L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB

  • '22 '16

    TripleA Turn Summary: Russians round 10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - Russians
            Russians buy 8 infantry; Remaining resources: 0 PUs; 
    
        Politics - Russians
            Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
    
        Combat Move - Russians
            1 armour moved from Russia to Samara
                  Russians take Samara from Germans
            1 armour moved from Samara to Russia
            1 armour moved from Russia to Tambov
                  Russians take Tambov from Germans
            1 armour moved from Tambov to Russia
            1 armour moved from Russia to Vologda
                  Russians take Vologda from Germans
            1 armour moved from Vologda to Russia
            2 infantry moved from Russia to Smolensk
            2 infantry moved from Russia to Smolensk
            2 fighters moved from Russia to Smolensk
            1 artillery and 2 infantry moved from Russia to Bryansk
            5 infantry moved from Russia to Bryansk
    
        Combat - Russians
            Battle in Bryansk
                Russians attack with 1 artillery and 7 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 artillery and 7 infantry in Bryansk, round 2 : 1/8 hits, 1.67 expected hits
                    Germans roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Bryansk
                Russians win, taking Bryansk from Germans with 1 artillery and 7 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Smolensk
                Russians attack with 2 fighters and 4 infantry
                Germans defend with 2 mech_infantrys
                    Russians roll dice for 2 fighters and 4 infantry in Smolensk, round 2 : 1/6 hits, 1.67 expected hits
                    Germans roll dice for 2 mech_infantrys in Smolensk, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Smolensk
                    Russians roll dice for 2 fighters and 3 infantry in Smolensk, round 3 : 2/5 hits, 1.50 expected hits
                    Germans roll dice for 1 mech_infantry in Smolensk, round 3 : 1/1 hits, 0.33 expected hits
                    1 infantry owned by the Russians and 1 mech_infantry owned by the Germans lost in Smolensk
                Russians win, taking Smolensk from Germans with 2 fighters and 2 infantry remaining. Battle score for attacker is 2
                Casualties for Russians: 2 infantry
                Casualties for Germans: 2 mech_infantrys
    
        Non Combat Move - Russians
            2 fighters moved from Smolensk to Russia
            1 aaGun moved from Russia to Bryansk
            2 infantry moved from Olgiy to Timguska
            1 infantry moved from Dzavhan to Yenisey
            2 infantry moved from Buyant-Uhaa to Manchuria
            8 infantry moved from Jehol to Manchuria
            2 aaGuns and 10 infantry moved from Jehol to Anhwe
            1 infantry moved from Ulaanbaatar to Yakut S.S.R.
    
        Place Units - Russians
            8 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 18 PUs; end with 18 PUs
    

    Combat Hit Differential Summary :

    Germans : 0.67
    Russians : -0.83
    

    Savegame

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Japanese round 10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - Japanese
            Japanese buy 1 fighter, 2 infantry, 1 submarine and 3 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            1 bomber moved from Japan to 25 Sea Zone
            1 submarine moved from 6 Sea Zone to 25 Sea Zone
            1 infantry moved from Amur to Siberia
                  Japanese take Siberia from Russians
            1 infantry moved from Amur to Sakha
                  Japanese take Sakha from Russians
            2 artilleries and 5 infantry moved from Amur to Buryatia
                  Japanese take Buryatia from Russians
            1 mech_infantry moved from Korea to Buryatia
            1 submarine moved from 46 Sea Zone to 54 Sea Zone
            3 fighters moved from 55 Sea Zone to 54 Sea Zone
            4 fighters moved from 55 Sea Zone to 54 Sea Zone
            2 tactical_bombers moved from 55 Sea Zone to 54 Sea Zone
            2 infantry and 1 transport moved from 55 Sea Zone to 45 Sea Zone
            2 infantry moved from 45 Sea Zone to Dutch New Guinea
            1 bomber moved from Japan to 25 Sea Zone
    
        Combat - Japanese
            Battle in Dutch New Guinea
            Battle in 25 Sea Zone
                Japanese attack with 2 bombers and 1 submarine
                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 bombers in 25 Sea Zone, round 2 : 1/2 hits, 1.33 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, taking Dutch New Guinea from ANZAC with 2 bombers and 1 submarine remaining. Battle score for attacker is 8
                Casualties for Americans: 1 destroyer
            Battle in 54 Sea Zone
                Japanese attack with 7 fighters, 1 submarine and 2 tactical_bombers
                ANZAC defend with 1 destroyer and 1 transport
                    Japanese roll dice for 1 submarine in 54 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    Japanese roll dice for 7 fighters and 2 tactical_bombers in 54 Sea Zone, round 2 : 5/9 hits, 4.83 expected hits
                    ANZAC roll dice for 1 destroyer and 1 transport in 54 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
                    1 transport owned by the ANZAC, 1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 54 Sea Zone
                Japanese win with 7 fighters and 2 tactical_bombers remaining. Battle score for attacker is 9
                Casualties for Japanese: 1 submarine
                Casualties for ANZAC: 1 destroyer and 1 transport
    
        Non Combat Move - Japanese
            1 armour, 1 artillery and 1 infantry moved from West India to India
            1 submarine moved from 39 Sea Zone to 41 Sea Zone
            3 artilleries, 7 infantry and 5 transports moved from 55 Sea Zone to 41 Sea Zone
            3 artilleries and 7 infantry moved from 41 Sea Zone to Sumatra
            3 fighters moved from 54 Sea Zone to 41 Sea Zone
            1 armour and 1 artillery moved from Japan to 6 Sea Zone
            2 infantry moved from Japan to 6 Sea Zone
            1 armour, 1 artillery, 3 carriers, 1 destroyer, 2 infantry and 2 transports moved from 6 Sea Zone to 36 Sea Zone
            1 armour, 1 artillery and 2 infantry moved from 36 Sea Zone to French Indo China
            4 fighters and 4 tactical_bombers moved from 55 Sea Zone to French Indo China
            3 fighters moved from 55 Sea Zone to 36 Sea Zone
            2 carriers moved from 55 Sea Zone to 45 Sea Zone
            2 battleships, 6 carriers, 1 destroyer and 3 submarines moved from 55 Sea Zone to 35 Sea Zone
            4 fighters moved from 54 Sea Zone to 45 Sea Zone
            2 tactical_bombers moved from 54 Sea Zone to 35 Sea Zone
            2 bombers moved from 25 Sea Zone to Japan
            3 fighters and 2 tactical_bombers moved from 6 Sea Zone to Japan
            1 aaGun moved from Amur to Buryatia
            7 infantry moved from Amur to Korea
            1 submarine moved from 55 Sea Zone to 35 Sea Zone
            2 carriers, 1 cruiser and 1 submarine moved from 55 Sea Zone to 41 Sea Zone
    
