@Stucifer I’m in the hospital. Been a bit sick. Just looking on my phone. Did I forget to move my BB?!? Oh boy. Unsure when I will be released. I’ll do my best to keep you updated
Cow (9 allies) v Hobo
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Come up with some better lines. There is trash talk and then there is trolling. Trash talk is actually good.
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I am going to pretend you do not exist so I am not going to comment on anything and just report you everytime you comment me.
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@Cow:
I am going to pretend you do not exist so I am not going to comment on anything and just report you everytime you comment me.
You arent so tough after you get schooled. :lol:
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I am just going to close with this.
It is not my fault you cannot get laid in Germany. I am done with you. We 1-1 now and in the final match you will be 2-1. Be patient. Be ignored.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round :7
Purchase Units - Japanese
Japanese repair 5 damage on 5 factory_minors; Remaining resources: 54 PUs; 6 SuicideAttackTokens;
Japanese buy 1 destroyer, 3 fighters, 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 unit repaired.
1 infantry moved from Malaya to Shan State
1 tactical_bomber moved from Shensi to Szechwan
1 infantry moved from Kweichow to Szechwan
1 armour moved from Tsinghai to Novosibirsk
Japanese take Novosibirsk from Russians
1 armour moved from Novosibirsk to Timguska
Japanese take Timguska from Russians
1 artillery moved from Tsinghai to Sikang
Japanese take Sikang from Chinese
1 transport moved from 6 Sea Zone to 19 Sea Zone
1 infantry moved from Kiangsu to 19 Sea Zone
1 infantry and 1 transport moved from 19 Sea Zone to 6 Sea Zone
1 infantry moved from Japan to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
2 fighters moved from 41 Sea Zone to Shan State
1 bomber moved from Kweichow to Szechwan
1 bomber moved from Kweichow to Shan State
1 infantry moved from Dutch New Guinea to New Guinea
Japanese take New Guinea from ANZACCombat - Japanese
Battle in Shan State
Japanese attack with 1 bomber, 2 fighters and 1 infantry
British defend with 1 infantry
Japanese roll dice for 1 bomber, 2 fighters and 1 infantry in Shan State, round 1 : 2/4 hits
UK_Pacific roll dice for 1 infantry in Shan State, round 1 : 0/1 hits
1 infantry owned by the British lost in Shan State
Japanese win, taking Shan State from UK_Pacific with 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Szechwan
Japanese attack with 1 bomber, 1 infantry and 1 tactical_bomber
Chinese defend with 1 infantry
Japanese roll dice for 1 bomber, 1 infantry and 1 tactical_bomber in Szechwan, round 1 : 2/3 hits
Chinese roll dice for 1 infantry in Szechwan, round 1 : 1/1 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Szechwan
Japanese win with 1 bomber and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in KoreaNon Combat Move - Japanese
2 mech_infantrys moved from Kweichow to Kwangsi
3 mech_infantrys moved from Hunan to Kwangsi
2 infantry moved from Kiangsu to Kiangsi
1 aaGun, 4 artilleries and 5 infantry moved from French Indo China to Kwangsi
1 infantry moved from Sumatra to 41 Sea Zone
1 artillery moved from Sumatra to 41 Sea Zone
1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 infantry and 2 transports moved from 41 Sea Zone to 37 Sea Zone
1 artillery moved from Malaya to 37 Sea Zone
2 artilleries, 1 battleship, 1 carrier, 1 cruiser, 1 infantry and 2 transports moved from 37 Sea Zone to 36 Sea Zone
2 artilleries moved from 36 Sea Zone to Kwangsi
1 infantry moved from 36 Sea Zone to Kwangsi
1 tactical_bomber moved from Szechwan to Kwangsi
2 fighters moved from Shan State to Kwangsi
1 bomber moved from Shan State to Kwangsi
1 bomber moved from Szechwan to Kwangsi
4 mech_infantrys moved from Tsinghai to Timguska
1 mech_infantry moved from Shensi to Timguska
1 destroyer moved from 6 Sea Zone to 36 Sea ZonePlace Units - Japanese
2 infantry and 1 mech_infantry placed in Kiangsu
3 fighters and 2 infantry placed in Japan
1 destroyer placed in 6 Sea ZoneTurn Complete - Japanese
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 1,5
Japanese collect 59 PUs (1 lost to blockades); end with 59 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 64 PUsTerritory Summary for Japanese :
Caroline Islands : 1 aaGun, 1 airfield, 1 artillery, 1 harbour and 1 infantry
Kwangsi : 1 aaGun, 6 artilleries, 2 bombers, 2 fighters, 8 infantry, 5 mech_infantrys and 1 tactical_bomber
Korea : 2 infantry
Kiangsu : 1 factory_minor, 2 infantry and 1 mech_infantry
Kiangsi : 2 infantry
Japan : 3 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 3 fighters, 1 harbour and 2 infantry
Shensi : 1 flag
Suiyuyan : 1 flag
Kweichow : 1 flag
Hunan : 1 flag
Kansu : 1 flag
Hopei : 1 flag
Tsinghai : 1 flag
Chahar : 1 flag
Sikang : 1 flag, 1 artillery
Anhwe : 1 flag
Shan State : 1 flag, 1 infantry
Malaya : 1 flag, 1 harbour
Borneo : 1 flag
Kwangtung : 1 flag, 1 harbour
New Guinea : 1 flag, 1 infantry
Philippines : 1 flag, 1 airfield and 1 harbour
Wake Island : 1 flag, 1 airfield
Timguska : 1 flag, 1 armour and 5 mech_infantrys
French Indo China : 1 flag
Celebes : 1 flag, 1 infantry
Java : 1 flag
Dutch New Guinea : 1 flag, 1 infantry
Sumatra : 1 flag
36 Sea Zone : 1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 2 transports
