scrambles ?
15L G40 Balladeer (axis) v DizzKneeLand33 (allies +17)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - Italians
Italians buy 2 fighters; Remaining resources: 8 PUs;Combat Move - Italians
Non Combat Move - Italians
1 mech_infantry moved from Rostov to Kazakhstan
1 artillery moved from Romania to BulgariaPlace Units - Italians
2 fighters placed in Southern ItalyTurn Complete - Italians
Italians collect 19 PUs; end with 27 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 32 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Purchase Units - ANZAC
ANZAC buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - ANZAC
1 mech_infantry moved from Persia to Caucasus
ANZAC take Caucasus from Germans
1 armour moved from Persia to Eastern Persia
ANZAC take Eastern Persia from Germans
1 armour moved from Eastern Persia to PersiaCombat - ANZAC
Non Combat Move - ANZAC
Place Units - ANZAC
1 armour and 2 mech_infantrys placed in Persia
2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUsTerritory Summary for ANZAC :
Queensland : 2 aaGuns, 1 airfield, 1 harbour and 2 infantry
New Zealand : 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 factory_minor, 1 harbour and 2 infantry
35 Sea Zone : 1 flag
54 Sea Zone : 1 artillery, 1 cruiser, 1 destroyer, 4 fighters and 2 tactical_bombers
Caucasus : 1 flag, 1 mech_infantry
Eastern Persia : 1 flag
Persia : 1 flag, 2 armour, 1 factory_minor and 3 mech_infantrysProduction/PUs Summary :
Germans : 63 / 94
Russians : 0 / 0
Japanese : 72 / 78
Americans : 52 / 73
Chinese : 0 / 3
British : 35 / 33
UK_Pacific : 5 / 6
Italians : 19 / 32
ANZAC : 14 / 19
French : 5 / 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: 3.9
Game History
Round: 13
Purchase Units - ANZAC
ANZAC buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - ANZAC
1 mech_infantry moved from Persia to Caucasus
ANZAC take Caucasus from Germans
1 armour moved from Persia to Eastern Persia
ANZAC take Eastern Persia from Germans
1 armour moved from Eastern Persia to PersiaCombat - ANZAC
Place Units - ANZAC
1 armour and 2 mech_infantrys placed in Persia
2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUsTerritory Summary for ANZAC :
Queensland : 2 aaGuns, 1 airfield, 1 harbour and 2 infantry
New Zealand : 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 factory_minor, 1 harbour and 2 infantry
35 Sea Zone : 1 flag
54 Sea Zone : 1 artillery, 1 cruiser, 1 destroyer, 4 fighters and 2 tactical_bombers
Caucasus : 1 flag, 1 mech_infantry
Eastern Persia : 1 flag
Persia : 1 flag, 2 armour, 1 factory_minor and 3 mech_infantrysProduction/PUs Summary :
Germans : 63 / 94
Russians : 0 / 0
Japanese : 72 / 78
Americans : 52 / 73
Chinese : 0 / 3
British : 35 / 33
UK_Pacific : 5 / 6
Italians : 19 / 32
ANZAC : 14 / 19
French : 5 / 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: 3.9
Game History
Round: 13
Combat Move - French
Turn Complete - French
Territory Summary for French :
Egypt : 1 fighter and 2 infantry
United Kingdom : 2 infantry
81 Sea Zone : 1 destroyerProduction/PUs Summary :
Germans : 63 / 94
Russians : 0 / 0
Japanese : 72 / 78
Americans : 52 / 73
Chinese : 0 / 3
British : 35 / 33
UK_Pacific : 5 / 6
Italians : 19 / 32
ANZAC : 14 / 19
French : 5 / 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: 3.9
Game History
Round: 13
Combat Move - French
Turn Complete - French
Turning on Edit Mode
EDIT: Removing units owned by French from 81 Sea Zone: 1 destroyer
EDIT: Adding units owned by French to 98 Sea Zone: 1 destroyer
EDIT: Turning off Edit ModeTerritory Summary for French :
Egypt : 1 fighter and 2 infantry
United Kingdom : 2 infantry
98 Sea Zone : 1 destroyerProduction/PUs Summary :
Germans : 63 / 94
Russians : 0 / 0
Japanese : 72 / 78
Americans : 52 / 73
Chinese : 0 / 3
British : 35 / 33
UK_Pacific : 5 / 6
Italians : 19 / 32
ANZAC : 14 / 19
French : 5 / 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: 3.9
Game History
Round: 14
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 bomber, 1 fighter, 4 infantry, 6 mech_infantrys and 3 submarines; Remaining resources: 0 PUs;Combat Move - Germans
3 armour, 3 infantry and 5 mech_infantrys moved from Volgograd to CaucasusCombat - Germans
Germans creates battle in territory 109 Sea Zone
Battle in Caucasus
Germans attack with 3 armour, 3 infantry and 5 mech_infantrys
ANZAC defend with 1 mech_infantry
Germans win, taking Caucasus from ANZAC with 3 armour, 3 infantry and 5 mech_infantrys remaining. Battle score for attacker is 4
Casualties for ANZAC: 1 mech_infantryNon Combat Move - Germans
3 infantry moved from Ukraine to Rostov
3 armour moved from Belarus to Rostov
3 mech_infantrys moved from Russia to Rostov
3 mech_infantrys moved from Yugoslavia to Bessarabia
8 infantry moved from Yugoslavia to Bulgaria
3 infantry moved from Northern Italy to FrancePlace Units - Germans
3 armour placed in Volgograd
3 mech_infantrys placed in Ukraine
3 mech_infantrys placed in Russia
3 infantry placed in France
1 bomber, 1 fighter and 1 infantry placed in Western Germany
3 submarines placed in 112 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,5
Germans collect 65 PUs; end with 65 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 75 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 90 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 14
Purchase Units - Japanese
Japanese buy 4 artilleries, 1 carrier, 1 fighter and 5 transports; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
