I also apparently forgot to click play by forum when I originally opened the file so the Chinese turn was technically on local play
13L G40 MrRoboto (Axis) vs JuanSpain (Allies+9)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Combat Move - Italians
1 armour moved from Bryansk to Caucasus
Italians take Rostov from Russians
1 infantry moved from Bryansk to Tambov
Italians take Tambov from Russians
1 bomber moved from Northern Italy to Alexandria
1 artillery moved from Tobruk to AlexandriaCombat - Italians
Battle in Alexandria
Italians attack with 1 artillery and 1 bomber
ANZAC defend with 2 infantry
Italians win, taking Alexandria from British with 1 artillery and 1 bomber remaining. Battle score for attacker is 6
Casualties for ANZAC: 2 infantry
Battle in Caucasus
Italians attack with 1 armour
Russians defend with 1 armour
Italians win, taking Caucasus from Russians with 1 armour remaining. Battle score for attacker is 6
Casualties for Russians: 1 armourNon Combat Move - Italians
2 fighters moved from Northern Italy to Southern Italy
1 bomber moved from Alexandria to Libya
2 fighters moved from Southern Italy to LibyaTurn Complete - Italians
Italians collect 22 PUs; end with 22 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 27 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 2 submarines; Remaining resources: 5 PUs;Combat Move - ANZAC
1 artillery, 1 infantry and 2 transports moved from 57 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
1 artillery moved from 41 Sea Zone to Sumatra
1 submarine moved from 57 Sea Zone to 43 Sea Zone
1 submarine moved from 57 Sea Zone to 44 Sea Zone
ANZAC take 44 Sea Zone from Japanese
1 submarine moved from 57 Sea Zone to 42 Sea Zone
1 submarine moved from 57 Sea Zone to 41 Sea Zone
1 submarine moved from 57 Sea Zone to 56 Sea Zone
1 submarine moved from 57 Sea Zone to 55 Sea Zone
1 submarine moved from 57 Sea Zone to 45 Sea Zone
1 battleship moved from 62 Sea Zone to 54 Sea Zone
ANZAC take 54 Sea Zone from JapaneseCombat - ANZAC
Battle in 41 Sea Zone
ANZAC attack with 1 submarine and 2 transports
Japanese defend with 1 transport
ANZAC win, taking 41 Sea Zone from Neutral with 1 submarine and 2 transports remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Sumatra
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 artillery and 1 infantry
Japanese win with 1 artillery remaining. Battle score for attacker is -4
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 artillery and 1 infantry
Battle in 43 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 transport
ANZAC win, taking 43 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - ANZAC
1 battleship moved from 54 Sea Zone to 62 Sea ZonePlace Units - ANZAC
2 submarines placed in 62 Sea ZoneTurn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 2,5
ANZAC collect 8 PUs (2 lost to blockades); end with 13 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 8
Combat Move - French
2 infantry moved from Egypt to Alexandria
1 cruiser moved from 95 Sea Zone to 92 Sea Zone
1 destroyer moved from 95 Sea Zone to 92 Sea ZoneCombat - French
Battle in Alexandria
French attack with 2 infantry
Italians defend with 1 artillery
French win, taking Alexandria from Italians with 2 infantry remaining. Battle score for attacker is 4
Casualties for Italians: 1 artilleryNon Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Politics - Germans
Purchase Units - Germans
Germans buy 4 bombers, 1 fighter, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Persia to Iraq
Germans take Iraq from British
1 armour moved from Iraq to Northwest Persia
3 bombers moved from Ukraine to Russia
1 infantry moved from Archangel to Vologda
Germans take Vologda from Russians
1 submarine moved from 106 Sea Zone to 108 Sea ZoneCombat - Germans
Strategic bombing raid in Russia
AA fire in Russia : 1/3 hits
1 bomber killed by AA
Bombing raid in Russia rolls: 3,7 and causes: 6 damage to unit: factory_minor
Bombing raid in Russia causes 6 damage total.Non Combat Move - Germans
1 artillery and 2 infantry moved from Bryansk to Rostov
1 artillery and 2 infantry moved from Ukraine to Rostov
5 aaGuns, 13 artilleries, 7 infantry and 8 mech_infantrys moved from Eastern Poland to Western Ukraine
