@jim010 said in jim010 Axis vs GovZ Allies +23 AAE OOB:
@GovZ - any scrambles? I assume at least 1
Scramble 3 to 110. Kill the boats first.
No Scramble to 111. Keep the DD alive as long as you still have subs.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Russians
Russians buy 1 armour, 1 artillery, 7 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Politics - Russians
Russians takes Political Action: Political Action Russians To War With Japanese
Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to Unprovoked
Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied
Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly
Combat Move - Russians
Trigger Russians Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians
18 infantry moved from Amur to Manchuria
1 infantry moved from Russia to Smolensk
2 infantry moved from Russia to Vologda
2 fighters and 1 tactical_bomber moved from Russia to Vologda
3 fighters moved from Russia to Smolensk
Combat - Russians
Russians creates battle in territory 105 Sea Zone
Battle in Manchuria
Russians attack with 18 infantry
Japanese defend with 1 infantry
Russians roll dice for 18 infantry in Manchuria, round 2 : 4/18 hits, 3.00 expected hits
Japanese roll dice for 1 infantry in Manchuria, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Manchuria
Russians win, taking Manchuria from Japanese with 18 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Smolensk
Russians attack with 3 fighters and 1 infantry
Germans defend with 1 mech_infantry
Russians roll dice for 3 fighters and 1 infantry in Smolensk, round 2 : 3/4 hits, 1.67 expected hits
Germans roll dice for 1 mech_infantry in Smolensk, round 2 : 0/1 hits, 0.33 expected hits
1 mech_infantry owned by the Germans lost in Smolensk
Russians win, taking Smolensk from Germans with 3 fighters and 1 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Battle in Vologda
Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Vologda, round 2 : 3/5 hits, 2.00 expected hits
Germans roll dice for 1 infantry in Vologda, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Germans lost in Vologda
Russians win, taking Vologda from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians
Non Combat Move - Russians
3 infantry moved from Tambov to Rostov
2 infantry moved from Russia to Tambov
3 fighters moved from Smolensk to Russia
2 fighters and 1 tactical_bomber moved from Vologda to Russia
2 aaGuns moved from Amur to Manchuria
1 cruiser and 1 submarine moved from 114 Sea Zone to 113 Sea Zone
Place Units - Russians
1 armour, 1 artillery, 7 infantry and 1 mech_infantry placed in Russia
Turn Complete - Russians
Russians collect 25 PUs; end with 25 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 28 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 30 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 32 PUs
Combat Hit Differential Summary :
Japanese regular : -0.33
Germans regular : -0.67
Russians regular : 3.33
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 5 armour, 5 artilleries and 6 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 infantry moved from Korea to Manchuria
1 artillery and 5 infantry moved from Jehol to Manchuria
1 cruiser moved from 20 Sea Zone to 6 Sea Zone
2 artilleries, 2 infantry and 1 marine moved from Japan to 6 Sea Zone
2 artilleries, 1 cruiser, 2 infantry, 1 marine and 2 transports moved from 6 Sea Zone to 19 Sea Zone
1 infantry moved from Kwangtung to 20 Sea Zone
1 artillery moved from Kiangsi to 20 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 19 Sea Zone
3 artilleries, 3 infantry and 1 marine moved from 19 Sea Zone to Manchuria
2 bombers moved from Kwangsi to Manchuria
1 fighter and 1 tactical_bomber moved from Philippines to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Manchuria
1 fighter moved from 6 Sea Zone to Manchuria
1 submarine moved from 6 Sea Zone to 25 Sea Zone
1 fighter and 1 tactical_bomber moved from 8 Sea Zone to 25 Sea Zone
1 fighter moved from Java to 44 Sea Zone
Submerge U.S. sub in sz25? Japan attacking DD with sub, fighter and TAC.
