End of Round 2: Germany net +1.44
Operation Dark Skies JamesAleman(axis) vs Allweneedislove
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I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point? Or do you think you need to revive Japan to do that because it’s going to take many rounds?
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It’s going to take as much time as it takes to slow march from Rostov to Egypt I believe. At that point, either London will fall or Egypt will. Japan is going to try to stabilize its front in an effort to draw resources away from Europe. I just did 30 damage to London’s facilities, so he will have to determine what to repair if anything. Garrisoning Egypt and London is going to prove difficult I believe, I suspect his fleet will have to leave in two turns, once he runs out of French blockers. Then the window to attack London will present itself. Basically, you will see the versatility of the bombers when they can strike both locations from where they are based. (I realize he can strike W.Germany with a lot, but if he fails to kill all of my bombers and Britain loses its fleets air cover that should speed my timetable.
Either way, the point I would like to convey is this: I feel like I can be sloppy and inefficient to a degree because of the strength of a bomber strategy and still possibly win. If my first test game looks this bad, it should give you something to consider for when it doesn’t.
Imagine if I played Japan conventionally, and made an effort in Africa with Italy. Can you see an issue? Germany next turn will produce nearly as much as the US (with you might agree minimal help from the other axis beyond Italy’s starting pieces and turn 1 production). Italy’s production is likely to increase in Russia’s Eastern front. Australia is in danger of collapse if Japan sees an opportunity as all of their resources are elsewhere (we’ll see what he does before I decide where to go). London is now feeling the effects of a bombing campaign while I stage for a final assault that can occur at 2 locations. From Novgorod, my Eastern air force is now able to hit the allied navy, and the bomber force will be reunited (please note, I only have 15 bombers this game, I stopped building them early when the fall of Moscow was apparent) I usually have 5 more, and can still produce some once I am confident the Russian task force is large enough to complete its goal. What happens to Germany’s production if I fart around and go after China with Germany? Either way, I do need to reduce India’s production, and I am poised to do that this next turn. (depends on Japan’s land units surviving).
Now granted, there are 3 choices for playing Russia. Conservative retreat to Moscow and hold, Conservative delay factories falling (this game), and aggressive delay German advance. We have tested this against those three already. Now I am using the public to flesh out any tweaks, and to see if a good counter presents itself. We are still working on one as well, but I’m not confident it will work.
I certainly hope you will have time for a game with me Gamerman01 when this game concludes. Remember, my opponent was forewarned about my strategy and my goals which is seldom advisable. His bomber response is going to run into an issue, the Europe landscape favors the axis in terms of landing sites. We have done an all bomber 2 carrier build a year ago and had reassuring results back in an alpha 2 game. But doesn’t that prove my point, the best answer to the Bomber “imbalance” may prove to be “bombers”…Point made.
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What I have found is this, the bombers greatly speed the implosion of Russia, both defenses (factory hold, or Moscow hold) result in Berlin pausing, producing fodder and then proceeding. We have found few opportunities for Moscow to advance more than 1 space from its Capital because of Italy’s can opening effect and Germany’s fast movers and air power. I can bomb Russia from as far back as Eastern Poland, thus buying the time to build fodder out of the Russian factories while the Russian stack barely grows.
So the bombers increase initial conquest time, but for a limited duration 5-7 turns, at which point conventional tactics resume with Germany’s increased production. Now the allies are in danger of being out produced and out maneuvered. This means Germany can take its time and fart around if needed.
The large bomber force also greatly increases the amount of IPCs that must be “sunk” into building a “conventional” navy’s defense and this necessarily draws away from that navy’s landing power if this approach is used. The bomber is a cheap “naval” piece that can hit land and bomb as well, performing 3 roles that when serially performed lead to the collapse of the allies. The weakness to this plan is that it must be done serially, while I threaten many fronts, at best only 2 per turn can be successfully assaulted. This takes time, but you systematically complete these tasks to the allies demise.
