Turn 1: Axis +.09
Turn 2: Axis +1.86
Turn 3: Axis +3.37
Turn 4: Axis +3.93
Turn 5: Axis +9.28 (+5.35 this turn)
barnee vs VictoryFirst EXP Boxes Game 3
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NW Persia should get one too. Yea, I’ll look into that. Should be able to come up with something or just double place at purchase so you got one for NCM. Which i forgot todo lol
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yea, the LM boxes not really needed anymore. They were just for information and to take up space :)
It’d be nice to add some of them to the TimeTable for more space, but that’d be kind of a cocksckr todo since there not next to each other.
I’d need Elk to polish the final look too.Hmm … maybe I could use some of them for the extra AGs ? You up for making those ? I can always hack something together if you’re not. Think they’d be cool to have. Especially the soviet ones.
Well, I’ll just leave as is for now. At least we got some space if we need it :)
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Game History
Round: 4 Purchase Units - Russians Note to players Russians: <body><b>It is Late 1941 and We have Developed Rockets !<br />Russia can Now Purchase Rockets.<b></body> Note to players Russians: It is Late 1941 and Comrade Stalin has Promoted the Best of Our Rifle Divisions to Guard Status ! Russia can purchase 3 Guard Infantry for 10 PUs. They can only be placed in Moscow. Russia.... Note to players Russians: <body><b>It is Late 1941 and Soviet Partisan Bands are Forming !<br />Russia can Now Purchase Partisans.<b></body> Trigger RussianGuards: buyGuard_Infantry added to productionRussians Trigger Soviet Partisan: buySoviet_Partisan added to productionRussians Trigger Russians LendLeaseFee: buyAirLL added to productionRussians Trigger Russians LendLeaseFeeTank: buyTankLL added to productionRussians Russians buy 3 Russian_Rocketss, 1 elite, 3 guard_infantrys and 1 infantry; Remaining resources: 17 PUs; 3 AirLendLease; 3 TankLendLease; Combat Move - Russians Trigger RailMovementAutoPlaceRussians: Russians has 1 Europe_Rail and 2 Rails placed in Russia Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Germans to Belarus: 1 german_paraBoost EDIT: Turning off Edit Mode 1 fighter moved from Novgorod to Western Ukraine 1 fighter moved from Novgorod to Ukraine EDIT: 2 russian_paras moved from Caucasus to Ukraine 1 tactical_bomber moved from Novgorod to Belarus 3 infantry moved from Bryansk to Belarus 1 elite moved from Smolensk to Belarus 1 elite moved from Bryansk to Western Ukraine 3 infantry moved from Bryansk to Western Ukraine 3 infantry moved from Bryansk to Rostov 1 armour moved from Bryansk to Rostov Combat - Russians Battle in Ukraine Russians attack with 1 fighter and 2 russian_paras Germans defend with 1 Panzer_Grndrs Russians roll dice for 1 fighter and 2 russian_paras in Ukraine, round 2 : 2/3 hits, 0.83 expected hits Germans roll dice for 1 Panzer_Grndrs in Ukraine, round 2 : 0/1 hits, 0.50 expected hits 1 Panzer_Grndrs owned by the Germans lost in Ukraine Russians win, taking Ukraine from Germans with 1 fighter and 2 russian_paras remaining. Battle score for attacker is 4 Casualties for Germans: 1 Panzer_Grndrs Battle in Western Ukraine Russians attack with 1 elite, 1 fighter and 3 infantry Germans defend with 2 Panzer_Grndrss Russians roll dice for 1 elite, 1 fighter and 3 infantry in Western Ukraine, round 2 : 2/6 hits, 1.33 expected hits Germans roll dice for 2 Panzer_Grndrss in Western Ukraine, round 2 : 0/2 hits, 1.00 expected hits 2 Panzer_Grndrss owned by the Germans lost in Western Ukraine Russians win, taking Western Ukraine from Germans with 1 elite, 1 fighter and 3 infantry remaining. Battle score for attacker is 8 Casualties for Germans: 2 Panzer_Grndrss Battle in Belarus Changer loiter and taunt; Russians attack with 1 elite, 3 infantry and 1 tactical_bomber Germans defend with 2 german_paras and 1 german_paraBoost; Changer defend Russians roll dice for 1 elite, 3 infantry and 1 tactical_bomber in Belarus, round 2 : 1/6 hits, 1.33 expected hits Germans roll dice for 2 german_paras and 1 german_paraBoost