@GeneralDisarray sorry for the delay, had a heart attack on Sunday, crazy few days. I’m doing ok, but this has obviously impacted my A&A time. I hope to get back to my regular game play but I will focus on the PTV playoff game I have and then your game. Just want to let you know, thanks and sorry.
13L G40 2e captain walker (axis) vs Entek (allies +10)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Purchase Units - British
British buy 3 armour, 1 bomber and 1 fighter; Remaining resources: 0 PUs;Combat Move - British
1 bomber moved from United Kingdom to 110 Sea Zone
1 infantry moved from Tunisia to Algeria
British take Algeria from ItaliansCombat - British
Battle in 110 Sea Zone
British attack with 1 bomber
Germans defend with 1 battleship, 1 carrier and 1 destroyer
British roll dice for 1 bomber in 110 Sea Zone, round 1 : 1/1 hits
Units damaged: 1 battleship owned by the Germans
Germans roll dice for 1 battleship, 1 carrier and 1 destroyer in 110 Sea Zone, round 1 : 2/3 hits
1 bomber owned by the British lost in 110 Sea Zone
Germans win with 1 battleship, 1 carrier and 1 destroyer remaining. Battle score for attacker is -12
Casualties for British: 1 bomberNon Combat Move - British
1 destroyer moved from 98 Sea Zone to 80 Sea Zone
2 infantry moved from Trans-Jordan to Iraq
2 infantry moved from Egypt to Trans-JordanPlace Units - British
3 armour placed in Egypt
1 bomber and 1 fighter placed in United KingdomTurn Complete - British
British collect 36 PUs; end with 36 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUsTurn Complete - UK_Pacific
Territory Summary for British, UK_Pacific :
Iceland : 1 airfield
Quebec : 1 armour, 1 artillery, 1 factory_minor and 2 infantry
Trans-Jordan : 2 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 3 armour, 2 artilleries, 1 factory_minor, 1 harbour and 2 infantry
Union of South Africa : 1 factory_minor and 1 harbour
Scotland : 1 aaGun, 1 airfield and 1 infantry
Malta : 1 aaGun
United Kingdom : 5 aaGuns, 1 airfield, 3 artilleries, 1 bomber, 1 factory_major, 1 fighter, 1 harbour and 4 infantry
Algeria : 1 flag, 1 infantry
Tunisia : 1 flag
Tobruk : 1 flag
Libya : 1 flag, 1 artillery
Ethiopia : 1 flag
80 Sea Zone : 1 destroyer
Iraq : 1 flag, 2 infantry
Persia : 1 flag, 2 infantryProduction/PUs Summary :
Germans : 66 / 93
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 36 / 41
UK_Pacific : 0 / 0
Italians : 13 / 14
ANZAC : 7 / 10
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Purchase Units - Italians
Italians buy 1 destroyer and 2 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 armour and 1 infantry moved from Greece to 97 Sea Zone
1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 96 Sea Zone
1 armour and 1 infantry moved from 96 Sea Zone to LibyaCombat - Italians
Battle in Libya
Italians attack with 1 armour and 1 infantry
British defend with 1 artillery
Italians roll dice for 1 armour and 1 infantry in Libya, round 1 : 1/2 hits
British roll dice for 1 artillery in Libya, round 1 : 1/1 hits
1 artillery owned by the British and 1 infantry owned by the Italians lost in Libya
Italians win, taking Libya from British with 1 armour remaining. Battle score for attacker is 1
Casualties for British: 1 artillery
Casualties for Italians: 1 infantryNon Combat Move - Italians
1 destroyer moved from 97 Sea Zone to 92 Sea ZonePlace Units - Italians
1 destroyer placed in 97 Sea Zone
2 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 14 PUs; end with 14 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 19 PUsTerritory Summary for Italians :
Southern France : 1 flag, 1 factory_minor and 1 harbour
Northern Italy : 2 aaGuns, 2 artilleries, 1 factory_major, 5 infantry and 1 mech_infantry
Libya : 1 armour
Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor, 1 fighter, 1 harbour and 7 infantry
96 Sea Zone : 1 transport
Greece : 1 flag, 3 artilleries, 1 factory_minor, 1 infantry and 2 mech_infantrys
