sorry about not using the correct Marti. My brain is too full today, will try tomorrow.
Merry Christmas!
Yes, IPC for IPC axis are being outproduced in dollars, but not in “effective” units. Each German air unit built…forces the allies to defend more than one location…meaning to win, the allies must “double” the axis placement. If I am wrong with this “advanced” concept, it will bear out. Germany is now outproducing USA for a few turns, that should present opportunity, I believe.
You absolutely agree that there is a difference to realize IPCs for US and Germany. While Germany can almost always use IPCs in effective fighting power US needs to invest in transports securing them etc, tons if IPCs not fighting to win ground and IPCs. However I would not say that Allies must double. Once you have a fleet if transports you don’t need to buy excessive amounts, especially if you manage to capture factories or build some
On Germany round 1, I believe, it is foolish to make a combat move that relies on luck for success when I have other uses for that piece that does not require me to roll a die(if I dont roll dice, I can’t roll poorly), and will likely move my opponent’s pieces where I want him to. This is a strategy game.
You can still sink the entire UK fleet (except SZ109) round 1 safely –> Each attack is >90% and the worst thing that can happen is that you lose some air. In many cases even Subs survive (assuming UK does not a -EV scramble in SZ110 which often leaves UK with severe convoy damage in rounds 1-3
I much prefer to move the sub towards z124 because as you saw in this game, it “forced” my opponent to move pieces out of position. This “advanced” concept is called “flooding” your opponent with “soft” targets, tempting him into spreading himself out. Permitting me to attack with air force at my leisure.
Here I simply disagree - not with the general principle that tempting targets can make sense to weaken a formation but in this particular case. You can hit DD and TT which is +4 TUV plus potential convoy raids plus the damage you could do as a defender
In your case you offer yourself as target for DD and air.
the UK fleet is doomed anyway the only thing you cannot effectively hit is Canada except that Sub^^Now Imagine this game when I don’t gimp Japan, when I don’t throw Italy away….tell me how the allies build enough to stop this…I am playing the worst game yet, and I argue this game isn’t over. If I am right, I will have proved my point in the worst possible way, so that under ideal conditions, it will be deemed unstoppable. Give me 12 games to prove the concept, if I lose a game, I will concede bombers are no better…If I don’t, will you?
I will be starting a forth game Monday, I will post the results of these 4 games when I am finished. I will happily play others publicly as soon as some of these games finish.
As I said I am convinced bombers are super strong and important. I just think the way you use them is not optimal while I think the optimum is build ground with Germany next to bombers. Still, a large bomber stack should be build in any case.
Cheers:)
Sorry for the quotation mess. I wish I could edit my posts but I guess I can’t?
Thanks for your comments, and they are welcome indeed. I didn’t not mean to convey rudeness or irritability, I must work on my tact.
Here is why I hope to demonstrate the superior side of bombers….land units built in Europe are stuck in Europe, when consumed they are slow to redeploy. I can place bombers in Asia to prevent Japans eventual fall in a normal game, chew on that for a bit Wink
With enough fodder to assure you don’t lose the air force, bombers redeploy far faster than ground troops can. As this stack grows, if it is conserved and nurtured it will be strong enough to address your next target. This is a serial concept and does not do well when you do not focus on one target at a time. Once Russia was gone, and if you try to build land and retreat into Moscow (as I and my groups have done) the outcome is the same, only delayed by at best 3 turns. You see, the bombers are a spring board, they give you the jump, and you can build conventional forces from forward deployed factories, and redeploy the bombers as needed while you wait for the fodder…the implied threat prevents UK from doing more than one task at a time…build all navy…see this game, build all land, or build all sea…they must pick and stay and without land and sea, there is no threat to Europe. If you land with USA and UK, Germany has plenty of air and land units at this point to retake anything in Europe.
You are not rude at all, also thanks for your comments, much appreciated :)
regarding the quoted text I even agree. Bombers are the key element for Germany and seem to be the ultimate weapon to manage to resist multiple threats by the Allies and create some to give them a headache.
