dawg-40-v-mike-g40-start-R5 GERMANY 5 bid at end R5.tsvg this is the one where bid placed at end of round 5
G40 Ichabod ( Axis ) vs Sovietishcat ( Allies ) no bid + nt.
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Russians
Russians repair damage of 12x factory_major; Remaining resources: 28 PUs;
Russians buy 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 mech_infantry moved from Turkey to Bulgaria
Russians take Bulgaria from Italians
1 mech_infantry moved from Albania to Yugoslavia
Russians take Yugoslavia from Germans
1 armour and 1 mech_infantry moved from Turkey to Volgograd
Russians take Caucasus from Japanese
Russians take Volgograd from Japanese
16 infantry moved from Rostov to Bryansk
2 fighters and 1 tactical_bomber moved from Rostov to Bryansk
10 artilleries and 6 infantry moved from Russia to Bryansk
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Russians
Russians repair damage of 12x factory_major; Remaining resources: 28 PUs;
Russians buy 8 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 mech_infantry moved from Turkey to Bulgaria
Russians take Bulgaria from Italians
1 mech_infantry moved from Albania to Yugoslavia
Russians take Yugoslavia from Germans
1 armour and 1 mech_infantry moved from Turkey to Volgograd
Russians take Caucasus from Japanese
Russians take Volgograd from Japanese
16 infantry moved from Rostov to Bryansk
2 fighters and 1 tactical_bomber moved from Rostov to Bryansk
10 artilleries and 6 infantry moved from Russia to Bryansk
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-JordanCombat - Russians
Battle in Bryansk
Russians attack with 10 artilleries, 2 fighters, 22 infantry and 1 tactical_bomber
Germans defend with 1 aaGun, 5 armour, 8 artilleries, 13 infantry and 12 mech_infantrys
AA fire in Bryansk : 0/3 hits
Russians roll dice for 10 artilleries, 2 fighters, 22 infantry and 1 tactical_bomber in Bryansk, round 2 : 15/35 hits
Germans roll dice for 1 aaGun, 5 armour, 8 artilleries, 13 infantry and 12 mech_infantrys in Bryansk, round 2 : 11/38 hits
1 mech_infantry owned by the Germans, 1 aaGun owned by the Germans, 13 infantry owned by the Germans and 11 infantry owned by the Russians lost in Bryansk
Russians roll dice for 10 artilleries, 2 fighters, 11 infantry and 1 tactical_bomber in Bryansk, round 3 : 10/24 hits
Germans roll dice for 5 armour, 8 artilleries and 11 mech_infantrys in Bryansk, round 3 : 13/24 hits
10 mech_infantrys owned by the Germans, 2 artilleries owned by the Russians and 11 infantry owned by the Russians lost in Bryansk
Russians roll dice for 8 artilleries, 2 fighters and 1 tactical_bomber in Bryansk, round 4 : 3/11 hits
Germans roll dice for 5 armour, 8 artilleries and 1 mech_infantry in Bryansk, round 4 : 5/14 hits
1 mech_infantry owned by the Germans, 5 artilleries owned by the Russians and 2 artilleries owned by the Germans lost in Bryansk
Russians roll dice for 3 artilleries, 2 fighters and 1 tactical_bomber in Bryansk, round 5 : 4/6 hits
Germans roll dice for 5 armour and 6 artilleries in Bryansk, round 5 : 5/11 hits
2 fighters owned by the Russians, 3 artilleries owned by the Russians and 4 artilleries owned by the Germans lost in Bryansk
Russians roll dice for 1 tactical_bomber in Bryansk, round 6 : 0/1 hits
Germans roll dice for 5 armour and 2 artilleries in Bryansk, round 6 : 5/7 hits
1 tactical_bomber owned by the Russians lost in Bryansk
Germans win with 5 armour and 2 artilleries remaining. Battle score for attacker is -21
Casualties for Germans: 1 aaGun, 6 artilleries, 13 infantry and 12 mech_infantrys
Casualties for Russians: 10 artilleries, 2 fighters, 22 infantry and 1 tactical_bomberNon Combat Move - Russians
1 armour moved from Iraq to Caucasus
2 aaGuns moved from Rostov to VolgogradPlace Units - Russians
8 infantry and 1 mech_infantry placed in RussiaTurn Complete - Russians
Russians collect 29 PUs; end with 29 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 15 PUs; end with 44 PUs -
Germany got lucky just now at Bryansk with the Allies throwing a complete miss. Sorry Cat, but I think Germany is going to survive since it’s highly likely that Moscow falls round 11. Germany might not ever re-capture Paris or Italy for that matter, but Berlin may be safe for awhile.
