@discalced no scramble, thanks
14L Playoff Soulblighter (Axis) vs Shin Ji (Allies +17)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - Italians
Italians buy 3 artilleries, 1 fighter and 2 infantry; Remaining resources: 0 PUs;Combat Move - Italians
Non Combat Move - Italians
1 infantry moved from Bryansk to Smolensk
1 infantry moved from Bryansk to Tambov
1 artillery moved from Tambov to Bryansk
1 artillery and 1 infantry moved from Ukraine to Bryansk
1 armour moved from Tambov to Caucasus
2 armour moved from Bryansk to Caucasus
1 bomber moved from Bryansk to Southern Italy
1 fighter moved from Southern Italy to IraqPlace Units - Italians
1 fighter and 2 infantry placed in Southern Italy
3 artilleries placed in IraqTurn Complete - Italians
Total Cost from Convoy Blockades: 10
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,5,2,1,5,2,2,3,4,1
Italians collect 12 PUs (10 lost to blockades); end with 12 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 18 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 5 infantry; Remaining resources: 1 PUs;Combat Move - ANZAC
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry and 1 transport moved from 62 Sea Zone to 54 Sea Zone
1 artillery moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
1 artillery moved from 42 Sea Zone to Java
1 bomber moved from Queensland to Java
1 submarine moved from 54 Sea Zone to 44 Sea Zone
ANZAC take 42 Sea Zone from Japanese
1 infantry moved from Yunnan to Kwangsi
1 infantry moved from Egypt to Trans-JordanCombat - ANZAC
Battle in Java
ANZAC attack with 1 artillery, 1 bomber and 1 infantry
Japanese defend with 1 artillery
ANZAC win, taking Java from Japanese with 1 artillery and 1 bomber remaining. Battle score for attacker is 1
Casualties for ANZAC: 1 infantry
Casualties for Japanese: 1 artilleryNon Combat Move - ANZAC
1 bomber moved from Java to Shan State
1 tactical_bomber moved from 54 Sea Zone to Queensland
1 fighter moved from 54 Sea Zone to Queensland
1 destroyer moved from 54 Sea Zone to 46 Sea Zone
1 destroyer moved from 54 Sea Zone to 49 Sea Zone
1 carrier moved from 54 Sea Zone to 61 Sea ZonePlace Units - ANZAC
3 infantry placed in Queensland
2 infantry placed in New South Wales
1 destroyer placed in 62 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from Libya: 4 infantry
EDIT: Adding units owned by ANZAC to Tobruk: 4 infantry
EDIT: Turning off Edit ModeTurn Complete - ANZAC
ANZAC collect 18 PUs; end with 19 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 29 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 8
Combat Move - French
Turning on Edit Mode
EDIT: Removing units owned by ANZAC from 91 Sea Zone: 1 transport
EDIT: Adding units owned by ANZAC to 64 Sea Zone: 1 transport
EDIT: Turning off Edit ModeTurn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 4 bombers and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 bomber moved from Iraq to 39 Sea ZoneCombat - Germans
Battle in 39 Sea Zone
Germans attack with 1 bomber
British defend with 1 transport
Germans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for British: 1 transportNon Combat Move - Germans
1 bomber moved from 39 Sea Zone to Iraq
2 mech_infantrys moved from Samara to Bryansk
3 mech_infantrys moved from Novgorod to Bryansk
3 armour moved from Volgograd to Bryansk
1 infantry moved from Vologda to Samara
1 infantry moved from Smolensk to Vologda
1 infantry moved from Nenetsia to Urals
5 bombers moved from Bryansk to Western GermanyPlace Units - Germans
4 bombers placed in Western Germany
3 mech_infantrys placed in Novgorod
3 armour placed in VolgogradTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,6,6,3,4,2,3,6,5,2
Germans collect 56 PUs (2 lost to blockades); end with 56 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 76 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - Russians
Russians buy 1 infantry; Remaining resources: 0 PUs;Combat Move - Russians
5 armour, 10 artilleries, 1 bomber, 2 fighters, 54 infantry, 17 mech_infantrys and 1 tactical_bomber moved from Russia to SamaraCombat - Russians
Battle in Samara
Russians attack with 5 armour, 10 artilleries, 1 bomber, 2 fighters, 54 infantry, 17 mech_infantrys and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Samara from Germans with 5 armour, 10 artilleries, 1 bomber, 2 fighters, 54 infantry, 17 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
4 aaGuns moved from Russia to Samara
2 fighters and 1 tactical_bomber moved from Samara to Yunnan
1 bomber moved from Samara to IndiaPlace Units - Russians
1 infantry placed in RussiaTurn Complete - Russians
Russians collect 4 PUs; end with 4 PUs total -
Frenchies be like
“Guys?”
