@TinCanoftheSea here’s an updated save file with the NCM change (1 inf Siam > FIC)
13LG40 NT Hobo (Allies+9) vs Seththenewb (Axis)
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I had 55-60 or so chance of surviving the air battle and then 5/6 of getting past the aa gun and take out the AB. Too bad the aa guns shot me down, otherwise that could’ve been 4 sunk transports :evil:
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 fighter, 1 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
1 infantry moved from Java to 42 Sea Zone
1 artillery moved from Java to 42 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
1 infantry moved from 37 Sea Zone to Malaya
1 artillery moved from 37 Sea Zone to Malaya
1 submarine moved from 33 Sea Zone to 19 Sea ZoneCombat - ANZAC
Battle in 19 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 transport
ANZAC win, taking 19 Sea Zone from Japanese with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in MalayaNon Combat Move - ANZAC
1 destroyer moved from 33 Sea Zone to 20 Sea Zone
3 submarines moved from 62 Sea Zone to 33 Sea Zone
1 carrier, 1 cruiser, 1 destroyer and 2 fighters moved from 42 Sea Zone to 36 Sea Zone
1 submarine moved from 37 Sea Zone to 44 Sea ZonePlace Units - ANZAC
1 transport placed in 62 Sea Zone
1 fighter and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Combat Move - French
3 infantry moved from Libya to Tobruk
French take Tobruk from ItaliansCombat - French
Non Combat Move - French
1 destroyer moved from 78 Sea Zone to 41 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy BordeauxTurn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 1 artillery, 1 fighter, 10 infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Western Germany to Holland Belgium
Germans take Holland Belgium from British
1 infantry moved from Western Germany to France
2 infantry moved from Novgorod to Archangel
2 armour and 5 mech_infantrys moved from Rostov to Caucasus
2 mech_infantrys moved from Bryansk to Tambov
1 bomber and 1 fighter moved from Bryansk to Tambov
10 armour moved from Bryansk to Caucasus
9 mech_infantrys moved from Bryansk to Volgograd
Germans take Volgograd from Russians
6 armour moved from Bryansk to Volgograd
1 mech_infantry moved from Bryansk to Vologda
Germans take Vologda from Russians
1 armour moved from Bryansk to Archangel
1 mech_infantry moved from Bryansk to Caucasus
1 infantry moved from Novgorod to KareliaCombat - Germans
Battle in Caucasus
Germans attack with 12 armour and 6 mech_infantrys
Russians defend with 1 infantry
Germans win, taking Caucasus from Russians with 12 armour and 5 mech_infantrys remaining. Battle score for attacker is -1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantry
Battle in Tambov
Germans attack with 1 bomber, 1 fighter and 2 mech_infantrys
Russians defend with 2 infantry
Germans win, taking Tambov from Russians with 1 bomber, 1 fighter and 2 mech_infantrys remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Battle in Archangel
Germans attack with 1 armour and 2 infantry
Russians defend with 1 infantry
Germans win, taking Archangel from Russians with 1 armour and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
2 armour and 3 mech_infantrys moved from Bryansk to Novgorod
1 bomber and 1 fighter moved from Tambov to Ukraine
1 artillery moved from Bryansk to Smolensk
1 artillery moved from Bryansk to Ukraine
1 aaGun moved from Bryansk to TambovPlace Units - Germans
1 submarine placed in 112 Sea Zone
1 artillery and 2 infantry placed in France
3 infantry placed in Novgorod
3 infantry placed in Ukraine
Germans undo move 2.
