@SS-GEN
Pics and winner list
http://www.headlesshorseman2.com/gen-con.html
@SS-GEN
Pics and winner list
http://www.headlesshorseman2.com/gen-con.html
@seancb said in The cheezy retreat from Yugoslavia to Romania on G2:
if you all think this is a good thing go ahead. we dont allow cheeze in our games. the maximum movement they have is 2. I certainly wish a new “official” rule addendum would fix this. we just dont allow crap like that
as such i choose not to play with folks that think this kind of stuff is OK
It is a valid tactic since Classic. There won’t be any official rule addendum coming. And I dont agree with your assertion that people playing by the actual rules are somehow cheating or playing unfairly.
@taamvan said in Gen Con 2019 (Aug. 1-4):
Zombie First Day are sold out I bought in Friday 1400H. 4 day Badges are likely to sell out as the total attendee cap has been reached as a practical matter ~62000
Yeah, they sold out 2 years ago too. I got the “near sellout” email from gencon.
I hope to see many of you at Gencon.
Perhaps at Gencon then. Hope there is one.
Triple A has had time to work out bugs/kinks, as well as having all game versions.
To me, the # of games available + the AI are most important.
London is toast is this scenario. The allies are toast too, because after the Germans do drop transports the Japanese will take the mic you built for them. The USA will have to try to save London which is great for the Japanese.
I’m not saying a middle earth strategy cant work but this is far too aggressive. And you are not utilizing the infrastructure you already have in SA which you can transport up to the middle east.
I’m not a fan of sea lion but I would happily do so if I saw you making those purchases.
@thedesertfox said in UK Strategy -"Middle Earth":
Pretty much. I dont think it gets simpler than that. Either Axis power has the ability to make the US pay consequentially for choosing one side of the board over the other.
I stated earlier that having assumed Japan takes Calcutta as well as the other cities of course, all that’s left is taking Honolulu or Sydney to which the Americans by GHG’s standard will have been building mostly everything in the Atlantic. yes I know he says to also shuck units back and forward into Hawaii but that’s what the Pearl Harbor attack is for.
You don’t even need to attack. Just build for a J2 attack and stack everything in Carolines that can reach. USA cant stack Hawaii because they will get destroyed. If USA doesnt build in the Pacific they get destroyed J2 or J3.
Just eliminate this whole floating bridge stuff right from the get go.
@jonahawesome said in Global war 1940:
I just started playing Axis and allies 1940 with 6 peoples . Where do I start implementing the more complicated rules of the game and house rules after we got the basics down like phases/ fighting units
I would avoid making any house rules until your group is familiar with the base game and how it plays.
@andrewaagamer said in Axis are underpowered.:
I would agree if the US is not fighting in the Atlantic with anything more than a token force AND there is only a $20 range bid that the Med is up for grabs.
My question is, for OOB, why in the world would anyone accept a $20 range bid? Do these tournaments you play at GenCon have different victory conditions than normal? Are they timed games? I have heard of that but having never played at one my personal experience is nil.
So actually the current tournament uses the 1942 setup, so that all countries start at war. Due to the limited time frame games must end at 10 hrs or so.
But before that setup people played with a bid in the 20s. You do not have time to take 30 minutes to run simulations on the best moves. You cannot use online battle calculators. You need to know what to do beforehand and play more with your gut then an odds calculation. As the games are at risk of mistakes, you really dont need a 60 bid. Moreover, bids are not limited to one unit per territory.
With the 42 setup, the axis win if they have 125 ipc at the end of the game. No bonus income counts. If they dont, they need 6 VC in the pacific. Europe VC win isnt happening. Otherwise the allies win.
@marshmallowofwar said in Axis are underpowered.:
@squirecam said in Axis are underpowered.:
You can pressure the middle east as well if you build a german fleet to aid Italy. You dont have to play out Moscow or bust every game.
In the scenario you’re describing you’re either splitting your forces, which means Russia is on definitive seek and destroy (and possibly even pushing you back), or you’re concentrating in the north, which means there is no pressure on the Middle East until several turns after you build this second fleet.
Assuming you build your fleet in Southern France, you need several turns to build a fleet that can survive if the UK is doing alright and essentially in control of the Med. Your Med fleet depends on the Italians to survive unless you’re spending a lot of money (more not spent on ground troops). If there is any UK or US air presence, your fleet will be blown out of the water as soon as you start building it without an Italian navy or air cover (which you have to build and anchor fighters there – more forces NOT helping you in Russia).
