no scrambles
18L axis-dominion (+4 axis) vs simon bm3
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 6
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 destroyer, 3 fighters, 7 infantry, 1 submarine and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Germans
15 armour, 3 artilleries, 19 infantry and 13 mech_infantrys moved from Ukraine to Rostov
1 armour moved from Urals to Nenetsia
Germans take Nenetsia from Russians
1 armour moved from Nenetsia to ArchangelCombat - Germans
Battle in Rostov
Germans attack with 15 armour, 3 artilleries, 19 infantry and 13 mech_infantrys
Russians defend with 2 infantry
Germans roll dice for 15 armour, 3 artilleries, 19 infantry and 13 mech_infantrys in Rostov, round 2 : 14/50 hits, 14.33 expected hits
Russians roll dice for 2 infantry in Rostov, round 2 : 1/2 hits, 0.67 expected hits
2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Rostov
Germans win, taking Rostov from Russians with 15 armour, 3 artilleries, 18 infantry and 13 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantryNon Combat Move - Germans
3 aaGuns moved from Ukraine to Rostov
1 mech_infantry moved from Bessarabia to Rostov
1 armour and 1 mech_infantry moved from Romania to Bessarabia
1 mech_infantry moved from Poland to Bessarabia
3 mech_infantrys moved from Germany to Eastern Poland
1 mech_infantry moved from Urals to Archangel
2 artilleries and 1 mech_infantry moved from Novgorod to Archangel
1 infantry moved from Belarus to Archangel
1 aaGun and 3 infantry moved from Southern France to Normandy Bordeaux
1 infantry moved from Algeria to 92 Sea Zone
1 infantry and 2 transports moved from 92 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 marine moved from Gibraltar to 92 Sea Zone
1 battleship, 2 carriers, 1 destroyer, 1 fighter and 1 marine moved from 92 Sea Zone to 110 Sea Zone
1 marine moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from Gibraltar to Egypt
1 infantry moved from Syria to 99 Sea Zone
1 aaGun, 1 cruiser, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Egypt
2 artilleries moved from Trans-Jordan to Egypt
1 fighter moved from Gibraltar to 110 Sea Zone
1 fighter moved from Western Germany to 110 Sea Zone
1 tactical_bomber moved from Gibraltar to 110 Sea Zone
3 tactical_bombers moved from Gibraltar to Western Germany
1 bomber moved from Southern Italy to Western GermanyPlace Units - Germans
1 destroyer and 1 submarine placed in 110 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Germans from 110 Sea Zone: 1 tactical_bomber
EDIT: Adding units owned by Germans to Western Germany: 1 tactical_bomber
EDIT: Turning off Edit Mode
1 fighter placed in 110 Sea Zone
2 fighters and 1 tactical_bomber placed in Western Germany
3 infantry placed in Ukraine
3 infantry placed in Novgorod
1 infantry placed in GreeceTurn Complete - Germans
Germans collect 59 PUs; end with 59 PUs
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 71 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 76 PUsCombat Hit Differential Summary :
Germans : -0.33
Russians : 0.33 -
very odd that you’d place your entire allied pac fleet in full striking range…
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 6
Purchase Units - Russians
Russians buy 10 infantry; Remaining resources: 2 PUs;Politics - Russians
Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Russians
2 infantry moved from Buyant-Uhaa to Chahar
1 mech_infantry moved from Hopei to ChaharCombat - Russians
Battle in Chahar
Russians attack with 2 infantry and 1 mech_infantry
Japanese defend with 1 infantry
Russians roll dice for 2 infantry and 1 mech_infantry in Chahar, round 2 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits
Russians roll dice for 2 infantry and 1 mech_infantry in Chahar, round 3 : 0/3 hits, 0.50 expected hits
Japanese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits, 0.33 expected hits
Russians roll dice for 2 infantry and 1 mech_infantry in Chahar, round 4 : 1/3 hits, 0.50 expected hits
Japanese roll dice for 1 infantry in Chahar, round 4 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Japanese lost in Chahar
Russians win, taking Chahar from Japanese with 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to RussiansNon Combat Move - Russians
2 infantry moved from Sikang to Kazakhstan
1 armour moved from Sikang to Samara
1 infantry moved from Volgograd to Tambov
1 infantry moved from Volgograd to Samara
2 fighters and 1 tactical_bomber moved from Sikang to Russia
4 aaGuns, 1 artillery and 59 infantry moved from Bryansk to Russia
1 artillery and 6 infantry moved from Smolensk to Russia
1 infantry moved from Vologda to Russia
2 infantry moved from Olgiy to Timguska
1 infantry moved from Dzavhan to Olgiy
1 infantry moved from Ulaanbaatar to Central MongoliaPlace Units - Russians
10 infantry placed in RussiaTurn Complete - Russians
Russians collect 22 PUs; end with 24 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 27 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 29 PUsCombat Hit Differential Summary :
Russians : -0.50
Japanese : -1.00 -
very odd that you’d place your entire allied pac fleet in full striking range…
I may have miscalculated again but I thought I had enough. I suppose I’m about to find out.
