I feel like adding an interesting piece or two to the board.
Any requests?
Give the chinese a battleship :lol:
the chinese deserve supporting ships for their battleship. maybe a cruiser and a couple of destroyers.
I feel like adding an interesting piece or two to the board.
Any requests?
Give the chinese a battleship :lol:
the chinese deserve supporting ships for their battleship. maybe a cruiser and a couple of destroyers.
sorry again,
i got all screwed up because I didn’t realize you could attack my malaya fleet (using that silly rule where you suicide a dd into my india fleet that way your air will have a “landing zone”)
here is what my noncombat would look like with that in mind
i would leave 1 carrier, 1 fighter, 1 dd, 1 cruiser on malaya, and have 4 air and the rest of my fleet off india
no problem veq.
hank is having internet troubles and has not gotten back to me on what he wants to do with the uk which affects my usa turn. if he does not get it resolved soon i will just do my usa turn and hope he does what i would like with his uk fleet.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 3
Purchase Units - Russians
Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
2 infantry moved from Amur to Manchuria
1 infantry moved from Amur to Korea
Russians take Korea from Japanese
2 fighters, 1 infantry and 1 tactical_bomber moved from Novgorod to Karelia
Combat - Russians
Russians creates battle in territory 125 Sea Zone
Battle in Manchuria
Russians attack with 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 2 infantry in Manchuria, round 2 : 0/2 hits
Japanese roll dice for 1 infantry in Manchuria, round 2 : 1/1 hits
1 infantry owned by the Russians lost in Manchuria
Russians roll dice for 1 infantry in Manchuria, round 3 : 0/1 hits
Japanese roll dice for 1 infantry in Manchuria, round 3 : 0/1 hits
Russians roll dice for 1 infantry in Manchuria, round 4 : 0/1 hits
Japanese roll dice for 1 infantry in Manchuria, round 4 : 0/1 hits
Russians roll dice for 1 infantry in Manchuria, round 5 : 0/1 hits
Japanese roll dice for 1 infantry in Manchuria, round 5 : 0/1 hits
Russians roll dice for 1 infantry in Manchuria, round 6 : 1/1 hits
Japanese roll dice for 1 infantry in Manchuria, round 6 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Japanese lost in Manchuria
Japanese win with no units remaining. Battle score for attacker is -3
Casualties for Japanese: 1 infantry
Casualties for Russians: 2 infantry
Battle in Karelia
Russians attack with 2 fighters, 1 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 2 fighters, 1 infantry and 1 tactical_bomber in Karelia, round 2 : 2/4 hits
Germans roll dice for 1 infantry in Karelia, round 2 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Germans lost in Karelia
Russians win with 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 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
1 infantry moved from Novgorod to Baltic States
1 infantry moved from Novgorod to Belarus
2 artilleries and 2 infantry moved from Novgorod to Archangel
2 aaGuns, 2 armour, 2 artilleries, 16 infantry and 2 mech_infantrys moved from Belarus to Bryansk
2 aaGuns, 2 artilleries and 10 infantry moved from Western Ukraine to Bryansk
2 artilleries and 3 infantry moved from Ukraine to Bryansk
5 infantry moved from Russia to Bryansk
2 fighters and 1 tactical_bomber moved from Karelia to Bryansk
Place Units - Russians
3 infantry placed in Ukraine
1 artillery and 8 infantry placed in Russia
Turn Complete - Russians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6
Russians collect 38 PUs; end with 38 PUs total
