@Oskar2KX ich weiß nicht ob ich lachen oder weinen soll…
Ich hab in 110 den (Br) Fighter leben lassen. Passt das so?
L26 G40 OOB Zlefin v Farmboy +44
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TripleA Turn Summary: French round 11
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 11 Purchase Units - ANZAC ANZAC buy 1 submarine; Remaining resources: 2 PUs; Combat Move - ANZAC 1 fighter moved from 54 Sea Zone to 37 Sea Zone Combat - ANZAC ANZAC creates battle in territory 54 Sea Zone Battle in 37 Sea Zone ANZAC attack with 1 fighter Japanese defend with 1 artillery, 2 infantry, 1 mech_infantry and 2 transports 2 infantry owned by the Japanese, 1 mech_infantry owned by the Japanese, 2 transports owned by the Japanese and 1 artillery owned by the Japanese lost in 37 Sea Zone ANZAC win with 1 fighter remaining. Battle score for attacker is 28 Casualties for Japanese: 1 artillery, 2 infantry, 1 mech_infantry and 2 transports Non Combat Move - ANZAC 1 fighter moved from 37 Sea Zone to Malaya 1 aaGun and 2 infantry moved from New South Wales to Queensland 2 armour moved from South Australia to Queensland 2 submarines and 1 transport moved from 29 Sea Zone to 63 Sea Zone 1 aaGun and 5 infantry moved from South Australia to Queensland 1 artillery and 2 infantry moved from South Australia to Queensland 1 artillery moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 cruiser and 1 transport moved from 26 Sea Zone to 54 Sea Zone 1 artillery moved from 54 Sea Zone to Queensland Place Units - ANZAC 1 submarine placed in 62 Sea Zone Turn Complete - ANZAC Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 4,3 ANZAC collect 7 PUs (3 lost to blockades); end with 9 PUs Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 Optional[PUs]; end with 14 Optional[PUs] Combat Move - French Non Combat Move - French 1 infantry moved from Trans-Jordan to Iraq Turn Complete - FrenchCombat Hit Differential Summary :
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@zlefin said in L26 G40 OOB Zlefin v Farmboy +44:
I see I’d forgotten to unload those units to malaya, bleh. so many things forgotten and screwed up; I should’ve had the game over by now.
I think you definitely should have been able to take the game after London. Now, despite my rather wasteful blockers, and the likelihood that you will get London back in a couple of turns, I think you might be in trouble.
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TripleA Turn Summary: Germans round 12
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 12 Research Technology - Germans Purchase Units - Germans Germans repair damage of 6x factory_major; Remaining resources: 71 PUs; Germans buy 2 artilleries, 1 destroyer, 3 fighters, 4 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs; Combat Move - Germans 1 cruiser and 1 destroyer moved from 91 Sea Zone to 104 Sea Zone 3 submarines moved from 91 Sea Zone to 109 Sea Zone 1 bomber moved from Western Germany to 119 Sea Zone 6 bombers moved from Western Germany to 104 Sea Zone 3 infantry moved from Volgograd to Caucasus 5 armour and 5 mech_infantrys moved from Ukraine to Caucasus 3 infantry moved from Rostov to Caucasus 1 artillery and 1 infantry moved from Rostov to Caucasus 3 artilleries and 7 infantry moved from Germany to Poland 1 armour and 1 mech_infantry moved from Western Ukraine to Poland 1 infantry moved from Eastern Poland to Western Ukraine 1 armour moved from Yenisey to Evenkiyskiy 2 armour and 1 mech_infantry moved from Novosibirsk to Urals Germans take Urals from Russians 2 armour and 1 mech_infantry moved from Urals to Evenkiyskiy 1 armour and 1 mech_infantry moved from Tsinghai to Turkmenistan Germans take Turkmenistan from Russians 1 armour and 2 mech_infantrys moved from Rostov to Caucasus 10 artilleries and 20 infantry moved from Rostov to Volgograd Combat - Germans Battle in 119 Sea Zone Germans attack with 1 bomber Americans defend with 1 transport 1 transport owned by the Americans lost in 119 Sea