@koala I messed my maths up in the purchase phase and over repaired london. Changed 1 ipc of damage back which enabled the 3rd inf in egypt.
also forgot the us walk in to french guiana, also edited in.
Pejon_88 (X) vs. The Shrike (L + 12) BM3
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TripleA Turn Summary: Americans round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - Americans Americans buy 5 bombers, 1 destroyer and 1 infantry; Remaining resources: 0 PUs; Combat Move - Americans 2 bombers moved from Iwo Jima to Japan 2 carriers, 2 destroyers and 1 fighter moved from 26 Sea Zone to 6 Sea Zone 3 fighters moved from Iwo Jima to 6 Sea Zone 1 battleship, 3 carriers, 2 cruisers, 5 fighters, 1 marine, 1 tactical_bomber and 2 transports moved from 33 Sea Zone to 6 Sea Zone Americans take 22 Sea Zone from Japanese 4 bombers moved from Western United States to 6 Sea Zone 2 artilleries, 1 infantry and 1 marine moved from Eastern United States to 101 Sea Zone 2 artilleries, 1 infantry, 1 marine and 2 transports moved from 101 Sea Zone to 91 Sea Zone 2 artilleries, 1 infantry and 1 marine moved from 91 Sea Zone to Morocco 1 carrier, 1 cruiser, 1 fighter, 1 tactical_bomber and 3 transports moved from 96 Sea Zone to 92 Sea Zone 1 destroyer moved from 91 Sea Zone to 104 Sea Zone Combat - Americans Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 0 hits. Rolls: 3,3 Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 0 hits. Rolls: 3 Kamikaze Suicide Attack attacks 1 destroyer owned by the Americans scoring 1 hits. Rolls: 2 Kamikaze Suicide Attack attacks 1 cruiser owned by the Americans scoring 2 hits. Rolls: 1,2 Strategic bombing raid in Japan AA fire in Japan : 0/2 hits, 0.33 expected hits Bombing raid in Japan rolls: 5,4 and causes: 9 damage to unit: factory_major Bombing raid in Japan causes 9 damage total. Battle in Morocco Battle in 6 Sea Zone Americans attack with 1 battleship, 4 bombers, 5 carriers, 1 cruiser, 1 destroyer, 9 fighters, 1 tactical_bomber and 2 transports; ANZAC loiter and taunt with 1 marine Japanese defend with 2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 7 fighters, 2 submarines, 4 tactical_bombers and 3 transports Americans roll dice for 1 battleship, 4 bombers, 5 carriers, 1 cruiser, 1 destroyer, 9 fighters, 1 tactical_bomber and 2 transports in 6 Sea Zone, round 2 : 9/17 hits, 9.33 expected hits Units damaged: 4 carriers owned by the Japanese and 2 battleships owned by the Japanese Japanese roll dice for 2 submarines in 6 Sea Zone, round 2 : 0/2 hits, 0.33 expected hits Japanese roll dice for 2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 7 fighters, 4 tactical_bombers and 3 transports in 6 Sea Zone, round 2 : 7/20 hits, 10.67 expected hits Units damaged: 5 carriers owned by the Americans and 1 battleship owned by the Americans 1 destroyer owned by the Americans, 1 destroyer owned by the Japanese and 2 submarines owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 battleship, 4 bombers, 5 carriers, 1 cruiser, 9 fighters, 1 tactical_bomber and 2 transports in 6 Sea Zone, round 3 : 9/16 hits, 9.00 expected hits Japanese roll dice for 2 battleships, 4 carriers, 2 cruisers, 7 fighters, 4 tactical_bombers and 3 transports in 6 Sea Zone, round 3 : 10/19 hits, 10.33 expected hits 4 tactical_bombers owned by the Japanese, 4 carriers owned by the Japanese, 5 carriers owned by the Americans, 5 fighters owned by the Americans and 1 cruiser owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 battleship, 4 bombers, 1 cruiser, 4 fighters, 1 tactical_bomber and 2 transports in 6 Sea Zone, round 4 : 8/11 hits, 6.50 expected hits Japanese roll dice for 2 battleships, 1 cruiser, 7 fighters and 3 transports in 6 Sea Zone, round 4 : 9/10 hits, 6.50 expected hits 7 fighters owned by the Japanese, 1 cruiser owned by the Americans, 1 tactical_bomber owned by the Americans, 4 fighters owned by the Americans, 3 bombers owned by the Americans and 1 cruiser owned by the Japanese lost in 6 Sea Zone Americans roll dice for 1 battleship, 1 bomber and 2 transports in 6 Sea Zone, round 5 : 2/2 hits, 1.33 expected hits Japanese roll dice for 2 battleships and 3 transports in 6 Sea Zone, round 5 : 1/2 hits, 1.33 expected hits 2 battleships owned by the Japanese and 1 bomber owned by the Americans lost in 6 Sea Zone 3 transports owned by the Japanese lost in 6 Sea Zone Americans win, taking Morocco from Italians, taking 6 Sea Zone from Japanese with 1 battleship and 2 transports remaining. Battle score for attacker is 34 Casualties for Americans: 4 bombers, 5 carriers, 1 cruiser, 1 destroyer, 9 fighters and 1 tactical_bomber Casualties for Japanese: 2 battleships, 4 carriers, 2 cruisers, 1 destroyer, 7 fighters, 2 submarines, 4 tactical_bombers and 3 transports Cleaning up after air battles Non Combat Move - Americans 2 bombers moved from Japan to Iwo Jima Place Units - Americans 1 destroyer placed in 10 Sea Zone 5 bombers placed in Western United States 1 infantry placed in Eastern United States Turn Complete - Americans Americans collect 52 PUs; end with 52 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
Combat Hit Differential Summary :
AA fire in Japan : : -0.33 Americans : 1.83 Japanese : -2.17