in Belarus, round 2 : 0/2 hits, 1.00 expected hits 1 german_para owned by the Germans lost in Belarus 1 german_paraBoost owned by the Germans lost in Belarus Russians roll dice for 1 elite, 3 infantry and 1 tactical_bomber in Belarus, round 3 : 0/6 hits, 1.33 expected hits Germans roll dice for 1 german_para in Belarus, round 3 : 0/1 hits, 0.33 expected hits Russians roll dice for 1 elite, 3 infantry and 1 tactical_bomber in Belarus, round 4 : 3/6 hits, 1.33 expected hits Germans roll dice for 1 german_para in Belarus, round 4 : 0/1 hits, 0.33 expected hits 1 german_para owned by the Germans lost in Belarus Russians win, taking Belarus from Germans with 1 elite, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 8 Casualties for Germans: 2 german_paras and 1 german_paraBoost Battle in Rostov Russians attack with 1 armour and 3 infantry Germans defend with 1 artillery and 1 elite Russians roll dice for 1 armour and 3 infantry in Rostov, round 2 : 0/4 hits, 1.00 expected hits Germans roll dice for 1 artillery and 1 elite in Rostov, round 2 : 0/3 hits, 1.00 expected hits Russians roll dice for 1 armour and 3 infantry in Rostov, round 3 : 1/4 hits, 1.00 expected hits Germans roll dice for 1 artillery and 1 elite in Rostov, round 3 : 2/3 hits, 1.00 expected hits 2 infantry owned by the Russians lost in Rostov 1 artillery owned by the Germans lost in Rostov Russians roll dice for 1 armour and 1 infantry in Rostov, round 4 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 elite in Rostov, round 4 : 0/2 hits, 0.67 expected hits Russians roll dice for 1 armour and 1 infantry in Rostov, round 5 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 elite in Rostov, round 5 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Russians lost in Rostov Russians roll dice for 1 armour in Rostov, round 6 : 1/1 hits, 0.50 expected hits Germans roll dice for 1 elite in Rostov, round 6 : 1/2 hits, 0.67 expected hits 1 armour owned by the Russians lost in Rostov 1 elite owned by the Germans lost in Rostov Germans win with no units remaining. Battle score for attacker is -7 Casualties for Russians: 1 armour and 3 infantry Casualties for Germans: 1 artillery and 1 elite Non Combat Move - Russians Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Europe_Rail and 1 Rail owned by Russians in Vologda Trigger RailMovementAutoPlaceRemoveRussians: has removed 1 Rail owned by Russians in Caucasus 2 infantry moved from Volgograd to Caucasus 1 fighter moved from Ukraine to Russia 1 fighter moved from Western Ukraine to Russia 1 tactical_bomber moved from Belarus to Russia 8 infantry moved from Novgorod to Archangel 1 artillery moved from Novgorod to Archangel 2 aaGuns moved from Smolensk to Archangel 1 infantry moved from Bryansk to Smolensk 1 2ndCorps moved from Bryansk to Samara 1 Rail moved from Russia to Bryansk 1 Rail and 1 aaGun moved from Bryansk to Caucasus 1 armour moved from Bryansk to Vologda 1 armour moved from Urals to Vologda 1 artillery moved from Bryansk to Tambov 1 artillery moved from Bryansk to Russia 2 infantry moved from Bryansk to Tambov 1 infantry moved from Bryansk to Tambov 1 elite moved from Russia to Tambov 1 aaGun moved from Bryansk to Tambov 3 infantry moved from Bryansk to Russia 1 Europe_Rail and 1 Rail moved from Russia to Buryatia 1 Europe_Rail, 1 Rail and 2 infantry moved from Buryatia to Vologda 2 aaGuns and 12 infantry moved from Buryatia to Yakut S.S.R. Place Units - Russians 3 Russian_Rocketss, 1 elite and 3 guard_infantrys placed in Russia 1 infantry placed in Volgograd Turning on Edit Mode EDIT: Removing units owned by Russians from Novgorod: 1 russian_minor EDIT: Removing units owned by Russians from Novgorod: 1 airfield EDIT: Removing units owned by Russians from Novgorod: 1 harbour EDIT: Turning off Edit Mode Turn Complete - Russians Russians collect 29 PUs; end with 46 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 51 PUs
Combat Hit Differential Summary :
Germans regular : -3.17 Russians regular : 0.00
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@barnee said in barnee vs VictoryFirst EXP Boxes Game 4:
You up for making those ?
