G40 Makalakalane (ax) v ubernaut (al)
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TripleA Move Summary: Japanese round 6
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6 Purchase Units - Japanese Japanese buy 6 armour; Remaining resources: 2 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With French Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied Combat Move - Japanese 1 armour moved from Yunnan to French Indo China Japanese take French Indo China from French 1 armour moved from French Indo China to Yunnan 1 armour moved from Amur to Sakha Japanese take Sakha from Russians 1 armour moved from Sakha to Buryatia 4 armour, 10 infantry and 2 mech_infantrys moved from Amur to Buryatia 3 fighters moved from Japan to Buryatia 2 infantry moved from Anhwe to Jehol 2 armour moved from Manchuria to Buryatia 1 fighter moved from Manchuria to Jehol 2 bombers moved from Manchuria to Buryatia 1 infantry moved from Soviet Far East to Siberia Japanese take Siberia from Russians -
TripleA Turn Summary: Japanese round 6
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6 Purchase Units - Japanese Japanese buy 6 armour; Remaining resources: 2 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With French Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With French: Changing Relationship for Chinese and French from Neutrality to Allied Combat Move - Japanese 1 armour moved from Yunnan to French Indo China Japanese take French Indo China from French 1 armour moved from French Indo China to Yunnan 1 armour moved from Amur to Sakha Japanese take Sakha from Russians 1 armour moved from Sakha to Buryatia 4 armour, 10 infantry and 2 mech_infantrys moved from Amur to Buryatia 3 fighters moved from Japan to Buryatia 2 infantry moved from Anhwe to Jehol 2 armour moved from Manchuria to Buryatia 1 fighter moved from Manchuria to Jehol 2 bombers moved from Manchuria to Buryatia 1 infantry moved from Soviet Far East to Siberia Japanese take Siberia from Russians Combat - Japanese Battle in Jehol Japanese attack with 1 fighter and 2 infantry Chinese defend with 1 infantry Japanese roll dice for 1 fighter and 2 infantry in Jehol, round 2 : 1/3 hits, 0.83 expected hits Chinese roll dice for 1 infantry in Jehol, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Jehol Japanese win, taking Jehol from Chinese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Buryatia Japanese attack with 7 armour, 2 bombers, 3 fighters, 10 infantry and 2 mech_infantrys Russians defend with 2 aaGuns and 17 infantry AA fire in Buryatia : 2/5 hits, 0.83 expected hits 1 fighter owned by the Japanese and 1 bomber owned by the Japanese lost in Buryatia Japanese roll dice for 7 armour, 1 bomber, 2 fighters, 10 infantry and 2 mech_infantrys in Buryatia, round 2 : 9/22 hits, 7.17 expected hits Russians roll dice for 2 aaGuns and 17 infantry in Buryatia, round 2 : 9/17 hits, 5.67 expected hits 9 infantry owned by the Japanese, 7 infantry owned by the Russians and 2 aaGuns owned by the Russians lost in Buryatia Japanese roll dice for 7 armour, 1 bomber, 2 fighters, 1 infantry and 2 mech_infantrys in Buryatia, round 3 : 5/13 hits, 5.67 expected hits Russians roll dice for 10 infantry in Buryatia, round 3 : 1/10 hits, 3.33 expected hits 1 infantry owned by the Japanese and 5 infantry owned by the Russians lost in Buryatia Japanese roll dice for 7 armour, 1 bomber, 2 fighters and 2 mech_infantrys in Buryatia, round 4 : 4/12 hits, 5.50 expected hits Russians roll dice for 5 infantry in Buryatia, round 4 : 3/5 hits, 1.67 expected hits 4 infantry owned by the Russians, 2 mech_infantrys owned by the Japanese and 1 armour owned by the Japanese lost in Buryatia Japanese roll dice for 6 armour, 1 bomber and 2 fighters in Buryatia, round 5 : 3/9 hits, 4.67 expected hits Russians roll dice for 1 infantry in Buryatia, round 5 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 armour owned by the Japanese lost in Buryatia Japanese win, taking Buryatia from Russians with 5 armour, 1 bomber and 2 fighters remaining. Battle score for attacker is -11 Casualties for Japanese: 2 armour, 1 bomber, 1 fighter, 10 infantry and 2 mech_infantrys Casualties for Russians: 2 aaGuns and 17 infantry Non Combat Move - Japanese 1 aaGun moved from Amur to Manchuria 1 transport moved from 6 Sea Zone to 17 Sea Zone 1 infantry moved from Iwo Jima to 17 Sea Zone 1 infantry and 1 transport moved from 17 Sea Zone to 19 Sea Zone 1 infantry moved from 19 Sea Zone to Shantung 3 infantry moved from Anhwe to Shantung 1 armour moved from Anhwe to Kiangsu 1 fighter moved from Jehol to Kiangsu 3 fighters moved from Kiangsi to Yunnan 3 tactical_bombers moved from Kiangsi to Yunnan 1 transport moved from 5 Sea Zone to 6 Sea Zone 2 fighters moved from Buryatia to Amur 1 bomber moved from Buryatia to Shantung Place Units - Japanese 3 armour placed in Shantung 3 armour placed in Kiangsu Turn Complete - Japanese Total Cost from Convoy Blockades: 4 Rolling for Convoy Blockade Damage in 43 Sea Zone. Rolls: 1,3,2,3 Japanese collect 40 PUs (4 lost to blockades); end with 42 PUsCombat Hit Differential Summary :
AA fire in Buryatia : : 1.17 Chinese : -0.33 Russians : 3.00 Japanese : -1.83 -
@ubernaut sorry too late... I already did it. Didn't see you email until after..
