@crockett36 no thanks
17L, BM 2, Alex (Axis) vs axis-dominion (Allies)
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@alexgreat:
ah, tribute to my second BM game, I didnt think of the partisans :(
you can undo it, no prob. i understand.
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very nice of you to offer that without being even asked! thx!
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 2
Purchase Units - Italians
Italians buy 1 marine and 5 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Tobruk to Alexandria
Italians take Alexandria from British
1 infantry moved from Anglo Egyptian Sudan to French Equatorial Africa
Italians take French Equatorial Africa from French
1 infantry moved from Kenya to Anglo Egyptian Sudan
1 artillery moved from Kenya to Belgian Congo
Italians take Belgian Congo from British
1 infantry moved from Kenya to Tanganyika Territory
Italians take Tanganyika Territory from British
1 mech_infantry moved from Tunisia to Algeria
1 artillery moved from Tunisia to Algeria
1 artillery moved from Southern France to 93 Sea Zone
1 infantry moved from Southern France to 93 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 93 Sea Zone to 92 Sea Zone
1 artillery and 1 infantry moved from 92 Sea Zone to Morocco
1 bomber moved from Southern Italy to Algeria
1 transport moved from 97 Sea Zone to 96 Sea Zone
1 infantry moved from Libya to 96 Sea Zone
1 infantry and 1 transport moved from 96 Sea Zone to 92 Sea Zone
1 infantry moved from 92 Sea Zone to Gibraltar
1 battleship moved from 93 Sea Zone to 92 Sea Zone
1 cruiser moved from 93 Sea Zone to 92 Sea Zone
1 cruiser moved from 93 Sea Zone to 92 Sea Zone
1 destroyer moved from 93 Sea Zone to 92 Sea Zone
1 destroyer moved from 97 Sea Zone to 92 Sea ZoneCombat - Italians
Battle in Morocco
Italians attack with 1 artillery and 1 infantry
French defend with 1 infantry
Italians roll dice for 1 battleship and 1 cruiser in Morocco, round 2 : 1/2 hits
French roll dice for 1 infantry in Morocco, round 2 : 0/1 hits
1 infantry owned by the French lost in Morocco
Italians win, taking Morocco from French with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantry
Battle in Gibraltar
Battle in Algeria
Italians attack with 1 artillery, 1 bomber and 1 mech_infantry
French defend with 1 infantry
Italians roll dice for 1 artillery, 1 bomber and 1 mech_infantry in Algeria, round 2 : 3/3 hits
French roll dice for 1 infantry in Algeria, round 2 : 0/1 hits
1 infantry owned by the French lost in Algeria
Italians win, taking Gibraltar from British, taking Algeria from French with 1 artillery, 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 3
Casualties for French: 1 infantryNon Combat Move - Italians
1 bomber moved from Algeria to Southern Italy
1 armour, 1 artillery and 2 infantry moved from Southern France to Northern Italy
2 aaGuns moved from Northern Italy to Greater Southern Germany
2 fighters moved from Southern Italy to Slovakia Hungary
1 armour moved from Greece to Yugoslavia
1 infantry moved from Greece to Albania
2 infantry moved from Southern Italy to Northern Italy
2 aaGuns moved from Southern Italy to Northern Italy
1 armour moved from Northern Italy to Yugoslavia
1 artillery and 1 infantry moved from Libya to Tunisia
1 armour moved from Libya to TunisiaPlace Units - Italians
1 marine and 5 mech_infantrys placed in Northern ItalyTurn Complete - Italians
Italians collect 23 PUs; end with 23 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 28 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 33 PUs
Objective Italians 3 North Africa Control: Italians met a national objective for an additional 5 PUs; end with 38 PUs -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 2
Combat Move - French
Non Combat Move - French
1 destroyer moved from 78 Sea Zone to 79 Sea Zone
1 infantry moved from French Central Africa to French West Africa
1 infantry moved from Trans-Jordan to EgyptTurn Complete - French
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submerge and no scramble
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 3
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 airfield, 1 armour, 1 destroyer and 6 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Germans
1 infantry moved from Germany to 113 Sea Zone
2 bombers moved from Western Germany to Scotland
4 fighters moved from Western Germany to United Kingdom
4 tactical_bombers moved from Western Germany to United Kingdom
1 cruiser moved from 113 Sea Zone to 110 Sea Zone
1 battleship moved from 113 Sea Zone to 110 Sea Zone
