Thanks for the heads up.
Regularkid (Axis) vs. Gamerman (Allies) - G40 Balance Mod (No Bid) - REMATCH
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 3 destroyers, 6 infantry and 2 submarines; Remaining resources: 0 PUs; 0 SuicideAttackTokens;Combat Move - Japanese
1 unit repaired.
1 bomber moved from French Indo China to 34 Sea Zone
1 bomber moved from French Indo China to 34 Sea Zone
1 fighter and 1 tactical_bomber moved from 19 Sea Zone to 22 Sea Zone
4 artilleries moved from India to 39 Sea Zone
4 artilleries and 6 transports moved from 39 Sea Zone to 38 Sea Zone
1 artillery moved from Shan State to 38 Sea Zone
6 infantry moved from Shan State to 38 Sea Zone
5 artilleries, 6 infantry and 6 transports moved from 38 Sea Zone to 42 Sea Zone
5 artilleries moved from 42 Sea Zone to Java
6 infantry moved from 42 Sea Zone to Java
1 carrier moved from 39 Sea Zone to 42 Sea Zone
1 battleship and 2 cruisers moved from 39 Sea Zone to 42 Sea Zone
1 fighter and 1 tactical_bomber moved from Ceylon to 42 Sea Zone
1 bomber moved from French Indo China to 34 Sea Zone
1 destroyer moved from 36 Sea Zone to 6 Sea Zone
1 battleship moved from 19 Sea Zone to 6 Sea Zone
1 fighter and 1 tactical_bomber moved from French Indo China to 6 Sea ZoneCombat - Japanese
Battle in 42 Sea Zone
Japanese attack with 1 battleship, 1 carrier, 2 cruisers, 1 fighter, 1 tactical_bomber and 6 transports
ANZAC defend with 1 cruiser and 1 transport
Units damaged: 1 battleship owned by the Japanese
Japanese win, taking 42 Sea Zone from ANZAC with 1 battleship, 1 carrier, 2 cruisers, 1 fighter, 1 tactical_bomber and 6 transports remaining. Battle score for attacker is 19
Casualties for ANZAC: 1 cruiser and 1 transport
Battle in 6 Sea Zone
Japanese attack with 1 battleship, 1 destroyer, 1 fighter and 1 tactical_bomber
Americans defend with 1 submarine
Japanese win, taking 6 Sea Zone from Americans with 1 battleship, 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 34 Sea Zone
Japanese attack with 3 bombers
Americans defend with 1 destroyer and 1 transport
Japanese win with 1 bomber remaining. Battle score for attacker is -9
Casualties for Japanese: 2 bombers
Casualties for Americans: 1 destroyer and 1 transport
Battle in Java
Japanese attack with 5 artilleries and 6 infantry
ANZAC defend with 1 aaGun and 3 infantry
Japanese win, taking Java from ANZAC with 5 artilleries and 5 infantry remaining. Battle score for attacker is 11
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 aaGun and 3 infantry
Battle in 22 Sea Zone
Japanese attack with 1 fighter and 1 tactical_bomber
Americans defend with 1 destroyer and 1 transport
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is 5
Casualties for Japanese: 1 fighter
Casualties for Americans: 1 destroyer and 1 transportNon Combat Move - Japanese
1 tactical_bomber moved from 22 Sea Zone to 6 Sea Zone
2 carriers moved from 19 Sea Zone to 6 Sea Zone
3 tactical_bombers moved from Ceylon to French Indo China
2 fighters moved from 39 Sea Zone to French Indo China
1 fighter moved from Borneo to French Indo China
1 bomber moved from 34 Sea Zone to French Indo China
1 transport moved from 19 Sea Zone to 6 Sea ZonePlace Units - Japanese
3 destroyers and 2 submarines placed in 6 Sea Zone
3 infantry placed in India
3 infantry placed in French Indo ChinaTurn Complete - Japanese
Japanese collect 41 PUs; end with 41 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 46 PUs -
nice destroyers
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Man, they were overdue…. My destroyers went 3/25 against airstrikes during the championship game… I started tracking them because they were noticeably bad. Too bad you were the guy there when they started hitting again, huh
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haha. yah, its unfortunate.
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bump
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Less then 72 hours?
