By ‘landlocked’ I meant that there was no Royal Navy present and not enough UK aircraft to help. G1 took out 110 and 111, built an airbase in Holland and parked a small German fleet with an aircraft carrier in 110. I had a round of destroyer builds in 109 but the Luftwaffe just took it out. By UK 2 the Med fleet was gone primarily to one sided rolling. I saw Crocket36 combine the UK Med fleet with the French destroyers off of the coast of Southern France. This worked for me once before, but in this game it went terrible. The Italians rolled hits with nearly every roll in round 1 of the battle and the UK landed one hit… Order of casualties was tough because the Italians took Southern France first which meant I couldn’t take a hit on the UK aircraft carrier because the 2 planes would have nowhere to land and die if Italy withdrew. So Italy ruled the Med investing in ships each turn while the US was kept out of the war for as long as possible. The UK would have been fine in the long run, but the game was lost early when the (novice) Russian player threw a lot of his forces at a concentrated stack of German Armor/Infantry in Western Ukraine. Russia lost 85% of his attacking forces in the battle and ultimately opened the door for Germany to Russia. The trouble with new players is knowing how much to coach vs. letting them play their own strategies out while not controlling it too much so that they don’t have fun. UK would have recovered in a longer game, but the first two rounds really set them back.

Best posts made by GuamSolo
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RE: We need an allied playbook.
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RE: We need an allied playbook.
@crockett36 But we would also like to hear Crockett36’s opinion of the ongoing discussion - since you’ve been driving this thread!
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RE: We need an allied playbook.
@AldoRaine @weddingsinger @M36 @Argothair Wow - a lot of catching up on this thread for me! I enjoyed the dialogue and see some new approaches for UK. It does seem like the conversation is focused on the opening moves for UK. How would you guys fold your dialogue into the bigger picture of this thread - an allied playbook? I actually think that this recent discussion of UK opening moves dovetails with the more general objectives that @crockett36 has spent a lot of time on. I would see it this way:
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Defense of London comes 1st. This also involves preserving units you start the game with and trying to destroy enemy units as well. With that the decision to attack the Italian Med fleet piece meal must be weighed against the possibility of a Sea Lion. Watch what the Germans do G1. Maybe a stack in SZ92 is a good option to help save London which is what you guys have been talking about.
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Defense of the Atlantic is 2nd. This sets up the UK to pose some threat to “nibble at Germany” and work toward a main objective of the allies–Destroying the Axis’ ability to wage war. If the Axis own the Med, or the waters around London this is really difficult. Maybe the stack in SZ92 also helps with this?
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Defense of Egypt is 3rd (most important). I think that the consolidation of the Italian Med fleet makes this difficult. Especially if UK have to swing their fleet from SZ92 up to help defend Sea Lion. The allies have left the Italians with a strong presence to take Egypt. In the game I used as an example earlier in this thread the UK lost their Med fleet and Germany owned the waters around London. Italy kept slowly building their navy up (with few troops in Italy to defend any invasion). But an aircraft carrier, destroyer, etc later it eventually led to the allies loss.
So, Taranto is a fairly certain/safer way to neuter Italy’s Med Naval presence and North African ambitions. I would like to hear from Aldo or whoever has used the SZ92 stack what happens when there is no Sea Lion and the UK fleet is left in SZ92. Do they engage the combined Italian fleet for a mutually assured destructive battle?
And, more importantly, how that fits into the meta strategy for this allied playbook? How do opening moves play into the allied decision regarding order of importance for defending positions on the map? How does this set the allies up in the early game to nibble at and debilitate the axis war machine.
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RE: We need an allied playbook.
@crockett36 Sounds like you fell victim to one of the classic blunders - the most famous is never get involved in a land war in Asia!
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RE: We need an allied playbook.
@crockett36 Well that makes more sense…but for a moment in my bewildered imagination you were the greatest tactical genius in the community to execute a Round 1 Taranto and finish with a SZ 92 stack.
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RE: [Global 1940] Reasons for a cruiser.
@Sgt-Mclusky Yes - “ocean” is accurate. This topic is fresh for me because I just went through a lot of old threads about cruisers. There is one started by Young Grasshopper that is good and I think there are links in that thread to some of the other better threads. Argothair and Baron-Münchhausen also have a lot good thoughts on cruisers.
I think you may get few responses here. Many of the guys on this website have already posted a great deal of content on this subject and may be worn out by it.
