I just noticed that the PtV map is quite different than OOB! I thought just there are just rules differences like in BM. Ha!
Might take till tomorrow until I found out bid and first turn.
Karl (Allies) vs. StuckTojo (Axis +6) BM Re-match (God help me)
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ha ha, I laugh because the exact same thing happened to me just now!
I attack Japanese fleet w/66%, not great but ok, and lost hard hard hard…
Should I move USA or you think you are done?
:mrgreen:
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I don’t f’ing know. Do I have any hope? Would you surrender at this point?
Every f’ing time I come close to beating you I either do something stupid or I get f’ed by the dice in a critical battle. I keep thinking about that UK battle from a few games ago. Right now I’m ready to find a new f’ing hobby.
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I don’t f’ing know. Do I have any hope? Would you surrender at this point?
Every f’ing time I come close to beating you I either do something stupid or I get f’ed by the dice in a critical battle. I keep thinking about that UK battle from a few games ago. Right now I’m ready to find a new f’ing hobby.
this was a close game. you kind of had me on the ropes there. If I were in your shoes, I’d fight on at least hoping I could get Cario with control of Moscow…. You’ll have to go all out. Or try for London which would be much harder.
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All right, go ahead, I guess. I’ll try to play it for a bit.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 11
Purchase Units - Americans
Americans buy 1 artillery, 1 carrier, 2 destroyers, 1 factory_minor, 4 fighters, 3 infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 battleship moved from 6 Sea Zone to 25 Sea Zone
4 transports moved from 6 Sea Zone to 25 Sea Zone
3 submarines moved from 26 Sea Zone to 6 Sea Zone
5 bombers moved from Iwo Jima to 6 Sea Zone
1 destroyer moved from 101 Sea Zone to 104 Sea Zone
2 fighters moved from 101 Sea Zone to 104 Sea Zone
1 armour moved from Northwest Persia to Iraq
3 fighters moved from Korea to 6 Sea Zone
1 infantry moved from Korea to Manchuria
Chinese take Manchuria from Japanese
1 infantry moved from Korea to Amur
Americans take Amur from JapaneseCombat - Americans
Battle in 6 Sea Zone
ANZAC loiter and taunt; Americans attack with 5 bombers, 3 fighters and 3 submarines
Japanese defend with 1 destroyer
Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits
Japanese roll dice for 1 destroyer in 6 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese and 1 submarine owned by the Americans lost in 6 Sea Zone
Americans win with 5 bombers, 3 fighters and 2 submarines remaining. Battle score for attacker is 2
Casualties for Americans: 1 submarine
Casualties for Japanese: 1 destroyer
Battle in 104 Sea Zone
Americans attack with 1 destroyer and 2 fighters
Germans defend with 1 destroyer
Americans roll dice for 1 destroyer and 2 fighters in 104 Sea Zone, round 2 : 1/3 hits
Germans roll dice for 1 destroyer in 104 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Germans lost in 104 Sea Zone
Americans win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 8
Casualties for Germans: 1 destroyerNon Combat Move - Americans
1 infantry moved from Morocco to 92 Sea Zone
1 artillery and 4 infantry moved from Gibraltar to 92 Sea Zone
1 artillery, 5 infantry and 3 transports moved from 92 Sea Zone to 98 Sea Zone
1 artillery and 5 infantry moved from 98 Sea Zone to Egypt
1 carrier, 1 cruiser and 2 fighters moved from 92 Sea Zone to 98 Sea Zone
4 infantry moved from Eastern United States to 101 Sea Zone
1 carrier, 4 infantry and 2 transports moved from 101 Sea Zone to 91 Sea Zone
2 fighters moved from Gibraltar to Egypt
1 transport moved from 92 Sea Zone to 89 Sea Zone
2 fighters moved from 104 Sea Zone to 91 Sea Zone
4 infantry moved from 91 Sea Zone to Morocco
1 destroyer moved from 92 Sea Zone to 91 Sea Zone
2 fighters moved from Eastern United States to Gibraltar
1 carrier and 2 fighters moved from 92 Sea Zone to 91 Sea Zone
1 mech_infantry moved from India to Eastern Persia
2 artilleries and 2 mech_infantrys moved from Korea to Manchuria
5 bombers moved from 6 Sea Zone to Korea
3 fighters moved from 6 Sea Zone to Korea
6 bombers moved from Iwo Jima to French Indo ChinaPlace Units - Americans
1 factory_minor placed in Korea
1 carrier, 2 destroyers and 2 transports placed in 101 Sea Zone
2 fighters placed in 101 Sea Zone
1 artillery, 2 fighters and 3 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 72 PUs; end with 72 PUs
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 77 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 82 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 87 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 92 PUs