99 Sea Zone : 1 flag
97 Sea Zone : 1 flag, 1 destroyer
92 Sea Zone : 1 destroyerProduction/PUs Summary :
Germans : 66 / 93
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 35 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 7 / 10
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
Place Units - ANZAC
1 artillery and 2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 7 PUs; end with 7 PUs totalTerritory Summary for ANZAC :
Queensland : 1 airfield, 1 fighter and 1 harbour
New Zealand : 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 armour, 2 artilleries, 1 factory_minor, 1 harbour and 3 infantry
Egypt : 1 infantryProduction/PUs Summary :
Germans : 66 / 93
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 35 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 7 / 7
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Combat Move - French
Non Combat Move - French
Turn Complete - French
Territory Summary for French :
Scotland : 2 infantry
93 Sea Zone : 1 flagProduction/PUs Summary :
Germans : 66 / 93
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 35 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 7 / 7
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Politics - Germans
Purchase Units - Germans
Germans buy 4 armour, 1 artillery, 1 destroyer, 2 fighters, 1 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs;Combat Move - Germans
2 units repaired.
2 armour, 1 artillery and 1 infantry moved from Northwest Persia to Iraq
1 armour and 2 mech_infantrys moved from Caucasus to Iraq
3 armour and 3 infantry moved from Western Germany to 113 Sea Zone
3 armour, 3 infantry and 3 transports moved from 113 Sea Zone to 111 Sea Zone
2 transports moved from 113 Sea Zone to 110 Sea Zone
2 artilleries and 2 infantry moved from Holland Belgium to 110 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 110 Sea Zone to 111 Sea Zone
1 battleship, 1 carrier and 1 destroyer moved from 110 Sea Zone to 111 Sea Zone
1 destroyer moved from 113 Sea Zone to 111 Sea Zone
3 armour, 2 artilleries and 5 infantry moved from 111 Sea Zone to Scotland
2 fighters moved from Western Germany to Scotland
1 bomber moved from Western Germany to Scotland
1 bomber moved from France to ScotlandCombat - Germans
Battle in Iraq
Germans attack with 3 armour, 1 artillery, 1 infantry and 2 mech_infantrys
British defend with 2 infantry
Germans roll dice for 3 armour, 1 artillery, 1 infantry and 2 mech_infantrys in Iraq, round 1 : 4/7 hits
British roll dice for 2 infantry in Iraq, round 1 : 1/2 hits
2 infantry owned by the British and 1 infantry owned by the Germans lost in Iraq
Germans win, taking Iraq from British with 3 armour, 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantry
Battle in Scotland
Germans attack with 3 armour, 2 artilleries, 2 bombers, 2 fighters and 5 infantry
French defend with 2 infantry; British defend with 1 aaGun, 1 airfield and 1 infantry
AA guns fire in Scotland : 1/3 hits
1 fighter owned by the Germans lost in Scotland
Germans roll dice for 1 battleship in Scotland, round 1 : 0/1 hits
Germans roll dice for 3 armour, 2 artilleries, 2 bombers, 1 fighter and 5 infantry in Scotland, round 1 : 6/13 hits
British roll dice for 1 aaGun and 3 infantry in Scotland, round 1 : 1/3 hits
1 infantry owned by the British , 2 infantry owned by the French , 1 infantry owned by the Germans and 1 aaGun owned by the British lost in Scotland
Germans win, taking Scotland from British with 3 armour, 2 artilleries, 2 bombers, 1 fighter and 4 infantry remaining. Battle score for attacker is 1
Casualties for Germans: 1 fighter and 1 infantry
Casualties for French: 2 infantry
Casualties for British: 1 aaGun and 1 infantryNon Combat Move - Germans
2 bombers moved from Scotland to Western Germany
1 fighter moved from Scotland to 111 Sea Zone
1 fighter moved from France to 111 Sea Zone
1 armour moved from Poland to Western Germany
1 artillery and 2 infantry moved from Germany to Western Germany
