@Daaras Edit the anzac stuff down
G40 BM2 Rommel X vs Colt L "Third times a charm"
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Sort of tempting, but no
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 9
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 4 artilleries, 3 infantry, 3 mech_infantrys and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Novgorod to Nenetsia
Germans take Archangel from Russians
Germans take Nenetsia from Russians
1 submarine moved from 113 Sea Zone to 110 Sea Zone
3 fighters moved from Western Germany to 110 Sea Zone
1 mech_infantry moved from Belarus to Smolensk
3 bombers moved from Novgorod to Russia
1 infantry moved from Ukraine to Rostov
2 fighters moved from Ukraine to Smolensk
1 mech_infantry moved from Novgorod to Vyborg
Germans take Vyborg from Russians
1 mech_infantry moved from Novgorod to Karelia
Germans take Karelia from Russians
2 bombers moved from Western Germany to Ukraine
2 bombers moved from Ukraine to Rostov
1 tactical_bomber moved from Ukraine to Smolensk
4 tactical_bombers moved from Novgorod to SmolenskCombat - Germans
Battle in Smolensk
Germans attack with 2 fighters, 1 mech_infantry and 5 tactical_bombers
Russians defend with 3 infantry
Germans win, taking Smolensk from Russians with 2 fighters, 1 mech_infantry and 5 tactical_bombers remaining. Battle score for attacker is 9
Casualties for Russians: 3 infantry
Battle in 110 Sea Zone
Germans attack with 3 fighters and 1 submarine
British defend with 1 destroyer
Germans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in Rostov
Germans attack with 2 bombers and 1 infantry
Russians defend with 1 infantry
Germans win with 2 bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Strategic bombing raid in Russia
Bombing raid in Russia rolls: 7,3,6 and causes: 15 damage to unit: factory_major
Bombing raid in Russia causes 15 damage total.Non Combat Move - Germans
2 fighters and 5 tactical_bombers moved from Smolensk to Ukraine
2 bombers moved from Rostov to Ukraine
3 fighters moved from 110 Sea Zone to Western Germany
1 submarine moved from 114 Sea Zone to 113 Sea Zone
1 mech_infantry moved from Vyborg to Novgorod
1 mech_infantry moved from Karelia to Novgorod
1 infantry moved from Novgorod to Belarus
2 mech_infantrys moved from Baltic States to Novgorod
4 infantry moved from Poland to Baltic States
1 mech_infantry moved from Germany to Eastern Poland
2 infantry moved from Germany to Poland
1 artillery and 1 infantry moved from Holland Belgium to Western Germany
3 armour and 2 mech_infantrys moved from Western Germany to Poland
2 mech_infantrys moved from Romania to Ukraine
1 armour moved from Romania to Baltic States
3 bombers moved from Russia to NovgorodPlace Units - Germans
3 artilleries placed in Ukraine
1 artillery and 2 infantry placed in Novgorod
3 mech_infantrys placed in Romania
3 armour placed in Western Germany
1 infantry placed in Germany
1 submarine placed in 113 Sea ZoneTurn Complete - Germans
Germans collect 49 PUs; end with 49 PUs total
Objective Germans 7 Control of Balkans: Germans met a national objective for an additional 2 PUs; end with 51 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 56 PUs -
It’s frustrating for me seeing your bombing raids go so smoothly when mine get shot down frequently vs shadowhawk even though i only use 2 at a time instead of 3.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 9
Purchase Units - Russians
Russians repair damage of 15x factory_major; Remaining resources: 21 PUs;
Russians buy 7 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Russia to Smolensk
2 fighters and 1 tactical_bomber moved from Bryansk to SmolenskCombat - Russians
Russians creates battle in territory 113 Sea Zone
Battle in Smolensk
Russians attack with 2 fighters, 1 infantry and 1 tactical_bomber
Germans defend with 1 mech_infantry
Russians win, taking Smolensk from Germans with 2 fighters, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantryNon Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Smolensk to Bryansk