Territory Summary for Russians :
Korea : 1 flag, 1 infantry
Amur : 2 aaGuns and 15 infantry
Belarus : 1 infantry
Baltic States : 1 infantry
Bryansk : 4 aaGuns, 2 armour, 6 artilleries, 2 fighters, 40 infantry, 2 mech_infantrys and 1 tactical_bomber
Archangel : 2 artilleries and 2 infantry
Russia : 1 airfield, 1 artillery, 1 factory_major and 8 infantry
Ukraine : 1 factory_minor and 3 infantry
Volgograd : 1 factory_minor
Novgorod : 1 airfield, 1 factory_minor and 1 harbour
125 Sea Zone : 1 submarine
115 Sea Zone : 1 cruiser and 1 submarine
Production/PUs Summary :
Germans : 47 / 49
Russians : 38 / 38
Japanese : 30 / 45
Americans : 52 / 53
Chinese : 5 / 6
British : 30 / 29
UK_Pacific : 24 / 24
Italians : 16 / 27
ANZAC : 14 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Combat Move - French
Non Combat Move - French
1 infantry moved from Trans-Jordan to Egypt
1 infantry moved from Nigeria to French Equatorial Africa
1 destroyer moved from 81 Sea Zone to 98 Sea Zone
1 cruiser moved from 92 Sea Zone to 96 Sea Zone
1 destroyer moved from 92 Sea Zone to 94 Sea Zone
Turn Complete - French
Territory Summary for French :
Egypt : 1 infantry
United Kingdom : 1 fighter and 2 infantry
French Equatorial Africa : 1 infantry
96 Sea Zone : 1 cruiser
94 Sea Zone : 1 destroyer
98 Sea Zone : 1 destroyer
Production/PUs Summary :
Germans : 45 / 55
Russians : 37 / 37
Japanese : 33 / 45
Americans : 52 / 53
Chinese : 5 / 6
British : 30 / 29
UK_Pacific : 24 / 24
Italians : 16 / 27
ANZAC : 14 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 2 / 0
Neutral_True : 18 / 0
damnit. you can have 15ipc. where do you want your bid?
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Purchase Units - British
British buy 1 factory_minor, 1 fighter and 3 mech_infantrys; Remaining resources: 2 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery, 3 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
1 artillery and 3 infantry moved from Persia to Iraq
1 bomber moved from Malta to Iraq
1 armour moved from Egypt to Iraq
Combat - British
Battle in Iraq
British attack with 1 armour, 1 artillery, 1 bomber and 3 infantry
Neutral_Axis defend with 3 infantry
British roll dice for 1 armour, 1 artillery, 1 bomber and 3 infantry in Iraq, round 2 : 3/6 hits
Neutral_Axis roll dice for 3 infantry in Iraq, round 2 : 1/3 hits
1 infantry owned by the British and 3 infantry owned by the Neutral_Axis lost in Iraq
British win, taking Iraq from Neutral_Axis with 1 armour, 1 artillery, 1 bomber and 2 infantry remaining. Battle score for attacker is 6
Casualties for Neutral_Axis: 3 infantry
Casualties for British: 1 infantry
Non Combat Move - British
1 bomber moved from Iraq to Egypt
2 fighters and 1 tactical_bomber moved from Malta to Egypt
1 infantry moved from Rhodesia to Tanganyika Territory
1 infantry moved from Rhodesia to Belgian Congo
3 infantry moved from Shan State to Burma
1 infantry moved from Sumatra to 41 Sea Zone
1 infantry and 1 transport moved from 41 Sea Zone to 44 Sea Zone
1 infantry moved from 44 Sea Zone to Celebes
UK_Pacific take Celebes from Dutch
3 aaGuns and 1 artillery moved from India to Burma
11 infantry and 2 mech_infantrys moved from India to Burma
1 fighter moved from New Brunswick Nova Scotia to Iceland
Place Units - British
1 factory_minor placed in Persia
3 mech_infantrys placed in Union of South Africa
1 fighter placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 4
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1,3
British collect 27 PUs (4 lost to blockades); end with 29 PUs total
Place Units - UK_Pacific
