Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #3 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 2 Air Missions, and 0 Naval Moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



You already know.



Retreating...

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat



Attacking a stack of 3 units in the open, yes please! On the blitz table. The combat factors are 29 to 22 for a 1:1 ratio or +2 DRM. There is a +6 DRM due to 3 defenders being face down. There is a +2 DRM due to 1 unit being overstacked. There is a -4 DRM for 2 Arm/Mech units defending a clear hex in fine weather. There is a +3 DRM due to 3 Mech/Arm units attacking a clear hex in fine weather in a Blitz. The final DRM for this fight is +9. The 2d10 roll is 13, increased to 22, for a result of [*/1B]. The Commonwealth will change the B to a Retreat. The US will retreat towards Louisville, and will lose the Infantry Corps.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: Impulse #4 - Fascists

Adbot
ADBOT LOVES YOU

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #4 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 4.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Combined Impulse. They will have 3 Land Moves, 1 Land Attacks, 4 Air Missions, and 2 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement



Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Northern Russia.



Southern Russia.



Moving through the mountains...

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



Rostov is attacked, the attack being on the Assault table. The combat factors are 21 to 7 for a 3:1 ratio or +6 DRM. There is a +2 DRM for the militia being face down, there is a -1 DRM due to the presence of a factory. The final DRM for this combat is +7. The 2d10 roll is 12, increased to 19, for a result of [%x1/2]. The Germans will lose an infantry corps and a SP AT Division. The Soviets will lose both defenders. Germany takes the hex (and is forced to flip over the unit taking it.) The Czech HQ will be flipped face down to receive its Heavy Weapons Upgrade.


Air rebases

Several Japanese squadrons are rebased to better locations.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn cannot end now.


Next up: Impulse #4 - Democracies

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #4 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None

Rail movement

None.

Land movement



Nimitz makes it to Louisville.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization



Nimitz is flipped face down to unflip 4 units.

End of Turn Check

The Turn cannot end now.


Next up: Impulse #4 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #4 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 2 Air Missions, and 0 Naval Moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement



A militia is sent to block the passage through Irkutsk. Another unit is pulled from the Caucasus to Stalingrad.

Land movement



Pulling back slowly towards Stalingrad.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat



The Commonwealth strike at Nimitz for being a dork and ruining plans. The attack is on the Blitz table. The combat factors are 29 to 8 for a 3:1 ratio or +6 DRM. There is a +2 DRM for Nimitz being face down. There is a +3 DRM for 3 Mech/Arm units attacking a clear hex in fine weather in a Blitz. The final DRM for this combat is +11. The 2d10 roll is 13, increased to the max of 23, for a result of [*/2B]. Both American units are eliminated. All attackers remain face up.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: Impulse #5 - Fascists

bunnyofdoom
Mar 29, 2008

I've been here the whole time, and you're not my real Dad! :emo:
Get hosed Nimitz

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #5 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 1.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Combined Impulse. They will have 3 Land Moves, 1 Land Attacks, 4 Air Missions, and 2 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

More units are sent to the Carolines Islands.

Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement




Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



Saratov is attack, on the Assault table. The combat factors are 31 to 5 or 6:1 for a +12 DRM. There is a -1 DRM due to the presence of a factory. The final DRM for this combat is +11. The 2d10 roll is 12, increased to 23, for a result of [*/2S]. The Soviet unit is eliminated.



North of Voroshilovgrad, a Militia unit and Infantry army are attacked. The attack is on the Blitz table. The combat factors are 53 to 13 for a 4:1 ratio or +8 DRM. There is a +5 DRM due to 5 Arm/Mech units attacking a clear hex in fine weather in a Blitz attack. The final DRM for this combat is +13. The 2d10 roll is 6, increased to 19, for a result of [%1/B]. Germany will lose an AT Division, the result will be changed to a Retreat. The Soviets will split and retreat into two different hexes. The Soviet infantry unit is upgraded to a Guards Banner Army unit. Half of the attackers are flipped face down.



Gorky will also be attacked, on the Assault table. The combat factors are 30 to 3 for a 10:1 ratio or +20 DRM. There is a -1 DRM due to the presence of a factory. There is a +19 DRM to this combat. The 2d10 roll is 11, increased to the max of 23, for a result of [*/2S]. The Soviet unit is eliminated. The Attackers remain face up.


