And no worries at all! We have up to three days to revert, and yo replied within hours :-)
1942.2 total vic. w/ int: Zombie69 (Axis) vs Commando Brado (Allies + 12)
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Please disregard the above post. Here’s the up-to-date one.
I need you to pick your losses for SZ 13. Note that there’s a 54% chance I’ll take Morocco, so if you sink the carrier and I retreat, your plane could be lost. You’re lucky I only scored 6 hits in 15 dice, or there would be no choice to make! :evil: (Actually, there might have been one in the first round of combat if I had scored more than 3 hits with my 9 planes.)
Please use the second save, since the first round of combat was an obvious choice with 2 destroyers and an empty carrier to take as losses.
Basically, you’ve got one unit to choose to protect your transports, and you’ve got a choice between a fighter, a cruiser and a carrier.
You’re lucky I only got 2 hits in Round 2 and no hits in Round 4.
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True that.
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - British
British buy 5 armour; Remaining resources: 2 PUs;Combat Move - British
1 infantry moved from Libya to Algeria
British take Algeria from GermansCombat - British
Non Combat Move - British
1 infantry moved from Libya to Egypt
1 infantry moved from Trans-Jordan to Persia
1 infantry moved from Trans-Jordan to Persia
1 armour moved from Egypt to Persia
1 armour moved from Egypt to Persia
1 armour moved from Alaska to Eastern Canada
1 infantry moved from Alaska to Western Canada
1 carrier moved from 29 Sea Zone to 35 Sea Zone
1 carrier moved from 29 Sea Zone to 35 Sea Zone
1 fighter moved from India to 35 Sea Zone
1 fighter moved from India to 35 Sea Zone
1 fighter moved from Egypt to 35 Sea Zone
1 fighter moved from Egypt to 35 Sea ZonePlace Units - British
3 armour placed in India
2 armour placed in EgyptTurn Complete - British
British collect 32 PUs; end with 34 PUs total
Turning on Edit Mode
EDIT: Removing units owned by British from United Kingdom: 1 fighter
EDIT: Adding units owned by British to French West Africa: 1 fighter
EDIT: Turning off Edit ModeTerritory Summary for British :
35 Sea Zone : 2 carriers and 4 fighters
Algeria : 1 flag, 1 infantry
Eastern Australia : 1 infantry
Eastern Canada : 1 armour
Egypt : 1 aaGun, 2 armour, 1 artillery, 1 factory and 2 infantry
French West Africa : 1 fighter
India : 9 armour, 3 artilleries, 1 factory and 5 infantry
Libya : 1 flag
New Zealand : 1 infantry
Persia : 2 armour and 2 infantry
United Kingdom : 1 aaGun, 1 armour, 1 artillery, 1 factory and 3 infantry
Western Canada : 1 infantryProduction/PUs Summary :
Russians : 14 / 23
Germans : 45 / 46
British : 32 / 34
Japanese : 37 / 38
Americans : 40 / 39 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 3 artilleries, 2 destroyers and 3 infantry; Remaining resources: 1 PUs;Combat Move - Japanese
5 artilleries and 16 infantry moved from Burma to India
1 infantry moved from Szechwan to Kazakh S.S.R.