1 artillery, 3 infantry and 2 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 24 PUs; end with 24 PUs total
Some Units in India change ownership: 1 artillery, 3 infantry and 2 mech_infantrys
Territory Summary for British, UK_Pacific :
Burma : 3 aaGuns, 1 artillery, 14 infantry and 2 mech_infantrys
India : 1 airfield, 1 artillery, 1 factory_major, 2 fighters, 1 harbour, 3 infantry, 2 mech_infantrys and 1 tactical_bomber
Malaya : 1 harbour
Kwangtung : 1 harbour and 2 infantry
Celebes : 1 flag, 1 infantry
Sumatra : 1 flag
44 Sea Zone : 1 transport
39 Sea Zone : 1 battleship, 1 cruiser and 1 destroyer
Belgian Congo : 1 infantry
Iceland : 1 airfield and 1 fighter
Quebec : 1 armour, 1 artillery, 1 factory_minor and 2 infantry
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 artillery, 1 bomber, 2 fighters, 1 harbour, 3 infantry, 1 mech_infantry and 1 tactical_bomber
Union of South Africa : 1 factory_minor, 1 harbour and 3 mech_infantrys
Scotland : 1 airfield
Malta : 1 aaGun and 1 infantry
United Kingdom : 5 aaGuns, 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 10 infantry and 1 mech_infantry
Tanganyika Territory : 1 infantry
80 Sea Zone : 1 transport
97 Sea Zone : 1 flag
Iraq : 1 flag, 1 armour, 1 artillery and 2 infantry
81 Sea Zone : 1 destroyer
Persia : 1 flag, 1 factory_minor
Production/PUs Summary :
Germans : 45 / 55
Russians : 37 / 37
Japanese : 33 / 45
Americans : 52 / 53
Chinese : 5 / 6
British : 31 / 29
UK_Pacific : 24 / 24
Italians : 12 / 12
ANZAC : 14 / 16
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
1 fighter and 8 infantry moved from Shensi to Kweichow
Combat - Chinese
Battle in Kweichow
Chinese attack with 1 fighter and 8 infantry
Japanese defend with 2 artilleries, 4 infantry and 1 mech_infantry
Chinese roll dice for 1 fighter and 8 infantry in Kweichow, round 2 : 2/9 hits
Japanese roll dice for 2 artilleries, 4 infantry and 1 mech_infantry in Kweichow, round 2 : 1/7 hits
2 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 fighter and 7 infantry in Kweichow, round 3 : 2/8 hits
Japanese roll dice for 2 artilleries, 2 infantry and 1 mech_infantry in Kweichow, round 3 : 3/5 hits
2 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 fighter and 4 infantry in Kweichow, round 4 : 0/5 hits
Japanese roll dice for 2 artilleries and 1 mech_infantry in Kweichow, round 4 : 2/3 hits
2 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 fighter and 2 infantry in Kweichow, round 5 : 0/3 hits
Japanese roll dice for 2 artilleries and 1 mech_infantry in Kweichow, round 5 : 1/3 hits
1 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 fighter and 1 infantry in Kweichow, round 6 : 0/2 hits
Japanese roll dice for 2 artilleries and 1 mech_infantry in Kweichow, round 6 : 2/3 hits
1 fighter owned by the Chinese and 1 infantry owned by the Chinese lost in Kweichow
Japanese win with 2 artilleries and 1 mech_infantry remaining. Battle score for attacker is -22
Casualties for Japanese: 4 infantry
Casualties for Chinese: 1 fighter and 8 infantry
Non Combat Move - Chinese
Place Units - Chinese
2 infantry placed in Kansu
3 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 5 PUs; end with 6 PUs total
Territory Summary for Chinese :
Kansu : 2 infantry
Tsinghai : 3 infantry
Production/PUs Summary :
Germans : 45 / 55
Russians : 37 / 37
Japanese : 33 / 45
Americans : 52 / 53
Chinese : 5 / 6
British : 29 / 36
UK_Pacific : 21 / 21
Italians : 12 / 12
ANZAC : 14 / 16
French : 8 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Purchase Units - Russians
Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Non Combat Move - Russians
2 aaGuns and 18 infantry moved from Buryatia to Amur
