Bid:
Destroyer SZ106
Sub SZ91
Sub SZ98
Fighter Scotland
Artillery Sudan
Transport 71
Infantry Yunan
And 1 IPC left over, please add that to the British.
HF!
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Research Technology - Germans
Purchase Units - Germans
Germans buy 7 armour and 1 bomber; Remaining resources: 1 PUs;
Combat Move - Germans
1 unit repaired.
2 artilleries and 2 infantry moved from Western Germany to 112 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 112 Sea Zone to 115 Sea Zone
4 fighters moved from 112 Sea Zone to 109 Sea Zone
2 bombers moved from Western Germany to 109 Sea Zone
1 bomber moved from Western Germany to 127 Sea Zone
1 bomber moved from Western Germany to Vyborg
1 mech_infantry moved from Russia to Archangel
Germans take Archangel from British
1 mech_infantry moved from Russia to Belarus
Germans take Belarus from Americans
1 mech_infantry moved from Russia to Nenetsia
Germans take Nenetsia from Americans
1 armour moved from Yakut S.S.R. to Sakha
Germans take Buryatia from Russians
Germans take Sakha from Russians
1 artillery and 1 infantry moved from 115 Sea Zone to Finland
1 artillery, 1 infantry and 1 transport moved from 112 Sea Zone to 115 Sea Zone
1 artillery and 1 infantry moved from 115 Sea Zone to Vyborg
1 bomber moved from Western Germany to Finland
1 carrier moved from 112 Sea Zone to 109 Sea Zone
Combat - Germans
Battle in 109 Sea Zone
Germans attack with 2 bombers, 1 carrier and 4 fighters
British defend with 1 transport; Americans defend with 1 destroyer and 2 transports
Germans win, taking 109 Sea Zone from Neutral with 2 bombers, 1 carrier and 4 fighters remaining. Battle score for attacker is 29
Casualties for British: 1 transport
Casualties for Americans: 1 destroyer and 2 transports
Battle in 127 Sea Zone
Germans attack with 1 bomber
Americans defend with 1 transport
Germans win with 1 bomber remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Finland
Germans attack with 1 artillery, 1 bomber and 1 infantry
Americans defend with 1 factory_minor and 1 infantry
Germans win, taking Finland from Americans with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in Vyborg
Germans attack with 1 artillery, 1 bomber and 1 infantry
Americans defend with 1 mech_infantry
Germans win, taking Vyborg from Russians with 1 artillery and 1 bomber remaining. Battle score for attacker is 1
Casualties for Germans: 1 infantry
Casualties for Americans: 1 mech_infantry
Non Combat Move - Germans
1 bomber moved from Finland to Western Germany
1 bomber moved from 127 Sea Zone to Poland
1 bomber moved from Vyborg to Poland
3 mech_infantrys moved from Russia to Bryansk
6 artilleries and 2 infantry moved from Slovakia Hungary to Eastern Poland
2 artilleries and 2 infantry moved from Germany to Poland
1 mech_infantry moved from Western Germany to Poland
4 fighters moved from 109 Sea Zone to 112 Sea Zone
2 bombers moved from 109 Sea Zone to Western Germany
2 infantry moved from Southern Italy to Northern Italy
3 infantry moved from Normandy Bordeaux to France
Place Units - Germans
3 armour placed in Russia
1 armour placed in Germany
3 armour placed in Western Germany
1 bomber placed in France
Turn Complete - Germans
Germans collect 54 PUs; end with 55 PUs total
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 65 PUs
If you wanted to scramble 109, just roll for it on the forum.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Combat Move - Russians
Non Combat Move - Russians
1 mech_infantry moved from Anglo Egyptian Sudan to Trans-Jordan
1 armour moved from Egypt to Trans-Jordan
1 infantry moved from Burma to Yunnan
1 aaGun and 6 infantry moved from India to Burma
Turn Complete - Russians
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Japanese
Japanese buy 3 armour and 6 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Combat Move - Japanese
1 armour moved from Rhodesia to Tanganyika Territory
Japanese take Tanganyika Territory from British
1 armour moved from Tanganyika Territory to Belgian Congo
Japanese take Belgian Congo from British
3 artilleries and 7 infantry moved from Rhodesia to Belgian Congo
Combat - Japanese
Japanese creates battle in territory 44 Sea Zone
