Turn and round done.
Germany may proceed…
Godspeed :)
2 destroyers and hit on carrier
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Research Technology - Americans
Americans spend 10 on tech rolls
Americans removing all Technology Tokens after successful research.
Americans discover Shipyards
Activate Technology - Americans
Americans activating Shipyards
Purchase Units - Americans
Americans buy 3 armour, 2 fighters, 4 infantry and 3 submarines; Remaining resources: 1 PUs; 0 techTokens;
Combat Move - Americans
1 carrier moved from 91 Sea Zone to 93 Sea Zone
1 bomber and 2 fighters moved from Norway to 93 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 battleship moved from 26 Sea Zone to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
1 infantry moved from Siberia to Amur
Americans take Amur from Japanese
1 mech_infantry moved from Siberia to Sakha
Americans take Sakha from Japanese
1 destroyer moved from 10 Sea Zone to 7 Sea Zone
1 carrier, 1 cruiser, 2 destroyers and 1 submarine moved from 26 Sea Zone to 6 Sea Zone
1 destroyer moved from 33 Sea Zone to 6 Sea Zone
Americans take 22 Sea Zone from Japanese
2 fighters moved from Caroline Islands to 6 Sea Zone
1 destroyer moved from 10 Sea Zone to 7 Sea Zone
Combat - Americans
Japanese scrambles 1 units out of Japan to defend against the attack in 6 Sea Zone
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 5
Kamikaze Suicide Attack attacks 1 carrier owned by the Americans scoring 0 hits. Rolls: 5
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 4
Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 3
Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits. Rolls: 5
Kamikaze Suicide Attack attacks 1 battleship owned by the Americans scoring 0 hits. Rolls: 6
Battle in 6 Sea Zone
Americans attack with 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 2 fighters, 1 submarine and 1 transport
Japanese defend with 7 destroyers, 1 fighter, 3 submarines and 2 transports
Units damaged: 1 battleship owned by the Americans
Japanese win with 3 destroyers, 1 fighter and 2 transports remaining. Battle score for attacker is -41
Casualties for Japanese: 4 destroyers and 3 submarines
Casualties for Americans: 1 battleship, 1 carrier, 1 cruiser, 3 destroyers, 2 fighters, 1 submarine and 1 transport
Battle in 7 Sea Zone
Americans attack with 2 destroyers
Japanese defend with 1 submarine
Americans win with 1 destroyer remaining. Battle score for attacker is -1
Casualties for Japanese: 1 submarine
Casualties for Americans: 1 destroyer
Battle in 93 Sea Zone
Americans attack with 1 bomber, 1 carrier and 2 fighters
Germans defend with 1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 1 transport; Italians defend with 1 destroyer
Units damaged: 1 carrier owned by the Germans
Units damaged: 1 carrier owned by the Americans
1 carrier owned by the Americans retreated to 92 Sea Zone
Germans win with 1 carrier, 1 fighter, 1 tactical_bomber and 1 transport remaining. Battle score for attacker is -4
Casualties for Germans: 1 destroyer
Casualties for Italians: 1 destroyer
Casualties for Americans: 2 fighters
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
1 tactical_bomber owned by the Germans and 1 fighter owned by the Germans forced to land in Southern France
Non Combat Move - Americans
2 infantry moved from Norway to Finland
1 armour moved from Libya to Alexandria
1 armour moved from Morocco to Tunisia
1 infantry moved from New Brunswick Nova Scotia to 106 Sea Zone
1 aaGun moved from New Brunswick Nova Scotia to 106 Sea Zone
1 bomber moved from 93 Sea Zone to Gibraltar
1 bomber moved from Eastern United States to Norway
2 infantry moved from Eastern United States to Quebec
2 cruisers, 1 destroyer and 1 submarine moved from 63 Sea Zone to 26 Sea Zone
1 fighter moved from 62 Sea Zone to Caroline Islands
2 fighters moved from Hawaiian Islands to Midway
1 transport moved from 30 Sea Zone to 26 Sea Zone
1 carrier moved from 62 Sea Zone to 63 Sea Zone
1 submarine moved from 62 Sea Zone to 63 Sea Zone
1 bomber moved from New Zealand to Caroline Islands
1 aaGun, 1 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 aaGun moved from 91 Sea Zone to Gibraltar