3 infantry moved from Ukraine to Western Ukraine
2 infantry moved from Rostov to Ukraine
1 artillery and 1 infantry moved from Bryansk to Western Ukraine
2 aaGuns moved from Bryansk to Western Ukraine
1 armour and 1 mech_infantry moved from Bryansk to Belarus
6 infantry moved from Russia to Bryansk
2 aaGuns moved from Novgorod to Belarus
2 artilleries and 7 infantry moved from Novgorod to Belarus
3 infantry moved from Novgorod to Belarus
Place Units - Russians
2 artilleries and 1 infantry placed in Ukraine
2 artilleries and 1 infantry placed in Novgorod
5 infantry placed in Russia
Turn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total
Territory Summary for Russians :
Amur : 2 aaGuns and 18 infantry
Belarus : 2 aaGuns, 2 armour, 2 artilleries, 16 infantry and 2 mech_infantrys
Bryansk : 6 infantry
Russia : 1 airfield, 1 factory_major and 5 infantry
Ukraine : 2 artilleries, 1 factory_minor and 3 infantry
Western Ukraine : 2 aaGuns, 2 artilleries and 10 infantry
Volgograd : 1 factory_minor
Novgorod : 1 airfield, 2 artilleries, 1 factory_minor, 2 fighters, 1 harbour, 5 infantry and 1 tactical_bomber
125 Sea Zone : 1 submarine
115 Sea Zone : 1 cruiser and 1 submarine
Production/PUs Summary :
Germans : 45 / 55
Russians : 37 / 37
Japanese : 28 / 40
Americans : 52 / 52
Chinese : 10 / 16
British : 29 / 36
UK_Pacific : 21 / 21
Italians : 12 / 12
ANZAC : 14 / 16
French : 8 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 1
Combat Move - French
1 cruiser and 1 destroyer moved from 93 Sea Zone to 92 Sea Zone
1 infantry moved from Algeria to Tunisia
Combat - French
Battle in Tunisia
French attack with 1 infantry
Italians defend with 1 artillery
French roll dice for 1 infantry in Tunisia, round 2 : 0/1 hits
Italians roll dice for 1 artillery in Tunisia, round 2 : 0/1 hits
French roll dice for 1 infantry in Tunisia, round 3 : 0/1 hits
Italians roll dice for 1 artillery in Tunisia, round 3 : 0/1 hits
French roll dice for 1 infantry in Tunisia, round 4 : 0/1 hits
Italians roll dice for 1 artillery in Tunisia, round 4 : 1/1 hits
1 infantry owned by the French lost in Tunisia
Italians win with 1 artillery remaining. Battle score for attacker is -3
Casualties for French: 1 infantry
Battle in 92 Sea Zone
French attack with 1 cruiser and 1 destroyer
Italians defend with 1 transport
1 transport owned by the Italians lost in 92 Sea Zone
French win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 7
Casualties for Italians: 1 transport
Non Combat Move - French
1 infantry moved from French West Africa to Nigeria
1 infantry moved from Syria to Trans-Jordan
1 destroyer moved from 72 Sea Zone to 81 Sea Zone
Turn Complete - French
Territory Summary for French :
Trans-Jordan : 1 infantry
Nigeria : 1 infantry
United Kingdom : 1 fighter and 2 infantry
Morocco : 1 infantry
Normandy Bordeaux : 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
Southern France : 1 artillery, 1 factory_minor, 1 harbour and 1 infantry
92 Sea Zone : 1 cruiser and 1 destroyer
81 Sea Zone : 1 destroyer
Production/PUs Summary :
Germans : 39 / 68
Russians : 37 / 37
Japanese : 28 / 40
Americans : 52 / 52
Chinese : 10 / 16
British : 29 / 36
UK_Pacific : 21 / 21
Italians : 12 / 12
ANZAC : 14 / 16
French : 14 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Purchase Units - British
British buy 1 destroyer, 2 fighters and 2 mech_infantrys; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
1 destroyer moved from 106 Sea Zone to 119 Sea Zone
1 fighter moved from United Kingdom to 119 Sea Zone
1 armour and 1 mech_infantry moved from Egypt to Kenya