Instead of my usual build factory in Kiangsu on J1 or J2; I decided to try building extra tt & marine. Despite Russia massing on border on R1. Perhaps should have waited to try this out in a game when Rus goes West. Also did this in my newest game, despite ArtofWar also massing Rus on border. But made more sense for him than you, since Ger lost the opening battle for Paris, a rare but deadly occurrence. Allies often defensive and not always all massing aggressively against Japan. Don’t know if not building an early IC in China was a factor for you or him. Odds in my favor in Man, although not overwhelming and still negative TUV. But I couldn’t hold Yun, and could attack from Japan. So need to defeat someone now and build 16 troops that can reinforce southeast Asia. While the 3 allied armies have lots of troops, Triplea has given Japan a powerful counteroffense/defense. Good income, big air force and flexibility of fleet. The absence of the U.S. fleet will allow me to build troops instead of ships. Although I was hoping to have enough cash for a new tt. Tanks give me mobility and greater offense and defense. Once Russian Siberian army is destroyed, Japan can gobble up Siberia without interference from Russians or Mongols.
At first I thought that taking Celebes with 2 tts was costly, and then an ANZ tt was needed because the Japanese defenders took down 2 invaders. But combined with the coordinated Asian land advances, means Japan won’t be able to retake Celebes this turn or next turn. So the 11 point swing, -8 Japan +3 U.S. for multiple turns will be worthwhile. Rather than just single tt invasions like I did against you in prior games. However, this also means there will be no new amphib threat of consequence for a while. I’m guessing the U.S. will want to retake the Aleut before advancing into the Pacific, and ANZ will have to build in NSW, not Queens to be safe.
@FMErwinRommel stay and fight 1 round…obv if your sub hits take the dd as the casualty as the air cant hit my sub…hopefully my first strike will take your sub out! Long odds on a 1 though…
@FMErwinRommel A solid 44% chance for the russians and a good chance to thin some of your air out seems good to me…I knew the russians would be a bit vulnerable but wanted japan to take some tough choices…after the debacle off java I needed to put some additional pressure on…
Your odds in Man are 44% if you don’t click amphib battle. With amphib checked, it increases my offence by 4 points and decreases your odds to 38%. Still a reasonable but not as great. Anyway, your AA failed you. I did take a fighter in order to save a ground unit to take Man. Bloody battle.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 5 armour, 5 artilleries and 6 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 infantry moved from Korea to Manchuria
1 artillery and 5 infantry moved from Jehol to Manchuria
1 cruiser moved from 20 Sea Zone to 6 Sea Zone
2 artilleries, 2 infantry and 1 marine moved from Japan to 6 Sea Zone
2 artilleries, 1 cruiser, 2 infantry, 1 marine and 2 transports moved from 6 Sea Zone to 19 Sea Zone
1 infantry moved from Kwangtung to 20 Sea Zone
1 artillery moved from Kiangsi to 20 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 19 Sea Zone
3 artilleries, 3 infantry and 1 marine moved from 19 Sea Zone to Manchuria
2 bombers moved from Kwangsi to Manchuria
1 fighter and 1 tactical_bomber moved from Philippines to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 35 Sea Zone to Manchuria
1 fighter moved from 6 Sea Zone to Manchuria
1 submarine moved from 6 Sea Zone to 25 Sea Zone
1 fighter and 1 tactical_bomber moved from 8 Sea Zone to 25 Sea Zone
1 fighter moved from Java to 44 Sea Zone
Combat - Japanese
Battle in 44 Sea Zone
Japanese attack with 1 fighter
Americans defend with 2 transports; ANZAC defend with 1 transport
1 transport owned by the ANZAC and 2 transports owned by the Americans lost in 44 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is 21
Casualties for Americans: 2 transports
Casualties for ANZAC: 1 transport
Battle in Manchuria
Japanese attack with 4 artilleries, 2 bombers, 2 fighters, 9 infantry, 1 marine and 1 tactical_bomber
Russians defend with 2 aaGuns and 18 infantry
Russians roll AA dice in Manchuria : 0/5 hits, 0.83 expected hits
Japanese roll dice for 1 cruiser in Manchuria, round 2 : 1/1 hits, 0.50 expected hits