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Yeah, that bump totally doesn’t count. And what gives?? I gave you 6 1/2 days without bumping!
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Hahaha just bein a d*ck.
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hehe
Well now that I’m done with nerquen I turn my attention to you -
.45% chance of a destroyer taking 2 or more bombers down when attacked by 3 bombers…… jeez was that lucky
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Amphibious assaults to be conducted before all other :-P :-)
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Have you thought about bombardment rules with marines? If a cruiser/battleship unloads a marine does that bombarding ship have to attack the territory that the marine is attacking?
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 1 bomber, 2 destroyers, 3 fighters, 1 marine, 3 submarines and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
1 carrier moved from 33 Sea Zone to 6 Sea Zone
1 battleship and 1 carrier moved from 33 Sea Zone to 6 Sea Zone
1 cruiser, 2 destroyers and 1 submarine moved from 31 Sea Zone to 6 Sea Zone
2 fighters moved from Western United States to 6 Sea Zone
2 fighters moved from Manchuria to 6 Sea Zone
2 fighters and 1 tactical_bomber moved from Caroline Islands to 6 Sea Zone
1 marine moved from Morocco to 91 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 mech_infantry moved from Morocco to 91 Sea Zone
1 cruiser and 1 marine moved from 91 Sea Zone to 110 Sea Zone
1 marine moved from 110 Sea Zone to Holland Belgium
1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Holland BelgiumCombat - Americans
Americans creates battle in territory 93 Sea Zone
Battle in Holland Belgium
Americans attack with 1 fighter and 1 marine
Germans defend with 1 mech_infantry
Americans win, taking 93 Sea Zone from Italians, taking Holland Belgium from Germans with 1 fighter and 1 marine remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Battle in Normandy Bordeaux
Americans attack with 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry
Germans defend with 1 artillery, 1 factory_minor, 1 harbour and 1 mech_infantry
Americans win, taking Normandy Bordeaux from Germans with 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 8
Casualties for Germans: 1 artillery and 1 mech_infantry
Battle in 6 Sea Zone
Americans attack with 1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 6 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 battleship, 2 carriers, 4 destroyers, 1 fighter, 2 submarines, 2 tactical_bombers and 1 transport -
Casualty choice for Z6 please
I asked a question about bombarding with marines right before the move post -
Have you thought about bombardment rules with marines? If a cruiser/battleship unloads a marine does that bombarding ship have to attack the territory that the marine is attacking?
Yes we did give it some thought. For game-related reasons that I frankly can’t remember, it was ultimately agreed there should be no limitation on territory bombardment vis-a-vis marine unloading. So with marines, you’re free to bombard a different territory than u unload into.
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Just do default casualty selection plz
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Have you thought about bombardment rules with marines? If a cruiser/battleship unloads a marine does that bombarding ship have to attack the territory that the marine is attacking?
Yes we did give it some thought. For game-related reasons that I frankly can’t remember, it was ultimately agreed there should be no limitation on territory bombardment vis-a-vis marine unloading. So with marines, you’re free to bombard a different territory than u unload into.
Ooh - I don’t know if I could remember that…… any chance it can go in the game notes??
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Sure. I’ll put a note in the next installment.
One thing I do wanna try to work out is a bidding system for Axis (to the extent it is necessary. . . I note that the Axis/Allies win ratio stands at about 50/50 right now).
I’m still partial to the idea of bidding NO-related territories or islands, rather than the NOs themselves. Keeps the NOs in play (with all the strategic depth/dynamism they add to the game), and requires less edit mode throughout the course of the game. I’m playing a league game right now, for example, where Axis was given Crete and Gilbert Islands to start. Seems to work pretty good. Thoughts?