1 transport moved from 91 Sea Zone to 106 Sea Zone
1 mech_infantry moved from Southeast Mexico to 89 Sea Zone
1 mech_infantry and 1 transport moved from 89 Sea Zone to 101 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 106 Sea Zone
1 infantry moved from 106 Sea Zone to Quebec
1 mech_infantry moved from 106 Sea Zone to Quebec
1 fighter moved from Caroline Islands to Midway
1 mech_infantry moved from Egypt to Iraq
2 fighters moved from 125 Sea Zone to Norway
Place Units - Americans
2 armour and 1 infantry placed in Norway
1 submarine placed in 10 Sea Zone
1 submarine placed in 101 Sea Zone
1 armour and 1 infantry placed in Central United States
1 fighter and 2 infantry placed in Eastern United States
1 fighter placed in Western United States
1 submarine placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 58 PUs; end with 59 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 79 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
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: 2 PUs;
Combat Move - Chinese
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from Japanese
Combat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
3 infantry placed in Chahar
Turn Complete - Chinese
Chinese collect 8 PUs; end with 10 PUs total
I give up - this is not my game
Lost both British bombers - AA at Volgo and a carrier shot in 93
Good game -
Do you want to play the tie-breaker?
good game guys. GAME 3!!! maybe the tech will be neither hot nor cold!
good game guys. GAME 3!!! maybe the tech will be neither hot nor cold!
for game 3 perhaps a no tech game would be most appropriate?
I give up - this is not my game
Lost both British bombers - AA at Volgo and a carrier shot in 93Good game -
Do you want to play the tie-breaker?
thanks for the game gamerman, it was fun.
i like playing against you as you are a good player. however, i am under the impression that you do not like me, and are turned off by playing me. i hope i’m incorrect. i would hate to start another game with you only to have you be annoyed and not enjoy the game.
if i’m off base let me know and i would be happy start a tie-breaker. if we do start another i will probably not only post game posts.
No, you are incorrect that I do not like you
Your one comment came across as arrogant but that’s forgiveable
It is outweighed by your clear desire to make peace and for everybody to just get along (hence your name)
I was losing my first game of the year and you were getting good luck and I couldn’t get anything to happen so I was frustrated, too, you understand
We must not let small misunderstandings that happen from internet written communication to get in the way of game 3.
I am sure you did have fun, what with dropping Russia on round 5 and commanding 7 bombers with Germany for most of the game and having a very healthy Germany and Japan :lol:
I think we need to play game 3, and go ahead and start now like you said.
I would like to bid 10 with allies again, but if you want to bid 10 with allies then I think we should roll for it.
Since you don’t buy tech, I think it probably would be a good idea to go no tech for game 3 like Bold suggests.
Wouldn’t want to win the game on a tech at a key moment when you’re not even trying for them, and don’t want to be handicapped by never hitting them like game 2
i’m glad i was wrong.
let’s fire up the tie breaker, and use technology. you know i will probably not roll for it, but you never know when i might just need the game changing long range aircraft. and i like seeing you spend your ipc on it.
if you would like to play with technology tokens i’m fine with that aswell.
i will bid allies+9
If its true its not arrogant right? :wink:
by definition, if it is true it is not arrogant.
you can say it was tasteless and i’m classless, but my remarks were truthful.
I think we’ll be better off not discussing arrogance any more :-P
Hmmmmmm…. I propose no tech and you offer to play tech with tokens… interesting…
No, I have decided I would prefer game 3 actually be no tech
I bid 8
technology is fun, but a huge waste of ipc at their current average cost.
with tech tokens i would buy tech.
i will start a new thread for our new game