Air rebases

Several by the Axis in the Soviet Union, getting closer to Rostov.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn cannot end now.


Next up: Impulse #5 - Democracies

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #5 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions



The Americans send the P-38E to bomb Commonwealth troops north of Nashville. The 1d10 rolls are 4 and 2, the Armored Corps is flipped face down. Manifunk Destiny rebases to Atlanta.

Rail movement

None.

Land movement



Trying to take advantage of the situation, American troops attack the bombed stack.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat



The Combat outside of Louisville is on the Blitz table. The combat factors are 30 to 15 for a 2:1 ratio or +4 DRM. There is a +2 DRM for 1 defender being face down. There is a +4 DRM for 4 Mech/Arm units attacking a clear hex in fine weather in a Blitz. There is a -4 DRM due to 2 Arm/Mech units defending in a clear hex in fine weather. The final DRM for this combat is +6. The 2d10 roll is 15, increased to 21, for a result of [*/B]. The two commonwealth units retreat one hex, the attackers remain face up.



Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


Next up: Impulse #5 - Communists

wedgekree
Feb 20, 2013
Oof, on top of that Germany now has all the USSR's saved oil. That's going to be a pretty nasty thing.

Is it worth it for Germany to give lend lease to Italy given how few BP's Italy has relatively and that Germany is at 60+? Just give them a spare 5/6 so they can hold onto the Med better?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #5 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Fine
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 2 Air Missions, and 0 Naval Moves.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Can a 2nd HQ get sniped?



:shrug: Anything to form a defensive line.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat



The Commonwealth attack the face down HQ. The attack is a Blitz, with the combat factors being 21 to 6 for a 3:1 ratio or +6 DRM. There is a -2 DRM for a HQ-A defending in a clear hex in fine weather. There is a +2 DRM for the defender being face down. There is a +1 DRM due to there being 1 Arm unit attacking in a Blitz against a clear hex in fine weather. The final DRM for this combat is +7. The 2d10 roll is 8, increased to 15, for a result of [x/1]. The US unit is eliminated. :rip: Eisenhower. The attackers are all flipped face down.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: Impulse #6 - Fascists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

Oof, on top of that Germany now has all the USSR's saved oil. That's going to be a pretty nasty thing.

Is it worth it for Germany to give lend lease to Italy given how few BP's Italy has relatively and that Germany is at 60+? Just give them a spare 5/6 so they can hold onto the Med better?

They could, but Germany's not really out of options on things to build. That being said, there's going to be a need to flex their naval muscle sooner or later...

wedgekree
Feb 20, 2013

Jobbo_Fett posted:

They could, but Germany's not really out of options on things to build. That being said, there's going to be a need to flex their naval muscle sooner or later...

Well, mostly so Italy can repair their navy and get things going. They don't want the French to break out and mix with the Americans.. Just enough for Italy to fix up their damaged ships so they can keep the French pinned!

Or just rebase some subs to the Med, since they're not doing anything.

Might as well let the Italians be a more effective naval meatshield for the time being so just give them some things so they can repair more of their damaged stuff to keep their invasion of Free France going...

wedgekree fucked around with this message at 17:26 on Jan 27, 2024

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #6 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 2.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Combined Impulse. They will have 3 Land Moves, 1 Land Attacks, 4 Air Missions, and 2 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement



Moving through the ocean...

Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



There basically no resistance up north anymore. Other than being stubborn, the USSR is as good as finished :sigh:



Around Stalingrad.



Oh, remember the Peru-Ecuadorian War? That's still going on.

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



Germany attacks Saratov. The attack is on the Assault table, with combat factors of 38 to 3 for a 12:1 ratio or +24 DRM. There is a -1 DRM due to the presence of a factory. The final DRM is +23, which is an automatic [*/2S] result. The Soviet unit is eliminated, the Germans take the hex.

Air rebases

None.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn cannot end now.


Next up: Impulse #6 - Democracies

wedgekree
Feb 20, 2013
Oof, very messy.

Could we see perhaps an alliance of convenience between the Democracies and the surviving Communists against the Fascist menace?