1 infantry moved from Japan to 6 Sea Zone
1 infantry and 1 transport moved from 6 Sea Zone to 31 Sea Zone
1 infantry moved from 31 Sea Zone to Wake Island
1 armour moved from Burma to India
1 armour and 4 mech_infantrys moved from Yunnan to India
2 infantry moved from French Indo China to 36 Sea Zone
2 infantry and 1 transport moved from 36 Sea Zone to 56 Sea Zone
2 infantry moved from 56 Sea Zone to Western AustraliaCombat - Japanese
Battle in Western Australia
Battle in Wake Island
Battle in India
Japanese attack with 2 armour and 4 mech_infantrys
British defend with 2 infantry; UK_Pacific defend with 1 airfield, 1 factory_minor and 1 harbour
Japanese captures 6PUs while taking UK_Pacific capital
Japanese win, taking Western Australia from ANZAC, taking Wake Island from Americans, taking India from UK_Pacific with 2 armour and 3 mech_infantrys remaining. Battle score for attacker is 2
Casualties for Japanese: 1 mech_infantry
Casualties for British: 2 infantryNon Combat Move - Japanese
1 armour and 1 infantry moved from French Indo China to 36 Sea Zone
2 infantry moved from Yunnan to French Indo China
3 mech_infantrys moved from Anhwe to Yunnan
1 infantry moved from Anhwe to Hunan
3 fighters moved from French Indo China to 56 Sea Zone
3 fighters and 6 tactical_bombers moved from Yunnan to 56 Sea Zone
2 fighters moved from Yunnan to 56 Sea Zone
1 fighter moved from 36 Sea Zone to 6 Sea Zone
1 armour, 2 battleships, 9 carriers, 2 cruisers, 3 fighters, 1 infantry, 4 submarines and 1 transport moved from 36 Sea Zone to 56 Sea Zone
1 fighter moved from Yunnan to 56 Sea Zone
6 fighters moved from Yunnan to Philippines
5 bombers moved from French Indo China to Philippines
2 infantry moved from Shan State to Burma
1 infantry moved from Shan State to French Indo ChinaPlace Units - Japanese
2 transports placed in 36 Sea Zone
1 artillery placed in French Indo China
3 artilleries and 1 fighter placed in Japan
1 carrier and 3 transports placed in 6 Sea Zone
Japanese undo move 3.
1 fighter placed in 6 Sea Zone
3 artilleries placed in JapanTurn Complete - Japanese
Japanese collect 76 PUs; end with 83 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 88 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 93 PUs -
The more I look at this, the less I think that there is even a snowball’s chance of stopping the Axis initiative. GG, sir! Well-played. :)
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The more I look at this, the less I think that there is even a snowball’s chance of stopping the Axis initiative. GG, sir! Well-played. :)
I kinda agree with you - the advantage increases slowly, but very steadily, thanks for playing, very interesting with all the bombers!
By the way, why did you exchange India back and forth so often? It gave me 5 PU every time you did that…
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Yes, I realize that part, but when you look at unit cost, it didn’t cost quite as much as that, and it also prevented you from being able to build there. Not sure if that was the best plan, but it wasn’t quite as bad as just throwing 5 IPC’s at you . :)
I’m really starting to get into the World at War game (on TripleA). Have you ever played that one?
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Yes, I realize that part, but when you look at unit cost, it didn’t cost quite as much as that, and it also prevented you from being able to build there. Not sure if that was the best plan, but it wasn’t quite as bad as just throwing 5 IPC’s at you . :)
I’m really starting to get into the World at War game (on TripleA). Have you ever played that one?
Well, you sacced 2-3 units every time and so did I, so that was kina equal. But I agree if we hadn’t swapped for so long you;d never have been able to take it back, so there indeed was some merit to it :)
Nope, never played it, what’s it like?
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We are playing it in the “play boardgames” section – if you don’t see it as one of your map selections, you can download the file at my small website here (in the map downloads section of the post):
http://cellargaming.com/phpbb/viewtopic.php?f=3&t=8
I couldn’t find a description, but I liked the one I came up with. “World At War – The setting is 1939 and the map is huge, allowing for more localized conflict between the 14 nations involved (including a split of Japan between Yamamoto and Hisaichi). This may be the ultimate World War II gaming experience!”
I am still very new to the game, but here is what I am finding: no matter how weird the initial dice are, there does not seem to be any game-breaking advantage that can be obtained via dice alone. Also, if a capital is captured from one of the larger nations, you plunder the IPC’s but then that nation carries on via one of its other capitals. The Pacific theater is so much more compelling. So is the Eurpoean. So is the African. Well, you get the idea. :)
If you are interested in taking a look at it, let me know your thoughts after exploring it for a while! We are still figuring out some of the “nuances” in the rules – I’m making a list (as are others) as we go.
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Ehm, I’ve looked at the map and it indeed is huge! But maybe a bit too huge for me right now, don’t feel like exploring a whole new game now. Maybe I’ll get back to you about it some other time :)





