No scrambling.
Intercept these nasty bombers with three fighters please.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy nothing; Remaining resources: 3 PUs;
Combat Move - Chinese
Combat - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 3 PUs total
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - British
British buy 2 armour, 1 bomber, 1 factory_minor and 2 infantry; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific repair damage of 1x factory_major; Remaining resources: 7 PUs;
UK_Pacific buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 fighter moved from Northwest Persia to Caucasus
1 armour moved from Kazakhstan to Caucasus
1 armour moved from Kazakhstan to Caucasus
5 fighters moved from Russia to Caucasus
1 bomber moved from Egypt to Caucasus
1 transport moved from 112 Sea Zone to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
Combat - British
Battle in Normandy Bordeaux
Battle in Caucasus
British attack with 2 armour, 1 bomber and 6 fighters
Germans defend with 3 armour and 3 mech_infantrys
British win, taking Normandy Bordeaux from Germans, taking Caucasus from Germans with 1 armour, 1 bomber and 6 fighters remaining. Battle score for attacker is 24
Casualties for Germans: 3 armour and 3 mech_infantrys
Casualties for British: 1 armour
Non Combat Move - British
1 bomber moved from Caucasus to Tambov
6 fighters moved from Caucasus to Tambov
1 infantry moved from Persia to Northwest Persia
1 infantry moved from Persia to Northwest Persia
1 artillery and 1 infantry moved from Iraq to Northwest Persia
1 infantry moved from Syria to Iraq
1 mech_infantry moved from Trans-Jordan to Northwest Persia
1 mech_infantry moved from Egypt to Iraq
2 mech_infantrys moved from Union of South Africa to Belgian Congo
1 transport moved from 81 Sea Zone to 71 Sea Zone
1 transport moved from 80 Sea Zone to 72 Sea Zone
2 infantry moved from Morocco to Algeria
1 armour, 1 artillery and 2 infantry moved from Quebec to 106 Sea Zone
1 armour, 1 artillery, 2 infantry and 2 transports moved from 106 Sea Zone to 91 Sea Zone
1 armour, 1 artillery and 2 infantry moved from 91 Sea Zone to Morocco
1 fighter moved from Norway to Finland
1 infantry moved from Norway to Finland
1 infantry moved from Norway to Finland
1 fighter moved from Finland to Russia
1 infantry moved from Norway to Finland
1 fighter moved from Tambov to Russia
1 infantry moved from Egypt to Trans-Jordan
1 infantry moved from Egypt to Trans-Jordan
1 fighter moved from Egypt to Northwest Persia
1 armour moved from Alexandria to Egypt
Place Units - British
1 factory_minor placed in Iraq
2 armour and 1 infantry placed in Egypt
1 infantry placed in Union of South Africa
1 bomber placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 5,4
British collect 41 PUs; end with 41 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 44 PUs
Place Units - UK_Pacific
1 artillery and 1 infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 5 PUs total
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 8 PUs
Some Units in India change ownership: 1 artillery and 1 infantry
Yes, full scramble.
Oh no Kami’s left. Bummer. Don’t think I saw that.
If you had kamikazes left I would not have been able to make the attack. As it was, your first defensive roll was quite harsh – seven hits. I had actually counted on having two loaded carriers left instead of one. So much for that.
I took a shot at the Philippines with one land unit attacking. Unfortunately for me, I was not able to reclaim it – I’ll have to take care of that next round with ANZAC.
Oh yeah, and I’ll be moving the Russians in this time. :-)
I gotta say though, I got incredibly lucky on the Caucasus roll. I thought I was going to lose planes (planes for tanks being a bad trade even in that situation), but you only killed one tank. That more than made up for the loss of three extra US units in sea zone 6.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - Italians
Italians repair damage of 2x factory_minor; Remaining resources: 17 PUs;
Italians buy 3 artilleries and 1 mech_infantry; Remaining resources: 1 PUs;
Combat Move - Italians
1 artillery, 1 fighter and 2 infantry moved from Ukraine to Bryansk
1 infantry moved from Southern Italy to 95 Sea Zone
1 infantry and 1 transport moved from 95 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Cyprus
Combat - Italians
Battle in Bryansk
Italians attack with 1 artillery, 1 fighter and 2 infantry
Russians defend with 3 infantry
Italians win, taking Bryansk from Russians with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 3 infantry
Casualties for Italians: 1 infantry
Battle in Cyprus
Non Combat Move - Italians
1 fighter moved from Bryansk to Ukraine
1 submarine moved from 99 Sea Zone to 98 Sea Zone
1 destroyer moved from 95 Sea Zone to 99 Sea Zone
Place Units - Italians
3 artilleries placed in Ukraine
1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 15 PUs; end with 16 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs
Objective Italians 5 Control Convoy Lanes: Italians met a national objective for an additional 3 PUs; end with 24 PUs
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Purchase Units - ANZAC
ANZAC buy 1 carrier and 2 destroyers; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry and 1 transport moved from 62 Sea Zone to 54 Sea Zone
1 artillery moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 34 Sea Zone
1 artillery and 1 infantry moved from 34 Sea Zone to Paulau Island
1 destroyer moved from 33 Sea Zone to 35 Sea Zone
ANZAC take 35 Sea Zone from Japanese
Combat - ANZAC
Battle in Paulau Island
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
ANZAC win, taking Paulau Island from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - ANZAC
1 infantry moved from New South Wales to Queensland
Place Units - ANZAC
1 carrier and 2 destroyers placed in 62 Sea Zone
Turn Complete - ANZAC
ANZAC collect 18 PUs; end with 18 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 8
Combat Move - French
Turn Complete - French
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 10 artilleries, 7 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 unit repaired.