I can’t believe with Japan making about as much as the US, that after several rounds, I couldn’t get a better chance than 45ish% at Hawaii and have to re-cock, LOL! Unfortunatley that also means that Japan is forced to go after more territory in the middle of the board.
I think if Russia didn’t send that huge mech/tank force into Turkey and or your stack at Rostov got into Moscow instead, than Germany might not have barely skated by.
Well since I declared to Neutral- I had no choice to take Turkey- My Idea was to build super Russia and put pressure to Germany while containing Japan to take Hawaii or Sydney. Economically I surpassed the axis by a good margin but I guess it was not enough. I didn’t get good dice enough in small battles that could have made the difference and I thought by going inland Germany would have you made more conservative with Germany and retreat… But that big battle in Bryansk- where 6 Germany tanks survived really hurt me - even tho I had good odds!
-
Germany had a 75-78% chance in the Bryansk battle and did get lucky. No German ground should have been left. I felt if I let Russia stack there it was game over if I didnt try either way. Ukraine would fall and I couldn’t contain Russia. The 6 tanks and AAA were inconsequential. With a total of 8 dice thrown at 3 getting just 1 defending hit and the AAA missing they were just a speed bump. I wished they got at least 3 total hits all together.
All of Germany’s bombing raids failed, hence no bombers left. I think if they succeeded than I think Moscow would have fell last turn or turn before last. You did alter my Germany play of course. I think I played it conservative. For instance I didnt dive into the Causus and make a play for Persia. If I did that Russia would have raged and my ground would have eventually been spent and used up. I had to save my forces and use them when I thought best opportunity to contain Russia.
Cat, most people have the UK clear Turkey. Maybe you should try that in one game. By sending in 30-45 TUV worth of armor/mech. The 7-10 IPCs do NOT immediately replace the lost ground units. And that location is close to my Major factoroes. Armor is a wealthy unit that you want to husband until it makes the best sense to commit IMHO. If it was all in Moscow instead I don’t know if Germany would have been able to contain Russia. 2 more tanks i that stack at Bryansk and Russia would have safe for sure. Armor is as important as fighters because they are the backbone to holding territory with a stack of fodder. In all honesty, by attacking Turkey and the Balkans it made me study getting Moscow as it was now a possibility. It’s not just the amount of money Russia makes but the fact that they’re limited to producing a finite amount per turn.
I have learned from you a lot in this game. I used to never air hit ground or take plane hits. But aircraft is expensive and the most important leverage for applying power in many places. Sometimes I think you use up air too quick rather than build the power. No dount the US can afford it, but the power is out of position. It’s like prematurely pulling a mutual fund out of the stock market. When you won the battle of S. Italy and took the plane hits, it meant that the German Navy could protect Scandinavia longer. Too me, in KGF, from the Axis perspective, Norway is more important to me than Italy which mostly has to turt. Yes I want it cause they can help Germany. But Norway leads to another important NO, Leningrad. So if sacked Italy, but saved your planes instead. You probably could have made a play for Norway and this round have built a factory.
Anyways, the US is making a ton of money and I still don’t see a path to Victory City win with Japan. I hope to play it out this game till the end.
-
I wrote these messages on my iPhone, forgive the spelling / grammar please.
