colon aaa 2@1 comma 2@3 comma 1@4 colon
second try
colon aaa 2@1 comma 2@3 comma 1@4 colon
second try
:aaa2@1,2@3,1@4:
I think thats what you mean:)
The two fighters and tac keep disappearing. All my other changes stay except that one.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Combat Move - French
Non Combat Move - French
1 destroyer moved from 81 Sea Zone to 80 Sea Zone
Turn Complete - French
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - ANZAC
ANZAC buy 1 fighter and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
1 infantry moved from Java to 42 Sea Zone
1 infantry and 1 transport moved from 42 Sea Zone to 45 Sea Zone
1 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
1 fighter moved from Queensland to 44 Sea Zone
2 fighters moved from Queensland to Malaya
2 infantry moved from New South Wales to Queensland
1 cruiser and 1 destroyer moved from 63 Sea Zone to 56 Sea Zone
1 fighter moved from 44 Sea Zone to Celebes
Place Units - ANZAC
1 fighter and 1 mech_infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 19 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 24 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Politics - British
British takes Political Action: Political Action British To War With Japanese
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
British succeeds on action: Political Action British To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly
Purchase Units - British
British buy 1 armour, 1 artillery, 5 infantry and 2 mech_infantrys; Remaining resources: 1 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
1 armour moved from Ethiopia to Kenya
1 infantry moved from Shan State to Siam
1 mech_infantry moved from India to Yunnan
1 artillery moved from Anglo Egyptian Sudan to Kenya
2 fighters moved from India to Siam
1 tactical_bomber moved from India to Siam
1 infantry moved from Burma to Yunnan
Combat - British
Battle in Yunnan
British attack with 1 infantry and 1 mech_infantry
Japanese defend with 1 artillery
British win, taking Yunnan from Japanese with 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Battle in Siam
British attack with 2 fighters, 1 infantry and 1 tactical_bomber
Japanese defend with 2 infantry
retreated to Siam
Japanese win with 1 infantry remaining. Battle score for attacker is -10
Casualties for Japanese: 1 infantry
Casualties for British: 1 fighter and 1 infantry
Battle in Kenya
British attack with 1 armour and 1 artillery
Italians defend with 1 infantry
British win, taking Kenya from Italians with 1 armour remaining. Battle score for attacker is -1
Casualties for British: 1 artillery
Casualties for Italians: 1 infantry
Non Combat Move - British
2 fighters and 1 tactical_bomber could not land in Shensi and were removed
1 destroyer moved from 81 Sea Zone to 80 Sea Zone
1 cruiser and 1 transport moved from 76 Sea Zone to 79 Sea Zone
1 infantry moved from Eastern Persia to Persia
British take Persia from Neutral_Allies
1 armour moved from India to Eastern Persia
1 artillery and 1 infantry moved from India to West India
2 infantry moved from Union of South Africa to Rhodesia
1 fighter moved from Malta to Gibraltar
1 armour and 1 infantry moved from Quebec to 106 Sea Zone
1 armour, 1 cruiser, 1 destroyer, 1 infantry and 1 transport moved from 106 Sea Zone to 101 Sea Zone
1 tactical_bomber moved from Siam to Malaya
1 fighter moved from Siam to Malaya
2 infantry moved from India to Burma
1 aaGun moved from India to Burma
1 infantry moved from Celebes to 44 Sea Zone
1 infantry and 1 transport moved from 44 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
UK_Pacific take Sumatra from Dutch
Place Units - British
1 armour and 2 mech_infantrys placed in Union of South Africa
1 artillery and 5 infantry placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 9
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 4,6,3,6,3,2,3,5,6
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 2,1,4
British collect 20 PUs (9 lost to blockades); end with 21 PUs total
Place Units - UK_Pacific
1 armour, 2 infantry and 2 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 24 PUs; end with 24 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 29 PUs
Some Units in India change ownership: 1 armour, 2 infantry and 2 mech_infantrys
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Americans
Americans buy 1 carrier and 6 submarines; Remaining resources: 3 PUs;
Combat Move - Americans
Non Combat Move - Americans
2 fighters and 1 tactical_bomber could not land in Shensi and were removed
1 infantry moved from Western United States to 10 Sea Zone
1 mech_infantry moved from Western United States to 10 Sea Zone
1 infantry, 1 mech_infantry, 3 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 destroyer and 1 submarine moved from 54 Sea Zone to 30 Sea Zone
Place Units - Americans
1 carrier placed in 10 Sea Zone
3 submarines placed in 101 Sea Zone
3 submarines placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 55 PUs total
It shows it in the edit part of my post but didn’t show up in the J2 file. I have a tac and 2 fighters in shensi as well. If that changes your move you can do it over if you want. If you don’t care then I will edit them in again and continue on. Sorry, the weather has been pretty good here so I have been working lots.
