Danny en Laurence Axis en Allies
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Amerika Strikes Back!
After the attack on Pearl Harbor, the remaining Japanese fleet was lacking defensive capabilities from their fighter, if they had sent their submarine from the Solomon Islands and an extra fighter from mainland Japan maybe they had not had to sacrifice their carrier.....
The Americans used this to their advantage and Immediately send their navy from the American coast with fighter support to the Island and sink the main Japanese navy.The small naval fleet of japan near the Island of New Britain was also defeated, why were they left in this vulnerable position seeing no action in the last attack?
With the help of a destroyer from the Eastern United states the two german submarines in the Atlantic were easily spotted using advanced sonar technology. With the help of a destroyer, the American air force could spot the submerged submarines and unleash their bombs on them.!
Massive infantry, armored forces, and mechanized infantry were shipped to French West Africa. Their tasks are to march to Egypt and defend against Rommels Africa Corps currently stationed in Tobruk.
Will, they rendezvous with the British and ANZAC forces in time defending Egypt?No one knows because it's the Fuhrer's turn now to expand the Deutsches Reich!
The Chinese fall back to Shensi!
Facing overwhelming numbers of the Japanese. The Japanese are technologically more advanced than the Chinese. The Chinese have only one fighter and are lacking the means to produce more, and without the province of Yunnan, they lack the capacity to produce artillery. They all fall back to the relative safety of the province Shensi, bud how long will it take the Japanese to reach them?
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Overview of the Rulez and Objectives
Blitz and Paratroopers
To blitz move mech_infantry with armour, you must click on them both at the same time (use CTRL to create waypoints). Paratroopers tech enables a second combat movement phase which happens right after the first combat movement phase, and the second one only allowes movement of paratrooping infantry.Edit Mode
If you ever need to create new UK units, always create "British" units, do not create "UK_Pacific" units (except for Factories, all UK_Pacific units turn into British units when placed normally).
The Warbonds technology will give the PUs to the British, please use edit mode if you want some of it to go to UK Pacific. You may also need to use edit mode to correct things listed below.Below is a list of rules that the TripleA game engine either does not enforce, or enforces incorrectly, at this point. Each item starts with a code in parentheses that represents how you may fix or correct the rule.
(PE) = Player Enforced = You must be aware of the rule and must follow it. The engine will not stop you from breaking the rule.
(CL) = Comment Log = You must record what you are doing in the comment log, because TripleA does not keep that information around. (To access the comment log, go to the 'view' menu, and click 'show comment log', then type a comment there.) (SR) = Save/Reload = You may save the game now or at the start of the phase, then reload it, in order to solve this problem.
(EM) = Edit Mode = You must use Edit Mode to correct or fix the error, because the engine either disallows the rule or otherwise does something wrong that you can correct.
(NA) = None Available = There is no fix available for this yet.Rules specific to 1940 the engine does not do, but you must follow:
(EM) You may ask for permission during your turn to move through a canal owned by a power you are not yet at war with (use edit mode to move them).
(CL) TripleA does not keep track of which neutral territories have been previously attacked (use comment log to keep track of this instead).
(PE) You are not allowed to blitz or move any units through Friendly Neutrals, including the same turn they are captured, unless they have been previously attacked.
(PE) You may not land air units in Friendly Neutrals, including the same turn they are captured, unless they have been previously attacked.
(PE) You can not fly over unfriendly neutrals, unless they are being attacked or they have previously been attacked.
(PE) Friendly Neutrals can not be 'captured' with an AA Gun, only by land units with an attack power.
(PE) You may not build facilities on territories that were Dutch at the start of your turn.
(PE) You may not attack a territory containing units owned by a nation that you are not at war with (even if the territory is owned by someone you are at war with).
(PE) USA may not end movement in seazone adjacent to Japanese controlled territories when not at war with Japan (Sea Zones 6, 17, 19, 20, 22, 32, 33, 34, 36, and 37).
(EM) Japan can fly over UK and French territories before going to war with them.
(EM) USA does not have to declare war at the end of USA 3 if they do not want to. (PE) You may not conduct an amphibious assault from an allied transport if the defender could scramble and you have no other combat units to protect that transport. * (EM) If Russia is at war with Italy, but not with Germany, a German warship in sz125 will cancel Russia's national objective (and same if at war with Germany but not Italy, and there is an Italian boat in sz125).
(EM) If UK Pacific captures Japan, the money should go to UK Pacific, even if UK Pacific's capital is occupied.
(EM) You must place all units you purchased if you are able to, or as many as you can. Any units not placed get refunded to you (TripleA instead carries them over to the next turn).
(PE) The victory conditions must be held for a full continuous round after they are achieved (so for example if Italy takes Egypt as the 8th European VC, then the Axis must hold 8 VCs continuously until Italy's next turn).
(EM) Rocket damage to an airfield should occur after scrambling, which means if an airbase is disabled by the rocket attack, it could still scramble this turn.
(PE) Paratroopers (airborne) may not attack multiple territories from a single airbase.General rules for all A&A games that the engine does not do, but you must follow:
(PE) Battles should be resolved in this order: all SBR, then all Amphibious Assaults, then all others.
(SR or EM) Repairing and Purchase are should actually be done at the same time. (CL) TripleA does keep track of which units are on which transports, but there is no easy way to see this information when it is not your turn.
(CL) TripleA should, but does not keep track of which air units are on which carriers. (PE) All air moved must have a way of potentially being picked up or landing, and all air that survives combat MUST be picked up if possible.
(PE) TripleA should not allow non-combat moves to be done during combat move phase.
(PE) Only non-air units that did not move during combat move and did not participate in combat, may move during non-combat-move.
(PE) Transports can only be loaded in 1 phase (not both), and unloaded in 1 phase (not both).
(PE) Transports if unloading for amphibious assault must unload all units loaded in the combat move phase and may not hold back some units while offloading other units unless the units held back were loaded in previous rounds.
(NA) Each phase of combat should have all units in that phase fire before any casualty selection occurs, whereas right now in TripleA if air and subs are involved then units might be broken up into smaller groups and casualty selection done for each group. (EM) If you select for a bombardment from a sea zone, you should be able to select which units you want to have bombard, but currently all possible units are used.
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Victory Conditions
To win with the following victory conditions, a side must maintain it for a complete round of play and must also control at least one of its own capital cities.
Axis Victory: 8 European Victory Cities OR 6 Pacific Victory Cities where at least one is Rome/Berlin/Japan.
Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.
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Canals/Straits
There are 5 canals/straits in the game with the following set of conditions.Panama Canal
Central America is one territory through which ships can move.
Land Movement Restriction: None. It requires no movement to cross.
Control for Ship Movement: Central AmericaSuez Canal
Connects Trans-Jordan and Egypt. Connects sea zone 81 and 98.
Land Movement Restriction: Possible.
Control for Ship Movement: Egypt and Trans-JordanStrait of Gibraltar
Connects sea zone 91 and 92.
Land Movement Restriction: Not possible.
Control for Ship Movement: Only Gibraltar, except there are no control restrictions on submarines.Danish Straits
Connects sea zone 112 and 113.
Land Movement Restriction: Not possible.
Control for Ship Movement: Only Denmark.Turkish Straits
Connects sea zones 99 and 100. Turkey is one territory through which ships can move.
Land Movement Restriction: None. It requires no movement to cross.
Control for Ship Movement: TurkeyAir units have no restrictions for any strait or canal.