Yeah, sure! I can’t do anything map-related stuff, but I can make tokens without problems. I don’t think the extra AGs will be that useful though. I mean, they are just for naming purposes, and separate boxes for them would take up a lot of space. However, if you really want them, that’s fine with me. I can create new tokens pretty easily. I just need to edit an existing token and change the text :)
Yea I can do LL resources and Overflow tokens as well, however, I don’t think I can get those out in a short time, because, well, I have exams coming up in a week and I should probably be studying for those now lol xD
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Lol and the Russians are one buck too short for their maximum Red Army Conscription xD
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hate it when that happens :) Yea I’ll just put the extra AGs in with the current box. The soviets would be nice because then you’d immediately know if it had a Tank Army or not.
Not a huge deal but like to make it as close to oob as we can :)
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Game History
Round: 4 Purchase Units - Japanese Japanese buy 1 Escort, 3 armour, 1 carrier, 1 elite and 5 infantry; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese Trigger RailMovementAutoPlaceJapanese: Japanese has 2 Rails placed in Kiangsu 1 armour moved from Kwangtung to Kwangsi 1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Kwangsi 2 armour moved from Kiangsu to Kwangsi 1 infantry moved from French Indo China to Yunnan Japanese take Yunnan from Chinese 3 armour moved from Anhwe to Kweichow 1 fighter and 1 tactical_bomber moved from Anhwe to Kweichow 2 armour moved from Shantung to Hunan 1 tactical_bomber moved from Anhwe to Hunan 1 bomber moved from Anhwe to Hunan 1 bomber moved from Anhwe to Kweichow 1 tactical_bomber moved from Anhwe to Kweichow 1 infantry moved from Amur to Buryatia Japanese take Buryatia from Russians 1 infantry moved from Amur to Sakha Japanese take Sakha from Russians Combat - Japanese Battle in Kwangsi Japanese attack with 3 armour, 1 fighter and 1 tactical_bomber British defend with 1 artillery and 1 infantry Japanese roll dice for 3 armour, 1 fighter and 1 tactical_bomber in Kwangsi, round 2 : 2/5 hits, 2.67 expected hits Chinese roll dice for 1 artillery and 1 infantry in Kwangsi, round 2 : 1/2 hits, 0.67 expected hits 1 armour owned by the Japanese lost in Kwangsi 1 artillery owned by the British and 1 infantry owned by the British lost in Kwangsi Japanese win, taking Kwangsi from Chinese with 2 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 2 Casualties for Japanese: 1 armour Casualties for British: 1 artillery and 1 infantry Battle in Hunan Japanese attack with 2 armour, 1 bomber and 1 tactical_bomber British defend with 1 infantry Japanese roll dice for 2 armour, 1 bomber and 1 tactical_bomber in Hunan, round 2 : 1/4 hits, 2.33 expected hits Chinese roll dice for 1 infantry in Hunan, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Hunan Japanese win, taking Hunan from Chinese with 2 armour, 1 bomber and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for British: 1 infantry Battle in Kweichow Japanese attack with 3 armour, 1 bomber, 1 fighter and 2 tactical_bombers Chinese defend with 3 infantry Japanese roll dice for 3 armour, 1 bomber, 1 fighter and 2 tactical_bombers in Kweichow, round 2 : 3/7 hits, 4.00 expected hits Chinese roll dice for 3 infantry in Kweichow, round 2 : 0/3 hits, 1.00 expected hits 3 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 