1 artillery and 1 infantry moved from Persia to 80 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 80 Sea Zone to 72 Sea Zone
1 artillery and 1 infantry moved from 72 Sea Zone to Kenya
1 bomber moved from Malta to Kenya
Combat - British
Battle in Kenya
British attack with 1 armour, 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry
Italians defend with 1 artillery and 3 infantry
British roll dice for 1 armour, 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry in Kenya, round 2 : 1/5 hits
Italians roll dice for 1 artillery and 3 infantry in Kenya, round 2 : 2/4 hits
1 infantry owned by the British , 1 mech_infantry owned by the British and 1 infantry owned by the Italians lost in Kenya
British roll dice for 1 armour, 1 artillery and 1 bomber in Kenya, round 3 : 2/3 hits
Italians roll dice for 1 artillery and 2 infantry in Kenya, round 3 : 1/3 hits
1 artillery owned by the British and 2 infantry owned by the Italians lost in Kenya
British roll dice for 1 armour and 1 bomber in Kenya, round 4 : 2/2 hits
Italians roll dice for 1 artillery in Kenya, round 4 : 1/1 hits
1 bomber owned by the British and 1 artillery owned by the Italians lost in Kenya
British win, taking Kenya from Italians with 1 armour remaining. Battle score for attacker is -10
Casualties for British: 1 artillery, 1 bomber, 1 infantry and 1 mech_infantry
Casualties for Italians: 1 artillery and 3 infantry
Battle in 119 Sea Zone
British attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
Germans roll dice for 1 submarine in 119 Sea Zone, round 2 : 0/1 hits
British roll dice for 1 destroyer and 1 fighter in 119 Sea Zone, round 2 : 0/2 hits
Germans roll dice for 1 submarine in 119 Sea Zone, round 3 : 0/1 hits
British roll dice for 1 destroyer and 1 fighter in 119 Sea Zone, round 3 : 1/2 hits
1 submarine owned by the Germans lost in 119 Sea Zone
British win, taking 119 Sea Zone from Neutral with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Non Combat Move - British
2 fighters and 1 tactical_bomber moved from Malta to Egypt
2 infantry moved from Rhodesia to Belgian Congo
1 infantry moved from Sumatra to 41 Sea Zone
1 infantry and 1 transport moved from 41 Sea Zone to 44 Sea Zone
1 infantry moved from 44 Sea Zone to Celebes
UK_Pacific take Celebes from Dutch
3 aaGuns, 1 artillery, 2 fighters, 11 infantry, 2 mech_infantrys and 1 tactical_bomber moved from India to Burma
3 infantry moved from Shan State to Burma
1 fighter moved from 119 Sea Zone to Scotland
1 aaGun and 2 infantry moved from United Kingdom to Scotland
1 infantry moved from United Kingdom to Scotland
Place Units - British
2 mech_infantrys placed in Union of South Africa
1 destroyer placed in 109 Sea Zone
2 fighters placed in United Kingdom
Turn Complete - British
British collect 30 PUs; end with 31 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 36 PUs
Place Units - UK_Pacific
3 infantry and 3 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 24 PUs; end with 24 PUs total
Some Units in India change ownership: 3 infantry and 3 mech_infantrys
Territory Summary for British, UK_Pacific :
Burma : 3 aaGuns, 1 artillery, 2 fighters, 14 infantry, 2 mech_infantrys and 1 tactical_bomber
India : 1 airfield, 1 factory_major, 1 harbour, 3 infantry and 3 mech_infantrys
Malaya : 1 harbour
Kwangtung : 1 harbour and 2 infantry
Celebes : 1 flag, 1 infantry
Sumatra : 1 flag
44 Sea Zone : 1 transport
39 Sea Zone : 1 battleship, 1 cruiser and 1 destroyer
Belgian Congo : 2 infantry
Iceland : 1 airfield
Quebec : 1 armour, 1 artillery, 1 factory_minor and 2 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 artillery, 2 fighters, 1 harbour, 4 infantry and 1 tactical_bomber