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Kamikaze Attacks
Japan starts the game with 6 attack tokens, and may begin doing Kamikaze Attacks at the start of the game. These attacks can only be done in sea zones that contain the Kamikaze symbol [the sea zones surrounding: Japan, Okinawa, Iwo Jima, Formosa, and the Marianas]. At the end of Japan's enemy's combat-move phase, Japan may target any surface warship in a Kamikaze zone for one or more Kamikaze attacks, ONLY if the enemy is attacking Japanese units there or is conducting an Amphibious Assault from that sea zone. For each attack, a die is rolled, and a 2 or less is considered a hit. Casualties are removed immediately, and do not participate in any battles. Kamikaze attacks prevent bombardment as well.Submarines Prevent Unescorted Transports From Making Amphibious Assaults
In any Sea Zone containing an enemy submarine, but not containing an owned warship, the submarine will prevent the offloading of troops for an amphibious assault.Scrambling
Fighters and/or Tactical bombers can be scrambled from any territory bordering a sea zone, with an operating airfield (less than 3 damage) to help defend the surrounding sea zone using their standard defense values. They cannot retreat from scrambling (defenders can never retreat) and if the territory they were scrambled from is captured, they're given one extra movement point to land on a friendly territory or open carrier. Scrambled air cannot participate in any other battles that round.Strategic Bombing Runs (SBR)
Bombing can now happen against both types of ICs, harbours, and airfields (attackers choice)[tactical bombers can not target factories though]. Fighters can participate in the bombing run as escorts. Fighters in the territory being bombed can be launched as interceptors (no airfield necessary).If interceptors are launched: a one-round air battle takes place right away all air involved roll at 1 (jets rolls at 2). Either attacking bombers or fighters can be taken as casualties.
After the air battle, or if there were no interceptors, the escorts are retreated and any bombers/tacs remaining can now be divied up to attack specific targets. Each target rolls its built-in AA gun against the bombers/tacs targetting it. If there is an AA gun in the territory being bombed it does not roll because its there to defend combat units and not complexes/bases.
Blockade Zones
If any enemy ships are in a power's blockade zones at the end of that power's turn, and the power controls the adjacent ground territory, then the power may lose some of the PUs it would have otherwise collected. Surface warships roll 1 dice, Submarines and Air units roll 2 dice, and carriers and transports roll zero dice. For any roll of 3 or less, that amount of PUs will not be collected by the surrounding land territories. The power in question cannot lose more PUs from a blockade zones then the worth of the adjacent ground territory to those zones.Placement Restrictions
- Major Industrial Complexes can only go in territories worth 3 or more, and must be originally owned territories in the 1940 scenario.
- Minor Industrial Complexes can only go in territories worth 2 or more.
- Industrial Complexes can't be built on islands.
- Over-purchase is returned and money is reimbursed.
- Aircraft can be placed on the ground or on a [new] carrier in the adjacent sea zone that has a spot(s) open.
Units
These changes to units are things other than price/movement which you can see in the buy menu.- Bombers now do 2 additional damage in strategic bombing raids, in addition to their dice roll.
- Carriers are two hit.
- Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs, but only on originally owned territories.
- Major Industrial Complexes have 10 production capacity. When a Major IC is captured it automatically becomes a minor IC.
- AA Guns may be taken casualty in combat, and may only fire at up to 3 aircraft each.
New Units
Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4. Tactical Bombers can also strategic bomb Airfields and Harbours (but not factories).
Mechanized Infantry: can blitz when paired with a tank, and are supportable by artillery.
Carriers: now have 2 hitpoints, and when damaged they do not allow fighters to land, or to leave if cargo.New Buildings
Harbour: Any ships that start their turn in a sea zone adjacent to a harbour get +1 movement points. Any damaged ships are repaired by a harbour at the start of the player's purchase and repair turn phase. Lastly, harbours can be bombed, and if they have 3 or more damage then they do not provide the above bonuses.
Airfield: Any air that start their turn on the ground territory with an airfield get +1 movement points. Airfields allow up to 3 planes on that island to scramble (see Scramble section above). Airfields can be bombed, and if they have 3 or more damage then they do not provide the movement bonus.
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Political Situation:
There will be NO major neutral Powers. ALL Powers begin the game AT WAR. Both the Soviet Union and the US may attack anyone from the onset of the game.
Japan
If Japan attacks a Russian territory next to Mongolia, all Mongolian territories and units are transferred to Russia. This does not occur if Russia previously attacked Korea or any Japan-controlled territory bordering Mongolia.Neutrals
There are three types of neutrals:-
pro-Axis: When an Axis unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
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pro-Allies: When an Allied unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
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Regular: If a power attacks a regular neutral, all the other regular neutrals on the board become friendly to the other team.
Note: Capture of friendly neutrals must be done during Non Combat Movement.
When a country moves into a regular or non-friendly neutral during the combat move, it must conduct combat with the number of infantry specified on the map for that neutral. If it loses or retreats, however many infantry that remain are how many that stay in the zone. This means that if Finland was +4 for Axis, and Russia kills 2 infantry and retreats, then Axis only get 2 infantry when they move into Finland.
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National Objectives
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Germany- 5 PUs for each German controlled territory: Volgograd or Novgorod or Russia.
- 5 PUs if Axis controls the Caucasus.
- 5 PUs if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany or Japan.
- 5 PUs if Germany controls both Denmark and Norway and Sweden is not allied-controlled or pro-allied.
- 2 PUs for each German controlled territory: Iraq or Persia or Northwest Persia.
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Russia- 5 PUs if Russia is at war, sz125 has no Axis warships (all sea units except transports), Archangel is Russia-controlled, and there are no allied units in any originally Russian territories.
- 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls.
- 10 PUs one time only, the first time Russia conquers Germany (Berlin).
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Japan- 5 PUs if Axis controls all of Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
- 5 PUs for each Axis controlled territory: Hawaii, India, New South Wales, and Western United States.
- 5 PUs if Axis controls all of Sumatra, Java, Borneo, and Celebes.
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UK- 5 PUs for UK Europe if UK Europe controls of its original territories.
- 5 PUs for UK Pacific if UK Pacific controls both Kwangtung and Malaya.
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ANZAC- 5 PUs if the Allies control Malaya, and ANZAC controls all of their original territories.
- 5 PUs if the Allies (not including Dutch) control all of Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands.
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Italy- 5 PUs if no Allied ships are in the Med: sz92,...,sz99.
- 5 PUs if Axis control at least 3 of: Gibraltar, Egypt, Southern France and Greece.*
- 5 PUs if Axis controll all of: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
- 2 PUs for each Italian controlled territory: Iraq or Persia or Northwest Persia.
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USA- 10 PUs if EUS, WUS, and CUS are American-controlled.
- 5 PUs if Alaska, Aleutian Islands, Hawaiian Islands, and Johnston Island, and Line Islands are American-controlled.
- 5 PUs if Mexico, South Eastern Mexico, Central America, and West Indies are American-controlled.
- 5 PUs if the Philippines is American-controlled.
- 5 PUs each turn the USA has one land unit in France.
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- China
- 6 PUs and may build artillery if the Allies control India, Burma, Yunnan, and Szechwan.
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French- 12 PUs worth of free units in France the first time France is Liberated (The engine will give you 4 infantry automatically. Use edit mode if you want something other than 4 infantry by deleting the infantry and replacing them with what you really want).
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MAP of Bonus PU objectives:
Yellow stars give extra PU.
Green stars are about Russia/Japan over Mongolian Neutrality.