8 mech_infantrys moved from Western Ukraine to Bryansk
2 fighters and 2 tactical_bombers moved from Slovakia Hungary to Western Germany
3 bombers moved from Germany to Western Germany
5 artilleries and 5 infantry moved from Poland to Eastern Poland
1 infantry moved from Baltic States to Belarus
4 artilleries and 11 infantry moved from Novgorod to Belarus
3 armour and 1 mech_infantry moved from Germany to Eastern Poland
1 artillery and 1 infantry moved from Southern Italy to Northern Italy
1 artillery and 1 infantry moved from Southern Italy to Northern Italy
1 artillery and 1 infantry moved from Southern Italy to Northern Italy
2 bombers moved from Russia to Rostov
4 submarines moved from 109 Sea Zone to 112 Sea Zone
1 submarine moved from 91 Sea Zone to 110 Sea Zone
1 submarine moved from 125 Sea Zone to 112 Sea ZonePlace Units - Germans
3 infantry placed in Ukraine
3 mech_infantrys placed in Novgorod
4 bombers and 1 fighter placed in Western Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from Northern Italy: 1 aaGun
EDIT: Adding units owned by Germans to Western Germany: 1 aaGun
EDIT: Turning off Edit ModeTurn Complete - Germans
Germans collect 61 PUs; end with 61 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 6 PUs; end with 72 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 77 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 82 PUsProduction/PUs Summary :
Germans : 61 / 82
Russians : 17 / 24
Japanese : 63 / 74
Americans : 52 / 63
Chinese : 4 / 4
British : 27 / 25
UK_Pacific : 5 / 5
Italians : 22 / 27
ANZAC : 10 / 18
French : 4 / 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: 9
Purchase Units - Russians
Russians repair 6 damage on 6 factory_minors; Remaining resources: 18 PUs;
Russians buy 6 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Korea to Manchuria
Chinese take Manchuria from Japanese
1 infantry moved from Korea to Amur
1 artillery moved from Korea to Amur
1 artillery moved from Urals to Vologda
3 infantry moved from Volgograd to Samara
1 tactical_bomber moved from Yakut S.S.R. to Samara
1 fighter moved from Yakut S.S.R. to SamaraCombat - Russians
Battle in Vologda
Russians attack with 1 artillery
Germans defend with 1 infantry
Germans win with 1 infantry remaining. Battle score for attacker is -4
Casualties for Russians: 1 artillery
Battle in Amur
Russians attack with 1 artillery and 1 infantry
Japanese defend with 1 mech_infantry
Russians win, taking Amur from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 mech_infantryNon Combat Move - Russians
Place Units - Russians
3 infantry placed in Russia
3 infantry placed in VolgogradTurn Complete - Russians
Russians collect 18 PUs; end with 18 PUs total -
Hi, you are taking longer than before to move, can we progress a bit faster if possible please? After your Japanese turn, Americans may attack West Germany with 9 bombers, in that case, what is the OOL for german planes please? avarage in hits is 6, if you take longer in moving and answering questions and you also require launching the dice before saying the OOL it becomes too boring…
thx -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 1 artillery, 6 destroyers, 2 infantry and 1 transport; Remaining resources: 9 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
1 artillery and 3 mech_infantrys moved from Jehol to Manchuria
1 fighter moved from Suiyuyan to Manchuria
1 mech_infantry moved from Suiyuyan to Kansu
Japanese take Kansu from Chinese
1 mech_infantry moved from Suiyuyan to Shensi
Japanese take Shensi from Chinese
1 mech_infantry moved from Suiyuyan to Shensi
1 destroyer moved from 37 Sea Zone to 41 Sea Zone
Japanese take 37 Sea Zone from UK_Pacific
1 destroyer moved from 37 Sea Zone to 42 Sea Zone
1 destroyer moved from 37 Sea Zone to 43 Sea Zone
1 fighter moved from Shan State to 41 Sea Zone
1 fighter moved from Shan State to 42 Sea Zone
1 destroyer moved from 19 Sea Zone to 44 Sea ZoneCombat - Japanese
Japanese creates battle in territory 62 Sea Zone
Battle in Manchuria
Japanese attack with 1 artillery, 1 fighter and 3 mech_infantrys
Russians defend with 1 infantry
Japanese roll dice for 1 artillery, 1 fighter and 3 mech_infantrys in Manchuria, round 2 : 3/5 hits