        Place Units - Japanese
            1 fighter, 2 infantry and 3 tactical_bombers placed in Japan
            1 submarine placed in 6 Sea Zone
    
        Turn Complete - Japanese
            Japanese collect 47 PUs; end with 47 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 52 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 57 PUs
    

    Combat Hit Differential Summary :

    Americans : -0.33
    ANZAC : 0.67
    Japanese : 0.17
    

    Savegame

  • '22 '16

    TripleA Move Summary: Americans round 10

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - Americans
            Americans buy 2 artilleries, 1 carrier, 3 fighters, 2 infantry and 2 submarines; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 destroyer moved from 10 Sea Zone to 25 Sea Zone
            2 fighters moved from 10 Sea Zone to 25 Sea Zone
            1 artillery and 1 infantry moved from Eastern Persia to West India
                  Americans take West India from Japanese
            2 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
            5 bombers moved from Manchuria to Japan
    

    Savegame

  • '22 '16

    @AndrewAAGamer Intercept?


  • @majikforce
    Intercept 5 Fighters

  • '22 '16

    TripleA Turn Summary: UK_Pacific round 10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - Americans
            Americans buy 2 artilleries, 1 carrier, 3 fighters, 2 infantry and 2 submarines; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            1 destroyer moved from 10 Sea Zone to 25 Sea Zone
            2 fighters moved from 10 Sea Zone to 25 Sea Zone
            1 artillery and 1 infantry moved from Eastern Persia to West India
                  Americans take West India from Japanese
            2 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
            5 bombers moved from Manchuria to Japan
    
        Combat - Americans
            Air Battle in Japan
                Americans attacks with 5 units heading to Japan
                Japanese launches 5 interceptors out of Japan
                    Attackers Fire,  : 0/5 hits, 0.83 expected hits
                    Defenders Fire,  : 0/5 hits, 0.83 expected hits
                Air Battle is over, the remaining bombers go on to their targets
            Strategic bombing raid in Japan
                    AA fire in Japan : 0/1 hits, 0.17 expected hits
                    AA fire in Japan : 0/4 hits, 0.67 expected hits
                Bombing raid in Japan rolls: 8,3,6,4 and causes: 20 damage to unit: factory_major
                Bombing raid in Japan rolls: 3 and causes: 3 damage to unit: airfield
                Bombing raid in Japan causes 23 damage total.  Damaged units is as follows: factory_major = 20, airfield = 3
            Battle in Norway
            Battle in 25 Sea Zone
                Americans attack with 1 destroyer and 2 fighters
                Japanese defend with 1 submarine
                    Americans roll dice for 1 destroyer and 2 fighters in 25 Sea Zone, round 2 : 1/3 hits, 1.33 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, taking Norway from Germans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                Casualties for Japanese: 1 submarine
            Cleaning up after air battles
    
        Non Combat Move - Americans
            2 fighters moved from 25 Sea Zone to Midway
            1 carrier and 1 destroyer moved from 10 Sea Zone to 26 Sea Zone
            5 bombers moved from Japan to Manchuria
            1 infantry moved from Wake Island to 31 Sea Zone
            1 battleship, 7 carriers, 2 cruisers, 5 destroyers, 13 fighters, 1 infantry, 2 submarines, 1 tactical_bomber and 1 transport moved from 31 Sea Zone to 54 Sea Zone
            1 infantry moved from 54 Sea Zone to Queensland
            1 mech_infantry moved from New South Wales to Queensland
            1 cruiser and 1 transport moved from 80 Sea Zone to 79 Sea Zone
            1 artillery and 1 infantry moved from Gibraltar to 91 Sea Zone
            1 artillery, 1 carrier, 1 cruiser, 2 destroyers, 2 fighters, 1 infantry and 1 transport moved from 91 Sea Zone to 109 Sea Zone
            1 artillery and 1 infantry moved from 109 Sea Zone to United Kingdom
            1 fighter moved from Gibraltar to Scotland
            2 infantry moved from Eastern United States to 101 Sea Zone
            2 infantry and 1 transport moved from 101 Sea Zone to 123 Sea Zone
            2 infantry moved from 123 Sea Zone to Iceland
            2 transports moved from 102 Sea Zone to 101 Sea Zone
    
        Place Units - Americans
            2 artilleries and 2 infantry placed in Eastern United States
            1 fighter placed in Eastern United States
            1 carrier and 2 submarines placed in 10 Sea Zone
            2 fighters placed in 10 Sea Zone
    
        Turn Complete - Americans
            Americans collect 57 PUs; end with 57 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 67 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 72 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 77 PUs
    
        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
            10 infantry moved from Yunnan to Burma
            2 infantry moved from Sikang to Szechwan
            1 infantry moved from Tsinghai to Sikang
            19 infantry moved from Kiangsi to Anhwe
            4 infantry moved from Jehol to Manchuria
    
        Place Units - Chinese
            8 infantry placed in Burma
    
        Turn Complete - Chinese
            Chinese collect 24 PUs; end with 24 PUs
    
        Purchase Units - British
            British buy 1 artillery, 1 destroyer, 2 fighters and 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
            1 infantry moved from Northwest Persia to Caucasus
                  Russians take Caucasus from Germans
            1 mech_infantry moved from Russia to Kazakhstan
                  Russians take Kazakhstan from Germans
            1 fighter and 1 tactical_bomber moved from 80 Sea Zone to India
            1 mech_infantry moved from Yunnan to India
            1 artillery and 1 infantry moved from Eastern Persia to 80 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 80 Sea Zone to 39 Sea Zone
            1 artillery and 1 infantry moved from 39 Sea Zone to India
            2 mech_infantrys moved from Eastern Persia to India
    
        Combat - British
            Battle in India
                British attack with 1 artillery, 1 fighter, 1 infantry, 3 mech_infantrys and 1 tactical_bomber
                Japanese defend with 1 airfield, 1 armour, 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    British roll dice for 1 artillery, 1 fighter, 1 infantry, 3 mech_infantrys and 1 tactical_bomber in India, round 2 : 4/7 hits, 2.33 expected hits
                    Japanese roll dice for 1 armour, 1 artillery and 1 infantry in India, round 2 : 2/3 hits, 1.17 expected hits
                    1 infantry owned by the Japanese, 1 artillery owned by the Japanese, 1 mech_infantry owned by the British, 1 armour owned by the Japanese and 1 infantry owned by the British lost in India
                British win, taking India from Japanese, taking Burma from Chinese, taking West India from Americans with 1 artillery, 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
                Casualties for British: 1 infantry and 1 mech_infantry
                Casualties for Japanese: 1 armour, 1 artillery and 1 infantry
    