Japanese take Kazakh S.S.R. from Russians
3 fighters moved from 61 Sea Zone to India
3 bombers moved from Japan to India
1 fighter moved from Japan to 58 Sea Zone
2 destroyers moved from 61 Sea Zone to 58 Sea Zone
1 cruiser moved from 61 Sea Zone to 58 Sea Zone
2 fighters moved from Yakut S.S.R. to 58 Sea Zone
1 infantry moved from Yakut S.S.R. to Evenki National Okrug
Japanese take Evenki National Okrug from RussiansCombat - Japanese
Battle in 58 Sea Zone
Japanese attack with 1 cruiser, 2 destroyers and 3 fighters
Americans defend with 1 destroyer and 5 submarines
Japanese roll dice for 1 cruiser, 2 destroyers and 3 fighters in 58 Sea Zone, round 2 : 3/6 hits
Americans roll dice for 5 submarines in 58 Sea Zone, round 2 : 0/5 hits
Americans roll dice for 1 destroyer in 58 Sea Zone, round 2 : 0/1 hits
3 submarines owned by the Americans lost in 58 Sea Zone
Japanese roll dice for 1 cruiser, 2 destroyers and 3 fighters in 58 Sea Zone, round 3 : 5/6 hits
Americans roll dice for 2 submarines in 58 Sea Zone, round 3 : 1/2 hits
Americans roll dice for 1 destroyer in 58 Sea Zone, round 3 : 1/1 hits
2 submarines owned by the Americans, 1 destroyer owned by the Americans, 1 cruiser owned by the Japanese and 1 destroyer owned by the Japanese lost in 58 Sea Zone
Japanese win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 18
Casualties for Japanese: 1 cruiser and 1 destroyer
Casualties for Americans: 1 destroyer and 5 submarines
Battle in India
Japanese attack with 5 artilleries, 3 bombers, 3 fighters and 16 infantry
Russians defend with 2 fighters; British defend with 9 armour, 3 artilleries, 1 factory and 5 infantry; Americans defend with 2 fighters
Japanese roll dice for 5 artilleries, 3 bombers, 3 fighters and 16 infantry in India, round 2 : 10/27 hits
British roll dice for 9 armour, 3 artilleries, 4 fighters and 5 infantry in India, round 2 : 9/21 hits
5 infantry owned by the British, 2 armour owned by the British, 9 infantry owned by the Japanese and 3 artilleries owned by the British lost in India
Japanese roll dice for 5 artilleries, 3 bombers, 3 fighters and 7 infantry in India, round 3 : 11/18 hits
British roll dice for 7 armour and 4 fighters in India, round 3 : 3/11 hits
2 fighters owned by the Americans, 7 armour owned by the British, 3 infantry owned by the Japanese and 2 fighters owned by the Russians lost in India
Japanese win, taking India from British with 5 artilleries, 3 bombers, 3 fighters and 4 infantry remaining. Battle score for attacker is 85
Casualties for Japanese: 12 infantry
Casualties for Russians: 2 fighters
Casualties for British: 9 armour, 3 artilleries and 5 infantry
Casualties for Americans: 2 fightersNon Combat Move - Japanese
3 fighters moved from 58 Sea Zone to 60 Sea Zone
2 carriers and 4 transports moved from 61 Sea Zone to 60 Sea Zone
1 aaGun moved from Burma to India
3 fighters moved from India to Burma
3 bombers moved from India to Burma
1 infantry moved from Yunnan to Kwangtung
1 artillery moved from Yunnan to Kwangtung
3 artilleries and 3 infantry moved from Yunnan to Burma
1 armour moved from Szechwan to BurmaPlace Units - Japanese
2 destroyers placed in 60 Sea Zone
3 artilleries and 3 infantry placed in JapanTurn Complete - Japanese
Japanese collect 43 PUs; end with 44 PUs totalTerritory Summary for Japanese :
58 Sea Zone : 1 destroyer
60 Sea Zone : 2 carriers, 2 destroyers, 3 fighters and 4 transports
Anhwei : 1 flag
Borneo : 1 infantry
Burma : 1 flag, 1 armour, 3 artilleries, 3 bombers, 3 fighters and 3 infantry
Buryatia S.S.R. : 1 flag
Caroline Islands : 1 infantry
East Indies : 2 infantry
Evenki National Okrug : 1 flag, 1 infantry
India : 1 flag, 1 aaGun, 5 artilleries, 1 factory and 4 infantry
Iwo Jima : 1 infantry
Japan : 3 artilleries, 1 factory and 3 infantry
Kazakh S.S.R. : 1 flag, 1 infantry
Kwangtung : 1 artillery and 1 infantry
New Guinea : 1 infantry
Okinawa : 1 infantry
Solomon Islands : 1 infantry
