It’s rare to see dice that bad, wow 🤯
ClintA (Axis) and Erinmores (Allies)
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TripleA Manual Gamesave Post: Germans round 3
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 3 armour, 1 infantry and 4 transports; Remaining resources: 1 PUs; Combat Move - Germans 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone 1 bomber moved from Holland Belgium to 112 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone
Combat Hit Differential Summary :
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You may want to scramble
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@ClintA No scramble, however, please keep in mind next time…when you pair a Tactical Bomber with a fighter, you get a 3 for the fighter, a 4 for the tactical. You could have improved both fights by swapping one Tactical with one fighter. However, no scramble.
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I’ll call that one a ‘senior moment’ - otherwise known as a brainfart :)
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@ClintA thing about online vs IRL, I just pretty much assume everyone is a young full time gamer looking for the kill. So possibly we are closer in age than I realized
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51 here :) Should have more sense I know :)
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@ClintA got a few years on you, but we would have been in the same HS briefly
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I’m still the geeky teenager at heart :) maybe fewer spots!
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TripleA Turn Summary: Germans round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 3 armour, 1 infantry and 4 transports; Remaining resources: 1 PUs; Combat Move - Germans 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone 1 bomber moved from Holland Belgium to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Western Germany to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Western Germany to 112 Sea Zone 1 fighter moved from Greater Southern Germany to 112 Sea Zone Combat - Germans Battle in 110 Sea Zone Germans attack with 2 fighters, 1 submarine and 2 tactical_bombers British defend with 1 cruiser Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 2 fighters and 2 tactical_bombers in 110 Sea Zone, round 2 : 1/4 hits, 2.33 expected hits British roll dice for 1 cruiser in 110 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 submarine owned by the Germans and 1 cruiser owned by the British lost in 110 Sea Zone Germans win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Germans: 1 submarine Casualties for British: 1 cruiser Battle in 112 Sea Zone Germans attack with 1 bomber, 3 fighters and 1 tactical_bomber British defend with 1 battleship Germans roll dice for 1 bomber, 3 fighters and 1 tactical_bomber in 112 Sea Zone, round 2 : 3/5 hits, 2.83 expected hits British roll dice for 1 battleship in 112 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits 1 fighter owned by the Germans and 1 battleship owned by the British lost in 112 Sea Zone Germans win with 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 10 Casualties for Germans: 1 fighter Casualties for British: 1 battleship Non Combat Move - Germans 1 bomber moved from 112 Sea Zone to Holland Belgium 1 fighter moved from 112 Sea Zone to Holland Belgium 1 tactical_bomber moved from 112 Sea Zone to Holland Belgium 1 fighter moved from 112 Sea Zone to Holland Belgium 1 tactical_bomber moved from 110 Sea Zone to Normandy Bordeaux 1 tactical_bomber moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from 110 Sea Zone to Normandy Bordeaux Place Units - Germans 4 transports placed in 113 Sea Zone 3 armour placed in Normandy Bordeaux 1 infantry placed in Western Germany Germans undo move 3. Germans undo move 2. 3 armour placed in Western Germany 1 infantry placed in Normandy Bordeaux Turn Complete - Germans Germans collect 40 PUs; end with 41 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 51 PUs
Combat Hit Differential Summary :
Germans : -1.50 British : 0.83
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TripleA Manual Gamesave Post: Germans round 3
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 3 armour, 1 infantry and 4 transports; Remaining resources: 1 PUs; Combat Move - Germans 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Holland Belgium to 110 Sea Zone 1 tactical_bomber moved from Holland Belgium to 112 Sea Zone 1 bomber moved from Holland Belgium to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Western Germany to 112 Sea Zone 1 tactical_bomber moved from Holland Belgium to 110 Sea Zone 1 fighter moved from Western Germany to 112 Sea Zone 1 fighter moved from Greater Southern Germany to 112 Sea Zone Combat - Germans Battle in 110 Sea Zone Germans attack with 2 fighters, 1 submarine and 2 tactical_bombers British defend with 1 cruiser Germans roll dice for 1 submarine in 110 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Germans roll dice for 2 fighters and 2 tactical_bombers in 110 Sea Zone, round 2 : 1/4 hits, 2.33 expected hits British roll dice for 1 cruiser in 110 Sea Zone, round 2 : 1/1 hits, 0.50 expected hits 1 submarine owned by the Germans