        Non Combat Move - British
            1 fighter and 1 tactical_bomber moved from India to West India
            1 infantry moved from Eastern Persia to West India
            2 fighters moved from Persia to 79 Sea Zone
            1 battleship, 1 carrier, 4 cruisers and 1 destroyer moved from 80 Sea Zone to 79 Sea Zone
            2 infantry moved from Union of South Africa to 71 Sea Zone
            2 infantry and 1 transport moved from 71 Sea Zone to 79 Sea Zone
            2 infantry moved from 79 Sea Zone to West India
            5 mech_infantrys moved from Iraq to Eastern Persia
            1 aaGun moved from Iraq to Trans-Jordan
            1 infantry moved from Egypt to Trans-Jordan
            2 mech_infantrys moved from Egypt to Iraq
            2 fighters moved from Russia to Persia
            5 fighters moved from Persia to West India
            1 mech_infantry moved from Morocco to Tunisia
            1 infantry moved from Morocco to 91 Sea Zone
            1 carrier, 3 destroyers, 2 fighters, 1 infantry and 1 transport moved from 91 Sea Zone to 109 Sea Zone
            1 infantry moved from 109 Sea Zone to United Kingdom
            2 fighters moved from Gibraltar to United Kingdom
            2 fighters moved from United Kingdom to Scotland
    
        Place Units - British
            2 fighters placed in United Kingdom
            1 destroyer placed in 109 Sea Zone
            1 artillery and 2 infantry placed in Persia
    
        Turn 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 PUs
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 9 PUs; end with 9 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by British from 92 Sea Zone: 1 destroyer
            EDIT: Adding units owned by British to 109 Sea Zone: 1 destroyer
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Defenders Fire,  : : -0.83
    British : 1.67
    AA fire in Japan : : -0.83
    Americans : -0.33
    Attackers Fire,  : : -0.83
    Japanese : 0.67
    

    Savegame

  • '22 '16

    @AndrewAAGamer Surprisingly clean Bombing run. I feared for the worst. Also you spoke of advantage earlier for the allies about the turn order. Well here is where the axis have a huge advantage in the game by being able to plunder a capitals coffers more than once. This is where BM is far superior by only allowing a one time plunder of a capital, balancing out that huge advantage for the axis.

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Italians round 10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - Italians
            Italians buy nothing; Remaining resources: 8 PUs; 
    
        Combat Move - Italians
            4 fighters moved from Ukraine to Caucasus
            1 bomber moved from Ukraine to Caucasus
    
        Combat - Italians
            Battle in Caucasus
                Italians attack with 1 bomber and 4 fighters
                British defend with 1 infantry
                    Italians roll dice for 1 bomber and 4 fighters in Caucasus, round 2 : 2/5 hits, 2.67 expected hits
                    Russians roll dice for 1 infantry in Caucasus, round 2 : 1/1 hits, 0.33 expected hits
                    1 fighter owned by the Italians and 1 infantry owned by the British lost in Caucasus
                Italians win with 1 bomber and 3 fighters remaining. Battle score for attacker is -7
                Casualties for Italians: 1 fighter
                Casualties for British: 1 infantry
    
        Non Combat Move - Italians
            1 bomber and 3 fighters moved from Caucasus to Ukraine
            1 armour and 3 mech_infantrys moved from Bessarabia to Ukraine
            2 mech_infantrys moved from Romania to Ukraine
            1 aaGun, 2 artilleries and 2 infantry moved from Bulgaria to Yugoslavia
            1 aaGun and 8 infantry moved from Southern Italy to Northern Italy
    
        Turn Complete - Italians
            Total Cost from Convoy Blockades: 8
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,3,2,1,5,6,1,6
            Italians collect 4 PUs (8 lost to blockades); end with 12 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 17 PUs
    

    Combat Hit Differential Summary :

    Italians : -0.67
    Russians : 0.67
    

    Savegame

  • '22 '16

    TripleA Turn Summary: French round 10

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 10
    
        Purchase Units - ANZAC
            ANZAC buy 1 destroyer and 1 transport; Remaining resources: 0 PUs; 
    
        Combat Move - ANZAC
    
        Non Combat Move - ANZAC
            1 armour moved from New South Wales to Queensland
            1 armour moved from New South Wales to Queensland
            3 aaGuns moved from New South Wales to Queensland
            2 infantry moved from New South Wales to Queensland
            3 fighters moved from Wake Island to Queensland
            1 cruiser moved from 31 Sea Zone to 54 Sea Zone
    
        Place Units - ANZAC
            1 destroyer and 1 transport placed in 62 Sea Zone
    
        Turn Complete - ANZAC
            ANZAC collect 10 PUs; end with 10 PUs
    
        Combat Move - French
    
        Non Combat Move - French
            5 infantry moved from Persia to Northwest Persia
    
        Turn Complete - French
    

    Combat Hit Differential Summary :

    Savegame

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Germans round 11

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 11
    
        Research Technology - Germans
    
        Purchase Units - Germans
            Germans buy 4 armour, 2 bombers, 10 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 
    
        Combat Move - Germans
            1 bomber moved from Western Germany to 112 Sea Zone
            16 bombers moved from Western Germany to Norway
            2 infantry moved from Finland to Norway
            1 armour moved from Volgograd to Caucasus
                  Germans take Caucasus from Russians
            1 armour moved from Caucasus to Volgograd
            1 infantry moved from Volgograd to Tambov
                  Germans take Tambov from Russians
            1 infantry moved from Volgograd to Samara
                  Germans take Samara from Russians
            3 infantry moved from Archangel to Smolensk
            3 fighters and 3 tactical_bombers moved from Archangel to Smolensk
            1 infantry moved from Archangel to Vologda
                  Germans take Vologda from Russians
            3 armour and 1 mech_infantry moved from Archangel to Bryansk
            2 fighters and 2 tactical_bombers moved from Novgorod to Smolensk
            1 armour and 3 mech_infantrys moved from Novgorod to Bryansk
            3 infantry moved from Western Ukraine to Bryansk
            1 artillery and 2 infantry moved from Ukraine to Bryansk
            3 armour, 10 artilleries, 9 infantry and 9 mech_infantrys moved from Rostov to Bryansk
            9 armour and 15 mech_infantrys moved from Volgograd to Rostov
            9 armour and 15 mech_infantrys moved from Rostov to Bryansk
            1 infantry moved from Finland to Norway
    