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And finally, America is not the only nation at this point that can just produce all bombers….So can Berlin. That phase will begin as Rostov’s force approaches its target. Each bomber built will match the USA builds and force UK to defend 2 locations per bomber…
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Plus Auswanderersland is my version of Khan Noonien Singh. “He tasks me”, “He tasks me”. (sorry for the Star Trek reference)
He thinks I have at best 4 turns with Germany to make something happen, and he thinks Japan is done. So I am trying to see who is right, and which one of us should be labeled “disciple”. Don’t worry, we are old buddies going back 23 years to our high school axis days and teasing each other is necessary. ;)
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I’m also eating my words about 3 turns, I’m deciding I’ll give reviving Japan a go to see if it can be done, I think Germany is ok for now. (Watch me lose Berlin ;) )
Why wouldn’t you just try to win the game and get your 8 cities in Europe, and prove your point? Or do you think you need to revive Japan to do that because it’s going to take many rounds?
Because of the interest in the time that Germany has to conquer, I challenged JJ to revive Japan to see if he could hold the line.
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As far as playing you, I am mildly interested, but trying to focus my A&A time on league games
I don’t doubt that buying bombers is very effective for Germany, and I wouldn’t enjoy facing them
The large increase in territories over previous versions of A&A makes movement even more valuable than it was before. Also, before Anniversary, bombers cost 15 and now they are only 12, as you have also pointed out. The +2 bombing damage is also nasty. And the tactic of mostly bombers is sneaky because most players are used to not worrying too much about all air because traditionally, all air strikes against ground (and air) forces is a bad trade. Traditionally. When incomes were around 20-30, fighters cost 12, and bombers cost 15. And you could get increased production and produce men for 2 IPC’s each. You know, for those of us who have been playing for 20+ years, the things we learned from Classic still stick with us, I think, and sometimes to our detriment.Now you have 12 IPC bombers that can often fly 7 spaces instead of 6. You have transports that are auto-kill, so you’re not losing 15 IPC bombers to ace rolls, with the defender’s transports sometimes even surviving.
Perhaps you have found an exploit to Larry’s rule changes (I think on multiple occasions our revered game designer has failed to accurately anticipate all the ramifications of his changes - Global 1940 is Exhibit A) and bombers are too cheap.After all, when you play tech there are also 2 technologies that boost their capabilities even further. (Thank goodness Larry finally saw the light and reduced LRA to +1, as I used to house rule it in AA50)
Sorry, this is in a game thread - I’ll quit now.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Americans
Americans buy 6 bombers and 1 fighter; Remaining resources: 1 PUs;Combat Move - Americans
1 transport moved from 19 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from Kwangtung to 20 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 19 Sea Zone
2 infantry moved from Kiangsu to Shantung
1 artillery and 1 infantry moved from 19 Sea Zone to Shantung
2 fighters moved from 19 Sea Zone to Shantung
2 fighters moved from 6 Sea Zone to Shantung
1 battleship, 1 carrier, 1 cruiser, 3 destroyers and 1 transport moved from 19 Sea Zone to 20 Sea Zone
Americans take 19 Sea Zone from Japanese
Americans take 20 Sea Zone from Japanese
1 carrier, 1 cruiser and 8 destroyers moved from 6 Sea Zone to 20 Sea Zone
3 submarines moved from 19 Sea Zone to 6 Sea Zone
1 submarine moved from 26 Sea Zone to 6 Sea Zone
1 infantry moved from French Indo China to Shan State
1 armour moved from French Indo China to Shan State
1 bomber moved from Queensland to MalayaCombat - Americans
Japanese scrambles 2 units out of Japan to defend against the attack in 6 Sea Zone
Battle in Shantung
Americans attack with 1 artillery, 4 fighters and 3 infantry
Japanese defend with 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
