@cwglee51 said in cwglee51 allies+40 vs simon Axis OOB:
@simon33 no scramble
Can’t agree with that decision but the possibility of getting the Bismarck trapped in 111 does seem to be the upside.
You don’t have the movement range to do so.
ok move them 2 towards Gib
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 17
Combat Move - Italians
1 artillery and 1 infantry moved from France to Normandy Bordeaux
1 artillery and 1 infantry moved from France to Holland Belgium
1 artillery and 1 infantry moved from France to Western Germany
4 fighters moved from Novgorod to Vologda
Combat - Italians
Battle in Normandy Bordeaux
Italians attack with 1 artillery and 1 infantry
Americans defend with 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Normandy Bordeaux from Americans with 1 artillery remaining. Battle score for attacker is 0
Casualties for Italians: 1 infantry
Casualties for Americans: 1 infantry
Battle in Western Germany
Italians attack with 1 artillery and 1 infantry
British defend with 1 airfield, 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Western Germany from British with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Holland Belgium
Italians attack with 1 artillery and 1 infantry
British defend with 1 infantry
Italians win, taking Holland Belgium from British with 1 artillery remaining. Battle score for attacker is 0
Casualties for British: 1 infantry
Casualties for Italians: 1 infantry
Battle in Vologda
Italians attack with 4 fighters
Russians defend with 1 infantry
Italians win with 4 fighters remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Non Combat Move - Italians
4 fighters moved from Vologda to Novgorod
1 mech_infantry moved from Northern Italy to Germany
4 aaGuns and 14 infantry moved from Southern Italy to Northern Italy
Turn Complete - Italians
Total Cost from Convoy Blockades: 13
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,4,5,2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,2,3,3,3,5,5,5,2,5
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 6,2
Italians collect 1 PU (13 lost to blockades); end with 1 PU total
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 17
Purchase Units - ANZAC
ANZAC buy 1 armour, 1 bomber, 1 fighter and 1 mech_infantry; Remaining resources: 1 PUs;
Combat Move - ANZAC
2 fighters moved from Sikang to Samara
4 bombers moved from Tsinghai to Samara
1 infantry moved from 79 Sea Zone to West India
1 destroyer moved from 80 Sea Zone to 76 Sea Zone
2 fighters moved from 80 Sea Zone to 76 Sea Zone
Combat - ANZAC
Battle in West India
Battle in 76 Sea Zone
ANZAC attack with 1 destroyer and 2 fighters
Japanese defend with 1 destroyer
ANZAC roll dice for 1 destroyer and 2 fighters in 76 Sea Zone, round 2 : 2/3 hits
Japanese roll dice for 1 destroyer in 76 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese and 1 destroyer owned by the ANZAC lost in 76 Sea Zone
ANZAC win, taking West India from Japanese with 2 fighters remaining. Battle score for attacker is 0
Casualties for Japanese: 1 destroyer
Casualties for ANZAC: 1 destroyer
Battle in Samara
ANZAC attack with 4 bombers and 2 fighters
Germans defend with 3 bombers
ANZAC roll dice for 4 bombers and 2 fighters in Samara, round 2 : 5/6 hits
Germans roll dice for 3 bombers in Samara, round 2 : 1/3 hits
3 bombers owned by the Germans and 1 bomber owned by the ANZAC lost in Samara
ANZAC win with 3 bombers and 2 fighters remaining. Battle score for attacker is 24
Casualties for Germans: 3 bombers
Casualties for ANZAC: 1 bomber
Non Combat Move - ANZAC
2 fighters moved from Samara to Russia
3 bombers moved from Samara to Russia
1 infantry moved from Sikang to Kazakhstan
1 mech_infantry moved from Szechwan to Kazakhstan
1 artillery moved from Sikang to Kazakhstan
1 armour moved from Szechwan to Kazakhstan
1 mech_infantry moved from Szechwan to Kazakhstan
1 artillery and 1 infantry moved from Szechwan to Sikang
1 armour and 2 mech_infantrys moved from French Indo China to Szechwan
3 fighters moved from 39 Sea Zone to Szechwan
2 fighters moved from 76 Sea Zone to 39 Sea Zone
1 artillery, 1 carrier, 1 cruiser, 4 destroyers, 1 infantry, 2 submarines and 1 transport moved from 80 Sea Zone to 39 Sea Zone
1 destroyer moved from 80 Sea Zone to 76 Sea Zone
2 fighters moved from Malaya to Sikang
2 fighters moved from Queensland to Malaya
Place Units - ANZAC
Turning on Edit Mode
EDIT: Changing ownership of Ceylon from Japanese to ANZAC