1 artillery, 1 fighter and 4 infantry placed in Western GermanyTurn Complete - Germans
Germans collect 50 PUs; end with 50 PUs total
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 65 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Russians
Russians buy 4 artilleries and 6 infantry; Remaining resources: 0 PUs;Combat Move - Russians
2 infantry moved from Northwest Persia to Iraq
2 infantry moved from Russia to Vologda
2 infantry moved from Russia to Smolensk
3 infantry moved from Russia to Bryansk
1 fighter moved from Russia to Smolensk
1 fighter moved from Russia to Vologda
1 tactical_bomber moved from Russia to Vologda
1 infantry moved from Russia to Bryansk
1 armour, 43 infantry and 2 mech_infantrys moved from Russia to TambovCombat - Russians
Battle in Iraq
Russians attack with 2 infantry
Italians defend with 1 armour
Russians win, taking Iraq from Italians with 2 infantry remaining. Battle score for attacker is 6
Casualties for Italians: 1 armour
Battle in Smolensk
Russians attack with 1 fighter and 2 infantry
Germans defend with 1 artillery
Russians win, taking Smolensk from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 1
Casualties for Germans: 1 artillery
Casualties for Russians: 1 infantry
Battle in Vologda
Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 mech_infantry
Russians win, taking Vologda from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantry
Battle in Bryansk
Russians attack with 4 infantry
Germans defend with 1 aaGun and 1 artillery
Russians win, taking Bryansk from Germans with 3 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 1 aaGun and 1 artillery
Casualties for Russians: 1 infantry
Battle in Tambov
Russians attack with 1 armour, 43 infantry and 2 mech_infantrys
Germans defend with 1 aaGun and 2 mech_infantrys
Russians win, taking Tambov from Germans with 1 armour, 41 infantry and 2 mech_infantrys remaining. Battle score for attacker is 7
Casualties for Germans: 1 aaGun and 2 mech_infantrys
Casualties for Russians: 2 infantryNon Combat Move - Russians
1 aaGun moved from Russia to Tambov
1 fighter moved from Vologda to Russia
1 infantry moved from Russia to Samara
1 fighter moved from Smolensk to Russia
1 tactical_bomber moved from Vologda to Russia
1 aaGun moved from Russia to Tambov
2 infantry moved from Urals to Evenkiyskiy
1 aaGun and 2 infantry moved from Finland to NorwayPlace Units - Russians
4 artilleries and 6 infantry placed in RussiaTurn Complete - Russians
Russians collect 21 PUs; end with 21 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 27 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 2 carriers; Remaining resources: 3 PUs; 3 SuicideAttackTokens;Combat Move - Japanese
1 armour moved from Yakut S.S.R. to Yenisey
Japanese take Yenisey from Russians
1 armour moved from Yenisey to Yakut S.S.R.
1 infantry moved from Siberia to Soviet Far East
Japanese take Soviet Far East from Russians
2 mech_infantrys moved from Manchuria to Buryatia
1 artillery moved from Sakha to Amur
1 destroyer moved from 6 Sea Zone to 16 Sea Zone
3 fighters and 3 tactical_bombers moved from 6 Sea Zone to 16 Sea Zone
1 fighter and 1 tactical_bomber moved from Japan to 16 Sea Zone
1 bomber moved from French Indo China to 20 Sea Zone
1 fighter and 2 tactical_bombers moved from French Indo China to 20 Sea Zone
1 fighter moved from Shantung to 20 Sea ZoneCombat - Japanese
Battle in 16 Sea Zone
Japanese attack with 1 destroyer, 4 fighters and 4 tactical_bombers
Americans defend with 1 submarine
Japanese win with 1 destroyer, 4 fighters and 4 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 20 Sea Zone
Japanese attack with 1 bomber, 2 fighters and 2 tactical_bombers
ANZAC defend with 1 destroyer
Japanese win with 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyerNon Combat Move - Japanese
1 bomber, 2 fighters and 2 tactical_bombers moved from 20 Sea Zone to 6 Sea Zone
1 fighter and 1 tactical_bomber moved from 16 Sea Zone to Japan
3 fighters and 3 tactical_bombers moved from 16 Sea Zone to 6 Sea Zone
1 bomber moved from 6 Sea Zone to JapanPlace Units - Japanese
2 carriers placed in 6 Sea ZoneTurn Complete - Japanese
Total Cost from Convoy Blockades: 9
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 6,1
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 3,5
Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 2,3,5,4,3,6,1,5,5
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 3,5
Japanese collect 27 PUs (9 lost to blockades); end with 30 PUs total -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Purchase Units - Americans