7 infantry moved from Slovakia Hungary to Germany
1 artillery and 1 infantry moved from Caucasus to Northwest Persia
4 armour moved from Volgograd to Northwest Persia
1 armour and 1 mech_infantry moved from Nenetsia to Novgorod
1 artillery and 2 infantry moved from Vologda to Russia
1 armour moved from Vologda to Novgorod
3 armour and 3 mech_infantrys moved from Samara to Caucasus
1 infantry moved from Tambov to Volgograd
6 artilleries and 5 infantry moved from Bryansk to Rostov
1 artillery and 1 infantry moved from Samara to VolgogradPlace Units - Germans
1 destroyer and 1 submarine placed in 97 Sea Zone
4 transports placed in 113 Sea Zone
4 armour, 1 artillery, 2 fighters and 1 infantry placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 6
Germans collect 70 PUs; end with 70 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 75 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 4 PUs; end with 79 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 84 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 99 PUsTerritory Summary for Germans :
Scotland : 1 flag, 1 airfield, 3 armour, 2 artilleries and 4 infantry
Normandy Bordeaux : 1 flag, 3 artilleries, 1 factory_minor, 1 harbour and 6 infantry
France : 1 flag, 1 airfield and 1 factory_minor
Western Germany : 2 aaGuns, 1 airfield, 5 armour, 2 artilleries, 2 bombers, 1 factory_major, 2 fighters, 1 harbour and 3 infantry
Germany : 1 aaGun, 1 factory_major, 7 infantry and 2 mech_infantrys
Denmark : 2 infantry
Holland Belgium : 6 infantry
Belarus : 1 flag
Karelia : 1 flag
Baltic States : 1 flag
Bryansk : 1 flag
Rostov : 1 flag, 6 artilleries and 5 infantry
Nenetsia : 1 flag
Vyborg : 1 flag
Archangel : 1 flag
Eastern Poland : 1 flag
Bessarabia : 1 flag
Russia : 1 flag, 1 airfield, 1 artillery, 1 factory_minor and 2 infantry
Tambov : 1 flag
Ukraine : 1 flag, 1 factory_minor
Western Ukraine : 1 flag
Vologda : 1 flag
Volgograd : 1 flag, 1 artillery, 1 factory_minor and 2 infantry
Novgorod : 1 flag, 1 aaGun, 1 airfield, 2 armour, 1 factory_minor, 1 harbour and 1 mech_infantry
Caucasus : 1 flag, 3 armour and 3 mech_infantrys
Smolensk : 1 flag
Samara : 1 flag
125 Sea Zone : 1 flag
113 Sea Zone : 4 transports
106 Sea Zone : 1 flag
Bulgaria : 1 flag
Greece : 1 armour and 1 mech_infantry
97 Sea Zone : 1 destroyer and 1 submarine
Iraq : 1 flag, 3 armour, 1 artillery and 2 mech_infantrys
Northwest Persia : 1 flag, 4 armour, 1 artillery and 1 infantry
Yugoslavia : 1 flag, 2 artilleries, 1 factory_minor, 4 infantry and 2 mech_infantrys
Finland : 1 flag
111 Sea Zone : 1 battleship, 1 carrier, 2 destroyers, 2 fighters and 5 transportsProduction/PUs Summary :
Germans : 70 / 99
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 31 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 7 / 7
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Combat Move - Russians
Non Combat Move - Russians
2 infantry moved from Buryatia to Yakut S.S.R.Turn Complete - Russians
Territory Summary for Russians :
Amur : 1 aaGun and 5 infantry
Yakut S.S.R. : 2 infantryProduction/PUs Summary :
Germans : 70 / 99
Russians : 10 / 0
Japanese : 75 / 85
Americans : 51 / 74
Chinese : 0 / 1
British : 31 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 7 / 7
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Purchase Units - Japanese
Japanese buy 1 armour, 2 artilleries, 1 carrier, 3 destroyers, 3 infantry, 2 mech_infantrys and 2 transports; Remaining resources: 0 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
1 artillery and 2 infantry moved from Northern Territory to 55 Sea Zone
1 artillery, 1 battleship, 1 carrier, 2 infantry and 2 transports moved from 55 Sea Zone to 62 Sea Zone
1 battleship moved from 61 Sea Zone to 62 Sea Zone
1 fighter and 1 tactical_bomber moved from 61 Sea Zone to New South Wales
1 fighter and 1 tactical_bomber moved from 55 Sea Zone to New South Wales
3 artilleries and 3 infantry moved from South Australia to New South Wales