Control of original territories is not shown for UK/ANZAC and Russia Objectives. -
TripleA Turn Summary: Chinese round 1
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 1 Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 4 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 infantry moved from Kweichow to Shensi 1 fighter moved from Szechwan to Shensi 1 infantry moved from Szechwan to Shensi 1 infantry moved from Szechwan to Shensi Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 4 infantry placed in Shensi Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Removing units owned by Japanese from Amur: 1 artillery and 3 infantry EDIT: Adding units owned by Japanese to Manchuria: 1 artillery and 3 infantry EDIT: Changing ownership of Amur from Japanese to Russians EDIT: Changing ownership of Ulaanbaatar from Russians to Mongolians EDIT: Changing ownership of Buyant-Uhaa from Russians to Mongolians EDIT: Changing ownership of Dzavhan from Russians to Mongolians EDIT: Changing ownership of Central Mongolia from Russians to Mongolians EDIT: Changing ownership of Tsagaan Olom from Russians to Mongolians EDIT: Changing ownership of Olgiy from Russians to Mongolians EDIT: Adding units owned by Mongolians to Ulaanbaatar: 1 infantry EDIT: Adding units owned by Mongolians to Buyant-Uhaa: 2 infantry EDIT: Adding units owned by Mongolians to Dzavhan: 1 infantry EDIT: Adding units owned by Mongolians to Olgiy: 2 infantry EDIT: Removing units owned by Russians from Dzavhan: 1 infantry EDIT: Removing units owned by Russians from Ulaanbaatar: 1 infantry EDIT: Removing units owned by Russians from Buyant-Uhaa: 2 infantry EDIT: Removing units owned by Russians from Olgiy: 2 infantry EDIT: Editing Political Relationship for Mongolians and Americans from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and UK_Pacific from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and French from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and Russians from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and British from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and Neutral_Allies from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and Chinese from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and ANZAC from Friendly_Neutral to Strict_Neutral EDIT: Editing Political Relationship for Mongolians and Dutch from Friendly_Neutral to Strict_Neutral EDIT: Turning off Edit Mode
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TripleA Turn Summary: Germans round 1
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 1 Purchase Units - Germans Germans buy 9 armour; Remaining resources: 0 PUs; Combat Move - Germans 1 armour, 1 fighter and 2 infantry moved from Romania to Bessarabia 1 infantry moved from Western Ukraine to Bryansk 1 infantry moved from Slovakia Hungary to Eastern Poland 1 armour moved from Bulgaria to Bessarabia 2 armour, 1 bomber and 1 fighter moved from Germany to Eastern Poland 4 mech_infantrys moved from Poland to Baltic States 1 armour, 1 fighter, 1 infantry and 1 tactical_bomber moved from Western Germany to Holland Belgium 2 armour and 1 infantry moved from France to Normandy Bordeaux 1 armour and 1 infantry moved from Southern France to Normandy Bordeaux 1 destroyer and 1 transport moved from 93 Sea Zone to 95 Sea Zone 1 infantry moved from Greater Southern Germany to Germany 1 fighter and 2 infantry moved from Norway to Finland 1 infantry moved from Finland to Karelia 1 infantry moved from Finland to Karelia 1 infantry moved from Finland to Vyborg 1 infantry moved from Denmark to 113 Sea Zone Combat - Germans Battle in Bryansk Germans attack with 1 infantry Russians defend with 1 infantry Germans roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Bryansk, round 2 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 infantry in Bryansk, round 3 : 1/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Bryansk, round 3 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Bryansk Germans win, taking Bryansk from Russians with 1 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Karelia Germans attack with 2 infantry Russians defend with 1 infantry Germans roll dice for 2 infantry in Karelia, round 2 : 0/1 hits, 0,33 expected hits Russians roll dice for 1 infantry in Karelia, round 2 : 0/1 hits, 0,33 expected hits Germans roll dice for 2 infantry in Karelia, round 3 : 0/1 hits, 0,33 expected hits Russians roll dice for 1 infantry in Karelia, round 3 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Karelia Germans roll dice for 1 infantry in Karelia, round 4 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Karelia, round 4 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Karelia Russians win with 1 infantry remaining. Battle score for attacker is -6 Casualties for Germans: 2 infantry Battle in Vyborg Germans attack with 1 infantry Russians defend with 1 infantry Germans roll dice for 1 infantry in Vyborg, round 2 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Vyborg, round 2 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 infantry in Vyborg, round 3 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Vyborg, round 3 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 infantry in Vyborg, round 4 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Vyborg, round 4 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 infantry in Vyborg, round 5 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Vyborg, round 5 : 0/1 hits, 0,33 expected hits Germans roll dice for 1 infantry in Vyborg, round 6 : 0/1 hits, 0,17 expected hits Russians roll dice for 1 infantry in Vyborg, round 6 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Vyborg Russians win with 1 infantry remaining. Battle score for attacker is -3 Casualties for Germans: 1 infantry Non Combat Move - Germans 1 infantry moved from 113 Sea Zone to Norway 1 aaGun, 3 artilleries and 3 infantry moved from Germany to Poland Place Units - Germans 9 armour placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,4 Germans collect 51 PUs; end with 51 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 56 PUs
Combat Hit Differential Summary :
Russians regular : -0,33 Germans regular : -1,00
Territory Summary for Germans :
Normandy Bordeaux : 1 flag, 4 armour, 1 artillery and 3 infantry Southern France : 1 flag, 1 harbour France : 1 flag, 1 aaGun, 1 airfield and 1 factory_minor Western Germany : 1 aaGun, 1 airfield, 1 factory_major and 1 harbour Poland : 1 aaGun, 3 artilleries and 3 infantry Germany : 9 armour, 1 factory_major and 1 infantry Norway : 1 infantry Holland Belgium : 2 armour, 2 fighters, 2 infantry and 2 tactical_bombers Tobruk : 1 armour and 1 mech_infantry Baltic States : 1 flag, 1 armour, 1 infantry and 4 mech_infantrys Bryansk : 1 flag, 1 infantry Eastern Poland : 1 flag, 2 armour, 1 bomber, 2 fighters, 3 infantry and 1 tactical_bomber Bessarabia : 1 flag, 2 armour, 1 fighter and 2 infantry Western Ukraine : 1 flag 113 Sea Zone : 1 cruiser, 2 submarines and 1 transport 95 Sea Zone : 1 destroyer and 1 transport Bulgaria : 1 flag, 1 infantry Greece : 1 flag, 1 infantry and 1 mech_infantry Yugoslavia : 1 flag, 1 armour Finland : 1 flag, 1 fighter and 2 infantry
Production/PUs Summary :
Russians : 32 / 40 Japanese : 52 / 53 Americans : 50 / 70 Chinese : 9 / 9 Germans : 51 / 56 British : 31 / 31 UK_Pacific : 9 / 10 Italians : 10 / 10 ANZAC : 10 / 10 French : 7 / 0 Dutch : 0 / 0 Mongolians : 0 / 0 Neutral_Axis : 2 / 0 Neutral_Allies : 2 / 0 Neutral_True : 18 / 0
Dice Statistics:
Total 1 was rolled 11 times 2 was rolled 14 times 3 was rolled 14 times 4 was rolled 10 times 5 was rolled 17 times 6 was rolled 9 times Average roll : 3,467 Median : 3,000 Variance : 0,615 Standard Deviation : 0,784 Total rolls : 75 Null / Other 1 was rolled 1 times 2 was rolled 4 times 3 was rolled 3 times 4 was rolled 4 times 5 was rolled 2 times 6 was rolled 1 times Average roll : 3,333 Median : 3,000 Variance : 0,679 Standard Deviation : 0,824 Total rolls : 15 Germans Combat 1 was rolled 3 times 2 was rolled 2 times 3 was rolled 3 times 4 was rolled 1 times 5 was rolled 4 times 6 was rolled 3 times Average roll : 3,625 Median : 3,500 Variance : 0,356 Standard Deviation : 0,596 Total rolls : 16 Americans Combat 1 was rolled 3 times 2 was rolled 3 times 3 was rolled 2 times 5 was rolled 4 times 6 was rolled 1 times Average roll : 3,154 Median : 3,000 Variance : 0,903 Standard Deviation : 0,950 Total rolls : 13 Chinese Combat 1 was rolled 1 times 3 was rolled 1 times 5 was rolled 1 times Average roll : 3,000 Median : 3,000 Variance : 0,750 Standard Deviation : 0,866 Total rolls : 3 Russians Combat 1 was rolled 1 times 2 was rolled 4 times 3 was rolled 3 times 4 was rolled 4 times 5 was rolled 2 times 6 was rolled 1 times Average roll : 3,333 Median : 3,000 Variance : 0,679 Standard Deviation : 0,824 Total rolls : 15 Japanese Combat 1 was rolled 2 times 2 was rolled 1 times 3 was rolled 2 times 4 was rolled 1 times 5 was rolled 4 times 6 was rolled 3 times Average roll : 4,000 Median : 5,000 Variance : 0,569 Standard Deviation : 0,755 Total rolls : 13
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The Germans Advance deep into Russia!