2 aaGuns moved from Tambov to Bryansk
2 infantry moved from Volgograd to Rostov
2 infantry moved from Tambov to Rostov
1 artillery and 4 infantry moved from Russia to Bryansk
1 mech_infantry moved from Bryansk to Samara
1 armour moved from Tambov to Novosibirsk
1 armour moved from Bryansk to SamaraPlace Units - Russians
2 infantry placed in Volgograd
5 infantry placed in RussiaTurn Complete - Russians
Russians collect 23 PUs; end with 23 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 26 PUs
Trigger Russians 5 Persia Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 28 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 30 PUsTerritory Summary for Russians :
Bryansk : 4 aaGuns, 1 armour, 12 artilleries, 2 fighters, 57 infantry, 1 mech_infantry and 1 tactical_bomber
Rostov : 4 infantry
Russia : 1 airfield, 1 factory_major and 5 infantry
Novosibirsk : 1 armour
Volgograd : 1 factory_minor and 2 infantry
Caucasus : 2 infantry
Smolensk : 1 infantry
Samara : 1 armour and 1 mech_infantry
113 Sea Zone : 1 submarine
105 Sea Zone : 1 submarineProduction/PUs Summary :
Germans : 48 / 56
Russians : 23 / 30
Japanese : 50 / 55
Americans : 61 / 86
Chinese : 12 / 15
British : 33 / 36
UK_Pacific : 7 / 10
Italians : 12 / 15
ANZAC : 14 / 24
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
maybe i am missing something but I think you made an illegal move. You blitzed your mechs into kar and vyborg without tank assistance. You complete the entire blitz action during the combat move, per page 15 of Europe rulebook. Had you done so, you would have seen that the game wouldn’t have allowed you to return to nov.
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The mech did not blitz thru 2 unfriendly terr. They just made a normal one movement during combat, but couldn’t return to Novg during the combat movement phase because Novg is friendly. The computer allowed the 2nd movement during NCM (but not during combat, as you stated).
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Quote: “A tank can “blitz” by moving through an unoccupied hostile territory as the first part of a move that can end in a friendly or hostile territory. In addition, 1 mechanized infantry unit can move along with each blitzing tank. The complete move must occur during the Combat Move phase.” I think this is why you couldnt make the move in combat even though a tank can do full move during combat in trip A engine. Are you saying it’s only considered a tank-needed blitz if the second territory that the unit ends in was hostile at beginning if turn? Maybe ive been playing this wrong, then.
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Yes, the second space was not hostile, so it’s not a blitz. A mech can move thru a friendly space into a hostile space or thru a hostile space into a friendly space, but not thru consecutive hostile spaces. The Germans blitzed continuously thru hostile spaces in real life. The Rulebook is inadequately worded. I don’t think that the computer AI is remiss. I think it was properly coded.
I’m headed to bed and will be away from my computer tomorrow daytime. The Pacific moves are so complex with the fluidity of the sea and some isles/terr with or w/o bases, that the number of possible choices is overwhelming. I finally have enough troops in Mal and FIC to converge on Shan to threaten Yun, but now UK has 9 planes that can reach. So UK can defend and threaten any adjacent terr. That’s an unbelievable number of planes. Jpn can’t afford to match it. USA has as many cv’s, dd’s and far more subs. Jpn has just 1 bb and 1 cru advantage. -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 9
Purchase Units - Japanese
Japanese repair damage of 6x factory_minor; Remaining resources: 6 SuicideAttackTokens; 49 PUs;
Japanese buy 2 artilleries, 1 destroyer, 5 infantry and 3 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
1 unit repaired.