and 1 cruiser owned by the British lost in 110 Sea Zone Germans win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 6 Casualties for Germans: 1 submarine Casualties for British: 1 cruiser Battle in 112 Sea Zone Germans attack with 1 bomber, 3 fighters and 1 tactical_bomber British defend with 1 battleship Germans roll dice for 1 bomber, 3 fighters and 1 tactical_bomber in 112 Sea Zone, round 2 : 3/5 hits, 2.83 expected hits British roll dice for 1 battleship in 112 Sea Zone, round 2 : 1/1 hits, 0.67 expected hits 1 fighter owned by the Germans and 1 battleship owned by the British lost in 112 Sea Zone Germans win with 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 10 Casualties for Germans: 1 fighter Casualties for British: 1 battleship Non Combat Move - Germans 1 bomber moved from 112 Sea Zone to Holland Belgium 1 fighter moved from 112 Sea Zone to Holland Belgium 1 tactical_bomber moved from 112 Sea Zone to Holland Belgium 1 fighter moved from 112 Sea Zone to Holland Belgium 1 tactical_bomber moved from 110 Sea Zone to Normandy Bordeaux 1 tactical_bomber moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from 110 Sea Zone to Normandy Bordeaux 1 fighter moved from 110 Sea Zone to Normandy Bordeaux Place Units - Germans 4 transports placed in 113 Sea Zone 3 armour placed in Normandy Bordeaux 1 infantry placed in Western Germany Germans undo move 3. Germans undo move 2. 3 armour placed in Western Germany 1 infantry placed in Normandy Bordeaux Turn Complete - Germans Germans collect 40 PUs; end with 41 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 46 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 51 PUs
Combat Hit Differential Summary :
Germans : -1.50 British : 0.83
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@ClintA Clint, have you played Anniversary or G40 much? I’m asking because…in each of these sets, the rules for Amphibious Assault point out you cannot load a ship in a contested SZ…what if UK builds a destroyer in 110?
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@ClintA This will NOT be an issue with the Russian cruiser if you go towards Russia - because you are allowed to load in a hostile zone the turn you declare war. [it is worth mentioning, in Pacific, India frequently places a destroyer amidst Japs while at Peace, and then later in same round Anzac declares war … and Japan cannot load its transports to attack islands - this is a very formidable defense vs a landing] You are showing all signs of invading UK … and I’ve been throwing up barriers to prevent that…
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TripleA Turn Summary: Russians round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Purchase Units - Russians Russians buy 1 fighter, 5 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; Politics - Russians Russians takes Political Action: Political Action Russians To War With Japanese Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to War Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and ANZAC from Neutrality to Allied Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied Combat Move - Russians 1 infantry moved from Amur to Korea Russians take Korea from Japanese 17 infantry moved from Amur to Manchuria Combat - Russians Battle in Manchuria Russians attack with 17 infantry Japanese defend with 1 aaGun 1 aaGun owned by the Japanese lost in Manchuria Russians win, taking Manchuria from Japanese with 17 infantry remaining. Battle score for attacker is 5 Casualties for Japanese: 1 aaGun 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 2 aaGuns moved from Amur to Manchuria 4 infantry moved from Bryansk to Belarus 1 fighter moved from Russia to Belarus 1 fighter moved from Western Ukraine to Belarus 5 infantry moved from Russia to Bryansk 1 armour moved from Ukraine to Belarus 2 infantry moved from Ukraine to Bryansk Place Units - Russians 1 mech_infantry placed in Volgograd 1 infantry and 2 mech_infantrys placed in Ukraine 1 fighter and 4 infantry placed in Russia Turn Complete - Russians Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 5,2,5,3,2,5,5,4,4,2,1,5 Russians collect 37 PUs (3 lost to blockades); end with 37 PUs
Combat Hit Differential Summary :
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I’m a complete noob I’m afraid. Just started with G40 about Christmas time. Bought the board games off Amazon with intention of playing against my brother, then found the forum and thought I’d give it a try. You’re my first human opponent, don’t worry about thrashing me and I really do appreciate all the advice, means I learn lessons rather than just left tasting the bitter ashes of defeat 😁
Haven’t played other versions, bar a game at university in late 80s or early 90s, think it was the classic game. Global map but much smaller than the G40. Wasn’t a lot of strategy applied as we had a few beers in 😂
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@ClintA well, Japan is up. Here’s the thing - you have to contain China, deal with Russians moving south and in a best case scenario control the 4 islands. Mainland factories die when overtaken…so you might want to focus on a transport based battle plan…also keeping in mind in general I will destroy every undefended transport every round.