Soviet Far East : 1 flag
Szechwan : 1 flag
Wake Island : 1 infantry
Yakut S.S.R. : 1 flag, 1 infantry
Yunnan : 1 flagProduction/PUs Summary :
Russians : 11 / 23
Germans : 45 / 46
British : 29 / 34
Japanese : 43 / 44
Americans : 40 / 39Dice Statistics:
Total
1 was rolled 19 times
2 was rolled 16 times
3 was rolled 17 times
4 was rolled 18 times
5 was rolled 13 times
6 was rolled 15 times
Average roll : 3.357
Median : 3.000
Variance : 0.247
Standard Deviation : 0.497
Total rolls : 98Japanese Combat
1 was rolled 16 times
2 was rolled 8 times
3 was rolled 10 times
4 was rolled 9 times
5 was rolled 7 times
6 was rolled 7 times
Average roll : 3.070
Median : 3.000
Variance : 1.054
Standard Deviation : 1.026
Total rolls : 57British Combat
1 was rolled 2 times
2 was rolled 6 times
3 was rolled 6 times
4 was rolled 8 times
5 was rolled 4 times
6 was rolled 6 times
Average roll : 3.750
Median : 4.000
Variance : 0.710
Standard Deviation : 0.842
Total rolls : 32Americans Combat
1 was rolled 1 times
2 was rolled 2 times
3 was rolled 1 times
4 was rolled 1 times
5 was rolled 2 times
6 was rolled 2 times
Average roll : 3.778
Median : 4.000
Variance : 0.375
Standard Deviation : 0.612
Total rolls : 9 -
The battle in India was very one-sided, sorry about that. On average I was supposed to take it with one artillery while losing one fighter. Still, even with standard outcomes, I believe the game was pretty much over with no American fleet to speak of and Brits taken out of the equation everywhere but in Africa. :|
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The battle in India was very one-sided, sorry about that. On average I was supposed to take it with one artillery while losing one fighter. Still, even with standard outcomes, I believe the game was pretty much over with no American fleet to speak of and Brits taken out of the equation everywhere but in Africa. :|
Uh YEA!!! VERY much one sided! LOL! :-( :-o :? :lol: :x :-P :oops: :cry: :roll: :| You’re exactly right. You should have taken it w/1 Art, while losing one of your fighters. That was totally slated in your favor. You have 4 Inf & 4 Art too much in India. :-P
The whole idea behind me putting my 2 Brit AC’s w/4 FTR’s in SZ35 was to force you to either attack the American fleet in SZ58 or attack the Brit fleet in SZ35. From the odds calculator, you would have had to bring 3 of your FTR’s to the fleet battle in SZ35 w/all of your fleet, plus 1 FTR, 3 Bmbr’s to India, pretty much preventing you from doing both. Saving India. If your fleet did come down to SZ35, then I would have whacked them w/the American airforce. AND, India still would have been able to have been taken back w/the American tank in TJ, plus the bomber. Then, reinforced by the Brits in Persia. And, India could have built that turn. W/out any Japanese transports, plus the tanks coming down from Russia, I believe I could’ve held India. However, when you get amazing dicing like you did in India, it’s pretty hard to overcome those odds.
I completely spaced on the FTR’s in Yakut reaching SZ58. Like I said, I figured you’d need your entire fleet this turn to take India, therefore I figured you might attack the US fleet in SZ58 w/your fleet, then I could whack you back in SZ58. Or, you wouldn’t have attacked India this turn, not attacked the US fleet, giving the US more naval superiority in the Pacific.
In hindsight, I would have done something slightly different w/the US. And, if I had left my fleet in SZ13, I would have left 4 FTR’s there instead of 2. Or, just moved my US fleet all together and taken Norway.
Anyway, good game. Like I said, this is my first 1942.2 game, so there was a little bit of a learning curve. Wanna play again? :-D Same sides? Same bid? I
I’m going to take the US and Russia turn just for the kicks of it, just to see what happens… :-P
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About the right odds in India w/the US.
