15L axis-dominion (axis) vs Adam514 (allies +19)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 18
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 fighter moved from Caroline Islands to Philippines
2 fighters moved from Queensland to Philippines
1 destroyer moved from 54 Sea Zone to 35 Sea ZonePlace Units - ANZAC
2 transports placed in 54 Sea Zone
1 infantry placed in Queensland
1 artillery placed in New South Wales
1 submarine placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 22 PUs; end with 22 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC 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: 3.9
Game History
Round: 18
Combat Move - French
Non Combat Move - French
Turning on Edit Mode
EDIT: Changing ownership of Syria from Japanese to French
EDIT: Turning off Edit Mode
1 infantry moved from Trans-Jordan to Syria
1 infantry moved from Trans-Jordan to EgyptTurn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Research Technology - Germans
Purchase Units - Germans
Germans repair damage of 4x airfield; Remaining resources: 62 PUs;
Germans buy 1 fighter, 12 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from France to Holland Belgium
Germans take Holland Belgium from British
1 infantry moved from France to Normandy Bordeaux
1 infantry moved from Southern France to Normandy Bordeaux
1 bomber moved from Northern Italy to 109 Sea Zone
3 infantry moved from Northern Italy to Western Germany
2 infantry moved from Novgorod to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Finland
1 fighter and 1 tactical_bomber moved from Northern Italy to Normandy Bordeaux
2 fighters and 2 tactical_bombers moved from Northern Italy to Western GermanyCombat - Germans
Battle in Western Germany
Germans attack with 2 fighters, 3 infantry and 2 tactical_bombers
Americans defend with 1 airfield, 1 factory_minor, 1 harbour and 2 infantry
Germans win, taking Western Germany from Americans with 2 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Americans: 2 infantry
Battle in Finland
Germans attack with 2 infantry
British defend with 1 infantry
Germans win, taking Finland from British with 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Normandy Bordeaux
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
British defend with 1 factory_minor, 1 harbour and 1 infantry
Germans win, taking Normandy Bordeaux from British with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 109 Sea Zone
Germans attack with 1 bomber
Americans defend with 1 transport
Germans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Americans: 1 transportNon Combat Move - Germans
1 bomber moved from 109 Sea Zone to France
1 aaGun moved from Northern Italy to France
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Northern Italy
2 fighters and 2 tactical_bombers moved from Western Germany to Northern Italy
3 infantry moved from Greater Southern Germany to Germany
1 aaGun moved from Greater Southern Germany to Germany
1 aaGun moved from Northern Italy to Greater Southern Germany
1 infantry moved from Southern France to France
2 fighters moved from Northern Italy to Bryansk
3 infantry moved from Ukraine to Bryansk
1 infantry moved from Tambov to Bryansk
1 infantry moved from Belarus to Bryansk
1 infantry moved from Vologda to Archangel
1 infantry moved from Urals to Vologda
1 infantry moved from Volgograd to Rostov
1 infantry moved from Rostov to Bryansk
2 armour and 2 mech_infantrys moved from Bryansk to Caucasus
1 infantry moved from Northern Italy to France
1 bomber moved from Bryansk to India
1 fighter moved from 36 Sea Zone to French Indo ChinaPlace Units - Germans
1 fighter and 2 mech_infantrys placed in Northern Italy
2 infantry placed in France
3 infantry placed in Southern France
1 infantry and 2 mech_infantrys placed in Volgograd
3 infantry placed in Ukraine
3 infantry placed in NovgorodTurn Complete - Germans
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,2,5,4
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 3,1
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 1,1,5,2,4,6,5,4
Germans collect 55 PUs (8 lost to blockades); end with 55 PUs total
Objective Germans 6 Control Iraq Or Persia Or Northwest Persia: Germans met a national objective for an additional 2 PUs; end with 57 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 72 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Russians
Russians repair damage of 4x factory_major; Remaining resources: 9 PUs;
Russians buy 3 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 bomber, 1 fighter and 1 infantry moved from Russia to SmolenskCombat - Russians
Battle in Smolensk
Russians attack with 1 bomber, 1 fighter and 1 infantry
Japanese defend with 1 infantry
Russians win with 1 bomber and 1 fighter remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 bomber and 1 fighter moved from Smolensk to RussiaPlace Units - Russians
3 infantry placed in RussiaTurn Complete - Russians
Russians collect 4 PUs; end with 4 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 13 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Japanese
Japanese buy 4 fighters, 6 infantry and 3 submarines; Remaining resources: 0 PUs; 4 SuicideAttackTokens;Combat Move - Japanese
1 bomber and 1 fighter moved from Bryansk to RussiaCombat - Japanese
Air Battle in Russia
Japanese attacks with 2 units heading to Russia
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Russia
Bombing raid in Russia rolls: 3 and causes: 3 damage to unit: factory_major
Bombing raid in Russia causes 3 damage total.