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TripleA Turn Summary: Japanese round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Purchase Units - Japanese Japanese buy 1 destroyer, 3 infantry and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied Combat Move - Japanese 1 infantry moved from Borneo to 43 Sea Zone 1 battleship, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 43 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 infantry moved from Philippines to 35 Sea Zone 1 armour moved from Philippines to 35 Sea Zone 1 infantry moved from Philippines to 35 Sea Zone 1 infantry moved from Caroline Islands to 33 Sea Zone 1 infantry moved from Caroline Islands to 33 Sea Zone 1 carrier, 1 destroyer, 1 fighter, 2 infantry, 1 tactical_bomber and 1 transport moved from 33 Sea Zone to 44 Sea Zone 1 armour, 1 battleship, 1 cruiser, 2 infantry and 2 transports moved from 35 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Celebes 3 infantry moved from 44 Sea Zone to Celebes 1 armour moved from 44 Sea Zone to Celebes 1 artillery, 5 infantry and 1 mech_infantry moved from Anhwe to Chahar 1 fighter moved from Jehol to Chahar Combat - Japanese Battle in Java Battle in Chahar Japanese attack with 1 artillery, 1 fighter, 5 infantry and 1 mech_infantry Chinese defend with 1 infantry Japanese roll dice for 1 artillery, 1 fighter, 5 infantry and 1 mech_infantry in Chahar, round 2 : 2/8 hits, 2.00 expected hits Chinese roll dice for 1 infantry in Chahar, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Chahar Japanese win, taking Java from ANZAC, taking Chahar from Chinese with 1 artillery, 1 fighter, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Celebes Japanese attack with 1 armour and 4 infantry ANZAC defend with 2 infantry Japanese roll dice for 1 battleship and 1 cruiser in Celebes, round 2 : 1/2 hits, 1.17 expected hits Japanese roll dice for 1 armour and 4 infantry in Celebes, round 2 : 1/5 hits, 1.17 expected hits ANZAC roll dice for 2 infantry in Celebes, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the ANZAC lost in Celebes Japanese win, taking Celebes from ANZAC with 1 armour and 4 infantry remaining. Battle score for attacker is 6 Casualties for ANZAC: 2 infantry Non Combat Move - Japanese 1 fighter moved from Chahar to Jehol Place Units - Japanese 1 destroyer and 4 transports placed in 6 Sea Zone 3 infantry placed in Japan Turn Complete - Japanese Japanese collect 38 PUs; end with 39 PUs
Combat Hit Differential Summary :
ANZAC : -0.67 Chinese : 0.67 Japanese : -0.33
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TripleA Manual Gamesave Post: Japanese round 3
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Purchase Units - Japanese Japanese buy 1 destroyer, 3 infantry and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Trigger Russians Allied Americans 5: Changing Relationship for Russians and Americans from Neutrality to Allied Combat Move - Japanese 1 infantry moved from Borneo to 43 Sea Zone 1 battleship, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 43 Sea Zone to 42 Sea Zone 1 infantry moved from 42 Sea Zone to Java 1 infantry moved from Philippines to 35 Sea Zone 1 armour moved from Philippines to 35 Sea Zone 1 infantry moved from Philippines to 35 Sea Zone 1 infantry moved from Caroline Islands to 33 Sea Zone 1 infantry moved from Caroline Islands to 33 Sea Zone 1 carrier, 1 destroyer, 1 fighter, 2 infantry, 1 tactical_bomber and 1 transport moved from 33 Sea Zone to 44 Sea Zone 1 armour, 1 battleship, 1 cruiser, 2 infantry and 2 transports moved from 35 Sea Zone to 44 Sea Zone 1 infantry moved from 44 Sea Zone to Celebes 3 infantry moved from 44 Sea Zone to Celebes 1 armour moved from 44 Sea Zone to Celebes 1 artillery, 5 infantry and 1 mech_infantry moved from Anhwe to Chahar 1 fighter moved from Jehol to Chahar Combat - Japanese Battle in Java Battle in Chahar Japanese attack with 1 artillery, 1 fighter, 5 infantry and 1 mech_infantry Chinese defend with 1 infantry Japanese roll dice for 1 artillery, 1 fighter, 5 infantry and 1 mech_infantry in Chahar, round 2 : 2/8 hits, 2.00 expected hits Chinese roll dice for 1 infantry in Chahar, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 infantry owned by the Chinese lost in Chahar Japanese win, taking Java from ANZAC, taking Chahar from Chinese with 1 artillery, 1 fighter, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is 0 Casualties for Japanese: 1 infantry Casualties for Chinese: 1 infantry Battle in Celebes Japanese attack with 1 armour and 4 infantry ANZAC defend with 2 infantry Japanese roll dice for 1 battleship and 1 cruiser in Celebes, round 2 : 1/2 hits, 1.17 expected hits Japanese roll dice for 1 armour and 4 infantry in Celebes, round 2 : 1/5 hits, 1.17 expected hits ANZAC roll dice for 2 infantry in Celebes, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the ANZAC lost in Celebes Japanese win, taking Celebes from ANZAC with 1 armour and 4 infantry remaining. Battle score for attacker is 6 Casualties for ANZAC: 2 infantry Non Combat Move - Japanese 1 fighter moved from Chahar to Jehol Place Units - Japanese 1 destroyer and 4 transports placed in 6 Sea Zone 3 infantry placed in Japan Turn Complete - Japanese Japanese collect 38 PUs; end with 39 PUs
Combat Hit Differential Summary :
ANZAC : -0.67 Chinese : 0.67 Japanese : -0.33
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Sorry for delay, work intruded. Had login issue on last turn there, think I logged in with my email instead of username and wouldn’t let me post turn summary. Relogged but meant a repeat of the turn.