AA fire in Shantung : 0/3 hits
Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 2 : 2/8 hits
Japanese roll dice for 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry in Shantung, round 2 : 0/4 hits
1 infantry owned by the Japanese and 1 aaGun owned by the Japanese lost in Shantung
Americans roll dice for 1 artillery, 4 fighters and 3 infantry in Shantung, round 3 : 5/8 hits
Japanese roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Shantung, round 3 : 1/3 hits
1 infantry owned by the Japanese , 1 infantry owned by the Americans , 1 mech_infantry owned by the Japanese and 1 artillery owned by the Japanese lost in Shantung
Americans win, taking Shantung from Japanese with 1 artillery, 4 fighters and 2 infantry remaining. Battle score for attacker is 16
Casualties for Japanese: 1 aaGun, 1 artillery, 2 infantry and 1 mech_infantry
Casualties for Americans: 1 infantry
Battle in 6 Sea Zone
Americans attack with 7 submarines
Japanese defend with 2 fighters and 1 submarine
1 submarine owned by the Japanese Submerged
7 submarines owned by the Americans Submerged
Battle in Shan State
Americans attack with 1 armour and 1 infantry
Japanese defend with 1 artillery
Americans roll dice for 1 armour and 1 infantry in Shan State, round 2 : 0/2 hits
Japanese roll dice for 1 artillery in Shan State, round 2 : 0/1 hits
Americans roll dice for 1 armour and 1 infantry in Shan State, round 3 : 1/2 hits
Japanese roll dice for 1 artillery in Shan State, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Shan State
Americans winJapanese win with 2 fighters remaining, taking Shan State from Japanese with 1 armour and 1 infantry remaining. Battle score for attacker is 4
Casualties for Japanese: 1 artillery
Battle in Malaya
Americans attack with 1 bomber
Japanese defend with 3 artilleries, 1 harbour and 3 infantry
Americans roll dice for 1 bomber in Malaya, round 2 : 1/1 hits
Japanese roll dice for 3 artilleries and 3 infantry in Malaya, round 2 : 2/6 hits
1 infantry owned by the Japanese and 1 bomber owned by the Americans lost in Malaya
Japanese win with 3 artilleries and 2 infantry remaining. Battle score for attacker is -9
Casualties for Japanese: 1 infantry
Casualties for Americans: 1 bomber
Moving scrambled unit from 6 Sea Zone back to originating territory: Japan
Moving scrambled unit from 6 Sea Zone back to originating territory: JapanNon Combat Move - Americans
4 fighters moved from Shantung to 20 Sea Zone
1 submarine moved from 20 Sea Zone to 35 Sea Zone
1 submarine moved from 20 Sea Zone to 44 Sea Zone
6 bombers moved from Morocco to United Kingdom
1 transport moved from 107 Sea Zone to 106 Sea Zone
6 bombers moved from Eastern United States to United Kingdom
1 mech_infantry moved from Central United States to Quebec
1 infantry moved from Eastern United States to Quebec
1 tactical_bomber moved from Western United States to Central United States
1 tactical_bomber moved from Central United States to Eastern United StatesPlace Units - Americans
6 bombers and 1 fighter placed in Eastern United StatesTurn Complete - Americans
Americans collect 54 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 70 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 80 PUsTerritory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield and 1 harbour
Shantung : 1 artillery and 2 infantry
Shan State : 1 armour and 1 infantry
Philippines : 1 airfield, 1 harbour and 2 infantry
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 1 airfield, 1 factory_major and 1 harbour
Hawaiian Islands : 1 airfield and 1 harbour
Midway : 1 airfield
French Indo China : 1 flag
44 Sea Zone : 1 submarine
36 Sea Zone : 1 submarine
35 Sea Zone : 1 submarine
20 Sea Zone : 1 flag, 1 battleship, 2 carriers, 2 cruisers, 11 destroyers, 4 fighters and 1 transport
19 Sea Zone : 1 flag, 1 transport
6 Sea Zone : 7 submarines
Central United States : 4 aaGuns, 1 factory_major and 1 mech_infantry
Eastern United States : 1 airfield, 6 bombers, 1 factory_major, 1 fighter, 1 harbour and 1 tactical_bomber
Quebec : 1 infantry and 1 mech_infantry
United Kingdom : 12 bombers and 1 mech_infantry
106 Sea Zone : 1 transport
110 Sea Zone : 1 carrier, 1 cruiser, 8 destroyers, 2 fighters, 1 submarine and 1 transportProduction/PUs Summary :
Germans : 51 / 70
Russians : 11 / 0