3 armour, 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 9 Casualties for Chinese: 3 infantry Non Combat Move - Japanese Turning on Edit Mode EDIT: Turning off Edit Mode Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 Rail owned by Japanese in Hopei Trigger RailMovementAutoPlaceRemoveJapanese: has removed 1 Rail owned by Japanese in Suiyuyan 1 fighter moved from Anhwe to Japan 2 fighters moved from Anhwe to Japan 1 bomber moved from Hunan to Anhwe 1 fighter and 2 tactical_bombers moved from Kweichow to Anhwe 1 bomber moved from Kweichow to Anhwe 1 tactical_bomber moved from Hunan to Anhwe 1 artillery and 1 elite moved from Japan to 6 Sea Zone 1 artillery, 1 elite and 1 transport moved from 6 Sea Zone to 19 Sea Zone 1 artillery and 1 elite moved from 19 Sea Zone to Kiangsu EDIT: 1 Japanese_LCV, 1 armour and 1 artillery moved from Japan to Kiangsu 1 Japan_destroyer, 1 battleship, 2 carriers, 1 cruiser, 2 fighters, 2 tactical_bombers and 1 transport moved from 20 Sea Zone to 6 Sea Zone 1 transport moved from 5 Sea Zone to 6 Sea Zone 1 Japan_destroyer, 1 battleship, 1 carrier, 1 cruiser, 1 submarine and 2 transports moved from 36 Sea Zone to 19 Sea Zone 1 fighter and 1 tactical_bomber moved from Kwangsi to 19 Sea Zone 1 Rail and 1 infantry moved from Kiangsu to Suiyuyan 1 Rail moved from Kiangsu to Shantung 1 Rail and 1 infantry moved from Shantung to Hopei 3 aaGuns, 4 artilleries and 6 infantry moved from Amur to Buryatia 1 Japanese_LCV moved from Amur to Korea 1 armour moved from Manchuria to Buryatia 2 fighters moved from Japan to 6 Sea Zone 1 Japan_destroyer moved from 16 Sea Zone to 6 Sea Zone Place Units - Japanese 1 Escort and 1 carrier placed in 6 Sea Zone 1 armour and 2 infantry placed in Kiangsu 2 armour and 1 infantry placed in Shantung 1 elite and 2 infantry placed in Japan Turn Complete - Japanese Trigger Japanese RemoveConvoySZ6Invert: has removed 1 Escort owned by Japanese in 6 Sea Zone Trigger Japanese RemoveConvoySZ6Invert: Japanese has 1 Escort_Convoy placed in 6 Sea Zone Japanese collect 43 PUs; end with 43 PUs Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 51 PUs
Combat Hit Differential Summary :
Chinese regular : -1.00 Japanese regular : -3.00
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hmm … guess it was kinda stupid to attack FIC even though France declared war on JPN. Oh well :)
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just read your report again. Well written :)
You can change the UK TG buy if you want. Rules misunderstandings will happen. :) No need to be penalized for it :)
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Hey just made Wolfpacks even better ! lol
Was trying another suggestion from asvitkine, which didn’t work as well, but, made me realize the Wolfpack should spawn end of Combat Move.
No need to buy and place them at all now !!! lol
I’ll keep the trigger for them to spawn after place too and not spawn if one is already present.
F yea ! I dig it lol
I guess if i wanted to go ape i could do it for paras, but not really worth it as opposed to a easy edit :)
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well no word from @The-Captain on the UK Objective. He usually answers questions, so must be busy.
Anyway, it says you should have got the NO according to the rules, so go ahead and add that money to your treasury.
I hate to spend a couple hours recoding triplea just to find out it was correct to begin with.
EXP usually rolls OOB and if it differs, is mentioned in rulebook. It doesn’t in this case.
