TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition
Game History
Round: 1 Purchase Units - GermansCombat Hit Differential Summary :
Germany 4
Buy-$56- 2DD, 2SS, 4tnks, 1mec- no change
CM
1inf fm Fin to Kar- free
1mec fm Pol to Bel- free
1mec fm Pol to WUkr- free
1mec fm Pol to Bes- free
2inf, 1art, 1mec to BalS fm Pol
BalSt
2inf, 1art, 1mec
Rolls: 2@1, 2@2; Total Hits: 22@1,: (6, 3)2@2: (1, 2)
def 1inf
Rolls: 1@2; Total Hits: 01@2: (3)
BSt twnl
NCM
whole navy fm z91 to z112
all aircraft fm Fra to WGer
unload 1inf on Egy
3mec, 3tnk fm Ger, Pol to WGer
3mec, 3tnk fm Ger, Pol to EPol
5inf fm Fin to Nor
1tnk fm SGer to EPol
3inf fm Bul to Rom
Rom land units to EPol
Placement- 2DD, 2SS in z112, 4tnk, 1mec in Ger
***Of course DOW on USSR is in effect
Convoy z115
1SS, 1CZ
Rolls: 3@3; Total Hits: 33@3: (3, 1, 2)
115 isn’t a convoy zone
***I’m sorry- no convoy symbol there- duh- no convoy raid- cancel that
Collect- $61
USSR 4
PURCHASE & REPAIR
3 mech
1 art
7 inf
37 total
COMBAT MOVES
North Ukraine
2 inf, 1 art from south Ukraine
a
Rolls: 1@1, 2@2; Total Hits: 21@1,: (1)2@2: (4, 2)
d
Rolls: 1@2; Total Hits: 01@2: (3)
Belarus
2 inf, 2 fig, 1 tac from Bryansk
a
Rolls: 2@1, 2@3, 1@4; Total Hits: 12@1,: (6, 6)2@3,: (4, 2)1@4: (6)
d
Rolls: 1@2; Total Hits: 11@2: (1)
NONCOMBAT MOVES
z114
1 cruiser from 115
z106
1 sub from z109
Vyborg
1 fig, 1 tac from battle of Belarus
Novgorod
1 AA, 12 inf, 7 art from Archangel
3 armor from Bryansk
Belarus
2 inf from Archangel
1 AA from Bryansk
South Ukraine
1 AA, 10 inf, 6 art from Bryansk
North Ukraine
1 AA from Bryansk
Bryansk
6 inf from Russia
Samara
1 art from Russia
Timguska
2 AA, 18 inf from Yenisey
North Persia (walk in)
1 AA, 2 inf, 2 art from Caucasus
2 mech from Rostov
(activate friendly neutral)
MOBILIZE UNITS
3 mech in Novgorod
3 inf in South Ukraine
1 art, 4 inf in Russia
COLLECT INCOME
USSR 4 = 34(territories) +5(Murmansk) = $39
Japan 4
Buy- $45- 1Major IC, 1TT, 1DD- no change
BANZAI!!!
CM
6inf to Sum, Java, Bor, Cel and via TTs fm z36- all free
1inf fm Kwa to Fic- free
2inf fm Sia to Shn- free
1inf, 1art fm Jap to Alaska- free via TT fm z6 to z2
1inf, 1art fm Jap to Sib via TT fm z6- free (does NOT break Pact)
1TT, 2SS w/1inf to Mala fm z36/Kwa to land in Mala- free
1TT w/1inf, 1art to Phil w/1inf, 1art fm Jap to Phil via TT fm z6
2inf, 2art, 2ftr, 2tac fm Kwa to HongKong
all land units fm Sui to Kan and 2bmrs fm Kwa to Kan
4inf, 1art fm Kwe to She
2ftr, 2tac fm Kwa to She
4inf, 2art, 1mec, 1tnk fm Kwe to Sze
1ftr, 1tac fm Kwa to Sze
1SS, 1DD fm z6 to z26
CB
Mala
2SS
Rolls: 2@2; Total Hits: 02@2: (4, 4)
def 1DD
Rolls: 1@2; Total Hits: 11@2: (2)
crap…I forgot the planes…oh well my mistake
1SS
Rolls: 1@2; Total Hits: 01@2: (4)
def
1DD
Rolls: 1@2; Total Hits: 11@2: (2)
you can add the planes if you like. no big deal.