As usual the devil lies in the detail. I simply think think that Germany should not build bombers R1 and R2 (end maybe even R3 depends when you want to hit Moscow). R3 Bombers can be build and R4 they must/should be build as you need to hit both, Moscow and the fleet after a potential reckless invasion by US/UK.
From then it all depends and I think we are on the same page if I’d say Germany should build as many bombers as possible in order not to be vulnerable to invasions and in order to keep enough ground units which can march towards Egypt.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Americans
Americans buy 1 carrier, 8 infantry, 1 mech_infantry and 4 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 artillery and 1 infantry moved from Jehol to Manchuria
Chinese take Manchuria from Japanese
1 submarine moved from 36 Sea Zone to 41 Sea Zone
Americans take 36 Sea Zone from Japanese
1 submarine moved from 43 Sea Zone to 42 Sea Zone
1 submarine moved from 33 Sea Zone to 44 Sea Zone
6 bombers moved from Midway to Marshall Islands
3 bombers moved from Western United States to Siberia
2 bombers moved from Morocco to 95 Sea Zone
1 submarine moved from 91 Sea Zone to 95 Sea Zone
Americans take 93 Sea Zone from Italians
1 bomber moved from United Kingdom to 95 Sea Zone
2 fighters moved from 110 Sea Zone to Western Germany
5 bombers moved from United Kingdom to Western Germany
Combat - Americans
Americans creates battle in territory 6 Sea Zone
Air Battle in Western Germany
Americans attacks with 7 units heading to Western Germany
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Western Germany
AA fire in Western Germany : 0/5 hits
Bombing raid in Western Germany rolls: 7 and causes: 6 damage to unit: harbour
Bombing raid in Western Germany rolls: 6 and causes: 6 damage to unit: airfield
Bombing raid in Western Germany rolls: 8,5,8 and causes: 20 damage to unit: factory_major
Bombing raid in Western Germany causes 32 damage total. Damaged units is as follows: harbour = 6, airfield = 6, factory_major = 20
Battle in 95 Sea Zone
Americans attack with 3 bombers and 1 submarine
Italians defend with 1 destroyer
Americans roll dice for 1 submarine in 95 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 3 bombers in 95 Sea Zone, round 2 : 2/3 hits
Italians roll dice for 1 destroyer in 95 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Italians lost in 95 Sea Zone
Americans win, taking 6 Sea Zone from Japanese with 3 bombers and 1 submarine remaining. Battle score for attacker is 8
Casualties for Italians: 1 destroyer
Battle in 41 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 41 Sea Zone
Americans roll dice for 1 submarine in 41 Sea Zone, round 2 : 0/1 hits
Americans win, taking 41 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Siberia
Americans attack with 3 bombers
Japanese defend with 1 infantry
Americans roll dice for 3 bombers in Siberia, round 2 : 3/3 hits
Japanese roll dice for 1 infantry in Siberia, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Siberia
Americans win with 3 bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in 44 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 44 Sea Zone
Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 1/1 hits
Americans win, taking 44 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in 42 Sea Zone
Americans attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 42 Sea Zone
Americans roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits
Americans win, taking 42 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Marshall Islands
Americans attack with 6 bombers
Japanese defend with 3 bombers
Americans roll dice for 6 bombers in Marshall Islands, round 2 : 2/6 hits
Japanese roll dice for 3 bombers in Marshall Islands, round 2 : 0/3 hits
2 bombers owned by the Japanese lost in Marshall Islands
Americans roll dice for 6 bombers in Marshall Islands, round 3 : 4/6 hits
Japanese roll dice for 1 bomber in Marshall Islands, round 3 : 0/1 hits
1 bomber owned by the Japanese lost in Marshall Islands