1 transport moved from 115 Sea Zone to 114 Sea Zone
1 artillery and 1 infantry moved from Germany to 114 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 114 Sea Zone to 115 Sea Zone
1 artillery and 1 infantry moved from 115 Sea Zone to Finland
1 artillery moved from Vyborg to Finland
4 artilleries, 1 infantry and 2 mech_infantrys moved from Karelia to Finland
2 fighters and 1 tactical_bomber moved from Novgorod to Finland
1 artillery and 1 infantry moved from Northern Italy to 95 Sea Zone
1 artillery, 1 battleship, 1 cruiser, 1 infantry and 1 transport moved from 95 Sea Zone to 92 Sea Zone
1 artillery and 1 infantry moved from 92 Sea Zone to Gibraltar
2 fighters and 1 mech_infantry moved from Western Germany to Normandy Bordeaux
1 fighter moved from Western Germany to Finland
1 artillery and 1 infantry moved from Rostov to Caucasus
1 tactical_bomber moved from Ukraine to Caucasus
1 artillery moved from Novosibirsk to Timguska
Germans take Timguska from Russians
1 mech_infantry moved from Urals to Evenkiyskiy
Germans take Evenkiyskiy from Russians
Combat - Germans
Battle in Gibraltar
Germans attack with 1 artillery and 1 infantry
British defend with 1 harbour; Americans defend with 2 artilleries and 2 infantry
British win with 1 artillery remaining. Battle score for attacker is 3
Casualties for Germans: 1 artillery and 1 infantry
Casualties for Americans: 1 artillery and 2 infantry
Battle in Finland
Germans attack with 6 artilleries, 3 fighters, 2 infantry, 2 mech_infantrys and 1 tactical_bomber
British defend with 3 infantry; Americans defend with 4 artilleries, 5 infantry and 1 mech_infantry
Germans win, taking Finland from Americans with 2 artilleries, 3 fighters, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 22
Casualties for Germans: 4 artilleries and 2 infantry
Casualties for British: 3 infantry
Casualties for Americans: 4 artilleries, 5 infantry and 1 mech_infantry
Battle in Caucasus
Germans attack with 1 artillery, 1 infantry and 1 tactical_bomber
British defend with 1 armour
Germans win, taking Caucasus from Russians with 1 artillery and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 1 armour
Battle in Normandy Bordeaux
Germans attack with 2 fighters and 1 mech_infantry
British defend with 1 factory_minor, 1 harbour and 1 infantry
Germans win with 2 fighters remaining. Battle score for attacker is -1
Casualties for Germans: 1 mech_infantry
Casualties for British: 1 infantry
Non Combat Move - Germans
2 fighters moved from Normandy Bordeaux to 92 Sea Zone
1 carrier and 1 destroyer moved from 95 Sea Zone to 92 Sea Zone
4 mech_infantrys moved from Ukraine to Volgograd
3 aaGuns, 2 armour, 11 artilleries, 5 infantry and 1 mech_infantry moved from Rostov to Volgograd
1 artillery moved from Eastern Poland to Western Ukraine
7 mech_infantrys moved from Eastern Poland to Ukraine
1 artillery moved from Poland to Eastern Poland
1 infantry moved from Germany to Poland
2 artilleries moved from Novgorod to Karelia
3 fighters and 1 tactical_bomber moved from Finland to Novgorod
1 tactical_bomber moved from Caucasus to Volgograd
1 artillery and 1 infantry moved from Western Germany to France
6 artilleries and 3 infantry moved from Western Germany to Germany
Place Units - Germans
1 artillery and 1 infantry placed in Southern France
2 artilleries and 1 infantry placed in France
1 mech_infantry placed in Western Germany
2 artilleries and 1 infantry placed in Novgorod
3 artilleries placed in Volgograd
Germans undo move 3.
2 artilleries and 4 infantry placed in Western Germany
4 mech_infantrys placed in Germany
Turn Complete - Germans
Germans collect 58 PUs; end with 58 PUs total
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 60 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 70 PUs
Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 75 PUs
Why is Triple A not letting me move the Russians into Korea? It seems to think the move is illegal.