        Combat - Germans
            Battle in 112 Sea Zone
                Germans attack with 1 bomber
                Americans defend with 1 transport
                    1 transport owned by the Americans lost in 112 Sea Zone
                Germans win with 1 bomber remaining. Battle score for attacker is 7
                Casualties for Americans: 1 transport
            Battle in Smolensk
                Germans attack with 5 fighters, 3 infantry and 5 tactical_bombers
                Russians defend with 2 infantry
                    Germans roll dice for 5 fighters, 3 infantry and 5 tactical_bombers in Smolensk, round 2 : 5/13 hits, 6.33 expected hits
                    Russians roll dice for 2 infantry in Smolensk, round 2 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians lost in Smolensk
                Germans win, taking Smolensk from Russians with 5 fighters, 3 infantry and 5 tactical_bombers remaining. Battle score for attacker is 6
                Casualties for Russians: 2 infantry
            Battle in Bryansk
                Germans attack with 16 armour, 11 artilleries, 14 infantry and 28 mech_infantrys
                Russians defend with 1 aaGun, 1 artillery and 7 infantry
                    Germans roll dice for 16 armour, 11 artilleries, 14 infantry and 28 mech_infantrys in Bryansk, round 2 : 18/69 hits, 20.50 expected hits
                    Russians roll dice for 1 aaGun, 1 artillery and 7 infantry in Bryansk, round 2 : 4/8 hits, 2.67 expected hits
                    7 infantry owned by the Russians, 1 artillery owned by the Russians, 4 infantry owned by the Germans and 1 aaGun owned by the Russians lost in Bryansk
                Germans win, taking Bryansk from Russians with 16 armour, 11 artilleries, 10 infantry and 28 mech_infantrys remaining. Battle score for attacker is 18
                Casualties for Germans: 4 infantry
                Casualties for Russians: 1 aaGun, 1 artillery and 7 infantry
            Battle in Norway
                Germans attack with 16 bombers and 3 infantry
                Americans defend with 2 infantry
                    Germans roll dice for 16 bombers and 3 infantry in Norway, round 2 : 12/19 hits, 11.17 expected hits
                    Americans roll dice for 2 infantry in Norway, round 2 : 2/2 hits, 0.67 expected hits
                    2 infantry owned by the Germans and 2 infantry owned by the Americans lost in Norway
                Germans win, taking Norway from Americans with 16 bombers and 1 infantry remaining. Battle score for attacker is 0
                Casualties for Germans: 2 infantry
                Casualties for Americans: 2 infantry
    
        Non Combat Move - Germans
            1 bomber moved from 112 Sea Zone to Germany
            16 bombers moved from Norway to Germany
            1 artillery moved from Finland to Vyborg
            4 mech_infantrys moved from Poland to Belarus
            1 submarine moved from 113 Sea Zone to 114 Sea Zone
            2 aaGuns, 2 artilleries and 8 infantry moved from Normandy Bordeaux to France
            4 fighters and 4 tactical_bombers moved from Smolensk to Volgograd
            1 fighter and 1 tactical_bomber moved from Smolensk to Belarus
    
        Place Units - Germans
            1 armour and 2 mech_infantrys placed in Volgograd
            3 armour placed in Ukraine
            7 infantry placed in Western Germany
            2 bombers and 3 infantry placed in Germany
    
        Turn Complete - Germans
            Total Cost from Convoy Blockades: 3
                Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 1,2
                Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 6,6
            Germans collect 61 PUs (3 lost to blockades); end with 61 PUs
            Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 66 PUs
            Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 71 PUs
            Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 81 PUs
    

    Combat Hit Differential Summary :

    Germans : -3.00
    Americans : 1.33
    Russians : 0.67
    

    Savegame

  • '22 '16

    TripleA Turn Summary: Russians round 11

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 11
    
        Purchase Units - Russians
            Russians buy 6 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - Russians
            2 infantry moved from Russia to Tambov
            1 fighter moved from Russia to Tambov
            2 infantry moved from Russia to Vologda
            1 fighter moved from Russia to Vologda
            2 infantry moved from Russia to Smolensk
            2 artilleries moved from Russia to Smolensk
            1 infantry moved from Russia to Smolensk
            2 artilleries and 2 infantry moved from Russia to Samara
    
        Combat - Russians
            Battle in Tambov
                Russians attack with 1 fighter and 2 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 2 infantry in Tambov, round 2 : 1/3 hits, 0.83 expected hits
                    Germans roll dice for 1 infantry in Tambov, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Tambov
                Russians win, taking Tambov from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Samara
                Russians attack with 2 artilleries and 2 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 2 artilleries and 2 infantry in Samara, round 2 : 1/4 hits, 1.33 expected hits
                    Germans roll dice for 1 infantry in Samara, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Samara
                Russians win, taking Samara from Germans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in Smolensk
                Russians attack with 2 artilleries and 3 infantry
                Germans defend with 3 infantry
                    Russians roll dice for 2 artilleries and 3 infantry in Smolensk, round 2 : 1/5 hits, 1.50 expected hits
                    Germans roll dice for 3 infantry in Smolensk, round 2 : 2/3 hits, 1.00 expected hits
                    2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Smolensk
                    Russians roll dice for 2 artilleries and 1 infantry in Smolensk, round 3 : 1/3 hits, 1.00 expected hits
                    Germans roll dice for 2 infantry in Smolensk, round 3 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Smolensk
                    Russians roll dice for 2 artilleries in Smolensk, round 4 : 1/2 hits, 0.67 expected hits
                    Germans roll dice for 1 infantry in Smolensk, round 4 : 1/1 hits, 0.33 expected hits
                    1 artillery owned by the Russians and 1 infantry owned by the Germans lost in Smolensk
                Russians win, taking Smolensk from Germans with 1 artillery remaining. Battle score for attacker is -4
                Casualties for Russians: 1 artillery and 3 infantry
                Casualties for Germans: 3 infantry
            Battle in Vologda
                Russians attack with 1 fighter and 2 infantry
                Germans defend with 1 infantry
                    Russians roll dice for 1 fighter and 2 infantry in Vologda, round 2 : 1/3 hits, 0.83 expected hits
                    Germans roll dice for 1 infantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Vologda
                Russians win, taking Vologda from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
    
        Non Combat Move - Russians
            2 infantry moved from Timguska to Novosibirsk
            2 aaGuns, 3 armour, 6 artilleries, 35 infantry and 10 mech_infantrys moved from Russia to Samara
            1 fighter moved from Tambov to Persia
            1 fighter moved from Vologda to Kweichow
            2 aaGuns and 10 infantry moved from Anhwe to Kweichow
            1 infantry moved from Yakut S.S.R. to Yenisey
    
        Place Units - Russians
            6 infantry placed in Russia
    
        Turn Complete - Russians
            Russians collect 15 PUs; end with 15 PUs
    

    Combat Hit Differential Summary :