I have a small group of guys here in Guam who play periodically and we have been working on a Pacific house rules expansion. We want to involve cruisers more, but also really want to see battles for the islands scattered throughout the Pacific. In many of our games the Japanese Navy and US Navy consolidate their fleets over many turns building towards a massive battle. One of the ways we are trying to get Japan and the US to divide and conquer the Pacific islands is to upgrade and customize the cruisers. After reading through the OCEAN of content on cruisers I landed on three types of cruisers:
Cruiser Upgrades & Customizing
All cruisers have a total movement of 3 for Combat & Noncombat combined. All cruisers are 1 hit kills and use OOB rules for bombardment (except Light Cruiser Transport has modifications to its bombardment rules).
Heavy Cruiser – A3(4)-D3(4)-M3-Cost13 unit. Designed for long range, high speed with heavier caliber naval guns. Attack/Defend at a 4 when fighting in a sea zone where NO other battleships are present (axis or allies).Light Cruiser Transport – 3-3-3-12 unit. Functions like OOB cruiser with three additions. 1. It can carry one Elite infantry (Marine or SNLF). 2. This unit may support amphibious landings on islands with bombardment in each round of combat with defenders returning fire if killed by bombardment. 3. One transport may be paired and get a +1 movement with cruiser as long as they move together start to end.
Light Cruiser Flak Tower - 3-2-3-11 unit. Smaller naval guns means it loses defensive strength against other war ships, but it has been upgraded with AA guns that provide AA ability. When combined with other ships to form concentric circles of air defense within a flotilla the AA strength goes up.
AA Fire - 2 roles @1 prior to combat. In Defense: When paried with a carrier its 3@1 prior to combat, and if a triumvirate of cruiser-carrier-battleship then 4 rolls@1 prior to combat (with a ratio of at least 1 plane per roll). Also, every subsequent round of combat there is 1 roll@1 if the triumvirate holds undamaged. There is a max of 3 Flak Cruisers on the board.
The hope is that the cruiser’s new features specifically aid their Navy’s ability to spread out and go after islands. Our group is “cutting their teeth” on these Pacific house rules. As we play we might see the need for modification - but for now maybe it helps you.
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RE: We need an allied playbook.
@crockett36 I like how you prioritize strategic objectives which gives newer players guidelines for decision making as opposed to a scripted line of moves/purchases. Very well articulated and I like the VDH reference. Thanks.
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RE: We need an allied playbook.
@crockett36 Have you seen GHG’s Floating Bridge strategy video? I like his set up for a shuck basing the navy off Gibraltar and using Morocco to unloading units coming from U.S. but also loading from there into transports with the range to shuck troops to multiple Med targets. The Brits drop an airbase on Gibraltar too allowing a scramble to defend the fleet. Do you think your thoughts here align with the floating bridge approach?
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RE: We need an allied playbook.
@aequitas-et-veritas Good observation. I appreciate all the input in this thread so far and have used parts of it in my last couple of games. I think Crockett’s belief is that reactionary strategies are often (not always) lazy–or at least they cause vacillation or even paralysis in achieving strategic objectives. For a new player it can be difficult to comprehend how to spend the U.S. IPC’s, or that what you purchase rounds 1-4 say a lot about your strategic objectives (or lack thereof). I think new players also miss the importance of economic warfare on the axis. In this sense, sorting out allied strategic objectives (and necessary purchases to achieve them), and then calculating where to sandbag the axis (economic war) make for two very sound pillars of strength for the allies. Perhaps somewhat akin to Young Grasshoppers “4 Pillars of Strength” for the Japanese. As a new player I would find these immensely helpful (even now I do).
However, I think @aequitas-et-veritas’s suggestion of a J1 or G2 DOW context makes sense as well. The beauty of Cow’s Japan playbook is that it gives a new player a script to follow for several rounds. Turn order affects this for the Japanese and German playbook as they can decide when to attack and bring U.S/Russia into it–and especially the ability to strike at allied pieces before they can be repositioned for safety. In some J1 attack scenarios Pearl is attacked and in others it isn’t. So I think scripting is more of a challenge. The beauty of Crockett’s “playbook in progress” is that he has given us 2 pillars of strength with flexibility to respond to different axis opening moves. If I recall correctly, Cow was pummeled for his J1 DOW suggestion for awhile. It took some time for the community to change the widely held view that keeping the U.S. out was a better way to go. I see playbooks as a work in progress, with trial and error, working towards a coalescence of thought.