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 6
Purchase Units - Americans
Americans buy 1 destroyer and 5 submarines; Remaining resources: 1 PUs;Combat Move - Americans
1 submarine moved from 56 Sea Zone to 58 Sea Zone
1 submarine moved from 56 Sea Zone to 58 Sea Zone
1 armour moved from Trans-Jordan to India
1 fighter moved from Trans-Jordan to India
1 fighter moved from Trans-Jordan to India
1 fighter moved from Trans-Jordan to India
1 fighter moved from Egypt to India
1 bomber moved from Egypt to IndiaCombat - Americans
Battle in India
Americans attack with 1 armour, 1 bomber and 4 fighters
Japanese defend with 1 aaGun, 5 artilleries, 1 factory and 4 infantry
AA fire in India : 1/3 hits
1 fighter owned by the Americans lost in India
Americans roll dice for 1 armour, 1 bomber and 3 fighters in India, round 2 : 3/5 hits
Japanese roll dice for 1 aaGun, 5 artilleries and 4 infantry in India, round 2 : 3/9 hits
3 fighters owned by the Americans, 2 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in India
Americans roll dice for 1 armour and 1 bomber in India, round 3 : 1/2 hits
Japanese roll dice for 5 artilleries and 2 infantry in India, round 3 : 2/7 hits
1 infantry owned by the Japanese, 1 armour owned by the Americans and 1 bomber owned by the Americans lost in India
Japanese win with 5 artilleries and 1 infantry remaining. Battle score for attacker is -44
Casualties for Japanese: 1 aaGun and 3 infantry
Casualties for Americans: 1 armour, 1 bomber and 4 fighters
Battle in 58 Sea Zone
Americans attack with 2 submarines
Japanese defend with 1 destroyer
Americans roll dice for 2 submarines in 58 Sea Zone, round 2 : 1/2 hits
Japanese roll dice for 1 destroyer in 58 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 58 Sea Zone
Americans win with 2 submarines remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - Americans
1 infantry moved from Western Canada to Alaska
1 infantry moved from Western Canada to Alaska
1 aaGun moved from Western Canada to Alaska
1 aaGun moved from Eastern United States to Eastern Canada
1 infantry moved from Eastern United States to Eastern Canada
1 submarine moved from 38 Sea Zone to 35 Sea ZonePlace Units - Americans
1 destroyer and 5 submarines placed in 56 Sea ZoneTurn Complete - Americans
Americans collect 40 PUs; end with 41 PUs totalTerritory Summary for Americans :
11 Sea Zone : 1 transport
35 Sea Zone : 1 submarine
56 Sea Zone : 4 destroyers and 6 submarines
58 Sea Zone : 2 submarines
Alaska : 1 aaGun and 2 infantry
Eastern Canada : 1 aaGun and 1 infantry
Eastern United States : 1 factory
Morocco : 1 flag
Western United States : 1 factoryProduction/PUs Summary :
Russians : 11 / 23
Germans : 45 / 46
British : 29 / 34
Japanese : 43 / 44
Americans : 40 / 41Dice Statistics:
Total
1 was rolled 6 times
2 was rolled 5 times
3 was rolled 3 times
4 was rolled 4 times
5 was rolled 1 times
6 was rolled 10 times
Average roll : 3.655
Median : 4.000
Variance : 1.821
Standard Deviation : 1.350
Total rolls : 29Japanese Combat
1 was rolled 4 times
2 was rolled 2 times
3 was rolled 3 times
4 was rolled 3 times
5 was rolled 1 times
6 was rolled 7 times
Average roll : 3.800
Median : 4.000
Variance : 1.158
Standard Deviation : 1.076
Total rolls : 20Americans Combat
1 was rolled 2 times
2 was rolled 3 times
4 was rolled 1 times
6 was rolled 3 times
Average roll : 3.333
Median : 2.000
Variance : 1.375
Standard Deviation : 1.173
Total rolls : 9 -
TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 7
Purchase Units - Russians
Russians buy 2 artilleries and 5 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Sinkiang to Anhwei
Americans take Anhwei from Japanese
1 infantry moved from Sinkiang to Szechwan
Americans take Szechwan from Japanese
1 infantry moved from Sinkiang to Evenki National Okrug
1 artillery moved from Russia to Kazakh S.S.R.
1 infantry moved from Russia to Kazakh S.S.R.
1 infantry moved from Russia to Archangel
1 artillery moved from Russia to Archangel
1 infantry moved from Russia to Caucasus
1 artillery moved from Russia to Caucasus
1 infantry moved from Russia to West Russia
1 infantry moved from Russia to West Russia
1 artillery moved from Russia to West Russia
1 infantry moved from Sinkiang to Evenki National Okrug
1 infantry moved from Russia to Kazakh S.S.R.Combat - Russians
Battle in Evenki National Okrug
Russians attack with 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 2 infantry in Evenki National Okrug, round 2 : 0/2 hits
Japanese roll dice for 1 infantry in Evenki National Okrug, round 2 : 1/1 hits
1 infantry owned by the Russians lost in Evenki National Okrug
Russians roll dice for 1 infantry in Evenki National Okrug, round 3 : 0/1 hits
Japanese roll dice for 1 infantry in Evenki National Okrug, round 3 : 0/1 hits
1 infantry owned by the Russians retreated to Sinkiang
Japanese win with 1 infantry remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantry
Battle in Archangel
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 artillery
Russians roll dice for 1 artillery and 1 infantry in Archangel, round 2 : 1/2 hits
Germans roll dice for 1 artillery in Archangel, round 2 : 0/1 hits
1 artillery owned by the Germans lost in Archangel
Russians win, taking Archangel from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 artillery
Battle in Kazakh S.S.R.