Japanese roll dice for 4 artilleries, 2 bombers, 2 fighters, 9 infantry, 1 marine and 1 tactical_bomber in Manchuria, round 2 : 7/19 hits, 6.83 expected hits
Chinese roll dice for 2 aaGuns and 18 infantry in Manchuria, round 2 : 6/18 hits, 6.00 expected hits
6 infantry owned by the Japanese, 6 infantry owned by the Russians and 2 aaGuns owned by the Russians lost in Manchuria
Japanese roll dice for 4 artilleries, 2 bombers, 2 fighters, 3 infantry, 1 marine and 1 tactical_bomber in Manchuria, round 3 : 6/13 hits, 5.67 expected hits
Chinese roll dice for 12 infantry in Manchuria, round 3 : 6/12 hits, 4.00 expected hits
3 infantry owned by the Japanese, 6 infantry owned by the Russians and 3 artilleries owned by the Japanese lost in Manchuria
Japanese roll dice for 1 artillery, 2 bombers, 2 fighters, 1 marine and 1 tactical_bomber in Manchuria, round 4 : 5/7 hits, 3.67 expected hits
Chinese roll dice for 6 infantry in Manchuria, round 4 : 2/6 hits, 2.00 expected hits
1 fighter owned by the Japanese, 5 infantry owned by the Russians and 1 artillery owned by the Japanese lost in Manchuria
Japanese roll dice for 2 bombers, 1 fighter, 1 marine and 1 tactical_bomber in Manchuria, round 5 : 2/5 hits, 2.83 expected hits
Chinese roll dice for 1 infantry in Manchuria, round 5 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Manchuria
Japanese win, taking Manchuria from Chinese with 2 bombers, 1 fighter, 1 marine and 1 tactical_bomber remaining. Battle score for attacker is 11
Casualties for Japanese: 4 artilleries, 1 fighter and 9 infantry
Casualties for Russians: 2 aaGuns and 18 infantry
Battle in 25 Sea Zone
Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
Americans defend with 1 destroyer and 1 submarine
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter and 1 tactical_bomber in 25 Sea Zone, round 2 : 0/2 hits, 1.17 expected hits
Americans roll dice for 1 destroyer in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 25 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 submarine in 25 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Japanese roll dice for 1 fighter and 1 tactical_bomber in 25 Sea Zone, round 3 : 1/2 hits, 1.17 expected hits
Americans roll dice for 1 destroyer in 25 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
1 destroyer owned by the Americans lost in 25 Sea Zone
1 submarine owned by the Americans Submerged
Japanese win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Non Combat Move - Japanese
1 fighter and 1 tactical_bomber moved from 25 Sea Zone to 6 Sea Zone
2 infantry moved from Aleutian Islands to 8 Sea Zone
1 carrier, 2 destroyers, 2 infantry, 1 submarine and 1 transport moved from 8 Sea Zone to 6 Sea Zone
2 infantry moved from 6 Sea Zone to Korea
2 mech_infantrys moved from Malaya to French Indo China
1 infantry and 1 marine moved from Shan State to French Indo China
1 infantry moved from Yunnan to French Indo China
1 mech_infantry moved from Yunnan to Kwangsi
1 armour and 1 mech_infantry moved from Kwangtung to Kwangsi
2 battleships, 1 carrier and 1 cruiser moved from 42 Sea Zone to 35 Sea Zone
1 fighter moved from 44 Sea Zone to Philippines
1 submarine moved from 58 Sea Zone to 39 Sea Zone
1 submarine moved from 37 Sea Zone to 39 Sea Zone
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
1 submarine moved from 6 Sea Zone to 35 Sea Zone
2 fighters and 1 tactical_bomber moved from Java to Kwangsi
6 fighters and 2 tactical_bombers moved from Caroline Islands to Kwangsi
2 bombers, 1 fighter and 1 tactical_bomber moved from Manchuria to Jehol
Place Units - Japanese
1 artillery and 2 infantry placed in Malaya
3 artilleries placed in French Indo China
3 armour placed in Kwangtung
2 armour, 1 artillery and 4 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 55 PUs; end with 55 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 58 PUs
Combat Hit Differential Summary :
Chinese regular : 1.67
Americans regular : -1.00
Japanese regular : -0.50
Russians AA : -0.83
Congrats on China being able to open up the Burma road, gaining a 3 point N.O. and being able to build artillery. I haven’t planned a game in recent memory when China was able to build artillery, woohoo. My aunt was a nurse in the India theater during WWII. Pity I never asked her about her experience there while she was alive.