Chinese roll dice for 1 infantry in Manchuria, round 2 : 0/1 hits
1 infantry owned by the Russians lost in Manchuria
Japanese win, taking Manchuria from Chinese with 1 artillery, 1 fighter and 3 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 41 Sea Zone
Japanese attack with 1 destroyer and 1 fighter
ANZAC defend with 1 submarine and 2 transports
ANZAC roll dice for 1 submarine in 41 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer and 1 fighter in 41 Sea Zone, round 2 : 1/2 hits
1 submarine owned by the ANZAC lost in 41 Sea Zone
2 transports owned by the ANZAC lost in 41 Sea Zone
Japanese win, taking 41 Sea Zone from ANZAC with 1 destroyer and 1 fighter remaining. Battle score for attacker is 20
Casualties for ANZAC: 1 submarine and 2 transports
Battle in 44 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the ANZAC lost in 44 Sea Zone
Japanese win, taking 44 Sea Zone from ANZAC with 1 destroyer remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarine
Battle in 42 Sea Zone
Japanese attack with 1 destroyer and 1 fighter
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer and 1 fighter in 42 Sea Zone, round 2 : 1/2 hits
1 submarine owned by the ANZAC lost in 42 Sea Zone
Japanese win, taking 42 Sea Zone from ANZAC with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarine
Battle in 62 Sea Zone
Japanese attack with 1 submarine
ANZAC defend with 1 battleship and 2 submarines
1 submarine owned by the Japanese Submerged
2 submarines owned by the ANZAC Submerged
Battle in 43 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 submarine
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 2 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 2 : 0/1 hits
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 3 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 3 : 0/1 hits
ANZAC roll dice for 1 submarine in 43 Sea Zone, round 4 : 0/1 hits
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 4 : 1/1 hits
1 submarine owned by the ANZAC lost in 43 Sea Zone
Japanese winANZAC win with 1 battleship remaining, taking 43 Sea Zone from ANZAC with 1 destroyer remaining. Battle score for attacker is 6
Casualties for ANZAC: 1 submarineNon Combat Move - Japanese
1 infantry moved from Malaya to Shan State
1 artillery and 1 infantry moved from French Indo China to Shan State
1 transport moved from 37 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Java to 42 Sea Zone
1 artillery, 1 fighter, 1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Shan State
1 fighter moved from 41 Sea Zone to Burma
1 fighter moved from 37 Sea Zone to Shan State
1 transport moved from 36 Sea Zone to 43 Sea Zone
1 artillery and 1 infantry moved from Borneo to 43 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Shan State
2 mech_infantrys moved from Kiangsu to Jehol
1 fighter moved from Manchuria to Jehol
1 submarine moved from 3 Sea Zone to 1 Sea ZonePlace Units - Japanese
1 transport placed in 6 Sea Zone
3 destroyers placed in 19 Sea Zone
3 destroyers placed in 37 Sea Zone
1 artillery and 2 infantry placed in French Indo ChinaTurn Complete - Japanese
Japanese collect 64 PUs; end with 73 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 83 PUsProduction/PUs Summary :
Germans : 61 / 82
Russians : 18 / 18
Japanese : 64 / 83
Americans : 52 / 63
Chinese : 2 / 4
British : 27 / 25
UK_Pacific : 5 / 5
Italians : 22 / 27
ANZAC : 10 / 18
French : 4 / 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: 9
Purchase Units - Americans
Americans buy 5 bombers; Remaining resources: 3 PUs;Combat Move - Americans
9 bombers moved from United Kingdom to Western Germany
1 transport moved from 81 Sea Zone to 76 Sea Zone
1 infantry moved from Ethiopia to 76 Sea Zone
1 mech_infantry moved from Italian Somaliland to 76 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 76 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Persia
1 mech_infantry moved from 80 Sea Zone to Persia -
ool pls
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it actually depends on how many hits you score. If you’re scoring less than average, I could try to save some bombers.
For the next time: After your combat move, just roll the first round (don’t choose my casualties). Save the file and upload it here.