Of course, you might be trying to move your Baltic fleet to the Med. That is several turns of concerted movement through a hostile Atlantic and you are depending on Italian control of Strait of Gibraltar.
And once again, those ships do not occupy territories – they don’t help your economy directly. They are not “boots on the ground”.
I 100% agree with you that you don’t have to “Moscow or bust” every game, but you DO need to shut down the Russian army in a way that makes it totally defensive. That takes a LOT of ground troops and planes.
@snpic said in Axis are underpowered.:
@marshmallowofwar thank you for your advice, I will try it on tripleA and tell you what I think.
But I think that there’s a problem because if you take all of Russia you still need another victory city.That’s true, but it’s rarely an issue. Your practical choice for VC is now Cairo or London. If things have been going well-ish for the Axis in the Med at this point but Egypt still holds out, there’s an excellent chance that the UK player has short-changed the spending on UK defenses. NOW you can build your fleet and air force while you bolster your Western defenses and consolidate Russian territories that you haven’t been able to conquer yet. A late Sea Lion is a beautiful thing (for the Axis).
On the other hand, if Egypt can be destroyed by the forces you currently have at hand (and can produce and deliver in a timely manner), you can go for Egypt.
Marsh
I’m not necessarily concentrating anywhere. I’m going where there is opportunity. The first build is ac + fleet, either 2 transports or des + sub. Then I see what the allies do. Do they attack Taranto. What does the US do in the Pacific (as my fleet is not attacking J1 but stationed in Carolines.) Do they go all Atlantic or pacific or split. What and where does Uk build.
This provides a multitude of options. But I have southern France taken by Germany to allow for med support. I have transports for shipping to Leningrad. In short I have infrastructure purchased G1 and G2 that allow me to put pressure potentially everywhere before US is brought in J3.
The Russian territories are worth 1 or 2 to the axis except for Leningrad. The med is worth +15 to +20 for the axis if you can get four bonuses. And you can do both at the same time. Yes, you aren’t in Stalingrad G6. But you don’t need to be.
TripleA Turn Summary for game: World War II Global 1942 2nd Edition
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 1 artillery, 1 fighter, 8 infantry, 3 mech_infantrys and 2 tactical_bombers; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
5 artilleries and 8 infantry moved from Kweichow to Yunnan
1 infantry moved from Jehol to Chahar
Japanese take Chahar from Chinese
1 infantry moved from India to West India
1 infantry moved from India to West India
1 fighter and 1 tactical_bomber moved from 41 Sea Zone to West India
1 fighter moved from 41 Sea Zone to 42 Sea Zone
1 tactical_bomber moved from 41 Sea Zone to 35 Sea Zone
6 fighters and 3 tactical_bombers moved from 6 Sea Zone to 35 Sea Zone
1 artillery moved from India to West India
Combat - Japanese
Battle in 35 Sea Zone
Japanese attack with 6 fighters and 4 tactical_bombers
Americans defend with 1 transport
1 transport owned by the Americans lost in 35 Sea Zone
Japanese win with 6 fighters and 4 tactical_bombers remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in West India
Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber
Russians defend with 2 armour
Japanese roll dice for 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber in West India, round 2 : 2/5 hits, 2.00 expected hits
Russians roll dice for 2 armour in West India, round 2 : 1/2 hits, 1.00 expected hits
1 infantry owned by the Japanese lost in West India
2 armour owned by the Russians lost in West India
Japanese win, taking West India from Russians with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9