Americans win with 6 bombers remaining. Battle score for attacker is 36
Casualties for Japanese: 3 bombers
Cleaning up after air battles
Non Combat Move - Americans
6 bombers moved from Marshall Islands to Wake Island
1 bomber moved from Queensland to Kwangsi
1 armour moved from Shan State to India
1 infantry moved from Shan State to Burma
2 fighters moved from Western Germany to 110 Sea Zone
5 bombers moved from Western Germany to United Kingdom
2 bombers moved from 95 Sea Zone to Morocco
1 bomber moved from 95 Sea Zone to Algeria
1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery, 1 carrier, 1 destroyer, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 artillery and 1 infantry moved from 91 Sea Zone to Morocco
1 fighter moved from Eastern United States to 91 Sea Zone
1 fighter moved from United Kingdom to 91 Sea Zone
1 submarine moved from 26 Sea Zone to 33 Sea Zone
3 bombers moved from Siberia to Sakha
Place Units - Americans
8 infantry placed in Eastern United States
1 mech_infantry placed in Western United States
1 carrier and 4 transports placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 52 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 67 PUs
Territory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield and 1 harbour
Kwangsi : 1 bomber
Okinawa : 1 flag, 1 infantry
Siam : 1 flag
Manchuria : 1 artillery and 1 infantry
Burma : 1 infantry
India : 1 armour
Guam : 1 airfield
Wake Island : 1 airfield and 6 bombers
Western United States : 1 airfield, 1 factory_major, 1 harbour and 1 mech_infantry
Hawaiian Islands : 1 airfield and 1 harbour
Midway : 1 airfield
Sakha : 3 bombers
French Indo China : 1 flag
42 Sea Zone : 1 flag, 1 submarine
41 Sea Zone : 1 flag, 1 submarine
44 Sea Zone : 1 flag, 1 submarine
33 Sea Zone : 1 submarine
36 Sea Zone : 1 flag
26 Sea Zone : 1 flag
19 Sea Zone : 1 flag, 1 submarine
6 Sea Zone : 1 flag, 1 submarine
Central United States : 4 aaGuns and 1 factory_major
Eastern United States : 1 airfield, 1 factory_major, 1 harbour and 8 infantry
United Kingdom : 14 bombers, 1 fighter, 1 infantry and 1 mech_infantry
Morocco : 1 artillery, 2 bombers and 1 infantry
Algeria : 1 bomber
95 Sea Zone : 1 submarine
93 Sea Zone : 1 flag
101 Sea Zone : 1 carrier and 4 transports
91 Sea Zone : 1 carrier, 1 destroyer, 2 fighters and 1 transport
110 Sea Zone : 1 carrier, 1 cruiser, 7 destroyers, 2 fighters and 1 transport
Production/PUs Summary :
Germans : 59 / 83
Russians : 3 / 0
Japanese : 34 / 49
Americans : 52 / 67
Chinese : 23 / 26
British : 36 / 50
UK_Pacific : 16 / 20
Italians : 24 / 28
ANZAC : 10 / 27
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Kiangsi to Kwangtung
UK_Pacific take Kwangtung from Japanese
Combat - Chinese
Non Combat Move - Chinese
2 artilleries and 4 infantry moved from Kiangsi to Kwangsi
3 artilleries and 1 fighter moved from Jehol to Manchuria
3 infantry moved from Jehol to Manchuria
2 infantry moved from Jehol to Manchuria
Place Units - Chinese
2 artilleries placed in Jehol
3 infantry placed in Anhwe
3 infantry placed in Shensi
Turn Complete - Chinese
Chinese collect 23 PUs; end with 23 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs
Territory Summary for Chinese :
Kwangsi : 1 airfield, 2 artilleries and 4 infantry
Kiangsi : 1 infantry
Jehol : 2 artilleries and 5 infantry
Manchuria : 3 artilleries, 1 fighter and 5 infantry
Shensi : 3 artilleries and 15 infantry
Kansu : 1 infantry
Tsinghai : 1 infantry
Sikang : 1 infantry
Anhwe : 3 infantry
Kwangtung : 1 infantry
Production/PUs Summary :
Germans : 59 / 83
Russians : 3 / 0
Japanese : 31 / 49
Americans : 52 / 67
Chinese : 23 / 29
British : 36 / 50
UK_Pacific : 19 / 20
Italians : 24 / 28
ANZAC : 10 / 27
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - British
British repair 13 damage on 13 factory_majors; Remaining resources: 37 PUs;
British buy 1 destroyer, 2 fighters and 3 infantry; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 5 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - British
