Thread Start
Bid:
Inf Yunnan
Figs Russia, Volgograd, Scotland
Mech Burma
Subs 106, 91
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Russians
Russians buy 10 infantry and 3 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
1 submarine moved from 123 Sea Zone to 125 Sea Zone
2 fighters and 1 tactical_bomber moved from Caucasus to Russia
6 infantry moved from Timguska to Novosibirsk
2 armour and 1 mech_infantry moved from Eastern Persia to Kazakhstan
1 mech_infantry moved from Caucasus to Kazakhstan
2 infantry moved from Volgograd to Rostov
1 aaGun and 7 infantry moved from Bryansk to Rostov
8 infantry moved from Bryansk to Russia
1 aaGun moved from Bryansk to Russia
2 aaGuns, 7 artilleries and 27 infantry moved from Bryansk to Tambov
3 infantry moved from Archangel to Vologda
2 aaGuns and 12 infantry moved from Buryatia to Amur
Place Units - Russians
10 infantry placed in Russia
3 mech_infantrys placed in Volgograd
Turn Complete - Russians
Russians collect 27 PUs; end with 28 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 31 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 33 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 35 PUs
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Russians
Russians buy 10 infantry and 3 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
1 submarine moved from 123 Sea Zone to 125 Sea Zone
2 fighters and 1 tactical_bomber moved from Caucasus to Russia
6 infantry moved from Timguska to Novosibirsk
2 armour and 1 mech_infantry moved from Eastern Persia to Kazakhstan
1 mech_infantry moved from Caucasus to Kazakhstan
2 infantry moved from Volgograd to Rostov
1 aaGun and 7 infantry moved from Bryansk to Rostov
8 infantry moved from Bryansk to Russia
1 aaGun moved from Bryansk to Russia
2 aaGuns, 7 artilleries and 27 infantry moved from Bryansk to Tambov
3 infantry moved from Archangel to Vologda
2 aaGuns and 12 infantry moved from Buryatia to Amur
Place Units - Russians
10 infantry placed in Russia
3 mech_infantrys placed in Volgograd
Turn Complete - Russians
Russians collect 27 PUs; end with 28 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 31 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 33 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 35 PUs
Combat Hit Differential Summary :
@jdow I’m curious, if you are willing to share, if my Soviet moves towards China and India impacted at all on Japan’s choices?
@farmboy Well, I’d say apparently not, as I still pushed towards India despite the extra units you brought in to defend. It certainly made the push a bit harder as I felt I had to invest into the harbour to bring 2 extra ground as otherwise I believe the battle would have been too dicey in case you’d make a stand.
On the other hand this facilitated the German advance in the East. The never ending trade-off the Allies have to make. Increasing pressure on a certain part of the map always also means to decrease the pressure somewhere else.
@jdow yeah I wasn’t going to stop you from taking India. I regret not trying to keep a couple of destroyers in range just to make that more difficult (i’m a little rusty). But I’m wondering if you had shifted your placement of units in the pacific. Last time we played, you had stacked Caroline islands with air to deny it to me and I had trouble getting the US setup in the pacific. I didn’t expect ultimately to hold India (although I would have stacked it if it seemed possible to hold) but I was hoping your placement and spending would have been impacted to give the US more room to maneuver. I usually move Soviet units West rather than east (unless I’m expecting a Japanese attack on the USSR) and was trying something different this time.
I actually don’t think I lost much against Germany. I might have been in a position to trade some inf for territory and a couple of ipcs (and maybe delay your use of the Novgorod factory by a turn) but I don’t think I could have slowed you from reaching Bryansk or Rostov on the next turn.
@farmboy Yeah, you did not lose much, but the German advance went as swift as it could go after 4 turns and you could have bothered me a bit more.
Re Japan: I saw the chance to go for India and went for it. Alternatively, I could have made the same fleet movement but bring enough air to hold Caro, also a valid option.
But I found it more attractive to go for India as disrupting this unit supply in turn 4 without making major confessions is worth it imo.
@jdow so possibly if I had done a better job of delaying the attack on India (by having destroyers available to block) you would have then stacked Caro and I would have held India another turn but not been able to capture Caro.
I had thought I had made two errors in the pacific. Not having a destroyer available to block and not stacking all my air in queensland or wake last turn. The soviets were largely meant as a feint to force Japan to commit more westward (although if tehy would have meant holding india, than i probably would have moved them there).
Hey Sir, I need to beg for an edit.
I accidentally took 2 planes from the Java seazone to India while 3 planes were sitting idle at FIC.
There was no point in taking them as it would force them to land on an AC.
Can we assume the planes on India came from FIC?
I swear this has nothing to do with the dice outcomes and I just rushed through the real turn while I took the planes from FIC during practice mode.
@jdow yes. No problem!
@jdow no rush of course, but just checking if you forgot to post.
Test summary from TripleA, engine version: 2.5.22294, time: 19:43:57
Savegame
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Americans
Combat Hit Differential Summary :
Many Thanks. Hit “ok” by accident, too, so no history in the game thread :-/
@farmboy said in JDOW (X) vs Farmboy (L+22) BM3:
@jdow no rush of course, but just checking if you forgot to post.