-
Ya I think you bring good points- I wish I had brought my 8 subs sooner so I could have done something with your navy! The battle for Italy was tough for the allies, you had 2 hits out of 3 on AA- so it made it pricey to retake Italy. We both know how I respect aircrafts- sometimes it works on my favor and sometimes it doesn’t- I feel the way I played in this game is more menacing for axis than playing traditionnally!
Since I had declared war to Neutral could not leave Italy in peace + them making tons of Inf to protect Europe. I acknowledge that yes taking Finland might be more menacing for NO- but my strat was really to Invade Europe on both sides- almost worked but obviously Russia cannot be played like USA or UK. I just wish the allies could win on one side of the boards as well. And then Since I am letting Japan do whatever it wants- I had no choice to apply direct pressure to Europe, maybe this strat needs revising- Really thought pressure in Balkans and Western Europe would have played in my favor.
Taking Turkey with UK was something I thought about it- but I felt I needed UK to help Middle East against Jap
You are a tough opponent - you don’t make lots of mistakes and we sure make a good fight every time we play! I hope to play this game till the end as well.
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Japanese
Japanese buy 1 armour, 2 artilleries, 1 bomber, 1 destroyer, 2 fighters, 2 infantry, 2 mech_infantrys, 2 tactical_bombers and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
8 armour, 4 artilleries, 7 infantry and 9 mech_infantrys moved from India to West India
Japanese take West India from UK_Pacific
3 fighters moved from Kazakhstan to Persia
1 tactical_bomber moved from Kazakhstan to Persia
4 armour moved from Japan to 6 Sea Zone
1 armour and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 armour moved from 5 Sea Zone to Amur
3 infantry moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 armour and 1 infantry moved from 5 Sea Zone to Amur
5 artilleries moved from Kazakhstan to Volgograd
2 battleships, 5 carriers, 1 cruiser, 9 destroyers, 7 fighters, 3 submarines, 3 tactical_bombers and 5 transports moved from 26 Sea Zone to 25 Sea Zone
1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Midway
2 armour moved from French Indo China to Burma
3 mech_infantrys moved from Kwangtung to Yunnan
2 bombers moved from Ukraine to Persia -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Japanese
Japanese buy 1 armour, 2 artilleries, 1 bomber, 1 destroyer, 2 fighters, 2 infantry, 2 mech_infantrys, 2 tactical_bombers and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
8 armour, 4 artilleries, 7 infantry and 9 mech_infantrys moved from India to West India
Japanese take West India from UK_Pacific
3 fighters moved from Kazakhstan to Persia
1 tactical_bomber moved from Kazakhstan to Persia
4 armour moved from Japan to 6 Sea Zone
1 armour and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 armour moved from 5 Sea Zone to Amur
3 infantry moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 5 Sea Zone
1 armour and 1 infantry moved from 5 Sea Zone to Amur
5 artilleries moved from Kazakhstan to Volgograd
2 battleships, 5 carriers, 1 cruiser, 9 destroyers, 7 fighters, 3 submarines, 3 tactical_bombers and 5 transports moved from 26 Sea Zone to 25 Sea Zone
1 fighter and 1 tactical_bomber moved from 6 Sea Zone to Midway
2 armour moved from French Indo China to Burma
3 mech_infantrys moved from Kwangtung to Yunnan
2 bombers moved from Ukraine to PersiaCombat - Japanese
Battle in Amur
Battle in Persia
Japanese attack with 2 bombers, 3 fighters and 1 tactical_bomber
British defend with 1 factory_minor and 3 fighters
Japanese roll dice for 2 bombers, 3 fighters and 1 tactical_bomber in Persia, round 2 : 3/6 hits, 3.50 expected hits
British roll dice for 3 fighters in Persia, round 2 : 1/3 hits, 2.00 expected hits
1 fighter owned by the Japanese and 3 fighters owned by the British lost in Persia
Japanese win, taking Amur from Russians with 2 bombers, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 20
Casualties for British: 3 fighters
Casualties for Japanese: 1 fighter
Battle in Volgograd
Japanese attack with 5 artilleries
Russians defend with 2 aaGuns, 1 armour, 1 factory_minor and 1 mech_infantry