Casualties for Japanese: 1 infantry
Casualties for Russians: 2 armour
Battle in 42 Sea Zone
Japanese attack with 1 fighter
Americans defend with 1 submarine; ANZAC defend with 1 transport
1 submarine owned by the Americans submerged
1 transport owned by the ANZAC lost in 42 Sea Zone
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Non Combat Move - Japanese
1 fighter moved from 42 Sea Zone to 36 Sea Zone
1 artillery and 1 infantry moved from Sumatra to 41 Sea Zone
1 artillery, 1 battleship, 2 carriers, 1 infantry and 2 transports moved from 41 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to French Indo China
1 artillery moved from 36 Sea Zone to French Indo China
6 fighters and 4 tactical_bombers moved from 35 Sea Zone to 36 Sea Zone
1 battleship, 5 carriers, 6 destroyers and 2 submarines moved from 6 Sea Zone to 36 Sea Zone
1 tactical_bomber moved from West India to India
1 fighter moved from West India to India
Place Units - Japanese
3 infantry placed in India
3 mech_infantrys placed in Malaya
1 artillery and 1 infantry placed in French Indo China
1 fighter placed in 36 Sea Zone
4 infantry and 2 tactical_bombers placed in Japan
Turn Complete - Japanese
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 1,4
Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 5,1,5,1
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 4,5
Japanese collect 55 PUs (3 lost to blockades); end with 55 PUs
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 60 PUs
Combat Hit Differential Summary :
Japanese regular : 0.00
Russians regular : 0.00
Territory Summary for Japanese :
Shantung : 1 flag
Kwangsi : 1 flag
Kiangsu : 1 flag
Kiangsi : 1 flag
Japan : 1 aaGun, 1 airfield, 1 artillery, 1 factory_major, 1 harbour, 10 infantry and 2 tactical_bombers
Jehol : 1 flag
Manchuria : 1 flag
Yunnan : 1 flag, 5 artilleries, 9 infantry and 2 mech_infantrys
Kweichow : 1 flag
Hunan : 1 flag
Hopei : 1 flag, 1 infantry
Chahar : 1 flag, 1 infantry
Anhwe : 1 flag, 1 infantry
Gilbert Islands : 1 flag, 1 infantry
Shan State : 1 flag
Burma : 1 flag
India : 1 flag, 1 airfield, 1 artillery, 1 factory_minor, 1 fighter, 1 harbour, 9 infantry and 1 tactical_bomber
Malaya : 1 flag, 1 factory_minor, 1 harbour and 3 mech_infantrys
Borneo : 1 flag
Kwangtung : 1 flag, 1 harbour
New Britain : 1 flag, 2 infantry
New Guinea : 1 flag
Guam : 1 flag, 1 airfield
Wake Island : 1 flag, 1 airfield and 1 infantry
Midway : 1 flag, 1 airfield
French Indo China : 1 flag, 2 artilleries, 1 factory_minor and 2 infantry
Celebes : 1 flag
Dutch New Guinea : 1 flag
Sumatra : 1 flag
41 Sea Zone : 1 flag
36 Sea Zone : 2 battleships, 7 carriers, 6 destroyers, 8 fighters, 2 submarines, 4 tactical_bombers and 2 transports
62 Sea Zone : 1 flag
West India : 1 flag, 1 artillery and 1 infantry
Production/PUs Summary :
Russians : 41 / 54
Japanese : 58 / 60
Americans : 56 / 81
Chinese : 6 / 9
Germans : 42 / 52
British : 34 / 34
UK_Pacific : 0 / 0
Italians : 8 / 8
ANZAC : 14 / 15
French : 6 / 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 1942 2nd Edition
Game History
Round: 6
Purchase Units - Italians
Italians buy 1 destroyer and 1 infantry; Remaining resources: 0 PUs;
Combat Move - Italians
Non Combat Move - Italians
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 bomber moved from Slovakia Hungary to Southern Italy
1 fighter moved from Greece to Western Germany
1 fighter moved from Slovakia Hungary to Southern Italy
Place Units - Italians
1 destroyer placed in 97 Sea Zone
1 infantry placed in Southern Italy
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern France: 1 armour
EDIT: Adding units owned by Germans to Greater Southern Germany: 1 armour
EDIT: Removing units owned by Germans from Greece: 2 infantry
EDIT: Adding units owned by Germans to Bulgaria: 2 infantry
EDIT: Turning off Edit Mode