Non Combat Move - Japanese
3 infantry moved from Union of South Africa to Rhodesia
3 mech_infantrys moved from Caucasus to Iraq
3 mech_infantrys moved from Northwest Persia to Iraq
8 armour and 5 mech_infantrys moved from Eastern Persia to Iraq
3 infantry moved from Persia to Iraq
15 artilleries and 2 infantry moved from West India to Eastern Persia
2 transports moved from 36 Sea Zone to 37 Sea Zone
2 infantry and 2 mech_infantrys moved from Malaya to 37 Sea Zone
2 battleships, 6 carriers, 1 cruiser, 4 destroyers, 3 submarines and 5 tactical_bombers moved from 36 Sea Zone to 39 Sea Zone
2 infantry, 2 mech_infantrys and 2 transports moved from 37 Sea Zone to 39 Sea Zone
5 fighters moved from Malaya to 39 Sea Zone
1 bomber moved from Yakut S.S.R. to Russia
2 mech_infantrys moved from Ukraine to Caucasus
3 mech_infantrys moved from Volgograd to Caucasus
1 mech_infantry moved from Greece to Romania
1 infantry moved from Western Ukraine to Eastern Poland
2 aaGuns and 3 infantry moved from French Indo China to Shan State
1 infantry and 3 mech_infantrys moved from Malaya to Shan State
Place Units - Japanese
3 armour placed in Persia
3 mech_infantrys placed in Ukraine
3 mech_infantrys placed in Volgograd
Japanese undo move 2.
Japanese undo move 1.
3 mech_infantrys placed in Persia
Japanese undo move 2.
3 armour placed in Persia
Japanese undo move 2.
3 mech_infantrys placed in Persia
3 armour placed in Union of South Africa
Turn Complete - Japanese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 80 Sea Zone. Rolls: 5,5,5,4
Rolling for Convoy Blockade Damage in 70 Sea Zone. Rolls: 1,1
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 4,3
Rolling for Convoy Blockade Damage in 71 Sea Zone. Rolls: 2,3
Japanese collect 43 PUs (6 lost to blockades); end with 43 PUs total
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Americans
Americans buy 2 armour, 2 artilleries, 4 bombers, 1 carrier and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Americans
1 armour moved from Novgorod to Baltic States
Americans take Baltic States from Italians
1 armour moved from Baltic States to Novgorod
10 infantry moved from Norway to Finland
1 artillery moved from Norway to Finland
2 submarines moved from 91 Sea Zone to 109 Sea Zone
1 submarine moved from 91 Sea Zone to 109 Sea Zone
1 fighter moved from United Kingdom to Finland
2 artilleries, 2 infantry and 2 transports moved from 23 Sea Zone to 6 Sea Zone
2 artilleries and 2 infantry moved from 6 Sea Zone to Japan
1 fighter and 2 tactical_bombers moved from Korea to Sakha
1 fighter moved from United Kingdom to 115 Sea Zone
2 fighters and 1 tactical_bomber moved from United Kingdom to 109 Sea Zone
1 bomber moved from Korea to Sakha
Combat - Americans
Battle in Japan
Americans attack with 2 artilleries and 2 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 factory_major, 1 harbour and 1 infantry
Americans captures 43PUs while taking Japanese capital
Americans converts factory_major into different units
Americans win, taking Japan from Japanese with 2 artilleries and 2 infantry remaining. Battle score for attacker is 8
Casualties for Japanese: 1 aaGun and 1 infantry
Battle in 109 Sea Zone
Americans attack with 2 fighters, 3 submarines and 1 tactical_bomber
Germans defend with 1 carrier
Units damaged: 1 carrier owned by the Germans
Americans win, taking 109 Sea Zone from Germans with 2 fighters, 3 submarines and 1 tactical_bomber remaining. Battle score for attacker is 16
Casualties for Germans: 1 carrier
Battle in 115 Sea Zone
Americans attack with 1 fighter
Germans defend with 2 transports
Americans win with 1 fighter remaining. Battle score for attacker is 14
Casualties for Germans: 2 transports
Battle in Finland
Americans attack with 1 artillery, 1 fighter and 10 infantry
Germans defend with 1 artillery, 1 factory_minor and 1 infantry
Americans win, taking Finland from Germans with 1 artillery, 1 fighter and 9 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 artillery and 1 infantry
Casualties for Americans: 1 infantry
Battle in Sakha
Americans attack with 1 bomber, 1 fighter and 2 tactical_bombers
Germans defend with 1 armour
Americans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Germans: 1 armour