6 Sea Zone : 1 battleship, 5 carriers, 1 cruiser, 2 destroyers, 7 fighters, 3 submarines, 3 tactical_bombers and 1 transport
Novosibirsk : 1 flagProduction/PUs Summary :
Germans : 52 / 72
Russians : 18 / 29
Japanese : 60 / 64
Americans : 54 / 76
Chinese : 5 / 7
British : 31 / 39
UK_Pacific : 6 / 7
Italians : 24 / 31
ANZAC : 10 / 10
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round :7
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 1 destroyer, 2 fighters, 1 infantry, 3 submarines and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 bomber and 2 fighters moved from Buryatia to 6 Sea Zone
2 tactical_bombers moved from Midway to 6 Sea Zone
3 fighters and 1 tactical_bomber moved from 25 Sea Zone to 6 Sea Zone
1 battleship, 2 carriers, 3 cruisers, 4 destroyers and 6 submarines moved from 25 Sea Zone to 6 Sea Zone
3 destroyers moved from 26 Sea Zone to 6 Sea Zone
1 artillery and 3 infantry moved from Midway to 25 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 25 Sea Zone to 6 Sea Zone
1 artillery and 3 infantry moved from 6 Sea Zone to Japan
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery moved from United Kingdom to 110 Sea Zone
1 artillery moved from 110 Sea Zone to Normandy Bordeaux
2 fighters moved from 110 Sea Zone to Normandy Bordeaux -
Scramble? Kamikaze orders?
I am going for my conquer Japan achievement.
I mean yeah I could keep middle east under control with UK pacific and UK air and possibly surge norway with some units to try and get some kind of economic advantage.
This is much more fun.
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Plus this might just be the only chance I ever get at it for the rest of this game. I got to do it!
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you and I actually think very much alike :wink:
kamikaze on 1 each 3 destroyer and 3 cruisers
scramble 2 fighters
you might win the sea coin flip but you’ll never take japan
ool capital hits first, then subs, then 1 destroyer… from there maybe ask but if you have less than 2 subs then I’ll lose the destroyer, if 2 or more subs lose carriers
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ok gg you win. :D
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yeah after those 2 kamikazes hit, basically 7:3 battle in my odds
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Yeah you had like 10 fighters and bb left after.
I was going to ask you for OOL but I hit the spacebar by accident too many times, but it did not matter.
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I should have done the pacific a bit different in the earlier rounds. I used to, when Japan does not war on round 2, shove everything forward knowing Japan can only commit to one big battle and then try to make up my losses by taking taking territories.
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Also when you do not declare war on round 3… if USA moves a destroyer over your transport… does that mean the transport cannot load units from that spot on your round 4? Or is there an exception to hostile sea zone rules because USA went to war at the end of his turn?
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I don’t think the us can move units into a japanese zone prior to war. one of those restrictions for the us but just going from memory.
depending on what advantage I might gain on earlier war, I would have done it sooner. I’m starting to debate if there is any advantage of waiting it out now…
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I should have done more on the Europe front with USA I feel. If I wanted to do pacific heavy rounds 2 or 3 I should have shoved everything forward. I have to exchange units and force skirmishes in order to make any progress.
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Then again I did try to instant win by going for some miracle scramble defense round 1. I saw only 1 battleship on sz 110, which meant any hits I score past the first were all good! plus 4 ships that have to get hit first… figured all 3 fighters would roll twice. Lots of hit potential.
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@Cow:
Also when you do not declare war on round 3… if USA moves a destroyer over your transport… does that mean the transport cannot load units from that spot on your round 4? Or is there an exception to hostile sea zone rules because USA went to war at the end of his turn?
Hobo’s right about not being in a Jap SZ. However, you could not do the same with any other ally ship or block Germany from loading transports with USSR transport. Only on first turn of war, you can still load transports if any enemy ships are present.
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You did your damage with that round 1 scramble. I lost like half my fig/tac.
Anyways as I thought when the first version came out in 2012, the game(2nd edition) is still broken.
It’s worse with triplea’s random dice generator. It tends to spit out sequences instead of truly random dice. I’ve seen too many “coincidences” to be a fluke. You will see a lot of all lows or all highs in a string, often times a lot of the same dice. In the few games I played, I’ve already seen 7 1s in a row and on one battle million to one odds of that sequence being rolled. That’s why more than a fair share of big battles usually end lopsided.