2 infantry moved from United Kingdom to 110 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
3 fighters moved from 110 Sea Zone to Holland Belgium
3 fighters moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Normandy Bordeaux
1 bomber moved from United Kingdom to Holland Belgium
Combat - British
Battle in Holland Belgium
British attack with 1 bomber, 3 fighters and 1 infantry
Germans defend with 1 infantry
British roll dice for 1 bomber, 3 fighters and 1 infantry in Holland Belgium, round 2 : 3/5 hits
Germans roll dice for 1 infantry in Holland Belgium, round 2 : 1/1 hits
1 infantry owned by the British and 1 infantry owned by the Germans lost in Holland Belgium
British win with 1 bomber and 3 fighters remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantry
Battle in Normandy Bordeaux
British attack with 1 bomber, 3 fighters and 2 infantry
Italians defend with 1 factory_minor, 1 harbour and 2 mech_infantrys
British roll dice for 1 bomber, 3 fighters and 2 infantry in Normandy Bordeaux, round 2 : 4/6 hits
Italians roll dice for 2 mech_infantrys in Normandy Bordeaux, round 2 : 1/2 hits
1 infantry owned by the British and 2 mech_infantrys owned by the Italians lost in Normandy Bordeaux
British win, taking Normandy Bordeaux from Italians with 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 5
Casualties for British: 1 infantry
Casualties for Italians: 2 mech_infantrys
Non Combat Move - British
Turning on Edit Mode
EDIT: Changing ownership of Timguska from Japanese to British
EDIT: Turning off Edit Mode
1 bomber moved from Normandy Bordeaux to United Kingdom
1 bomber moved from Holland Belgium to 109 Sea Zone
1 bomber moved from 109 Sea Zone to 110 Sea Zone
1 bomber moved from 110 Sea Zone to United Kingdom
3 fighters moved from Normandy Bordeaux to 110 Sea Zone
3 fighters moved from Holland Belgium to 110 Sea Zone
1 infantry moved from Morocco to Algeria
1 artillery moved from Morocco to Algeria
7 mech_infantrys moved from Eastern Persia to Northwest Persia
7 mech_infantrys moved from India to Eastern Persia
1 mech_infantry moved from Yenisey to Timguska
1 mech_infantry moved from Yakut S.S.R. to Yenisey
Place Units - British
2 fighters and 3 infantry placed in United Kingdom
1 destroyer placed in 110 Sea Zone
Turn Complete - British
British collect 39 PUs; end with 39 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 44 PUs
Place Units - UK_Pacific
5 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 19 PUs; end with 19 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 24 PUs
Some Units in India change ownership: 5 mech_infantrys
Territory Summary for British, UK_Pacific :
India : 1 airfield, 1 factory_major, 1 harbour and 5 mech_infantrys
Malaya : 1 harbour
Kwangtung : 1 harbour
Yenisey : 1 flag, 1 mech_infantry
Yakut S.S.R. : 1 flag
Timguska : 1 flag, 1 mech_infantry
Iceland : 1 airfield
Quebec : 1 factory_minor and 1 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 harbour
Union of South Africa : 1 factory_minor and 1 harbour
Scotland : 1 airfield
United Kingdom : 5 aaGuns, 1 airfield, 1 armour, 2 artilleries, 2 bombers, 1 factory_major, 2 fighters, 1 harbour and 3 infantry
Normandy Bordeaux : 1 flag, 1 factory_minor, 1 harbour and 1 infantry
Algeria : 1 artillery and 1 infantry
Tobruk : 1 flag
Libya : 1 flag
Italian Somaliland : 1 flag
Ethiopia : 1 flag
93 Sea Zone : 1 submarine
Eire : 1 flag
109 Sea Zone : 1 flag
99 Sea Zone : 1 submarine
Iraq : 1 flag
Eastern Persia : 1 flag, 7 mech_infantrys
Brazil : 1 flag
Northwest Persia : 1 flag, 2 aaGuns, 1 armour, 4 artilleries, 2 fighters, 16 infantry, 26 mech_infantrys and 2 tactical_bombers
Persia : 1 flag
Suriname : 1 flag, 2 infantry
110 Sea Zone : 3 carriers, 4 destroyers, 6 fighters and 3 transports
Production/PUs Summary :
Germans : 59 / 83
Russians : 3 / 0
Japanese : 30 / 49
Americans : 52 / 67
Chinese : 23 / 29
British : 39 / 44
UK_Pacific : 19 / 24
Italians : 22 / 28
ANZAC : 10 / 27
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
i edited a combat move into timguska. i forgot to walk in on the combat phase.
