i am away for the weekend, so maybe sunday night
13L G40.2 AllWeNeedIsLove vs Gamerman01 (Allies +10)
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do heavy bombers look any different?
Not much. It has 2 little bomb icons below it - see my game with Kabloom.
If the plane design is different, it’s not much different.Wait - the tac bombers look a LOT different when you get heavies - again, see my game with Kabloom. Not sure why they changed tacs because they don’t get anything from heavy bombers tech
Have you seen super subs (game with Jeff)? They’re pretty cool…
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the jet piece is freaking cool - first time i saw it in tripleA!
Yeah, me too.
Speaking of freaky - jets in 1941 or 1942?!
Yeah, right! :-D
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Italians
Italians buy 2 artilleries, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Trans-Jordan to Syria
Italians take Syria from French
2 cruisers, 1 destroyer and 2 submarines moved from 95 Sea Zone to 81 Sea Zone
2 fighters moved from Southern Italy to 81 Sea ZoneCombat - Italians
Battle in 81 Sea Zone
Italians attack with 2 cruisers, 1 destroyer, 2 fighters and 2 submarines
French defend with 1 destroyer
Italians roll dice for 2 submarines in 81 Sea Zone, round 1 : 1/2 hits
French roll dice for 1 destroyer in 81 Sea Zone, round 1 : 1/1 hits
1 submarine owned by the Italians and 1 destroyer owned by the French lost in 81 Sea Zone
Italians win with 2 cruisers, 1 destroyer, 2 fighters and 1 submarine remaining. Battle score for attacker is 2
Casualties for French: 1 destroyer
Casualties for Italians: 1 submarineNon Combat Move - Italians
2 fighters moved from 81 Sea Zone to Egypt
1 artillery and 5 infantry moved from Trans-Jordan to Syria
1 battleship and 2 transports moved from 98 Sea Zone to 97 Sea Zone
1 aaGun moved from Southern Italy to 97 Sea Zone
2 infantry and 1 mech_infantry moved from Northern Italy to 97 Sea Zone
1 destroyer moved from 95 Sea Zone to 97 Sea Zone
1 aaGun, 1 battleship, 1 destroyer, 2 infantry, 1 mech_infantry and 2 transports moved from 97 Sea Zone to 99 Sea Zone
1 aaGun, 2 infantry and 1 mech_infantry moved from 99 Sea Zone to Syria
1 aaGun moved from France to Western Germany
1 aaGun, 1 artillery and 4 infantry moved from Bessarabia to RomaniaPlace Units - Italians
2 artilleries, 2 infantry and 2 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Italians collect 13 PUs; end with 13 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 18 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUsTerritory Summary for Italians :
Trans-Jordan : 1 flag, 1 infantry
Alexandria : 1 flag
Egypt : 1 flag, 2 fighters and 1 harbour
Syria : 1 flag, 1 aaGun, 1 artillery, 8 infantry and 1 mech_infantry
Western Germany : 1 aaGun
Romania : 1 aaGun, 1 artillery and 4 infantry
Northern Italy : 2 artilleries, 1 factory_major, 2 infantry and 2 mech_infantrys
Southern Italy : 1 aaGun, 1 airfield, 1 factory_minor, 2 fighters and 1 harbour
Eastern Poland : 1 flag
Bessarabia : 1 flag
99 Sea Zone : 1 battleship, 1 destroyer and 2 transports
81 Sea Zone : 2 cruisers, 1 destroyer and 1 submarineProduction/PUs Summary :
Germans : 45 / 64
Russians : 34 / 45
Japanese : 48 / 53
Americans : 61 / 81
Chinese : 2 / 4
British : 30 / 30
UK_Pacific : 10 / 10
Italians : 13 / 23
ANZAC : 14 / 14
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
5 buck shipyards AND 5 buck jets with usa early??? Holy schnikeys Batman!
yeah i am not impressed with the tech hits. 2 tech on 4 dice. now i just need the tech price to level out so another 40ipc spent and no more tech activation.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 fighters moved from Queensland to Java
1 aaGun moved from New South Wales to 62 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
1 aaGun moved from 42 Sea Zone to Java
1 cruiser moved from 54 Sea Zone to 33 Sea Zone
1 infantry moved from New South Wales to QueenslandPlace Units - ANZAC
1 artillery and 1 infantry placed in New South Wales
1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total -
5 buck shipyards AND 5 buck jets with usa early??? Holy schnikeys Batman!