Japanese roll dice for 5 artilleries in Volgograd, round 2 : 0/5 hits, 1.67 expected hits
Russians roll dice for 2 aaGuns, 1 armour and 1 mech_infantry in Volgograd, round 2 : 1/2 hits, 0.83 expected hits
1 artillery owned by the Japanese lost in Volgograd
Japanese roll dice for 4 artilleries in Volgograd, round 3 : 2/4 hits, 1.33 expected hits
Russians roll dice for 2 aaGuns, 1 armour and 1 mech_infantry in Volgograd, round 3 : 1/2 hits, 0.83 expected hits
1 artillery owned by the Japanese and 2 aaGuns owned by the Russians lost in Volgograd
Japanese roll dice for 3 artilleries in Volgograd, round 4 : 1/3 hits, 1.00 expected hits
Russians roll dice for 1 armour and 1 mech_infantry in Volgograd, round 4 : 2/2 hits, 0.83 expected hits
1 mech_infantry owned by the Russians and 2 artilleries owned by the Japanese lost in Volgograd
Japanese roll dice for 1 artillery in Volgograd, round 5 : 0/1 hits, 0.33 expected hits
Russians roll dice for 1 armour in Volgograd, round 5 : 0/1 hits, 0.50 expected hits
1 artillery owned by the Japanese retreated to Kazakhstan
Russians win with 1 armour remaining. Battle score for attacker is -2
Casualties for Russians: 2 aaGuns and 1 mech_infantry
Casualties for Japanese: 4 artilleries
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Olgiy
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Dzavhan
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Tsagaan Olom
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Central Mongolia
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Buyant-Uhaa
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttachment attached to Ulaanbaatar
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory UlaanbaatarNon Combat Move - Japanese
2 armour moved from Szechwan to Kazakhstan
1 mech_infantry moved from Szechwan to Sikang
1 mech_infantry moved from Sikang to Kazakhstan
2 bombers moved from Persia to Kazakhstan
2 fighters moved from Persia to Kazakhstan
1 tactical_bomber moved from Persia to Kazakhstan
3 mech_infantrys moved from Yunnan to India
2 fighters moved from Yunnan to India
2 tactical_bombers moved from Yunnan to Burma
2 tactical_bombers moved from Burma to India
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 armour and 1 infantry moved from 19 Sea Zone to Manchuria
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 armour and 1 infantry moved from 19 Sea Zone to JeholPlace Units - Japanese
2 infantry placed in Japan
1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport placed in 6 Sea Zone
1 armour and 2 artilleries placed in India
2 mech_infantrys placed in Shantung
1 bomber, 1 fighter and 1 tactical_bomber placed in French Indo ChinaTurn Complete - Japanese
Japanese collect 75 PUs; end with 75 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 80 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 85 PUs
Objective Japanese 2 Strategic Defense Perimeter: Japanese met a national objective for an additional 5 PUs; end with 90 PUsCombat Hit Differential Summary :
British : -1.00
Russians : 1.00
Japanese : -1.83 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Americans
Americans buy 2 armour, 3 artilleries, 1 destroyer, 2 fighters, 3 infantry, 4 mech_infantrys and 3 transports; Remaining resources: 1 PUs;Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Americans
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 infantry moved from 100 Sea Zone to Bessarabia
3 armour and 2 infantry moved from Southern Italy to 95 Sea Zone
2 armour, 1 infantry and 2 transports moved from 95 Sea Zone to 100 Sea Zone
2 armour and 1 infantry moved from 100 Sea Zone to Ukraine
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour and 1 infantry moved from 100 Sea Zone to Ukraine
2 bombers moved from France to Ukraine
1 armour moved from Southern Italy to 95 Sea Zone
1 armour and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour moved from 100 Sea Zone to Romania
1 armour and 2 mech_infantrys moved from Spain to Northern Italy
2 bombers moved from Spain to Germany
2 infantry moved from France to Holland Belgium
1 infantry moved from France to Holland Belgium
1 armour moved from France to Holland Belgium
8 submarines moved from 89 Sea Zone to 91 Sea Zone