…
Hat’s off to allweneedislove, he was willing to let me test this crazy concept. He is backing up his beliefs with games played, …
my belief is that this is a good strategy but i do not think it is more effective than a couple other german strategies.
part of the problem with our testing is it will not convince most players that this is a game breaking strategy.
the problem with our test is even if you win this and other games it does not prove that the strategy is optimal.
right now in the 2013 league if you look at the first couple pages of games the average bid to the allies is 9.5ipc. and the win ratio is still greater for the axis.
so if you win these games you are only proving what others already know. that axis have a big advantage.
for example if we switched sides with the same low 5ipc bid and i were to use either the artillery march to moscow or the tank/truck blitz moscow, i believe that i would win. others use a navy first or sealion strategy and win as the axis. all 4 of these strategies are very different but can result in an axis win.
this is a very close game which has had good play and mistakes on both sides. i am enjoying it and would like to play you again win or lose.
if you are up for another game after this one let me know if you want to bid for sides or have you select a bid. if you end up as allies i can show you what i think is an optimal german strategy that is very different from operation dark skies.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Italians
Italians buy 1 destroyer, 2 infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Italians
1 bomber moved from Western Germany to Normandy Bordeaux
2 fighters moved from Western Germany to Normandy Bordeaux
1 mech_infantry moved from Western Germany to Normandy Bordeaux
1 bomber moved from Southern Italy to Gibraltar
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Purchase Units - Italians
Italians buy 1 destroyer, 2 infantry and 2 transports; Remaining resources: 0 PUs;
Combat Move - Italians
1 bomber moved from Western Germany to Normandy Bordeaux
2 fighters moved from Western Germany to Normandy Bordeaux
1 mech_infantry moved from Western Germany to Normandy Bordeaux
1 bomber moved from Southern Italy to Gibraltar
Combat - Italians
Battle in Normandy Bordeaux
Italians attack with 1 bomber, 2 fighters and 1 mech_infantry
British defend with 1 factory_minor, 1 harbour and 1 infantry
Italians win with 1 bomber and 2 fighters remaining. Battle score for attacker is -1
Casualties for British: 1 infantry
Casualties for Italians: 1 mech_infantry
Strategic bombing raid in Gibraltar
Bombing raid in Gibraltar rolls: 6 and causes: 6 damage to unit: harbour
Bombing raid in Gibraltar causes 6 damage total.
Non Combat Move - Italians
1 bomber moved from Gibraltar to Southern France
1 bomber moved from Normandy Bordeaux to Southern Italy
2 fighters moved from Normandy Bordeaux to Southern France
6 mech_infantrys moved from Western Germany to Southern France
2 mech_infantrys moved from Southern Italy to Southern France
1 mech_infantry moved from Rostov to Caucasus
1 armour moved from Volgograd to Caucasus
3 artilleries moved from Rostov to Caucasus
Place Units - Italians
1 transport placed in 97 Sea Zone
1 destroyer and 1 transport placed in 95 Sea Zone
2 infantry placed in Southern Italy
Turn Complete - Italians
Italians collect 22 PUs; end with 22 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 27 PUs
…
Hat’s off to allweneedislove, he was willing to let me test this crazy concept. He is backing up his beliefs with games played, …my belief is that this is a good strategy but i do not think it is more effective than a couple other german strategies.
part of the problem with our testing is it will not convince most players that this is a game breaking strategy.
the problem with our test is even if you win this and other games it does not prove that the strategy is optimal.right now in the 2013 league if you look at the first couple pages of games the average bid to the allies is 9.5ipc. and the win ratio is still greater for the axis.
so if you win these games you are only proving what others already know. that axis have a big advantage.
for example if we switched sides with the same low 5ipc bid and i were to use either the artillery march to moscow or the tank/truck blitz moscow, i believe that i would win. others use a navy first or sealion strategy and win as the axis. all 4 of these strategies are very different but can result in an axis win.
this is a very close game which has had good play and mistakes on both sides. i am enjoying it and would like to play you again win or lose.
if you are up for another game after this one let me know if you want to bid for sides or have you select a bid. if you end up as allies i can show you what i think is an optimal german strategy that is very different from operation dark skies.