    Germans : 1.00
    Russians : -0.17
    

    Savegame

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Japanese round 11

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 11
    
        Purchase Units - Japanese
            Japanese repair damage of 6x factory_minor, 1x airfield; Remaining resources: 50 PUs; 6 SuicideAttackTokens; 
            Japanese buy 1 carrier and 2 fighters; Remaining resources: 14 PUs; 6 SuicideAttackTokens; 
    
        Combat Move - Japanese
            3 fighters moved from 41 Sea Zone to India
            4 fighters moved from French Indo China to India
            3 fighters moved from 36 Sea Zone to 39 Sea Zone
            2 carriers and 1 cruiser moved from 41 Sea Zone to 39 Sea Zone
            1 artillery and 3 infantry moved from Sumatra to 41 Sea Zone
            1 artillery, 3 infantry and 2 transports moved from 41 Sea Zone to 39 Sea Zone
            1 artillery and 3 infantry moved from 39 Sea Zone to India
            3 carriers moved from 36 Sea Zone to 39 Sea Zone
            1 destroyer moved from 36 Sea Zone to 39 Sea Zone
            2 submarines moved from 41 Sea Zone to 39 Sea Zone
            1 infantry moved from Siberia to Soviet Far East
                  Japanese take Soviet Far East from Russians
            2 artilleries and 5 infantry moved from Buryatia to Yakut S.S.R.
                  Japanese take Yakut S.S.R. from Russians
            1 armour moved from French Indo China to Kwangsi
                  Japanese take Kwangsi from Chinese
            1 armour moved from Kwangsi to Kwangtung
                  Japanese take Kwangtung from UK_Pacific
    
        Combat - Japanese
            Battle in 39 Sea Zone
                Japanese attack with 5 carriers, 1 cruiser, 1 destroyer, 3 fighters, 2 submarines and 2 transports
                British defend with 1 transport
                    1 transport owned by the British lost in 39 Sea Zone
                    Japanese roll dice for 2 submarines in 39 Sea Zone, round 2 : 0/2 hits, 0.67 expected hits
                Japanese win, taking 39 Sea Zone from Neutral with 5 carriers, 1 cruiser, 1 destroyer, 3 fighters, 2 submarines and 2 transports remaining. Battle score for attacker is 7
                Casualties for British: 1 transport
            Battle in India
                Japanese attack with 1 artillery, 7 fighters and 3 infantry
                British defend with 1 artillery and 2 mech_infantrys; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour
                    Japanese roll dice for 1 artillery, 7 fighters and 3 infantry in India, round 2 : 4/11 hits, 4.50 expected hits
                    UK_Pacific roll dice for 1 artillery and 2 mech_infantrys in India, round 2 : 1/3 hits, 1.00 expected hits
                    1 infantry owned by the Japanese, 2 mech_infantrys owned by the British and 1 artillery owned by the British lost in India
                Japanese captures 9PUs while taking UK_Pacific capital
                Japanese win, taking India from UK_Pacific with 1 artillery, 7 fighters and 2 infantry remaining. Battle score for attacker is 9
                Casualties for Japanese: 1 infantry
                Casualties for British: 1 artillery and 2 mech_infantrys
    
        Non Combat Move - Japanese
            7 fighters moved from India to 39 Sea Zone
            2 artilleries and 4 infantry moved from Sumatra to 41 Sea Zone
            2 artilleries, 4 infantry and 3 transports moved from 41 Sea Zone to 37 Sea Zone
            2 infantry moved from Dutch New Guinea to 45 Sea Zone
            2 carriers, 4 fighters, 2 infantry and 1 transport moved from 45 Sea Zone to 37 Sea Zone
            1 artillery and 4 infantry moved from French Indo China to Shan State
            4 tactical_bombers moved from French Indo China to 37 Sea Zone
            2 artilleries and 6 infantry moved from 37 Sea Zone to Shan State
            2 transports moved from 36 Sea Zone to 37 Sea Zone
            1 mech_infantry moved from Buryatia to Korea
            1 aaGun moved from Buryatia to Yakut S.S.R.
            1 infantry moved from Sakha to Siberia
            1 destroyer moved from 35 Sea Zone to 42 Sea Zone
            2 battleships, 6 carriers, 4 submarines and 2 tactical_bombers moved from 35 Sea Zone to 37 Sea Zone
            1 submarine moved from 6 Sea Zone to 35 Sea Zone
    
        Place Units - Japanese
            1 carrier and 2 fighters placed in 37 Sea Zone
    
        Turn Complete - Japanese
            Japanese collect 51 PUs; end with 74 PUs
            Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 79 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 84 PUs
    

    Combat Hit Differential Summary :

    UK_Pacific : 0.00
    Japanese : -1.17
    

    Savegame

  • '22 '16

    TripleA Turn Summary: UK_Pacific round 11

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 11
    
        Purchase Units - Americans
            Americans buy 2 artilleries, 2 bombers, 1 destroyer, 3 infantry, 1 submarine and 3 transports; Remaining resources: 1 PUs; 
    
        Combat Move - Americans
            1 fighter moved from Scotland to Norway
            1 artillery and 1 infantry moved from United Kingdom to 109 Sea Zone
            2 infantry moved from Iceland to 123 Sea Zone
            2 infantry and 1 transport moved from 123 Sea Zone to 125 Sea Zone
            1 artillery, 1 infantry and 1 transport moved from 109 Sea Zone to 110 Sea Zone
            1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium
            2 infantry moved from 125 Sea Zone to Norway
            5 bombers moved from Manchuria to Shan State
            1 infantry and 1 mech_infantry moved from Queensland to 54 Sea Zone
            1 infantry, 1 mech_infantry, 1 submarine and 1 transport moved from 54 Sea Zone to 35 Sea Zone
            1 infantry and 1 mech_infantry moved from 35 Sea Zone to Philippines
            1 submarine moved from 54 Sea Zone to 42 Sea Zone
            1 destroyer moved from 54 Sea Zone to 42 Sea Zone
            13 fighters and 1 tactical_bomber moved from 54 Sea Zone to 42 Sea Zone
            1 artillery and 1 infantry moved from West India to India
    