Union of South Africa : 1 factory_minor, 1 harbour and 2 mech_infantrys
Scotland : 1 aaGun, 1 airfield, 1 fighter and 3 infantry
Kenya : 1 armour
Malta : 1 aaGun and 1 infantry
United Kingdom : 4 aaGuns, 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 7 infantry and 1 mech_infantry
119 Sea Zone : 1 flag, 1 destroyer
106 Sea Zone : 1 flag, 1 transport
109 Sea Zone : 1 destroyer
97 Sea Zone : 1 flag
72 Sea Zone : 1 transport
81 Sea Zone : 1 destroyer
Persia : 1 flag, 1 infantry
Production/PUs Summary :
Germans : 41 / 51
Russians : 37 / 37
Japanese : 31 / 44
Americans : 52 / 55
Chinese : 7 / 7
British : 30 / 36
UK_Pacific : 24 / 24
Italians : 14 / 11
ANZAC : 14 / 16
French : 9 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
2 infantry moved from Szechwan to Yunnan
1 fighter moved from Shensi to Yunnan
3 infantry moved from Shensi to Suiyuyan
3 infantry moved from Shensi to Hopei
3 infantry moved from Shensi to Kweichow
Combat - Chinese
Battle in Hopei
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Hopei, round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Hopei, round 2 : 0/1 hits
Chinese roll dice for 3 infantry in Hopei, round 3 : 0/3 hits
Japanese roll dice for 1 infantry in Hopei, round 3 : 0/1 hits
Chinese roll dice for 3 infantry in Hopei, round 4 : 0/3 hits
Japanese roll dice for 1 infantry in Hopei, round 4 : 0/1 hits
Chinese roll dice for 3 infantry in Hopei, round 5 : 1/3 hits
Japanese roll dice for 1 infantry in Hopei, round 5 : 1/1 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Hopei
Chinese win, taking Hopei from Japanese with 2 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Suiyuyan
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Suiyuyan, round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Suiyuyan, round 2 : 0/1 hits
Chinese roll dice for 3 infantry in Suiyuyan, round 3 : 0/3 hits
Japanese roll dice for 1 infantry in Suiyuyan, round 3 : 0/1 hits
Chinese roll dice for 3 infantry in Suiyuyan, round 4 : 0/3 hits
Japanese roll dice for 1 infantry in Suiyuyan, round 4 : 0/1 hits
Chinese roll dice for 3 infantry in Suiyuyan, round 5 : 0/3 hits
Japanese roll dice for 1 infantry in Suiyuyan, round 5 : 0/1 hits
Chinese roll dice for 3 infantry in Suiyuyan, round 6 : 1/3 hits
Japanese roll dice for 1 infantry in Suiyuyan, round 6 : 0/1 hits
1 infantry owned by the Japanese lost in Suiyuyan
Chinese win, taking Suiyuyan from Japanese with 3 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Kweichow
Chinese attack with 3 infantry
Japanese defend with 1 infantry
Chinese roll dice for 3 infantry in Kweichow, round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Kweichow, round 2 : 1/1 hits
1 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 2 infantry in Kweichow, round 3 : 0/2 hits
Japanese roll dice for 1 infantry in Kweichow, round 3 : 1/1 hits
1 infantry owned by the Chinese lost in Kweichow
Chinese roll dice for 1 infantry in Kweichow, round 4 : 0/1 hits
Japanese roll dice for 1 infantry in Kweichow, round 4 : 1/1 hits
1 infantry owned by the Chinese lost in Kweichow
Japanese win with 1 infantry remaining. Battle score for attacker is -9
Casualties for Chinese: 3 infantry
Battle in Yunnan
Chinese attack with 1 fighter and 2 infantry
Japanese defend with 3 infantry
Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 0/3 hits
Japanese roll dice for 3 infantry in Yunnan, round 2 : 1/3 hits
1 infantry owned by the Chinese lost in Yunnan
Chinese roll dice for 1 fighter and 1 infantry in Yunnan, round 3 : 0/2 hits