Objective Americans 8 Pacific Airfields: Americans met a national objective for an additional 5 PUs; end with 97 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 107 PUs
Objective Americans 9 Vital Forward Bases: Americans met a national objective for an additional 5 PUs; end with 112 PUs -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 11
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 1 PUs;Combat Move - Chinese
Trigger Chinese Guerilla Chahar: Chinese has 1 infantry placed in Chahar
Trigger Chinese Guerilla Szechwan: Chinese has 1 infantry placed in Szechwan
1 infantry moved from Anhwe to Jehol
Chinese take Jehol from Japanese
1 infantry moved from Anhwe to Shantung
Chinese take Shantung from Japanese
4 infantry moved from Anhwe to Kiangsu
2 infantry moved from Hopei to Suiyuyan
2 infantry moved from Hopei to Shensi
1 infantry moved from Hopei to ShensiCombat - Chinese
Chinese creates battle in territory Szechwan
Chinese creates battle in territory Chahar
Battle in Suiyuyan
Chinese attack with 2 infantry
Japanese defend with 1 artillery
Chinese roll dice for 2 infantry in Suiyuyan, round 2 : 0/2 hits
Japanese roll dice for 1 artillery in Suiyuyan, round 2 : 1/1 hits
1 infantry owned by the Chinese lost in Suiyuyan
Chinese roll dice for 1 infantry in Suiyuyan, round 3 : 0/1 hits
Japanese roll dice for 1 artillery in Suiyuyan, round 3 : 0/1 hits
Chinese roll dice for 1 infantry in Suiyuyan, round 4 : 0/1 hits
Japanese roll dice for 1 artillery in Suiyuyan, round 4 : 0/1 hits
Chinese roll dice for 1 infantry in Suiyuyan, round 5 : 0/1 hits
Japanese roll dice for 1 artillery in Suiyuyan, round 5 : 0/1 hits
Chinese roll dice for 1 infantry in Suiyuyan, round 6 : 0/1 hits
Japanese roll dice for 1 artillery in Suiyuyan, round 6 : 1/1 hits
1 infantry owned by the Chinese lost in Suiyuyan
Japanese win, taking Szechwan from Japanese, taking Chahar from Japanese with 1 artillery remaining. Battle score for attacker is -6
Casualties for Chinese: 2 infantry
Battle in Kiangsu
Chinese attack with 4 infantry
Japanese defend with 1 artillery and 1 infantry
Chinese roll dice for 4 infantry in Kiangsu, round 2 : 0/4 hits
Japanese roll dice for 1 artillery and 1 infantry in Kiangsu, round 2 : 0/2 hits
Chinese roll dice for 4 infantry in Kiangsu, round 3 : 1/4 hits
Japanese roll dice for 1 artillery and 1 infantry in Kiangsu, round 3 : 1/2 hits
1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Kiangsu
Chinese roll dice for 3 infantry in Kiangsu, round 4 : 1/3 hits
Japanese roll dice for 1 artillery in Kiangsu, round 4 : 1/1 hits
1 artillery owned by the Japanese and 1 infantry owned by the Chinese lost in Kiangsu
Chinese win, taking Kiangsu from Japanese with 2 infantry remaining. Battle score for attacker is 1
Casualties for Chinese: 2 infantry
Casualties for Japanese: 1 artillery and 1 infantry
Battle in Shensi
Chinese attack with 3 infantry
Japanese defend with 1 artillery
Chinese roll dice for 3 infantry in Shensi, round 2 : 0/3 hits
Japanese roll dice for 1 artillery in Shensi, round 2 : 0/1 hits
Chinese roll dice for 3 infantry in Shensi, round 3 : 0/3 hits
Japanese roll dice for 1 artillery in Shensi, round 3 : 1/1 hits
1 infantry owned by the Chinese lost in Shensi
Chinese roll dice for 2 infantry in Shensi, round 4 : 0/2 hits
Japanese roll dice for 1 artillery in Shensi, round 4 : 0/1 hits
Chinese roll dice for 2 infantry in Shensi, round 5 : 1/2 hits
Japanese roll dice for 1 artillery in Shensi, round 5 : 0/1 hits
1 artillery owned by the Japanese lost in Shensi
Chinese win, taking Shensi from Japanese with 2 infantry remaining. Battle score for attacker is 1
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 artilleryNon Combat Move - Chinese
9 infantry moved from Yunnan to Szechwan
1 infantry moved from Yunnan to SzechwanPlace Units - Chinese
4 infantry placed in ShensiTurn Complete - Chinese
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 1,1
Chinese collect 18 PUs (1 lost to blockades); end with 19 PUs
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 22 PUs
Turning on Edit Mode
EDIT: Changing PUs for Chinese from 22 to 24
EDIT: Turning off Edit Mode -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 11
Purchase Units - British
British repair damage of 6x factory_minor, 6x factory_minor; Remaining resources: 35 PUs;
British buy 2 armour, 2 artilleries, 1 infantry and 2 submarines; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 4 infantry; Remaining resources: 0 PUs;Combat Move - British
1 artillery and 10 infantry moved from Yunnan to Shan State
2 artilleries and 10 infantry moved from French Indo China to Shan State
1 infantry moved from Burma to Shan State
2 fighters moved from India to Shan State
1 bomber moved from Persia to VolgogradCombat - British
Strategic bombing raid in Volgograd
AA fire in Volgograd : 0/1 hits
Bombing raid in Volgograd rolls: 8 and causes: 6 damage to unit: factory_minor
Bombing raid in Volgograd causes 6 damage total.