Russians attack with 1 artillery and 2 infantry
Japanese defend with 1 infantry
Russians roll dice for 1 artillery and 2 infantry in Kazakh S.S.R., round 2 : 0/3 hits
Japanese roll dice for 1 infantry in Kazakh S.S.R., round 2 : 0/1 hits
Russians roll dice for 1 artillery and 2 infantry in Kazakh S.S.R., round 3 : 1/3 hits
Japanese roll dice for 1 infantry in Kazakh S.S.R., round 3 : 1/1 hits
1 infantry owned by the Russians and 1 infantry owned by the Japanese lost in Kazakh S.S.R.
Russians win, taking Kazakh S.S.R. from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in West Russia
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 artillery and 1 infantry
Russians roll dice for 1 artillery and 2 infantry in West Russia, round 2 : 2/3 hits
Germans roll dice for 1 artillery and 1 infantry in West Russia, round 2 : 0/2 hits
1 infantry owned by the Germans and 1 artillery owned by the Germans lost in West Russia
Russians win, taking West Russia from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 1 artillery and 1 infantry
Battle in Caucasus
Russians attack with 1 artillery and 1 infantry
Germans defend with 1 artillery and 1 factory
Russians roll dice for 1 artillery and 1 infantry in Caucasus, round 2 : 0/2 hits
Germans roll dice for 1 artillery in Caucasus, round 2 : 1/1 hits
1 infantry owned by the Russians lost in Caucasus
Russians roll dice for 1 artillery in Caucasus, round 3 : 1/1 hits
Germans roll dice for 1 artillery in Caucasus, round 3 : 0/1 hits
1 artillery owned by the Germans lost in Caucasus
Russians win, taking Caucasus from Germans with 1 artillery remaining. Battle score for attacker is 1
Casualties for Germans: 1 artillery
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 armour moved from Russia to Persia
1 armour moved from Russia to Persia
1 armour moved from Russia to Persia
1 aaGun moved from Russia to Kazakh S.S.R.
1 aaGun moved from Russia to Kazakh S.S.R.Place Units - Russians
2 artilleries and 5 infantry placed in RussiaTurn Complete - Russians
Russians collect 20 PUs; end with 20 PUs totalTerritory Summary for Russians :
Anhwei : 1 infantry
Archangel : 1 artillery and 1 infantry
Caucasus : 1 artillery and 1 factory
Kazakh S.S.R. : 2 aaGuns, 1 artillery and 1 infantry
Persia : 3 armour
Russia : 10 artilleries, 1 factory and 9 infantry
Sinkiang : 1 infantry
Szechwan : 1 infantry
West Russia : 1 flag, 1 artillery and 2 infantryProduction/PUs Summary :
Russians : 20 / 20
Germans : 38 / 46
British : 29 / 34
Japanese : 39 / 44
Americans : 42 / 41Dice Statistics:
Total
1 was rolled 12 times
2 was rolled 8 times
3 was rolled 7 times
4 was rolled 6 times
5 was rolled 6 times
6 was rolled 16 times
Average roll : 3.618
Median : 4.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 55Japanese Combat
1 was rolled 5 times
2 was rolled 3 times
3 was rolled 4 times
4 was rolled 3 times
5 was rolled 1 times
6 was rolled 8 times
Average roll : 3.667
Median : 3.500
Variance : 1.217
Standard Deviation : 1.103
Total rolls : 24Germans Combat
1 was rolled 1 times
3 was rolled 1 times
4 was rolled 1 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 3.800
Median : 4.000
Variance : 1.250
Standard Deviation : 1.118
Total rolls : 5Russians Combat
1 was rolled 4 times
2 was rolled 2 times
3 was rolled 2 times
4 was rolled 1 times
5 was rolled 4 times
6 was rolled 4 times
Average roll : 3.647
Median : 4.000
Variance : 0.812
Standard Deviation : 0.901
Total rolls : 17Americans Combat
1 was rolled 2 times
2 was rolled 3 times
4 was rolled 1 times
6 was rolled 3 times
Average roll : 3.333
Median : 2.000
Variance : 1.375
Standard Deviation : 1.173
Total rolls : 9 -
Pretty sure I’ll lose this one but let’s play it out for another round to see what happens. Do you want to start another game to coincide with this one? Same sides? Same bid? Or, I can play the Axis this time w/the bid we agreed to before. But regardless, will you give me another game w/me playing the Allies, same bid to try and redeem myself? :-D
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I’ll let you beat me up for another round on this one if you’re game?