Zone Germans win with 1 bomber remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in 109 Sea Zone Germans attack with 3 submarines Americans defend with 1 transport; Russians defend with 1 submarine 1 submarine owned by the Russians submerged 1 transport owned by the Americans lost in 109 Sea Zone Germans win, taking 109 Sea Zone from Neutral with 3 submarines remaining. Battle score for attacker is 7 Casualties for Americans: 1 transport Battle in 104 Sea Zone Germans attack with 6 bombers, 1 cruiser and 1 destroyer Americans defend with 1 carrier and 2 fighters Germans roll dice for 6 bombers, 1 cruiser and 1 destroyer in 104 Sea Zone, round 2 : 5/8 hits, 4.83 expected hits Americans roll dice for 1 carrier and 2 fighters in 104 Sea Zone, round 2 : 2/3 hits, 1.67 expected hits 1 destroyer owned by the Germans and 1 cruiser owned by the Germans lost in 104 Sea Zone 1 carrier owned by the Americans and 2 fighters owned by the Americans lost in 104 Sea Zone Germans win with 6 bombers remaining. Battle score for attacker is 16 Casualties for Germans: 1 cruiser and 1 destroyer Casualties for Americans: 1 carrier and 2 fighters Battle in Caucasus Germans attack with 6 armour, 1 artillery, 7 infantry and 7 mech_infantrys British defend with 1 artillery and 2 infantry Germans roll dice for 6 armour, 1 artillery, 7 infantry and 7 mech_infantrys in Caucasus, round 2 : 4/21 hits, 5.83 expected hits Russians roll dice for 1 artillery and 2 infantry in Caucasus, round 2 : 3/3 hits, 1.00 expected hits 3 infantry owned by the Germans lost in Caucasus 1 artillery owned by the British and 2 infantry owned by the British lost in Caucasus Germans win, taking Caucasus from Russians with 6 armour, 1 artillery, 4 infantry and 7 mech_infantrys remaining. Battle score for attacker is 1 Casualties for Germans: 3 infantry Casualties for British: 1 artillery and 2 infantry Battle in Evenkiyskiy Germans attack with 3 armour and 1 mech_infantry Russians defend with 1 infantry Germans roll dice for 3 armour and 1 mech_infantry in Evenkiyskiy, round 2 : 2/4 hits, 1.67 expected hits Russians roll dice for 1 infantry in Evenkiyskiy, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Evenkiyskiy Germans win, taking Evenkiyskiy from Russians with 3 armour and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Non Combat Move - Germans 4 carriers and 8 transports moved from 91 Sea Zone to 110 Sea Zone 5 artilleries and 4 infantry moved from Holland Belgium to 110 Sea Zone 5 artilleries, 4 carriers, 4 infantry and 8 transports moved from 110 Sea Zone to 112 Sea Zone 3 artilleries moved from Western Germany to 112 Sea Zone 4 infantry moved from Western Germany to 112 Sea Zone 1 aaGun moved from Holland Belgium to Western Germany 6 bombers moved from 104 Sea Zone to Western Germany 1 bomber moved from 119 Sea Zone to Western Germany 6 fighters moved from Karelia to 112 Sea Zone 4 tactical_bombers moved from Karelia to Western Germany 2 fighters moved from Southern Italy to Western Germany 2 fighters moved from Western Germany to 112 Sea Zone Place Units - Germans 1 destroyer, 1 submarine and 1 transport placed in 112 Sea Zone 1 artillery and 2 infantry placed in Ukraine 1 artillery and 2 infantry placed in Volgograd 3 fighters placed in Western Germany Turn Complete - Germans Germans collect 52 PUs; end with 52 PUs Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 57 PUs Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 62 PUsCombat Hit Differential Summary :
Americans regular : 0.33 Russians regular : 1.67 Germans regular : -1.33 -
TripleA Turn Summary: Russians round 12