Since all the USSR can do is try and hold in the south while Japan and Germany march to take everything. The ability of the Soviets to maintain even thier southern front is questionable. But maybe they can hold the line and the remaining nations of the world can unite?

And surprised that Japan isn't making a move through the Pacific against the US while they're in the fight of their life against the Commonwealth. There's not much opposition for them there - most of the USN is in port, the only real 'power' in the area is Australia. If they take Rabaul/Port Moresby they can lock down Aus even if they don't invade right away. Other places are just marching for now and making sure they have convoys to take resources with.

wedgekree fucked around with this message at 17:49 on Jan 27, 2024

OpenlyEvilJello
Dec 28, 2009

wedgekree posted:

Oof, very messy.

Could we see perhaps an alliance of convenience between the Democracies and the surviving Communists against the Fascist menace?

Since all the USSR can do is try and hold in the south while Japan and Germany march to take everything. The ability of the Soviets to maintain even thier southern front is questionable. But maybe they can hold the line and the remaining nations of the world can unite?

And surprised that Japan isn't making a move through the Pacific against the US while they're in the fight of their life against the Commonwealth. There's not much opposition for them there - most of the USN is in port, the only real 'power' in the area is Australia. If they take Rabaul/Port Moresby they can lock down Aus even if they don't invade right away. Other places are just marching for now and making sure they have convoys to take resources with.

What do you think the Japanese fleet in the Marshalls is doing? I don't think it bodes well for the non-Axis given Japan's running low on Western Pacific targets.

At this point Germany seems so ridiculously strong I'm not sure it'll be possible to defeat them, even with a Dem-Com coalition.

wedgekree
Feb 20, 2013

OpenlyEvilJello posted:

What do you think the Japanese fleet in the Marshalls is doing? I don't think it bodes well for the non-Axis given Japan's running low on Western Pacific targets.

At this point Germany seems so ridiculously strong I'm not sure it'll be possible to defeat them, even with a Dem-Com coalition.

In theory it could work, but it'd be a very long war. The USSR is lost unless they can make a firm defensive line in the south and hold it. The eastern end of the USSR isn't defensible, so they just have to find a defensive line and dig in there. Hold out for a couple of years and build up strength. The Germans will have to overstretch themselves and if the Soviets can hold firm and keep up a solid defense, they can hopefully dig in.

War for the Commonwealth/Democracies (presuming they get along) is hitting the Fascists on the peripherals. Send land units to Free France to help hold Northern Africa as a secondary theatre. Move enough of the Commonwealth/US Fleets to the Pacific to hold Australia and Hawaii.

Presuming they can help dig in in Northern Africa they can probbaly hold off the Italians and get reinforcements to England. Can move a lot of the Canadian reinforcements back to the UK/France to help hold the line while reshuffling everyone else. Hop fighters and (eventually) bombers to the UK for strategic bombing/defense. Try to transition units through Turkey to help reinforce the USSR if it holds (at least fighters).

The priority (beyond defense) up front is securing north africa to help free france and hopefully take the Middle East.

An attack into South America is possible to deny the Fascists a secondary theatre, and it can be used for resources/factories.

This is also purely theoretical, requires a complete and total stop to the conflict with Commonwealth/Democrats, and a complete 180 to total cooperation, a willingness to coordinate all units..

But is viable in theory.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #6 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



The US moves to attack the face down infantry corps. Next turn.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


Next up: Impulse #6 - Communists

Jobbo_Fett fucked around with this message at 04:33 on Jan 28, 2024

ManifunkDestiny
Aug 2, 2005
THE ONLY THING BETTER THAN THE SEAHAWKS IS RUSSELL WILSON'S TAINT SWEAT

Seahawks #1 fan since 2014.
So what are the victory conditions here? Germany and Japan combined have more production than the rest of the world and there doesn’t seem any real way to stop the Axis from controlling all of Asia, Europe and the Pacific

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #6 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose a Naval Impulse. They will have 0 Land Moves, 0 Land Attacks, 3 Air Missions, and unlimited Naval Moves.


Port attacks

None.

Naval air missions

None.

Naval movement



The British Navy occupies the Caribbean.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions



Soviet aircraft attack units on the frontline. The SB-2 is bombing the 8-4 stack with 3 units. No German aircraft can intercept. The 1d10 rolls are 4, 2, and 8 - an infantry corps is flipped face down.