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The whole idea behind me putting my 2 Brit AC’s w/4 FTR’s in SZ35 was to force you to either attack the American fleet in SZ58 or attack the Brit fleet in SZ35. From the odds calculator, you would have had to bring 3 of your FTR’s to the fleet battle in SZ35 w/all of your fleet, plus 1 FTR, 3 Bmbr’s to India, pretty much preventing you from doing both. Saving India. If your fleet did come down to SZ35, then I would have whacked them w/the American airforce. AND, India still would have been able to have been taken back w/the American tank in TJ, plus the bomber. Then, reinforced by the Brits in Persia. And, India could have built that turn. W/out any Japanese transports, plus the tanks coming down from Russia, I believe I could’ve held India. However, when you get amazing dicing like you did in India, it’s pretty hard to overcome those odds.
Actually, my 2 choices that made sense were 1) to do as I did and go without transports but with 6 planes or 2) to go with transports but without planes, taking India with a few guys left on it, destroying your fleet with everything that could reach while losing only a destroyer and 3 bombers. In that case, my fleet still survives your American attack since it’s intact except for one destroyer. The reason I went this route was that the other only gave me a 64% win rate in Russia (even though I end up with more troops on the ground there on average) and I really wanted to make sure that your Russian fighters died.
In hindsight, I would have done something slightly different w/the US. And, if I had left my fleet in SZ13, I would have left 4 FTR’s there instead of 2. Or, just moved my US fleet all together and taken Norway.
I could still destroy it even with 2 more fighters, or if you took Norway (in range of the 3 subs). As it is, I destroyed it easily and on average should have lost one less bomber than I did. Still, I had two bombers left. I made the mistake earlier of not leaving my planes in range and letting it move there, but now that they were in range, you had to get out. Your best move was to send 6 fighters and a bomber on my Med fleet, while retreating and building more fleet on the US East Coast.
Anyway, good game. Like I said, this is my first 1942.2 game, so there was a little bit of a learning curve.
In the marketplace forum, you said you played twice with your board game! :wink:
Wanna play again? :-D Same sides? Same bid?
Before we started the game, you suggested taking the Allies with 12 and letting me take them with 8 in the next game. Wanna try that instead? I need more work with my Allies, as the only 1942.2 game I’ve ever lost was with the Allies.
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I’ll let you beat me up for another round on this one if you’re game?
I think it’s a bit pointless as I’m not one to beat a dead horse. After one more round, you’d have no plane left anywhere in the world except the 4 off India (Germany drops on the one in Africa and could even take Brazil one turn later), the Russians don’t even have any tanks either (Persia gets annihilated with 1 INF, 4 ART, 1 TNK, 3 FGT, 3 BMB), there isn’t any allied fleet left in the Atlantic and no Pacific threat that Japan can’t easily handle. Germany plucks down 6 transports this turn and there’s nothing UK can do to keep me from taking London one turn later with as many as 8 INF, 6 TNK, 3 FGT, 2 BMB. In fact I’d have a 51% chance of taking it now, but why risk it when I can take it for sure one turn later?
I suggest we just start a new game and forget about this one quickly!