Americans buy 3 carriers, 2 fighters and 1 tactical_bomber; Remaining resources: 2 PUs;Combat Move - Americans
5 carriers, 1 cruiser, 2 destroyers, 5 fighters, 8 submarines and 4 tactical_bombers moved from 33 Sea Zone to 6 Sea Zone
Americans take 22 Sea Zone from Japanese
1 submarine moved from 7 Sea Zone to 6 Sea Zone
1 submarine moved from 25 Sea Zone to 16 Sea Zone
1 submarine moved from 26 Sea Zone to 16 Sea Zone
1 bomber moved from Hawaiian Islands to 6 Sea Zone
1 tactical_bomber moved from Western United States to 6 Sea Zone
1 transport moved from 36 Sea Zone to 35 Sea Zone
1 artillery moved from Philippines to 35 Sea Zone
1 artillery and 1 transport moved from 35 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to French Indo China
1 artillery moved from Caroline Islands to 33 Sea Zone
1 mech_infantry moved from Caroline Islands to 33 Sea Zone
2 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 33 Sea Zone to 36 Sea Zone
2 infantry moved from 36 Sea Zone to French Indo China
1 artillery moved from 36 Sea Zone to French Indo China
1 mech_infantry moved from Morocco to 91 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 mech_infantry moved from 110 Sea Zone to Holland Belgium
2 bombers moved from United Kingdom to Western Germany
1 bomber moved from United Kingdom to Holland Belgium
2 infantry moved from Normandy Bordeaux to Holland Belgium
1 bomber moved from United Kingdom to Western Germany -
orders for w.ger and z6
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for some reason I always get paranoid I didn’t click the right button. those 3 bombers are obviously bombing not attacking.
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intercept bombers, scramble air in sz6, kamis 1ea on dds and ca.
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sorry I just want to get this right since it’s a big battle
ca = carrier?
so 2 kami on 2 destroyers, 1 each
and 4 kami on 4 carriers, 1 each?
or just 3 kamis total, 2 on 2 des and 1 on the cruiser?
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Sorry, CA is cruiser. It’s military parlance, but I guess I could’ve been more clear. So 1 kami each on both destroyers and then 1 kami on the cruiser. I could be wrong, but I thought I saw that I only had 3 kamis left. If I have more in addition to the above, send 1 ea on the carriers until my kamis are gone.
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kinda need ools also. do you want to try to keep carriers or keep best dice since it’s a fairly contested battle
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got 10 hits total in round 1 so all your capital hits are used up. got 3 hits with subs in round 2. you have:
2 des, 5 car with 1 hit, 1 cru, 2 bat with 1 hit
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I’m trying to take a turn on another game. Didn’t I have a sub or two in there as well?
Um, sink two carriers. Keep one undamaged and keep the cruiser for now. Sink fewer carriers if I had the subs there.
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yeah I am keeping best dice for you, the one sub was killed in round 1.
5 more hits with air… i lost 2 car and a des with the subs assuming you want to keep 1 des.
now you have 1 des, 3 cars with 1 hit, 1 cru, and 2 bat with 1 hit, plus your air… so 5 hits
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dude, I’m not even following anymore. Please post the map so I can keep track og this . .
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fairly easy, all I need to know is do you want to keep the 1 des and losing some 3s first since I have 9 subs… you are going to lose your carriers unless you really want to gamble…
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We might have to reroll a portion as I wasn’t sure what I wanted to lose as I still have to consider your aussies and might want a carrier that can land planes. Unfortunately, you didn’t post any map file and or ask for ool before going into Rd2. I need to see what you’ve got left and what my chances are, but if I need to. I’ll see how we each rolled, so I might not keep a carrier afloat.
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if you want to keep 1 car undamaged it’s easy, you just roll 1 less @2 for round 2. we can roll for it here if need be but most likely both sides are going to wipe. by keeping any weaker units you are tipping the battle towards my favor.