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TripleA Turn Summary: Americans round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Purchase Units - Americans Americans buy 1 artillery, 1 carrier, 1 destroyer, 5 infantry, 1 submarine and 3 transports; Remaining resources: 0 PUs; Combat Move - Americans 1 infantry moved from Sumatra to 41 Sea Zone 1 infantry moved from Sumatra to 41 Sea Zone 2 infantry and 1 transport moved from 41 Sea Zone to 43 Sea Zone 2 infantry moved from 43 Sea Zone to Borneo 1 destroyer moved from 106 Sea Zone to 91 Sea Zone 2 fighters moved from 101 Sea Zone to 91 Sea Zone 1 armour and 1 artillery moved from Central United States to 101 Sea Zone 1 artillery moved from Eastern United States to 101 Sea Zone 2 infantry moved from Central United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 armour, 2 artilleries, 1 cruiser, 1 destroyer, 3 infantry and 3 transports moved from 101 Sea Zone to 91 Sea Zone 1 armour and 3 infantry moved from 91 Sea Zone to Gibraltar 2 artilleries moved from 91 Sea Zone to Gibraltar 1 submarine moved from 101 Sea Zone to 91 Sea Zone 1 destroyer, 2 fighters and 1 submarine moved from 54 Sea Zone to 42 Sea Zone 1 cruiser moved from 54 Sea Zone to 42 Sea Zone Combat - Americans Battle in Borneo Battle in 91 Sea Zone Americans attack with 1 cruiser, 2 destroyers, 2 fighters, 1 submarine and 3 transports Germans defend with 1 submarine Americans roll dice for 1 submarine in 91 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 cruiser, 2 destroyers, 2 fighters and 3 transports in 91 Sea Zone, round 2 : 4/5 hits, 2.17 expected hits Germans roll dice for 1 submarine in 91 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Germans lost in 91 Sea Zone Americans win, taking Borneo from Japanese with 1 cruiser, 2 destroyers, 2 fighters, 1 submarine and 3 transports remaining. Battle score for attacker is 6 Casualties for Germans: 1 submarine Battle in 42 Sea Zone Americans attack with 1 cruiser, 1 destroyer, 2 fighters and 1 submarine Japanese defend with 1 battleship, 1 destroyer, 1 submarine and 1 transport Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 cruiser, 1 destroyer and 2 fighters in 42 Sea Zone, round 2 : 0/4 hits, 1.83 expected hits Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 battleship, 1 destroyer and 1 transport in 42 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits 1 submarine owned by the Americans lost in 42 Sea Zone Americans roll dice for 1 cruiser, 1 destroyer and 2 fighters in 42 Sea Zone, round 3 : 2/4 hits, 1.83 expected hits Units damaged: 1 battleship owned by the Japanese Japanese roll dice for 1 submarine in 42 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 battleship, 1 destroyer and 1 transport in 42 Sea Zone, round 3 : 0/2 hits, 1.00 expected hits 1 submarine owned by the Japanese lost in 42 Sea Zone Americans roll dice for 1 cruiser, 1 destroyer and 2 fighters in 42 Sea Zone, round 4 : 1/4 hits, 1.83 expected hits Japanese roll dice for 1 battleship, 1 destroyer and 1 transport in 42 Sea Zone, round 4 : 2/2 hits, 1.00 expected hits 1 cruiser owned by the Americans, 1 destroyer owned by the Americans and 1 destroyer owned by the Japanese lost in 42 Sea Zone retreated to 42 Sea Zone Japanese win with 1 battleship and 1 transport remaining. Battle score for attacker is -12 Casualties for Americans: 1 cruiser, 1 destroyer and 1 submarine Casualties for Japanese: 1 destroyer and 1 submarine Battle in Gibraltar Americans attack with 1 armour, 2 artilleries and 3 infantry Italians defend with 1 harbour and 1 infantry Americans roll dice for 1 armour, 2 artilleries and 3 infantry in Gibraltar, round 2 : 4/6 hits, 2.00 expected hits Italians roll dice for 1 infantry