Turn Complete - Italians
Italians collect 8 PUs; end with 8 PUs
Combat Hit Differential Summary :
Territory Summary for Italians :
Southern France : 1 aaGun
Slovakia Hungary : 2 armour, 1 artillery and 4 infantry
Western Germany : 1 fighter
Northern Italy : 1 factory_major
Southern Italy : 1 airfield, 1 artillery, 1 bomber, 1 factory_minor, 2 fighters, 1 harbour, 5 infantry and 1 tactical_bomber
Greece : 1 aaGun, 1 artillery and 1 infantry
97 Sea Zone : 2 destroyers and 4 infantry
Production/PUs Summary :
Russians : 36 / 52
Japanese : 61 / 72
Americans : 56 / 81
Chinese : 7 / 9
Germans : 47 / 52
British : 34 / 34
UK_Pacific : 0 / 0
Italians : 8 / 8
ANZAC : 10 / 15
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
TripleA Manual Gamesave Post for game: World War II Global 1942 2nd Edition
Game History
Round: 6
Purchase Units - British
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern France: 1 armour
EDIT: Adding units owned by Germans to Greater Southern Germany: 1 armour
EDIT: Removing units owned by Germans from Greece: 2 infantry
EDIT: Adding units owned by Germans to Bulgaria: 2 infantry
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1942 2nd Edition
Game History
Round: 6
Purchase Units - Germans
Germans buy 4 infantry and 10 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Slovakia Hungary to Romania
1 infantry moved from Slovakia Hungary to Romania
1 infantry moved from Germany to Poland
1 infantry moved from Germany to Poland
1 tactical_bomber moved from 113 Sea Zone to Poland
5 artilleries, 2 infantry and 3 mech_infantrys moved from Germany to Slovakia Hungary
1 fighter moved from Southern Italy to Romania
1 tactical_bomber moved from 97 Sea Zone to 96 Sea Zone
1 infantry moved from Slovakia Hungary to Poland
1 bomber moved from Slovakia Hungary to Poland
Combat - Germans
Battle in 96 Sea Zone
Germans attack with 1 tactical_bomber
Americans defend with 1 transport
1 transport owned by the Americans lost in 96 Sea Zone
Germans win with 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Romania
Germans attack with 1 fighter and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 fighter and 2 infantry in Romania, round 2 : 1/3 hits, 0.83 expected hits
Russians roll dice for 1 infantry in Romania, round 2 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Russians lost in Romania
Germans win, taking Romania from Russians with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Poland
Germans attack with 1 bomber, 3 infantry and 1 tactical_bomber
Russians defend with 2 infantry
Germans roll dice for 1 bomber, 3 infantry and 1 tactical_bomber in Poland, round 2 : 2/5 hits, 1.67 expected hits
Russians roll dice for 2 infantry in Poland, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Germans lost in Poland
2 infantry owned by the Russians lost in Poland
Germans win, taking Poland from Russians with 1 bomber, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry
Non Combat Move - Germans
1 fighter moved from 113 Sea Zone to Greece
1 tactical_bomber moved from 96 Sea Zone to Southern Italy
1 fighter moved from Romania to Greece
1 infantry moved from Northern Italy to 97 Sea Zone
1 infantry moved from Northern Italy to 97 Sea Zone
1 infantry moved from Northern Italy to 97 Sea Zone
1 infantry moved from Northern Italy to 97 Sea Zone
4 infantry moved from 97 Sea Zone to Greece
1 tactical_bomber moved from Southern Italy to 97 Sea Zone
1 artillery moved from France to Southern France
1 infantry moved from France to Southern France
1 infantry moved from France to Southern France
1 tactical_bomber moved from Poland to 113 Sea Zone
1 bomber moved from Poland to Slovakia Hungary
2 armour and 8 infantry moved from Finland to Karelia
Place Units - Germans
10 mech_infantrys placed in Germany
3 infantry placed in France
1 infantry placed in Greece
Germans undo move 3.
Germans undo move 2.