The I-16(24) is going to bomb the units adjacent to it (namely the railway artillery). The Axis forces will intercept with the two Czech squadrons.

The first round of combat will be on the +/- 0 column.

Round One:
- Avia 534-IV rolls 2d10 for a 6 - AA. The I-16(24) is aborted.
- I-16(24) rolls 2d10 for a 10 - DC. No effect.

Combat ends.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: Impulse #7 - Fascists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

ManifunkDestiny posted:

So what are the victory conditions here? Germany and Japan combined have more production than the rest of the world and there doesn’t seem any real way to stop the Axis from controlling all of Asia, Europe and the Pacific

Yeah... it kinda devolved once the Soviets spent like, 6 turns not getting to boost their production and not being able to purge meant they couldn't ever get the jump anywhere.

Which I think is fine, like, the thread want for Britain to go communist and its been fun duking it out between Canada/Commonwealth and the US, but at the end of the day there's something that's been nagging me for a while regarding how Days of Decision does its politics and how it doesn't interact with initiative either.


Though, if anything, it really makes me want to design a game to supersede this one.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #7 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 10.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Combined Impulse. They will have 3 Land Moves, 1 Land Attacks, 4 Air Missions, and 2 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement



Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions



Germany attempts to bomb some troops with the Ju-87R and escorted by the Bf-109F4. The Soviets will intercept with the I-180.

The first round will take place on the +/- 2 Column.

Round One:
- I-180 rolls 2d10 for a 3 - AX. The Bf-109F4 is shot down, the pilot survives [German Pilot Reserve: 1]
- Bf-109F4 rolls 2d10 for a 14 - AA. The I-180 fighter is aborted.

No further A2A combat can take place. The Ju-87R attacks the Soviet units... The 1d10 rolls are 1 and 4, both units are flipped face down.

Rail movement

None.

Land movement



Movement in the Soviet Union. Its basically over...

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



The Germans attack a strong stack northeast of Voroshilovgrad. The Germans are attacking on the Blitz table. The combat factors are 46 to 21 for a 2:1 ratio or +4 DRM. There is a +6 DRM due to 3 units being face down. There is a +2 DRM for 1 unit overstacking. There is a +4 DRM for 4 Mech/Arm units attacking a clear hex in fine weather during a Blitz. There is a -2 DRM due to 1 Mech defending a clear hex in fine weather. The final DRM for this combat is +14. The 2d10 roll is 10, increased to the max of 23, for a result of [*/2B]. The Soviets will lose the HQ and the Mech unit, the Guards Banner Army will be forced to retreat back 1 hex. Germany takes the hex, no attackers are flipped.

Air rebases

None.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn cannot end now.


Next up: Impulse #7 - Democracies

wedgekree
Feb 20, 2013

Jobbo_Fett posted:

Yeah... it kinda devolved once the Soviets spent like, 6 turns not getting to boost their production and not being able to purge meant they couldn't ever get the jump anywhere.

Which I think is fine, like, the thread want for Britain to go communist and its been fun duking it out between Canada/Commonwealth and the US, but at the end of the day there's something that's been nagging me for a while regarding how Days of Decision does its politics and how it doesn't interact with initiative either.


Though, if anything, it really makes me want to design a game to supersede this one.

I think you can more aggressively house rule stuff or do things just to make the game more interesting. I've had a ton of fun watching this and seeing how things go! But I think it's also fair to deviate to make for a more interesting thing for yourself.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

I think you can more aggressively house rule stuff or do things just to make the game more interesting. I've had a ton of fun watching this and seeing how things go! But I think it's also fair to deviate to make for a more interesting thing for yourself.

Honestly, it may be at a point where I call it soon enough, which is a bit of a shame cause I would've liked to see this go into later years, but also, as mentioned, I'd love to go even further with how WiF attempts its vision. There's a spot for a game that mixes politics/policies with the industrial base and the combat. There are so many other things that get ignored in WiF that it harms the overall package. Something like the craziness of England dissolving into a communist dystopia isn't really felt when the game goes "well poo poo we didn't really think about what units we should give the Egyptians or Syrians, to say nothing of the various nations in South and Central America, Asia, Africa, and the Middle East.