in Gibraltar, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Americans and 1 infantry owned by the Italians lost in Gibraltar Americans win, taking Gibraltar from Italians with 1 armour, 2 artilleries and 2 infantry remaining. Battle score for attacker is 0 Casualties for Americans: 1 infantry Casualties for Italians: 1 infantry Non Combat Move - Americans 1 mech_infantry moved from Central United States to 101 Sea Zone 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 mech_infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 carrier moved from 101 Sea Zone to 91 Sea Zone 1 carrier, 1 cruiser, 1 submarine and 1 tactical_bomber moved from 26 Sea Zone to 54 Sea Zone 1 fighter moved from 26 Sea Zone to 54 Sea Zone 1 destroyer and 1 submarine moved from 10 Sea Zone to 26 Sea Zone 1 battleship and 1 destroyer moved from 26 Sea Zone to 54 Sea Zone 2 fighters moved from 42 Sea Zone to 54 Sea Zone 1 destroyer moved from 101 Sea Zone to 86 Sea Zone 2 mech_infantrys moved from Central United States to Western United States Place Units - Americans 1 carrier and 2 transports placed in 101 Sea Zone 1 artillery and 4 infantry placed in Eastern United States Americans undo move 2. 1 artillery and 3 infantry placed in Eastern United States 2 infantry placed in Western United States 1 destroyer, 1 submarine and 1 transport placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Combat Hit Differential Summary :
Germans : -0.17 Italians : 0.67 Americans : 0.67 Japanese : -0.33
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TripleA Turn Summary: Chinese round 3
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 3 Purchase Units - Chinese Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open Chinese buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Kweichow to Anhwe Chinese take Anhwe from Japanese 2 artilleries and 2 infantry moved from Hunan to Kwangsi 2 artilleries and 2 infantry moved from Yunnan to Kwangsi 1 fighter moved from Yunnan to Kwangsi Combat - Chinese Battle in Kwangsi Chinese attack with 4 artilleries, 1 fighter and 4 infantry Japanese defend with 2 artilleries and 5 infantry Chinese roll dice for 4 artilleries, 1 fighter and 4 infantry in Kwangsi, round 2 : 3/9 hits, 3.17 expected hits Japanese roll dice for 2 artilleries and 5 infantry in Kwangsi, round 2 : 3/7 hits, 2.33 expected hits 3 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Kwangsi Chinese roll dice for 4 artilleries, 1 fighter and 1 infantry in Kwangsi, round 3 : 1/6 hits, 2.17 expected hits Japanese roll dice for 2 artilleries and 2 infantry in Kwangsi, round 3 : 0/4 hits, 1.33 expected hits 1 infantry owned by the Japanese lost in Kwangsi Chinese roll dice for 4 artilleries, 1 fighter and 1 infantry in Kwangsi, round 4 : 3/6 hits, 2.17 expected hits Japanese roll dice for 2 artilleries and 1 infantry in Kwangsi, round 4 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Japanese, 2 artilleries owned by the Japanese and 1 infantry owned by the Chinese lost in Kwangsi Chinese win, taking Kwangsi from Japanese with 4 artilleries and 1 fighter remaining. Battle score for attacker is 11 Casualties for Chinese: 4 infantry Casualties for Japanese: 2 artilleries and 5 infantry Non Combat Move - Chinese 1 fighter moved from Kwangsi to Hunan 1 artillery moved from Yunnan to Hunan 1 artillery and 1 infantry moved from Hopei to Shensi 1 infantry moved from Hopei to Suiyuyan 2 infantry moved from Hopei to Shensi Place Units - Chinese 1 infantry placed in Manchuria 2 artilleries and 2 infantry placed in Hunan Turn Complete - Chinese Chinese collect 15 PUs; end with 15 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 21 PUs
Combat Hit Differential Summary :
Chinese : -0.50 Japanese : -0.67