Cleaning up after air battlesNon Combat Move - Japanese
1 mech_infantry moved from Kazakhstan to Szechwan
1 fighter moved from Japan to French Indo China
1 fighter moved from Japan to 36 Sea Zone
1 infantry moved from Tambov to Bryansk
3 mech_infantrys moved from Greater Southern Germany to Northern Italy
1 mech_infantry moved from Greater Southern Germany to Northern Italy
1 mech_infantry moved from Greater Southern Germany to Northern Italy
1 armour moved from Caucasus to Iraq
2 mech_infantrys moved from Caucasus to Iraq
1 infantry and 3 mech_infantrys moved from Persia to Iraq
3 mech_infantrys moved from West India to Persia
2 mech_infantrys moved from Siberia to Manchuria
1 infantry moved from Siberia to Amur
1 infantry moved from Caucasus to Rostov
1 bomber moved from Russia to Iraq
1 fighter moved from Russia to Bryansk
2 mech_infantrys moved from Bryansk to CaucasusPlace Units - Japanese
3 submarines placed in 36 Sea Zone
4 fighters placed in Japan
3 infantry placed in Malaya
3 infantry placed in IraqTurn Complete - Japanese
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 4,3,5,3
Japanese collect 69 PUs (4 lost to blockades); end with 69 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 74 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Americans
Americans buy 1 bomber, 2 fighters, 3 infantry, 7 submarines and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Americans from Philippines: 1 artillery and 1 infantry
EDIT: Changing ownership of Korea from Japanese to Americans
EDIT: Adding units owned by Americans to Korea: 1 artillery and 1 infantry
EDIT: Removing units owned by Americans from 35 Sea Zone: 1 transport
EDIT: Adding units owned by Americans to 6 Sea Zone: 1 transport
EDIT: Turning off Edit Mode
1 transport moved from 112 Sea Zone to 110 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry and 1 transport moved from 110 Sea Zone to 112 Sea Zone
2 infantry moved from 112 Sea Zone to Western Germany
1 fighter moved from 112 Sea Zone to Western Germany
1 infantry moved from Soviet Far East to Siberia
Russians take Siberia from JapaneseCombat - Americans
Americans creates battle in territory 6 Sea Zone
Battle in Western Germany
Americans attack with 1 fighter and 2 infantry
Germans defend with 1 airfield, 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking Western Germany from Germans with 1 fighter and 2 infantry remaining. Battle score for attacker is 6
Casualties for Germans: 2 infantryNon Combat Move - Americans
1 fighter moved from Western Germany to Norway
2 infantry moved from Quebec to 106 Sea Zone
2 infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
2 fighters moved from Eastern United States to 110 Sea Zone
1 carrier moved from 112 Sea Zone to 110 Sea Zone
1 destroyer moved from 112 Sea Zone to 110 Sea Zone
1 bomber moved from Eastern United States to Norway
2 carriers, 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 35 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 carrier, 1 infantry, 1 submarine and 1 transport moved from 33 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from 6 Sea Zone to Korea
1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from 6 Sea Zone to Korea
1 carrier, 1 destroyer and 3 submarines moved from 26 Sea Zone to 6 Sea Zone
1 fighter moved from Western United States to 6 Sea Zone
2 fighters moved from Wake Island to 6 Sea Zone
1 tactical_bomber moved from Caroline Islands to 6 Sea Zone
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian IslandsPlace Units - Americans
3 infantry placed in Norway
1 bomber and 2 fighters placed in Eastern United States
1 transport placed in 101 Sea Zone
7 submarines placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 68 PUs; end with 68 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 93 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy nothing; Remaining resources: 3 PUs;Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 3 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - British