4 infantry placed in Western Germany
Turn Complete - Germans
Germans collect 47 PUs; end with 47 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Combat Hit Differential Summary :
Russians regular : 0.00
Germans regular : 0.50
Territory Summary for Germans :
Cyprus : 1 flag
Normandy Bordeaux : 1 flag
Southern France : 1 flag, 1 aaGun, 1 armour, 4 artilleries, 1 harbour and 11 infantry
France : 1 flag, 1 airfield and 1 factory_minor
Slovakia Hungary : 2 aaGuns, 8 armour, 7 artilleries, 1 bomber, 9 infantry and 9 mech_infantrys
Western Germany : 1 airfield, 1 factory_major, 1 harbour and 4 infantry
Romania : 2 infantry
Poland : 2 infantry
Germany : 1 factory_major and 10 mech_infantrys
Karelia : 1 flag, 2 armour and 9 infantry
Vyborg : 1 flag
113 Sea Zone : 1 carrier, 1 cruiser, 1 tactical_bomber and 1 transport
Bulgaria : 1 flag
Greece : 1 flag, 1 airfield, 3 artilleries, 1 factory_minor, 2 fighters and 11 infantry
97 Sea Zone : 1 carrier, 1 fighter, 1 tactical_bomber and 2 transports
Yugoslavia : 1 flag
Finland : 1 flag
Production/PUs Summary :
Russians : 36 / 52
Japanese : 61 / 72
Americans : 56 / 81
Chinese : 7 / 9
Germans : 47 / 52
British : 34 / 34
UK_Pacific : 0 / 0
Italians : 8 / 11
ANZAC : 10 / 15
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
@Witt said in Squirecam Witt G42 (Axis +6):
@squirecam bas***d!
Was expected . You did well, eliminating my Convoy potential.
Excited to see what your SZ6 move, means for the Pacific. My go will be be in 2-4 Hours now .
I am enjoying the speedI which we are playing.
See this right here is why I initially would have taken the 60% odds a few turns ago attacking the us fleet. Try to prevent all the convoy back and forth.
@squirecam said in Squirecam Witt G42 (Axis +6):
TripleA Manual Gamesave Post: Americans round 6
TripleA Manual Gamesave Post for game: World War II Global 1942 2nd Edition
Game History
Round: 6 Purchase Units - Americans Turning on Edit Mode EDIT: Removing units owned by Japanese from India: 2 mech_infantrys EDIT: Adding units owned by Japanese to Yunnan: 2 mech_infantrys EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
Use this one. I did edit in a sub for you, but I killed it.
TripleA Manual Gamesave Post for game: World War II Global 1942 2nd Edition
Game History
Round: 6
Purchase Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from India: 2 mech_infantrys
EDIT: Adding units owned by Japanese to Yunnan: 2 mech_infantrys
EDIT: Turning off Edit Mode
Combat Hit Differential Summary :
TripleA Turn Summary for game: World War II Global 1942 2nd Edition
Game History
Round: 6
Purchase Units - Japanese
Japanese buy 1 carrier, 4 destroyers, 3 infantry and 2 submarines; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
1 unit repaired.
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to 20 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 destroyer moved from 35 Sea Zone to 20 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to 20 Sea Zone
1 tactical_bomber moved from 35 Sea Zone to 20 Sea Zone
1 fighter moved from 35 Sea Zone to 20 Sea Zone
1 fighter moved from 35 Sea Zone to 20 Sea Zone
1 fighter moved from 35 Sea Zone to 20 Sea Zone
1 battleship, 4 carriers and 2 destroyers moved from 35 Sea Zone to 6 Sea Zone
1 fighter moved from Japan to 6 Sea Zone
1 tactical_bomber moved from Japan to 6 Sea Zone
1 infantry moved from India to West India
1 infantry moved from India to West India
1 artillery moved from India to West India
1 fighter moved from India to West India
1 tactical_bomber moved from India to 42 Sea Zone
1 battleship moved from 37 Sea Zone to 41 Sea Zone
1 carrier moved from 37 Sea Zone to 41 Sea Zone
1 carrier moved from 37 Sea Zone to 41 Sea Zone
1 destroyer moved from 37 Sea Zone to 43 Sea Zone
1 artillery moved from Shan State to 37 Sea Zone
1 infantry moved from Shan State to 37 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 37 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
1 artillery moved from 41 Sea Zone to Sumatra
1 destroyer moved from 37 Sea Zone to 44 Sea Zone
1 transport moved from 37 Sea Zone to 36 Sea Zone
1 infantry moved from French Indo China to 36 Sea Zone
1 artillery moved from French Indo China to 36 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 36 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