Japanese : 25 / 16
Americans : 54 / 80
Chinese : 21 / 17
British : 38 / 52
UK_Pacific : 21 / 28
Italians : 22 / 16
ANZAC : 14 / 25
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: 7
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 infantry moved from Kweichow to Hunan
Chinese take Hunan from Japanese
1 infantry moved from Kweichow to Anhwe
Chinese take Anhwe from Japanese
3 infantry moved from Jehol to Manchuria
1 infantry moved from Chahar to Jehol
3 infantry moved from Sikang to Tsinghai
1 infantry moved from Szechwan to Sikang
2 infantry moved from Kweichow to Hunan
4 infantry moved from Kweichow to ShensiCombat - Chinese
Non Combat Move - Chinese
Place Units - Chinese
2 artilleries and 3 infantry placed in ManchuriaTurn 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 PUsTerritory Summary for Chinese :
Kwangsi : 1 airfield
Jehol : 1 infantry
Manchuria : 2 artilleries and 6 infantry
Shensi : 4 infantry
Hunan : 3 infantry
Tsinghai : 3 infantry
Sikang : 1 infantry
Anhwe : 1 infantry
Burma : 1 fighterProduction/PUs Summary :
Germans : 51 / 70
Russians : 11 / 0
Japanese : 23 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 52
UK_Pacific : 21 / 28
Italians : 22 / 16
ANZAC : 14 / 25
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: 7
Purchase Units - British
British repair 16 damage on 16 factory_majors; Remaining resources: 36 PUs;
British buy 2 artilleries, 3 destroyers and 1 infantry; Remaining resources: 1 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 7 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
1 infantry and 1 mech_infantry moved from United Kingdom to 110 Sea Zone
1 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 artillery and 1 infantry moved from United Kingdom to 110 Sea Zone
1 artillery and 1 infantry moved from 110 Sea Zone to Holland Belgium
1 bomber and 3 fighters moved from United Kingdom to Holland Belgium
3 fighters moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from 110 Sea Zone to Normandy Bordeaux
3 mech_infantrys moved from Yunnan to MalayaCombat - British
Battle in Holland Belgium
British attack with 1 artillery, 1 bomber, 3 fighters and 1 infantry
Germans defend with 1 artillery, 1 infantry and 1 mech_infantry
British roll dice for 1 artillery, 1 bomber, 3 fighters and 1 infantry in Holland Belgium, round 2 : 3/6 hits
Germans roll dice for 1 artillery, 1 infantry and 1 mech_infantry in Holland Belgium, round 2 : 0/3 hits
1 infantry owned by the Germans , 1 mech_infantry owned by the Germans and 1 artillery owned by the Germans lost in Holland Belgium
British win, taking Holland Belgium from Germans with 1 artillery, 1 bomber, 3 fighters and 1 infantry remaining. Battle score for attacker is 11
Casualties for Germans: 1 artillery, 1 infantry and 1 mech_infantry
Battle in Normandy Bordeaux
British attack with 4 fighters, 1 infantry and 1 mech_infantry
Italians defend with 1 factory_minor, 1 harbour and 2 mech_infantrys
British roll dice for 4 fighters, 1 infantry and 1 mech_infantry in Normandy Bordeaux, round 2 : 1/6 hits
Italians roll dice for 2 mech_infantrys in Normandy Bordeaux, round 2 : 2/2 hits
1 infantry owned by the British , 1 mech_infantry owned by the Italians and 1 mech_infantry owned by the British lost in Normandy Bordeaux
Italians win with 1 mech_infantry remaining. Battle score for attacker is -3
Casualties for British: 1 infantry and 1 mech_infantry
Casualties for Italians: 1 mech_infantry
4 fighters owned by the British retreated
Battle in Malaya
British attack with 3 mech_infantrys
Japanese defend with 3 artilleries, 1 harbour and 2 infantry
British roll dice for 3 mech_infantrys in Malaya, round 2 : 1/3 hits
Japanese roll dice for 3 artilleries and 2 infantry in Malaya, round 2 : 1/5 hits
1 infantry owned by the Japanese and 1 mech_infantry owned by the British lost in Malaya
British roll dice for 2 mech_infantrys in Malaya, round 3 : 0/2 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 3 : 1/4 hits
1 mech_infantry owned by the British lost in Malaya
British roll dice for 1 mech_infantry in Malaya, round 4 : 0/1 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 4 : 0/4 hits
British roll dice for 1 mech_infantry in Malaya, round 5 : 1/1 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 5 : 0/4 hits
1 infantry owned by the Japanese lost in Malaya