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Americans
Americans buy 1 bomber, 2 destroyers, 3 fighters, 1 marine, 3 submarines and 1 transport; Remaining resources: 1 PUs;Combat Move - Americans
1 carrier moved from 33 Sea Zone to 6 Sea Zone
1 battleship and 1 carrier moved from 33 Sea Zone to 6 Sea Zone
1 cruiser, 2 destroyers and 1 submarine moved from 31 Sea Zone to 6 Sea Zone
2 fighters moved from Western United States to 6 Sea Zone
2 fighters moved from Manchuria to 6 Sea Zone
2 fighters and 1 tactical_bomber moved from Caroline Islands to 6 Sea Zone
1 marine moved from Morocco to 91 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 mech_infantry moved from Morocco to 91 Sea Zone
1 cruiser and 1 marine moved from 91 Sea Zone to 110 Sea Zone
1 marine moved from 110 Sea Zone to Holland Belgium
1 infantry, 1 mech_infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Holland BelgiumCombat - Americans
Americans creates battle in territory 93 Sea Zone
Battle in Holland Belgium
Americans attack with 1 fighter and 1 marine
Germans defend with 1 mech_infantry
Americans win, taking 93 Sea Zone from Italians, taking Holland Belgium from Germans with 1 fighter and 1 marine remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Battle in Normandy Bordeaux
Americans attack with 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry
Germans defend with 1 artillery, 1 factory_minor, 1 harbour and 1 mech_infantry
Americans win, taking Normandy Bordeaux from Germans with 1 bomber, 1 fighter, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 8
Casualties for Germans: 1 artillery and 1 mech_infantry
Battle in 6 Sea Zone
Americans attack with 1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 6 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 battleship, 2 carriers, 4 destroyers, 1 fighter, 2 submarines, 2 tactical_bombers and 1 transport
Units damaged: 1 battleship owned by the Japanese and 2 carriers owned by the Japanese
Units damaged: 1 battleship owned by the Americans
Americans win with 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 19
Casualties for Americans: 1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 3 fighters and 1 submarine
Casualties for Japanese: 1 battleship, 2 carriers, 4 destroyers, 1 fighter, 2 submarines, 2 tactical_bombers and 1 transportNon Combat Move - Americans
COMMENT: 2 USA fighters in 110 on USA carrier
1 tactical_bomber moved from 6 Sea Zone to Korea
1 fighter moved from 6 Sea Zone to Korea
1 artillery and 3 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 destroyer, 3 infantry, 1 submarine and 2 transports moved from 10 Sea Zone to 31 Sea Zone
1 transport moved from 31 Sea Zone to 10 Sea Zone
1 mech_infantry moved from Southeast Mexico to Western United States
1 infantry moved from Central United States to Western United States
1 artillery and 3 infantry moved from 31 Sea Zone to Wake Island
2 fighters moved from 6 Sea Zone to Korea
2 infantry moved from Central United States to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
1 submarine moved from 101 Sea Zone to 91 Sea Zone
1 transport moved from 110 Sea Zone to 88 Sea Zone
1 transport moved from 110 Sea Zone to 91 Sea Zone
1 bomber moved from Normandy Bordeaux to United Kingdom
1 fighter moved from Holland Belgium to 110 Sea Zone
1 fighter moved from Normandy Bordeaux to 110 Sea Zone
1 submarine moved from 91 Sea Zone to 92 Sea Zone
1 fighter moved from Eastern United States to 110 Sea Zone
1 aaGun moved from Mexico to Western United States
1 aaGun moved from Central United States to Eastern United States
1 aaGun moved from Central United States to Southeast MexicoPlace Units - Americans
1 submarine and 1 transport placed in 101 Sea Zone
1 bomber placed in Western United States
2 destroyers and 2 submarines placed in 10 Sea Zone
1 marine placed in Eastern United States
1 fighter placed in Eastern United States
2 fighters placed in Western United States
Americans undo move 5.
1 fighter placed in Western United StatesTurn Complete - Americans
Americans collect 57 PUs; end with 58 PUs total
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 8 Pacific Airfields: 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
Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 4 PUs; end with 97 PUs
Turning on Edit Mode
EDIT: Changing PUs for Americans from 97 to 98
EDIT: Turning off Edit Mode -
That’s not bad, except kind of messes with history
I think the extra ANZAC NO should be removed from the game, and leave the Guinea one at 3. I think ANZAC is always over-represented anyway. In classic they just had like 2 infantry that sat there and did nothing - heheI think you might reconsider the sacking capital rules except for Paris - that would help the Axis a bit too and I think would be more balanced. So Paris IPC’s can only be taken once in the game, but leave the rest. The good thing about that is you change the 2nd edition rules less
The league balanced game results are a very small sample size, and if you want to get any meaning out of them, you need to look closely at the skill levels of the players in each game, for starters.