It would be awesome to see you, @aequitas-et-veritas, throw out a straw man J1 or G2 DOW script for the allies! I say that with respect and humility because so far I’m reading and taking a lot from the thread without sitting down and stabbing at strategic inputs myself…
Latest posts made by GuamSolo
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RE: Guam Gamers YGTE
TripleA Turn Summary: French round 6
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 6 Combat Move - French 1 infantry moved from Egypt to Trans-Jordan 1 fighter moved from Eastern Persia to Russia 1 cruiser and 1 destroyer moved from 92 Sea Zone to 95 Sea Zone Combat - French Battle in 95 Sea Zone French attack with 1 cruiser and 1 destroyer Germans defend with 2 submarines French roll dice for 1 cruiser and 1 destroyer in 95 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits Germans roll dice for 2 submarines in 95 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits 1 submarine owned by the Germans lost in 95 Sea Zone French roll dice for 1 cruiser and 1 destroyer in 95 Sea Zone, round 3 : 1/2 hits, 0.83 expected hits Germans roll dice for 1 submarine in 95 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Germans lost in 95 Sea Zone French win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 12 Casualties for Germans: 2 submarines Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
French regular : 0.33 Germans regular : -0.50
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RE: Guam Gamers YGTE
TripleA Turn Summary: Americans round 6
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 6 Purchase Units - Americans Americans buy 3 bombers, 7 infantry and 4 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 mech_infantry moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 4 infantry moved from Morocco to 91 Sea Zone 1 bomber moved from Norway to France 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery moved from Hawaiian Islands to 26 Sea Zone 3 submarines moved from 26 Sea Zone to 6 Sea Zone 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 3 infantry and 2 transports moved from 26 Sea Zone to 6 Sea Zone 1 artillery and 3 infantry moved from 6 Sea Zone to Korea 1 fighter moved from Norway to Western Germany 1 fighter moved from Norway to Western Germany 1 armour moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 1 artillery moved from Morocco to 91 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone 1 artillery moved from 112 Sea Zone to Western Germany 1 infantry moved from 112 Sea Zone to Western Germany 1 bomber moved from Morocco to Western Germany 5 infantry, 1 mech_infantry and 3 transports moved from 91 Sea Zone to 110 Sea Zone 5 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux Combat - Americans Strategic bombing raid in France Germans roll AA dice in France : 0/1 hits, 0.17 expected hits Bombing raid in France rolls: 6 and causes: 6 damage to unit: factory_minor Bombing raid in France causes 6 damage total. Battle in Normandy Bordeaux Battle in 6 Sea Zone Americans attack with 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 3 submarines and 2 transports Japanese defend with 1 destroyer Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits Japanese roll dice for 1 destroyer in 6 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the Japanese lost in 6 Sea Zone Americans win, taking Normandy Bordeaux from Italians, taking 6 Sea Zone from Japanese with 1 battleship, 1 carrier, 2 cruisers, 2 destroyers, 2 fighters, 3 submarines and 2 transports remaining. Battle score for attacker is 8 Casualties for Japanese: 1 destroyer Battle in Western Germany Americans attack with 1 artillery, 1 bomber, 2 fighters and 1 infantry Germans defend with 1 airfield, 1 factory_minor and 1 harbour; Italians defend with 1 infantry Americans roll dice for 1 artillery, 1 bomber, 2 fighters and 1 infantry in Western Germany, round 2 : 1/5 hits, 2.33 expected hits Germans roll dice for 1 infantry in Western Germany, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Italians lost in Western Germany Americans win, taking Western Germany from Germans with 1 artillery, 1 bomber, 2 fighters and 1 infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Battle in Korea Non Combat Move - Americans 1 aaGun moved from Hawaiian Islands to 26 Sea Zone 1 infantry moved from Hawaiian Islands to 26 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 26 Sea Zone to 6 Sea Zone 1 aaGun and 1 infantry moved from 6 Sea Zone to Korea 1 bomber moved from Western Germany to Denmark 1 bomber moved from France to Norway 1 fighter moved from Western Germany to Denmark 1 fighter moved from Western Germany to Norway 1 artillery moved