With much bravery, one Heroic Infantry division attacked Bryansk in the center of the Russian front. Surrounded on all sides they managed to kill with 1 attack the Russian infantry defending on 2. Against all odds, they survived the assault and hold their positions.
Holding this key position prevents the Russian from blitzing their tanks to support Ukraine.The infantry in Karelia and Vyborg was not so fortunate. The Germans could retreat during the battle after sustaining casualties, bud they were so brave they choose to fight to the end!
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TripleA Turn Summary: UK_Pacific round 1
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 1 Purchase Units - British British buy 1 factory_minor, 2 infantry and 1 tactical_bomber; Remaining resources: 2 PUs; Purchase Units - UK_Pacific UK_Pacific buy 3 infantry; Remaining resources: 1 PUs; Combat Move - British 1 armour moved from Alexandria to Tobruk 1 fighter moved from Malta to Tobruk 1 artillery moved from Alexandria to Tobruk 1 mech_infantry moved from Alexandria to Tobruk 1 infantry moved from Anglo Egyptian Sudan to Egypt 1 mech_infantry moved from Egypt to Tobruk 1 infantry moved from Union of South Africa to Rhodesia 1 tactical_bomber moved from Egypt to Tobruk 1 cruiser moved from 98 Sea Zone to 80 Sea Zone 1 infantry moved from Burma to India 1 infantry moved from West India to India 1 cruiser moved from 39 Sea Zone to 80 Sea Zone 1 carrier moved from 39 Sea Zone to 80 Sea Zone 1 infantry moved from Trans-Jordan to Iraq 1 fighter moved from India to Iraq 1 tactical_bomber moved from India to Iraq 1 fighter moved from 39 Sea Zone to Iraq 1 infantry moved from India to 39 Sea Zone 1 artillery moved from India to 39 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 80 Sea Zone 1 artillery moved from 80 Sea Zone to Iraq 1 infantry moved from 80 Sea Zone to Iraq 1 armour moved from Quebec to 106 Sea Zone 1 armour and 1 transport moved from 106 Sea Zone to 91 Sea Zone 1 destroyer moved from 106 Sea Zone to 91 Sea Zone 1 bomber moved from United Kingdom to Western Germany 1 tactical_bomber moved from Scotland to Novgorod 2 fighters moved from United Kingdom to Gibraltar 1 infantry moved from United Kingdom to Scotland 1 battleship moved from 119 Sea Zone to 108 Sea Zone 1 infantry moved from Scotland to 119 Sea Zone 1 infantry and 1 transport moved from 119 Sea Zone to 109 Sea Zone 1 armour moved from United Kingdom to 109 Sea Zone 1 armour, 1 infantry and 1 transport moved from 109 Sea Zone to 108 Sea Zone Combat - British Strategic bombing raid in Western Germany Bombing raid in Western Germany rolls: 5 and causes: 5 damage to unit: factory_major Bombing raid in Western Germany causes 5 damage total. Battle in Tobruk British attack with 1 armour, 1 artillery, 1 fighter, 2 mech_infantrys and 1 tactical_bomber Germans defend with 1 armour and 1 mech_infantry; Italians defend with 1 artillery and 1 infantry British win, taking Tobruk from Italians with 1 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 5 Casualties for British: 1 artillery and 2 mech_infantrys Casualties for Germans: 1 armour and 1 mech_infantry Casualties for Italians: 1 artillery and 1 infantry Battle in Iraq British attack with 1 artillery, 2 fighters, 2 infantry and 1 tactical_bomber Neutral_Axis defend with 3 infantry British win, taking Iraq from Neutral_Axis with 1 artillery, 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for British: 1 infantry Casualties for Neutral_Axis: 3 infantry Non Combat Move - British 1 fighter moved from Tobruk to Egypt 1 tactical_bomber moved from Tobruk to Egypt 1 tactical_bomber moved from Iraq to 80 Sea Zone 1 fighter moved from Iraq to 80 Sea Zone 1 fighter moved from Iraq to Persia 1 armour moved from 91 Sea Zone to Gibraltar 1 bomber moved from Western Germany to Belarus Place Units - British 1 factory_minor placed in Egypt 2 infantry placed in United Kingdom 1 tactical_bomber placed in Union of South Africa British undo move 3. 1 tactical_bomber placed in United Kingdom Turn Complete - British British collect 33 PUs; end with 35 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs Place Units - UK_Pacific 3 infantry placed in India Turn Complete - UK_Pacific UK_Pacific collect 9 PUs; end with 10 PUs Some Units in India change ownership: 3 infantry
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The UK & British Pacific attack!
Blitzing from Egypt and with the support of Alexandria, the British secured Egypte from an attack from the West. Proving their air superiority in the area coming from the small island of Malta.
After the attack, the British fall back to Egypt ready to defend the new factories under construction. It will be operational next season!
Still facing overwhelming numbers from the Japanese, the British in the pacific fall back to India and retreat their naval forces. They use this opportunity to attack the Neutral but pro-Axis state of Iraq.
With Iraq's valuable oil supplies the British are preparing to hold India at all cost and fortify its position.
In the meantime, bombers, fighters, and tactical bombers leave the airfields of London to fly to Gibraltar in the South, and Russian cities in the east.
A tank division has been sending over the Atlantic escorted by a destroyer, to help defend the strait of Gibraltar. The security of the strait of Gibraltar is vitally important, preventing the Germans to break out into the Atlantic.With the Atlantic secure the Americans can safely transport their new Sherman tanks to Africa!