Full scramble.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 3 carriers, 3 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 6 SuicideAttackTokens;Combat Move - Japanese
1 battleship, 2 carriers, 2 cruisers and 1 destroyer moved from 37 Sea Zone to 35 Sea Zone
2 fighters moved from 41 Sea Zone to 35 Sea Zone
2 fighters and 1 tactical_bomber moved from 37 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from French Indo China to 35 Sea Zone
4 tactical_bombers moved from Shantung to 35 Sea Zone
3 tactical_bombers moved from Manchuria to 35 Sea Zone
2 bombers moved from Manchuria to 35 Sea Zone
1 infantry moved from Malaya to Shan State
Japanese take Shan State from UK_Pacific
1 artillery moved from Amur to Buryatia
Japanese take Buryatia from Russians
1 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
3 fighters moved from Manchuria to 35 Sea Zone
4 fighters moved from Shantung to Kwangsi
1 infantry moved from French Indo China to KwangsiCombat - Japanese
Americans scrambles 2 units out of Philippines to defend against the attack in 35 Sea Zone
Battle in Kwangsi
Japanese attack with 4 fighters and 1 infantry
Chinese defend with 1 airfield and 1 infantry
Japanese roll dice for 4 fighters and 1 infantry in Kwangsi, round 2 : 1/5 hits, 2.17 expected hits
Chinese roll dice for 1 infantry in Kwangsi, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Chinese lost in Kwangsi
Japanese win, taking Kwangsi from Chinese with 4 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 35 Sea Zone
Japanese attack with 1 battleship, 2 bombers, 2 carriers, 2 cruisers, 1 destroyer, 8 fighters and 9 tactical_bombers
British defend with 1 fighter; Americans defend with 1 battleship, 2 carriers, 3 cruisers, 2 destroyers, 4 fighters, 1 submarine and 2 transports; ANZAC defend with 1 cruiser, 1 destroyer, 1 fighter and 1 transport
Japanese roll dice for 1 battleship, 2 bombers, 2 carriers, 2 cruisers, 1 destroyer, 8 fighters and 9 tactical_bombers in 35 Sea Zone, round 2 : 16/23 hits, 13.17 expected hits
Units damaged: 1 battleship owned by the Americans
Americans roll dice for 1 submarine in 35 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Americans roll dice for 1 battleship, 2 carriers, 4 cruisers, 3 destroyers, 6 fighters and 3 transports in 35 Sea Zone, round 2 : 8/16 hits, 8.33 expected hits
Units damaged: 1 battleship owned by the Japanese
2 tactical_bombers owned by the Japanese, 2 fighters owned by the Japanese, 1 submarine owned by the Americans, 3 cruisers owned by the Americans, 1 cruiser owned by the ANZAC, 2 destroyers owned by the Americans, 1 destroyer owned by the ANZAC, 1 carrier owned by the Japanese, 1 destroyer owned by the Japanese, 2 carriers owned by the Americans and 3 fighters owned by the Americans lost in 35 Sea Zone
Japanese roll dice for 1 battleship, 2 bombers, 1 carrier, 2 cruisers, 6 fighters and 7 tactical_bombers in 35 Sea Zone, round 3 : 10/18 hits, 10.50 expected hits
Americans roll dice for 1 battleship, 3 fighters and 3 transports in 35 Sea Zone, round 3 : 4/4 hits, 2.67 expected hits
3 tactical_bombers owned by the Japanese, 1 fighter owned by the Japanese, 1 fighter owned by the ANZAC, 1 transport owned by the ANZAC, 1 fighter owned by the Americans, 2 transports owned by the Americans, 1 fighter owned by the British and 1 battleship owned by the Americans lost in 35 Sea Zone
Japanese win with 1 battleship, 2 bombers, 1 carrier, 2 cruisers, 5 fighters and 4 tactical_bombers remaining. Battle score for attacker is 102
Casualties for Japanese: 1 carrier, 1 destroyer, 3 fighters and 5 tactical_bombers
Casualties for ANZAC: 1 cruiser, 1 destroyer, 1 fighter and 1 transport
Casualties for Americans: 1 battleship, 2 carriers, 3 cruisers, 2 destroyers, 4 fighters, 1 submarine and 2 transports
Casualties for British: 1 fighterNon Combat Move - Japanese
1 battleship, 1 carrier, 1 destroyer and 1 submarine moved from 41 Sea Zone to 36 Sea Zone
4 tactical_bombers moved from 35 Sea Zone to 36 Sea Zone
3 fighters moved from 35 Sea Zone to 36 Sea Zone
2 artilleries, 1 infantry and 1 marine moved from Malaya to 37 Sea Zone
2 artilleries, 1 infantry, 1 marine and 6 transports moved from 37 Sea Zone to 36 Sea Zone
2 artilleries, 1 infantry and 1 marine moved from 36 Sea Zone to French Indo China
2 bombers moved from 35 Sea Zone to French Indo China
1 infantry moved from Manchuria to Amur
1 infantry moved from Manchuria to Amur
1 infantry moved from Shantung to Anhwe
1 infantry moved from Kiangsu to Kiangsi
1 infantry moved from Shantung to Jehol
1 aaGun and 1 infantry moved from Manchuria to Jehol
1 infantry moved from Shantung to Jehol
1 infantry moved from Shantung to Kiangsu
3 fighters moved from Kwangsi to French Indo China
1 fighter moved from Kwangsi to French Indo China
1 fighter moved from Japan to 36 Sea Zone
1 submarine moved from 5 Sea Zone to 6 Sea ZonePlace Units - Japanese
3 carriers placed in 36 Sea Zone
1 infantry and 2 mech_infantrys placed in Manchuria
2 infantry placed in ShantungTurn Complete - Japanese
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 1,6,3,2
Japanese collect 50 PUs (6 lost to blockades); end with 50 PUs
Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 53 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 58 PUsCombat Hit Differential Summary :
Americans : 0.83
Chinese : -0.33
Japanese : 1.17 -
I don’t reckon I counted mobilising 3CVs in SZ36 for that battle in SZ35.