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 2 destroyers, 2 fighters, 1 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 destroyer moved from 91 Sea Zone to 105 Sea Zone
1 bomber moved from Gibraltar to 105 Sea Zone
1 fighter moved from Morocco to 93 Sea Zone
1 destroyer moved from 96 Sea Zone to 93 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 105 Sea Zone
1 infantry moved from 105 Sea Zone to Normandy Bordeaux
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery and 1 infantry moved from Libya to 96 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Crete
2 fighters moved from 96 Sea Zone to Crete
1 mech_infantry moved from Western United States to 10 Sea Zone
1 mech_infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone
1 mech_infantry moved from 8 Sea Zone to Aleutian Islands
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
2 fighters and 1 tactical_bomber moved from 10 Sea Zone to 25 Sea Zone
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 2 destroyers, 2 fighters, 1 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 destroyer moved from 91 Sea Zone to 105 Sea Zone
1 bomber moved from Gibraltar to 105 Sea Zone
1 fighter moved from Morocco to 93 Sea Zone
1 destroyer moved from 96 Sea Zone to 93 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 105 Sea Zone
1 infantry moved from 105 Sea Zone to Normandy Bordeaux
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery and 1 infantry moved from Libya to 96 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Crete
2 fighters moved from 96 Sea Zone to Crete
1 mech_infantry moved from Western United States to 10 Sea Zone
1 mech_infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone
1 mech_infantry moved from 8 Sea Zone to Aleutian Islands
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
2 fighters and 1 tactical_bomber moved from 10 Sea Zone to 25 Sea Zone
Combat - Americans
Battle in Holland Belgium
Battle in Aleutian Islands
Battle in 105 Sea Zone
Americans attack with 1 bomber, 1 destroyer and 1 transport; Russians loiter and taunt
Germans defend with 1 submarine
Americans roll dice for 1 bomber, 1 destroyer and 1 transport in 105 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
Germans roll dice for 1 submarine in 105 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Germans lost in 105 Sea Zone
Americans win, taking Holland Belgium from Germans, taking Aleutian Islands from Japanese with 1 bomber, 1 destroyer and 1 transport remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in 93 Sea Zone
Americans attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
Americans roll dice for 1 destroyer and 1 fighter in 93 Sea Zone, round 2 : 0/2 hits, 0.83 expected hits
Germans roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Americans roll dice for 1 destroyer and 1 fighter in 93 Sea Zone, round 3 : 0/2 hits, 0.83 expected hits
Germans roll dice for 1 submarine in 93 Sea Zone, round 3 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the Americans lost in 93 Sea Zone
retreated to 93 Sea Zone
Germans win with 1 submarine remaining. Battle score for attacker is -8
Casualties for Americans: 1 destroyer
Battle in 25 Sea Zone
Americans attack with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 submarine
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 destroyer, 2 fighters and 1 tactical_bomber in 25 Sea Zone, round 2 : 2/4 hits, 2.00 expected hits
Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Japanese lost in 25 Sea Zone
Americans win with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in Crete
Americans attack with 1 artillery, 2 fighters and 1 infantry
Italians defend with 1 artillery and 1 infantry
Americans roll dice for 1 artillery, 2 fighters and 1 infantry in Crete, round 2 : 2/4 hits, 1.67 expected hits
Italians roll dice for 1 artillery and 1 infantry in Crete, round 2 : 0/2 hits, 0.67 expected hits
1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Crete
Americans win, taking Crete from Italians with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 7
Casualties for Italians: 1 artillery and 1 infantry
Battle in Normandy Bordeaux
Non Combat Move - Americans
1 fighter moved from 93 Sea Zone to Morocco
1 mech_infantry moved from Tunisia to Morocco
1 armour moved from Libya to Alexandria
1 marine moved from Libya to 96 Sea Zone
1 marine moved from 96 Sea Zone to Malta
1 bomber moved from 105 Sea Zone to Gibraltar
1 destroyer moved from 101 Sea Zone to 91 Sea Zone
1 bomber moved from Western United States to Queensland
1 submarine moved from 54 Sea Zone to 41 Sea Zone
2 carriers, 1 destroyer and 3 submarines moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 25 Sea Zone to Midway
1 fighter and 1 tactical_bomber moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from Western United States to Midway