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TripleA Turn Summary: Italians round 1
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 1 Purchase Units - Italians Italians buy 1 fighter; Remaining resources: 0 PUs; Combat Move - Italians 1 mech_infantry moved from Tunisia to Algeria 1 fighter and 2 infantry moved from Libya to Tobruk 1 battleship moved from 97 Sea Zone to 98 Sea Zone 1 tactical_bomber moved from Southern Italy to Greece 1 fighter moved from Southern Italy to Greece 1 infantry moved from Albania to Bulgaria 1 armour moved from Albania to Romania 1 armour moved from Northern Italy to 95 Sea Zone 1 infantry moved from Northern Italy to 95 Sea Zone 1 infantry moved from Southern Italy to 95 Sea Zone 1 infantry moved from Southern Italy to 95 Sea Zone 1 fighter moved from Northern Italy to Greece 1 armour, 1 cruiser, 1 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone Combat - Italians Battle in Tobruk Italians attack with 1 fighter and 2 infantry British defend with 1 armour Italians roll dice for 1 fighter and 2 infantry in Tobruk, round 2 : 1/1 hits, 0,83 expected hits British roll dice for 1 armour in Tobruk, round 2 : 1/1 hits, 0,50 expected hits 1 infantry owned by the Italians and 1 armour owned by the British lost in Tobruk Italians win, taking Tobruk from British with 1 fighter and 1 infantry remaining. Battle score for attacker is 3 Casualties for Italians: 1 infantry Casualties for British: 1 armour Battle in Algeria Italians attack with 1 mech_infantry French defend with 1 infantry Italians roll dice for 1 mech_infantry in Algeria, round 2 : 0/1 hits, 0,17 expected hits French roll dice for 1 infantry in Algeria, round 2 : 0/1 hits, 0,33 expected hits Italians roll dice for 1 mech_infantry in Algeria, round 3 : 0/1 hits, 0,17 expected hits French roll dice for 1 infantry in Algeria, round 3 : 1/1 hits, 0,33 expected hits 1 mech_infantry owned by the Italians lost in Algeria French win with 1 infantry remaining. Battle score for attacker is -4 Casualties for Italians: 1 mech_infantry Non Combat Move - Italians 1 fighter moved from Tobruk to Libya Place Units - Italians 1 fighter placed in Southern Italy Turn Complete - Italians Italians collect 10 PUs; end with 10 PUs Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 15 PUs
Combat Hit Differential Summary :
French regular : 0,33 Italians regular : -0,17 British regular : 0,50
Territory Summary for Italians :
Tunisia : 1 flag Romania : 1 armour Tobruk : 1 infantry Northern Italy : 1 aaGun, 1 artillery, 1 bomber and 1 factory_major Libya : 1 fighter Southern Italy : 1 aaGun, 1 airfield, 1 factory_minor, 1 fighter and 1 harbour 95 Sea Zone : 2 infantry Bulgaria : 1 infantry Greece : 2 fighters and 1 tactical_bomber 98 Sea Zone : 1 armour, 1 battleship, 1 cruiser, 1 infantry and 1 transport
Production/PUs Summary :
Russians : 32 / 40 Japanese : 52 / 53 Americans : 50 / 70 Chinese : 9 / 9 Germans : 51 / 56 British : 33 / 40 UK_Pacific : 9 / 10 Italians : 10 / 15 ANZAC : 10 / 10 French : 7 / 0 Dutch : 0 / 0 Mongolians : 0 / 0 Neutral_Axis : 0 / 0 Neutral_Allies : 2 / 0 Neutral_True : 18 / 0
Dice Statistics:
Total 1 was rolled 12 times 2 was rolled 13 times 3 was rolled 13 times 4 was rolled 5 times 5 was rolled 16 times 6 was rolled 10 times Average roll : 3,435 Median : 3,000 Variance : 1,022 Standard Deviation : 1,011 Total rolls : 69 Germans Combat 1 was rolled 3 times 2 was rolled 2 times 3 was rolled 3 times 4 was rolled 1 times 5 was rolled 5 times 6 was rolled 3 times Average roll : 3,706 Median : 4,000 Variance : 0,552 Standard Deviation : 0,743 Total rolls : 17 British Combat 1 was rolled 1 times 2 was rolled 2 times Average roll : 1,667 Median : 2,000 Variance : 1,750 Standard Deviation : 1,323 Total rolls : 3 Italians Combat 2 was rolled 1 times 3 was rolled 2 times 6 was rolled 2 times Average roll : 4,000 Median : 3,000 Variance : 1,208 Standard Deviation : 1,099 Total rolls : 5 French Combat 1 was rolled 1 times 6 was rolled 1 times Average roll : 3,500 Median : 3,500 Variance : 1,333 Standard Deviation : 1,155 Total rolls : 2 Americans Combat 1 was rolled 3 times 2 was rolled 3 times 3 was rolled 2 times 5 was rolled 4 times 6 was rolled 1 times Average roll : 3,154 Median : 3,000 Variance : 0,903 Standard Deviation : 0,950 Total rolls : 13 Chinese Combat 1 was rolled 1 times 3 was rolled 1 times 5 was rolled 1 times Average roll : 3,000 Median : 3,000 Variance : 0,750 Standard Deviation : 0,866 Total rolls : 3 Russians Combat 1 was rolled 1 times 2 was rolled 4 times 3 was rolled 3 times 4 was rolled 3 times 5 was rolled 2 times Average roll : 3,077 Median : 3,000 Variance : 0,903 Standard Deviation : 0,950 Total rolls : 13 Neutral_Axis Combat Average roll : 0,000 Median : 0,000 Variance : 0,000 Standard Deviation : 0,000 Total rolls : 0 Japanese Combat 1 was rolled 2 times 2 was rolled 1 times 3 was rolled 2 times 4 was rolled 1 times 5 was rolled 4 times 6 was rolled 3 times Average roll : 4,000 Median : 5,000 Variance : 0,569 Standard Deviation : 0,755 Total rolls : 13
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The Italians continue the North Africa Campaign!
One Mechanized infantry division in Tunisia has been sent out to take the French Colonies in Algeria, bud the local militia were prepared and laid mines on the roads, forcing the infantry to leave their vehicles in the desert. On foot, they were easy targets for the snipers in the sandy desert.
Tobruk is under Italian control again!
Moving their two veteran infantry divisions from Libya, the Italians defeated the British Tanks. The skilled pilots managed to hit the commander in a strafing run, knocking out their leader and radio. Without clear orders, the British were scattered and easy targets for the overwhelming infantry.The Italians prepare for an invasion in Egypt, shipping tanks and infantry over the Mediterranean. The Italians work closely together with their German allies, loading two infantry divisions on their transport ship.
Italie moves a big part of their troops into Greece and to the Russian front line.
The Italian Battleship "Vittorio Veneto", the pride and glory of the Italian navy leaves port and moves towards Egypt supporting the coming invasion.