Turning on Edit Mode
EDIT: Removing units owned by Americans from 110 Sea Zone: 1 carrier, 1 destroyer and 2 fighters
EDIT: Adding units owned by Americans to Gibraltar: 2 fighters
EDIT: Adding units owned by Americans to 112 Sea Zone: 1 carrier and 1 destroyer
EDIT: Turning off Edit Mode
British buy 4 artilleries, 1 fighter and 6 infantry; Remaining resources: 0 PUs;Combat Move - British
1 fighter moved from Norway to Finland
2 artilleries, 3 infantry and 1 mech_infantry moved from Norway to FinlandCombat - British
Battle in Finland
British attack with 2 artilleries, 1 fighter, 3 infantry and 1 mech_infantry
Germans defend with 1 infantry
British win, taking Finland from Germans with 2 artilleries, 1 fighter, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - British
1 aaGun moved from Norway to Finland
1 fighter moved from Norway to Southern Italy
2 fighters moved from 112 Sea Zone to Southern Italy
1 fighter moved from Finland to Norway
3 transports moved from 112 Sea Zone to 110 Sea Zone
1 aaGun and 5 infantry moved from United Kingdom to 110 Sea Zone
1 aaGun, 5 infantry and 3 transports moved from 110 Sea Zone to 112 Sea Zone
1 aaGun and 5 infantry moved from 112 Sea Zone to Norway
1 infantry moved from Norway to Finland
1 infantry moved from Union of South Africa to 71 Sea Zone
1 artillery moved from Union of South Africa to 71 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 71 Sea Zone to 81 Sea Zone
1 artillery and 1 infantry moved from 81 Sea Zone to Egypt
1 transport moved from 81 Sea Zone to 71 Sea Zone
1 transport moved from 81 Sea Zone to 71 Sea ZonePlace Units - British
3 artilleries placed in Egypt
1 artillery and 2 infantry placed in Union of South Africa
1 fighter and 2 infantry placed in Southern Italy
2 infantry placed in United KingdomTurn Complete - British
British collect 34 PUs; end with 34 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 39 PUsTurn Complete - UK_Pacific
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you can skip to franzac
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - ANZAC
ANZAC buy 1 artillery, 3 infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
3 fighters moved from Philippines to Korea
1 destroyer moved from 35 Sea Zone to 6 Sea Zone
1 aaGun and 1 infantry moved from Queensland to 54 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 54 Sea Zone to 35 Sea Zone
1 aaGun and 1 infantry moved from 35 Sea Zone to Philippines
1 transport moved from 54 Sea Zone to 46 Sea Zone
1 artillery moved from New Guinea to 46 Sea Zone
1 artillery and 1 transport moved from 46 Sea Zone to 54 Sea Zone
1 artillery moved from 54 Sea Zone to Queensland
1 artillery moved from New South Wales to Queensland
1 submarine moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
2 transports placed in 54 Sea Zone
1 infantry placed in Queensland
1 artillery and 2 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 22 PUs; end with 22 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC 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: 3.9
Game History
Round: 19
Combat Move - French
Turn Complete - French
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ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.
i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.
definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.
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Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.
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Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.
well i was actually planning a j3, but i felt the euro axis needed another turn to prepare, since he was going full on europe. i guess i’ll have to look back and carefully review my thinking on that, to see if i was just overly worried about it. as for the carrier, to be honest, i don’t even remember what my thinking was on my earlier purchases…i definitely feel i overbought a bit on german navy, and probably too many japanese tps as well.
