dab043df-c2c2-4fc1-acf1-f4ea6dee9124-triplea_42321_1USA.tsvg
Teslas (Allies) vs Private Panic (Axis) in 1940 Global
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And if you didn’t want to scramble the planes, fine, no harm no foul, I can fix that in edit mode after this round.
No - scrambling was the plan
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Hey, at least all four of your Italian units scored a hit, sinking the cruiser three extra times :p
And man, I got fucking shitty convoy rolls against Italy.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 6
Combat Move - French
1 cruiser moved from 92 Sea Zone to 97 Sea ZoneCombat - French
Italians scrambles 3 units out of Southern Italy to defend against the attack in 97 Sea Zone
Battle in 97 Sea Zone
British loiter and taunt; French attack with 1 cruiser; Russians loiter and taunt
Italians defend with 1 destroyer and 3 fighters
Italians win with 3 fighters remaining. Battle score for attacker is -4
Casualties for Italians: 1 destroyer
Casualties for French: 1 cruiser
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern Italy
Moving scrambled unit from 97 Sea Zone back to originating territory: Southern ItalyNon Combat Move - French
1 infantry moved from Trans-Jordan to Iraq
1 infantry moved from Kenya to Anglo Egyptian Sudan
1 fighter moved from Gibraltar to SpainTurn Complete - French
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I had to take the 50/50 chance with the French cruiser to kill that dest. Allowing it to live until Italy’s next turn would potentially completely ruin the submarine investment.
Had I not killed it then, on Britain’s turn, I might have sent in the British BB off of Egypt to do the job. That would have gotten messy, but it would have probably gotten the job done.
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 bomber and 3 tactical_bombers; Remaining resources: 2 PUs;Combat Move - Germans
1 bomber moved from Western Germany to Russia
2 bombers moved from Novgorod to Russia
5 fighters moved from Ukraine to Russia
1 armour moved from Bryansk to Western Ukraine
Germans take Western Ukraine from Russians
1 armour moved from Western Ukraine to Bryansk
5 tactical_bombers moved from Ukraine to Russia
1 infantry moved from Archangel to Vologda
Germans take Vologda from Russians -
Intercept in Russia?
Messy is the best I can hope for I think! But it’s probably worth having ….
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Nah, not gonna scramble against 13 units, especially since 8 of those planes will have to go through AA fire anyway.
Odd that you’d send 5 tactical bombers against one air base.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 1 bomber and 3 tactical_bombers; Remaining resources: 2 PUs;Combat Move - Germans
1 bomber moved from Western Germany to Russia
2 bombers moved from Novgorod to Russia
5 fighters moved from Ukraine to Russia
1 armour moved from Bryansk to Western Ukraine
Germans take Western Ukraine from Russians
1 armour moved from Western Ukraine to Bryansk
5 tactical_bombers moved from Ukraine to Russia
1 infantry moved from Archangel to Vologda
Germans take Vologda from RussiansCombat - Germans
Air Battle in Russia
Germans attacks with 13 units heading to Russia
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Russia
1 tactical_bomber killed by AA
Bombing raid in Russia rolls: 2,6,4,3 and causes: 6 damage to unit: airfield
Bombing raid in Russia rolls: 7,8,4 and causes: 16 damage to unit: factory_major
Bombing raid in Russia causes 22 damage total. Damaged units is as follows: airfield = 6, factory_major = 16
Cleaning up after air battlesNon Combat Move - Germans
3 bombers moved from Russia to Bryansk
5 fighters moved from Russia to Bryansk
4 tactical_bombers moved from Russia to Bryansk
3 infantry moved from Ukraine to Bryansk
1 armour and 2 mech_infantrys moved from Novgorod to Bryansk
1 fighter moved from Western Germany to Novgorod
1 bomber moved from France to Western Germany
3 infantry moved from France to Southern France
1 artillery moved from France to Southern France
3 infantry moved from Switzerland to France
1 infantry moved from Holland Belgium to France
1 mech_infantry moved from Western Germany to Southern France
4 infantry moved from Sweden to 115 Sea Zone
4 infantry moved from 115 Sea Zone to Novgorod
3 infantry moved from Sweden to FinlandPlace Units - Germans
3 armour placed in Ukraine
3 tactical_bombers placed in Novgorod
1 bomber placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,5,5,4,6,3
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 4,2
Germans collect 53 PUs (4 lost to blockades); end with 55 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 65 PUs -
Probably overkill - took the risk to escort the bombers.
Realised that the triple a error came in. Took a TB as an AA casualty. Might have been the bomber. Do you want to roll a dice or something? Were 5 TBs and 3 bombers (I think) so 5/8 chance of it being a TB.
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Yes, it’s best to roll the dice seperately. This time, in the interest of progressing the game, we’ll just say it was a TB since that was the more likely outcome.
Next time you bomb two facilities in the same territory with both tacs and strats, after the dogfight (if there is one), ignore the AA rolls, and ignore the damage you do. Edit it all back in, and then roll manually in the dice roller.