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TripleA Turn Summary: Russians round 2
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 2 Purchase Units - Russians Russians buy 2 armour, 3 artilleries and 5 infantry; Remaining resources: 1 PUs; Combat Move - Russians 1 infantry moved from Buryatia to Sakha 1 infantry moved from Buryatia to Sakha 1 infantry moved from Buryatia to Sakha 1 armour moved from Ukraine to Bessarabia 1 artillery moved from Ukraine to Bessarabia 1 artillery moved from Ukraine to Bessarabia 2 infantry moved from Ukraine to Bessarabia 1 infantry moved from Ukraine to Bessarabia 1 mech_infantry moved from Ukraine to Bessarabia 1 infantry moved from Rostov to Bryansk 4 infantry moved from Volgograd to Kazakhstan 1 infantry moved from Samara to Kazakhstan 2 infantry moved from Urals to Novosibirsk 3 infantry moved from Russia to Bryansk 1 artillery moved from Smolensk to Bryansk 2 infantry moved from Smolensk to Bryansk 1 infantry moved from Ukraine to Western Ukraine Russians take Western Ukraine from Germans 3 infantry moved from Novgorod to Baltic States 5 infantry moved from Belarus to Eastern Poland 1 artillery moved from Belarus to Eastern Poland 5 armour moved from Smolensk to Eastern Poland 1 mech_infantry moved from Smolensk to Baltic States 1 armour moved from Belarus to Baltic States 1 tactical_bomber moved from Novgorod to Baltic States 1 fighter moved from Novgorod to Baltic States 1 fighter moved from Novgorod to Eastern Poland 1 fighter moved from Novgorod to Eastern Poland Combat - Russians Battle in Bessarabia Russians attack with 1 armour, 2 artilleries, 3 infantry and 1 mech_infantry Germans defend with 2 armour, 1 fighter and 2 infantry Russians win, taking Bessarabia from Germans with 1 armour and 1 artillery remaining. Battle score for attacker is 11 Casualties for Russians: 1 artillery, 3 infantry and 1 mech_infantry Casualties for Germans: 2 armour, 1 fighter and 2 infantry Battle in Bryansk Russians attack with 1 artillery and 6 infantry Germans defend with 1 infantry Russians win, taking Bryansk from Germans with 1 artillery and 6 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Baltic States Russians attack with 1 armour, 1 fighter, 3 infantry, 1 mech_infantry and 1 tactical_bomber Germans defend with 1 armour, 1 infantry and 4 mech_infantrys Russians win, taking Baltic States from Germans with 1 armour, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 12 Casualties for Russians: 3 infantry and 1 mech_infantry Casualties for Germans: 1 armour, 1 infantry and 4 mech_infantrys Battle in Eastern Poland Russians attack with 5 armour, 1 artillery, 2 fighters and 5 infantry Germans defend with 2 armour, 1 bomber, 2 fighters, 3 infantry and 1 tactical_bomber Russians win, taking Eastern Poland from Germans with 5 armour and 2 fighters remaining. Battle score for attacker is 45 Casualties for Russians: 1 artillery and 5 infantry Casualties for Germans: 2 armour, 1 bomber, 2 fighters, 3 infantry and 1 tactical_bomber Non Combat Move - Russians 2 fighters moved from Eastern Poland to Novgorod 1 fighter moved from Baltic States to Novgorod 1 tactical_bomber moved from Baltic States to Novgorod 1 aaGun moved from Russia to Bryansk Place Units - Russians 2 armour and 1 artillery placed in Novgorod 2 artilleries and 1 infantry placed in Ukraine 3 infantry placed in Volgograd 1 infantry placed in Russia Turn Complete - Russians Russians collect 37 PUs; end with 38 PUs
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The Australian ANZAC take back their original territories!
The Anzac ship their infantry and artillery to take back New Guinea from the Japanese. The Island has no Japanese garrison and is taken with ease.
The ANZAC are trying to take back their original territories, if they manage to capture New Britain and Dutch New Guinea on the next round, they will receive a 5 PU bonus!
Will the Japanese send troops to defend these Islands preventing the ANZAC from getting their bonus?
For the Japanese, these islands are not economically valuable, providing no PU for them. Their generals will have to consider both options, can they devote valuable resources to these campaigns?
Will the Japanese fall into this trap?
By shipping their land units to New Guinea, the ANZAC leave their Transport undefended at the coast. The Japanese navy in Malaya is in striking distance with their mighty battleship "The Yamamoto", their carrier "The Akagi" and 2 fighters.
Will the Japanese take the pray and fall into their trap? If so they will get annihilated by the Americans from Hawaii, New Britain, and the Solomon Islands!
Example: ANZAC/American War plan ! Trap ! Top Secret!:
++++++++++++++++++++++++++++++++++++++++++++++++++++++
The French rendezvous their scattered forces.
The french are scattered around their colonies in Africa, they move to Algeria with one of their remaining fighter from Britain. Their fighter model "Bloch MB.150" is absolute by now so late in the war. Bud the French are determined to take back their homeland.
The Russians strike back!
The Russians in the east join their focus to defend the East and march into china to help their Allies who are on the brink of being overrun by the Japanese.
In the west, their comrades are launching a full-scale counter attack mobilizing all forces. The Germans in the Baltic States, Eastern Poland, and Bessarabia are attacked from all sides. The Russian start the battle with an artillery bombardment. The Germans run for cover!
The Russian infantry is sent in to attack the german's positions even before the bombardment stops! A lot of friendly fire on the Russian side. The Russian infantry sustains overwhelming casualties. All infantry divisions die in the attack. The battle was almost lost, bud the Russian T-34 tanks arrive just in time to kill the germans.And hold their new positions. Millions lie dead on the battlefield, they all give their lives in the name off our great leader and dictator DanLeeDR01! No step back!
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TripleA Turn Summary: Japanese round 2
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 2 Purchase Units - Japanese Japanese buy 2 cruisers, 1 factory_minor and 2 submarines; Remaining resources: 5 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Malaya to Shan State 1 artillery and 3 infantry moved from Shan State to Burma Japanese take Burma from UK_Pacific 1 artillery and 3 infantry moved from Yunnan to Burma 1 fighter moved from French Indo China to Shan State 2 fighters moved from 37 Sea Zone to Shan State 1 artillery and 1 infantry moved from Kwangsi to Hunan 2 artilleries and 5 infantry moved from Anhwe to Hunan 1 fighter and 1 tactical_bomber moved from Kiangsu to Hunan 1 bomber, 2 fighters and 2 tactical_bombers moved from Korea to Manchuria 1 bomber, 2 fighters and 2 tactical_bombers moved from Manchuria to Hunan Combat - Japanese Non Combat Move - Japanese Place Units - Japanese 2 cruisers and 2 submarines placed in 6 Sea Zone 1 factory_minor placed in Kwangtung Turn Complete - Japanese Japanese collect 53 PUs; end with 58 PUs
Combat Hit Differential Summary :
Territory Summary for Japanese :
Caroline Islands : 1 airfield, 1 harbour and 2 infantry Iwo Jima : 1 infantry Paulau Island : 1 infantry Shantung : 1 flag Formosa : 1 fighter Kwangsi : 1 flag Kiangsu : 1 flag Kiangsi : 1 flag Japan : 1 aaGun, 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 3 infantry Jehol : 1 flag Okinawa : 1 infantry Manchuria : 1 flag, 1 artillery and 4 infantry Yunnan : 1 flag Hunan : 1 flag, 3 artilleries, 1 bomber, 3 fighters, 7 infantry and 3 tactical_bombers Anhwe : 1 flag Shan State : 1 flag, 3 fighters and 1 infantry Burma : 1 flag, 2 artilleries and 6 infantry Malaya : 1 flag, 1 harbour Borneo : 1 flag, 1 infantry Kwangtung : 1 flag, 1 factory_minor and 1 harbour New Britain : 1 flag, 2 infantry Philippines : 1 flag, 1 airfield, 1 artillery, 1 harbour and 2 infantry Guam : 1 flag, 1 airfield and 1 infantry Wake Island : 1 flag, 1 airfield and 1 infantry French Indo China : 1 flag Java : 1 flag, 2 infantry Dutch New Guinea : 1 flag Sumatra : 1 flag, 2 infantry 37 Sea Zone : 1 battleship and 1 carrier 19 Sea Zone : 1 destroyer and 1 transport 6 Sea Zone : 1 battleship, 2 cruisers, 2 destroyers and 4 submarines
Production/PUs Summary :
Russians : 37 / 38 Japanese : 53 / 58 Americans : 50 / 70 Chinese : 9 / 9 Germans : 46 / 56 British : 33 / 40 UK_Pacific : 8 / 10 Italians : 10 / 15 ANZAC : 10 / 12 French : 7 / 0 Dutch : 0 / 0 Mongolians : 0 / 0 Neutral_Axis : 0 / 0 Neutral_Allies : 2 / 0 Neutral_True : 18 / 0
Dice Statistics:
Total 1 was rolled 16 times 2 was rolled 14 times 3 was rolled 16 times 4 was rolled 9 times 5 was rolled 18 times 6 was rolled 13 times Average roll : 3,442 Median : 3,000 Variance : 0,580 Standard Deviation : 0,762 Total rolls : 86 Germans Combat 1 was rolled 5 times 2 was rolled 2 times 3 was rolled 4 times 4 was rolled 2 times 5 was rolled 6 times 6 was rolled 6 times Average roll : 3,800 Median : 4,000 Variance : 0,701 Standard Deviation : 0,837 Total rolls : 25 British Combat 1 was rolled 1 times 2 was rolled 2 times Average roll : 1,667 Median : 2,000 Variance : 1,750 Standard Deviation : 1,323 Total rolls : 3 Italians Combat 2 was rolled 1 times 3 was rolled 2 times 6 was rolled 2 times Average roll : 4,000 Median : 3,000 Variance : 1,208 Standard Deviation : 1,099 Total rolls : 5 French Combat 1 was rolled 1 times 6 was rolled 1 times Average roll : 3,500 Median : 3,500 Variance : 1,333 Standard Deviation : 1,155 Total rolls : 2 Americans Combat 1 was rolled 3 times 2 was rolled 3 times 3 was rolled 2 times 5 was rolled 4 times 6 was rolled 1 times Average roll : 3,154 Median : 3,000 Variance : 0,903 Standard Deviation : 0,950 Total rolls : 13 Chinese Combat 1 was rolled 1 times 3 was rolled 1 times 5 was rolled 1 times Average roll : 3,000 Median : 3,000 Variance : 0,750 Standard Deviation : 0,866 Total rolls : 3 Russians Combat 1 was rolled 3 times 2 was rolled 5 times 3 was rolled 5 times 4 was rolled 6 times 5 was rolled 3 times Average roll : 3,045 Median : 3,000 Variance : 1,111 Standard Deviation : 1,054 Total rolls : 22 Neutral_Axis Combat Average roll : 0,000 Median : 0,000 Variance : 0,000 Standard Deviation : 0,000 Total rolls : 0 Japanese Combat 1 was rolled 2 times 2 was rolled 1 times 3 was rolled 2 times 4 was rolled 1 times 5 was rolled 4 times 6 was rolled 3 times Average roll : 4,000 Median : 5,000 Variance : 0,569 Standard Deviation : 0,755 Total rolls : 13
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The Japanese organise their Armies!