thanks…you’re more than kind…I had so many battles I was typing out I forgot to double check them.
planes for z37 r1
ftr and tac fm Kwa
Rolls: 1@3, 1@4; Total Hits: 01@3,: (6)1@4: (6)
Hong Kong
2inf, 2art, 1ftr, 1tac
Rolls: 4@2, 2@3, 2@4; Total Hits: 34@2,: (4, 5, 1, 1)2@3,: (4, 5)2@4: (2, 6)
def 2inf
Rolls: 2@2; Total Hits: 22@2: (1, 2)
Kan
7inf, 2art, 2bmrs
Rolls: 5@1, 4@2, 2@4; Total Hits: 45@1,: (5, 6, 6, 1, 6)4@2,: (6, 1, 5, 2)2@4: (6, 1)
def 6inf
Rolls: 6@2; Total Hits: 16@2: (4, 6, 2, 4, 5, 5)
She
4inf, 1art, 2ftr, 2tac
Rolls: 3@1, 2@2, 2@3, 2@4; Total Hits: 43@1,: (1, 4, 5)2@2,: (6, 1)2@3,: (4, 6)2@4: (2, 1)
def 4inf
Rolls: 4@2; Total Hits: 14@2: (5, 3, 1, 6)
Sze
4inf, 2art, 1mec, 1tnk, 1tac, 1ftr
Rolls: 3@1, 4@2, 2@3, 1@4; Total Hits: 13@1,: (5, 6, 5)4@2,: (4, 6, 5, 3)2@3,: (6, 3)1@4: (5)
def 4inf
Rolls: 4@2; Total Hits: 04@2: (6, 4, 3, 5)
z25
1SS, 1DD
Rolls: 2@2; Total Hits: 02@2: (5, 6)
def 1DD
Rolls: 1@2; Total Hits: 01@2: (4)
Phil
2inf, 2art
Rolls: 4@2; Total Hits: 34@2: (4, 1, 1, 2)
def 2inf
Rolls: 2@2; Total Hits: 12@2: (6, 2)
wow- I still hate the French
planes r2
Rolls: 1@3, 1@4; Total Hits: 21@3,: (2)1@4: (1)
z37 cleared with a loss of 2SS- :xgrrrrrr…well, at least I can land- thanks. I guess I owe you one.
Kan
6inf, 2art, 2bmrs
Rolls: 4@1, 4@2, 2@4; Total Hits: 34@1,: (5, 5, 1, 2)4@2,: (5, 1, 6, 1)2@4: (5, 6)
Sze
4inf, 2art, 1mec, 1tnk, 1ftr, 1tac
Rolls: 3@1, 4@2, 2@3, 1@4; Total Hits: 33@1,: (6, 6, 5)4@2,: (4, 5, 5, 2)2@3,: (6, 3)1@4: (4)
def 3inf
Rolls: 3@2; Total Hits: 23@2: (1, 2, 6)
z25
1SS, 1DD
Rolls: 2@2; Total Hits: 12@2: (6, 1)
def 1DD
Rolls: 1@2; Total Hits: 01@2: (5)
Kan
def 2inf
Rolls: 2@2; Total Hits: 02@2: (3, 4)
NCM
bmrs back to Kwe
2ftr, 2tac fm She to Kwe
1ftr, 2tac fm Sze and HongKong to Kwa
1DD fm z20 to z35
2DD fm z36 to z42 and z44
2BB, 2CZ, 3AC loaded to z6
1ftr, 1tac fm z37 to Kwa
4inf fm Anh to Kwe
1ftr fm HongKong to AC in z6
1ftr fm AC in z36 to Jap
Placement- 1Major IC in Kor, 1TT, 1DD in z6
Collect- $70
Of course I Declared War and all Allies
Q, are you noticing in your games that Russia always gets crushed now by a Japanese move across China?? Germany doesn’t even seem to need to do much except just put some pressure on them to deploy units to the West and then Japan stabs them in the back every time. Japan does a few silly stunts in the Pacific to keep America occupied and hopefully shut down india, but the real focus is on Russia. That’s what I am seeing anyway.
Yes it seems that way but I can’t honestly verify that yet.
Yes it does seem that if Sealion fails (not good enough G1 rolls to secure a G3 landing) then the goal for the Axis I think should be to gun for Russia hard.