1 artillery and 2 infantry moved from 62 Sea Zone to New South Wales
1 carrier moved from 61 Sea Zone to 62 Sea Zone
2 artilleries and 3 mech_infantrys moved from Eastern Persia to Persia
1 armour and 2 mech_infantrys moved from Turkmenistan to Persia
1 mech_infantry moved from Novosibirsk to Urals
Japanese take Urals from Russians
1 armour and 1 mech_infantry moved from Novosibirsk to Yenisey
Japanese take Timguska from Russians
Japanese take Yenisey from RussiansCombat - Japanese
Battle in Persia
Japanese attack with 1 armour, 2 artilleries and 5 mech_infantrys
British defend with 2 infantry
Japanese roll dice for 1 armour, 2 artilleries and 5 mech_infantrys in Persia, round 1 : 4/8 hits
British roll dice for 2 infantry in Persia, round 1 : 2/2 hits
2 infantry owned by the British and 2 mech_infantrys owned by the Japanese lost in Persia
Japanese win, taking Persia from British with 1 armour, 2 artilleries and 3 mech_infantrys remaining. Battle score for attacker is -2
Casualties for Japanese: 2 mech_infantrys
Casualties for British: 2 infantry
Battle in New South Wales
Japanese attack with 4 artilleries, 2 fighters, 5 infantry and 2 tactical_bombers
ANZAC defend with 1 armour, 2 artilleries, 1 factory_minor, 1 harbour and 3 infantry
Japanese roll dice for 2 battleships in New South Wales, round 1 : 1/2 hits
Japanese roll dice for 4 artilleries, 2 fighters, 5 infantry and 2 tactical_bombers in New South Wales, round 1 : 5/13 hits
ANZAC roll dice for 1 armour, 2 artilleries and 3 infantry in New South Wales, round 1 : 2/6 hits
3 infantry owned by the ANZAC , 2 infantry owned by the Japanese , 1 armour owned by the ANZAC and 2 artilleries owned by the ANZAC lost in New South Wales
Japanese captures 7PUs while taking ANZAC capital
Japanese win, taking New South Wales from ANZAC with 4 artilleries, 2 fighters, 3 infantry and 2 tactical_bombers remaining. Battle score for attacker is 17
Casualties for Japanese: 2 infantry
Casualties for ANZAC: 1 armour, 2 artilleries and 3 infantry
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Russians and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Americans and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for British and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for UK_Pacific and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for ANZAC and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Chinese and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for French and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Dutch and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1: Changing Relationship for Neutral_Allies and Mongolians from Strict_Neutral to Friendly_Neutral
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Allies Friendly With Mongolians
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Olgiy
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Dzavhan
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Tsagaan Olom
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Central Mongolia
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Buyant-Uhaa
Trigger Allies Friendly With Mongolians: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Ulaanbaatar
Trigger Japanese Conquer Russians Territory By Mongolia 1 activates a trigger called: Trigger Japanese Conquer Russians Territory By Mongolia 2
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Olgiy
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Dzavhan
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Tsagaan Olom
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Central Mongolia
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory Buyant-Uhaa
Trigger Japanese Conquer Russians Territory By Mongolia 2: Russians captures territory UlaanbaatarNon Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from New South Wales to 62 Sea Zone