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 12 Purchase Units - Russians Russians buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs; Combat Move - Russians 1 infantry moved from Bryansk to Rostov 1 infantry moved from Tambov to Rostov 2 fighters moved from Novgorod to Rostov 1 armour, 2 artilleries, 3 fighters, 13 infantry, 3 mech_infantrys and 1 tactical_bomber moved from Novgorod to Karelia 1 infantry moved from Samara to Novosibirsk Russians take Novosibirsk from Germans 1 infantry moved from Samara to Kazakhstan Russians take Kazakhstan from Germans 1 infantry moved from Yakut S.S.R. to Yenisey Russians take Yenisey from Germans 1 infantry moved from Amur to Siberia Russians take Siberia from Japanese Combat - Russians Russians creates battle in territory 109 Sea Zone Battle in Karelia Russians attack with 1 armour, 2 artilleries, 3 fighters, 13 infantry, 3 mech_infantrys and 1 tactical_bomber Germans defend with 2 armour, 1 artillery, 5 infantry and 3 mech_infantrys Russians roll dice for 1 armour, 2 artilleries, 3 fighters, 13 infantry, 3 mech_infantrys and 1 tactical_bomber in Karelia, round 2 : 5/23 hits, 6.33 expected hits Germans roll dice for 2 armour, 1 artillery, 5 infantry and 3 mech_infantrys in Karelia, round 2 : 2/11 hits, 4.00 expected hits 2 infantry owned by the Russians lost in Karelia 5 infantry owned by the Germans lost in Karelia Russians roll dice for 1 armour, 2 artilleries, 3 fighters, 11 infantry, 3 mech_infantrys and 1 tactical_bomber in Karelia, round 3 : 7/21 hits, 6.00 expected hits Germans roll dice for 2 armour, 1 artillery and 3 mech_infantrys in Karelia, round 3 : 5/6 hits, 2.33 expected hits 5 infantry owned by the Russians lost in Karelia 1 artillery owned by the Germans, 2 armour owned by the Germans and 3 mech_infantrys owned by the Germans lost in Karelia Russians win, taking Karelia from Germans with 1 armour, 2 artilleries, 3 fighters, 6 infantry, 3 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 22 Casualties for Russians: 7 infantry Casualties for Germans: 2 armour, 1 artillery, 5 infantry and 3 mech_infantrys Battle in Rostov Russians attack with 2 fighters and 2 infantry Germans defend with 1 infantry Russians roll dice for 2 fighters and 2 infantry in Rostov, round 2 : 0/4 hits, 1.33 expected hits Germans roll dice for 1 infantry in Rostov, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Rostov Russians roll dice for 2 fighters and 1 infantry in Rostov, round 3 : 0/3 hits, 1.17 expected hits Germans roll dice for 1 infantry in Rostov, round 3 : 0/1 hits, 0.33 expected hits Russians roll dice for 2 fighters and 1 infantry in Rostov, round 4 : 1/3 hits, 1.17 expected hits Germans roll dice for 1 infantry in Rostov, round 4 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Rostov 1 infantry owned by the Germans lost in Rostov Russians win with 2 fighters remaining. Battle score for attacker is -3 Casualties for Russians: 2 infantry Casualties for Germans: 1 infantry Non Combat Move - Russians 2 artilleries and 20 infantry moved from Samara to Tambov 1 submarine moved from 109 Sea Zone to 107 Sea Zone 1 infantry moved from Baltic States to Novgorod 1 infantry moved from Belarus to Archangel 1 aaGun, 1 artillery and 33 infantry moved from Russia to Tambov 1 fighter moved from Rostov to Tambov 1 fighter moved from Rostov to Tambov 1 infantry moved from Amur to Korea 1 armour and 1 mech_infantry moved from 97 Sea Zone to Greece 2 fighters and 1 tactical_bomber moved from Karelia to Russia 1 fighter moved from Karelia to Norway Place Units - Russians 3 infantry placed in Novgorod 2 artilleries and 3 infantry placed in Russia Turn Complete - Russians Russians collect 23 PUs; end with 23 PUs Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 29 PUsCombat Hit Differential Summary :
Germans regular : 1.67 Russians regular : -3.00 -
oh, I didn’t realize those Jap transports were gonna die where they were. I’m just gonna concede, I may well still be able to win, but I just don’t care anymore, the gmae got ruined by my playing while unfocused and throwing a clearly won game; personally, I’m just gona not count the last turn for my own purposes. I’ve been wanting the game to end for some time now, and I don’t want to play another 10 rounds fighting a game that’s already stressed me out, exacerbated my underlying health problems.