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Why didn’t you dow with japan on turn 2. I don’t see any reason you shouldn’t have done just that. Also when you buy the second carrier there was no reason you should have done it.
well i was actually planning a j3, but i felt the euro axis needed another turn to prepare, since he was going full on europe. i guess i’ll have to look back and carefully review my thinking on that, to see if i was just overly worried about it. as for the carrier, to be honest, i don’t even remember what my thinking was on my earlier purchases…i definitely feel i overbought a bit on german navy, and probably too many japanese tps as well.
Round 2 he had no pressure from the us on the euro axis side. So you could have done it. He could have grabbed korea, but you would have been able to grab it back easily. As for the german carriers. I am not sure you needed them. Germans can make better use of air-land units then naval units.
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ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.
i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.
definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.
Very good game! It was quite a close game, just a bit more axis income in rounds 7-8 and it might have ended in a real stalemate. You have very good axis play, though one thing I think is not cost effective are the number of Japanese factories, but that might be just me.
A win from dicing is indeed not an ideal win, but in a dice game it’s a part of the game.
Yeah Japan with 12 transports was scary round 6 lol, had to make sure you couldn’t move towards NSW or Hawaii with them, hence the switch back to mostly Pac buys with US. Bryansk is indeed critical to get the money for the German war effort, but at the same time you used the money to defend Norway with boats and land units to deadzone the coast, it was a trade. Without Japan intervention in Europe though Germany would have been fried.
Very good and fun game again! Definitely watching my bidding vs you in the future.
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Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.
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Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.
It is worth declaring war. You can grab Philippines, Kwangtung, Malaya and possibly Shan State as well. Now you don´t get any of the money islands, but you can grab them the next turn. You have 4 tt’s and enough planes to do just that.
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ok adam, i’m going to just yield right here. congrats, most brilliant play. my first ever loss as axis, but to a great player.
i can hold on stubbornly for a while longer, but to no avail. axis domain is shrinking, with no real hope of recovery short of miracle dice…but then, what kind of win would that be? it just wouldn’t be right, considering your masterful play.
definitely learned a few good lessons here. for one, i love how you wore me out with your pac play. there was a time where japan was so dominant, but i guess i got too comfortable there and allowed you to catch up and then overcome my defenses. i did things all wrong. not enough of an early push on russia allowed your armies to hold at bryansk for a lot longer than it should’ve been, and not being careful with italy was a huge blunder. i guess that’s why i felt i needed to compensate with a more aggressive japanese push, but then it cost me my dominance on the other side. i was probably better off pushing harder for a pac VC win.
Very good game! It was quite a close game, just a bit more axis income in rounds 7-8 and it might have ended in a real stalemate. You have very good axis play, though one thing I think is not cost effective are the number of Japanese factories, but that might be just me.
A win from dicing is indeed not an ideal win, but in a dice game it’s a part of the game.
Yeah Japan with 12 transports was scary round 6 lol, had to make sure you couldn’t move towards NSW or Hawaii with them, hence the switch back to mostly Pac buys with US. Bryansk is indeed critical to get the money for the German war effort, but at the same time you used the money to defend Norway with boats and land units to deadzone the coast, it was a trade. Without Japan intervention in Europe though Germany would have been fried.
Very good and fun game again! Definitely watching my bidding vs you in the future.
yah, i was thinking the same thing about too many factories…i guess i felt i had to keep shortening my supply lines, as i had to keep pushing further and further out. but i agree, way too many.
i look forward to a rematch, but only after a few days of rest :) i need to lick my wounds and also look back and review things a bit
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Round 2 Japan only had 1 transport…? Not worth declaring war in that case in my opinion.
It is worth declaring war. You can grab Philippines, Kwangtung, Malaya and possibly Shan State as well. Now you don�t get any of the money islands, but you can grab them the next turn. You have 4 tt’s and enough planes to do just that.
Well I’m sure that we can agree that Japan’s position on round 2, with heavy implication vs Russia including a tp, did not make for a good potential J2. Usually J2 has 3 tps ready to take islands, and sometimes 2 when they see an opportunity like no US builds in Atlantic, but just 1 doesn’t cut it imo.