from Norway to 112 Sea Zone 1 infantry moved from Norway to 112 Sea Zone 1 armour, 1 carrier, 1 infantry, 1 tactical_bomber and 1 transport moved from 91 Sea Zone to 112 Sea Zone 1 armour, 1 artillery and 2 infantry moved from 112 Sea Zone to Denmark 1 battleship moved from 91 Sea Zone to 110 Sea Zone 1 battleship moved from 110 Sea Zone to 112 Sea Zone 1 battleship moved from 92 Sea Zone to 91 Sea Zone 1 cruiser moved from 92 Sea Zone to 91 Sea Zone 1 carrier and 1 tactical_bomber moved from 92 Sea Zone to 110 Sea Zone 1 transport moved from 109 Sea Zone to 91 Sea Zone 2 artilleries and 6 infantry moved from Eastern United States to 101 Sea Zone 2 artilleries, 1 destroyer, 6 infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone 2 artilleries and 6 infantry moved from 91 Sea Zone to Morocco 1 fighter moved from Eastern United States to 110 Sea Zone Place Units - Americans 4 transports placed in 101 Sea Zone 3 bombers placed in Norway 7 infantry placed in Eastern United States Turn Complete - Americans Americans collect 70 PUs; end with 70 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 85 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 90 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 95 PUs
Combat Hit Differential Summary :
Americans regular : -1.33 Japanese regular : -0.33 Germans AA : -0.17 Germans regular : -0.33
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RE: Guam Gamers YGTE
TripleA Turn Summary: French round 5
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 5 Combat Move - French 1 cruiser and 1 destroyer moved from 98 Sea Zone to 92 Sea Zone 1 fighter moved from Syria to Eastern Persia 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 infantry moved from Egypt to Trans-Jordan Combat - French Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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RE: Guam Gamers YGTE
TripleA Turn Summary: Americans round 5
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 5 Purchase Units - Americans Americans buy 1 airfield, 2 artilleries, 1 destroyer, 1 factory_minor, 1 fighter, 6 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 transport moved from 112 Sea Zone to 109 Sea Zone 1 bomber moved from Finland to Norway 3 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone 3 infantry, 1 mech_infantry, 1 submarine and 2 transports moved from 10 Sea Zone to 26 Sea Zone 1 bomber moved from Eastern United States to Midway 1 armour moved from Tunisia to Morocco Non Combat Move - Americans 1 battleship moved from 91 Sea Zone to 92 Sea Zone 1 carrier moved from 91 Sea Zone to 92 Sea Zone 1 tactical_bomber moved from 91 Sea Zone to 92 Sea Zone 2 fighters moved from 91 Sea Zone to Norway 1 aaGun moved from Morocco to 91 Sea Zone 1 infantry moved from Morocco to 91 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone 1 aaGun and 1 infantry moved from 112 Sea Zone to Norway 1 cruiser moved from 91 Sea Zone to 92 Sea Zone 1 infantry moved from Brazil to 86 Sea Zone 1 infantry moved from Brazil to 86 Sea Zone 2 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone 3 artilleries and 3 infantry moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 3 artilleries, 5 infantry and 4 transports moved from 101 Sea Zone to 91 Sea Zone 2 transports moved from 91 Sea Zone to 101 Sea Zone 3 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 3 artilleries and 7 infantry moved from 91 Sea Zone to Morocco Place Units - Americans 2 artilleries, 1 fighter and 6 infantry placed in Eastern United States 1 destroyer and 2 transports placed in 101 Sea Zone 1 airfield and 1 factory_minor placed in Norway Turn Complete - Americans Americans collect 60 PUs; end with 60 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 75 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 85 PUs
Combat Hit Differential Summary :
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RE: Guam Gamers YGTE
TripleA Turn Summary: French round 4
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 4 Combat Move - French 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan 1 cruiser and 2 destroyers moved from 81 Sea Zone to 98 Sea Zone 1 fighter moved from Persia to 98 Sea Zone Combat - French Battle in 98 Sea Zone French attack with 1 cruiser, 2 destroyers and 1 fighter Italians defend with 1 cruiser French roll dice for 1 cruiser, 2 destroyers and 1 fighter in 98 Sea Zone, round 2 : 3/4 hits, 1.67 expected hits Italians roll dice for 1 cruiser in 98 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 destroyer owned by the French and 1 cruiser owned by the Italians lost in 98 Sea Zone French win, taking 98 Sea Zone from Neutral with 1 cruiser, 1 destroyer and 1 fighter remaining. Battle score for attacker is 4 Casualties for French: 1 destroyer Casualties for Italians: 1 cruiser Non Combat Move - French 1 fighter moved from 98 Sea Zone to Syria Turn Complete - French