1 artillery moved from 42 Sea Zone to Java
1 tactical_bomber moved from 37 Sea Zone to Java
2 fighters moved from 37 Sea Zone to 6 Sea Zone
1 fighter moved from 37 Sea Zone to Sumatra
1 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 infantry moved from Yunnan to Szechwan
Japanese take Szechwan from Chinese
1 artillery moved from Yunnan to Kweichow
1 infantry moved from Anhwe to Jehol
1 infantry moved from French Indo China to Yunnan
1 mech_infantry moved from Yunnan to India
1 mech_infantry moved from Yunnan to India
Combat - Japanese
Battle in 42 Sea Zone
Japanese attack with 1 tactical_bomber and 1 transport
ANZAC defend with 1 transport
1 transport owned by the ANZAC lost in 42 Sea Zone
Japanese win with 1 tactical_bomber and 1 transport remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 41 Sea Zone
Japanese attack with 1 battleship, 2 carriers and 1 transport
Americans defend with 1 transport
1 transport owned by the Americans lost in 41 Sea Zone
Japanese win, taking 41 Sea Zone from Neutral with 1 battleship, 2 carriers and 1 transport remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in 43 Sea Zone
Japanese attack with 1 destroyer
Americans defend with 1 submarine
Japanese roll dice for 1 destroyer in 43 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 43 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Americans lost in 43 Sea Zone
Japanese win, taking 43 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in 6 Sea Zone
Japanese attack with 1 battleship, 4 carriers, 2 destroyers, 3 fighters and 1 tactical_bomber
Americans defend with 1 submarine
Japanese roll dice for 1 battleship, 4 carriers, 2 destroyers, 3 fighters and 1 tactical_bomber in 6 Sea Zone, round 2 : 3/7 hits, 3.50 expected hits
Americans roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Americans lost in 6 Sea Zone
Japanese win with 1 battleship, 4 carriers, 2 destroyers, 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Battle in Java
Japanese attack with 1 artillery, 1 infantry and 1 tactical_bomber
ANZAC defend with 2 infantry
Japanese roll dice for 1 artillery, 1 infantry and 1 tactical_bomber in Java, round 2 : 1/3 hits, 1.17 expected hits
ANZAC roll dice for 2 infantry in Java, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Java
1 infantry owned by the ANZAC lost in Java
Japanese roll dice for 1 artillery and 1 tactical_bomber in Java, round 3 : 1/2 hits, 0.83 expected hits
ANZAC roll dice for 1 infantry in Java, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the ANZAC lost in Java
Japanese win, taking Java from ANZAC with 1 artillery and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 2 infantry
Battle in West India
Japanese attack with 1 artillery, 1 fighter and 2 infantry
British defend with 1 artillery and 1 mech_infantry
Japanese roll dice for 1 artillery, 1 fighter and 2 infantry in West India, round 2 : 2/4 hits, 1.33 expected hits
UK_Pacific roll dice for 1 artillery and 1 mech_infantry in West India, round 2 : 0/2 hits, 0.67 expected hits
1 mech_infantry owned by the British and 1 artillery owned by the British lost in West India
Japanese win, taking West India from UK_Pacific with 1 artillery, 1 fighter and 2 infantry remaining. Battle score for attacker is 8
Casualties for British: 1 artillery and 1 mech_infantry
Battle in 20 Sea Zone
Japanese attack with 1 destroyer, 3 fighters and 2 tactical_bombers
ANZAC defend with 1 submarine
Japanese roll dice for 1 destroyer, 3 fighters and 2 tactical_bombers in 20 Sea Zone, round 2 : 1/6 hits, 3.17 expected hits
ANZAC roll dice for 1 submarine in 20 Sea Zone, round 2 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the Japanese lost in 20 Sea Zone
1 submarine owned by the ANZAC lost in 20 Sea Zone
Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
Casualties for Japanese: 1 destroyer
Casualties for ANZAC: 1 submarine
Battle in Sumatra
Japanese attack with 1 artillery, 1 fighter and 1 infantry
Americans defend with 2 infantry
Japanese roll dice for 1 artillery, 1 fighter and 1 infantry in Sumatra, round 2 : 1/3 hits, 1.17 expected hits
Americans roll dice for 2 infantry in Sumatra, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Sumatra