1 battleship and 2 cruisers moved from 95 Sea Zone to 100 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Americans
Americans buy 2 armour, 3 artilleries, 1 destroyer, 2 fighters, 3 infantry, 4 mech_infantrys and 3 transports; Remaining resources: 1 PUs;Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Americans
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 infantry moved from 100 Sea Zone to Bessarabia
3 armour and 2 infantry moved from Southern Italy to 95 Sea Zone
2 armour, 1 infantry and 2 transports moved from 95 Sea Zone to 100 Sea Zone
2 armour and 1 infantry moved from 100 Sea Zone to Ukraine
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour and 1 infantry moved from 100 Sea Zone to Ukraine
2 bombers moved from France to Ukraine
1 armour moved from Southern Italy to 95 Sea Zone
1 armour and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour moved from 100 Sea Zone to Romania
1 armour and 2 mech_infantrys moved from Spain to Northern Italy
2 bombers moved from Spain to Germany
2 infantry moved from France to Holland Belgium
1 infantry moved from France to Holland Belgium
1 armour moved from France to Holland Belgium
8 submarines moved from 89 Sea Zone to 91 Sea Zone
1 battleship and 2 cruisers moved from 95 Sea Zone to 100 Sea ZoneCombat - Americans
Strategic bombing raid in Germany
AA fire in Germany : 0/2 hits
Bombing raid in Germany rolls: 4,4 and causes: 8 damage to unit: factory_major
Bombing raid in Germany causes 8 damage total.
Battle in Bessarabia
Battle in Romania
Battle in Northern Italy
Americans attack with 1 armour and 2 mech_infantrys
Germans defend with 1 factory_minor and 1 infantry
Americans roll dice for 1 armour and 2 mech_infantrys in Northern Italy, round 2 : 1/3 hits
Germans roll dice for 1 infantry in Northern Italy, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Northern Italy
Americans win, taking Bessarabia from Italians, taking Romania from Germans, taking Northern Italy from Germans with 1 armour and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Holland Belgium
Americans attack with 1 armour and 3 infantry
Germans defend with 2 infantry
Americans roll dice for 1 armour and 3 infantry in Holland Belgium, round 2 : 0/4 hits
Germans roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits
1 infantry owned by the Americans lost in Holland Belgium
Americans roll dice for 1 armour and 2 infantry in Holland Belgium, round 3 : 1/3 hits
Germans roll dice for 2 infantry in Holland Belgium, round 3 : 1/2 hits
1 infantry owned by the Americans and 1 infantry owned by the Germans lost in Holland Belgium
Americans roll dice for 1 armour and 1 infantry in Holland Belgium, round 4 : 1/2 hits
Germans roll dice for 1 infantry in Holland Belgium, round 4 : 0/1 hits
1 infantry owned by the Germans lost in Holland Belgium
Americans win, taking Holland Belgium from Germans with 1 armour and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Battle in Ukraine
Americans attack with 3 armour, 2 bombers and 2 infantry
Germans defend with 1 factory_minor; Italians defend with 2 armour and 3 infantry
Americans roll dice for 1 battleship and 2 cruisers in Ukraine, round 2 : 1/3 hits
Americans roll dice for 3 armour, 2 bombers and 2 infantry in Ukraine, round 2 : 6/7 hits
Germans roll dice for 2 armour and 3 infantry in Ukraine, round 2 : 1/5 hits
1 infantry owned by the Americans, 2 armour owned by the Italians and 3 infantry owned by the Italians lost in Ukraine
Americans win, taking Ukraine from Germans with 3 armour, 2 bombers and 1 infantry remaining. Battle score for attacker is 18
Casualties for Italians: 2 armour and 3 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
2 bombers moved from Ukraine to Russia
1 aaGun moved from Southern France to France
2 transports moved from 95 Sea Zone to 91 Sea Zone
1 carrier and 1 destroyer moved from 95 Sea Zone to 91 Sea Zone
2 fighters moved from Western United States to Hawaiian Islands
4 fighters moved from Western United States to 91 Sea Zone
3 mech_infantrys moved from Argentina to Brazil
2 bombers moved from Germany to FrancePlace Units - Americans
2 fighters placed in Western United States
1 infantry placed in Spain
2 armour and 1 mech_infantry placed in Southern Italy
1 artillery and 1 mech_infantry placed in Spain
Americans undo move 4.