Obviously, in our timeline, countries like Bhutan have the smallest of militaries, yet the game can't throw them a bone with a single mountain corps? Maybe a couple of divisions? Hell, give them a "Military Police" unit that does well as a garrison! You can generate data sheets for a German Aircraft carrier that never existed but not fudge a couple of numbers so that Chile gets something after 1945?

Panzeh
Nov 27, 2006

"..The high ground"

Jobbo_Fett posted:

Honestly, it may be at a point where I call it soon enough, which is a bit of a shame cause I would've liked to see this go into later years, but also, as mentioned, I'd love to go even further with how WiF attempts its vision. There's a spot for a game that mixes politics/policies with the industrial base and the combat. There are so many other things that get ignored in WiF that it harms the overall package. Something like the craziness of England dissolving into a communist dystopia isn't really felt when the game goes "well poo poo we didn't really think about what units we should give the Egyptians or Syrians, to say nothing of the various nations in South and Central America, Asia, Africa, and the Middle East.

Obviously, in our timeline, countries like Bhutan have the smallest of militaries, yet the game can't throw them a bone with a single mountain corps? Maybe a couple of divisions? Hell, give them a "Military Police" unit that does well as a garrison! You can generate data sheets for a German Aircraft carrier that never existed but not fudge a couple of numbers so that Chile gets something after 1945?

I think it just came down to Days of Decision already having to kinda be its own game (for reference, it can be played entirely without WiF, using its own very abstract military system) but it would probably have been much better if it was designed from the ground up to be a WiF supplement, which is what everyone does with it anyway- there are much better lite games that do what DoD alone does, like Triumph & Tragedy or even Cataclysm. Unfortunately, when DoD was developed, it was intended to be able to be sold as a separate boxed game and they never went away from that. A World at War's similar product (Gathering Storm and Storm over Asia) has some issues and is a much more set-in-stone political game.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #7 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Turkey steals oil from the Soviet Union.



Maybe a possible win here?

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat



The Americans attack the lone infantry in the woods. The attack is on the Blitz table. The combat factors are 32 to 7 or 4:1 for a +8 DRM. There is an additional +2 DRM due to the face down defender. The final DRM for this combat is +10. The 2d10 roll is 15, increased to the max of 23, for a result of [*/2B]. The infantry unit is eliminated.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


Next up: Impulse #7 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #7 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

One unit shuffles back from the front to better protect the GBA that just retreated, nothing else.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn cannot end now.


The impulse track will increase by 1. There is +1 modifier to the next Weather roll.


Next up: Impulse #8 - Fascists

wedgekree
Feb 20, 2013

Panzeh posted:

I think it just came down to Days of Decision already having to kinda be its own game (for reference, it can be played entirely without WiF, using its own very abstract military system) but it would probably have been much better if it was designed from the ground up to be a WiF supplement, which is what everyone does with it anyway- there are much better lite games that do what DoD alone does, like Triumph & Tragedy or even Cataclysm. Unfortunately, when DoD was developed, it was intended to be able to be sold as a separate boxed game and they never went away from that. A World at War's similar product (Gathering Storm and Storm over Asia) has some issues and is a much more set-in-stone political game.

I guess to make this game really feel expanded you have to do a lot of house rules - probably throw in a lot more units as well for different countries, change the political system, etc. If you're willing to put the time in and test through things sure! But at that point it might be easier just to find another system that's smoother to get the feel for the game you want.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #8 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 2.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Combined Impulse. They will have 3 Land Moves, 1 Land Attacks, 4 Air Missions, and 2 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement



Japan lands troops in Mexico.

Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Nabbing the last bits of production and resources soon...



The Soviet line is being pressure once more, with the face down Militia and the far right corner about to be pinched. The Sverdlosk militia might also get hit.

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



The Face Down militia is attacked. The attack is on the blitz table, the combat factors are 52 to 6 for a 8:1 ratio or +16 DRM. There is a +2 DRM for the defender being face down. There is a +4 DRM due to 4 Mech/Arm units attacking a clear hex in fine weather during a blitz. The final DRM for this fight is +22. The combat is automatically a [*/2B]. The Soviet unit is eliminated. The Germans take the hex.