Non Combat Move - Americans
1 bomber moved from Sakha to Chahar
1 fighter and 2 tactical_bombers moved from Sakha to Manchuria
1 fighter moved from Kiangsu to Tsinghai
4 fighters moved from 23 Sea Zone to Kiangsu
1 carrier, 1 destroyer and 2 submarines moved from 23 Sea Zone to 6 Sea Zone
1 battleship, 3 carriers, 1 cruiser, 1 destroyer and 2 submarines moved from 23 Sea Zone to 26 Sea Zone
1 artillery moved from Korea to Amur
1 aaGun, 2 armour and 1 infantry moved from Trans-Jordan to Egypt
1 artillery and 1 infantry moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Libya to Tobruk
1 fighter moved from Finland to Norway
2 fighters and 1 tactical_bomber moved from 109 Sea Zone to Norway
5 infantry moved from Norway to Finland
1 armour and 1 mech_infantry moved from Karelia to Novgorod
3 bombers moved from Western United States to United Kingdom
4 tactical_bombers moved from Western United States to Eastern United States
1 mech_infantry moved from Western United States to Central United States
1 transport moved from 89 Sea Zone to 101 Sea Zone
1 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 106 Sea Zone
1 infantry and 1 mech_infantry moved from 106 Sea Zone to Quebec
1 destroyer moved from 10 Sea Zone to 89 Sea Zone
1 submarine moved from 72 Sea Zone to 81 Sea Zone
2 submarines moved from 80 Sea Zone to 81 Sea Zone
1 submarine moved from 71 Sea Zone to 76 Sea Zone
1 submarine moved from 70 Sea Zone to 83 Sea Zone
1 armour moved from United Kingdom to Eire
Americans take Eire from Neutral_Allies
1 bomber moved from Midway to Suiyuyan
Place Units - Americans
1 carrier placed in 115 Sea Zone
2 artilleries placed in Novgorod
2 armour and 1 mech_infantry placed in Norway
4 bombers placed in Eastern United States
Turning on Edit Mode
EDIT: Removing units owned by Americans from 92 Sea Zone: 1 submarine
EDIT: Adding units owned by Americans to 91 Sea Zone: 1 submarine
EDIT: Removing units owned by Americans from 110 Sea Zone: 1 destroyer
EDIT: Adding units owned by Americans to 109 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
Turn Complete - Americans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 6,6
Americans collect 77 PUs; end with 120 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 125 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 130 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 140 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 9 infantry; Remaining resources: 2 PUs;
Combat Move - Chinese
1 artillery and 8 infantry moved from Anhwe to Chahar
2 infantry moved from Jehol to Chahar
4 infantry moved from Shensi to Suiyuyan
Non Combat Move - Chinese
1 fighter moved from Kwangsi to Tsinghai
Place Units - Chinese
5 infantry placed in Sikang
4 infantry placed in Kansu
Turn Complete - Chinese
Chinese collect 23 PUs; end with 25 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 31 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 19
Purchase Units - British
British buy 2 fighters; Remaining resources: 7 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 armour and 1 mech_infantry; Remaining resources: 1 PUs;
Combat Move - British
1 infantry moved from India to West India
UK_Pacific take West India from Japanese
Combat - British
Non Combat Move - British
2 armour, 2 artilleries, 7 infantry and 1 mech_infantry moved from Trans-Jordan to Egypt
1 infantry moved from Syria to Trans-Jordan
1 aaGun, 2 infantry and 2 mech_infantrys moved from Anglo Egyptian Sudan to Egypt
2 infantry moved from Tobruk to Alexandria
1 mech_infantry moved from India to Yunnan
1 armour moved from Yunnan to Sikang
1 infantry moved from India to Burma
2 fighters moved from Algeria to Gibraltar
Place Units - British
2 fighters placed in United Kingdom
Turn Complete - British
British collect 25 PUs; end with 32 PUs total
Place Units - UK_Pacific
1 armour and 1 mech_infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 3,1,2,3,6,1,1,5,4,1,6,6,2,3,3,3,4,1,4,1,5,6,4,4,3,4,3,1,4,4,1,6,2
UK_Pacific collect 10 PUs (3 lost to blockades); end with 11 PUs total
Some Units in India change ownership: 1 armour and 1 mech_infantry
Let me know how you feel about calling it a draw… I’m still thinking about it.