yeah i am not impressed with the tech hits. 2 tech on 4 dice. now i just need the tech price to level out so another 40ipc spent and no more tech activation.
or, alternatively, how about round 5 LRA for 5 more bucks?? :lol:
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Combat Move - French
1 infantry moved from Tobruk to Alexandria
British take Alexandria from Italians
1 infantry moved from Libya to Tobruk
1 infantry moved from Anglo Egyptian Sudan to EgyptCombat - French
Battle in Egypt
French attack with 1 infantry
Italians defend with 2 fighters and 1 harbour
Italians win with 2 fighters remaining. Battle score for attacker is -3
Casualties for French: 1 infantryNon Combat Move - French
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea ZoneTurn Complete - French
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5 buck shipyards AND 5 buck jets with usa early??? Holy schnikeys Batman!
yeah i am not impressed with the tech hits. 2 tech on 4 dice. now i just need the tech price to level out so another 40ipc spent and no more tech activation.
7 dice, not 4. Big difference.
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looks like you’ve been getting your fair share of good luck in this one too love - should be a great one to watch.
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7 dice, not 4. Big difference.
That’s the effect of tech, though…. Demoralization :-D
Probably feels like there are jets everywhere and at any time they could have their range extended.Just be glad it wasn’t LRA - Your fleet in 37 or 50 (forget which) would have most likely been history…
So, when are you going to start buying?
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Love may have figured out by now that is was not a good idea to play you in a tech game. you don’t believe in tech right love?
the real test is whether he will play you in a SECOND tech game…? :lol:
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the real test is whether he will play you in a SECOND tech game…? :lol:
I know, I can see that going both ways.
I can see him saying never again - the only way to stop the tech barrage is to play no tech, or
I can see him saying “oh, it will all even out over time, so he’ll miss most of the time in game 2 and it’s fine with me if he wastes his money”I’m hoping for the latter :-)
More options is always better. Problem is, I’m the one with the guard down. When you get lulled to sleep that the other guy won’t buy tech, then all of a sudden he spends 40 in a desperate move, gets a crucial tech, and takes a capital or 2.Aren’t you getting enough experience to start playing tech, Bold? Adds a whole new dimension
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5 buck shipyards AND 5 buck jets with usa early??? Holy schnikeys Batman!
yeah i am not impressed with the tech hits. 2 tech on 4 dice. now i just need the tech price to level out so another 40ipc spent and no more tech activation.
or, alternatively, how about round 5 LRA for 5 more bucks?? :lol:
go wash your mouth out. we dont need that kind of talk here.
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]7 dice, not 4. Big difference.
that is a big difference, it is not that far off average.
that actually makes me feel a bit better, i thought you got the 2 tech off of only 4 dice.
the problem for me is now you have a decent shot at getting lra. -
Love may have figured out by now that is was not a good idea to play you in a tech game. you don’t believe in tech right love?
the real test is whether he will play you in a SECOND tech game…? :lol:
i believe in tech. i believe it is a bad strategic investment.
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the real test is whether he will play you in a SECOND tech game…? :lol:
I know, I can see that going both ways.
I can see him saying never again - the only way to stop the tech barrage is to play no tech, or
I can see him saying “oh, it will all even out over time, so he’ll miss most of the time in game 2 and it’s fine with me if he wastes his money”I’m hoping for the latter :-)
More options is always better. Problem is, I’m the one with the guard down. When you get lulled to sleep that the other guy won’t buy tech, then all of a sudden he spends 40 in a desperate move, gets a crucial tech, and takes a capital or 2.Aren’t you getting enough experience to start playing tech, Bold? Adds a whole new dimension
win or lose i would like to play again with tech. i feel i had been getting poor dice and it put me in very difficult position against a very good player. i could not employ the strategy i would have liked to.
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which transport(s) are the french infantry aboard?
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Both on 1 UK transport.
I think I put it in the game notes.
Veqryn says you can see those in history? But I haven’t verified.Let me check and make sure now.
I think the 2 British are on an American transport.
So I have 2 unused spots on 1 American transport.
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i feel i had been getting poor dice
I don’t want to be around when you start getting good dice, then. :-)
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I told Veqryn it would be good if he made it possible to see what was on enemy transports. This is his response.
@Veqryn:Transports already do a good job of keeping track of which ground units are on them, etc etc.
You can see which units are on what when you load the transport, and when you unload it, and when you move it, and when you select casualties.Yeah, great, but what about your opponent.