I’ve played for 3 years, you for 2 and Panzer for 1. You just now noticed it and neither of us did, so it should be noted in the next rules revision.
It is an impactful rule change.
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@barnee said in barnee vs VictoryFirst EXP Boxes Game 4:
You can change the UK TG buy if you want.
Thanks! Yea I really wanted to create a desert army but I forgot that the TGs can’t be moved by air. I guess you can only do that when the Atlantic is free of U-boats because you have to move a transport from UK all the way to Africa and then unload, which is pretty hard when there are 10 U-boats lurking around lol. If you allow it, I would not buy the TG and save the 8 bucks.
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And also, am I allowed to change one move from Russia? Just realized you have a very annoying PT in NW Persia that could capture Stalingrad on Italy’s turn, and that would cancel the six dudes I would get from Conscription xD so I would’ve moved 2nd Army Corps not to Samara but to Stalingrad.
And because Rostov is Axis controlled you could use the two Italian fighters to support that attack. So yeah, as I said, you are super annoying as Italy xD
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Game History
Round: 4 Purchase Units - Americans Americans buy 3 carriers, 4 destroyers, 6 submarines and 1 transport; Remaining resources: 2 PUs; Politics - Americans 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 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 Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States 1 marine moved from Aleutian Islands to 8 Sea Zone 2 infantry moved from Aleutian Islands to 8 Sea Zone 1 artillery moved from Aleutian Islands to 8 Sea Zone 1 cruiser moved from 8 Sea Zone to 17 Sea Zone Americans take 17 Sea Zone from Japanese 1 artillery, 2 infantry, 1 marine and 2 transports moved from 8 Sea Zone to 17 Sea Zone 1 artillery, 2 infantry and 1 marine moved from 17 Sea Zone to Iwo Jima Combat - Americans Americans creates battle in territory 35 Sea Zone Battle in Iwo Jima Changer loiter and taunt; Americans attack with 1 artillery, 2 infantry and 1 marine Changer defend; Japanese defend with 1 aaGun and 2 infantry Americans roll dice for 1 cruiser in Iwo Jima, round 2 : 0/1 hits, 0.50 expected hits Americans roll dice for 1 artillery, 2 infantry and 1 marine in Iwo Jima, round 2 : 1/4 hits, 1.17 expected hits Japanese roll dice for 1 aaGun and 2 infantry in Iwo Jima, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans lost in Iwo Jima 1 aaGun owned by the Japanese lost in Iwo Jima Americans roll dice for 1 artillery, 1 infantry and 1 marine in Iwo Jima, round 3 : 0/3 hits, 1.00 expected hits Japanese roll dice for 2 infantry in Iwo Jima, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans lost in Iwo Jima Americans roll dice for 1 artillery and 1 marine in Iwo Jima, round 4 : 1/2 hits, 0.83 expected hits Japanese roll dice for 2 infantry in Iwo Jima, round 4 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Iwo Jima Americans roll dice for 1 artillery and 1 marine in Iwo Jima, round 5 : 0/2 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 5 : 1/1 hits, 0.33 expected hits 1 marine owned by the Americans lost in Iwo Jima Americans roll dice for 1 artillery in Iwo Jima, round 6 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 6 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 7 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 7 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 8 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 8 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 9 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 9 : 1/1 hits, 0.33 expected hits 1 artillery owned by the Americans lost in Iwo Jima Japanese win, taking 35 Sea Zone from Japanese with 1 infantry remaining. Battle score for attacker is -6 Casualties for Americans: 1 artillery, 2 infantry and 1 marine Casualties for Japanese: 1 aaGun and 1 infantry Non Combat Move - Americans Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Europe_Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Europe_Rail and 6 Rails owned by Americans in Eastern United States 1 submarine moved from 54 Sea Zone to 21 Sea Zone 1 destroyer moved from 10 Sea Zone to 8 Sea Zone 1 destroyer moved from 8 Sea Zone to 16 Sea Zone 1 destroyer moved from 10 Sea Zone to 8 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone 2 infantry moved from 8 Sea Zone to Aleutian Islands 1 infantry moved from Central United States to Western United States 1 Europe_Rail and 1 artillery moved from Eastern United States to Western United States Place Units - Americans 4 destroyers placed in 101 Sea Zone 3 carriers, 6 submarines and 1 transport placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 93 PUs