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TripleA Turn Summary: Chinese round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy nothing; Remaining resources: 3 PUs; Combat Move - Chinese Trigger Chinese Guerilla Yunnan: Chinese has 1 infantry placed in Yunnan Combat - Chinese Chinese creates battle in territory Yunnan Non Combat Move - Chinese Turn Complete - Chinese Chinese collect 1 PU; end with 4 PUs
Combat Hit Differential Summary :
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TripleA Turn Summary: UK_Pacific round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - British British buy 1 artillery, 3 fighters and 2 infantry; Remaining resources: 2 PUs; Purchase Units - UK_Pacific UK_Pacific buy 2 infantry; Remaining resources: 0 PUs; Combat Move - British 5 infantry and 1 mech_infantry moved from United Kingdom to Scotland 1 armour, 1 artillery, 2 infantry and 1 marine moved from Egypt to 98 Sea Zone 1 armour, 1 artillery, 1 carrier, 1 cruiser, 1 destroyer, 2 fighters, 2 infantry, 1 marine and 2 transports moved from 98 Sea Zone to 93 Sea Zone 1 armour, 1 artillery, 2 infantry and 1 marine moved from 93 Sea Zone to Southern France Combat - British Battle in Southern France Battle in Scotland British attack with 5 infantry and 1 mech_infantry Germans defend with 1 airfield, 1 artillery and 1 infantry British roll dice for 5 infantry and 1 mech_infantry in Scotland, round 2 : 1/6 hits, 1.00 expected hits Germans roll dice for 1 artillery and 1 infantry in Scotland, round 2 : 1/2 hits, 0.67 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Scotland British roll dice for 4 infantry and 1 mech_infantry in Scotland, round 3 : 2/5 hits, 0.83 expected hits Germans roll dice for 1 artillery in Scotland, round 3 : 0/1 hits, 0.33 expected hits 1 artillery owned by the Germans lost in Scotland British win, taking Southern France from Italians, taking Scotland from Germans with 4 infantry and 1 mech_infantry remaining. Battle score for attacker is 4 Casualties for British: 1 infantry Casualties for Germans: 1 artillery and 1 infantry Non Combat Move - British 3 aaGuns, 3 fighters, 11 infantry and 1 tactical_bomber moved from India to West India 3 infantry moved from Eastern Persia to West India 3 artilleries and 3 infantry moved from Persia to Northwest Persia 1 artillery moved from Persia to Eastern Persia 1 fighter moved from Egypt to Persia 1 infantry moved from Alexandria to Tobruk 1 infantry moved from Alexandria to Egypt Place Units - British 1 artillery and 2 infantry placed in Egypt 1 fighter placed in United Kingdom 2 fighters placed in Persia Turn Complete - British British collect 36 PUs; end with 38 PUs Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 41 PUs Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 44 PUs Place Units - UK_Pacific 2 infantry placed in India Turn Complete - UK_Pacific Total Cost from Convoy Blockades: 3 Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 2,2 UK_Pacific collect 2 PUs (3 lost to blockades); end with 2 PUs Some Units in India change ownership: 2 infantry
Combat Hit Differential Summary :
Germans : 0.00 British : 1.17
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WOW, that battle :o :)
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TripleA Turn Summary: Italians round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - Italians Italians buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs; Combat Move - Italians 2 mech_infantrys moved from Ukraine to Rostov 1 bomber moved from Southern Italy to Rostov Combat - Italians Battle in Rostov Italians attack with 1 bomber and 2 mech_infantrys Russians defend with 1 mech_infantry Italians roll dice for 1 bomber and 2 mech_infantrys in Rostov, round 2 : 0/3 hits, 1,00 expected hits Russians roll dice for 1 mech_infantry in Rostov, round 2 : 1/1 hits, 0,33 expected hits 1 mech_infantry owned by the Italians lost in Rostov Italians roll dice for 1 bomber and 1 mech_infantry in Rostov, round 3 : 1/2 hits, 0,83 expected hits Russians roll dice for 1 mech_infantry in Rostov, round 3 : 1/1 hits, 0,33 expected hits 1 mech_infantry owned by the Russians and 1 mech_infantry owned by the Italians lost in Rostov Italians win with 1 bomber remaining. Battle score for attacker is -4 Casualties for Italians: 2 mech_infantrys Casualties for Russians: 1 mech_infantry Non Combat Move - Italians 4 mech_infantrys moved from Romania to Ukraine 1 bomber moved from Rostov to Slovakia Hungary 1 submarine moved from 95 Sea Zone to 97 Sea Zone Place Units - Italians 2 artilleries placed in Northern Italy 3 infantry placed in Southern Italy Turn Complete - Italians Italians collect 13 PUs; end with 13 PUs Turning on Edit Mode EDIT: Removing units owned by Italians from 97 Sea Zone: 1 submarine EDIT: Adding units owned by Italians to 95 Sea Zone: 1 submarine EDIT: Adding units owned by Italians to 98 Sea Zone: 1 submarine EDIT: Removing units owned by Italians from 95 Sea Zone: 1 submarine EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Italians : -0,83 Russians : 1,33
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@Pejon_88 said in Pejon_88 (X) vs. The Shrike (L + 12) BM3:
WOW, that battle :o :)
Yeah; I didn’t run the calculator so I’m not sure what was likely to happen but; total bloodbath.