No. Got interrupted. Had to pick up kids.
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 submarine
EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Tiny edit, just moved a sub to 6
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 submarine
EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 fighter
EDIT: Adding units owned by Japanese to French Indo China: 1 fighter
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 submarine
EDIT: Adding units owned by Japanese to 6 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 36 Sea Zone: 1 fighter
EDIT: Adding units owned by Japanese to French Indo China: 1 fighter
EDIT: Turning off Edit Mode
Americans buy 1 carrier, 3 fighters, 3 infantry, 1 submarine and 2 transports; Remaining resources: 2 PUs;
Combat Move - Americans
1 fighter moved from 33 Sea Zone to 21 Sea Zone
1 artillery moved from Caroline Islands to 33 Sea Zone
1 artillery and 1 transport moved from 33 Sea Zone to 35 Sea Zone
1 artillery moved from 35 Sea Zone to Philippines
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 26 Sea Zone to 22 Sea Zone
1 infantry and 1 mech_infantry moved from 22 Sea Zone to Marianas
1 infantry and 1 mech_infantry moved from Algeria to Tunisia
1 fighter moved from Gibraltar to Tunisia
1 fighter moved from Gibraltar to Tunisia
Combat - Americans
Battle in Philippines
Battle in Marianas
Battle in 21 Sea Zone
Americans attack with 1 fighter
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 21 Sea Zone
Americans win, taking Philippines from Japanese, taking Marianas from Japanese with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Tunisia
Americans attack with 2 fighters, 1 infantry and 1 mech_infantry
Italians defend with 1 artillery
Americans roll dice for 2 fighters, 1 infantry and 1 mech_infantry in Tunisia, round 2 : 1/4 hits, 1.33 expected hits
Italians roll dice for 1 artillery in Tunisia, round 2 : 0/1 hits, 0.33 expected hits
1 artillery owned by the Italians lost in Tunisia
Americans win, taking Tunisia from Italians with 2 fighters, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Italians: 1 artillery
Non Combat Move - Americans
1 fighter moved from Tunisia to 92 Sea Zone
1 fighter moved from Tunisia to Algeria
1 fighter moved from Eastern United States to Gibraltar
1 armour and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 armour, 1 mech_infantry and 2 transports moved from 101 Sea Zone to 88 Sea Zone
2 infantry moved from British Guiana to 88 Sea Zone
1 armour, 2 infantry, 1 mech_infantry and 2 transports moved from 88 Sea Zone to 91 Sea Zone
1 armour, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 destroyer moved from 101 Sea Zone to 91 Sea Zone
1 carrier, 1 destroyer and 2 submarines moved from 26 Sea Zone to 33 Sea Zone
1 fighter moved from 21 Sea Zone to 33 Sea Zone
2 fighters moved from Western United States to Wake Island
1 bomber moved from Western United States to Caroline Islands
1 bomber moved from New Zealand to Caroline Islands
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
1 infantry, 1 mech_infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
2 infantry and 1 transport moved from 52 Sea Zone to 54 Sea Zone
2 infantry moved from 54 Sea Zone to Queensland
1 submarine moved from 63 Sea Zone to 33 Sea Zone
Place Units - Americans
1 fighter and 1 infantry placed in Eastern United States
1 transport placed in 101 Sea Zone
1 carrier, 1 submarine and 1 transport placed in 10 Sea Zone
2 fighters and 2 infantry placed in Western United States
Turn Complete - Americans
Americans collect 55 PUs; end with 57 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 77 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 82 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 87 PUs
Combat Hit Differential Summary :
Americans regular : -0.33
Italians regular : -0.33
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 4.1.0
Game History
Round: 4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 fighter and 3 infantry moved from Suiyuyan to Hopei
2 infantry moved from Suiyuyan to Chahar
Combat - Chinese
Battle in Chahar
Chinese attack with 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 2 infantry in Chahar, round 2 : 1/2 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Chahar
Chinese win, taking Chahar from Japanese with 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Hopei
Chinese attack with 1 fighter and 3 infantry
Japanese defend with 2 infantry
Chinese roll dice for 1 fighter and 3 infantry in Hopei, round 2 : 1/4 hits, 1.00 expected hits
Japanese roll dice for 2 infantry in Hopei, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hopei
Chinese roll dice for 1 fighter and 2 infantry in Hopei, round 3 : 2/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Hopei, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hopei
Chinese win, taking Hopei from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 2 infantry
Casualties for Japanese: 2 infantry
Non Combat Move - Chinese
1 fighter moved from Hopei to Tsinghai
Place Units - Chinese
Turning on Edit Mode
EDIT: Removing units owned by Chinese from Sikang: 3 infantry
EDIT: Adding units owned by Chinese to Tsinghai: 3 infantry
EDIT: Turning off Edit Mode
3 infantry placed in Suiyuyan
Turn Complete - Chinese
Chinese collect 8 PUs; end with 8 PUs
Combat Hit Differential Summary :
Chinese regular : 1.83
Japanese regular : 0.67