Combat Hit Differential Summary :
Americans regular : -3.67 Japanese regular : 0.33
Game History
Round: 4 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 2 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 3 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 4 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 5 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Sikang 1 infantry moved from Shensi to Szechwan 3 infantry moved from Kansu to Tsinghai Place Units - Chinese 6 infantry placed in Sikang Turn Complete - Chinese Chinese collect 6 PUs; end with 6 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 12 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 15 PUs
Combat Hit Differential Summary :
Chinese regular : -2.33 Japanese regular : -1.33
Game History
Round: 4 Purchase Units - Americans Americans buy 3 carriers, 4 destroyers, 6 submarines and 1 transport; Remaining resources: 2 PUs; Politics - Americans 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 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 Trigger RailMovementAutoPlaceAmericans: Americans has 2 Europe_Rails and 6 Rails placed in Eastern United States 1 marine moved from Aleutian Islands to 8 Sea Zone 2 infantry moved from Aleutian Islands to 8 Sea Zone 1 artillery moved from Aleutian Islands to 8 Sea Zone 1 cruiser moved from 8 Sea Zone to 17 Sea Zone Americans take 17 Sea Zone from Japanese 1 artillery, 2 infantry, 1 marine and 2 transports moved from 8 Sea Zone to 17 Sea Zone 1 artillery, 2 infantry and 1 marine moved from 17 Sea Zone to Iwo Jima Combat - Americans Americans creates battle in territory 35 Sea Zone Battle in Iwo Jima Changer loiter and taunt; Americans attack with 1 artillery, 2 infantry and 1 marine Changer defend; Japanese defend with 1 aaGun and 2 infantry Americans roll dice for 1 cruiser in Iwo Jima, round 2 : 0/1 hits, 0.50 expected hits Americans roll dice for 1 artillery, 2 infantry and 1 marine in Iwo Jima, round 2 : 1/4 hits, 1.17 expected hits Japanese roll dice for 1 aaGun and 2 infantry in Iwo Jima, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans lost in Iwo Jima 1 aaGun owned by the Japanese lost in Iwo Jima Americans roll dice for 1 artillery, 1 infantry and 1 marine in Iwo Jima, round 3 : 0/3 hits, 1.00 expected hits Japanese roll dice for 2 infantry in Iwo Jima, round 3 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Americans lost in Iwo Jima Americans roll dice for 1 artillery and 1 marine in Iwo Jima, round 4 : 1/2 hits, 0.83 expected hits Japanese roll dice for 2 infantry in Iwo Jima, round 4 : 0/2 hits, 0.67 expected hits 1 infantry owned by the Japanese lost in Iwo Jima Americans roll dice for 1 artillery and 1 marine in Iwo Jima, round 5 : 0/2 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 5 : 1/1 hits, 0.33 expected hits 1 marine owned by the Americans lost in Iwo Jima Americans roll dice for 1 artillery in Iwo Jima, round 6 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 6 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 7 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 7 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 8 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 8 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 artillery in Iwo Jima, round 9 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 infantry in Iwo Jima, round 9 : 1/1 hits, 0.33 expected hits 1 artillery owned by the Americans lost in Iwo Jima Japanese win, taking 35 Sea Zone from Japanese with 1 infantry remaining. Battle score for attacker is -6 Casualties for Americans: 1 artillery, 2 infantry