British roll dice for 1 mech_infantry in Malaya, round 6 : 1/1 hits
Japanese roll dice for 3 artilleries in Malaya, round 6 : 1/3 hits
1 mech_infantry owned by the British and 1 artillery owned by the Japanese lost in Malaya
Japanese win with 2 artilleries remaining. Battle score for attacker is -2
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for British: 3 mech_infantrysNon Combat Move - British
1 infantry moved from Alexandria to Egypt
1 infantry moved from Anglo Egyptian Sudan to Egypt
1 infantry and 2 mech_infantrys moved from Egypt to Trans-Jordan
1 infantry and 2 mech_infantrys moved from Trans-Jordan to Iraq
4 fighters moved from Normandy Bordeaux to United Kingdom
1 bomber moved from Holland Belgium to United Kingdom
1 fighter moved from Holland Belgium to United Kingdom
2 fighters moved from Holland Belgium to 110 Sea Zone
2 aaGuns, 2 artilleries and 8 infantry moved from India to West India
2 mech_infantrys moved from India to Yunnan
1 mech_infantry moved from India to Burma
1 mech_infantry moved from India to Shan State
1 mech_infantry moved from India to Burma
1 fighter and 1 tactical_bomber moved from Persia to India
1 fighter and 1 tactical_bomber moved from Iraq to India
1 armour, 2 artilleries, 4 infantry and 2 mech_infantrys moved from Iraq to Northwest PersiaPlace Units - British
3 destroyers placed in 110 Sea Zone
2 artilleries and 1 infantry placed in United KingdomTurn Complete - British
British collect 41 PUs; end with 42 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUsPlace Units - UK_Pacific
7 mech_infantrys placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,1,2,5,3,5,4,6,2,4,2,6,5
UK_Pacific collect 20 PUs (1 lost to blockades); end with 20 PUs total
Some Units in India change ownership: 7 mech_infantrysTerritory Summary for British, UK_Pacific :
Yunnan : 2 mech_infantrys
Shan State : 1 mech_infantry
Burma : 2 mech_infantrys
India : 1 airfield, 1 factory_major, 2 fighters, 1 harbour, 7 mech_infantrys and 2 tactical_bombers
Kwangtung : 1 harbour
Celebes : 1 flag
Sumatra : 1 flag
West India : 2 aaGuns, 2 artilleries and 8 infantry
Iceland : 1 airfield
Quebec : 1 factory_minor and 1 infantry
Trans-Jordan : 1 infantry
Gibraltar : 1 harbour
New Brunswick Nova Scotia : 1 harbour
Egypt : 1 harbour and 2 infantry
Union of South Africa : 1 factory_minor and 1 harbour
Scotland : 1 airfield
United Kingdom : 5 aaGuns, 1 airfield, 1 armour, 2 artilleries, 1 bomber, 1 factory_major, 5 fighters, 1 harbour and 4 infantry
Holland Belgium : 1 flag, 1 artillery and 1 infantry
Tobruk : 1 flag
Libya : 1 flag
Italian Somaliland : 1 flag
Ethiopia : 1 flag
93 Sea Zone : 1 flag, 1 submarine
Eire : 1 flag
109 Sea Zone : 1 flag
Greece : 1 flag, 1 aaGun and 2 infantry
97 Sea Zone : 1 flag, 3 submarines
Iraq : 1 flag, 1 infantry and 2 mech_infantrys
Eastern Persia : 1 flag
Brazil : 1 flag
Northwest Persia : 1 flag, 1 armour, 2 artilleries, 4 infantry and 2 mech_infantrys
Persia : 1 flag
98 Sea Zone : 1 destroyer
Suriname : 1 flag, 1 artillery and 3 infantry
110 Sea Zone : 2 carriers, 9 destroyers, 2 fighters and 4 transportsProduction/PUs Summary :
Germans : 48 / 70
Russians : 11 / 0
Japanese : 23 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 41 / 47
UK_Pacific : 21 / 20
Italians : 22 / 16
ANZAC : 14 / 25
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
Looks like I will lose my men in Malaysia, oh well. I figured they would hold against the three mech and anzac air, guess it was not meant to be, I typically keep one unit in a transport as a back up, but I was stretched. 3fighters on 4 troops was going to be tight, but now its yours unless luck changes. Anyway, the Europe board is the focus at this point.
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Also, is there a way to look up what damage remains?
I know I did 5 damage to the air and naval base and it looks like they were not repaired, it says 16 were repaired, I assume that was all on London’s, meaning 4 damage remain?
This will help me determine how many bombers to send, I am guessing I’ll just match your fighters, and see what lives to bomb….I assume you are willing to scramble in a fair fight. If not, I’ll take the chances on the aaguns and just rehit each base for 1 more damage and send overkill 5 bombers to do 16 damage.