Banana Man's cavalry Division and the infantry stacked with are attacked on the Blitz table as well. The combat factors are 48 to 7 or 6:1 for a +12 DRM. There is a +3 DRM for 3 Mech/Arm units attacking a clear hex in fine weather during a Blitz. The final DRM for this combat is +15. The 2d10 roll is 9, increased to the max of 23, for a result of [*/2B]. Both Soviet units are eliminated. All German attackers remain face up.

Germany will attack the Militia next to the Siberians on the Blitz table. The combat factors are 12 to 3 for a 4:1 ratio or +8 DRM. There are no other modifiers. The 2d10 roll is 10, increased to 18, for a result of [%/R]. Half the attackers remain face up, the Soviet Militia is forced to retreat one hex.



Air rebases

None.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn can now end on a 0 or less. There are no negative modifiers this impulse - the Turn continues.


Next up: Impulse #8 - Democracies

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

I guess to make this game really feel expanded you have to do a lot of house rules - probably throw in a lot more units as well for different countries, change the political system, etc. If you're willing to put the time in and test through things sure! But at that point it might be easier just to find another system that's smoother to get the feel for the game you want.

Honestly, just makes me want to design my own game :D

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #8 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose to Pass.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -2 DRM due to all Major Powers choosing to Pass. The 1d10 roll is 3, decreased to 1 - the Turn continues.


Next up: Impulse #8 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #8 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Rain
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 3 Air Missions, and 0 Naval Moves.

The Commonwealth will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Reforging the line.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -1 DRM due to all Major Powers, except one, choosing to Pass. The 1d10 roll is 5, decreased to 4 - the Turn continues.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: Impulse #9 - Fascists

wedgekree
Feb 20, 2013

Jobbo_Fett posted:

Honestly, just makes me want to design my own game :D

You seemed more the type to make a playable version of 'Campaign for North Africa'!

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #9 - Fascists

Determining Weather

There is a +0 DRM to weather, the final 1d10 roll is a 10.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 2 Air Missions, and 0 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement



Japan lands troops in Mexico.

Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Nefarious!



Stalingrad

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



The unit east of Stalingrad is attacked from 3 sides, the attack is a Blitz attack. The combat factors are 48 to 7 for a 6:1 ratio or +12 DRM. There is an additional +3 DRM for 3 Mech/Arm units attacking in a clear hex in fine weather during a Blitz. The final DRM for this combat is +15. The 2d10 roll is 15, increased to the max of 23, for a result of [*/2B]. The Soviet unit is eliminated, the Germans remain face up and take the hex.

Air rebases

None.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn can now end on a 0 or less. There are no negative modifiers this impulse - the Turn continues.


Next up: Impulse #9 - Democracies

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

wedgekree posted:

You seemed more the type to make a playable version of 'Campaign for North Africa'!

Why focus on North Africa when I can delve into the whole World?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #9 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose to Pass.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -2 DRM due to all Major Powers choosing to Pass. The 1d10 roll is 5, decreased to 3 - the Turn continues.


Next up: Impulse #9 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #9 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose to Pass.

The Commonwealth will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -2 DRM due to all Major Powers, choosing to Pass. The 1d10 roll is 6, decreased to 4 - the Turn continues.


The impulse track will increase by 1. There is +1 modifier to the next Weather roll.


Next up: Impulse #10 - Fascists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #10 - Fascists

Determining Weather

There is a +1 DRM to weather, the final 1d10 roll is a 7.

It is now:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

Italy will choose to Pass.

Japan will choose a Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 2 Air Missions, and 0 Naval Moves.

Germany will choose an Land Impulse. They will have unlimited Land Moves, unlimited Land Attacks, 4 Air Missions, and 0 Naval Moves.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None.

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement



Movement down south.



Stalingrad!

Air transport

None.

Debarking

None

Invasions

None.

Paradrops

None.

Land combat



Might as well see if this works and I can just call it. The attack is on the Assault table. The combat factors are 53 to 18 for a 2:1 ratio or +4 DRM. There is a -1 DRM due to the presence of a factory. There is a +2 DRM for a defender being face down. The final DRM is +5 for this fight. The 2d10 roll is 9, increased to 12, for a result of [x2/1]. The Soviets will lose an infantry army. The Germans will lose 2 infantry corps and an AA division. All attackers are flipped face down.