Combat Hit Differential Summary :
Italians regular : 0.50 French regular : 1.33
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RE: Guam Gamers YGTE
TripleA Turn Summary: Americans round 4
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 4 Purchase Units - Americans Americans buy 2 artilleries, 1 bomber, 8 infantry, 1 submarine and 4 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 armour moved from Morocco to Algeria Americans take Algeria from Italians 1 armour moved from Algeria to Tunisia Americans take Tunisia from Italians 1 infantry moved from Morocco to 91 Sea Zone 1 artillery moved from Morocco to 91 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone 1 artillery and 1 infantry moved from 112 Sea Zone to Norway 1 bomber moved from Gibraltar to Norway 1 fighter moved from Hawaiian Islands to Midway 1 fighter moved from Hawaiian Islands to Midway 1 infantry moved from Western United States to 10 Sea Zone 1 artillery moved from Western United States to 10 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 fighter moved from Gibraltar to 92 Sea Zone 1 fighter moved from 91 Sea Zone to 92 Sea Zone 1 tactical_bomber moved from 91 Sea Zone to 92 Sea Zone 1 tactical_bomber moved from 91 Sea Zone to 92 Sea Zone 1 destroyer moved from 91 Sea Zone to 92 Sea Zone Combat - Americans Battle in Norway Americans attack with 1 artillery, 1 bomber and 1 infantry Germans defend with 1 infantry Americans roll dice for 1 artillery, 1 bomber and 1 infantry in Norway, round 2 : 3/3 hits, 1.33 expected hits Germans roll dice for 1 infantry in Norway, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the Americans lost in Norway Americans win, taking Norway from Germans with 1 artillery and 1 bomber remaining. Battle score for attacker is 0 Casualties for Americans: 1 infantry Casualties for Germans: 1 infantry Battle in 92 Sea Zone Americans attack with 1 destroyer, 2 fighters and 2 tactical_bombers Italians defend with 1 destroyer Americans roll dice for 1 destroyer, 2 fighters and 2 tactical_bombers in 92 Sea Zone, round 2 : 1/5 hits, 2.67 expected hits Italians roll dice for 1 destroyer in 92 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 destroyer owned by the Italians and 1 destroyer owned by the Americans lost in 92 Sea Zone Americans win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 0 Casualties for Americans: 1 destroyer Casualties for Italians: 1 destroyer Non Combat Move - Americans 2 fighters and 2 tactical_bombers moved from 92 Sea Zone to 91 Sea Zone 1 bomber moved from Norway to Finland 1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands 1 aaGun, 1 artillery, 3 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 aaGun, 1 artillery, 3 infantry, 1 mech_infantry and 3 transports moved from 101 Sea Zone to 91 Sea Zone 1 aaGun, 1 artillery, 3 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco 1 infantry moved from Morocco to 91 Sea Zone 1 infantry and 1 transport moved from 91 Sea Zone to 86 Sea Zone 1 infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 2 transports moved from 91 Sea Zone to 101 Sea Zone 1 bomber moved from Eastern United States to Morocco Place Units - Americans 1 submarine and 2 transports placed in 10 Sea Zone 2 infantry placed in Western United States 2 artilleries, 1 bomber and 4 infantry placed in Eastern United States 2 transports placed in 101 Sea Zone 1 infantry placed in Western United States 1 infantry placed in Eastern United States Turn Complete - Americans Americans collect 60 PUs; end with 60 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 75 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 80 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 85 PUs
Combat Hit Differential Summary :
Americans regular : 0.00 Italians regular : 0.67 Germans regular : 0.67
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RE: Guam Gamers YGTE
TripleA Turn Summary: French round 3
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 3 Combat Move - French 1 fighter moved from Egypt to Persia 1 infantry moved from French Central Africa to French Equatorial Africa French take French Equatorial Africa from Italians Combat - French Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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RE: Guam Gamers YGTE
TripleA Turn Summary: Americans round 3