Japanese roll dice for 3 infantry in Yunnan, round 3 : 1/3 hits
1 infantry owned by the Chinese lost in Yunnan
retreated to Yunnan
Japanese win with 3 infantry remaining. Battle score for attacker is -6
Casualties for Chinese: 2 infantry
Non Combat Move - Chinese
1 fighter moved from Yunnan to Burma
Place Units - Chinese
3 infantry placed in Shensi
2 infantry placed in Shensi
Turn Complete - Chinese
Chinese collect 7 PUs; end with 7 PUs total
Territory Summary for Chinese :
Shensi : 5 infantry
Suiyuyan : 3 infantry
Hopei : 2 infantry
Burma : 1 fighter
Production/PUs Summary :
Germans : 41 / 51
Russians : 37 / 37
Japanese : 31 / 44
Americans : 52 / 55
Chinese : 7 / 7
British : 29 / 37
UK_Pacific : 21 / 21
Italians : 15 / 11
ANZAC : 14 / 16
French : 9 / 0
Dutch : 3 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 4 / 0
Neutral_True : 18 / 0
1- i am fine with 1 bid unit per territory.
2 - not fine with same bid, lets rebid. my last 3 games(you, hobo, and bombsaway) i got stuck with the allies.
3 - i would like to play with noncombat edits allowable and asking for any other type of edits.
4 - you can let me know if you want to play no tech, tech, tech with anniversary style tech tokens.
5 - let me know if you want to play with any type of lowluck reroll.
6 - i will start the bid at allies+252ipc
i don’t want to debate the dice. i will accept that i had better dice and if we play another…
debating is fun, but i have attached a file that shows the breakdown of every dice roll. it shows total unit value gained(or lost) in each battle and compares it to the expected value so it takes into account if it was an air unit or an infantry that was lost.
the interesting and debatable part is how much effect does each battle have, obviously the earlier the battle the more impact it has on the course of the game, so your terrible g1 might be worse than all the dice proceeding it.
not sure if i want a second matchup. you comment on your dice negatively even when you are getting the better of the dice, then at the end you say you had no fun.
we are all here to enjoy the game, what’s the point if it is no fun?
… if we play another, i will not mention the dice once. if i got better dice in this game, then it just proves how much incredibly better than me you are, and i can accept that. that’s why i want to play you again, to learn
my mentioning of your comments on the dice might have been unfair. if talking about the dice is cathartic for you, you can type whatever you like.
i was only joking about the voodoo hex of course. however, i would appreciate if you would wish for reasonable dice rather than lopsided dice :-)
i thought you were, and i’m glad to hear that you were. i can not wish you good luck in good faith, as i that is not what i hope for. unfortunately i can’t change the way i feel.
i do believe you agreed to play again earlier in the thread - as i said, i
apologize for any comments about the dice and i am willing to agree
that overall, i perhaps got the better “dice”. as you aptly stated, WHEN
those dice fall is incredibly important and it is impossible to say for sure
one way or another so ultimately, the way to go is to never discuss the
dice at all. a good player knows anyway, so what is the point in
mentioning other than to let out frustration. sorry that i succumbed to
said temptation at all and i will not in the future.cheers
i don’t remember agreeing in the past, but i am happy to play another game.
no problem about any dice comments. if you want to vent about dice you can, in fact it lets me know that you felt a battle is important and can help me.