3 carriers, 1 destroyer, 4 fighters and 2 tactical_bombers moved from 25 Sea Zone to 6 Sea Zone
2 infantry moved from Kwangtung to 20 Sea Zone
2 infantry and 1 transport moved from 20 Sea Zone to 35 Sea Zone
1 artillery and 1 infantry moved from Kwangsi to 36 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 35 Sea Zone
1 artillery and 3 infantry moved from 35 Sea Zone to Philippines
2 transports moved from 35 Sea Zone to 36 Sea Zone
3 transports moved from 37 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from India to 39 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from 36 Sea Zone to KwangsiPlace Units - Japanese
1 armour, 1 infantry and 1 mech_infantry placed in Kwangtung
3 destroyers and 2 transports placed in 6 Sea Zone
2 artilleries and 2 infantry placed in Japan
1 mech_infantry placed in Kiangsu
1 carrier placed in 6 Sea ZoneTurn Complete - Japanese
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 4
Japanese collect 82 PUs; end with 89 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 10 PUs; end with 99 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 104 PUsTerritory Summary for Japanese :
Caroline Islands : 1 aaGun, 1 airfield, 1 harbour and 2 infantry
Iwo Jima : 1 infantry
Paulau Island : 1 infantry
Kwangsi : 1 airfield, 1 artillery, 1 fighter, 1 harbour, 2 infantry and 1 tactical_bomber
Korea : 1 aaGun and 7 infantry
Kiangsu : 1 factory_minor and 1 mech_infantry
Japan : 3 aaGuns, 1 airfield, 4 artilleries, 1 bomber, 1 factory_major, 1 fighter, 1 harbour and 8 infantry
Jehol : 1 armour and 2 mech_infantrys
Shensi : 1 flag
Yunnan : 1 flag
Suiyuyan : 1 flag
Kweichow : 1 flag
Hunan : 1 flag
Kansu : 1 flag
Hopei : 1 flag
Tsinghai : 1 flag
Szechwan : 1 flag
Chahar : 1 flag
Sikang : 1 flag
Anhwe : 1 flag
Shan State : 1 flag
Burma : 1 flag
India : 1 flag, 1 airfield, 1 factory_minor and 1 harbour
Malaya : 1 flag, 1 harbour and 1 infantry
Borneo : 1 flag
Kwangtung : 1 flag, 1 armour, 1 factory_minor, 1 harbour, 1 infantry and 1 mech_infantry
Northern Territory : 1 flag
New South Wales : 1 flag, 4 artilleries, 1 factory_minor, 1 harbour and 3 infantry
South Australia : 1 flag
Western Australia : 1 flag
Philippines : 1 flag, 1 airfield, 1 artillery, 1 fighter, 1 harbour, 3 infantry and 1 tactical_bomber
Yenisey : 1 flag, 1 armour and 1 mech_infantry
Timguska : 1 flag
Kazakhstan : 1 flag
French Indo China : 1 flag
Celebes : 1 flag
Java : 1 flag
Dutch New Guinea : 1 flag
Sumatra : 1 flag, 1 infantry
42 Sea Zone : 1 flag
41 Sea Zone : 1 flag
43 Sea Zone : 1 flag
36 Sea Zone : 6 transports
35 Sea Zone : 1 destroyer and 2 transports
25 Sea Zone : 4 destroyers
6 Sea Zone : 5 carriers, 6 destroyers, 6 fighters, 1 submarine, 2 tactical_bombers and 2 transports
62 Sea Zone : 2 battleships, 2 carriers, 2 fighters, 2 tactical_bombers and 2 transports
West India : 1 flag
Urals : 1 flag, 1 mech_infantry
Novosibirsk : 1 flag
Turkmenistan : 1 flag
Eastern Persia : 1 flag
Persia : 1 flag, 1 armour, 2 artilleries and 3 mech_infantrysProduction/PUs Summary :
Germans : 70 / 99
Russians : 7 / 0
Japanese : 82 / 104
Americans : 51 / 74
Chinese : 0 / 1
British : 29 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 5 / 0
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
That should be it for the allies. I don’t think they can get one of the VC’s back on the Pacific side on their turn so Japan will win the game.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansPurchase Units - Americans
Americans buy 1 artillery, 1 cruiser, 6 destroyers, 1 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
4 infantry moved from Gibraltar to 91 Sea Zone
3 artilleries moved from Gibraltar to 91 Sea Zone
1 artillery moved from Morocco to 91 Sea Zone
1 tactical_bomber moved from 91 Sea Zone to Normandy Bordeaux
1 fighter moved from 91 Sea Zone to Normandy Bordeaux
4 artilleries, 4 infantry and 4 transports moved from 91 Sea Zone to 105 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 105 Sea Zone to 110 Sea Zone