I need to know if the air base was repair, if it wasn’t you won’t be able to scramble, right?
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If you have the new version of Triple A (I think you guys started this game after that), you can change the color of the damage numbers (but not the size, I don’t think) so it’s easier to see. Choose red or something. View menu.
To see the damage numbers by the IC’s, you need to zoom to 100% and hope that another unit is not covering it up.
I have complained about this to the developer of Triple A multiple times
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Italians
Italians buy 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery and 2 infantry moved from Bulgaria to Greece
1 infantry moved from Albania to Greece
1 bomber moved from Western Germany to Greece
1 bomber moved from Russia to Greece
1 fighter moved from Northern Italy to Holland Belgium
3 fighters moved from Western Germany to Holland Belgium
2 infantry moved from Western Germany to Holland Belgium
1 armour moved from Vologda to Urals
Italians take Urals from Russians
1 armour moved from Urals to Evenkiyskiy
Italians take Evenkiyskiy from Russians
1 armour moved from Rostov to Samara -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - Italians
Italians buy 4 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 artillery and 2 infantry moved from Bulgaria to Greece
1 infantry moved from Albania to Greece
1 bomber moved from Western Germany to Greece
1 bomber moved from Russia to Greece
1 fighter moved from Northern Italy to Holland Belgium
3 fighters moved from Western Germany to Holland Belgium
2 infantry moved from Western Germany to Holland Belgium
1 armour moved from Vologda to Urals
Italians take Urals from Russians
1 armour moved from Urals to Evenkiyskiy
Italians take Evenkiyskiy from Russians
1 armour moved from Rostov to SamaraCombat - Italians
Battle in Holland Belgium
Italians attack with 4 fighters and 2 infantry
British defend with 1 artillery and 1 infantry
Italians win, taking Holland Belgium from British with 4 fighters and 1 infantry remaining. Battle score for attacker is 4
Casualties for British: 1 artillery and 1 infantry
Casualties for Italians: 1 infantry
Battle in Greece
Italians attack with 1 artillery, 2 bombers and 3 infantry
British defend with 1 aaGun and 2 infantry
retreated to Greece
British win with 1 infantry remaining. Battle score for attacker is -5
Casualties for British: 1 aaGun and 1 infantry
Casualties for Italians: 1 artillery and 3 infantryNon Combat Move - Italians
2 bombers moved from Greece to Southern Italy
3 aaGuns, 5 infantry and 5 mech_infantrys moved from Northern Italy to Western Germany
1 mech_infantry moved from Normandy Bordeaux to Western Germany
4 fighters moved from Holland Belgium to Western Germany
3 artilleries moved from Karelia to Novgorod
1 aaGun moved from Bulgaria to YugoslaviaPlace Units - Italians
3 mech_infantrys placed in Southern Italy
1 mech_infantry placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 8
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,2,6,3,6,3
Italians collect 16 PUs (8 lost to blockades); end with 16 PUs total -
Wow, I may not take Greece with Germany either….lol there goes my bombers in Rome. Oh well.
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Don’t worry about the bombing in UK, I need to keep my bombers for what is coming up.
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Battle in Malaya
British attack with 3 mech_infantrys
Japanese defend with 3 artilleries, 1 harbour and 2 infantry
British roll dice for 3 mech_infantrys in Malaya, round 2 : 1/3 hits
Japanese roll dice for 3 artilleries and 2 infantry in Malaya, round 2 : 1/5 hits
1 infantry owned by the Japanese and 1 mech_infantry owned by the British lost in Malaya
British roll dice for 2 mech_infantrys in Malaya, round 3 : 0/2 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 3 : 1/4 hits
1 mech_infantry owned by the British lost in Malaya
British roll dice for 1 mech_infantry in Malaya, round 4 : 0/1 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 4 : 0/4 hits
British roll dice for 1 mech_infantry in Malaya, round 5 : 1/1 hits
Japanese roll dice for 3 artilleries and 1 infantry in Malaya, round 5 : 0/4 hits
1 infantry owned by the Japanese lost in Malaya
British roll dice for 1 mech_infantry in Malaya, round 6 : 1/1 hits
Japanese roll dice for 3 artilleries in Malaya, round 6 : 1/3 hits
1 mech_infantry owned by the British and 1 artillery owned by the Japanese lost in Malaya
Japanese win with 2 artilleries remaining. Battle score for attacker is -2
Casualties for Japanese: 1 artillery and 2 infantry
Casualties for British: 3 mech_infantrysWhat an epic battle! No air JJ! You roll like crap! muwhahahahaha!