1 submarine moved from 6 Sea Zone to 25 Sea Zone
1 bomber moved from Japan to 25 Sea Zone
1 transport moved from 33 Sea Zone to 34 Sea Zone
1 infantry moved from Paulau Island to 34 Sea Zone
1 infantry and 1 transport moved from 34 Sea Zone to 35 Sea Zone
1 artillery moved from Philippines to 35 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 45 Sea Zone
1 artillery and 1 infantry moved from 45 Sea Zone to Dutch New Guinea
1 destroyer moved from 33 Sea Zone to 35 Sea Zone
1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 2 fighters and 2 tactical_bombers moved from 33 Sea Zone to 45 Sea Zone
1 artillery moved from Malaya to Shan State
1 bomber moved from Malaya to Shan State
1 artillery moved from Anhwe to Hopei
1 fighter and 1 tactical_bomber moved from Anhwe to Hopei
1 tactical_bomber moved from Kwangtung to Hopei
1 infantry moved from French Indo China to Kwangsi
1 fighter moved from Kwangtung to Kwangsi
1 bomber moved from French Indo China to Kwangsi
1 bomber moved from French Indo China to Kiangsi
1 infantry moved from Kiangsu to Anhwe
1 artillery moved from Kiangsu to Kiangsi
1 submarine moved from 42 Sea Zone to 54 Sea Zone
1 carrier, 1 fighter and 1 tactical_bomber moved from 45 Sea Zone to 35 Sea Zone
1 fighter and 1 tactical_bomber moved from 45 Sea Zone to Dutch New GuineaCombat - Japanese
Battle in Dutch New Guinea
Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
ANZAC defend with 2 infantry
Japanese win, taking Dutch New Guinea from ANZAC with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for ANZAC: 2 infantry
Battle in Hopei
Japanese attack with 1 artillery, 1 fighter and 2 tactical_bombers
Chinese defend with 1 artillery and 1 infantry
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -8
Casualties for Chinese: 1 artillery and 1 infantry
Casualties for Japanese: 1 artillery and 1 tactical_bomber
Battle in Kiangsi
Japanese attack with 1 artillery and 1 bomber
British defend with 1 mech_infantry
retreated to Kiangsi
Chinese win with 1 mech_infantry remaining. Battle score for attacker is -4
Casualties for Japanese: 1 artillery
Battle in Shan State
Japanese attack with 1 artillery and 1 bomber
British defend with 1 infantry
Japanese win, taking Shan State from UK_Pacific with 1 artillery and 1 bomber remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Kwangsi
Japanese attack with 1 bomber, 1 fighter and 1 infantry
Chinese defend with 1 infantry
Japanese win, taking Kwangsi from Chinese with 1 bomber, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in 25 Sea Zone
Japanese attack with 1 bomber and 1 submarine
Americans defend with 1 destroyer
Japanese win with 1 bomber remaining. Battle score for attacker is 2
Casualties for Americans: 1 destroyer
Casualties for Japanese: 1 submarineNon Combat Move - Japanese
1 fighter and 1 tactical_bomber moved from Dutch New Guinea to 45 Sea Zone
1 bomber moved from Shan State to Malaya
1 bomber moved from Kwangsi to Malaya
1 bomber moved from Kiangsi to Malaya
1 aaGun moved from Anhwe to Kiangsu
1 fighter and 1 tactical_bomber moved from Hopei to French Indo China
1 fighter moved from Kwangsi to French Indo China
1 bomber moved from 25 Sea Zone to Japan
1 destroyer moved from 16 Sea Zone to 6 Sea Zone
2 artilleries and 2 infantry moved from Japan to 6 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 6 Sea Zone to 35 Sea Zone
2 artilleries and 2 infantry moved from 35 Sea Zone to Philippines
2 fighters moved from Japan to Kiangsu
1 tactical_bomber moved from Philippines to French Indo ChinaPlace Units - Japanese
2 submarines placed in 37 Sea Zone
1 artillery placed in Malaya
3 infantry placed in French Indo China
1 destroyer and 1 submarine placed in 6 Sea Zone
1 artillery and 2 infantry placed in KiangsuTurn Complete - Japanese
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 41 Sea Zone. Rolls: 2,1
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 2,5
Japanese collect 47 PUs (5 lost to blockades); end with 47 PUs total -
Erratic dice, here’s where low luck would have helped me. Both of Hopei’s 2 inf gave hits, so I had to take a plane and my only ground unit as hits. But in DNG, both defenders missed, while I had 2 ground units available to take hits.