        Combat - Americans
            Americans creates battle in territory 79 Sea Zone
            Battle in Holland Belgium
            Battle in Philippines
            Battle in Norway
                Americans attack with 1 fighter and 2 infantry
                Germans defend with 1 infantry
                    Americans roll dice for 1 fighter and 2 infantry in Norway, round 2 : 0/3 hits, 0.83 expected hits
                    Germans roll dice for 1 infantry in Norway, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 fighter and 2 infantry in Norway, round 3 : 2/3 hits, 0.83 expected hits
                    Germans roll dice for 1 infantry in Norway, round 3 : 0/1 hits, 0.33 expected hits
                    1 infantry owned by the Germans lost in Norway
                Americans win, taking 79 Sea Zone from Japanese, taking Holland Belgium from Germans, taking Philippines from Japanese, taking Norway from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                Casualties for Germans: 1 infantry
            Battle in 42 Sea Zone
                Americans attack with 1 destroyer, 13 fighters, 1 submarine and 1 tactical_bomber
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 1/1 hits, 0.33 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
                Americans win, taking 42 Sea Zone from Japanese with 1 destroyer, 13 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in Shan State
                Americans attack with 5 bombers
                Japanese defend with 3 artilleries and 10 infantry
                    Americans roll dice for 5 bombers in Shan State, round 2 : 3/5 hits, 3.33 expected hits
                    Japanese roll dice for 3 artilleries and 10 infantry in Shan State, round 2 : 3/13 hits, 4.33 expected hits
                    3 infantry owned by the Japanese and 3 bombers owned by the Americans lost in Shan State
                    Americans roll dice for 2 bombers in Shan State, round 3 : 2/2 hits, 1.33 expected hits
                    Japanese roll dice for 3 artilleries and 7 infantry in Shan State, round 3 : 6/10 hits, 3.33 expected hits
                    2 infantry owned by the Japanese and 2 bombers owned by the Americans lost in Shan State
                Japanese win with 3 artilleries and 5 infantry remaining. Battle score for attacker is -45
                Casualties for Americans: 5 bombers
                Casualties for Japanese: 5 infantry
            Battle in India
                Americans attack with 1 artillery and 1 infantry
                Japanese defend with 1 airfield, 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
                    Americans roll dice for 1 artillery and 1 infantry in India, round 2 : 0/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 artillery and 2 infantry in India, round 2 : 1/3 hits, 1.00 expected hits
                    1 infantry owned by the Americans lost in India
                    Americans roll dice for 1 artillery in India, round 3 : 1/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 artillery and 2 infantry in India, round 3 : 0/3 hits, 1.00 expected hits
                    1 infantry owned by the Japanese lost in India
                    Americans roll dice for 1 artillery in India, round 4 : 0/1 hits, 0.33 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in India, round 4 : 2/2 hits, 0.67 expected hits
                    1 artillery owned by the Americans lost in India
                Japanese win with 1 artillery and 1 infantry remaining. Battle score for attacker is -4
                Casualties for Americans: 1 artillery and 1 infantry
                Casualties for Japanese: 1 infantry
    
        Non Combat Move - Americans
            1 cruiser and 1 transport moved from 79 Sea Zone to 80 Sea Zone
            2 artilleries and 2 infantry moved from Eastern United States to 101 Sea Zone
            1 fighter moved from Eastern United States to 101 Sea Zone
            2 artilleries, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
            2 artilleries and 2 infantry moved from 91 Sea Zone to Gibraltar
            1 destroyer moved from 109 Sea Zone to 92 Sea Zone
            1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 109 Sea Zone to 110 Sea Zone
            1 fighter moved from 110 Sea Zone to United Kingdom
            1 fighter moved from Norway to 110 Sea Zone
            1 fighter moved from 101 Sea Zone to Gibraltar
            13 fighters and 1 tactical_bomber moved from 42 Sea Zone to 54 Sea Zone
            2 fighters moved from Midway to Wake Island
            1 carrier and 1 destroyer moved from 26 Sea Zone to 31 Sea Zone
            1 destroyer moved from 25 Sea Zone to 6 Sea Zone
            1 carrier, 2 fighters and 2 submarines moved from 10 Sea Zone to 31 Sea Zone
    
        Place Units - Americans
            1 transport placed in 10 Sea Zone
            1 infantry placed in Western United States
            2 bombers placed in Western United States
            1 destroyer and 1 submarine placed in 10 Sea Zone
            2 transports placed in 101 Sea Zone
            2 artilleries and 2 infantry placed in Eastern United States
    
        Turn Complete - Americans
            Total Cost from Convoy Blockades: 2
                Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 3,6
            Americans collect 58 PUs (2 lost to blockades); end with 59 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 69 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 74 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 79 PUs
            Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 84 PUs
    
        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
            2 infantry moved from Szechwan to Yunnan
            5 infantry moved from Burma to Yunnan
            2 infantry moved from Burma to Yunnan
            1 infantry moved from Burma to Yunnan
            19 infantry moved from Anhwe to Kiangsi
            1 fighter moved from Manchuria to Yunnan
    
        Place Units - Chinese
            7 infantry placed in Yunnan
            1 infantry placed in Hunan
    
        Turn Complete - Chinese
            Chinese collect 22 PUs; end with 22 PUs
    
        Purchase Units - British
            British buy 1 artillery, 1 carrier, 1 destroyer, 2 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
            2 infantry moved from United Kingdom to 109 Sea Zone
            2 infantry and 1 transport moved from 109 Sea Zone to 110 Sea Zone
            2 infantry moved from 110 Sea Zone to Normandy Bordeaux
            1 mech_infantry moved from Tunisia to Tobruk
            1 mech_infantry moved from Russia to Rostov
                  Russians take Rostov from Germans
            6 fighters and 1 tactical_bomber moved from West India to Shan State
            3 infantry moved from West India to India
            1 armour and 1 mech_infantry moved from Eastern Persia to India
            2 fighters moved from 79 Sea Zone to Shan State
            1 mech_infantry moved from Kazakhstan to Caucasus
                  Russians take Caucasus from Germans
    
        Combat - British
            Battle in Normandy Bordeaux
            Battle in India
                British attack with 1 armour, 3 infantry and 1 mech_infantry
                Japanese defend with 1 airfield, 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
                    British roll dice for 1 armour, 3 infantry and 1 mech_infantry in India, round 2 : 1/5 hits, 1.17 expected hits
                    Japanese roll dice for 1 artillery and 1 infantry in India, round 2 : 0/2 hits, 0.67 expected hits
                    1 infantry owned by the Japanese lost in India
                    British roll dice for 1 armour, 3 infantry and 1 mech_infantry in India, round 3 : 1/5 hits, 1.17 expected hits
                    Japanese roll dice for 1 artillery in India, round 3 : 0/1 hits, 0.33 expected hits
                    1 artillery owned by the Japanese lost in India
                British win, taking Normandy Bordeaux from Germans, taking India from Japanese with 1 armour, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 7
                Casualties for Japanese: 1 artillery and 1 infantry
            Battle in Shan State
                British attack with 8 fighters and 1 tactical_bomber
                Japanese defend with 3 artilleries and 5 infantry
                    British roll dice for 8 fighters and 1 tactical_bomber in Shan State, round 2 : 5/9 hits, 4.67 expected hits
                    Japanese roll dice for 3 artilleries and 5 infantry in Shan State, round 2 : 6/8 hits, 2.67 expected hits
                    5 infantry owned by the Japanese and 6 fighters owned by the British lost in Shan State
                    British roll dice for 2 fighters and 1 tactical_bomber in Shan State, round 3 : 3/3 hits, 1.67 expected hits
                    Japanese roll dice for 3 artilleries in Shan State, round 3 : 2/3 hits, 1.00 expected hits
                    3 artilleries owned by the Japanese, 1 tactical_bomber owned by the British and 1 fighter owned by the British lost in Shan State
                British win with 1 fighter remaining. Battle score for attacker is -54
                Casualties for British: 7 fighters and 1 tactical_bomber
                Casualties for Japanese: 3 artilleries and 5 infantry
    