Battle in Shan State
British attack with 3 artilleries, 2 fighters and 21 infantry
Japanese defend with 2 armour, 2 artilleries, 1 infantry, 2 mech_infantrys and 1 tactical_bomber
British roll dice for 3 artilleries, 2 fighters and 21 infantry in Shan State, round 2 : 5/26 hits
Japanese roll dice for 2 armour, 2 artilleries, 1 infantry, 2 mech_infantrys and 1 tactical_bomber in Shan State, round 2 : 2/8 hits
1 infantry owned by the Japanese, 2 artilleries owned by the Japanese, 2 mech_infantrys owned by the Japanese and 2 infantry owned by the British lost in Shan State
British roll dice for 3 artilleries, 2 fighters and 19 infantry in Shan State, round 3 : 2/24 hits
Japanese roll dice for 2 armour and 1 tactical_bomber in Shan State, round 3 : 1/3 hits
2 armour owned by the Japanese and 1 infantry owned by the British lost in Shan State
British roll dice for 3 artilleries, 2 fighters and 18 infantry in Shan State, round 4 : 5/23 hits
Japanese roll dice for 1 tactical_bomber in Shan State, round 4 : 0/1 hits
1 tactical_bomber owned by the Japanese lost in Shan State
British win, taking Shan State from Japanese with 3 artilleries, 2 fighters and 18 infantry remaining. Battle score for attacker is 33
Casualties for British: 3 infantry
Casualties for Japanese: 2 armour, 2 artilleries, 1 infantry, 2 mech_infantrys and 1 tactical_bomberNon Combat Move - British
2 fighters moved from Shan State to India
1 artillery and 5 infantry moved from India to West India
2 aaGuns moved from French Indo China to Shan State
1 aaGun moved from Yunnan to Burma
1 artillery, 2 infantry and 2 tactical_bombers moved from Persia to Iraq
1 aaGun, 13 armour, 6 artilleries, 1 infantry and 2 mech_infantrys moved from Northwest Persia to Iraq
1 infantry moved from Trans-Jordan to Iraq
1 artillery and 1 infantry moved from Gibraltar to 92 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 92 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to Trans-Jordan
1 battleship, 2 carriers, 3 cruisers, 1 destroyer, 4 fighters and 1 transport moved from 92 Sea Zone to 98 Sea Zone
1 bomber moved from Volgograd to IraqPlace Units - British
2 armour placed in Persia
British undo move 1.
2 submarines placed in 80 Sea Zone
2 artilleries and 1 infantry placed in Iraq
2 armour placed in EgyptTurn Complete - British
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 119 Sea Zone. Rolls: 3,4
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 1,6
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,4
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 6,4
British collect 33 PUs (3 lost to blockades); end with 33 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 36 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 39 PUsPlace Units - UK_Pacific
4 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 6,3
UK_Pacific collect 13 PUs (3 lost to blockades); end with 13 PUs
Some Units in India change ownership: 4 infantry -
F*ck it. I’m not positioned to make a desperation attack on Egypt. I positioned myself believing that I wouldn’t get wiped out on that 88% odds battle while barely registering a single hit on you.
I just got completely dice fcked in my game with SA, too. Japan again. Major sea battle, come in with half my navy, first round of combat, 0 hits. Unfckingbelievable. Land battle, coming in with 13 units, 1st round 0 hits, 2nd round 0 hits. Minor naval battles, he hits with every unit, my air force gone. Game over in round three.
I think I need a break from this game for a while. I still have a few games to get over with. I actually kind of hope I get diced in all of them so I can surrender, and take a complete break for a bit. Don’t know why I play this game sometimes.
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F*ck it. I’m not positioned to make a desperation attack on Egypt. I positioned myself believing that I wouldn’t get wiped out on that 88% odds battle while barely registering a single hit on you.
I just got completely dice fcked in my game with SA, too. Japan again. Major sea battle, come in with half my navy, first round of combat, 0 hits. Unfckingbelievable. Land battle, coming in with 13 units, 1st round 0 hits, 2nd round 0 hits. Minor naval battles, he hits with every unit, my air force gone. Game over in round three.
I think I need a break from this game for a while. I still have a few games to get over with. I actually kind of hope I get diced in all of them so I can surrender, and take a complete break for a bit. Don’t know why I play this game sometimes.
Yeah, the dice are a bitch sometimes. I’ve taken brakes before because of them.
I’m getting killed by dice in a game against BSD, again. Really disheartening.
But I always come back…. :lol:
FYI, you are right, this was a tight game. I was worried you might get me this time. The dice saved my bacon. :-P