EDIT: Removing units owned by ANZAC from 39 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Adding units owned by ANZAC to Ceylon: 1 artillery and 1 infantry
EDIT: Adding units owned by ANZAC to 39 Sea Zone: 1 transport
EDIT: Removing units owned by ANZAC from 78 Sea Zone: 1 artillery, 1 infantry and 1 transport
EDIT: Adding units owned by ANZAC to 39 Sea Zone: 1 transport
EDIT: Adding units owned by ANZAC to Ceylon: 1 artillery and 1 infantry
EDIT: Removing units owned by ANZAC from 79 Sea Zone: 1 infantry and 1 transport
EDIT: Adding units owned by ANZAC to 79 Sea Zone: 1 transport
EDIT: Adding units owned by ANZAC to West India: 1 infantry
EDIT: Turning off Edit Mode
1 armour, 1 bomber and 1 mech_infantry placed in French Indo China
1 fighter placed in Queensland
Turn Complete - ANZAC
ANZAC collect 25 PUs; end with 26 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 31 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 36 PUs
Territory Summary for ANZAC :
Caroline Islands : 2 infantry
Szechwan : 1 armour, 3 fighters and 2 mech_infantrys
Sikang : 1 artillery, 2 fighters and 1 infantry
Ceylon : 1 flag, 2 artilleries and 2 infantry
Malaya : 2 fighters
Borneo : 1 flag
Queensland : 2 aaGuns, 1 airfield, 1 factory_minor, 1 fighter and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor and 1 harbour
Western Australia : 1 infantry
Kazakhstan : 1 armour, 1 artillery, 1 infantry and 2 mech_infantrys
French Indo China : 1 flag, 1 armour, 1 bomber, 1 factory_minor and 1 mech_infantry
Celebes : 1 flag
Java : 1 flag
Dutch New Guinea : 1 flag
42 Sea Zone : 1 flag
44 Sea Zone : 1 flag
39 Sea Zone : 1 carrier, 1 cruiser, 4 destroyers, 2 fighters, 2 submarines and 2 transports
20 Sea Zone : 1 flag
6 Sea Zone : 1 submarine
West India : 1 flag, 2 infantry
Russia : 3 bombers and 2 fighters
76 Sea Zone : 1 destroyer
79 Sea Zone : 1 transport
Production/PUs Summary :
Germans : 49 / 78
Russians : 19 / 0
Japanese : 15 / 10
Americans : 83 / 111
Chinese : 23 / 24
British : 30 / 38
UK_Pacific : 0 / 0
Italians : 14 / 1
ANZAC : 25 / 36
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 17
Combat Move - French
Non Combat Move - French
Turn Complete - French
Territory Summary for French :
39 Sea Zone : 1 flag
Morocco : 2 infantry
98 Sea Zone : 1 destroyer
Production/PUs Summary :
Germans : 49 / 78
Russians : 19 / 0
Japanese : 15 / 10
Americans : 83 / 111
Chinese : 23 / 24
British : 30 / 38
UK_Pacific : 0 / 0
Italians : 14 / 1
ANZAC : 25 / 36
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
Germany failed to retake Moscow and that’s game.
I’ll post . . . good game. I was thinking my odds of winning went up from not happening to well maybe if I get lucky somewhere I might win.
Rematch?
good game, i’m good for a rematch you want to start bidding?
tech or NT?
Bid limit of 1 per terr?
Assuming yes to the 2nd and I’m not too concerned either way about the first question . . . I’ll start off at allies+15
I really don’t care on tech I’ve never seen anyone use it I think it might make the game more interesting but it cost too much. I’m not much for house rules but i’d almost like to see games or a tournament where each side got a certain number of tech rolls free each round (1 or 2) just to change up the dynamics of the game.
1 per territory is good, i’ll bid +12
I bid +10
I’d prefer tech actually just to mix it up. If you think they cost too much, we could say that they’re 4 or maybe 8 for tokens? We could just edit the difference back or just not play with tech. It’s not a huge deal either way.
+8
i’m fine with making it 4, I like the idea of tokens but does the game support that? I don’t want to have to remember each time and roll in the forum because if we forget even once its impossible to go back and adjust the game if the roll was successful
Nope, the game supports tokens. But I would think tokens is too powerful to be only $4.
the 4 was a response to dropping the tech roll from 5 to 4 which i’m fine with, I understood you to mean a token would cost 8 which i’m ok with too (might be a shade high) I just wanted make sure the tokens were handled in the game because I don’t want to have to remember them. Part of the problem is I think tech favors the allies because they usually have more money to spend.
We could just play without tech in that case. I was just throwing options out there.
ok no tech and i’m still at +8
+7
+6
Yours, sub in sz98?
INF on New Guinea, 3 IPCs for London