and 1 marine Casualties for Japanese: 1 aaGun and 1 infantry Non Combat Move - Americans Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Europe_Rail owned by Americans in Western United States Trigger RailMovementAutoPlaceRemoveAmericans: has removed 1 Europe_Rail and 6 Rails owned by Americans in Eastern United States 1 submarine moved from 54 Sea Zone to 21 Sea Zone 1 destroyer moved from 10 Sea Zone to 8 Sea Zone 1 destroyer moved from 8 Sea Zone to 16 Sea Zone 1 destroyer moved from 10 Sea Zone to 8 Sea Zone 2 infantry moved from Western United States to 10 Sea Zone 2 infantry and 1 transport moved from 10 Sea Zone to 8 Sea Zone 2 infantry moved from 8 Sea Zone to Aleutian Islands 1 infantry moved from Central United States to Western United States 1 Europe_Rail and 1 artillery moved from Eastern United States to Western United States Place Units - Americans 4 destroyers placed in 101 Sea Zone 3 carriers, 6 submarines and 1 transport placed in 10 Sea Zone Turn Complete - Americans Americans collect 52 PUs; end with 54 PUs Trigger Americans AdvancedProduction: Americans met a national objective for an additional 14 PUs; end with 68 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 88 PUs Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 93 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 6 infantry; Remaining resources: 0 PUs; Combat Move - Chinese Trigger RailMovementAutoPlaceChinese: Chinese has 2 Rails placed in Kansu 2 infantry moved from Szechwan to Yunnan 1 fighter moved from Szechwan to Yunnan Combat - Chinese Battle in Yunnan Chinese attack with 1 fighter and 2 infantry Japanese defend with 1 infantry Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 2 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 3 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 4 : 0/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 4 : 0/1 hits, 0.33 expected hits Chinese roll dice for 1 fighter and 2 infantry in Yunnan, round 5 : 1/3 hits, 0.83 expected hits Japanese roll dice for 1 infantry in Yunnan, round 5 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Japanese lost in Yunnan Chinese win, taking Yunnan from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Non Combat Move - Chinese Trigger RailMovementAutoPlaceRemoveChinese: has removed 2 Rails owned by Chinese in Kansu 1 fighter moved from Yunnan to Sikang 1 infantry moved from Shensi to Szechwan 3 infantry moved from Kansu to Tsinghai Place Units - Chinese 6 infantry placed in Sikang Turn Complete - Chinese Chinese collect 6 PUs; end with 6 PUs Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 12 PUs Objective Advanced Production 1 Infantry: Chinese met a national objective for an additional 3 PUs; end with 15 PUs Purchase Units - British Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Changing PUs for British from 51 to 69 EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by British from United Kingdom: 1 UK_TankGeneral EDIT: Turning off Edit Mode British buy 1 bomber, 1 elite, 7 infantry, 1 uk_armour, 2 uk_fighters and 2 uk_paras; Remaining resources: 2 PUs; Combat Move - British Trigger RailMovementAutoPlaceBritish: British has 2 Rails placed in Union of South Africa 2 artilleries, 5 infantry, 1 mech_infantry, 1 uk_armour, 4 uk_fighters and 1 uk_tactical_bomber moved from Egypt to Alexandria 1 bomber moved from French Equatorial Africa to Alexandria 1 bomber moved from Gibraltar to Alexandria 1 uk_armour moved from Shan State to Siam British take Siam from Japanese 1 uk_armour moved from Siam to Shan State 1 infantry moved from Shan State to French Indo China British take French Indo China from Japanese Combat - British Battle in Alexandria British attack with 2 artilleries, 2 bombers, 5 infantry, 1 mech_infantry, 1 uk_armour, 4 uk_fighters and 1 uk_tactical_bomber Germans defend with 4 fighters; Italians defend with 1 Italian_LCV, 1 aaGun, 1 armour, 2 artilleries, 5 infantry and 1 mech_infantry Italians roll AA dice in Alexandria : 0/3 hits, 0.50 expected hits British roll dice for 2 artilleries, 2 bombers, 5 infantry, 1 mech_infantry, 1 uk_armour, 4 uk_fighters and 1 uk_tactical_bomber in Alexandria, round 2 : 4/16 hits, 6.50 expected hits Italians roll dice for 1 