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I seem to have had the edge if you look at the calculator below. I honestly thought I was totally in the clear and did not count either. Did not think of your 4 bombers from US though!
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I lucked out! It won’t save me though. My play has been confused. My last Allied effort I overcommitted the US to EUR; but this game I think I’ve balanced too much. I’ve never tried a pure KJF; which I may do my next time out as Allies. As Axis I can never seem to take Moscow whereas when I’m the Allies I can never seem to keep it lol. Not sure what I’m doing wrong but I keep losing games. Japan is a juggernaut, and you can replace your fleet faster than the US can. I’ll stick around for a few more rounds; maybe I’ll get lucky again in Moscow. But you have the edge for sure!
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Yes, I believe axis will win when Japan takes Hawaii and Calcutta right? I have only played with friends before in a live setting and we never go for the victory cities. Someone usually gives in after awhile.
I agree that Allies are hard and especially where to put your money each round as US. As far as I know Allies need to work together more. Usually when I play them it looks like this game with every country for themselves (and then I lose hehe). US needs to land fighters in Calcutta and such. My friend said that the best transport killer is ANZAC fighters on US carriers.
If you like we can swap teams after this game?
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Sure, happy to rematch. Where does he station the US carriers; Caroline’s?
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It’s more a matter of gaining extra movement spaces. If the carrier moves 2-3 spaces on the US turn and then on ANZAC’s turn you take-off from the carrier with the fighter you have practically gained an extra 2-3 movement spaces and can surprise Japan :)
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@TheShrike But we finish this game first, right?
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Yes, I am not conceding yet. We will see what happens in Moscow, and whether I can protect Sydney and Honolulu.
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TripleA Move Summary: ANZAC round 7
TripleA Move Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - ANZAC ANZAC buy 1 fighter and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC 1 marine moved from 6 Sea Zone to Korea
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TripleA Turn Summary: ANZAC round 7
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Purchase Units - ANZAC ANZAC buy 1 fighter and 2 infantry; Remaining resources: 0 PUs; Combat Move - ANZAC 1 marine moved from 6 Sea Zone to Korea Combat - ANZAC Japanese scrambles 1 units out of Japan to defend against the attack in 6 Sea Zone Battle in Korea Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Non Combat Move - ANZAC 1 submarine moved from 62 Sea Zone to 42 Sea Zone 1 destroyer moved from 33 Sea Zone to 36 Sea Zone 1 destroyer moved from 33 Sea Zone to 43 Sea Zone 1 fighter moved from New South Wales to Queensland Place Units - ANZAC 1 fighter and 2 infantry placed in New South Wales Turn Complete - ANZAC ANZAC collect 13 PUs; end with 13 PUs Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 16 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 19 PUs
Combat Hit Differential Summary :
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TripleA Manual Gamesave Post: French round 7
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 7 Combat Move - French Combat - French Non Combat Move - French 1 infantry moved from Iraq to Northwest Persia 1 infantry moved from Egypt to Trans-Jordan Turn Complete - French
Combat Hit Differential Summary :
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So, I actually reloaded the game to make sure I hadn’t forgotten to select a scramble for you in reference to the ANZAC invasion of Korea; because it didn’t scramble the Tactical Bomber and I thought I didn’t select it. Then it did the same thing again. I selected your TacB to intercept the amphibious landing and the screen like, flashed, and then no battle occurred between it and the BB. Is that because TacB’s can’t intercept alone? Or did it glitch because you ought to have about a 33% chance at sinking the BB and stopping the invasion.
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@TheShrike Sorry to butt in again, but as I understand it only the ANZAC marine was in combat as it is the ANZAC turn, not the US battleship therefore the japanese plane couldn’t scramble. You’ve found an interesting loophole!
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@wizmark said in Pejon_88 (X) vs. The Shrike (L + 12) BM3:
@TheShrike Sorry to butt in again, but as I understand it only the ANZAC marine was in combat as it is the ANZAC turn, not the US battleship therefore the japanese plane couldn’t scramble. You’ve found an interesting loophole!
Interesting! Absolutely accidental; as a veteran of a few games with me, you know I’m no strategic genius…
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@TheShrike Haha that is interesting. It seems to have worked out now at least. Thank you @wizmark for your feeback.