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 3 Purchase Units - Americans Americans buy 2 artilleries, 1 bomber, 4 infantry and 3 transports; Remaining resources: 0 PUs; Politics - Americans Americans takes Political Action: Political Action Americans To War With Germans Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Chinese and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for British and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and French from Neutrality to Allied Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Dutch from Neutrality to Friendly Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Americans takes Political Action: Political Action Americans To War With Japanese Americans succeeds on action: Political Action Americans To War With Japanese: Changing Relationship for Japanese and Americans from Neutrality to War Americans takes Political Action: Political Action Americans To War With Italians Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War Trigger Russians Allied Americans 6: Changing Relationship for Russians and Americans from Neutrality to Allied Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans Turning on Edit Mode EDIT: Adding units owned by Russians to Yenisey: 2 aaGuns and 18 infantry EDIT: Removing units owned by Russians from Buryatia: 18 infantry EDIT: Removing units owned by Russians from Sakha: 2 aaGuns EDIT: Turning off Edit Mode 1 armour, 1 artillery, 4 infantry and 2 mech_infantrys moved from Eastern United States to 101 Sea Zone 1 armour, 1 artillery, 2 battleships, 2 carriers, 1 cruiser, 1 destroyer, 2 fighters, 4 infantry, 2 mech_infantrys, 2 tactical_bombers and 4 transports moved from 101 Sea Zone to 91 Sea Zone 1 armour, 1 artillery, 4 infantry and 2 mech_infantrys moved from 91 Sea Zone to Morocco 1 bomber moved from Eastern United States to Morocco 1 transport moved from 26 Sea Zone to 10 Sea Zone Combat - Americans Battle in Morocco Americans attack with 1 armour, 1 artillery, 1 bomber, 4 infantry and 2 mech_infantrys Italians defend with 1 artillery and 3 infantry Americans roll dice for 2 battleships and 1 cruiser in Morocco, round 2 : 3/3 hits, 1.83 expected hits Americans roll dice for 1 armour, 1 artillery, 1 bomber, 4 infantry and 2 mech_infantrys in Morocco, round 2 : 4/9 hits, 2.67 expected hits Italians roll dice for 1 artillery and 3 infantry in Morocco, round 2 : 1/4 hits, 1.33 expected hits 1 infantry owned by the Americans, 1 artillery owned by the Italians and 3 infantry owned by the Italians lost in Morocco Americans win, taking Morocco from Italians with 1 armour, 1 artillery, 1 bomber, 3 infantry and 2 mech_infantrys remaining. Battle score for attacker is 10 Casualties for Americans: 1 infantry Casualties for Italians: 1 artillery and 3 infantry Non Combat Move - Americans 1 bomber moved from Morocco to Gibraltar 1 fighter moved from 91 Sea Zone to Gibraltar Place Units - Americans 3 transports placed in 101 Sea Zone 2 artilleries, 1 bomber and 4 infantry placed in Eastern United States Turn Complete - Americans Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 35 Sea Zone. Rolls: 4,5 Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Combat Hit Differential Summary :
Americans regular : 2.50 Italians regular : -0.33
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RE: Guam Gamers YGTE
TripleA Turn Summary: French round 2
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 2 Combat Move - French 1 fighter moved from French West Africa to Egypt 1 infantry moved from Trans-Jordan to Egypt 1 cruiser moved from 96 Sea Zone to 81 Sea Zone 1 destroyer moved from 96 Sea Zone to 81 Sea Zone Non Combat Move - French Turn Complete - French
Combat Hit Differential Summary :
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RE: Guam Gamers YGTE
TripleA Turn Summary: Americans round 2
TripleA Turn Summary for game: Young Grasshoppers Tournament Edition, version: 1.0.4
Game History
Round: 2 Purchase Units - Americans Americans buy 1 battleship, 2 infantry, 1 tactical_bomber and 2 transports; Remaining resources: 1 PUs; Combat Move - Americans 1 destroyer and 1 submarine moved from 32 Sea Zone to 26 Sea Zone 1 battleship, 1 carrier, 2 cruisers, 1 destroyer, 2 fighters and 1 submarine moved from 30 Sea Zone to 26 Sea Zone 1 transport moved from 89 Sea Zone to 101 Sea Zone 1 destroyer moved from 89 Sea Zone to 101 Sea Zone Non Combat Move - Americans 1 aaGun moved from Western United States to 10 Sea Zone 1 infantry moved from Western United States to 10 Sea Zone 1 aaGun, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 aaGun and 1 infantry moved from 26 Sea Zone to Hawaiian Islands Place Units - Americans 1 battleship and 2 transports placed in 101 Sea Zone 1 tactical_bomber placed in 101 Sea Zone 2 infantry placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 53 PUs
Combat Hit Differential Summary :