Italian_LCV, 1 aaGun, 1 armour, 2 artilleries, 4 fighters, 5 infantry and 1 mech_infantry in Alexandria, round 2 : 7/13 hits, 5.83 expected hits 1 mech_infantry owned by the British, 1 artillery owned by the British and 5 infantry owned by the British lost in Alexandria 1 aaGun owned by the Italians and 3 infantry owned by the Italians lost in Alexandria British roll dice for 1 artillery, 2 bombers, 1 uk_armour, 4 uk_fighters and 1 uk_tactical_bomber in Alexandria, round 3 : 4/9 hits, 4.83 expected hits Italians roll dice for 1 Italian_LCV, 1 armour, 2 artilleries, 4 fighters, 2 infantry and 1 mech_infantry in Alexandria, round 3 : 4/10 hits, 4.83 expected hits 1 uk_fighter owned by the British, 1 bomber owned by the British, 1 artillery owned by the British and 1 uk_armour owned by the British lost in Alexandria 1 mech_infantry owned by the Italians, 1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Alexandria 3 uk_fighters owned by the British, 1 bomber owned by the British and 1 uk_tactical_bomber owned by the British retreated Italians win with 1 Italian_LCV, 1 armour, 1 artillery and 4 fighters remaining. Battle score for attacker is -25 Casualties for British: 2 artilleries, 1 bomber, 5 infantry, 1 mech_infantry, 1 uk_armour and 1 uk_fighter Casualties for Italians: 1 aaGun, 1 artillery, 5 infantry and 1 mech_infantry Non Combat Move - British Trigger RailMovementAutoPlaceRemoveBritish: has removed 2 Rails owned by British in Egypt 1 bomber moved from Alexandria to Egypt 3 uk_fighters moved from Alexandria to Egypt 1 uk_tactical_bomber moved from Alexandria to Egypt 1 infantry moved from Anglo Egyptian Sudan to Egypt 2 Rails and 2 infantry moved from Union of South Africa to Egypt 1 uk_fighter moved from 83 Sea Zone to Egypt 1 infantry moved from French West Africa to 83 Sea Zone 1 infantry and 1 transport moved from 83 Sea Zone to 85 Sea Zone 1 infantry moved from 85 Sea Zone to Brazil British take Brazil from Neutral_Allies 4 destroyers moved from 106 Sea Zone to 116 Sea Zone 1 air_transport and 1 elite moved from United Kingdom to French West Africa 1 uk_fighter moved from United Kingdom to French West Africa 1 artillery and 1 infantry moved from India to 39 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 80 Sea Zone 1 artillery and 1 infantry moved from 80 Sea Zone to Persia 4 infantry moved from Burma to Shan State 2 aaGuns moved from Burma to Shan State 2 uk_fighters and 1 uk_tactical_bomber moved from Burma to India 2 infantry moved from India to West India 1 uk_armour moved from India to Eastern Persia Place Units - British 1 bomber, 1 elite, 2 uk_fighters and 2 uk_paras placed in United Kingdom 5 infantry and 1 uk_armour placed in India 2 infantry placed in Union of South Africa Turn Complete - British Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 6,5,6,5,4,5 British collect 53 PUs; end with 55 PUs Trigger British AdvancedProduction: British met a national objective for an additional 6 PUs; end with 61 PUs
Combat Hit Differential Summary :
Chinese regular : -2.33 Americans regular : -3.67 Italians regular : 0.33 Japanese regular : -1.00 British regular : -3.33 Italians AA : -0.50
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Forgot to move US DD to sz 21, fixed here:
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True - the UK player gets the 5 IPC National Objective Bonus when all Original UK Territories with an IPC value are Allied controlled.
This rule is OOB from the Global 1940 First Edition 2010, if I remember correctly…
Nonetheless, we chose to adapt this rule since it would be almost impossible for the UK player to collect the 5 IPC National Objective Bonus according the the OOB G40 2E.
Also, this rule helps to balance the game even more.
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Thanks Captain for your answer. It really helped us out. Yeah the first edition has some very different NOs compared to the second. Still can’t believe we all three missed that for all that time lol.
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Right on thanks Captain. So we’ll just have to edit for this game and I’ll fix for next update.
Yep I was gonna roll the dice with that Italian Para all right lol. Yea that’s fine :)