I estimate Moscow will fall in about 4 turns. Pacific victory would be maybe 5-7. I cannot see how I can stop either, let alone both.
You’ve thought I’ve gotten too easily discouraged in the past so I thought I’d ask for feedback before I conceded.
I’m not sure how to handle the G1 CV buy. Perhaps the best move is indeed to put down 5 subs + 1DD US1 in SZ101. That should at least deter the J2 DOW but you didn’t do that anyway. So there needs to be some modification to allow for that. I’ve noticed that in BM if the Allies don’t get into the Med, Axis victory usually becomes inevitable.
It’s difficult when Egypt falls early. Good move getting that. If I’d kept a few more planes UK1 I’m sure you would have handled it differently. Persia can’t really last more than another 3 turns I’d say.
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I felt you were having a pretty decent game, obviously in the pac that is, since you were putting Japan under a good amount of pressure. at least until the blunder.
I agree with you tho, once you concede Egypt or gib, or worse, BOTH! then it becomes very difficult to make a come back in Europe. it’s like a free ride for the euro axis at that point. my experience is proving that, in bm especially, losing Egypt against a good axis player becomes just about fatal. losing gib is almost as bad, as Adam has proven to me many times. so yes, I understand your dilemma here very much. trying to keep both safe can be a challenge, and usually takes a lot away from pressuring Japan, especially in the early game.
I’ve noticed over and over again in bm: once italy takes off, you can just about forget about it. for the simple reason that, BIG italy = small UK, and the more UK shrinks, the more the US has to step in to try to bail things out…and then guess what goes to shit quickly? yep you guessed it, the pac/asia becomes very submissive to the demands of Japan. then it becomes so hard to try to catch up there. so there’s a big cascade effect.
this is proving itself out yet again in my semifinals game vs Juan. I lost Egypt early on, and altho I was able to recover it and finally bring italy down to a manageable level, the damage has already been done. cuz now the germans have made their usual circle around, to happily find a much weaker allied presence due to the struggle of trying to regain a fallen Egypt (I had a lot of bad luck early on too, which only exacerbated the problem) and since US had to step in harder to bail UK out, Japan has had its way.
anyway, what would you like to do here?
I don’t reckon I counted mobilising 3CVs in SZ36 for that battle in SZ35.
I estimate Moscow will fall in about 4 turns. Pacific victory would be maybe 5-7. I cannot see how I can stop either, let alone both.
You’ve thought I’ve gotten too easily discouraged in the past so I thought I’d ask for feedback before I conceded.
I’m not sure how to handle the G1 CV buy. Perhaps the best move is indeed to put down 5 subs + 1DD US1 in SZ101. That should at least deter the J2 DOW but you didn’t do that anyway. So there needs to be some modification to allow for that. I’ve noticed that in BM if the Allies don’t get into the Med, Axis victory usually becomes inevitable.
It’s difficult when Egypt falls early. Good move getting that. If I’d kept a few more planes UK1 I’m sure you would have handled it differently. Persia can’t really last more than another 3 turns I’d say.
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I’m going to concede this one. Thanks for the game.
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I’m going to concede this one. Thanks for the game.
ok gg!
we should play again. what side and bid do you want?
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I think economic victory for the axis was pretty inevitable anyway in this one.
You’ve beaten me four times now. Thought I had you the second time, but I don’t think another victory can count.
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I think economic victory for the axis was pretty inevitable anyway in this one.
You’ve beaten me four times now. Thought I had you the second time, but I don’t think another victory can count.
ok no problem, maybe later this session if we accumulate more games and you’re ready for another, just let me know.