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I wont be able to move until later. I would like to continue mech in Kar discussion because it could affect US this turn. Quote from page 28: Unit Characteristics
Blitz: A mechanized infantry unit must normally stop when it enters an enemy controlled territory. However, when paired one-for-one with a tank, it can make a blitz movement (see “Tanks,” page 29) along with that tank.
Can you please direct me to the rule that allows you to capture a terr. with lone mech and return to friendly terr.? To me, my two quotes paired contradict that notion. -
If you’re still quite sure, Rom, i am ok with asking Gamerman and waiting for the official ruling.
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I stand corrected. Under the “Notes” screen on the right side of the game map, there is a section entitled “General rules… that the engine does not do, but you must follow.” A rule labelled “PE” (player enforced) states: “only non-air units that did not move during combat… may move during non-combat move.” Let me decide whether to put inf in those terr. or revert ownership to Allied.
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It’s amazing how adding or taking away just a unit or two changes the calc battle odds. The Ger tank that blitzed north, would have improved my odds of attacking an Allied advance into Kar or Vyb by 20%. And it could have blitzed, so I would only have needed to sacrifice 1 inf at the border. On the other hand, if I had escorted the tank with a mech, my chances of racing to Siberia would have improved. Or else, forced Rus to use planes. Battle calc says I should take ownership to prevent USA figs from landing.
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cont… if I intended to attack an Allied advance into Kar. If I just defend, I wouldn’t waste inf on the border. Rus could always try to squeeze me to divert so of my defenders.
Final decision. No Ger move into Kar or Vyb. Change Kar to USA owned and Vyb to Bri owned. Edit on your turn. -
for purchase, minus 4 inf, adding bomber.
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I see i accidentally placed my US fig on Cent US last round instead of Eas US. Please consider allowing me to non-com that later as if it was in EUS.
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okay, move your placement
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 9
Purchase Units - Americans
Turning on Edit Mode
EDIT: Changing ownership of Karelia from Germans to Russians
EDIT: Changing ownership of Vyborg from Germans to Russians
EDIT: Changing PUs for Germans from 56 to 55
EDIT: Changing PUs for Russians from 30 to 31
EDIT: Turning off Edit Mode
Americans buy 6 armour, 2 artilleries, 10 infantry and 2 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 destroyer moved from 109 Sea Zone to 110 Sea Zone
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Holland Belgium
1 infantry moved from Morocco to 91 Sea Zone
1 infantry and 1 transport moved from 91 Sea Zone to 110 Sea Zone
1 infantry moved from 110 Sea Zone to Normandy Bordeaux
1 bomber moved from United Kingdom to Germany
1 destroyer moved from 91 Sea Zone to 92 Sea Zone
2 fighters moved from 91 Sea Zone to 92 Sea Zone
3 carriers, 1 cruiser, 2 destroyers, 1 fighter and 1 submarine moved from 91 Sea Zone to 110 Sea ZoneCombat - Americans
Battle in 110 Sea Zone
British loiter and taunt; Americans attack with 3 carriers, 1 cruiser, 3 destroyers, 1 submarine and 2 transports
Germans defend with 1 submarine
Americans win with 3 carriers, 1 cruiser, 3 destroyers, 1 submarine and 2 transports remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in Holland Belgium
Strategic bombing raid in Germany
Bombing raid in Germany rolls: 6 and causes: 6 damage to unit: factory_major
Bombing raid in Germany causes 6 damage total.