1 carrier moved from 113 Sea Zone to 110 Sea Zone
1 fighter moved from Western Germany to 110 Sea Zone
1 tactical_bomber moved from Western Germany to 110 Sea Zone
6 infantry moved from Norway to 113 Sea Zone
6 armour moved from Western Germany to 113 Sea Zone
4 infantry moved from Germany to 113 Sea Zone
3 armour moved from Western Germany to 113 Sea Zone
1 artillery moved from Germany to 113 Sea Zone
1 artillery moved from Germany to 113 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 113 Sea Zone to 111 Sea Zone
1 artillery and 1 infantry moved from 111 Sea Zone to Scotland
9 armour, 1 artillery, 10 infantry and 10 transports moved from 113 Sea Zone to 110 Sea Zone
9 armour, 1 artillery and 10 infantry moved from 110 Sea Zone to United Kingdom
1 submarine moved from 108 Sea Zone to 110 Sea ZoneCombat - Germans
Battle in Scotland
Germans attack with 1 artillery, 2 bombers and 1 infantry
British defend with 1 airfield and 2 infantry
Germans roll dice for 1 artillery, 2 bombers and 1 infantry in Scotland, round 2 : 3/4 hits
British roll dice for 2 infantry in Scotland, round 2 : 1/2 hits
1 infantry owned by the Germans and 2 infantry owned by the British lost in Scotland
Germans win, taking Scotland from British with 1 artillery and 2 bombers remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for British: 2 infantry
Battle in United Kingdom
Germans attack with 9 armour, 1 artillery, 4 fighters, 10 infantry and 4 tactical_bombers
French defend with 1 fighter and 2 infantry; British defend with 5 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 3 fighters, 1 harbour and 6 infantry
AA fire in United Kingdom : 0/8 hits
Germans roll dice for 1 battleship and 1 cruiser in United Kingdom, round 2 : 2/2 hits
Germans roll dice for 9 armour, 1 artillery, 4 fighters, 10 infantry and 4 tactical_bombers in United Kingdom, round 2 : 8/28 hits
British roll dice for 5 aaGuns, 1 artillery, 4 fighters and 8 infantry in United Kingdom, round 2 : 9/13 hits
5 aaGuns owned by the British, 2 infantry owned by the French, 9 infantry owned by the Germans and 3 infantry owned by the British lost in United Kingdom
Germans roll dice for 9 armour, 1 artillery, 4 fighters, 1 infantry and 4 tactical_bombers in United Kingdom, round 3 : 9/19 hits
British roll dice for 1 artillery, 4 fighters and 3 infantry in United Kingdom, round 3 : 5/8 hits
1 fighter owned by the French, 3 fighters owned by the British, 1 infantry owned by the Germans, 1 artillery owned by the British, 3 armour owned by the Germans, 1 artillery owned by the Germans and 3 infantry owned by the British lost in United Kingdom
Germans captures 31PUs while taking British capital
Germans converts factory_major into different units
Germans win, taking United Kingdom from British with 6 armour, 4 fighters and 4 tactical_bombers remaining. Battle score for attacker is 41
Casualties for French: 1 fighter and 2 infantry
Casualties for Germans: 3 armour, 1 artillery and 10 infantry
Casualties for British: 5 aaGuns, 1 artillery, 3 fighters and 6 infantry
Trigger Germans Conquer London: Setting switch to true for conditionAttachment_Axis_Capture_London_Switch attached to Germans
triggerBritishDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to BritishNon Combat Move - Germans
1 tactical_bomber moved from United Kingdom to Holland Belgium
3 tactical_bombers moved from United Kingdom to Holland Belgium
4 fighters moved from United Kingdom to Holland Belgium
2 bombers moved from Scotland to Western Germany
1 infantry moved from Yugoslavia to Romania
4 infantry moved from Yugoslavia to Slovakia Hungary
1 infantry moved from Germany to Poland
3 aaGuns, 8 infantry and 2 mech_infantrys moved from Germany to Slovakia Hungary
2 artilleries and 8 infantry moved from Greater Southern Germany to Slovakia HungaryPlace Units - Germans
1 airfield placed in Holland Belgium
1 armour and 6 mech_infantrys placed in Germany
1 destroyer placed in 110 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 6,3
Germans collect 46 PUs (3 lost to blockades); end with 78 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 88 PUs -
wow no aa hits. very rare to see that in a SL.
there you have it, you got some luck back!
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yes, no AA hit, but another hugely impressive showing by your dice. @4 7/8, @2 greater 50%. I cant sustain such losses anymore.
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all in all this was again very much in your favor, I think.
