Italy
Italians win with 3 infantry remaining. Battle score for attacker is -13
Casualties for Americans: 1 armour, 2 artilleries and 3 infantry
Casualties for Germans: 2 aaGuns
Battle in 55 Sea Zone
Americans attack with 13 fighters
Japanese defend with 1 destroyer
Americans roll dice for 13 fighters in 55 Sea Zone, round 2 : 8/13 hits, 6.50 expected hits
Japanese roll dice for 1 destroyer in 55 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
1 fighter owned by the Americans lost in 55 Sea Zone
1 destroyer owned by the Japanese lost in 55 Sea Zone
Americans win with 12 fighters remaining. Battle score for attacker is -2
Casualties for Americans: 1 fighter
Casualties for Japanese: 1 destroyer
Battle in Southern Italy
Americans attack with 1 armour, 4 fighters and 1 infantry
Germans defend with 2 infantry; Italians defend with 1 aaGun, 1 factory_minor and 1 harbour
Italians roll AA dice in Southern Italy : 2/3 hits, 0.50 expected hits
2 fighters owned by the Americans lost in Southern Italy
Americans roll dice for 1 armour, 2 fighters and 1 infantry in Southern Italy, round 2 : 2/4 hits, 1.67 expected hits
Italians roll dice for 1 aaGun and 2 infantry in Southern Italy, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Americans lost in Southern Italy
1 aaGun owned by the Italians and 1 infantry owned by the Germans lost in Southern Italy
Americans roll dice for 1 armour and 2 fighters in Southern Italy, round 3 : 1/3 hits, 1.50 expected hits
Italians roll dice for 1 infantry in Southern Italy, round 3 : 1/1 hits, 0.33 expected hits
1 fighter owned by the Americans lost in Southern Italy
1 infantry owned by the Germans lost in Southern Italy
Americans destroys 3PUs while taking Italians capital
Americans win, taking Southern Italy from Italians with 1 armour and 1 fighter remaining. Battle score for attacker is -22
Casualties for Americans: 3 fighters and 1 infantry
Casualties for Germans: 2 infantry
Casualties for Italians: 1 aaGun
Non Combat Move - Americans
Combat Hit Differential Summary :
Americans regular : -1.17
Japanese regular : 0.67
Italians regular : 4.00
Italians AA : 1.50
@Adam514 Ahh, that loss in N. Italy and the S. Italy AA hits seals it, I think - I’ll concede. Was counting on US production in S. Italy next turn to delay Germany and give Russia a chance. Very well played, Adam!
Thanks for the game! The successful attack on S Italy and on my German fast really set me back.
@peirce said in L25 BM4 Adam514 (Axis) vs peirce (Allies+14):
@Adam514 Ahh, that loss in N. Italy and the S. Italy AA hits seals it, I think - I’ll concede. Was counting on US production in S. Italy next turn to delay Germany and give Russia a chance. Very well played, Adam!
Hmm, surprised you think there is no hope here. Allies have a significant income advantage over the Axis, still more troops too. USSR has a large income and Germany aren’t close to taking Moscow in my judgement. Leningrad should hold on a few turns too, which denies Germany a lot. Italy only has 4 units and not likely to get more any time soon. Iraq has a lot of Germans but if they move to take Egypt, USSR can take Iraq I would think. The IJN is ok but can’t attack the allies in 54 or at least they are pushing it at 51%, -28tuv by my reckoning. That’s if Anzac don’t mobilise anything there. Also, the Kreigsmarine should be toast.
One thing I wasn’t sure about was the stand in Yunnan J4, perhaps you felt you killed enough J to make it worthwhile. On paper, perhaps, although you got great dice there to achieve that. Was at the cost of the Chinese as a fighting force but perhaps it was a force well spent if it delayed the fall of India while not losing too much of China? To me, it would have made more sense to counter attack in Yunnan so that Japan’s planes couldn’t fight.
@simon33 Japan is just too strong. USA has had to split its forces for most of the game, and had to sacrifice significantly to forestall Japan from taking UK Pac. Russia can’t move too hard to India because it needs to keep that German force in Iraq from heading up North to join up with the rest of the German forces coming in hot.
This is a race against time, and if USA can’t hold Germany’s attention, Russia will suffer, and Japan will be able to have free rein in Pacific. As it is, USA is fighting a delay action there. When USA committed its forces to the Italian attack (which should have worked), that committed a lot of forces which were pinning down Germany’s Iraq forces from pivoting hard to Egypt - that was done to keep Germany from pressuring Russia hard, and would allow Russia to retake UK Pac, and hopefully keep that up and running so that Japan wouldn’t be able to claim victory.
With that Italian loss, on both fronts, USA’s threat is both neutered (losing all its units), without taking the S. Italian factory for 2x turns, which would have required Germany’s full attention. In short - and against a player of Adam’s quality - it’s a death-blow.
@peirce Oh so you think if USA consolidates at z54, Japan will be able to move to Solomons and then to Hawaii and nothing USA can do about it? A possibility. I would fight that move out though, personally. Allies have other options such as retaking India as you note.
@simon33 USA can fight a delaying action in Pacific, and with all those fighters I’d be able to keep things locked down for a few turns. But Japan’s TUV is over 1,000, and that’s in one theatre - USA is split (heavily) into two.
Unless USA was able to bring real pressure to bear in Europe such that Rus could get UK Pac back on its feet, Japan will run away with the game. It woud take either Hawaii or Anzac - that minimal fleet (splitting its attention to Europe) can’t hold of the full might of Japan for more than a few rounds. Game over.
@Adam514 Hey Adam, care for a rematch? I can take Allies at +14 again, if you’re willing!
@peirce We can rematch, but 14 bid is on the low side. Are you sure you want Allies at 14?
@Adam514 Haha, I’ll take whatever you’re willing to give me!
@peirce You’d get more if you were willing to play Axis from time to time.
@Adam514 I’m happy to play Axis also. Do you want Allies at 14?
@peirce It’s more about the balance. I think the balancing point is much closer to 20. If you want Allies at 14, you can have them.
@Adam514 I hear you, but I’m wary of giving a player of your skill level a 20-bid - you’d be able to make a real hash of the Axis plans. I’ll take a fighter in Scotland and an arty in Sudan. GLHF!