If Russia attacks Korea or a Japanese controlled territory bordering Mongolia, then the Mongolians will not join Russia
So Japan can attack Siberia and Soviet Far East but Russia can’t attack Korea (none of which is bordering Mongolia)??? Seems like another rule favoring the axis in a game where no one wants to be the allies :|
For sure. It certainly can change russian purchases the first few turns if you know they aren’t coming. Your G1 would tell me that you weren’t coming in till G3 at the earliest though. When you leave the guys in Yugo is usually a good sign. I bet, if you could make it work with your strategy, you could strafe them to slovakia or romania and still give the impression that you are coming G2. I realize that might affect the greece part of it and maybe some income that you count on Germany having. It may help against people that know you prefer the late attack.
OK…. I lied. I just couldn’t get past this statement BJCard :-D
I was surprised you haven’t interjected into the topic about holding off the US by attacking the Aleutian islands that turned into a debate on why waiting to attack as the Axis is better.
Let’s not give the wrong impression here. I merely stated that a J4 CAN work while you and GHR2 attacked everything I said (not you quite as much) to the point where GHR2 said I needed to play against “more experienced players” before I claim it as a “viable” strategy. I never said it was better than ANY other type of strategy. I think many strategies can and have worked.
I kind of like the idea by cow. I am on the fence with the attacking part as well but there has to be something done. The axis are just too powerful.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Russians
Russians buy 2 armour, 4 artilleries and 3 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Non Combat Move - Russians
1 armour and 1 mech_infantry moved from Volgograd to Kazakhstan
2 artilleries and 1 infantry moved from Ukraine to Western Ukraine
2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
1 artillery and 4 infantry moved from Russia to Bryansk
Place Units - Russians
3 infantry placed in Novgorod
2 armour placed in Volgograd
3 artilleries placed in Ukraine
1 artillery placed in Russia
Turn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total
Turning on Edit Mode
EDIT: Removing units owned by Russians from Kazakhstan: 2 armour and 2 mech_infantrys
EDIT: Adding units owned by Russians to Shensi: 2 armour and 2 mech_infantrys
EDIT: Removing units owned by Russians from Kazakhstan: 1 armour and 1 mech_infantry
EDIT: Adding units owned by Russians to Sikang: 1 armour and 1 mech_infantry
EDIT: Removing units owned by Russians from Sakha: 2 aaGuns and 6 infantry
EDIT: Removing units owned by Russians from Buryatia: 6 infantry
EDIT: Adding units owned by Russians to Amur: 2 aaGuns and 12 infantry
EDIT: Adding units owned by Russians to Shensi: 2 fighters and 1 tactical_bomber
EDIT: Removing units owned by Russians from Russia: 2 fighters and 1 tactical_bomber
EDIT: Removing units owned by Russians from Novgorod: 3 infantry
EDIT: Removing units owned by Russians from Ukraine: 3 artilleries
EDIT: Adding units owned by Russians to Volgograd: 1 armour
EDIT: Removing units owned by Russians from Volgograd: 3 armour
EDIT: Adding units owned by Russians to Volgograd: 3 mech_infantrys
EDIT: Removing units owned by Russians from Russia: 1 artillery
EDIT: Adding units owned by Russians to Novgorod: 3 artilleries
EDIT: Adding units owned by Russians to Russia: 3 infantry and 1 mech_infantry
EDIT: Turning off Edit Mode
What if I just redo the Russian move. Does that cause any problems with the forum side of things?
Been doing my moves so fast due to lack of time but I wish I could take that one back. I wanted to declare war on the Japanese and support china a bit. Didn’t declare war in the Politics and then just spaced that I could reload the game and do it. I think it would have made this game a bit more interesting due to the sheer dominance you are showing right now. I tried doing the turn again but I think since I already did russia it won’t let me connect to the dice server to see what would have happened. Maybe it is a good time for me to learn how to edit :-D
I like it so far. It was so hard for me to see how germany could get through russia by letting them off the hook for so long but the way that you can restrict the uk is quite simply…. AWESOME!! I know I have gotten hosed a bit but even so. You have already given me ideas on how I would do it. We shall see what america can do, but due to one of the greatest flaws of the game, we won’t see that for another couple turns :-D Well… defenseless transport is the greatest flaw. Have you been reading that thread? It’s a long one.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :2
Purchase Units - Russians
Russians buy 2 armour, 4 artilleries and 3 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
Non Combat Move - Russians
1 armour and 1 mech_infantry moved from Volgograd to Kazakhstan
2 artilleries and 1 infantry moved from Ukraine to Western Ukraine
2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
1 artillery and 4 infantry moved from Russia to Bryansk
Place Units - Russians
3 infantry placed in Novgorod
2 armour placed in Volgograd
3 artilleries placed in Ukraine
1 artillery placed in Russia
Turn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total
Last post on this for me….maybe:) I agree with KimRYoung. This thread is getting way to detail oriented on what could actually happen in real life.