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6 hits. Lets see if I can continue after exiting the casualty selection screen and saving the way you told me, the game does not seem to be resdy to interrupt there. If this file is corrupt, you can check the casualties in Marti and I will remake it using edit from previous if I can.
As I said, but you don´t seem to read what I write, this way is too long if you take long to answer.
You were lucky with the AA, so I have 8 remaining Bombers, now you select 6 hits (the average), and affter that launch your defense for your 12 planes.
Cheers
Juan
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First of all: It worked just fine (saving the file before choosing the casualties). I know the extra window can’t be closed after saving. But you can easily close the whole game and then close the combat window afterwards.
Second: I am answering on a daily basis, often times more than once a day. That’s faster than average. If that’s still too slow for you, that’s not my problem. Maybe there is a time frame sometimes, where I might need more than 24 hours to answer. Good luck finding someone without these little pauses.
Additionally, it is just normal that you have to ask for OOL. You would want to be asked first, too. You will find nobody to play with, if you want to skip asking for OOL. You only have to wait for your opponent ONCE to give an answer to your OOL request, and that’s surely bearable.Third: “Lucky” with the AA? It was a 50% chance to hit a bomber…. I could call your 6 hits lucky too, then. Since on average you only deal 5 1/3 hits, which is closer to 5 hits.
Finally: I choose the AA gun and 5 bombers.
For the next round: It depends on how many bombers I shoot down and how many hits you score next round. Sorry, but you will have to ask again.
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First:
Congratulations!! you did not ignore what I wrote this time!! that is much more politeSecond: you asked several times for an ool to me, and did not sent your dice, you started asking for it when it was interesting for you, for the record, you should not change the way you are playing a game with someone as it becomes convinient to you if you want to be considered a fair player, the same thing happens if you apply an edit mode and don´t ask first, may be in that case, you preffered to go a bit faster, now you seem to prefer just bothering me, it is obvious that it does not make a big difference given Moscow is about to fall.
Third: if you think playing like this is dynamic, congratulations again, we are spending a week just for one combat… A dynamic way to do it is define your goals/probability thresholds in the combat to the other player and he/she would apply it if you are playing with a fair player.
Cheers
Juan
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there you go the file again, and lucky again… this time by two hits, one more in your side and one less in mine.
One fighter?
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First:
Congratulations!! you did not ignore what I wrote this time!! that is much more politeNow you’re the one who’s not polite. I may have forgotten to answer once, but I did provide you with a lot of useful information about league play, forum play and tripleA usage. And now you’re attacking me because I didn’t answer to your last post?
Second: you asked several times for an ool to me, and did not sent your dice, you started asking for it when it was interesting for you, for the record, you should not change the way you are playing a game with someone as it becomes convinient to you if you want to be considered a fair player, the same thing happens if you apply an edit mode and don´t ask first, may be in that case, you preffered to go a bit faster, now you seem to prefer just bothering me, it is obvious that it does not make a big difference given Moscow is about to fall.
Wow, are you ***** kidding me?
I did scan through our thread. I did ask for an OOL two times. In both cases, I did provide you with the amount of hits I scored. So I have no idea why you are saying that I “did not sent dice”.
Additionally, even if I might have forgotten to roll the first round of battle - I’m not the one complaining about slow play. You are.By the way, your whole “second” is one sentence. It is very hard to understand you, if you never end your sentences.
Now, you are accusing me of changing the way I play the game. I have no idea, what you mean with that. Whenever I attack an opponent and the OOL is not obvious, I will ask. Of course I won’t ask, if it is obvious which casualties you choose. Battles that require OOL are naval battles where submarines are involved and land battles, where defending bombers are involved. I don’t think I have missed asking you for an OOL. If I have, point it out to me please and I will apologize.
Are you really mentioning the edits I apply? Almost all of them are only Non-Combat-Move edits. Yes - you don’t need to allow them. You can be a prick and forbid edits. Again I will tell you, that you will have a hard time finding opponents with that attitude. And besides, you have done NCM edits as well.
Usually, NCM edits or placing edits are not even mentioned by most players. I’ve never asked my opponent to remake a NCM edit and nobody ever asked me.Third: if you think playing like this is dynamic, congratulations again, we are spending a week just for one combat… A dynamic way to do it is define your goals/probability thresholds in the combat to the other player and he/she would apply it if you are playing with a fair player.