By the way I didnt say I had no fun. In fact I recall specifically stating at least once that even though I was getting crushed I was still enjoying the challenge. After a while the challenge became too much and at the point it was no longer fun I conceded. In part the reason it was no longer fun is that I could not imagine it would be interesting at all for you to continue with such an insurmountable lead.
Anyway I would appreciate the rematch we agreed to and you can always just stop immediately if I mention the dice - this would result in your victory I would be happy to agree to those terms. Course if I beat you I dont want to hear YOU then say it was due to dice, even though it most certainly would be :-P. However I will readily admit it im sure…. haha
i’m glad to hear that you also had fun.
yeah, lets start a rematch. no need to worry about mentioning the dice, no extra terms are needed. i’m a bit of a jerk and do not give my opponents enough credit when i lose. i will almost certainly blame my mistakes and bad dice, and rarely admit to being outplayed. although me making mistakes and my opponent not making mistakes is probably the definition of being outplayed.
another fighter downed. amazing how some games just go this way all the way through.
you have had the better of the dice this game. your g1 was terrible, but you started to get better dice and by the middle of round 3 you had actually overcome the g1 and you had the better dice from that point on and it has only grown since round 3.
however, the sooner you get good dice the better as it has ripple effects on the game.
the only negative for you is it just makes it like taking candy from a baby when your
inf/mech/art defensive hit rate is off the charts against aircraft. perhaps it just
“feels” like it though, and actually hasn’t happened in reality?
it is not reality, it is just in your head.
…
never a whiff from you though. :-)
if you mean whiffing as in complete blanks then possibly.
if you mean terrible rolls, i have had more than my fair share of whiffing this game
i feel like there is a dice bias that sits in the game the entire time sometimes. i did get a couple of lucky defense rolls on the eastern front if i recall, but there was just never a chance really after that G1 and when i did make riskier attacks after that to try to catch up, they actually went generally poorly as well.
there has been a dice bias…in your favour.
you might be right about not having a chance after that terrible g1 but the dice did their best to help you.
i look forward to the game and hope you have fun…. and bad dice.
i will scramble to sz111
and will scramble 3 fighters to sz109next game how about you don’t put the voodoo hex on me right at the beginning…
sorry for the voodoo hex, i thought it was funny as everyone wishes their opponent good luck at the beginning of the game when they do not mean it. i wish good luck for myself.
although i am still going to lose, this is turning into a very interesting and fun match. i guess it’s always the most engaging for me when i’m trying to come from behind.
… this isn’t even fun when the dice are so lopsided. i mean is it fun for you?
the dice were lopsided in your favour. despite the bad dice i still enjoy playing the game.
i’m sorry to hear that this game had become no fun for you.
it really isn’t nice to wish someone terrible dice at the start of the game. please do not do that again. shall we go with the same starting map and commence our second match?
i might not say it, but will probably be thinking it.
not sure if i want a second matchup. you comment on your dice negatively even when you are getting the better of the dice, then at the end you say you had no fun.
we are all here to enjoy the game, what’s the point if it is no fun?
You did everything right after that crippling g1 and g2. Well played.
thanks!
I posted your win and I’m ready for Game two at your convenience just let me know. Cheers
thanks for the game, i enjoyed it.
I guess there is a destroyer but if there wasn’t it would be counted differently. 4 hits total, 1 from sub.
ah crap i wasted all that thought and typing.
ok 4 - carrier tip, fighter, fighter, destroyer
sorry hobo, i wasn’t trying to be difficult. i was not wanting to give you an advantage in this important battle. but here you go
the problem is that your sub should role with the rest of the units.
if this round in total you get;
6 - lose everything
5 - carrier tip, carrier sink, fighter, fighter, destroyer
4 - carrier tip, fighter, fighter, destroyer
3 - carrier tip, fighter, fighter
2 - destroyer, fighter
1 - destroyer
there have been no hits for me to give ools.