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but I agree that air losses would have been important to you.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 3
Purchase Units - Russians
Russians buy 2 armour, 3 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;Politics - Russians
Russians takes Political Action: Political Action Russians To War With Germans
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Germans and Russians from Neutrality to War
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and British from Neutrality to Allied
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and ANZAC from Neutrality to Allied
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and French from Neutrality to Allied
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
Russians succeeds on action: Political Action Russians To War With Germans: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
Russians takes Political Action: Political Action Russians To War With Italians
Russians succeeds on action: Political Action Russians To War With Italians: Changing Relationship for Italians and Russians from Neutrality to WarCombat Move - Russians
1 infantry moved from Bessarabia to Romania
1 infantry moved from Baltic States to Poland
1 fighter and 1 tactical_bomber moved from Eastern Poland to Romania
1 fighter moved from Eastern Poland to Poland
1 artillery moved from Eastern Poland to Poland
1 infantry moved from Eastern Poland to RomaniaCombat - Russians
Battle in Romania
Russians attack with 1 fighter, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians win, taking Romania from Germans with 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in Poland
Russians attack with 1 artillery, 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians win, taking Poland from Germans with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
2 aaGuns, 2 artilleries and 4 infantry moved from Western Ukraine to Eastern Poland
3 artilleries moved from Bessarabia to Eastern Poland
2 infantry moved from Ukraine to Bessarabia
3 armour moved from Ukraine to Eastern Poland
1 aaGun, 3 artilleries and 5 infantry moved from Belarus to Eastern Poland
1 infantry moved from Novgorod to Baltic States
2 mech_infantrys moved from Novgorod to Eastern Poland
1 artillery and 3 infantry moved from Bryansk to Western Ukraine
2 mech_infantrys moved from Russia to Western Ukraine
1 fighter and 1 tactical_bomber moved from Romania to Eastern Poland
1 fighter moved from Poland to Eastern Poland
6 infantry moved from Buryatia to Amur
1 cruiser moved from 114 Sea Zone to 115 Sea Zone
1 submarine moved from 125 Sea Zone to 123 Sea ZonePlace Units - Russians
2 armour and 1 mech_infantry placed in Ukraine
3 infantry placed in Novgorod
3 mech_infantrys placed in Volgograd
Russians undo move 3.
Russians undo move 2.
3 mech_infantrys placed in Novgorod
1 infantry placed in Volgograd
2 infantry placed in Russia
Russians undo move 4.
1 infantry placed in Volgograd
1 infantry placed in RussiaTurn Complete - Russians
Russians collect 42 PUs; end with 42 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 44 PUs
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 47 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 49 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 51 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 57 PUs -
btw just keep in mind when you do the japp turn, the transports in 36 will not be able to do anything in noncom. so if they stay there and are in involved in the fight, or if they move out during combat movement, that will end their turn. nothing else can be done with them during noncom
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yes, thx for pointing it out. In the meantime I am aware of it, but I did not think about it when doing the turn. I would still have landed some units there, but would have kept TTs in reserve. I truly hope I learn from it.
Honestly, although fully legit, I think this is a ridiculous exploitment of rules and mechanics (and this does not imply that I think you are unfair and such), without any basis. Its not the only example, but it should simply not be possible, I think its very much against the spirit of a war game.
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@alexgreat:
yes, thx for pointing it out. In the meantime I am aware of it, but I did not think about it when doing the turn. I would still have landed some units there, but would have kept TTs in reserve. I truly hope I learn from it.
Honestly, although fully legit, I think this is a ridiculous exploitment of rules and mechanics (and this does not imply that I think you are unfair and such), without any basis. Its not the only example, but it should simply not be possible, I think its very much against the spirit of a war game.
I know exactly how feel, I myself have complained about such little tricky rules. Although to be honest I assumed pretty much all experienced players knew about this one, cuz we’ve all been bit by this one at some point or another. But do know it was not without cost to me, as I’m sacrificing 3 ships to achieve that blockade. Plus When I saw the naval base I assumed you knew what you were doing and was expecting to navigate around the blockers to grab some of the islands, maybe thinking I wouldn’t sacrifice the ca.
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again, its totally legit to use that, and why you wouldnt if its made possible by rules? Could be it benefits me, sometime, but Id hugely prefer it not be possible at all.
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Just to make sure, I cant move out and load elsewhere, right? TripleA allows, but I guess thats not programmable?
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@alexgreat:
Just to make sure, I cant move out and load elsewhere, right? TripleA allows, but I guess thats not programmable?
As far as I understand, You can move out and load during combat movement, but then whatever you pick up must be used for amphibious combat. The transports that move during combat movement and/or participate during combat cannot then move again or load/unload during noncom. You can double check with gamer just in case if you wish.
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fyi from the (pac) rulebook, pg 13 (which confirms my understanding as stated previously):
sea units starting in Hostile sea Zones
At the beginning of the Combat Move phase, you might already have sea units (and air units on carriers) in spaces containing enemy units that were there at the start of your turn. For example, an enemy might have built new surface warships in a sea zone where you have sea units. When your turn comes around again, you are sharing that sea zone with enemy forces.
If you are sharing a sea zone with surface warships (not submarines and/or transports) belonging to a power with which you are at war, this situation requires you to do one of the following:
• Remain in the sea zone and conduct combat,
• Leave the sea zone, load units if desired, and conduct combat elsewhere,
• Leave the sea zone, load units, and return to the same sea zone to conduct combat (you can’t load units while in a hostile
sea zone), or
• Leave the sea zone and conduct no combat.
Once these sea units have moved and/or participated in combat, they can’t move or participate in the Noncombat Move phase of the turn. -
thx. it doesnt matter for our game now, but in principle I dont seem to see the requirement to conduct combat after loading. yes, its stated as “and conduct combat elsewhere”, but I wonder if that is a must, or just optional.