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TripleA Turn Summary for game: World War II v5 1942 Second Edition, version: 1.9
Game History
Round: 7
Purchase Units - Germans
Germans buy 1 artillery and 6 transports; Remaining resources: 0 PUs;Combat Move - Germans
2 infantry moved from France to 14 Sea Zone
2 infantry and 1 transport moved from 14 Sea Zone to 23 Sea Zone
2 infantry moved from 23 Sea Zone to French West Africa
1 fighter moved from 14 Sea Zone to French West Africa
1 battleship moved from 14 Sea Zone to 23 Sea Zone
1 bomber moved from France to Caucasus
1 bomber moved from France to West Russia
2 infantry moved from Ukraine S.S.R. to Caucasus
2 infantry moved from Karelia S.S.R. to West Russia
1 artillery moved from Karelia S.S.R. to West Russia
2 infantry moved from Karelia S.S.R. to Archangel
1 infantry moved from Karelia S.S.R. to Archangel
1 fighter moved from Germany to ArchangelCombat - Germans
Battle in Archangel
Germans attack with 1 fighter and 3 infantry
Russians defend with 1 artillery and 1 infantry
Germans roll dice for 1 fighter and 3 infantry in Archangel, round 2 : 1/4 hits
Russians roll dice for 1 artillery and 1 infantry in Archangel, round 2 : 0/2 hits
1 infantry owned by the Russians lost in Archangel
Germans roll dice for 1 fighter and 3 infantry in Archangel, round 3 : 0/4 hits
Russians roll dice for 1 artillery in Archangel, round 3 : 0/1 hits
Germans roll dice for 1 fighter and 3 infantry in Archangel, round 4 : 0/4 hits
Russians roll dice for 1 artillery in Archangel, round 4 : 1/1 hits
1 infantry owned by the Germans lost in Archangel
Germans roll dice for 1 fighter and 2 infantry in Archangel, round 5 : 1/3 hits
Russians roll dice for 1 artillery in Archangel, round 5 : 0/1 hits
1 artillery owned by the Russians lost in Archangel
Germans win, taking Archangel from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for Russians: 1 artillery and 1 infantry
Battle in West Russia
Germans attack with 1 artillery, 1 bomber and 2 infantry
Russians defend with 1 artillery and 2 infantry
Germans roll dice for 1 artillery, 1 bomber and 2 infantry in West Russia, round 2 : 0/4 hits
Russians roll dice for 1 artillery and 2 infantry in West Russia, round 2 : 2/3 hits
2 infantry owned by the Germans lost in West Russia
1 artillery owned by the Germans retreated to Karelia S.S.R.
Russians win with 1 artillery and 2 infantry remaining. Battle score for attacker is -6
Casualties for Germans: 2 infantry
Battle in Caucasus
Germans attack with 1 bomber and 2 infantry
Russians defend with 1 artillery and 1 factory
Germans roll dice for 1 bomber and 2 infantry in Caucasus, round 2 : 1/3 hits
Russians roll dice for 1 artillery in Caucasus, round 2 : 0/1 hits
1 artillery owned by the Russians lost in Caucasus
Germans win, taking Caucasus from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 4
Casualties for Russians: 1 artillery
Battle in French West Africa
Germans attack with 1 fighter and 2 infantry
British defend with 1 fighter
Germans roll dice for 1 battleship in French West Africa, round 2 : 1/1 hits
British roll dice for 1 fighter in French West Africa, round 2 : 1/1 hits
1 infantry owned by the Germans and 1 fighter owned by the British lost in French West Africa
Germans win, taking French West Africa from British with 1 fighter and 1 infantry remaining. Battle score for attacker is 7
Casualties for Germans: 1 infantry
Casualties for British: 1 fighterNon Combat Move - Germans
1 fighter moved from French West Africa to 23 Sea Zone
1 carrier moved from 14 Sea Zone to 23 Sea Zone
1 bomber moved from Caucasus to Karelia S.S.R.
1 bomber moved from West Russia to Karelia S.S.R.
1 fighter moved from Archangel to Karelia S.S.R.
2 infantry moved from Finland to Karelia S.S.R.
9 armour moved from Belorussia to Karelia S.S.R.
2 infantry moved from Poland to Ukraine S.S.R.