        Non Combat Move - British
            1 fighter moved from Shan State to Yunnan
            2 fighters moved from Scotland to 110 Sea Zone
            1 carrier, 5 destroyers and 2 fighters moved from 109 Sea Zone to 110 Sea Zone
            2 mech_infantrys moved from Iraq to Persia
            1 aaGun and 1 infantry moved from Trans-Jordan to Iraq
            4 mech_infantrys moved from Eastern Persia to Persia
            1 battleship, 1 carrier, 4 cruisers, 1 destroyer and 1 transport moved from 79 Sea Zone to 80 Sea Zone
            1 destroyer moved from 80 Sea Zone to 79 Sea Zone
            2 fighters moved from Persia to 80 Sea Zone
    
        Place Units - British
            1 carrier and 1 destroyer placed in 110 Sea Zone
            1 artillery and 2 infantry placed in Persia
            1 mech_infantry placed in Egypt
    
        Turn Complete - British
            British collect 35 PUs; end with 35 PUs
            Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs
    
        Turn Complete - UK_Pacific
            Total Cost from Convoy Blockades: 3
                Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,6,6,4,1,1,4,6,1,3,3,2,2,5,6,1,2,2,3,3,3,1,4,6,1,1
            UK_Pacific collect 3 PUs (3 lost to blockades); end with 3 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from Russia: 3 fighters
            EDIT: Adding units owned by Americans to Samara: 3 fighters
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Germans : -0.67
    British : 1.33
    Americans : 1.00
    Japanese : 4.67
    

    Savegame

  • '22 '16

    @AndrewAAGamer Big time dicing but I guess that’s the risk with an all air attack.

  • 2025 2024 '23 '22 '21 '20

    So you forgot to move the 3 US fighters out of Russia. Clearly you had no intention of leaving them there. So what should I do? This breaks our agreement in two ways. 1) You rolled combat for the UK and we agreed no edits previous to any combat rolls. 2) You already posted the US Turn. We agreed once a Turn was posted no edits to that Turn were allowed. This BTW is your pet peeve you told me. And yet, you edited the 3 US FIghters knowing it broke our agreement twice. Why? Why would you put me in that position? Am I now supposed to be the bad guy and say hey that is not allowed? I understand this is a friendly game however an agreement is an agreement. Otherwise why even have an agreement?

    And yet you still did it. I will say if I had forgotten I would never have edited them because we had an agreement. Yet you did and put me in what I consider an unfair position. If I do not allow it I am the bad guy. If I do allow it I am a schmuck who does not follow his own agreements.

    What would you do in my position?


  • @AndrewAAGamer said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:

    So you forgot to move the 3 US fighters out of Russia. Clearly you had no intention of leaving them there. So what should I do? This breaks our agreement in two ways. 1) You rolled combat for the UK and we agreed no edits previous to any combat rolls. 2) You already posted the US Turn. We agreed once a Turn was posted no edits to that Turn were allowed. This BTW is your pet peeve you told me. And yet, you edited the 3 US FIghters knowing it broke our agreement twice. Why? Why would you put me in that position? Am I now supposed to be the bad guy and say hey that is not allowed? I understand this is a friendly game however an agreement is an agreement. Otherwise why even have an agreement?

    And yet you still did it. I will say if I had forgotten I would never have edited them because we had an agreement. Yet you did and put me in what I consider an unfair position. If I do not allow it I am the bad guy. If I do allow it I am a schmuck who does not follow his own agreements.

    What would you do in my position?

    First of all lighten up a bit. For the record I never agreed to those conditions you stated. I said I can agree to an edit policy (generic). Not one that consists of only your conditions. I guess it wasn’t made more clear that we were agreeing to a set in stone policy you decided. I thought it was more of a discussion about editing. I didn’t break my personal policy of never editing after an opposing power posts. I posted once and within that turn I made an edit to move fighters that you yourself knew I intended to move. It’s in the later stages of the game and there are a lot of moving parts so yes things get forgotten. Like I said before it all comes down to intent. Is it really a travesty that I edited those fighters during US/China/UK? It’s definitely a cheap way for you to benefit by not allowing it. But if you insist and want to win on a technicality then by rule you can disallow the edit and I will abide by it. Happy gaming!


  • @majikforce said in L20 AndrewAAGamer (Axis) vs majikforce (Allies +35) Global 1940 2nd Ed OOB:

    First of all lighten up a bit. For the record I never agreed to those conditions you stated. I said I can agree to an edit policy (generic). Not one that consists of only your conditions. I guess it wasn’t made more clear that we were agreeing to a set in stone policy you decided. I thought it was more of a discussion about editing. I didn’t break my personal policy of never editing after an opposing power posts. I posted once and within that turn I made an edit to move fighters that you yourself knew I intended to move. It’s in the later stages of the game and there are a lot of moving parts so yes things get forgotten. Like I said before it all comes down to intent. Is it really a travesty that I edited those fighters during US/China/UK? It’s definitely a cheap way for you to benefit by not allowing it. But if you insist and want to win on a technicality then by rule you can disallow the edit and I will abide by it. Happy gaming!

    Obviously I have failed in my number one goal in playing here online. I did not want these kind of discussions. I do not like conflict or enjoy it in any way. My goal is to have fun playing a fun game and I hope my opponent has the same experience. That is why, to me, it is important to have a clear agreement as how we are playing regarding edits. Apparently, and I am not sure why, you do not feel we have a clear agreement beyond the fact that the default rules say I can disallow any edit. While I am within my rights to disallow this edit based on those default rules that is not sufficient for my purposes.

    If we had a clear agreement than you would not have asked for the edit. Or if you did then you would know upfront it was not going to be granted. When you found your error you would have gone “Darn, I forgot to move that… that sucks”. However you would have known you had to live with your error and moved on. Instead without a clear agreement you get your hopes up that your opponent will allow you to fix your error. When your opponent then says no you now feel bad and resent your opponent and the gaming experience is lessened for everyone. Besides your own unhappy experience also I do not want to be the bad guy or hard ass as that lessens my gaming experience. I just want a fair, level playing field policy that we both use that we are both happy with. As I said I will not ask for an edit if I think it is not correct. Apparently lots of people on this site do not feel the same way. Therefore the only way to mitigate hard feelings is to have a clear policy upfront. Or at least I hope it will.