2 mech_infantrys placed in Spain
3 transports placed in 101 Sea Zone
3 artilleries, 2 infantry and 1 mech_infantry placed in Eastern United States
1 destroyer placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 73 PUs; end with 74 PUs
Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 79 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 84 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 94 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - British
British buy 1 armour, 1 factory_minor and 2 fighters; Remaining resources: 0 PUs;Politics - British
Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - British
6 fighters moved from Rostov to Bryansk
1 fighter moved from Greece to Bryansk -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - Americans
Americans buy 2 armour, 3 artilleries, 1 destroyer, 2 fighters, 3 infantry, 4 mech_infantrys and 3 transports; Remaining resources: 1 PUs;Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Americans
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 infantry moved from 100 Sea Zone to Bessarabia
3 armour and 2 infantry moved from Southern Italy to 95 Sea Zone
2 armour, 1 infantry and 2 transports moved from 95 Sea Zone to 100 Sea Zone
2 armour and 1 infantry moved from 100 Sea Zone to Ukraine
1 armour, 1 infantry and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour and 1 infantry moved from 100 Sea Zone to Ukraine
2 bombers moved from France to Ukraine
1 armour moved from Southern Italy to 95 Sea Zone
1 armour and 1 transport moved from 95 Sea Zone to 100 Sea Zone
1 armour moved from 100 Sea Zone to Romania
1 armour and 2 mech_infantrys moved from Spain to Northern Italy
2 bombers moved from Spain to Germany
2 infantry moved from France to Holland Belgium
1 infantry moved from France to Holland Belgium
1 armour moved from France to Holland Belgium
8 submarines moved from 89 Sea Zone to 91 Sea Zone
1 battleship and 2 cruisers moved from 95 Sea Zone to 100 Sea ZoneCombat - Americans
Strategic bombing raid in Germany
AA fire in Germany : 0/2 hits
Bombing raid in Germany rolls: 4,4 and causes: 8 damage to unit: factory_major
Bombing raid in Germany causes 8 damage total.
Battle in Bessarabia
Battle in Romania
Battle in Northern Italy
Americans attack with 1 armour and 2 mech_infantrys
Germans defend with 1 factory_minor and 1 infantry
Americans roll dice for 1 armour and 2 mech_infantrys in Northern Italy, round 2 : 1/3 hits
Germans roll dice for 1 infantry in Northern Italy, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Northern Italy
Americans win, taking Bessarabia from Italians, taking Romania from Germans, taking Northern Italy from Germans with 1 armour and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Holland Belgium
Americans attack with 1 armour and 3 infantry
Germans defend with 2 infantry
Americans roll dice for 1 armour and 3 infantry in Holland Belgium, round 2 : 0/4 hits
Germans roll dice for 2 infantry in Holland Belgium, round 2 : 1/2 hits
1 infantry owned by the Americans lost in Holland Belgium
Americans roll dice for 1 armour and 2 infantry in Holland Belgium, round 3 : 1/3 hits
Germans roll dice for 2 infantry in Holland Belgium, round 3 : 1/2 hits
1 infantry owned by the Americans and 1 infantry owned by the Germans lost in Holland Belgium
Americans roll dice for 1 armour and 1 infantry in Holland Belgium, round 4 : 1/2 hits
Germans roll dice for 1 infantry in Holland Belgium, round 4 : 0/1 hits
1 infantry owned by the Germans lost in Holland Belgium
Americans win, taking Holland Belgium from Germans with 1 armour and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for Americans: 2 infantry
Battle in Ukraine
Americans attack with 3 armour, 2 bombers and 2 infantry
Germans defend with 1 factory_minor; Italians defend with 2 armour and 3 infantry
Americans roll dice for 1 battleship and 2 cruisers in Ukraine, round 2 : 1/3 hits