2 fighters moved from Crete to 96 Sea Zone
Place Units - Americans
1 destroyer and 1 transport placed in 101 Sea Zone
1 artillery and 1 infantry placed in Eastern United States
1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 10 Sea Zone
2 fighters placed in Western United States
Turn Complete - Americans
Americans collect 64 PUs; end with 64 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 74 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 84 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 89 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 94 PUs
Combat Hit Differential Summary :
Americans regular : -1.67
Italians regular : -0.67
Japanese regular : -0.17
Germans regular : 0.50
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Shensi to Sikang
3 infantry moved from Kweichow to Szechwan
7 infantry moved from Kweichow to Yunnan
2 infantry moved from Hopei to Anhwe
1 fighter moved from Kansu to Sikang
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Shensi to Sikang
3 infantry moved from Kweichow to Szechwan
7 infantry moved from Kweichow to Yunnan
2 infantry moved from Hopei to Anhwe
1 fighter moved from Kansu to Sikang
Combat - Chinese
Battle in Szechwan
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Szechwan, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Szechwan
Chinese roll dice for 2 infantry in Szechwan, round 3 : 0/2 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 2 infantry in Szechwan, round 4 : 1/2 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 4 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Szechwan
Chinese win, taking Szechwan from Japanese with 1 infantry remaining. Battle score for attacker is -3
Casualties for Chinese: 2 infantry
Casualties for Japanese: 1 infantry
Battle in Yunnan
Chinese attack with 7 infantry
Japanese defend with 1 infantry
Chinese roll dice for 7 infantry in Yunnan, round 2 : 1/7 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 7 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Sikang
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Sikang, round 2 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Sikang, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 2 infantry in Sikang, round 3 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Sikang, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Sikang
Chinese win, taking Sikang from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Anhwe
Chinese attack with 2 infantry
Japanese defend with 1 artillery
Chinese roll dice for 2 infantry in Anhwe, round 2 : 0/2 hits, 0.33 expected hits
Japanese roll dice for 1 artillery in Anhwe, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Anhwe
Chinese roll dice for 1 infantry in Anhwe, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 artillery in Anhwe, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Anhwe
Japanese win with 1 artillery remaining. Battle score for attacker is -6
Casualties for Chinese: 2 infantry
Non Combat Move - Chinese
2 infantry moved from Kansu to Tsinghai
1 fighter moved from Sikang to Tsinghai
Place Units - Chinese
2 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 12 PUs
Combat Hit Differential Summary :
Chinese regular : -1.50
Japanese regular : 2.33
TripleA Move Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Combat Move - British
1 bomber moved from Egypt to Cyprus
1 artillery and 1 infantry moved from Egypt to 81 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Cyprus
2 fighters moved from 96 Sea Zone to Cyprus
1 infantry moved from Burma to Shan State
2 fighters moved from India to Shan State
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 2 destroyers, 2 fighters, 1 infantry, 1 submarine and 2 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 destroyer moved from 91 Sea Zone to 105 Sea Zone
1 bomber moved from Gibraltar to 105 Sea Zone
1 fighter moved from Morocco to 93 Sea Zone
1 destroyer moved from 96 Sea Zone to 93 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 105 Sea Zone
1 infantry moved from 105 Sea Zone to Normandy Bordeaux
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 artillery and 1 infantry moved from Libya to 96 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 96 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Crete
2 fighters moved from 96 Sea Zone to Crete
1 mech_infantry moved from Western United States to 10 Sea Zone
1 mech_infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone
1 mech_infantry moved from 8 Sea Zone to Aleutian Islands
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
2 fighters and 1 tactical_bomber moved from 10 Sea Zone to 25 Sea Zone
Combat - Americans
Battle in Holland Belgium
Battle in Aleutian Islands
Battle in 105 Sea Zone
Americans attack with 1 bomber, 1 destroyer and 1 transport; Russians loiter and taunt