It sucks to do it that way, but it’s the proper way to do it.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Russians
Russians repair damage of 4x airfield, 13x factory_major; Remaining resources: 9 PUs;
Russians buy 3 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Samara to Kazakhstan
1 mech_infantry moved from Rostov to Kazakhstan
1 fighter moved from Russia to Kazakhstan
1 infantry moved from Samara to Vologda
1 fighter and 1 tactical_bomber moved from Russia to Vologda
1 armour moved from Russia to Smolensk
Russians take Smolensk from Italians
1 armour moved from Smolensk to RussiaCombat - Russians
Battle in Kazakhstan
Russians attack with 1 fighter, 1 infantry and 1 mech_infantry
Japanese defend with 1 infantry
Russians win, taking Kazakhstan from Japanese with 1 fighter, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Vologda
Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Vologda from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
1 fighter moved from Kazakhstan to Russia
1 fighter moved from Vologda to Russia
1 tactical_bomber moved from Vologda to Russia
1 infantry moved from Volgograd to Rostov
2 aaGuns and 11 infantry moved from Samara to Russia
1 mech_infantry moved from Italian Somaliland to Anglo Egyptian SudanPlace Units - Russians
3 infantry placed in RussiaTurn Complete - Russians
Russians collect 18 PUs; end with 18 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 24 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 3 artilleries, 2 bombers, 2 destroyers, 7 infantry and 1 submarine; Remaining resources: 0 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
Japanese captures 2PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
Japanese captures 2PUs while taking UK_Pacific capital
Japanese converts factory_major into different units
2 fighters moved from 19 Sea Zone to Philippines
1 carrier and 5 destroyers moved from 19 Sea Zone to 35 Sea Zone
1 infantry moved from Malaya to 37 Sea Zone
1 artillery moved from Malaya to 37 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 35 Sea Zone
1 infantry moved from 35 Sea Zone to Philippines
1 artillery moved from 35 Sea Zone to Philippines
1 infantry moved from Burma to India
Japanese take India from UK_Pacific
3 artilleries and 10 infantry moved from Timguska to Novosibirsk
Japanese take Novosibirsk from Russians
1 artillery and 2 infantry moved from Kansu to Novosibirsk
1 armour and 2 mech_infantrys moved from Hunan to Shensi
1 fighter moved from 42 Sea Zone to 44 Sea Zone
1 fighter moved from Japan to 17 Sea Zone
3 tactical_bombers moved from 42 Sea Zone to PhilippinesCombat - Japanese
Battle in 44 Sea Zone
Japanese attack with 1 fighter
ANZAC defend with 1 transport
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 17 Sea Zone
Japanese attack with 1 fighter
Americans defend with 1 transport
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 35 Sea Zone
Japanese attack with 1 carrier, 5 destroyers and 1 transport
ANZAC defend with 1 transport
Japanese win with 1 carrier, 5 destroyers and 1 transport remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Philippines
Japanese attack with 1 artillery, 2 fighters, 1 infantry and 3 tactical_bombers
ANZAC defend with 1 artillery and 1 infantry; Americans defend with 1 airfield and 1 harbour
Japanese win, taking Philippines from Americans with 1 artillery, 2 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 artillery and 1 infantryNon Combat Move - Japanese
2 battleships, 2 carriers, 2 cruisers and 1 destroyer moved from 42 Sea Zone to 35 Sea Zone
1 fighter moved from 44 Sea Zone to 35 Sea Zone
2 fighters and 3 tactical_bombers moved from Philippines to 35 Sea Zone
1 carrier, 1 destroyer, 1 fighter, 1 tactical_bomber and 3 transports moved from 38 Sea Zone to 37 Sea Zone
1 submarine moved from 39 Sea Zone to 80 Sea Zone
1 armour moved from Shan State to Burma
1 artillery and 2 infantry moved from Kwangsi to Yunnan
1 fighter moved from 17 Sea Zone to Japan
2 bombers moved from Burma to Yunnan
3 fighters and 1 tactical_bomber moved from Burma to YunnanPlace Units - Japanese
1 artillery and 2 infantry placed in Manchuria
1 artillery and 2 infantry placed in Kiangsu
1 artillery and 2 infantry placed in Kwangtung
2 destroyers and 1 submarine placed in 37 Sea Zone
2 bombers and 1 infantry placed in JapanTurn Complete - Japanese
Total Cost from Convoy Blockades: 11
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,5,4,1,1,3,3,2,6,2,1,6,2,5,2,1,6,5,2,4,4,6,1,2
Japanese collect 62 PUs (11 lost to blockades); end with 65 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 70 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Americans
Americans buy 4 artilleries, 5 destroyers, 2 submarines and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
1 unit repaired.
