@msoot edited to ncm an aa from w germ to germ
2v2 Final: Daaras and FranceNeedsMorePower (L) vs Gamerman01 and Booper (X)
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TripleA Turn Summary: Chinese round 7
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 7 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 1 PUs;Combat Hit Differential Summary :
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Well, the moderator of the league is gamerman01, so he knows best, but I will take a quick stab at it here.
- Attack orders/Scramble requests:
- Generally once you send the request, these attack orders become locked in. You can’t ask about scrambling, get a response you don’t really like, then change your mind and change up the attacks.
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Attack rolls:
Once you start, you have to at least finish 1 round of attacks and then retreat if you made a mistake or its not going your way. You can do as much “simulation” gaming as you wish with local rolls, but once they are sent to the dice server, thy are locked in and cannot be changed. If there is an obvious blunder made, like in your case bringing in the transports, that can be addressed after the attacks are resolved - that would have been an easy edit back. -
When is it OK to make edits?
Generally, when all the main dice rolls have completed, the Non-Combat Move phase is moves unaffected by dice. Most players allow virtually as much edits as you need here, provided the other side hasn’t started their turn. If you have significant edits to make, you should post quickly and ask the other player to hold off until you complete them. Forgotten obvious walk-in attacks or killing of defenseless transports are a bit more gray, but most players here will allow this to take place as well if you missed something. If it is justifiable that the move “would not have been affected by any of the dice outcomes”, this is usually permitted, but should be requested, as your opponent could technically deny it, as it needed to be included with your initial Combat phase declarations. Most people here are pretty casual and out for a fun game, so aren’t sticklers about this, but then some are.
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I confirm, those are good explanations about the technicalities and realities of league play.
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@FranceNeedsMorePower @Daaras @gamerman01
Ok, it looks like you ran the same series of attacks twice. I’m ok with you pulling out of the USA Gib SZ attack, but you should keep the original rolls for the other attacks that came through the dice server for USA.
Also, you did a Chinese infantry + fighter attack on Anhwe, but it doesn’t appear in the 2nd attacks.
@Daaras are you able to reconstruct what happened from the marti dice?
@FranceNeedsMorePower can you talk to us about the Chinese attack on Anhwe? -
@Booper Yes, as I mentioned although it was more than likely difficult to see I had to re-do my whole turn because when I asked about the scramble I had no file saved and I already closed out of my current one so had to re do my turn.

Btw, this was also before I decided to move out of the Sea attack. I believe there are other changes I would assume between them due to me having to re-take my turn at separate times. If I re-call I think when I re-did my turn I just didn’t do any attacks involving dice with China and just stacked.
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TripleA Manual Gamesave Post: Chinese round 7
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 7 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Tsinghai to Shensi Chinese take Shensi from Japanese 1 infantry moved from Hopei to Kweichow Chinese take Kweichow from Japanese Combat - Chinese Non Combat Move - Chinese 3 infantry moved from Tsinghai to Shensi 1 fighter moved from Burma to Hopei Place Units - Chinese 5 infantry placed in Hopei Turn Complete - Chinese Chinese collect 7 PUs; end with 8 PUs Turning on Edit Mode EDIT: Removing units owned by Americans from 1 Sea Zone: 1 destroyer EDIT: Turning off Edit ModeCombat Hit Differential Summary :
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@FranceNeedsMorePower @Daaras @gamerman01
OK, I’ve tried to decipher what happened with the first USA turn vs the 2nd. The main difference I see (besides the 2nd not having an attack on SZ91), is in SZ1, the Japanese Sub gets a hit back before dying.
I went ahead made this adjustment, to remove 1 DD from SZ1, as I think USA should stick with the first set of rolls for attacks.
Please let me know if you disagree. Otherwise, @Daaras, feel free to go ahead with your UK turn. Also, @FranceNeedsMorePower, if this change makes you want to re-deploy your USA build, please feel free to do so as well.
Let’s play on!