I’m up for calling it a draw since you’ve been diced all game, so it’s up to you.
Well alrighty then, good game! I don’t feel confident in what I estimate is a coin toss for the win.
This game was very unique. I’ve honestly never been diced so much in so many big battles, it developed into the kind of game I’d never seen before. With your baits in the correct position and the dice to go with them, you went from a losing position to a potentially winning position, kudos! It has certainly made me rethink my safety margin, which is already huge compared to most here.
Good game again! I’m up for another game whenever, hit me up if you want. Your choice of side in Balance Mod if you want to try the mod.
been following this game with great interest. gg, wp to you both. its one for the history books :)
I don’t feel confident in what I estimate is a coin toss for the win
Huys GREAT GAME! An for exact that reason I have to admit I am a bit disappointed that this position is not played till the end.
Especially because I don’t understand the logic behind the decision.
Why calling it a draw instead of throwing the coin then. It IS a dice game and why play it on purpose that way?
I mean almost every game of 2 very skilled players is kind of even for a long time and close to a coin toss in case no one has made significant progress in order to weaken the other side.
I would understand to call a game a draw if the position feels like a stalemate that would take 30 turns to draw it out.
However this position is very polarized in my opinion. Axis either makes it in the next 2-3 rounds to secure VC victory or the Allies will win for sure. Of course luck will have a significant impact on the outcome but that is the nature of the game.
So of course your decision guys but still, I would have loved to see where this would have ended and as the end is near in this game in either direction I think the decision would have fallen in the next 2-3 turns.
My personal view on the position:
I had no chance to calculate the Egypt dynamics of course, but given the fact, that Japan is being taken out and that US UK have 40+ units to hold the Germans off Novo + ~20 aircraft for resupplies from UK and China I would have believed that the Allies would drag this out in their favor.
I think USA has enough time to spend the 140 and bring them into position where it matters. But I of course also need to consider that the German can increase the pressure very fast given the face they can fully concentrate on novo then.
It has certainly made me rethink my safety margin, which is already huge compared to most here.
My personal advice: Don’t :-)
As you said you are already playing safe, increasing the margin would be close to being paranoid. And especially when playing the Allies against good players, Allies must invite the Axis to take risks. Such come back games happen 1:20 to 1:100 then and I think one should just let them happen, they kind of make the spice of the game, otherwise one needs to immediately resign once being behind.
In addition player too safe stretches the game and costs more game time. I definitely think that a invitations within your saftey margin are the right thing to
not waste time in every game lasting 25 rounds:D
I am a bit curious to see who would have won in the end, but I much prefer walking away with a draw at this point than end up losing/winning due to dice. I come from a low luck background, this isn’t my style :-).
Egypt would be held firmly by Japan, and UK is way too weak to do anything about it in the timeframe that matters here, so it all hangs on Novgorod. To summarize, Germany can have enough to deadzone (it’s close) Novgorod, but if I pull back I need to leave enough of a standing force to prevent the Italians getting it and then Germany reinforcing and landing planes, which uses up a lot of troops needed for the counters. And then there are the Japanese mechs and airforce that can bolster defense in a few rounds.
You are certainly right when you say that at a high level the Allies need to take risks or else they get mopped up by the Axis, but I meant safety margin when I have the advantage in a game. If I’m going to win if everything stays more or less the same, there is no need to take risks that could potentially put me at a disadvantage. Better off being patient, in my opinion.