Americans roll dice for 3 armour, 2 bombers and 2 infantry in Ukraine, round 2 : 6/7 hits
Germans roll dice for 2 armour and 3 infantry in Ukraine, round 2 : 1/5 hits
1 infantry owned by the Americans, 2 armour owned by the Italians and 3 infantry owned by the Italians lost in Ukraine
Americans win, taking Ukraine from Germans with 3 armour, 2 bombers and 1 infantry remaining. Battle score for attacker is 18
Casualties for Italians: 2 armour and 3 infantry
Casualties for Americans: 1 infantryNon Combat Move - Americans
2 bombers moved from Ukraine to Russia
1 aaGun moved from Southern France to France
2 transports moved from 95 Sea Zone to 91 Sea Zone
1 carrier and 1 destroyer moved from 95 Sea Zone to 91 Sea Zone
2 fighters moved from Western United States to Hawaiian Islands
4 fighters moved from Western United States to 91 Sea Zone
3 mech_infantrys moved from Argentina to Brazil
2 bombers moved from Germany to FrancePlace Units - Americans
2 fighters placed in Western United States
1 infantry placed in Spain
2 armour and 1 mech_infantry placed in Southern Italy
1 artillery and 1 mech_infantry placed in Spain
Americans undo move 4.
2 mech_infantrys placed in Spain
3 transports placed in 101 Sea Zone
3 artilleries, 2 infantry and 1 mech_infantry placed in Eastern United States
1 destroyer placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 73 PUs; end with 74 PUs
Trigger Americans 5 Presence In France: Americans met a national objective for an additional 5 PUs; end with 79 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 84 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 94 PUsPurchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy nothing; Remaining resources: 3 PUs;Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 3 PUsPurchase Units - British
British buy 1 armour, 1 factory_minor and 2 fighters; Remaining resources: 0 PUs;Politics - British
Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - British
6 fighters moved from Rostov to Bryansk
1 fighter moved from Greece to BryanskCombat - British
Battle in Bryansk
British attack with 7 fighters
Germans defend with 5 armour and 2 artilleries
British roll dice for 7 fighters in Bryansk, round 2 : 4/7 hits
Germans roll dice for 5 armour and 2 artilleries in Bryansk, round 2 : 3/7 hits
3 fighters owned by the British, 2 armour owned by the Germans and 2 artilleries owned by the Germans lost in Bryansk
British roll dice for 4 fighters in Bryansk, round 3 : 0/4 hits
Germans roll dice for 3 armour in Bryansk, round 3 : 2/3 hits
2 fighters owned by the British lost in Bryansk
British roll dice for 2 fighters in Bryansk, round 4 : 1/2 hits
Germans roll dice for 3 armour in Bryansk, round 4 : 1/3 hits
1 fighter owned by the British and 1 armour owned by the Germans lost in Bryansk
British roll dice for 1 fighter in Bryansk, round 5 : 0/1 hits
Germans roll dice for 2 armour in Bryansk, round 5 : 2/2 hits
1 fighter owned by the British lost in Bryansk
Germans win with 2 armour remaining. Battle score for attacker is -44
Casualties for Germans: 3 armour and 2 artilleries
Casualties for British: 7 fightersNon Combat Move - British
3 fighters moved from France to Ukraine
2 artilleries and 13 infantry moved from Eastern Persia to Persia
3 aaGuns moved from Eastern Persia to Persia
2 infantry moved from Trans-Jordan to Iraq
2 infantry moved from Egypt to Trans-Jordan
2 mech_infantrys moved from Belgian Congo to EgyptPlace Units - British
1 factory_minor placed in Egypt
1 armour and 2 fighters placed in PersiaTurn Complete - British
British collect 33 PUs; end with 33 PUs
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 38 PUsTurn Complete - UK_Pacific
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Combat Move - Italians
1 armour, 2 artilleries, 3 infantry and 1 mech_infantry moved from Tobruk to Alexandria -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Combat Move - Italians