I will be happy to play you again, I may have farted around too long to win this one. We’ll have to see what happens. You can have the axis and I’ll take no bid to play the allies. Then you can show me the better axis play and I’ll see if I can counter it. I typically don’t view other players games here, so I won’t know what to expect.
I will scramble against the Russian sub with Italy. Against the USA I’ll have to see what is sent where.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 11
Combat Move - French
Non Combat Move - French
Turn Complete - French
Territory Summary for French :
Trans-Jordan : 2 infantry
United Kingdom : 2 infantry
Northwest Persia : 2 infantry
110 Sea Zone : 1 cruiser
Production/PUs Summary :
Germans : 59 / 83
Russians : 3 / 0
Japanese : 30 / 49
Americans : 52 / 67
Chinese : 23 / 29
British : 39 / 44
UK_Pacific : 19 / 24
Italians : 22 / 27
ANZAC : 10 / 23
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 12
Politics - Germans
Purchase Units - Germans
Germans repair 4 damage on 4 airfields; Remaining resources: 79 PUs;
Germans buy 1 airfield, 20 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Germans
6 bombers moved from Southern Italy to Morocco
5 bombers moved from Western Germany to 91 Sea Zone
2 bombers moved from Southern Italy to 91 Sea Zone
1 mech_infantry moved from Western Germany to Normandy Bordeaux
Germans take Normandy Bordeaux from British
Need order of loss in west coast of Gibraltar sea zone….7 bombers only hit 4 times, sorry about that if I got the 5th, we would not have to wait. You have a cv,dd,2ftr so you can choose as you see fit. I bet you will keep the fighter to roll against another bomber if I stay, or maybe you will keep the carrier to temp me…not sure what you will do. Remember the Naval base is damaged in Gibraltar and will remain so for USA’s turn.
Going to be interesting the next few turns, should be slow with scramble and OOL in the battles to come.
bump, need OOL
keep a fighter.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 12
Politics - Germans
Purchase Units - Germans
Germans repair 4 damage on 4 airfields; Remaining resources: 79 PUs;
Germans buy 1 airfield, 20 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Germans
6 bombers moved from Southern Italy to Morocco
5 bombers moved from Western Germany to 91 Sea Zone
2 bombers moved from Southern Italy to 91 Sea Zone
1 mech_infantry moved from Western Germany to Normandy Bordeaux
Germans take Normandy Bordeaux from British
Combat - Germans
Battle in Morocco
Germans attack with 6 bombers
Americans defend with 1 artillery, 2 bombers and 1 infantry
Germans win with 5 bombers remaining. Battle score for attacker is 19
Casualties for Germans: 1 bomber
Casualties for Americans: 1 artillery, 2 bombers and 1 infantry
Battle in 91 Sea Zone
Germans attack with 7 bombers
Russians defend with 1 submarine; Americans defend with 1 carrier, 1 destroyer, 2 fighters and 1 transport
1 submarine owned by the Russians Submerged
Germans win with 5 bombers remaining. Battle score for attacker is 27
Casualties for Germans: 2 bombers
Casualties for Americans: 1 carrier, 1 destroyer, 2 fighters and 1 transport
Non Combat Move - Germans
5 bombers moved from 91 Sea Zone to Southern France
5 bombers moved from Morocco to Southern France
10 mech_infantrys moved from Western Germany to Southern France
10 infantry moved from Germany to Western Germany
2 fighters moved from Germany to Western Germany
2 tactical_bombers moved from Western Germany to Germany
3 mech_infantrys moved from Ukraine to Caucasus
1 aaGun moved from Rostov to Caucasus
1 aaGun, 1 artillery and 2 infantry moved from Volgograd to Caucasus
1 artillery moved from Samara to Novosibirsk