1 infantry moved from Spain to Normandy Bordeaux
Americans take Normandy Bordeaux from Germans
1 infantry moved from Siberia to Sakha
Russians take Sakha from Japanese
1 artillery moved from Siberia to SakhaCombat - Americans
Non Combat Move - Americans
4 artilleries and 4 infantry moved from Southeast Mexico to 64 Sea Zone
4 artilleries, 1 cruiser, 2 destroyers, 4 infantry and 4 transports moved from 64 Sea Zone to 26 Sea Zone
4 artilleries and 4 infantry moved from 26 Sea Zone to Hawaiian Islands
2 carriers, 4 destroyers and 2 submarines moved from 26 Sea Zone to 6 Sea Zone
2 fighters and 1 tactical_bomber moved from Midway to 6 Sea Zone
2 fighters moved from Eastern United States to Western United States
2 fighters moved from Eastern United States to Spain
2 aaGuns and 2 infantry moved from Central United States to 101 Sea Zone
2 aaGuns, 2 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
2 aaGuns and 2 infantry moved from 91 Sea Zone to SpainPlace Units - Americans
1 transport placed in 10 Sea Zone
1 artillery placed in Western United States
3 artilleries placed in Spain
5 destroyers and 2 submarines placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 57 PUs; end with 58 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - British
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Americans from 93 Sea Zone: 1 submarine
EDIT: Adding units owned by Americans to 97 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
British buy 1 armour, 1 destroyer, 2 fighters and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
3 mech_infantrys moved from Egypt to Saudi Arabia
1 infantry moved from Trans-Jordan to Saudi Arabia
1 transport moved from 98 Sea Zone to 96 Sea Zone
1 infantry moved from Malta to 96 Sea Zone
1 infantry and 1 transport moved from 96 Sea Zone to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Saudi Arabia
1 battleship moved from 98 Sea Zone to 81 Sea Zone
1 fighter moved from Iraq to Saudi ArabiaCombat - British
Battle in Saudi Arabia
British attack with 1 fighter, 2 infantry and 3 mech_infantrys
Neutral_True defend with 2 infantry
British win, taking Saudi Arabia from Neutral_True with 1 fighter and 3 mech_infantrys remaining. Battle score for attacker is 0
Casualties for British: 2 infantry
Casualties for Neutral_True: 2 infantryNon Combat Move - British
3 fighters moved from Iraq to Russia
1 fighter moved from Saudi Arabia to Iraq
1 armour and 1 mech_infantry moved from Syria to Turkey
3 mech_infantrys moved from Persia to Turkey
1 battleship moved from 91 Sea Zone to 92 Sea Zone
2 transports moved from 91 Sea Zone to 92 Sea ZonePlace Units - British
1 destroyer placed in 80 Sea Zone
2 fighters placed in Iraq
1 armour and 2 mech_infantrys placed in EgyptTurn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 3,6
British collect 36 PUs (3 lost to blockades); end with 36 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUsTurn Complete - UK_Pacific
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I spent an hour here thinking about the US and the UK’s turn. I hate it.
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Looks like you left me in India? Presumably the repair cost is onerous?
Not sure what the US has in sz 6 now but looks HUGE!
Will take a look tomorrow.
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Why recapture India and put my troops in striking range of all of yours? I have nothing to gain from a fight in India. I would rather keep those troops alive as a wall to keep the Japanese from coming through into the middle east from Shan/India, or to march them north into Russia if the situation calls for it. Or, if Japan wants to start investing money into India to begin pushing through to the middle east, cool, that’s less fleet and things not going to ANZAC. If they don’t do that then they have to bring their air force down. Again, cool, I’d rather Japanese air be away from SZ 6 at the moment!
Moreover, why take it, get 5 IPCs on the collect income phase for UK Pac, and then immediately give an extra 5 IPCs to Japan when they re-re-capture it?
I mean, I’m at war with Japan. I don’t want to be nice to them. I don’t think that’s how wars work :p
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ha ha! Was only thinking light trading. I guess though if I recapture each turn I get the ipcs either way.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Italians
Italians buy 1 destroyer; Remaining resources: 3 PUs;Combat Move - Italians
1 infantry moved from Southern France to Normandy Bordeaux
1 bomber moved from Southern Italy to Normandy BordeauxCombat - Italians
Battle in Normandy Bordeaux
Italians attack with 1 bomber and 1 infantry
Americans defend with 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Normandy Bordeaux from Americans with 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantryNon Combat Move - Italians
1 bomber moved from Normandy Bordeaux to Southern Italy
1 armour moved from Northern Italy to Albania
2 artilleries and 1 infantry moved from Northern Italy to Yugoslavia
2 artilleries and 3 infantry moved from Libya to TunisiaPlace Units - Italians
1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 10
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,2,3,4,3,4,5,6
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,3
Italians collect 7 PUs (10 lost to blockades); end with 10 PUs total -
@Private:
ha ha! Was only thinking light trading. I guess though if I recapture each turn I get the ipcs either way.
Yeah, same deal. I’m just giving you an extra 5 IPCs per turn for no reason, and letting you kill British people easily. Maybe if they were Russians, I don’t mind the thought of Russians needlessly dying, there’s plenty of those damn people.
I’d rather Japan just keep it. If you want to build units there, again, good, those are units that aren’t messing with the US/ANZAC.