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TripleA Turn Summary: UK_Pacific round 7
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 7 Purchase Units - Americans Americans buy 9 destroyers; Remaining resources: 0 PUs; Combat Move - Americans 2 destroyers moved from 26 Sea Zone to 1 Sea Zone 1 destroyer and 1 submarine moved from 54 Sea Zone to 46 Sea Zone 1 destroyer and 1 submarine moved from 54 Sea Zone to 55 Sea Zone 1 bomber moved from Queensland to 55 Sea Zone 7 fighters and 1 tactical_bomber moved from 54 Sea Zone to 46 Sea Zone Combat - Americans Battle in 55 Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 submarine Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 bomber and 1 destroyer in 55 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits Japanese roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 55 Sea Zone Americans win with 1 bomber, 1 destroyer and 1 submarine remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in 46 Sea Zone Americans attack with 1 destroyer, 7 fighters, 1 submarine and 1 tactical_bomber Japanese defend with 1 destroyer Americans roll dice for 1 submarine in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 destroyer, 7 fighters and 1 tactical_bomber in 46 Sea Zone, round 2 : 3/9 hits, 4.50 expected hits Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 46 Sea Zone Americans win with 1 destroyer, 7 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in 1 Sea Zone Americans attack with 2 destroyers Japanese defend with 1 submarine Americans roll dice for 2 destroyers in 1 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 submarine in 1 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 1 Sea Zone Americans win, taking 1 Sea Zone from Neutral with 2 destroyers remaining. Battle score for attacker is 6 Casualties for Japanese: 1 submarine Non Combat Move - Americans 7 fighters and 1 tactical_bomber moved from 46 Sea Zone to 26 Sea Zone 1 artillery, 2 infantry and 1 mech_infantry moved from Queensland to 54 Sea Zone 1 armour and 1 infantry moved from Queensland to South Australia 1 artillery, 1 battleship, 4 carriers, 3 cruisers, 2 destroyers, 2 infantry, 1 mech_infantry and 3 transports moved from 54 Sea Zone to 26 Sea Zone 1 artillery, 2 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 destroyer moved from 54 Sea Zone to 56 Sea Zone 1 bomber moved from 55 Sea Zone to Hawaiian Islands 2 bombers moved from Eastern United States to United Kingdom Place Units - Americans 9 destroyers placed in 101 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 5 infantry; Remaining resources: 1 PUs; Combat Move - Chinese 1 infantry moved from Tsinghai to Shensi Chinese take Shensi from Japanese 1 infantry moved from Hopei to Kweichow Chinese take Kweichow from Japanese Combat - Chinese Non Combat Move - Chinese 3 infantry moved from Tsinghai to Shensi 1 fighter moved from Burma to Hopei Place Units - Chinese 5 infantry placed in Hopei Turn Complete - Chinese Chinese collect 7 PUs; end with 8 PUs Turning on Edit Mode EDIT: Removing units owned by Americans from 1 Sea Zone: 1 destroyer EDIT: Turning off Edit Mode Purchase Units - British British buy 2 armour, 1 destroyer, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry; Remaining resources: 0 PUs; Combat Move - British 6 infantry moved from Union of South Africa to 71 Sea Zone 1 battleship, 1 cruiser and 2 destroyers moved from 39 Sea Zone to 80 Sea Zone 1 armour moved from Tsinghai to Szechwan 1 tactical_bomber moved from Burma to Szechwan 2 fighters and 2 infantry moved from Burma to Yunnan 3 infantry moved from Eastern Persia to West India 1 artillery moved from Persia to Eastern Persia 3 infantry moved from Trans-Jordan to Egypt Combat - British Battle in Szechwan British attack with 1 armour and 1 tactical_bomber Japanese defend with 1 aaGun and 1 artillery Japanese roll AA dice in Szechwan : 0/1 hits, 0.17 expected hits British roll dice for 1 armour and 1 tactical_bomber in Szechwan, round 2 : 2/2 hits, 1.17 expected hits Japanese roll dice for 1 aaGun and 1 artillery in Szechwan, round 2 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Japanese and 1 aaGun owned by the Japanese lost in Szechwan British win, taking Szechwan from Japanese with 1 armour and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Japanese: 1 aaGun and 1 artillery Battle in Yunnan British attack with 2 fighters and 2 infantry Japanese defend with 1 infantry and 1 mech_infantry British roll dice for 2 fighters and 2 infantry in Yunnan, round 2 : 1/4 hits, 1.33 expected hits Japanese roll dice for 1 infantry and 1 mech_infantry in Yunnan, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the British lost in Yunnan 1 infantry owned by the Japanese lost in Yunnan British roll dice for 2 fighters and 1 infantry in Yunnan, round 3 : 2/3 