1 infantry moved from Samara to Novosibirsk
1 infantry moved from Samara to Volgograd
1 artillery moved from Russia to Samara
2 infantry moved from Russia to Samara
1 mech_infantry moved from Bryansk to Caucasus
1 fighter moved from Western Germany to Southern France
1 fighter moved from Western Germany to Southern France
2 tactical_bombers moved from Western Germany to Southern France
2 infantry moved from Germany to Western Germany
1 aaGun moved from Western Germany to Germany
2 infantry moved from Finland to 115 Sea Zone
2 infantry and 1 transport moved from 115 Sea Zone to 114 Sea Zone
2 infantry moved from 114 Sea Zone to Germany
Place Units - Germans
1 airfield placed in Southern France
2 infantry and 1 mech_infantry placed in Ukraine
3 infantry placed in Volgograd
10 infantry placed in Germany
3 infantry placed in Southern France
2 infantry placed in Novgorod
Turn Complete - Germans
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 2,1
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 6,2
Germans collect 56 PUs (5 lost to blockades); end with 56 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 81 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 12
Combat Move - Russians
1 submarine moved from 91 Sea Zone to 94 Sea Zone
1 infantry moved from Amur to Siberia
Russians take Siberia from Japanese
1 infantry moved from Amur to Sakha
Combat - Russians
Non Combat Move - Russians
Turn Complete - Russians
Territory Summary for Russians :
Sakha : 1 infantry
Amur : 1 infantry
Siberia : 1 infantry
Olgiy : 1 flag
Dzavhan : 1 flag
Central Mongolia : 1 flag
Buyant-Uhaa : 1 flag
Ulaanbaatar : 1 flag
Tsagaan Olom : 1 flag
94 Sea Zone : 1 submarine
Northwest Persia : 2 aaGuns, 2 armour, 10 artilleries, 3 fighters, 20 infantry, 7 mech_infantrys and 1 tactical_bomber
Production/PUs Summary :
Germans : 61 / 81
Russians : 4 / 0
Japanese : 29 / 49
Americans : 52 / 67
Chinese : 23 / 29
British : 37 / 44
UK_Pacific : 19 / 24
Italians : 22 / 27
ANZAC : 10 / 23
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 airfield, 2 artilleries, 2 destroyers, 1 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
4 carriers, 1 destroyer, 5 fighters, 1 submarine and 3 tactical_bombers moved from 35 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from Korea to 6 Sea Zone
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 airfield, 2 artilleries, 2 destroyers, 1 infantry and 1 transport; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
4 carriers, 1 destroyer, 5 fighters, 1 submarine and 3 tactical_bombers moved from 35 Sea Zone to 6 Sea Zone
1 tactical_bomber moved from Korea to 6 Sea Zone
Combat - Japanese
Battle in 6 Sea Zone
Japanese attack with 4 carriers, 1 destroyer, 5 fighters, 1 submarine and 4 tactical_bombers
ANZAC defend with 1 submarine; Americans defend with 1 submarine
Japanese win, taking 6 Sea Zone from Americans with 4 carriers, 1 destroyer, 5 fighters, 1 submarine and 4 tactical_bombers remaining. Battle score for attacker is 12
Casualties for ANZAC: 1 submarine
Casualties for Americans: 1 submarine
Non Combat Move - Japanese
1 infantry moved from Philippines to 35 Sea Zone
1 infantry and 1 transport moved from 35 Sea Zone to 6 Sea Zone
3 fighters moved from 6 Sea Zone to Korea
1 tactical_bomber moved from 6 Sea Zone to Korea
Place Units - Japanese
1 airfield, 2 artilleries and 1 infantry placed in Korea
2 destroyers and 1 transport placed in 6 Sea Zone
Turn Complete - Japanese
Total Cost from Convoy Blockades: 7
Rolling for Convoy Blockade Damage in 42 Sea Zone. Rolls: 1,6
Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 3,6
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 5,3,5
Japanese collect 22 PUs (7 lost to blockades); end with 22 PUs total