Did you declare war? If not, you’ll have to load up and restart your turn.
No rule requires Japan to be at war to reinforce a US territory. Korea is not part of China.
Rephrasing: No rule requires Russia to be at war to reinforce a US held Korea. Russia is not attacking, and Korea is not part of China.
Also, nothing in the notes says anything about Korea being part of China, nor is there any entry denying the Russians entry into Korea via non-combat move when not at war with Japan.
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.0
Game History
Round: 9
Purchase Units - Russians
Russians buy 1 armour, 2 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Russians
3 infantry moved from Russia to Bryansk
1 artillery moved from Tambov to Bryansk
1 infantry moved from Tambov to Bryansk
Combat - Russians
Battle in Bryansk
Russians attack with 1 artillery and 4 infantry
Italians defend with 1 artillery and 1 infantry
Russians win, taking Bryansk from Italians with 1 artillery and 4 infantry remaining. Battle score for attacker is 7
Casualties for Italians: 1 artillery and 1 infantry
Non Combat Move - Russians
Turning on Edit Mode
EDIT: Adding units owned by Russians to Korea: 8 infantry
EDIT: Removing units owned by Russians from Amur: 12 infantry
EDIT: Adding units owned by Russians to Buryatia: 4 infantry
EDIT: Turning off Edit Mode
1 infantry moved from Russia to Bryansk
5 infantry moved from Russia to Tambov
1 submarine moved from 112 Sea Zone to 110 Sea Zone
3 infantry moved from Amur to Buryatia
1 infantry moved from Amur to Buryatia
EDIT: Russians undo move 4.
EDIT: Russians undo move 4.
Place Units - Russians
1 armour, 2 infantry and 2 mech_infantrys placed in Russia
Turn Complete - Russians
Russians collect 14 PUs; end with 14 PUs total
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 16 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 18 PUs
Balanced mod doesn’t allow you to ncm into China or Korea as ussr without being at war with Japan.
There are similar rules on the Europe side.
Yeah, and if that were in the Notes I would know that. It’s not.
So here’s the issue. According to the unwritten rules of this mod, the Russians can’t move into Korea (even if the US owns Korea) without being at war with Japan. If I had missed this in the rules, I would own it and suck it up. However, it’s not in the rules – I’ve been through them multiple times looking in vain for any text that says this.
This created a situation where on US8 I took only one unit to the Philippines and risked your one defender getting a hit (it did) and took the other unit to Korea on the assumption (totally valid assumption) that the rules functioned like Global. The rules do not function like Global, but that’s not documented in the Notes for the game. Had it been documented, I would have taken two units to the Philippines, not taken Korea, and reinforced the Philippines with ANZAC air cover.
I’m not willing to continue a game because of an unwritten rule that I had zero chance of knowing without reading through 20 pages of posts on the mod. I signed up to play a game, not do research into undocumented “features”.
That leaves us with a few options:
1. We can go back entirely to US8 and redo everything from there. Bonus for you: you would get to redo the horrificly devastating Caucasus battle, but bonus for me I would get to redo that horrificly devastating battle in sea zone 6 where you got seven hits on your first round of defense. And of course the US would take two units to the Philippines to increase the chances of getting the territory (since the Far East Russians are apparently useless without a declaration of war and sacrificing eligibility for an NO).
2. We can edit US8 into the current R9 turn, which would comprise the US collecting income and an NO for the Philippines but losing the Korea income. The US artillery from Korea would be in the Philippines and the transport from sea zone 6 would be sitting in the Philippines, and the ANZAC fighters would have reinforced the Philippines to provide air cover for the two transports.
3. We continue as the game has been edited.
4. We just abandon the game. Kind of a shame, because I’m 85% sure I’ve got you beat now that UK troops are killing German troops and you’ve basically gone mostly defensive with both Japan and Germany you’re still being outearned massively by the Allies, your total unit value is horrendously low compared to the Allies, and Japan has no battle fleet whatsoever and virtually zero chance of achieving a fleet that is capable of taking on the US. However, there are always the dice! (I’d be glad to start a global game, but I’m done with balanced mode because of the whole unwritten rule thing – I’ll never be certain there’s not some other weirdness that’s not documented.)
Any of those are agreeable to me. The decision is up to you. If none of those is acceptable to you, you can make other suggestions that I’ll gladly consider.
I have to get on an airplane in a few hours. I will have access to the forums, but I won’t have access to a PC for playing purposes. So we have a few days to sort this out.
Marsh
Why don’t we just edit the politics to have USSR DOW on Japan retrospectively?
Oh and regarding the rules being written down, refer to: http://www.axisandallies.org/forums/index.php?topic=37883.0
Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.
I’ll log a pull request to update the notes when I get a chance.
Why don’t we just edit the politics to have USSR DOW on Japan retrospectively?
If I wanted the USSR to declare war on Japan I wouldn’t have an issue with that. I don’t want the USSR to declare war.