Germans defend with 1 submarine
Americans roll dice for 1 bomber, 1 destroyer and 1 transport in 105 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
Germans roll dice for 1 submarine in 105 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Germans lost in 105 Sea Zone
Americans win, taking Holland Belgium from Germans, taking Aleutian Islands from Japanese with 1 bomber, 1 destroyer and 1 transport remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in 93 Sea Zone
Americans attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
Americans roll dice for 1 destroyer and 1 fighter in 93 Sea Zone, round 2 : 0/2 hits, 0.83 expected hits
Germans roll dice for 1 submarine in 93 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Americans roll dice for 1 destroyer and 1 fighter in 93 Sea Zone, round 3 : 0/2 hits, 0.83 expected hits
Germans roll dice for 1 submarine in 93 Sea Zone, round 3 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the Americans lost in 93 Sea Zone
retreated to 93 Sea Zone
Germans win with 1 submarine remaining. Battle score for attacker is -8
Casualties for Americans: 1 destroyer
Battle in 25 Sea Zone
Americans attack with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber
Japanese defend with 1 submarine
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 destroyer, 2 fighters and 1 tactical_bomber in 25 Sea Zone, round 2 : 2/4 hits, 2.00 expected hits
Japanese roll dice for 1 submarine in 25 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Japanese lost in 25 Sea Zone
Americans win with 1 destroyer, 2 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in Crete
Americans attack with 1 artillery, 2 fighters and 1 infantry
Italians defend with 1 artillery and 1 infantry
Americans roll dice for 1 artillery, 2 fighters and 1 infantry in Crete, round 2 : 2/4 hits, 1.67 expected hits
Italians roll dice for 1 artillery and 1 infantry in Crete, round 2 : 0/2 hits, 0.67 expected hits
1 artillery owned by the Italians and 1 infantry owned by the Italians lost in Crete
Americans win, taking Crete from Italians with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 7
Casualties for Italians: 1 artillery and 1 infantry
Battle in Normandy Bordeaux
Non Combat Move - Americans
1 fighter moved from 93 Sea Zone to Morocco
1 mech_infantry moved from Tunisia to Morocco
1 armour moved from Libya to Alexandria
1 marine moved from Libya to 96 Sea Zone
1 marine moved from 96 Sea Zone to Malta
1 bomber moved from 105 Sea Zone to Gibraltar
1 destroyer moved from 101 Sea Zone to 91 Sea Zone
1 bomber moved from Western United States to Queensland
1 submarine moved from 54 Sea Zone to 41 Sea Zone
2 carriers, 1 destroyer and 3 submarines moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 25 Sea Zone to Midway
1 fighter and 1 tactical_bomber moved from 25 Sea Zone to 26 Sea Zone
1 fighter moved from Western United States to Midway
2 fighters moved from Crete to 96 Sea Zone
Place Units - Americans
1 destroyer and 1 transport placed in 101 Sea Zone
1 artillery and 1 infantry placed in Eastern United States
1 carrier, 1 destroyer, 1 submarine and 1 transport placed in 10 Sea Zone
2 fighters placed in Western United States
Turn Complete - Americans
Americans collect 64 PUs; end with 64 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 74 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 84 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 89 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 94 PUs
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Shensi to Sikang
3 infantry moved from Kweichow to Szechwan
7 infantry moved from Kweichow to Yunnan
2 infantry moved from Hopei to Anhwe
1 fighter moved from Kansu to Sikang
Combat - Chinese
Battle in Szechwan
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Szechwan, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Szechwan
Chinese roll dice for 2 infantry in Szechwan, round 3 : 0/2 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 3 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 2 infantry in Szechwan, round 4 : 1/2 hits, 0.33 expected hits
Japanese roll dice for 1 infantry in Szechwan, round 4 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Szechwan
Chinese win, taking Szechwan from Japanese with 1 infantry remaining. Battle score for attacker is -3
Casualties for Chinese: 2 infantry
Casualties for Japanese: 1 infantry
Battle in Yunnan
Chinese attack with 7 infantry
Japanese defend with 1 infantry
Chinese roll dice for 7 infantry in Yunnan, round 2 : 1/7 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Yunnan
Chinese win, taking Yunnan from Japanese with 7 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Sikang
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