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round: 7
Purchase Units - ANZAC
ANZAC buy 2 fighters and 1 infantry; Remaining resources: 2 PUs;Combat Move - ANZAC
1 fighter moved from India to Malaya
1 infantry moved from Manchuria to Amur
ANZAC take Amur from Japanese
1 transport moved from 19 Sea Zone to 20 Sea Zone
2 infantry moved from Kiangsi to 20 Sea Zone
2 infantry moved from 20 Sea Zone to FormosaCombat - ANZAC
Battle in Formosa
Battle in Malaya
ANZAC attack with 1 fighter
Japanese defend with 2 artilleries and 1 harbour
ANZAC roll dice for 1 fighter in Malaya, round 2 : 1/1 hits
Japanese roll dice for 2 artilleries in Malaya, round 2 : 0/2 hits
1 artillery owned by the Japanese lost in Malaya
ANZAC roll dice for 1 fighter in Malaya, round 3 : 1/1 hits
Japanese roll dice for 1 artillery in Malaya, round 3 : 0/1 hits
1 artillery owned by the Japanese lost in Malaya
ANZAC win, taking Formosa from Japanese with 1 fighter remaining. Battle score for attacker is 8
Casualties for Japanese: 2 artilleriesNon Combat Move - ANZAC
1 transport moved from 55 Sea Zone to 62 Sea Zone
1 fighter moved from Malaya to Shan State
1 artillery and 1 infantry moved from Kwangsi to French Indo China
2 bombers moved from New South Wales to Philippines
1 destroyer moved from 19 Sea Zone to 36 Sea Zone
1 destroyer moved from 19 Sea Zone to 35 Sea Zone
1 cruiser and 1 destroyer moved from 19 Sea Zone to 20 Sea Zone
1 aaGun and 2 infantry moved from India to Burma
1 infantry moved from Iraq to Northwest Persia
2 fighters moved from Iraq to IndiaPlace Units - ANZAC
2 fighters and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 16 PUs; end with 18 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 23 PUsTerritory Summary for ANZAC :
Formosa : 1 flag, 2 infantry
Manchuria : 1 infantry
Shan State : 1 fighter
Burma : 1 aaGun and 2 infantry
India : 2 fighters
Queensland : 1 aaGun, 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor, 2 fighters, 1 harbour and 1 infantry
Philippines : 2 bombers
Amur : 1 flag, 1 infantry
French Indo China : 1 artillery and 1 infantry
Java : 1 flag
Dutch New Guinea : 1 flag
36 Sea Zone : 1 destroyer
35 Sea Zone : 1 flag, 1 destroyer
20 Sea Zone : 1 cruiser, 1 destroyer and 1 transport
62 Sea Zone : 1 transport
66 Sea Zone : 3 destroyers
Northwest Persia : 2 infantryProduction/PUs Summary :
Germans : 51 / 70
Russians : 9 / 0
Japanese : 21 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 47
UK_Pacific : 21 / 20
Italians : 24 / 16
ANZAC : 16 / 23
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: 7
Combat Move - French
Non Combat Move - French
1 infantry moved from Iraq to Northwest Persia
1 infantry moved from Tobruk to Alexandria
1 infantry moved from Libya to Tobruk
1 destroyer moved from 110 Sea Zone to 112 Sea ZoneTurn Complete - French
Territory Summary for French :
Alexandria : 1 infantry
United Kingdom : 2 infantry
Tobruk : 1 infantry
112 Sea Zone : 1 destroyer
Northwest Persia : 2 infantry
98 Sea Zone : 1 destroyer
110 Sea Zone : 1 cruiserProduction/PUs Summary :
Germans : 51 / 70
Russians : 9 / 0
Japanese : 21 / 16
Americans : 54 / 80
Chinese : 23 / 29
British : 38 / 47
UK_Pacific : 21 / 20
Italians : 24 / 16
ANZAC : 16 / 23
French : 8 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0