You only had one kind of unit in the country, so I didn't figure it was anything funky.. You managed to hit down 2 planes and the randomizer took a bomber.. 
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@ubernaut I won, never the less, but man, I've been building up to that one for like 6 turns
Sorry we couldn't do it live. I didn't see the email, cos I was playing my turn when I received it..
In general I think live is ok, but actually I find it a little slow when it's minor battles, like escort/interception og 1 unit vs 1 unit. I think it makes sense during major battles and battles where there could be a reason to chose odd casualties. I Buryatia, you only had 1 kind of unit. There would be absolutely no reason for you to pick the AA guns in other round than round 1 of that battle. They only shoot once. -
@Makalakalane yeah well if you somehow missed really bad in first round i might have considered taking infantry instead.
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@ubernaut why? How would that help you? Your chances of survival would drop like crazy if you did so? Unless you would hit on like 15 out of 19 1s.. You actually hit 9 in the first round, which was pretty high, I think. I mean even if you had won with 1 or both of your AA Guns, your chances of further survival would be even slimmer. But ok, I can see the logic if you would transport them back to Russia.
In any case, I didn't see your email until it was too late. I don't mind the live-thing, but as I said, maybe only if it's big or necessary. -
@Makalakalane yeah i realized that after i finished my turn that one might be weird if you got really unlucky i'd say whenever there is a potential decision it usually makes sense to play it safe instead of rushing, anyway seems like it didn't matter haven't actually been able to look at it yet.
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@ubernaut I think I had a medium hit on the first round. Actually I think I also hit 9. You had 17 + the 2 AA Guns.
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TripleA Move Summary: Americans round 6
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6 Research Technology - Americans Americans spend 0 on tech rolls Purchase Units - Americans Americans buy 1 armour, 2 artilleries, 2 fighters, 4 infantry and 4 transports; Remaining resources: 0 PUs; 1 techTokens; Combat Move - Americans 2 artilleries and 8 infantry moved from Brazil to 86 Sea Zone 2 artilleries, 8 infantry and 5 transports moved from 86 Sea Zone to 91 Sea Zone 1 battleship and 1 cruiser moved from 101 Sea Zone to 91 Sea Zone 4 infantry moved from Hawaiian Islands to 26 Sea Zone 3 battleships, 3 carriers, 3 cruisers, 6 destroyers, 5 fighters, 4 infantry, 6 submarines, 1 tactical_bomber and 2 transports moved from 26 Sea Zone to 6 Sea Zone 4 infantry moved from 6 Sea Zone to Japan 1 bomber and 2 fighters moved from Hawaiian Islands to 6 Sea Zone 3 mech_infantrys moved from French Equatorial Africa to Belgian Congo British take Belgian Congo from Italians -
@Makalakalane got a big one here probably want to do it live
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TripleA Move Summary: Americans round 6
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 6 Research Technology - Americans Americans spend 0 on tech rolls Purchase Units - Americans Americans buy 1 armour, 2 artilleries, 2 fighters, 4 infantry and 4 transports; Remaining resources: 0 PUs; 1 techTokens; Combat Move - Americans 2 artilleries and 8 infantry moved from Brazil to 86 Sea Zone 2 artilleries, 8 infantry and 5 transports moved from 86 Sea Zone to 91 Sea Zone 1 battleship and 1 cruiser moved from 101 Sea Zone to 91 Sea Zone 4 infantry moved from Hawaiian Islands to 26 Sea Zone 3 battleships, 3 carriers, 3 cruisers, 6 destroyers, 5 fighters, 4 infantry, 6 submarines, 1 tactical_bomber and 2 transports moved from 26 Sea Zone to 6 Sea Zone 4 infantry moved from 6 Sea Zone to Japan 1 bomber and 2 fighters moved from Hawaiian Islands to 6 Sea Zone 3 mech_infantrys moved from French Equatorial Africa to Belgian Congo British take Belgian Congo from Italians 2 artilleries and 8 infantry moved from 91 Sea Zone to Gibraltar -
@Makalakalane sorry forgot to complete one of my combat moves

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@Makalakalane we gonna roll this out or what's happening?
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@ubernaut I don't know how it ended up with the Americans having a 99% chance of winning that one, I was sure I looked that over and put enough there to secure that I had 60%+ chance of surviving. but I must have fucked up. Since it's a 00% chance in your favour and I have 0 land units in Japan you just go ahead and choose casualties. I don't see why I would spend time live, when I have a 1% chance of surviving

I guess I learn every time. Still haven't gotten my first victory, so I guess I still suck at this map. Good luck in the battle. I will have to evaluate once it's Italy or Germanys turn. -
@Makalakalane well idk how you would choose kamikaze I've never even done that, but if you get lucky and take out 6 of my ships its basically a coin toss at that point any big battles are always fun live win or lose.
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@Makalakalane i think overall the battle is probably 75% in my favor, also i think that's why i thought i might want to pick causalities in that russian battle figured you had to leave your fighters in japan to keep your fleet safe especially if i hit tech or something.
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@ubernaut I forgot about Kamikaze, but it still takes 2 kamikazes to take out a capital ship, so I'm not too optimistic. Go ahead - all my kamikazes go for Battleships.
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hmm when i looked at figured best way to use kamizae was to select single hit ships 3 cruisers and 3 destroyers.
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@ubernaut in the Russian battle I had a 95% chance of winning and I brought a lot of planes. the ones on Japan, I'm pretty sure flew there after the russian battle.
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@ubernaut maybe. I've only done it once before. The destroyers probably wont hit anything. You're welcome to chose something else for me, if you wish. The chances of me winning are so low that I don't really care. I'd go for Battleships.
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