Chinese roll dice for 1 fighter and 2 infantry in Sikang, round 2 : 0/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Sikang, round 2 : 0/1 hits, 0.33 expected hits
Chinese roll dice for 1 fighter and 2 infantry in Sikang, round 3 : 1/3 hits, 0.83 expected hits
Japanese roll dice for 1 infantry in Sikang, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Sikang
Chinese win, taking Sikang from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantry
Battle in Anhwe
Chinese attack with 2 infantry
Japanese defend with 1 artillery
Chinese roll dice for 2 infantry in Anhwe, round 2 : 0/2 hits, 0.33 expected hits
Japanese roll dice for 1 artillery in Anhwe, round 2 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Anhwe
Chinese roll dice for 1 infantry in Anhwe, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 artillery in Anhwe, round 3 : 1/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Anhwe
Japanese win with 1 artillery remaining. Battle score for attacker is -6
Casualties for Chinese: 2 infantry
Non Combat Move - Chinese
2 infantry moved from Kansu to Tsinghai
1 fighter moved from Sikang to Tsinghai
Place Units - Chinese
2 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 9 PUs; end with 9 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 12 PUs
Purchase Units - British
British buy 1 fighter, 2 infantry, 3 mech_infantrys and 2 submarines; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 bomber moved from Egypt to Cyprus
1 artillery and 1 infantry moved from Egypt to 81 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Cyprus
2 fighters moved from 96 Sea Zone to Cyprus
1 infantry moved from Burma to Shan State
2 fighters moved from India to Shan State
Combat - British
Battle in Cyprus
British attack with 1 artillery, 1 bomber, 2 fighters and 1 infantry
Italians defend with 2 infantry
British roll dice for 1 artillery, 1 bomber, 2 fighters and 1 infantry in Cyprus, round 2 : 1/5 hits, 2.33 expected hits
Italians roll dice for 2 infantry in Cyprus, round 2 : 0/2 hits, 0.67 expected hits
1 infantry owned by the Italians lost in Cyprus
British roll dice for 1 artillery, 1 bomber, 2 fighters and 1 infantry in Cyprus, round 3 : 3/5 hits, 2.33 expected hits
Italians roll dice for 1 infantry in Cyprus, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Italians lost in Cyprus
British win, taking Cyprus from Italians with 1 artillery, 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 6
Casualties for Italians: 2 infantry
Battle in Shan State
British attack with 2 fighters and 1 infantry
Japanese defend with 1 infantry
British roll dice for 2 fighters and 1 infantry in Shan State, round 2 : 1/3 hits, 1.17 expected hits
Japanese roll dice for 1 infantry in Shan State, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - British
2 fighters moved from Shan State to Yunnan
3 aaGuns, 3 artilleries, 20 infantry and 2 mech_infantrys moved from Burma to Yunnan
1 battleship moved from 54 Sea Zone to 26 Sea Zone
2 infantry moved from Anglo Egyptian Sudan to Egypt
1 marine moved from Egypt to 81 Sea Zone
1 cruiser and 1 marine moved from 81 Sea Zone to 96 Sea Zone
1 marine moved from 96 Sea Zone to Malta
2 fighters moved from Cyprus to 96 Sea Zone
1 bomber moved from Cyprus to Egypt
1 armour moved from French Equatorial Africa to Egypt
4 infantry moved from Egypt to Trans-Jordan
1 mech_infantry moved from Northwest Persia to Rostov
3 infantry moved from Northwest Persia to Caucasus
1 armour, 2 artilleries, 2 infantry and 2 mech_infantrys moved from Iraq to Northwest Persia
1 artillery moved from Tobruk to Alexandria
1 destroyer moved from 124 Sea Zone to 110 Sea Zone
1 transport moved from 91 Sea Zone to 96 Sea Zone
3 infantry moved from India to Burma
Place Units - British
1 fighter placed in United Kingdom
1 submarine placed in 109 Sea Zone
1 submarine placed in 81 Sea Zone
2 infantry and 1 mech_infantry placed in Iraq
2 mech_infantrys placed in Egypt
Turn Complete - British
British collect 37 PUs; end with 37 PUs
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 40 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 43 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 46 PUs
Place Units - UK_Pacific
3 infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 1,4,1,3
UK_Pacific collect 4 PUs (3 lost to blockades); end with 4 PUs
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 7 PUs
Some Units in India change ownership: 3 infantry
Combat Hit Differential Summary :
Chinese regular : -1.50
Americans regular : -1.67
Italians regular : -1.67
Japanese regular : 1.83
Germans regular : 0.50
British regular : -0.83
@FMErwinRommel I had a feeling one of your subs would survive…just needed it not to be the one in 105 or it would have buggered up the landing! And hopefully thats all the japanese luck used up…nasty defending against my poor chinese!