1 infantry owned by the Americans lost in Sumatra
Japanese roll dice for 1 artillery and 1 fighter in Sumatra, round 3 : 2/2 hits, 0.83 expected hits
Americans roll dice for 1 infantry in Sumatra, round 3 : 0/1 hits, 0.33 expected hits
1 infantry owned by the Americans lost in Sumatra
Japanese win, taking Sumatra from Americans with 1 artillery and 1 fighter remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Americans: 2 infantry
Battle in 44 Sea Zone
Japanese attack with 1 destroyer
Americans defend with 1 submarine
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 44 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 44 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 4 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 44 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits
Japanese roll dice for 1 destroyer in 44 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits
Americans roll dice for 1 submarine in 44 Sea Zone, round 5 : 1/1 hits, 0.17 expected hits
1 destroyer owned by the Japanese lost in 44 Sea Zone
Americans win with 1 submarine remaining. Battle score for attacker is -8
Casualties for Japanese: 1 destroyer
Non Combat Move - Japanese
1 tactical_bomber moved from 42 Sea Zone to 41 Sea Zone
1 fighter moved from Sumatra to 41 Sea Zone
1 tactical_bomber moved from Java to 41 Sea Zone
1 fighter moved from West India to 41 Sea Zone
1 transport moved from 37 Sea Zone to 43 Sea Zone
1 infantry moved from Borneo to 43 Sea Zone
1 infantry and 1 transport moved from 43 Sea Zone to 41 Sea Zone
1 infantry moved from 41 Sea Zone to Sumatra
3 fighters and 2 tactical_bombers moved from 20 Sea Zone to 6 Sea Zone
Place Units - Japanese
1 carrier, 4 destroyers and 2 submarines placed in 6 Sea Zone
3 infantry placed in India
Turn Complete - Japanese
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 44 Sea Zone. Rolls: 4,2
Japanese collect 62 PUs (2 lost to blockades); end with 62 PUs
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 67 PUs
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 72 PUs
Combat Hit Differential Summary :
Americans regular : 0.00
Japanese regular : -1.67
UK_Pacific regular : -0.67
ANZAC regular : 0.83
Territory Summary for Japanese :
Shantung : 1 flag
Kwangsi : 1 flag
Kiangsu : 1 flag
Kiangsi : 1 flag
Japan : 1 aaGun, 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 6 infantry
Jehol : 1 flag, 1 infantry
Manchuria : 1 flag
Yunnan : 1 flag, 1 infantry
Kweichow : 1 flag, 5 artilleries and 8 infantry
Hunan : 1 flag
Hopei : 1 flag, 1 infantry
Szechwan : 1 flag, 1 infantry
Anhwe : 1 flag, 1 infantry
Gilbert Islands : 1 flag, 1 infantry
Shan State : 1 flag
Burma : 1 flag
India : 1 flag, 1 airfield, 2 artilleries, 1 factory_minor, 1 harbour, 8 infantry and 2 mech_infantrys
Malaya : 1 flag, 1 factory_minor and 1 harbour
Borneo : 1 flag
Kwangtung : 1 flag, 1 harbour
New Britain : 1 flag, 2 infantry
New Guinea : 1 flag
Philippines : 1 flag, 1 airfield, 1 harbour and 1 infantry
Guam : 1 flag, 1 airfield
Wake Island : 1 flag, 1 airfield and 1 infantry
Midway : 1 flag, 1 airfield
French Indo China : 1 flag, 1 factory_minor
Celebes : 1 flag
Java : 1 flag, 1 artillery
Dutch New Guinea : 1 flag
Sumatra : 1 flag, 1 artillery and 1 infantry
42 Sea Zone : 1 transport
41 Sea Zone : 1 flag, 1 battleship, 2 carriers, 2 fighters, 2 tactical_bombers and 2 transports
43 Sea Zone : 1 flag, 1 destroyer
6 Sea Zone : 1 battleship, 5 carriers, 6 destroyers, 6 fighters, 2 submarines and 3 tactical_bombers
62 Sea Zone : 1 flag
West India : 1 flag, 1 artillery and 2 infantry
Production/PUs Summary :
Russians : 41 / 52
Japanese : 64 / 72
Americans : 53 / 77
Chinese : 6 / 8
Germans : 42 / 52
British : 34 / 34
UK_Pacific : 0 / 0
Italians : 9 / 11
ANZAC : 10 / 15
French : 6 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0
@Witt said in Squirecam Witt G42 (Axis +6):
What would you have done differently ?
Moved thr It fleet first ?
Can redo your G go, if you want . Greece is a crappy place to be though, as you can’t love 3 like Cairo or Gib and you have to build everything necessary to safehuard it .
No I won’t redo. It’s my mistake. Had I recognized i wouldn’t have moved it. No worries.
@squirecam Its what I get for doing my turn when waking up.