The Japanese army conquers Burma they meet no resistance and are ably to subdue the locals with ease. The British afraid of the Japanese might stay in India seeing their colonies conquered one by one, by the mighty Emperor HypnidhogLR01! British cowards!
The Japanese focus their focus on the North in Manchuria. While they focus their air force near the Chinees border of Hunan. With there are forces in the middle, they are able to react and support all fronts in the northwest and the east sea.
In Kwangtung, their engineers build a brand new minor factory ready for production in one month. An unbelievable record!
The Japanese navy saw no action this turn, and japan uses all its industrial might to focus on the production of naval forces. They added two new submarines and 2 cruisers, taking the Japanese in the lead in the naval arms race!
The Americans should be frightened if they want to face them head-on!
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TripleA Turn Summary: Chinese round 2
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
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 3 infantry; Remaining resources: 0 PUs; Combat Move - Chinese 1 fighter and 9 infantry moved from Shensi to Szechwan Non Combat Move - Chinese Place Units - Chinese 3 infantry placed in Szechwan Turn Complete - Chinese Chinese collect 9 PUs; end with 9 PUs
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The American secure New Britain in the pacific for the ANZAC's!
The Americans transport their artillery from Gilbert Island and pick up an infantry division on their way to New Britain. The Assault starts with a shore bombardment from 3 cruisers and the mighty battleship the "USS New Jersey (BB-62)". The high caliber navy guns make short work of the Japanese island defenses.
After the bombardment, the Japanese infantry led a massive Bonzai charge on the American beachhead, with massive casualties on both sides. The Japanese just kept coming wave after wave, walking right into the landing craft's M1919 Browning machine guns fire!! When the Japanese were out of ammo, they made one final charge with bayonets fixed. Killing all American infantry. Only the American artillery division made it out alive killing the last Japanese resisstance.
They send their damaged Battleship the "USS Iowa (BB-61)" to their allies for major repairs. The ship is too massive for ANZAC drydocks, so they repair it at sea! Repairs are expected to be completed over 6 months.
On the Western front, the Americans advance into French Equatorial Africa.
After a bombardment in Berlin, a bomber from London lands safely in french occupied Algeria. With more American fighters landing to help out their French allies.
Cruisers and aircraft carriers move safely over the pacific with no german u-boats present to the coast of Gibraltar, preparing to launch an assault on Afrika and Italie.
With the Atlantic secure, the Americans are building massive quantities of transports ships in the homeland. With American men fighting on the front lines, housewives choose to work in factories to help with the war effort.
The Chinees recruit more infantry!
The Chinees march towards Szechwan and recruit 3 new infantry divisions. The new recruits consist of ill-equipped volunteer militia with pitchforks and hunting rifles. Bud, we need everyone we can muster!
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TripleA Turn Summary: Germans round 2
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 2 Purchase Units - Germans Germans repair damage of 11x factory_major; Remaining resources: 45 PUs; Germans buy 7 armour; Remaining resources: 3 PUs; Combat Move - Germans 9 armour moved from Germany to Eastern Poland 1 mech_infantry moved from Greece to Romania 1 infantry moved from Bulgaria to Romania 2 infantry and 1 transport moved from 95 Sea Zone to 98 Sea Zone 1 armour moved from Normandy Bordeaux to Southern France 1 armour moved from Normandy Bordeaux to Southern France Combat - Germans Battle in Eastern Poland Germans attack with 9 armour Russians defend with 5 armour Germans roll dice for 9 armour in Eastern Poland, round 2 : 5/1 hits, 4,50 expected hits Russians roll dice for 5 armour in Eastern Poland, round 2 : 2/1 hits, 2,50 expected hits 5 armour owned by the Russians and 2 armour owned by the Germans lost in Eastern Poland Germans win, taking Eastern Poland from Russians with 7 armour remaining. Battle score for attacker is 18 Casualties for Germans: 2 armour Casualties for Russians: 5 armour Non Combat Move - Germans Place Units - Germans 7 armour placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 2,6 Germans collect 45 PUs (2 lost to blockades); end with 48 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 53 PUs
Combat Hit Differential Summary :
Russians regular : -0,50 Germans regular : 0,50
Territory Summary for Germans :
Normandy Bordeaux : 1 flag, 2 armour, 1 artillery and 3 infantry Southern France : 1 flag, 2 armour and 1 harbour France : 1 flag, 1 aaGun, 1 airfield and 1 factory_minor Western Germany : 1 aaGun, 1 airfield, 1 factory_major and 1 harbour Romania : 1 infantry and 1 mech_infantry Poland : 1 aaGun, 3 artilleries and 3 infantry Germany : 7 armour, 1 factory_major and 1 infantry Norway : 1 infantry Holland Belgium : 2 armour, 2 fighters, 2 infantry and 2 tactical_bombers Eastern Poland : 1 flag, 7 armour 113 Sea Zone : 1 cruiser, 2 submarines and 1 transport 95 Sea Zone : 1 destroyer Bulgaria : 1 flag Greece : 1 flag, 1 infantry Yugoslavia : 1 flag, 1 armour 98 Sea Zone : 1 transport Finland : 1 flag, 1 fighter and 2 infantry
Production/PUs Summary :
Russians : 36 / 38 Japanese : 53 / 58 Americans : 50 / 70 Chinese : 9 / 9 Germans : 47 / 53 British : 33 / 40 UK_Pacific : 8 / 10 Italians : 10 / 15 ANZAC : 10 / 12 French : 7 / 0 Dutch : 0 / 0 Mongolians : 0 / 0 Neutral_Axis : 0 / 0 Neutral_Allies : 2 / 0 Neutral_True : 18 / 0
Dice Statistics:
Total 1 was rolled 20 times 2 was rolled 23 times 3 was rolled 21 times 4 was rolled 16 times 5 was rolled 23 times 6 was rolled 16 times Average roll : 3,395 Median : 3,000 Variance : 0,431 Standard Deviation : 0,656 Total rolls : 119 Null / Other 1 was rolled 3 times 2 was rolled 6 times 3 was rolled 5 times 4 was rolled 6 times 5 was rolled 4 times 6 was rolled 1 times Average roll : 3,200 Median : 3,000 Variance : 0,785 Standard Deviation : 0,886 Total rolls : 25 Germans Combat 1 was rolled 5 times 2 was rolled 3 times 3 was rolled 4 times 4 was rolled 3 times 5 was rolled 6 times 6 was rolled 6 times Average roll : 3,741 Median : 4,000 Variance : 0,365 Standard Deviation : 0,604 Total rolls : 27 British Combat 1 was rolled 1 times 2 was rolled 2 times Average roll : 1,667 Median : 2,000 Variance : 1,750 Standard Deviation : 1,323 Total rolls : 3 Italians Combat 2 was rolled 1 times 3 was rolled 2 times 6 was rolled 2 times Average roll : 4,000 Median : 3,000 Variance : 1,208 Standard Deviation : 1,099 Total rolls : 5 French Combat 1 was rolled 1 times 6 was rolled 1 times Average roll : 3,500 Median : 3,500 Variance : 1,333 Standard Deviation : 1,155 Total rolls : 2 Americans Combat 1 was rolled 3 times 2 was rolled 4 times 3 was rolled 2 times 5 was rolled 4 times 6 was rolled 2 times Average roll : 3,267 Median : 3,000 Variance : 0,821 Standard Deviation : 0,906 Total rolls : 15 Chinese Combat 1 was rolled 1 times 3 was rolled 1 times 5 was rolled 1 times Average roll : 3,000 Median : 3,000 Variance : 0,750 Standard Deviation : 0,866 Total rolls : 3 Russians Combat 1 was rolled 3 times 2 was rolled 6 times 3 was rolled 5 times 4 was rolled 6 times 5 was rolled 4 times 6 was rolled 1 times Average roll : 3,200 Median : 3,000 Variance : 0,785 Standard Deviation : 0,886 Total rolls : 25 Neutral_Axis Combat Average roll : 0,000 Median : 0,000 Variance : 0,000 Standard Deviation : 0,000 Total rolls : 0 Japanese Combat 1 was rolled 3 times 2 was rolled 1 times 3 was rolled 2 times 4 was rolled 1 times 5 was rolled 4 times 6 was rolled 3 times Average roll : 3,786 Median : 4,500 Variance : 0,564 Standard Deviation : 0,751 Total rolls : 14
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German counter-attack on the Eastern front!
The Germans surprised Russia with a pincer movement, encircling 5 regiments of Russian Kliment Voroshilov (KV-1) tanks.
"The KV tanks were practically immune to the 3.7 cm KwK 36 and howitzer-like, short-barreled 7.5 cm KwK 37 guns mounted, respectively, on the early Panzer III and Panzer IV tanks fielded by the invading German forces. Until the Germans developed more effective guns, the KV-1 was invulnerable to almost any German weapon except the 8.8 cm Flak gun."
The Fuhrer responded with the attack of the newly developed Tiger I tank! Germany's first armored fighting vehicle mounting the 8.8 cm KwK 36 gun (derived from the 8.8 cm Flak 36).
The unexpected Russian forces did not expect to be outflanked by the germans, choosing hidden forest routes to cut the Russian off and flank them in the rear.
With the new tank's superior firepower, the Germans destroyed all KV-1 tanks with extreme precision, the germans took no prisoners!
After the battle, the new tanks proved their effectiveness. The Fuhrer ordered the production of 9 more Tiger I tanks in mainland Germany.
In the south, the germans ship their allied troops to the coast of Egypt. The Italians are ready now for a massive assault on the beaches. Bud, it's top-secret where they will land.
Southern France is strengthened preventing the allies near Gibraltar a beachhead in Europe. While Greek and Bulgarian forces are moved to reinforce Romania. Making a strong Eastern front.
It's now Italies turn, they will have to take Gibraltor controlling the strait of Gibraltar. Or Italie will have to Defend their homeland preventing the Allies from landing in Europe!
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Those are some pretty extensive and precise reports.
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Thank you, very much supreme leader of all Axis nations!
We are preparing a massive attack, the attack will be imminent any moment! Brace yourself!
Marry Christmas!
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TripleA Turn Summary: UK_Pacific round 2
TripleA Turn Summary for game: World War II Global 1942 2nd Edition, version: 4.0.0
Game History
Round: 2 Purchase Units - British British buy 3 fighters and 3 infantry; Remaining resources: 1 PUs; Purchase Units - UK_Pacific UK_Pacific buy 1 destroyer; Remaining resources: 2 PUs; Combat Move - British 1 tactical_bomber moved from Novgorod to Kazakhstan 7 infantry moved from India to West India 1 infantry moved from India to West India 1 tactical_bomber moved from Egypt to 98 Sea Zone 1 infantry moved from Egypt to Trans-Jordan 1 artillery moved from Egypt to Trans-Jordan 2 fighters moved from Gibraltar to Malta 1 armour moved from Gibraltar to 91 Sea Zone 1 bomber moved from Belarus to 98 Sea Zone 1 tactical_bomber moved from United Kingdom to Gibraltar 1 armour, 1 battleship, 1 infantry and 1 transport moved from 108 Sea Zone to 91 Sea Zone 1 fighter moved from Persia to 98 Sea Zone 1 fighter moved from 80 Sea Zone to 98 Sea Zone 1 tactical_bomber moved from 80 Sea Zone to 98 Sea Zone 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Egypt to Trans-Jordan 1 infantry moved from Iraq to Persia 1 artillery moved from Iraq to Persia 1 armour and 1 transport moved from 91 Sea Zone to 94 Sea Zone 1 armour moved from 94 Sea Zone to Tunisia 2 destroyers moved from 91 Sea Zone to 94 Sea Zone 1 infantry moved from Rhodesia to Tanganyika Territory 1 fighter moved from Egypt to 98 Sea Zone 1 infantry moved from United Kingdom to Scotland Combat - British Battle in Tunisia Battle in 98 Sea Zone British attack with 1 bomber, 3 fighters and 2 tactical_bombers Germans defend with 1 transport; Italians defend with 1 armour, 1 battleship, 1 cruiser, 3 infantry and 1 transport British win, taking Tunisia from Italians with 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 51 Casualties for British: 1 fighter Casualties for Italians: 1 armour, 1 battleship, 1 cruiser, 3 infantry and 1 transport Casualties for Germans: 1 transport Non Combat Move - British 1 bomber moved from 98 Sea Zone to Trans-Jordan 2 fighters moved from 98 Sea Zone to Trans-Jordan 1 tactical_bomber moved from 98 Sea Zone to Persia 1 tactical_bomber moved from 98 Sea Zone to Trans-Jordan 1 infantry moved from 91 Sea Zone to Morocco 1 armour moved from 91 Sea Zone to Morocco 2 aaGuns moved from India to West India Place Units - British 3 fighters placed in Egypt 3 infantry placed in United Kingdom Turn Complete - British British collect 34 PUs; end with 35 PUs Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUs Place Units - UK_Pacific 1 destroyer placed in 39 Sea Zone Turn Complete - UK_Pacific UK_Pacific collect 8 PUs; end with 10 PUs Some Units in 39 Sea Zone change ownership: 1 destroyer