Air rebases

None.

Reorganization

No reorganization takes place.


End of Turn Check

The Turn can now end on a 0 or less. There are no negative modifiers this impulse - the Turn continues.


Next up: Impulse #10 - Democracies

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #10 - Democracies

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

France will choose to Pass.

The USA will choose to Pass.



Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -2 DRM due to all Major Powers choosing to Pass. The 1d10 roll is 9, decreased to 7 - the Turn continues.


Next up: Impulse #10 - Communists

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - Impulse #10 - Communists

It is still:

Arctic: Fine
North Temperate: Fine
Mediterranean: Fine
North Monsoon: Storms
South Monsoon: Fine
South Temperate: Fine


Action Phase

The Soviet Union will choose to Pass.

The Commonwealth will choose to Pass.


Port attacks

None.

Naval air missions

None.

Naval movement

None.

Naval combat

None

Strategic bombardment

No strategic bombardments take place.

Ground strike missions

None.

Rail movement

None.

Land movement

None.

Air transport

None.

Debarking

None

Invasions

No invasions take place.

Paradrops

None.

Land combat

None.

Air rebases

None.

Reorganization

None.

End of Turn Check

The Turn can now end on a 0 or less. There is a -2 DRM due to all Major Powers, choosing to Pass. The 1d10 roll is 2, decreased to 0 - the Turn ends.


The impulse track will increase by 1. There is +0 modifier to the next Weather roll.


Next up: End of Turn actions.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Jul/Aug 1942 - End of Turn Production, Re-organization, and more...

Partisan Phase



The Partisan 1d10 roll is... 4. There is a chance for Partisans in Netherlands, Siberia, Korea, China.. The Partisan values are 2, 5, 3, and 20, respectively. The Garrison values are currently 5, 12, 3, and 28, respectively. There is no chance for Partisans.



US Entry Phase

None.


Return to Base Phase

Japan returns its fleet to Tokyo.


Final Reorganisation Phase

China: 0 units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

Commonwealth: X units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

France: X units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

Germany: Alot units required fuel, lets say totaling 4.6 oil. 4 oil will be spent to re-organize units.

Italy: X units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

Japan: X units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

Soviet Union: X units required fuel, though not enough to satisfy the Oil requirement (min: 1). No Oil is spent to re-organize them.

United States of America: X units required fuel, totaling X oil. 1 oil will be spent to re-organize units.



Production Phase

Let's calculate all of the resources that each major nation gets, and how they will use it for production.



To break things down we have the following:

China: They have 0 factories and their production multiplier is 0.5. They have 0 build points. [Modified: 0]

Commonwealth:
- British Guyana: 1 resource. (sent to England)
- Trinidad: 1 oil. (sent to England)
- Canada: 5 resources and 1 oil, and 6 factories (5 blue and 1 red).
- Cyprus: 1 resource in Cyprus (sent to England) {Undelivered}
- The UK: 2 resources, 2 oil, and 17 factories (13 blue and 4 red)
- United States of America [Occupied]: 7 resources, 2 oil, and 6 factories (Red)

The Commonwealth has a build modifier of 1.25.

Canada will have 16 build points.
The UK will have 7 build points.
Belgium will have 0 build points.


France has 0 resources and 0 factories
- Algeria: 1 resource [Convoyed to France] {Undelivered}
- New Caledonia: 1 resource [Not convoyed]
- Senegal: 1 resource [Convoyed to France] {Undelivered}
- Netherlands: 4 oil. [Not convoyed]
- Dutch Guyana: 1 resource [Convoyed]
- Iraq: 1 oil. [Economic Agreement] {Undelivered}
- Norway: 1 resource. [Sent to France] {Undelivered}
- Iran/Persia: 3 oil. [Sent to France] {Undelivered}

France has a build point modifier of 1. They will have 0 build points. [Modified: 0]