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@zlefin No worries if you want to stop. And I don’t want you to exacerbate any health issues either. Rather than call it we can also just end it here without a declaration. And if down the road you want to continue it or start a new game, just let me know. It was a fun game with some unusual (in a good way) twists and turns.
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either way’s fine. I’d been meaning to ask btw, does your elo system use a modification that prevents new players from draining too much elo from high ranked players if they win? some elo systems put those in to make sure playing players not previously on the list isn’t a huge elo risk, especially since they may be good and just not calibrated yet. Or maybe all elo systems do that. Aye, it was a fun and interesting one, for awhile at least; I tend to get too stressed when I play tight games thoughtfully.
I guess that means I won’t be able to get clear enough data on my balance questions, because playing tight enough games to get that will tend to cause me problems.
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oh andI definitely want to classify that game as ‘over’ and never come back to it. It has to be removed from my plate fully; but just calling it with no result is fine.
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@zlefin I don’t think there is anything that limits it but I also don’t think the effect would be that dramatic either. @gamerman01 can probably speak more to it. The difference also is limited in that my OOB score is siginficantly lower than my BM score (I’ve just played a lot more BM). I’m guessing I would lose somewhere between 50 and a 100 in a loss.
And no problem if it is definitely over.
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I’ve been pondering postgame analysis a bit as I’ve calmed again. My Japan was underperforming I think, it should’ve done better with US only going part on it. The attempts to force clear carolinas never worked well; I’ve been mathing out some alternative early turns, to see how well Japan can push on US to limit its actions. Nothing all that clear, other than that it may be worthwhile to try to hold carolinas earlier as Jap, preventing the US from ever taking it. A number of things to try really.
I’m wondering how often your allied landings in Europe have worked out? I’ve tended to abandon any efforts to land in the France area, and most european landing efforts, as I find they seldom seem to have enough effect or work well, at least compared to how well you can sweep Japan. Transports just seem weak in this version, and the supply lines are long to sustain inf. I’ve never managed to put enough pressure on Germany to really let Russia take major advantage of it, thoug hI do have a few other ideas to try on that. Not that I plan on any real games, I might just play against myself some though, with free editing to avoid any surprises I may realize.
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@zlefin Holding Carolinas is definitely useful for Japan. It just always becomes harder to hold India and keep China at bay if you have to pull enough air that far east. In my mind, you made a mistakes both in not making sure you could hold India (you could have at that point without giving the US too much space to operate, and then in letting me grab Korea.
THe allied landing in Norway was my major blunder and I really just threw away a good board position. Even if you hadn’t taken london as a consequence, it was a wasteful and poorly thought out move on my end. I felt a bit rushed because I knew Germany was going to get Caucasus and Volgograd so I wanted to deny another NO. But I did still have time, and I should have been abslolutely sure that I could have held it (and London). I should have just held onto Normandy. You probably could get that back eventually, but it would have been harder and I would have pulled more of your units away from the Soviets.
I find allied landings are doable usually. I sometimes can’t get Normandy, Southern France or Norway at first, (but that means again that Germany is spending away from the Eastern Front to keep those safe. And you also have to protect Germany. But if I can’t get those, I can usually get Greece so I often end up there first.