Battle in Normandy Bordeaux
Battle in 92 Sea Zone
Americans attack with 1 destroyer and 2 fighters
Italians defend with 2 submarines
Americans win, taking Holland Belgium from Germans, taking Normandy Bordeaux from Italians with 2 fighters remaining. Battle score for attacker is 4
Casualties for Italians: 2 submarines
Casualties for Americans: 1 destroyerNon Combat Move - Americans
3 transports moved from 91 Sea Zone to 101 Sea Zone
2 fighters moved from 92 Sea Zone to 110 Sea Zone
1 bomber moved from Germany to Finland
1 armour, 1 artillery, 2 fighters, 4 infantry, 1 marine and 1 mech_infantry moved from Finland to Karelia
3 armour moved from Norway to Karelia
1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone
2 fighters moved from Western United States to 10 Sea Zone
2 carriers, 3 destroyers, 2 fighters, 1 infantry, 1 mech_infantry, 6 submarines and 3 transports moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 fighter moved from Central United States to Eastern United States
1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian IslandsPlace Units - Americans
6 infantry placed in Central United States
3 armour placed in Finland
3 armour placed in Norway
Turning on Edit Mode
EDIT: Removing units owned by Americans from 26 Sea Zone: 2 transports
EDIT: Adding units owned by Americans to 10 Sea Zone: 2 transports
EDIT: Turning off Edit Mode
Americans undo move 1.
1 artillery and 5 infantry placed in Central United States
1 artillery and 1 infantry placed in Western United States
2 submarines placed in 10 Sea Zone
4 infantry placed in Eastern United StatesTurn Complete - Americans
Americans collect 66 PUs; end with 66 PUs total
Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 76 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 81 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 96 PUs
Turning on Edit Mode
EDIT: Removing units owned by Americans from Eastern United States: 4 infantry
EDIT: Adding units owned by Americans to Eastern United States: 1 bomber
EDIT: Turning off Edit ModeTerritory Summary for Americans :
Yunnan : 1 bomber
Wake Island : 1 airfield
Western United States : 2 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 1 harbour and 1 infantry
Hawaiian Islands : 1 airfield, 2 artilleries, 3 fighters, 1 harbour, 4 infantry and 1 mech_infantry
Midway : 1 airfield
26 Sea Zone : 2 carriers, 3 destroyers, 1 fighter, 6 submarines and 1 transport
10 Sea Zone : 2 submarines and 2 transports
2 Sea Zone : 1 flag
Central United States : 1 artillery, 1 factory_major and 6 infantry
Eastern United States : 2 aaGuns, 1 airfield, 1 bomber, 1 factory_major, 1 fighter and 1 harbour
Normandy Bordeaux : 1 flag, 1 factory_minor, 1 harbour and 1 infantry
Algeria : 1 flag, 1 artillery and 1 infantry
French West Africa : 1 flag
Tunisia : 1 flag
Norway : 1 flag, 3 armour and 1 factory_minor
Holland Belgium : 1 flag, 1 infantry
Libya : 1 flag, 1 infantry
Karelia : 4 armour, 1 artillery, 2 fighters, 4 infantry, 1 marine and 1 mech_infantry
106 Sea Zone : 1 flag
101 Sea Zone : 4 transports
Brazil : 1 flag
Finland : 1 flag, 3 armour, 1 bomber and 1 factory_minor
110 Sea Zone : 3 carriers, 1 cruiser, 3 destroyers, 2 fighters, 1 submarine and 2 transports
105 Sea Zone : 1 flag -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod, version: 2.1
Game History
Round: 9
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 3 artilleries and 1 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 artillery and 1 infantry moved from Yunnan to Kwangsi
1 artillery and 1 infantry moved from Hunan to Anhwe
1 fighter moved from Yunnan to AnhweCombat - Chinese
Battle in Kwangsi
Chinese attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
Chinese win, taking Kwangsi from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Anhwe
Chinese attack with 1 artillery, 1 fighter and 1 infantry
Japanese defend with 1 infantry
Chinese win, taking Anhwe from Japanese with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
Casualties for Chinese: 1 infantry
Casualties for Japanese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Anhwe to Yunnan
1 artillery and 2 infantry moved from Shensi to HopeiPlace Units - Chinese
1 artillery placed in Hunan
2 artilleries and 1 infantry placed in YunnanTurn Complete - Chinese
Chinese collect 13 PUs; end with 13 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 3 PUs; end with 16 PUsTerritory Summary for Chinese :
Kwangsi : 1 artillery and 1 infantry
Yunnan : 3 artilleries, 1 fighter and 6 infantry
Suiyuyan : 1 infantry
Hunan : 1 artillery
Hopei : 1 artillery and 2 infantry
Anhwe : 1 artillery