Germany has 8 resources, 4 oil, and 19 factories (11 blue and 8 red).
- Argentina: 1 oil, and 2 factories (1 Blue and 1 Red)
- Austria: 1 oil, and 1 factory (Red)
- Brazil: 1 resource and 2 factories (1 Blue and 1 Red)
- Bulgaria: 1 resource
- Chile: 3 resources
- Czechoslovakia: 1 resource and 3 factories (2 Red, and 1 Blue)
- Finland: 1 resource [Sent to Germany]
- Hungary: 1 resource, 1 factory (Red)
- Spain: 4 resources and 4 factories (2 Red, and 2 Blue)
- Sweden: 4 resources and 2 factories (1 Red and 1 Blue)
- Ukraine: 5 resources and 7 factories (2 Red and 5 Blue)
- Belgium [Occupied]: 1 resource and 1 factory (Red)
- France [Occupied]: 6 resources and 4 factory (Red)
- Netherlands [Occupied]: 1 resource
- Poland [Occupied]: 2 resources and 3 factories (1 Red, 2 Blue)
- Portugal [Occupied]: 1 resource
- Rumania [Occupied]: 3 oil
- The Soviet Union [Occupied]: 5 resource, 2 oil and 4 factories (Red)


Germany has a build point modifier of 1.5. They will have 48 build points. [Modified: 69]
- Argentina will have 3 build point. {Undelivered}
- Austria will provide 1 build point to Germany.
- Brazil will provide 3 build point to Germany. {Undelivered}
- Czechoslovakia will provide 3 build point to Germany.
- Hungary will provide 1 build point to Germany.
- Sweden will provide 3 build points to Germany.
- Spain will provide 6 build points to Germany.
- Ukraine will provide 7 build points to Germany.



Italy has 4 resources, 1 Oil and 12 factories (9 blue and 3 red).
- Iraq: 1 oil [Economic Agreement]
- Yugoslavia [Occupied]: 2 resources

Italy has a building point modifier of 1.5. They will have 12 build points. [Modified: 12]


Japan has 1 resource, 1 oil, and 15 factories (10 blue and 5 red)
- Formosa: 1 resource [Convoyed to Japan]
- Indochina: 1 resource [Convoyed to Japan]
- Korea: 1 resource, and 2 factories (1 blue and 1 red)
- Manchuria: 4 resources, and 2 factories (1 blue and 1 red) [1 resource convoyed to Japan]
- Mexico: 1 resource, 2 oil, and 1 factory (Red)
- Burma [Occupied]: 1 oil
- China [Occupied]: 11 resources and 4 Factories (Red) [6 resources convoyed to Japan]
- Malaya [Occupied]: 2 resources
- The Soviet Union [Occupied]: 4 resources, 1 factory (Red)

Japan receives 1 resource from India [Economic Agreement]

Japan has a build point modifier of 1.5. They will have 40 build points. [Modified: 40]
- Mexico will have 1 build point


Soviet Union has 5 resources, 4 oil, and 5 factories (4 blue, 1 red).
- Greece: 1 resource [Sent to the Soviet Union] {Undelivered}

Soviet Union has a build point modifier of 1. They will have 5 build points. They will receive 18 bonus BP for units lost this turn. [Modified: 23]


United States of America has 17 resources, 15 oil, and 21 factories (15 blue and 6 red).
- Alaska: 1 oil {Undelivered}
- Australia: 3 resources and 1 factory (red).
- Colombia: 1 resource [Economic Agreement]
- Philippines: 1 resource
- South Africa: 3 resources, and 1 factory (blue).
- Turkey has 2 resources and 2 factories (1 Blue, 1 Red)


USA has a build point modifier of 1.25. They will have 26 build points. They will receive 7 bonus BP for units lost this turn. [Modified: 33]
- Australia will have 1 build point.
- Turkey will have 2 build points
- South Africa will have 1 build point.




Losses this turn:

- China: 0 points
- Commonwealth: 21 points
- France: 26 points
- Germany: 26 points
- Italy: 17 points
- Japan: 0 points
- Soviet Union: 109 points
- USA: 29 points

*Convoys not counted*

Next Up: Probably game over unless the thread really wants me to continue?

Adbot
ADBOT LOVES YOU

Velius
Feb 27, 2001
It’s a shame we never saw any climactic carrier battles or anything, but yeah, Japan alone outproduces the US significantly at this point, and is about to invade the southwest and reduce that even further. I don’t see any way for the non fascists to win at this point. Unless Germany and Japan split and went head to head and that becomes even sillier.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply