Smoked Greece and bought 2 fighters??
Nice!
Shouldn’t Germany go after France?
Use edit to move the US pieces, not take a US turn. The point is I want them moved during one of your turns (France/ANZAC or Russia) so you get to decide where they should be BEFORE Japan’s turn, as where they end up could affect how I play my turn.
They won’t really change how Germany or Italy plays, so it’s no big deal there, but you should definately have them moved by the end of the Russian turn.
On another note, say if you had mistakenly moved some UK pieces, I wouldn’t have been able to take my Italian turn until you corrected them., etc.
I’m happy to edit the game and move the US pieces to a legal location (I would simply put them back in SZ35…again I’m sorry about the mistake).
The part that I’m confused about though - is the most recent save file you loaded (it’s a 2nd Italian turn, and different from the initial turn).
For example, your purchases are different (fighter vs. tank & mech inf.) as well as your combat and results. In the initial file, you “captured” SZ93 and did not attack Greece, however in the 2nd file…a French Cruiser survived in SZ93, but you captured Greece.
I was expecting a file with a German Turn 2 completed, with which I would edit the US pieces back to SZ35, and then continue with my Russia Turn 2.
If I use the current Italian Save File you’ve loaded…I negate your initial Italy1, and have to re-do my ANZAC1and France1 turns (granted they were both non-com’s).
I’m just trying to understand the protocol for these situations.
OH! that may have been a load error on my part. :? :-oI must have reloaded the old UK file and replayed Italy.
Please disregard this second Italian turn, as I had already played it. I will start with Germany. I apologize for any confusion.
I will simpy load France and play.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 infantry and 10 transports; Remaining resources: 0 PUs;
Combat Move - Germans
Turning on Edit Mode
EDIT: Turning off Edit Mode
EDIT: 1 destroyer and 1 submarine moved from 17 Sea Zone to 35 Sea Zone
1 submarine moved from 110 Sea Zone to 91 Sea Zone
2 bombers moved from Western Germany to 91 Sea Zone
1 submarine moved from 124 Sea Zone to 125 Sea Zone
7 infantry moved from Finland to Norway
1 infantry moved from Germany to Slovakia Hungary
2 armour moved from Southern France to Western Germany
3 armour moved from France to Western Germany
1 armour moved from Normandy Bordeaux to Western Germany
3 armour moved from Yugoslavia to Western Germany
2 artilleries moved from Germany to Western Germany
1 artillery and 1 infantry moved from Normandy Bordeaux to Holland Belgium
2 mech_infantrys moved from France to Yugoslavia
1 mech_infantry moved from Southern France to Yugoslavia
2 artilleries and 7 infantry moved from Yugoslavia to Romania
5 infantry moved from Bulgaria to Romania
Combat - Germans
Battle in 91 Sea Zone
Germans attack with 2 bombers and 1 submarine
British defend with 1 destroyer and 1 transport
Germans win with 2 bombers and 1 submarine remaining. Battle score for attacker is 15
Casualties for British: 1 destroyer and 1 transport
Non Combat Move - Germans
2 bombers moved from 91 Sea Zone to Holland Belgium
3 aaGuns moved from Germany to Slovakia Hungary
1 aaGun moved from Western Germany to Holland Belgium
1 tactical_bomber moved from Western Germany to Holland Belgium
1 tactical_bomber moved from Western Germany to Holland Belgium
2 aaGuns moved from Western Germany to Germany
1 destroyer moved from 112 Sea Zone to 113 Sea Zone
Place Units - Germans
10 transports placed in 113 Sea Zone
1 infantry placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 2,5,5,2,5
Germans collect 42 PUs (2 lost to blockades); end with 42 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 47 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Sincerist apologies there. You can never re-do a turn, and certainly not after your opponent has taken theres. That’s why it’s important to edit/reload any mistakes you find before they go.
So yeah, just a dumb mistake there on my part by clicking on the wrong file. doh!
No worries…my apologies for messing up the US units to begin with.
For what it’s worth…in situations such as the one I created – I believe in placing units back into original/starting location - as opposed to alternate locations. It minimizes the perception and/or angle of selecting a different move after the fact. I have/would do the same in a traditional version of the board game.
Not saying I expect everyone to adhere to this belief…just explaining my logic for deciding to put them back in SZ35.
:-)
Now…time for me to load your German 2 and see what I’ve got to respond to :-D
" It minimizes the perception and/or angle of selecting a different move after the fact. I have/would do the same in a traditional version of the board game."
I am okay with allowing my opponent to pick a different location, so long as a power that could be affected hasn’t moved yet. Like in my examples, where the US ends a NCM of some ships in the Pacific has no bearing on what Italy would buy/move/attack/etc.
As for Germany 2, you’ll see a few things, such as the 92-93% chance of taking London! :evil:
When I play the Allies, I rarely scramble as the UK Round 1, and this is why. Plus, if Germany brings all available units, you’re essentially guranateeing the destruction of 4 fighters, for MAYBE destrying German fighters in return, and if you do, it’s rarely on a 1 to 1 scale. My first round buy is 90% of the time 9 infantry. This statistically puts any Operation Sealion out of reach for Germany, but it does delay any African support.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Russians
Russians buy 2 armour and 8 infantry; Remaining resources: 2 PUs;
Politics - Russians
Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians
Combat Move - Russians
Combat - Russians
Non Combat Move - Russians
2 infantry moved from Buyant-Uhaa to Central Mongolia
1 infantry moved from Ulaanbaatar to Central Mongolia
1 infantry moved from Dzavhan to Central Mongolia
1 mech_infantry moved from Urals to Yenisey
2 infantry moved from Olgiy to Yenisey
1 mech_infantry moved from Novosibirsk to Yenisey
3 infantry moved from Ukraine to Bessarabia
1 artillery and 1 infantry moved from Bryansk to Western Ukraine
2 infantry moved from Rostov to Ukraine
2 armour moved from Ukraine to Western Ukraine
3 armour moved from Russia to Urals
3 fighters and 1 tactical_bomber moved from Novgorod to Yenisey
5 infantry moved from Novgorod to Archangel
1 artillery moved from Baltic States to Eastern Poland
1 artillery moved from Novgorod to Baltic States
2 aaGuns moved from Russia to Bryansk
1 infantry moved from Bessarabia to Eastern Poland
Place Units - Russians
2 armour placed in Russia
3 infantry placed in Novgorod
3 infantry placed in Ukraine
2 infantry placed in Russia
Turn Complete - Russians
Russians collect 35 PUs; end with 37 PUs total
So…obviously my Amur army didn’t do a whole lot, lol…gonna take Russia awhile to push back on Japan. :oops:
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 2 armour, 1 carrier and 4 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Politics - Japanese
Japanese takes Political Action: Political Action Japanese To War With French
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War
Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied
Combat Move - Japanese
1 armour moved from Soviet Far East to Sakha
Japanese take Siberia from Russians
Japanese take Sakha from Russians
1 artillery and 2 infantry moved from Chahar to Central Mongolia
3 fighters and 3 tactical_bombers moved from Manchuria to Central Mongolia
1 artillery and 3 infantry moved from Hunan to Yunnan
2 fighters and 2 tactical_bombers moved from Jehol to Yunnan
2 bombers, 2 fighters and 2 tactical_bombers moved from Kwangsi to Yunnan
1 fighter moved from Kiangsi to Yunnan
1 artillery and 3 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 3 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 mech_infantry moved from Amur to Buyant-Uhaa
Japanese take Buyant-Uhaa from Russians
1 artillery and 1 infantry moved from Jehol to Buyant-Uhaa
1 transport moved from 19 Sea Zone to 6 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 destroyer moved from 35 Sea Zone to 36 Sea Zone
1 transport moved from 20 Sea Zone to 37 Sea Zone
2 battleships, 3 carriers, 2 cruisers, 3 destroyers and 2 submarines moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Siam to 37 Sea Zone
1 transport moved from 5 Sea Zone to 6 Sea Zone
2 infantry moved from Japan to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 19 Sea Zone
1 infantry moved from Soviet Far East to Siberia
Combat - Japanese
Battle in Central Mongolia
Japanese attack with 1 artillery, 3 fighters, 2 infantry and 3 tactical_bombers
Russians defend with 4 infantry
Japanese win, taking Central Mongolia from Russians with 1 artillery, 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Russians: 4 infantry