However a counter for the Allies is possible I believe.
For example in this game, I usually build all mech with India. This way by turn 4 India has a stack of mech that can be used to keep pressure on Yunnan and other tts in SEast Asia OR swoop quickly back up to Russia to help or the MidEast. If needed, India can be evacuated (by quick moving mech and planes) to stop the Japanese land/aircraft rush somewhat and allow the 18inf to get back to Moscow in time. With India evacuated, its very tempting for Japan to be distracted to take India giving breathing room for Russia.
Another thing I do with Russia is attack Japan by R3:
R1 18inf stack in Bury (Japan thinks they are going west so they attack China and position for a southern assault)
R2 18inf step back up into Amur (Japan is perplexed- keeps and eye on it but usually continues its southern plan)
R3 18inf attacks Korea and takes (This does not negate the pact- see if Japan bites on Amur to ignite the pact- by this time US is actually in position to land planes on Korea if needed)
R4 18inf breaks pact (if Japan doesn’t bite on Korea trick) and attacks Manchuria
If Japan attacks the stack at any time they will be grossly out of position. They will lose precious land units doing this and lose tempo also. All India has to do is keep taking Yunnan with China (Declaring war if necessary on turn 2-3). The three prong attack (Russia, China, India/ANZAC) gives the US the time it needs to build a beast of a force in the Pacific with Trannies. Turn 4 US takes Carolines as a main launching point and the rest is history- Japan is sacked.
This why I believe the game is still slightly Allied advantage. Can’t verify that for sure though.
I dunno i think the allies would have to play very well and get some luck. Axis can beat Russia early. anyway….
USA 4
AMERICA AT WAR!
PURCHASE & REPAIR
2 carriers
1 destroyer
3 fig
1 transport
77 total
COMBAT MOVES
Iwojima (1 inf)
1 inf, 1 art from Johnaton island via tt 30 to z17
1 cruiser from z45 for bombard
bombard
Rolls: 1@3; Total Hits: 11@3: (2)
a
Rolls: 2@2; Total Hits: 12@2: (3, 2)
d
Rolls: 1@2; Total Hits: 01@2: (4)
z35 (1 destroyer, 2 transports)
1 sub, 2 fig from z45
a
Rolls: 1@2, 2@3; Total Hits: 21@2,: (2)2@3: (2, 6)
d
Rolls: 1@2; Total Hits: 01@2: (5)
Philippines (1 inf, 2 art)
3 inf, 1 art from z54 via tt z54 to z35
2 fig from z45
a
Rolls: 2@1, 2@3, 2@3; Total Hits: 22@1,: (2, 2)2@3,: (5, 3)2@3: (6, 1)
d
Rolls: 3@2; Total Hits: 33@2: (1, 2, 1)
z42 (1 destroyer, 1 transport)
1 sub, 2 fig from z45
a
Rolls: 1@2, 2@3; Total Hits: 01@2,: (4)2@3: (6, 6)
d
Rolls: 1@2; Total Hits: 01@2: (4)
Java (1 inf)
1 inf, 1 art from z54 via tt z54 to z42
a
Rolls: 2@2; Total Hits: 12@2: (2, 4)
d
Rolls: 1@2; Total Hits: 11@2: (2)
Also the naval coordination in the Pacific for the Allies is killer for Japan. Â A lot of DD blocks and sub attacks with can-opener type stuff. Â Very hard for Japan to deal with. Â That is why I moved my Japanese navy back up to z6. Â Otherwise you could cut me off from my own navy in Kwa through a coordinated blocking scheme- really sucks.
… if the allies can coordinate. Probably a lot easier in a 1 on 1 game than a face to face game with separate US and UK players.
Philippines 2
I rolled 2@3 instead of 2@2 so 1 hit didn’t count
a
Rolls: 1@2, 2@3; Total Hits: 21@2,: (1)2@3: (1, 6)
d
Rolls: 2@2; Total Hits: 02@2: (5, 4)
z42 2
a
Rolls: 1@2, 2@3; Total Hits: 01@2,: (5)2@3: (4, 6)
d
Rolls: 1@2; Total Hits: 11@2: (2)
z42 3
a
Rolls: 2@3; Total Hits: 12@3: (2, 6)
d
Rolls: 1@2; Total Hits: 01@2: (6)