“Uhhh, guys”
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The french were watching the “Home Alone” movies. Hence they were forgotten.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 7 infantry and 3 tactical_bombers; Remaining resources: 6 SuicideAttackTokens; 4 PUs;Combat Move - Japanese
7 fighters moved from Japan to 15 Sea Zone
6 artilleries and 6 infantry moved from Caroline Islands to 33 Sea Zone
6 artilleries, 2 battleships, 2 cruisers, 6 infantry and 6 transports moved from 33 Sea Zone to 26 Sea Zone
6 artilleries and 6 infantry moved from 26 Sea Zone to Hawaiian Islands
2 fighters, 1 submarine and 2 tactical_bombers moved from 33 Sea Zone to 49 Sea Zone
2 fighters, 1 submarine and 2 tactical_bombers moved from 33 Sea Zone to 46 Sea Zone
1 submarine moved from 33 Sea Zone to 42 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - Japanese
Japanese buy 7 infantry and 3 tactical_bombers; Remaining resources: 6 SuicideAttackTokens; 4 PUs;Combat Move - Japanese
7 fighters moved from Japan to 15 Sea Zone
6 artilleries and 6 infantry moved from Caroline Islands to 33 Sea Zone
6 artilleries, 2 battleships, 2 cruisers, 6 infantry and 6 transports moved from 33 Sea Zone to 26 Sea Zone
6 artilleries and 6 infantry moved from 26 Sea Zone to Hawaiian Islands
2 fighters, 1 submarine and 2 tactical_bombers moved from 33 Sea Zone to 49 Sea Zone
2 fighters, 1 submarine and 2 tactical_bombers moved from 33 Sea Zone to 46 Sea Zone
1 submarine moved from 33 Sea Zone to 42 Sea ZoneCombat - Japanese
Battle in Hawaiian Islands
Japanese attack with 6 artilleries and 6 infantry
Americans defend with 1 airfield, 1 harbour and 2 infantry
Japanese roll dice for 2 battleships and 2 cruisers in Hawaiian Islands, round 2 : 3/4 hits
Americans roll dice for 2 infantry in Hawaiian Islands, round 2 : 0/2 hits
2 infantry owned by the Americans lost in Hawaiian Islands
Japanese win, taking Hawaiian Islands from Americans with 6 artilleries and 6 infantry remaining. Battle score for attacker is 6
Casualties for Americans: 2 infantry
Battle in 15 Sea Zone
Japanese attack with 7 fighters
Americans defend with 2 carriers, 1 destroyer, 4 infantry, 4 mech_infantrys and 7 transports
Japanese roll dice for 7 fighters in 15 Sea Zone, round 2 : 4/7 hits
Units damaged: 1 carrier owned by the Americans
Americans roll dice for 2 carriers, 1 destroyer and 7 transports in 15 Sea Zone, round 2 : 0/3 hits
1 destroyer owned by the Americans and 1 carrier owned by the Americans lost in 15 Sea Zone
Japanese roll dice for 7 fighters in 15 Sea Zone, round 3 : 5/7 hits
Americans roll dice for 1 carrier and 7 transports in 15 Sea Zone, round 3 : 0/1 hits
1 mech_infantry owned by the Americans, 1 carrier owned by the Americans, 4 transports owned by the Americans and 1 infantry owned by the Americans lost in 15 Sea Zone
3 mech_infantrys owned by the Americans, 3 transports owned by the Americans and 3 infantry owned by the Americans lost in 15 Sea Zone
Japanese win with 7 fighters remaining. Battle score for attacker is 117
Casualties for Americans: 2 carriers, 1 destroyer, 4 infantry, 4 mech_infantrys and 7 transports
Battle in 42 Sea Zone
Japanese attack with 1 submarine
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 42 Sea Zone
Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits
Japanese win, taking 42 Sea Zone from ANZAC with 1 submarine remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 46 Sea Zone
Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers
ANZAC defend with 1 destroyer
Japanese roll dice for 1 submarine in 46 Sea Zone, round 2 : 1/1 hits
ANZAC roll dice for 1 destroyer in 46 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the ANZAC lost in 46 Sea Zone
Japanese win with 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for ANZAC: 1 destroyer
Battle in 49 Sea Zone
Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers
ANZAC defend with 1 destroyer
Japanese roll dice for 1 submarine in 49 Sea Zone, round 2 : 1/1 hits
ANZAC roll dice for 1 destroyer in 49 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the ANZAC and 1 submarine owned by the Japanese lost in 49 Sea Zone
Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 2
Casualties for Japanese: 1 submarine
Casualties for ANZAC: 1 destroyerNon Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from 49 Sea Zone to 26 Sea Zone
8 carriers, 3 destroyers and 1 submarine moved from 33 Sea Zone to 26 Sea Zone
7 fighters moved from 15 Sea Zone to 26 Sea Zone
2 fighters and 2 tactical_bombers moved from 46 Sea Zone to 26 Sea Zone
1 infantry moved from Korea to Amur
1 infantry moved from Timguska to Kansu
1 infantry moved from Novosibirsk to Tsinghai
1 destroyer moved from 19 Sea Zone to 35 Sea ZonePlace Units - Japanese
7 infantry and 3 tactical_bombers placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 3,5
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,1
Japanese collect 44 PUs (4 lost to blockades); end with 48 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 53 PUs -
Did not see that coming. Should have, but didn’t.