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 5 fighters, 3 infantry and 4 tactical_bombers
Chinese defend with 11 infantry
Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is -7
Casualties for Japanese: 2 fighters, 3 infantry and 1 tactical_bomber
Casualties for Chinese: 11 infantry
Non Combat Move - Japanese
2 fighters and 2 tactical_bombers moved from Yunnan to 37 Sea Zone
1 aaGun and 1 infantry moved from Kiangsi to Kwangsi
1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
2 bombers moved from Yunnan to Kwangsi
1 artillery and 3 infantry moved from 19 Sea Zone to Kiangsu
3 fighters and 3 tactical_bombers moved from Central Mongolia to Anhwe
2 fighters and 1 tactical_bomber moved from Manchuria to Kwangsi
Place Units - Japanese
2 armour and 1 mech_infantry placed in Kiangsu
3 mech_infantrys placed in Shantung
1 carrier placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 36 PUs; end with 36 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 46 PUs
Stacking in Amur will lead to exactly this. It’s a good idea to concentrate them in Buryatia, or Sakha where Japan can’t touch them. Then you can wait until Japan moves most of its forces away, and move back again, threatening a 1-2 combo with Russia and the US. Or moving in the Russian stack when the US takes Korea.
OR, you can slowly march them straight to Moscow, as Russia will lose in a 1 vs 1 fight with Germany. That extra 20 hits can really help them last a lot longer sometimes.
Alternatively, stacking in Amur can be used to lure your opponent to go after Russia as Japan instead of setting up for a J2 or J3 around India or the DEI. I’m pretty well locked into pushing into the mainland now. My income won’t grow as fast as declaring war on J2 or J3, but I want to keep the US out of the war if I’m going to take London. having the US in the game on US2 can hurt Germany a bit.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after successful research.
Americans discover Super subs
Activate Technology - Americans
Americans activating Super subs
Purchase Units - Americans
Americans buy 8 submarines; Remaining resources: 3 PUs; 0 techTokens;
Combat Move - Americans
Non Combat Move - Americans
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
1 destroyer and 1 submarine moved from 35 Sea Zone to 23 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 31 Sea Zone to 26 Sea Zone
1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
3 mech_infantrys moved from Central United States to 101 Sea Zone
1 armour moved from Central United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
1 infantry moved from Eastern United States to 101 Sea Zone
1 infantry moved from Central United States to 101 Sea Zone
1 armour, 1 artillery, 1 cruiser, 2 infantry, 3 mech_infantrys and 5 transports moved from 101 Sea Zone to 28 Sea Zone
1 fighter moved from Eastern United States to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Wake Island
Place Units - Americans
3 submarines placed in 10 Sea Zone
3 submarines placed in 101 Sea Zone
2 submarines placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 52 PUs; end with 55 PUs total
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
Non Combat Move - Chinese
3 infantry moved from Shensi to Szechwan
Place Units - Chinese
5 infantry placed in Szechwan
Turn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total
Don’t forget to post the UK turn :-D
inwork ;)
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Combat Move - British
1 bomber and 1 fighter moved from United Kingdom to 112 Sea Zone
1 cruiser moved from 96 Sea Zone to 93 Sea Zone
1 fighter moved from Malta to 92 Sea Zone
1 fighter moved from 97 Sea Zone to Alexandria
1 tactical_bomber moved from 97 Sea Zone to Alexandria
1 carrier moved from 97 Sea Zone to 93 Sea Zone
1 cruiser moved from 97 Sea Zone to 93 Sea Zone
1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to Alexandria
Combat - British
Scramble in SZ112?
yes please, 2 fighters and 1 tac.
Do you know about the battle calculator? It’s on the territory tab. You can adjust the forces will be for both sides in a simulated battle, and it will tell you your odds of winning, how many units on average you’ll have left over, etc. That way it’s easier to tell than just eyeballing it if an attack is a good idea or not.
But even without the calculator, this 2 units vs 4 units is not a very good idea. :wink:
Yeah…I’m aware of it - I just keep forgetting about the scramble option :/ #FML