    Clearly I did a poor job upfront, before the game started, of getting a clear agreement. I have learned my lesson. Going forward I will state in my Post “looking for a game” my edit policy so people know before the game starts how I will address edits and I will again post it in the beginning of the game thread.

    Since you do not feel we have an edit policy in effect then I will allow your edit as I do not want you to feel bad that I am disallowing an edit that you feel should be allowable. Since we are already in the game I will not seek to get an agreement at this point. Just be aware that going forward I will not allow or request any edit a) after a combat roll occurs or b) once the final Post of any Turn has been posted. For the Axis this is pretty simple. For the Allies that would be once Russia, UK and France have posted. Under this policy this fighter edit would not be approved as a combat roll had occurred. While I wish I could think of an edit policy to address “Forgotten” moves I am not sure how to create one that would be clear. I am not interested in any policy that depends on “intent” as that is too subjective and just opens the door for argument and discussion. Maybe I am a black and white person but that is how it is.

    One last thought. Why is it when a person denies an edit that they feel is not allowed per the rules that they are being “cheap”? This seems to be the standard response when someone is denied an edit. Max334 used it and now you did too. “You just want to win and you are cheap for not letting me do this.” Why is the response not “Yeah I know per the rules I cannot make that edit. All you are doing is trying to follow the rules. Too bad I screwed up and made that error.” The fact that you would think that I would try to take advantage of a situation to win a game is very disturbing to me and frankly insulting. Rules are rules. We either follow them or we don’t. Personally I do not care what the rules are as long as we both follow them consistently.

    I can honestly say when I saw your edit I went “Dang! He forgot to move his fighters” I felt bad for you. But then I felt bad for me because I was being asked to approve an edit that I felt should not be allowed per the rules. In all cases I do not care how the edit effects the game; all I care is the edit policy is fairly and consistently followed. Even no edit policy is an agreed upon edit policy and maybe that would work for some or most people. Just do what you want and who cares. I can’t play that way.

    As I said I will allow the edit and we can move on.

  • 2025 2024 '23 '22 '21 '20

    TripleA Turn Summary: Italians round 11

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0

    Game History

    Round: 11
    
        Purchase Units - Italians
            Italians buy 2 destroyers; Remaining resources: 1 PUs; 
    
        Combat Move - Italians
            1 armour, 1 bomber and 5 mech_infantrys moved from Ukraine to Tambov
    
        Combat - Italians
            Battle in Tambov
                Italians attack with 1 armour, 1 bomber and 5 mech_infantrys
                Russians defend with 2 infantry
                    Italians roll dice for 1 armour, 1 bomber and 5 mech_infantrys in Tambov, round 2 : 0/7 hits, 2.00 expected hits
                    Russians roll dice for 2 infantry in Tambov, round 2 : 0/2 hits, 0.67 expected hits
                    Italians roll dice for 1 armour, 1 bomber and 5 mech_infantrys in Tambov, round 3 : 2/7 hits, 2.00 expected hits
                    Russians roll dice for 2 infantry in Tambov, round 3 : 0/2 hits, 0.67 expected hits
                    2 infantry owned by the Russians lost in Tambov
                Italians win, taking Tambov from Russians with 1 armour, 1 bomber and 5 mech_infantrys remaining. Battle score for attacker is 6
                Casualties for Russians: 2 infantry
    
        Non Combat Move - Italians
            3 fighters moved from Ukraine to Southern Italy
            1 bomber moved from Tambov to Greece
            2 infantry moved from Northern Italy to Western Germany
            1 aaGun moved from Northern Italy to Western Germany
            2 infantry moved from Northern Italy to Western Germany
            4 infantry moved from Northern Italy to Southern Italy
    
        Place Units - Italians
            1 destroyer placed in 97 Sea Zone
            1 destroyer placed in 95 Sea Zone
    
        Turn Complete - Italians
            Total Cost from Convoy Blockades: 5
                Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,4,4,6,1,1,1,6
            Italians collect 8 PUs (5 lost to blockades); end with 9 PUs
    

    Combat Hit Differential Summary :

    Italians : -2.00
    Russians : -1.33
    

    Savegame


  • @AndrewAAGamer I understand your position, I just think its a bit rigid. I’m also a rules guy like you. But I have played on here for many, many years and saw what the “norm” is considered for edits. My issue with edits is people posting and then coming back a day later or 8 hrs later etc. after thinking about it and making edits. That is why I don’t allow edits after the opposing power has posted. It is a happy medium for the rules guy and the “forgetful” player. If you are too much of a hard ass people will not play with you. Stating an agreed upon edit policy is probably wise for your future games you just may not get many. And I would bet you would have this conversation again. Bottom line is the league rules edit policy takes precedence. So you can always cite that and don’t feel bad for not allowing and edit. People sign up for that agreement when they start a game. You can get a moderator involved but nobody wants to be that guy. As for Max he is a nutball and don’t listen to him. He tries to “get away with things” in my opinion. As for my criticism of you its that I would think you would want to win a game against someone at their best. If those fighters aren’t there then the Russian stack is done and its an easy waltz to Egypt game over. Me making that edit is a totally different scenario than someone posting a turn and then editing. US/UK/China is one cohesive turn at least for me (unless you are playing with multiple people per side) so my thought process was continual. The edit was not in any way affected by UK combat rolls. It is pretty obvious to see when someone would try to do that. But I do abide by the rules per the league so no hard feelings if you wanted to disallow. You had just better be consistent in that stance. I am just trying to impart wisdom for you in future league games. Nothing personal and no hard feelings on my end even though you are kicking my ass :) Just goes to show how dominant the axis are in this version of the game.


  • @majikforce
    Being consistent is my entire goal. That is why to me the edits end effects have no bearing. Whether they win me the game or lose me the game or have no effect on the game the answer should always be the same for an edit request. Either it qualifies or it does not. Intent or how it affects the game should not matter.

    Personally I would like to play with no edits. For real games that actually matter, which apparently are darn few, I guess the League Championship at the end of the year only, I will use a no edit policy.

    It has become apparent to me that the play here is far looser than I am used to and if I want to play here and have an enjoyable environment I am going to have to allow some edits and get used to it. I will have to figure out what my edit policy will be but it is probably what I just mentioned in my previous post. I wish I could think of a way to accommodate “forgotten” moves as those are the most exasperating for everyone but I do not think I will be able to. At least it will be the same for both sides. Forgotten moves happen, for everyone, and it sucks but if it is the same result for both sides and consistent that should alleviate the pain of them.

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