No scramble
17L BM2.0 Oysteilo (x) vs Gamerman01
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - Americans
Americans buy 2 artilleries, 1 carrier, 2 destroyers, 2 fighters, 2 infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - Americans
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone
1 artillery and 1 infantry moved from 8 Sea Zone to Aleutian Islands
2 bombers moved from Western United States to Aleutian Islands
1 mech_infantry moved from Amur to Manchuria
Chinese take Manchuria from Japanese
2 submarines moved from 54 Sea Zone to 43 Sea Zone
1 submarine moved from 54 Sea Zone to 44 Sea Zone
2 submarines moved from 97 Sea Zone to 98 Sea ZoneCombat - Americans
Battle in 44 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 44 Sea Zone
Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits
Americans win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Aleutian Islands
Americans attack with 1 artillery, 2 bombers and 1 infantry
Japanese defend with 2 infantry
Americans roll dice for 1 artillery, 2 bombers and 1 infantry in Aleutian Islands, round 2 : 1/4 hits
Japanese roll dice for 2 infantry in Aleutian Islands, round 2 : 0/2 hits
1 infantry owned by the Japanese lost in Aleutian Islands
Americans roll dice for 1 artillery, 2 bombers and 1 infantry in Aleutian Islands, round 3 : 1/4 hits
Japanese roll dice for 1 infantry in Aleutian Islands, round 3 : 0/1 hits
1 infantry owned by the Japanese lost in Aleutian Islands
Americans win, taking Aleutian Islands from Japanese with 1 artillery, 2 bombers and 1 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Battle in 43 Sea Zone
Americans attack with 2 submarines
Japanese defend with 1 destroyer and 1 transport
Americans roll dice for 2 submarines in 43 Sea Zone, round 2 : 1/2 hits
Japanese roll dice for 1 destroyer and 1 transport in 43 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 43 Sea Zone
1 transport owned by the Japanese lost in 43 Sea Zone
Americans roll dice for 2 submarines in 43 Sea Zone, round 3 : 0/2 hits
Americans win, taking 43 Sea Zone from Japanese with 2 submarines remaining. Battle score for attacker is 15
Casualties for Japanese: 1 destroyer and 1 transportNon Combat Move - Americans
2 submarines moved from 54 Sea Zone to 42 Sea Zone
1 submarine moved from 42 Sea Zone to 37 Sea Zone
1 submarine moved from 42 Sea Zone to 41 Sea Zone
1 transport moved from 26 Sea Zone to 10 Sea Zone
1 destroyer and 2 submarines moved from 26 Sea Zone to 54 Sea Zone
1 fighter moved from 54 Sea Zone to Hawaiian Islands
1 submarine moved from 91 Sea Zone to 106 Sea Zone
1 cruiser moved from 110 Sea Zone to 91 Sea Zone
1 fighter moved from Eastern United States to Gibraltar
1 fighter moved from Gibraltar to United Kingdom
2 infantry moved from Eastern United States to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
1 transport moved from 1 Sea Zone to 10 Sea Zone
2 bombers moved from Aleutian Islands to British Columbia
1 destroyer moved from 10 Sea Zone to 7 Sea Zone
2 destroyers moved from 10 Sea Zone to 30 Sea Zone
1 mech_infantry moved from British Columbia to Western United StatesPlace Units - Americans
2 artilleries and 2 infantry placed in Western United States
1 carrier, 2 destroyers and 1 submarine placed in 101 Sea Zone
2 fighters placed in Eastern United StatesTurn Complete - Americans
Americans collect 52 PUs; end with 52 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 67 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 77 PUs
Turning on Edit Mode
EDIT: Removing units owned by Americans from Amur: 1 bomber
EDIT: Adding units owned by Americans to Vologda: 1 bomber
EDIT: Turning off Edit Mode -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
Place Units - Chinese
2 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 7 PUs; end with 8 PUs -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - British
British repair damage of 3x airfield; Remaining resources: 41 PUs;
British buy 2 destroyers, 1 fighter and 5 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 4 infantry; Remaining resources: 2 PUs;Combat Move - British
1 submarine moved from 97 Sea Zone to 98 Sea Zone
1 destroyer moved from 110 Sea Zone to 119 Sea Zone
2 fighters moved from 110 Sea Zone to 119 Sea Zone
1 bomber, 1 fighter and 1 tactical_bomber moved from India to Burma
2 infantry moved from India to BurmaCombat - British
Battle in 119 Sea Zone
British attack with 1 destroyer and 2 fighters
Germans defend with 1 submarine
British roll dice for 1 destroyer and 2 fighters in 119 Sea Zone, round 2 : 2/3 hits
Germans roll dice for 1 submarine in 119 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Germans lost in 119 Sea Zone
British win, taking 119 Sea Zone from Germans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in Burma
British attack with 1 bomber, 1 fighter, 2 infantry and 1 tactical_bomber
Japanese defend with 2 infantry
British roll dice for 1 bomber, 1 fighter, 2 infantry and 1 tactical_bomber in Burma, round 2 : 3/5 hits
Japanese roll dice for 2 infantry in Burma, round 2 : 0/2 hits
2 infantry owned by the Japanese lost in Burma
British win, taking Burma from Japanese with 1 bomber, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantryNon Combat Move - British
1 bomber, 1 fighter and 1 tactical_bomber moved from Burma to India
1 infantry moved from Libya to Tunisia
1 fighter moved from 119 Sea Zone to United Kingdom
1 fighter moved from 119 Sea Zone to United Kingdom