Cheers
Juan
You are exaggerating. That last combat started on Sunday, 8 pm CET. Now it is Tuesday, 2 pm CET. We’ve spent not even 2 days for that combat and you are complaining already? I told you already - that’s how forum play works. If defending bombers are involved, there is NO OTHER WAY than to ask for an OOL. You would want the same! Yes, I will most likely win this game, no matter how many bombers are chosen as casualties. That doesn’t mean I don’t want to maximize my chances. I’m still looking to have the best odds possible.
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Now to the actual combat:
Yes, I will choose a fighter.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - Americans
Americans buy 5 bombers; Remaining resources: 3 PUs;Combat Move - Americans
9 bombers moved from United Kingdom to Western Germany
1 transport moved from 81 Sea Zone to 76 Sea Zone
1 infantry moved from Ethiopia to 76 Sea Zone
1 mech_infantry moved from Italian Somaliland to 76 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 76 Sea Zone to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Persia
1 mech_infantry moved from 80 Sea Zone to PersiaCombat - Americans
Battle in Persia
Battle in Western Germany
Americans attack with 9 bombers
Germans defend with 1 aaGun, 1 airfield, 7 bombers, 1 factory_major, 3 fighters, 1 harbour and 2 tactical_bombers
Germans win, taking Persia from Germans with 2 bombers, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -33
Casualties for Germans: 1 aaGun, 5 bombers and 1 fighter
Casualties for Americans: 9 bombersNon Combat Move - Americans
5 bombers moved from Western United States to 102 Sea Zone
5 bombers moved from 102 Sea Zone to United Kingdom
3 bombers moved from Mexico to 89 Sea Zone
3 bombers moved from 89 Sea Zone to 103 Sea Zone
3 bombers moved from 103 Sea Zone to 91 Sea Zone
3 bombers moved from 91 Sea Zone to Gibraltar
1 mech_infantry moved from Soviet Far East to AmurPlace Units - Americans
5 bombers placed in Eastern United StatesTurn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 4,3
Americans collect 52 PUs (2 lost to blockades); end with 55 PUs total
Objective Americans 1 Homeland: Americans 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: 9
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
1 infantry moved from Szechwan to Sikang
Chinese take Sikang from Japanese
1 infantry moved from Szechwan to Kweichow
Chinese take Kweichow from Japanese
1 infantry moved from Szechwan to Yunnan
Chinese take Yunnan from JapaneseCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
1 infantry placed in TsinghaiTurn Complete - Chinese
Chinese collect 5 PUs; end with 6 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 9
Purchase Units - British
British buy 1 tactical_bomber and 2 transports; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 mech_infantry; Remaining resources: 1 PUs;Combat Move - British
1 unit repaired.
2 destroyers moved from 106 Sea Zone to 109 Sea Zone
3 battleships, 4 destroyers and 3 transports moved from 92 Sea Zone to 104 Sea Zone
3 battleships, 4 destroyers and 3 transports moved from 104 Sea Zone to 109 Sea Zone
1 artillery moved from Anglo Egyptian Sudan to Egypt
1 armour moved from Egypt to Iraq
British take Iraq from Germans
1 infantry moved from Egypt to Trans-Jordan
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan
1 tactical_bomber moved from Dutch New Guinea to 44 Sea ZoneCombat - British
Battle in 44 Sea Zone
British attack with 1 tactical_bomber
Japanese defend with 1 destroyer
British win with 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - British
1 tactical_bomber moved from 44 Sea Zone to Dutch New GuineaPlace Units - British
2 transports placed in 109 Sea Zone
1 tactical_bomber placed in United KingdomTurn Complete - British
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 1 Sea Zone. Rolls: 2,1
British collect 28 PUs (1 lost to blockades); end with 28 PUs totalPlace Units - UK_Pacific
1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 6 PUs total
Some Units in India change ownership: 1 mech_infantry -
I will only say, you did not ignore my posts just once, now we are communicating, this is much better.
I take your point about the knowledge you shared with me, that is a fair point, thank you for that. I will not keep discussing about the rest, which does not mean I think you are right.
Your turn with Italy, this game is about to end. OOL for my gibraltar bombers is max defense, both if you attack with Italy or Germany, and I scramble my plane if you attack British fleet.