1 infantry moved from Karelia S.S.R. to Belorussia
1 infantry moved from Southern Europe to Bulgaria Romania
1 fighter moved from 14 Sea Zone to Northwestern Europe
2 aaGuns moved from France to Germany
1 submarine moved from 8 Sea Zone to 13 Sea Zone
1 infantry moved from Germany to Poland
8 infantry moved from Germany to Baltic StatesPlace Units - Germans
6 transports placed in 5 Sea Zone
1 artillery placed in Karelia S.S.R.Turn Complete - Germans
Germans collect 44 PUs; end with 44 PUs totalTerritory Summary for Germans :
5 Sea Zone : 6 transports
8 Sea Zone : 2 submarines
13 Sea Zone : 1 submarine
23 Sea Zone : 1 battleship, 1 carrier, 1 fighter and 1 transport
Archangel : 1 flag, 2 infantry
Baltic States : 8 infantry
Belorussia : 1 infantry
Bulgaria Romania : 1 infantry
Caucasus : 1 flag, 1 factory and 2 infantry
France : 2 infantry
French West Africa : 1 flag, 1 infantry
Germany : 2 aaGuns and 1 factory
Gibraltar : 1 flag
Italy : 1 factory
Karelia S.S.R. : 1 flag, 1 aaGun, 9 armour, 2 artilleries, 2 bombers, 1 factory, 1 fighter and 6 infantry
Northwestern Europe : 1 fighter
Poland : 1 infantry
Ukraine S.S.R. : 2 infantryProduction/PUs Summary :
Russians : 15 / 20
Germans : 44 / 44
British : 28 / 34
Japanese : 39 / 44
Americans : 42 / 41Dice Statistics:
Total
1 was rolled 3 times
2 was rolled 6 times
3 was rolled 8 times
4 was rolled 5 times
5 was rolled 7 times
6 was rolled 4 times
Average roll : 3.576
Median : 3.000
Variance : 0.594
Standard Deviation : 0.771
Total rolls : 33Germans Combat
1 was rolled 1 times
2 was rolled 5 times
3 was rolled 5 times
4 was rolled 4 times
5 was rolled 4 times
6 was rolled 4 times
Average roll : 3.739
Median : 4.000
Variance : 0.682
Standard Deviation : 0.826
Total rolls : 23British Combat
3 was rolled 1 times
Average roll : 3.000
Median : 3.000
Variance : ?
Standard Deviation : ?
Total rolls : 1Russians Combat
1 was rolled 2 times
2 was rolled 1 times
3 was rolled 2 times
4 was rolled 1 times
5 was rolled 3 times
Average roll : 3.222
Median : 3.000
Variance : 0.875
Standard Deviation : 0.935
Total rolls : 9 -
Here, I played the German turn just to give you a better picture of what I meant. :-D
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I could still destroy it even with 2 more fighters, or if you took Norway (in range of the 3 subs). As it is, I destroyed it easily and on average should have lost one less bomber than I did. Still, I had two bombers left. I made the mistake earlier of not leaving my planes in range and letting it move there, but now that they were in range, you had to get out. Your best move was to send 6 fighters and a bomber on my Med fleet, while retreating and building more fleet on the US East Coast.
Yes, you could have destroyed the US fleet w/2 more FTR’s. The idea would be to destroy more German airforce. But, the idea was all hands on deck to try and save India AND if Japan moved it’s fleet to the SZ off India, whack it with the 4 US FTR’s and 1 US SBR. And, if Japan didn’t move it’s fleet there, then I would have 4 US FTR’s to move into India if necessary. In hindsight, as discussed, it would have been better for me to move my fleet completely out of harms way, still allowing me to protect Britain if necessary, not attack Morocco at all and just attack Norway w/1 Trans, 2 Inf & 1 US SBR in England. Or, not attack Norway at all. SZ2 would have been a good place for the US fleet to be safe. With the 2 US Trans, 3 Inf 1 Art in SZ2, I could have attacked Norway the following turn. Like I said, I was trying to save India, which was obviously key for the Allies to continue the game and have a reasonable chance of winning. I was trying to press the Axis and hopefully get a little lucky w/dicing.
If I had done something a little different w/the US, I could have had a better showing. Losing the Brit SBR in the beginning hurt as well.
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In the marketplace forum, you said you played twice with your board game! wink
I played it twice w/my 16 year old son. That doesn’t count. :-P I was trying to teach him the mechanics of the game. And, that was some time ago when the game first came out.
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Before we started the game, you suggested taking the Allies with 12 and letting me take them with 8 in the next game. Wanna try that instead? I need more work with my Allies, as the only 1942.2 game I’ve ever lost was with the Allies.
Ok, sounds good. I’ll take the Axis, giving you the Allies at +8. Start a new thread, place your units and take the Russian turn.
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