I had a lot of agonising over the moves in the med…couldnt attack your fleet but wanted my islands back so had to hope your italiuan garrisons would miss so I wasnt forced to choose an air loss. Went my way.
Allies have a healthy IPC lead this turn…and with enormous pressure on the japs on the mainland the US fiasco last turn has been negated slightly…Pacific fleets for both sides are roughly par. Not going to be over anytime soon!
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.4.0
Game History
Round: 6
Purchase Units - Italians
Italians buy 2 submarines; Remaining resources: 1 PUs;
Combat Move - Italians
2 armour moved from Western Ukraine to Rostov
1 bomber and 3 fighters moved from Southern Italy to Rostov
Combat - Italians
Battle in Rostov
Italians attack with 2 armour, 1 bomber and 3 fighters
British defend with 1 mech_infantry; Russians defend with 3 infantry
Italians roll dice for 2 armour, 1 bomber and 3 fighters in Rostov, round 2 : 3/6 hits, 3.17 expected hits
Russians roll dice for 3 infantry and 1 mech_infantry in Rostov, round 2 : 2/4 hits, 1.33 expected hits
3 infantry owned by the Russians and 2 armour owned by the Italians lost in Rostov
Italians roll dice for 1 bomber and 3 fighters in Rostov, round 3 : 1/4 hits, 2.17 expected hits
Russians roll dice for 1 mech_infantry in Rostov, round 3 : 0/1 hits, 0.33 expected hits
1 mech_infantry owned by the British lost in Rostov
Italians win with 1 bomber and 3 fighters remaining. Battle score for attacker is 1
Casualties for Italians: 2 armour
Casualties for Russians: 3 infantry
Casualties for British: 1 mech_infantry
Non Combat Move - Italians
3 fighters moved from Rostov to Ukraine
1 bomber moved from Rostov to Slovakia Hungary
6 infantry and 1 mech_infantry moved from Southern Italy to Northern Italy
1 mech_infantry moved from Northern Italy to Romania
Place Units - Italians
2 submarines placed in 97 Sea Zone
Turn Complete - Italians
Italians collect 11 PUs; end with 12 PUs
Combat Hit Differential Summary :
Italians regular : -1.33
Russians regular : 0.33
Decided to spice things up with risky Italian attack on Rostov. Went as expected. Saves using German troops, but requires Luftwaffe to double its air defense of Italy. U.S. income is impressive. It will drop back by 10, but I can’t take away Cel yet and N. Afr probably never. Italy’s problem is it has to defend its homeland and impossible to defend isles. So Allies usually take the isles back first. UK has large air force and the Med is small, so planes can reach isles. Japan has advantage over Italy in that Pacific is large and Allied planes can’t reach most isles without CVs. So a single Japan fighter, and it has many, can force an extra transport or capital ship and marine. Those ships usually can’t be protected in places like Guam, so will be sunk.
Japan’s problem is the tt’s used to retake Man aren’t by a NB, so can’t reload in Japan and reach Hong Kong or SE Asia in one turn. The fleets are comparable except Japan still has 2 BB’s & 2 CA’s. U.S. can outbuild Japan, but will take time to threaten Japan. Japan can build more troops than China and India combined. A big battle loss usually doesn’t cause one side to collapse. Just hang in and wait for the other side to blunder and/or have bad dice. Many of my games last very many turns.