hits, 1.17 expected hits Japanese roll dice for 1 mech_infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits 1 mech_infantry owned by the Japanese lost in Yunnan British win, taking Yunnan from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 4 Casualties for British: 1 infantry Casualties for Japanese: 1 infantry and 1 mech_infantry Non Combat Move - British 2 fighters moved from Yunnan to India 1 tactical_bomber moved from Szechwan to Kazakhstan 1 artillery and 5 infantry moved from Kazakhstan to Novosibirsk 6 infantry and 3 transports moved from 71 Sea Zone to 80 Sea Zone 6 infantry moved from 80 Sea Zone to Iraq 2 fighters and 2 tactical_bombers moved from 101 Sea Zone to Iceland Place Units - British 1 destroyer placed in 106 Sea Zone 3 infantry placed in Persia 2 armour and 1 mech_infantry placed in Union of South Africa British undo move 3. British undo move 2. 3 infantry placed in Union of South Africa 2 armour and 1 mech_infantry placed in Persia Turning on Edit Mode EDIT: Removing units owned by British from Burma: 3 aaGuns and 19 infantry EDIT: Adding units owned by British to India: 3 aaGuns and 19 infantry EDIT: Turning off Edit Mode Turn Complete - British Total Cost from Convoy Blockades: 1 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 5,4,6,1 British collect 32 PUs (1 lost to blockades); end with 32 PUs Place Units - UK_Pacific 2 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 6 PUs; end with 6 PUs Some Units in India change ownership: 2 infantryCombat Hit Differential Summary :
Americans regular : -1.83 Japanese regular : -1.17 Japanese AA : -0.17 British regular : 1.33 -
TripleA Turn Summary: Italians round 7
TripleA Turn Summary for game: World War II Global 1940 2nd Edition
Game History
Round: 7 Purchase Units - Italians Italians buy 3 infantry and 4 submarines; Remaining resources: 0 PUs; Combat Move - Italians Non Combat Move - Italians 2 armour moved from Western Ukraine to Bessarabia 1 aaGun moved from Western Ukraine to Bessarabia 2 mech_infantrys moved from Western Ukraine to Bessarabia 1 infantry moved from Western Ukraine to Bessarabia 2 transports moved from 92 Sea Zone to 93 Sea Zone 4 infantry moved from Southern France to 93 Sea Zone 4 infantry and 2 transports moved from 93 Sea Zone to 92 Sea Zone 4 infantry moved from 92 Sea Zone to Gibraltar 1 carrier and 1 destroyer moved from 95 Sea Zone to 91 Sea Zone 1 aaGun moved from Southern Italy to Northern Italy 1 artillery moved from Tunisia to Libya 1 fighter moved from Gibraltar to 91 Sea Zone Place Units - Italians 3 infantry placed in Southern France 4 submarines placed in 95 Sea Zone Turn Complete - Italians Italians collect 18 PUs; end with 18 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUs Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 28 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 33 PUsCombat Hit Differential Summary :
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Anzac/France are up. Please adjust your USA build deployment at this point, if you so desire as well.
Thx!
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@Booper I’m still fine with my build thanks for asking :) , I will take my turn soon.
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@Booper What do I do If i clicked past where I auto post the file?
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You can always force it to post, from the dropdown menu at the top left. Go to File -> Post PBEM/PBF Gamesave
You should use this after setting your attack combat moves, and it asks for Scramble/intercept instructions. Or when you are in the middle of a battle, and need casualty instructions. Then you can resume from the exact spot the game was paused.
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@Booper Sorry I’m not following I clicked file and don’t see that. Here’s a screenshot.

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Indeed! Must be a different version of Triple? I’ve had Post PBEM save for as long as I can remember,
It’s control M - maybe that could possibly work for youAssuming you don’t know about it, go View-> unit size -> try 125% I think it’s the only way to play
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It’s just a fast way of saving and uploading, I think. If you save your game and upload that file to the forum I think it’s effectively the same thing as that File -> Post save thing.
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Possible you need to start the game as Play by Forum as well, that may be the issue.
Otherwise, just drag the save game file into the posting window, and do it that way.
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I can confirm, you’re not getting the ability to post from the drop down menu as you didn’t select it as a Forum game when loading in.