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The empire strikes back. T.B.H. I was prepared to take heavy losses. I hope you now understand why I was willing to let you redo your allied turn. Shantung was a mistake, which is why I never really considered the fact that you would actually go after it. I guess that was a mistake as well on my part anyways. Good game so far. Not that many mistakes on both sides. A few here and there I guess.
EDIT: notice you typed a message while I was typing. Yes you should have seen it coming. You should have blocked it with destroyers and that would have meant not attacking Shangtung (which is why I consider it a mistake). You were being to greedy.
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Well, what I missed was that you could just move the fleet into Hawaii - which I did expect - but I didn’t realize that would provide a landing area for the planes.
Anyway, that’s game. I can’t even effectively defend LA at this point. I needed to wrap up Japan quick, and since that didn’t happen, the Axis win in Europe will.
Good game, though! I’ve learned a great deal. Thanks.
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Thanks! B.T.W. the fact that the Italians managed to grab the middle east with a single transport was extremely important for me in this game. It would have been a completely different game otherwise.
Question tho. Would you still have gone for shangtung had you known what you know now?
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I’m not sure. I needed to find a way to let my fleet be safe over there, but factoring in the rule about not combining combat and NCMs, I probably would not have gone for a SZ6 stranglehold strat in the first place. It’s so easily messed with factoring in tht rule.
I’ve seen people talk about that - it’s the “loophole” that some want closed, right?
I need to think of a new way to kill Japan.
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Oh, and I agree having Iraq was pivotal. There was just not a lot I could do about it, sadly.
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@Shin:
I’m not sure. I needed to find a way to let my fleet be safe over there, but factoring in the rule about not combining combat and NCMs, I probably would not have gone for a SZ6 stranglehold strat in the first place. It’s so easily messed with factoring in tht rule.
I’ve seen people talk about that - it’s the “loophole” that some want closed, right?
I need to think of a new way to kill Japan.
Didn’t know some want to close that “loophole”. The only way to close it, would be to allow naval units to move during both the cm/ncm phase. The way it currently is, it also helps the allies. The destroyer that is often placed at Z36 to prevent Japanese ground units to be loaded upon transports is probably the best example.
Also something else I am wondering. I knew you would go after Korea. Which is why I placed my minor in Shangtung. I considered placing the minor in Manchuria, but I really wanted you to invade korea (to get rid of the troops as I did). Would you have attacked Korea if I had build that minor in Manchuria?
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THe main reason I attacked Korea was to force you to attack with just the 1 Inf and all the planes you wanted. I had hoped to shoot down a few planes, was all. Also, leaving them in Iwo was a death sentence. So they had to go somewhere. So I would have likely attacked Korea regardless.
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@Shin:
THe main reason I attacked Korea was to force you to attack with just the 1 Inf and all the planes you wanted. I had hoped to shoot down a few planes, was all. Also, leaving them in Iwo was a death sentence. So they had to go somewhere. So I would have likely attacked Korea regardless.
Makes sense. I guess I was over thinking things.
Something else you might have known was coming, but if you hadn’t stacked Egypt this turn, I probably would have send all my air to kill whatever was there. Then the next turn I could have used my Italian stack to march towards Egypt. The only way you could have avoided this, was moving back your troops from Trans- Jordan. Not to mention as an added bonus, the planes would then be closer to the Russian stack.
I am also guessing you would have moved your UK fleet back to 106, which would have allowed me to do this.
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Oh, I was def aware of that possibility. Even your bombers in Bryansk could reach. That’s why I left the French there.