3 artilleries, 3 infantry and 3 transports moved from 105 Sea Zone to 110 Sea Zone
3 artilleries moved from 110 Sea Zone to Normandy Bordeaux
1 artillery and 4 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 submarine moved from 91 Sea Zone to 92 Sea Zone
1 destroyer moved from 91 Sea Zone to 92 Sea ZoneCombat - Americans
Battle in 92 Sea Zone
Americans attack with 1 destroyer and 1 submarine
Italians defend with 1 destroyer
Americans roll dice for 1 submarine in 92 Sea Zone, round 1 : 0/1 hits
Americans roll dice for 1 destroyer in 92 Sea Zone, round 1 : 1/1 hits
Italians roll dice for 1 destroyer in 92 Sea Zone, round 1 : 1/1 hits
1 submarine owned by the Americans and 1 destroyer owned by the Italians lost in 92 Sea Zone
Americans win with 1 destroyer remaining. Battle score for attacker is 2
Casualties for Italians: 1 destroyer
Casualties for Americans: 1 submarine
Battle in Normandy Bordeaux
Americans attack with 4 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber
Germans defend with 3 artilleries, 1 factory_minor, 1 harbour and 6 infantry
Americans roll dice for 4 artilleries, 1 fighter, 4 infantry and 1 tactical_bomber in Normandy Bordeaux, round 1 : 3/10 hits
Germans roll dice for 3 artilleries and 6 infantry in Normandy Bordeaux, round 1 : 6/9 hits
2 artilleries owned by the Americans , 3 infantry owned by the Germans and 4 infantry owned by the Americans lost in Normandy Bordeaux
Americans roll dice for 2 artilleries, 1 fighter and 1 tactical_bomber in Normandy Bordeaux, round 2 : 2/4 hits
Germans roll dice for 3 artilleries and 3 infantry in Normandy Bordeaux, round 2 : 2/6 hits
2 artilleries owned by the Americans and 2 infantry owned by the Germans lost in Normandy Bordeaux
Germans win with 3 artilleries and 1 infantry remaining. Battle score for attacker is -13
Casualties for Germans: 5 infantry
Casualties for Americans: 4 artilleries and 4 infantry
1 fighter owned by the Americans and 1 tactical_bomber owned by the Americans retreatedNon Combat Move - Americans
1 fighter moved from Normandy Bordeaux to 110 Sea Zone
1 tactical_bomber moved from Normandy Bordeaux to 110 Sea Zone
1 carrier moved from 91 Sea Zone to 110 Sea Zone
1 artillery and 2 infantry moved from Morocco to AlgeriaPlace Units - Americans
1 cruiser, 6 destroyers and 1 transport placed in 10 Sea Zone
1 artillery and 1 infantry placed in Western United StatesTurn Complete - Americans
Americans collect 51 PUs; end with 51 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 56 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 71 PUsTerritory Summary for Americans :
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 2 aaGuns, 1 airfield, 1 artillery, 1 bomber, 1 factory_major, 1 harbour, 1 infantry and 1 mech_infantry
Hawaiian Islands : 1 airfield, 1 harbour and 2 infantry
Midway : 1 airfield, 7 artilleries, 1 harbour and 7 infantry
10 Sea Zone : 1 battleship, 2 cruisers, 9 destroyers and 1 transport
Central United States : 1 factory_major
Eastern United States : 2 aaGuns, 1 airfield, 1 factory_major, 1 harbour and 3 mech_infantrys
Gibraltar : 1 infantry
Morocco : 1 flag
Algeria : 1 artillery and 2 infantry
92 Sea Zone : 1 destroyer
110 Sea Zone : 1 carrier, 1 fighter, 1 tactical_bomber and 4 transportsProduction/PUs Summary :
Germans : 70 / 99
Russians : 7 / 0
Japanese : 82 / 104
Americans : 51 / 71
Chinese : 0 / 1
British : 29 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 5 / 0
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_ClosedCombat Move - Chinese
Non Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 1 PU totalTerritory Summary for Chinese :
Production/PUs Summary :
Germans : 70 / 99
Russians : 7 / 0
Japanese : 82 / 104
Americans : 51 / 71
Chinese : 0 / 1
British : 29 / 41
UK_Pacific : 0 / 0
Italians : 14 / 19
ANZAC : 5 / 0
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0 -
Shoot, I hit done again. Here’s the file. :?