1 armour, 2 artilleries, 3 infantry and 1 mech_infantry moved from Tobruk to AlexandriaCombat - Italians
Battle in Alexandria
Italians attack with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry
ANZAC defend with 1 infantry
Italians roll dice for 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry in Alexandria, round 2 : 2/7 hits, 2.17 expected hits
British roll dice for 1 infantry in Alexandria, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC lost in Alexandria
Italians win, taking Alexandria from British with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 infantryNon Combat Move - Italians
1 aaGun moved from Eastern Poland to Western UkraineTurn Complete - Italians
Combat Hit Differential Summary :
Italians : -0.17
British : -0.33 -
Did you think about trying to setup for a capture of Ukraine after Moscow fell and then flying a huge UK fighter stack on top of it.
Then the US could produce units there.
-
No; since you could have landed all your planes in Ukraine + Italian troops and japan planes could have help protect Ukraine, I really did it to kill the last Italians troops and maybe help down there.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 1 fighter; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 fighter moved from Queensland to Hawaiian IslandsPlace Units - ANZAC
1 fighter placed in QueenslandTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - French
French buy 1 armour and 3 artilleries; Remaining resources: 0 PUs;Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - French
1 mech_infantry moved from France to Greater Southern Germany
French take Greater Southern Germany from Germans
1 infantry moved from Southern France to France
1 infantry moved from Libya to Tobruk
French take Tobruk from Italians -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 10
Purchase Units - ANZAC
ANZAC buy 1 fighter; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 fighter moved from Queensland to Hawaiian IslandsPlace Units - ANZAC
1 fighter placed in QueenslandTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUsPurchase Units - French
French buy 1 armour and 3 artilleries; Remaining resources: 0 PUs;Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - French
1 mech_infantry moved from France to Greater Southern Germany
French take Greater Southern Germany from Germans
1 infantry moved from Southern France to France
1 infantry moved from Libya to Tobruk
French take Tobruk from ItaliansCombat - French
Non Combat Move - French
Place Units - French
1 armour and 2 artilleries placed in France
1 artillery placed in Southern FranceTurn Complete - French
French collect 22 PUs; end with 22 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Research Technology - Germans
Purchase Units - Germans
Germans repair damage of 6x factory_major; Remaining resources: 58 PUs;
Germans buy 18 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Samara to Volgograd
1 fighter and 1 tactical_bomber moved from Western Ukraine to Volgograd
1 armour moved from Bryansk to Tambov
Germans take Tambov from Russians
1 armour moved from Tambov to Russia
1 armour moved from Bryansk to Russia
1 infantry moved from Smolensk to Russia
4 armour moved from Western Ukraine to Russia
1 fighter moved from Novgorod to Greater Southern Germany
2 fighters moved from Novgorod to Romania
4 tactical_bombers moved from Western Ukraine to Russia
3 fighters moved from Western Ukraine to Russia
1 infantry moved from Western Germany to Greater Southern Germany
1 infantry moved from Western Germany to Holland Belgium
1 infantry moved from Western Germany to Holland Belgium
2 infantry moved from Western Germany to Northern Italy
1 infantry moved from Western Germany to Northern Italy
1 tactical_bomber moved from Western Germany to Northern Italy
1 fighter moved from Western Germany to Northern Italy
2 fighters moved from Western Germany to Holland Belgium
1 infantry moved from Western Germany to Greater Southern Germany