1 artillery and 1 infantry moved from Scotland to United Kingdom
1 destroyer moved from 92 Sea Zone to 91 Sea Zone
2 battleships, 1 carrier, 2 cruisers, 2 submarines and 3 transports moved from 110 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from Iraq to Northwest Persia
3 infantry moved from Trans-Jordan to Iraq
1 armour moved from Iraq to Persia
1 armour moved from Northwest Persia to Persia
2 mech_infantrys moved from Northwest Persia to Persia
2 armour and 2 mech_infantrys moved from Persia to Eastern Persia
3 fighters and 1 tactical_bomber moved from Bryansk to Vologda
1 fighter moved from Russia to BryanskPlace Units - British
1 destroyer placed in 98 Sea Zone
1 fighter placed in Egypt
1 destroyer placed in 106 Sea Zone
3 infantry placed in United Kingdom
2 infantry placed in IraqTurn Complete - British
British collect 32 PUs; end with 32 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 35 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 38 PUsPlace Units - UK_Pacific
4 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 8 PUs
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 11 PUs
Some Units in India change ownership: 4 infantry -
And for the record for americas turn, the sea battle in sz 44 is automatic as first battle by triple A, chosen automatically by triple a before (any other battle) the landing in aleutian……
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And for the record for americas turn, the sea battle in sz 44 is automatic as first battle by triple A, chosen automatically by triple a before (any other battle) the landing in aleutian……
This auto-rolling is really annoying. It does not add any value. It is totally acceptable to click and choose each battle manually.
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And for the record for americas turn, the sea battle in sz 44 is automatic as first battle by triple A, chosen automatically by triple a before (any other battle) the landing in aleutian……
Sure, no problem, understood
I don’t like auto-rolling either, of course :-) -
Another huge delay - I guess I’m finding that I’ve lost a lot of interest in the big G40 game and I’m sorry you’re the victim. I could be persuaded to forfeit, but if you would like me to finish out the game I certainly will. Unfortunately, apparently for me playing G40 has become more work than fun
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Okey. Obviously I am not going to make you play out this game if you don’t want to. Things happen so no worries. If you want this game to have a silent death it is your choice!
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Thanks for the answer - no, I’ll finish it out if you don’t mind the very slow pace, I just wanted to do the honorable thing and forfeit if my slow pace is irritating you, thanks!!
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Ok, I am fine with a slow pace, I am also fine with calling it a draw. Either way is ok
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I would like a draw, yes, thank you.
Good game, well played, and thanks for all the understanding and kindness!
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I would like a draw, yes, thank you.
Good game, well played, and thanks for all the understanding and kindness!
OK, a draw is fine then!
as always I am interested in any feedback on what I did well/not so well. Obviously I have had kind dice most of the game, sure that helps, but right now I feel I have a pretty solid stand. I was somewhat worried you might have attacked my fleet of queensland/landing in queensland this past round, but at the end of the day your odds are not great, but also not terrible. It would have been a risky move and either outcome would probably have decided the game. I realized too late I had overextended a little bit.
It was also cool of you to let me re-do the blocking around London a couple of rounds ago
I also feel this game is kind of weired because America has “no” units on either side in round 8
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Hey Oysteilo, because you were asking, one feedback from my side:
You buy way too many DDs and are way to spewy with them saccing them as blockers. In many occasions even when you do not had to block at all.
I recommend to keep the amount of DDs limited. Of course you need the potential to block and you need to be able to chase subs down and you need some cannon fodder to protect your transports. But often fighters, transports and subs are the better investment. Fighters are way more versatile and can fight (and defend) on land and sea and can scramble, transports allow you to take islands and making amphibious assaults which is crucial and subs can do convoy, cannot be attacked by air only and are cheaper than DDs.
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all right, that is something to consider, thanks!
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I do plan on taking a look - just haven’t yet……
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Sorry, I didn’t give you much good feedback and that it ended in a draw. This game was during my busy work season, but it will be different now with our new game because it is a much slower and less stressful time for me now.
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perfect, I am not worried about it
It will be fun to start a new game. I enjoyed your style last time
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Good!