IMHO this would be my rule (with the help of a bunch of people on this thread)…
1 or more transports get to defend 1@1 when they are all alone. Whether that is because they get attacked by themselves or they are the last survivors of a naval battle. Each transport represent an attackers hit (Can’t bring a bomber on 5 transports and wipe them all out with one hit. To kill five transports you would need at least 5 attackers). After 1 round of firing, they retreat 1 seazone. If all surrounding seazone are occupied by enemy warships then they are dead. All other rules still apply.
This rule is simple so that problem is solved. I couldn’t quite keep it down to one sentence for you KimRYoung. Transports are no longer defenseless so that problem is solved (which really is the point of this thread). Transports can not be used as a screen for an otherwise weak navy.
I realise that there will be anomalies. That will be no different than the ones that exist in the game already. It is impossible not to have them. This would just solve the only rule in this game that I am really against. All the other things in the game that “couldn’t really happen” don’t matter to me. This one does because of reasons mentioned many times on this thread.
The teams that would benefit (very small benefit IMO) the most from this would be US, UK, Anzac, and Japan. That alone tells me that the game would have a chance at being more even. The axis almost always win (the most unhistorical thing of all) WITH bids.
Fun topic though. I like all the ideas on here whether I agree with them or not :-D
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :1
Combat Move - French
1 infantry moved from Morocco to Algeria
1 infantry moved from French West Africa to French Central Africa
1 infantry moved from Syria to Trans-Jordan
1 destroyer moved from 72 Sea Zone to 81 Sea Zone
1 artillery and 1 infantry moved from Normandy Bordeaux to Southern France
Combat - French
Battle in Southern France
French attack with 1 artillery and 1 infantry
Italians defend with 1 aaGun, 2 artilleries, 1 factory_minor and 1 harbour
Italians win with 1 artillery remaining. Battle score for attacker is 2
Casualties for French: 1 artillery and 1 infantry
Casualties for Italians: 1 aaGun and 1 artillery
Non Combat Move - French
Turn Complete - French
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :1
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;
Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
ANZAC take Java from Dutch
2 aaGuns moved from New South Wales to Queensland
1 destroyer moved from 62 Sea Zone to 63 Sea Zone
2 fighters moved from New Zealand to Queensland
Place Units - ANZAC
1 artillery and 2 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total
NEVER SAY DIE!!! It is not a big deal. Like I said, I just want to learn the ins and outs of the whole format of playing this way. Plus I want to see your strat play out a little more. The BEST case scenario version. The allies have a low chance of winning anyways. I love the retreat you did in 111. Never thought of that before but that works beautiful. Believe it or not, I took 2 subs 2 fighters and 2 tacs to that battle once. They scrambled and I won with only 1 fighter left.
So on the scramble for Taranto, How do I know which units to pull for you? (didn’t have to do it a lot since I had a whole lot of misses :-D) I wasn’t sure if you were looking to keep the italians or the germans. I pulled the German Tac before the fighters cause it only defends on 3 and I would have pulled the german fighter next assuming you would want the Italians to remain. I mainly just played it like I would if I was you but everyone is different. Do I need to ask before the battle or put posts after each round of battle?
I did the battle in the calculator and I had like a 64% chance of winning with the scramble. I went in somewhat risky because no matter how much you take its all gone the next round anyway. I hate landing 2 planes on carrier cause they can get 3 hits and retreat if I kept planes and they would be dead w/o getting to fight longer. I also took the destroyer to 96 cause I usually will lose the plane and leave the transport…which would have happened since you got a hit there as well.
One last getting diced story. I am China. Japan does the standard attack on Yunnan J1. I get 0 hits. I attack with all 8 inf (6 from Szechwan, 2 from Kwiechow) and fighter on his 3 inf and art. He won with an art left. I had to retreat with only my fighter. I think, if I remember correctly, I missed like 23 1’s and 3’s before I got my first hit. Luckily he had never played before so I think I am still going to beat him but man… I was in shock.
Anyway, I will do the other moves a little later. I have something to do for a couple hours.