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@captain:
That should be it for the allies. I don’t think they can get one of the VC’s back on the Pacific side on their turn so Japan will win the game.
I think you’re right! Thanks for playing and congrats!
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You have to go to the league results thread and post the outcome and a link to the game.
We can play another league game but before we do I’d like to point out some of the things you’re missing in the game? -
Pointers are nice!
Do I post to the League thread or do you?
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You post.
If you look at our game you left Brazil untouched the whole game. The US or UK should activate that as soon as they can to get the 2pu’s and the three infantry. I usually send two US transports and an arty there as soon as the US can move there…and then move them to Gib.
You also left your Canadians miss all the action…you can build some transports and send them to Gib also. If you think ahead you can plan it out so the US and UK land at Gib on the same round.
Your Russian tactics are ok in the first rounds of the game, but as Germany starts to gain the advantage you should withdraw and start stacking Moscow. It makes it tough on Germany to take Moscow if there’s fifty infantry there…and that’s possible in most situations.
Also…if you’re going to stack naval like you did at Midway,utilize the benefits of the air base. Placing fighters there to scramble can deter an attack on your fleet.
In the early rounds of the game it’s best for the US to build up against Japan until they have superior power to confront them.Any questions?
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Instead of stacking the naval is it better to spread it out?
I kept thinking about the Canadians and about Brazil, but I never felt like I had the resources to spare to bring them to the fight.
Is it worth abandoning the two facilities at the frontline in Russia to stack Moscow?
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No it’s better to stack the naval…just keep them out of range of a major enemy fleet or use destroyers to block any attacks. That’s a real pain when someone uses the destroyer screen…it’s very effective.
You should bring Brazil in with the US right away…those 2pu’s can add up as the game goes on.
Yes…it’s worth it to abandon the two fronline IC’s. If Germany is pressing North then you may be able to counterattack south or vice versa, but when it’s futile to attack it’s best to withdraw towards Moscow. If you withdraw while stacking Moscow it takes Germany a while to get sufficient forces to the front to take it because by the time they get there, the US/UK are hitting them in Europe…so they have to start diverting forces for that.
I usually try to get the NO’s for Russia also…like taking Iraq. And I’ll leave Italian Somaliland untouched just in case I get a Russian mech down there to get the NO for that. -
thank you for the pointers!
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A lot of times I’ll go to other game threads and download a file just to see how their game is going and what strategies they’re using. It helps give me some ideas on how to press an attack or defend against one.
A G1 attack on Russia is tough to defend against…and that’s become quite popular in the forums. I still haven’t be able to stop that very effectively. -
One of the games I’m playing, the guy has been bringing the Japanese fleet over to the Middle East and bypassing India, etc. At the same time he’s basically abandoning western europe trusting to air power to destroy the transports off england to prevent invasion. It worked the first time around, I am hoping I can prevent it’s success this time.





