dice…
BM3 Colt(Axis) vs Rommel
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I maximized the Bri & Indian forces to remove the Italians from Africa and still be in a position to defend Egypt. I didn’t want Italy converting friendly neutral Syria and then Iraq to Ita, so I attacked Iraq. Bri had twice the power and 2/3 more units than Iraq, yet inflicted no hits, but received 2 hits. :x
Rashid Ali al-Gaylani successfully rallying the troops! Will be tough to decide what to do as Italy…
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - Italians
Italians buy 1 destroyer and 1 marine; Remaining resources: 1 PUs;Combat Move - Italians
1 marine moved from Southern Italy to 97 Sea Zone
1 cruiser and 1 marine moved from 97 Sea Zone to 99 Sea Zone
1 marine moved from 99 Sea Zone to CyprusCombat - Italians
Battle in CyprusNon Combat Move - Italians
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 armour moved from Greece to Romania
1 armour moved from Slovakia Hungary to Poland
1 mech_infantry moved from Northern Italy to Slovakia Hungary
2 aaGuns and 2 infantry moved from Yugoslavia to Slovakia Hungary
1 artillery and 1 infantry moved from Greece to 97 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Syria
Italians take Syria from Neutral_Axis
1 submarine moved from 96 Sea Zone to 97 Sea Zone
1 infantry moved from Gibraltar to 92 Sea Zone
1 infantry and 1 transport moved from 92 Sea Zone to 97 Sea Zone
1 infantry moved from 97 Sea Zone to Yugoslavia
4 infantry moved from Southern Italy to Northern Italy
2 aaGuns moved from Northern Italy to Southern ItalyPlace Units - Italians
1 marine placed in Northern Italy
1 destroyer placed in 97 Sea Zone
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 fighter
EDIT: Adding units owned by Italians to Iraq: 1 fighter
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Italians from Southern Italy: 1 bomber
EDIT: Adding units owned by Italians to Iraq: 1 bomber
EDIT: Turning off Edit Mode
1 bomber and 1 fighter could not land in Iraq and were removedTurn Complete - Italians
Italians collect 12 PUs; end with 13 PUs total
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 18 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUsTerritory Summary for Italians :
Gibraltar : 1 flag, 1 harbour
Cyprus : 1 flag, 1 marine
Syria : 1 flag, 1 artillery and 2 infantry
Slovakia Hungary : 2 aaGuns, 2 infantry and 1 mech_infantry
Romania : 1 armour
Poland : 1 armour
Northern Italy : 1 factory_major, 4 infantry and 1 marine
Southern Italy : 2 aaGuns, 1 airfield, 1 factory_minor and 1 harbour
Greece : 1 flag
99 Sea Zone : 1 cruiser and 1 transport
97 Sea Zone : 1 battleship, 1 cruiser, 1 destroyer, 1 submarine and 1 transport
Yugoslavia : 1 artillery and 1 infantry -
The engine doesn’t recognize turned-friendly(not pro-axis/allied) territories so I will player enforce during at beginning of Russia’s turn because I may be landing German air there as well.
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I based my building of the IC in Persia on the following Eur40 rule book “If the attack upon the formerly neutral territory is
unsuccessful (the territory is not captured), any remaining defending units stay in the territory but can’t move. The
territory remains uncontrolled (place a national control marker on it face down to indicate its new status), but units
from the side it’s now allied with can move into it and take control of it and its remaining units in the same way as if it
were a friendly neutral.” “In the same way” means you can’t take control with air units, only land units. I think you are referring to the 4th “Rules that you must follow” (PE) “You may not land air units in friendly neutrals, including the same turn they are captured, unless they have been previously attacked.” To me, the term “captured”, really means taking control during NCM. I interpret this to mean that you can land air units in the same turn that you take control or capture Iraq with a land unit. To me it doesn’t negate the land unit requirement. Try to find out where to post this question to the A&A arbitrators. -
I saw Gamerman clarify thoroughly that once a pro-axis/allied is attacked, it becomes “friendly” in the same way the Allies can land aircraft on dutch territories before occupying with land. Trip A developers included the “You may not land air units in friendly neutrals, including the same turn they are captured, unless they have been previously attacked.” to show how in a situation like this, where a pro neutral was attacked but not captured, the opposing side can land air there. I am not capturing the territory for Italy so omit the “including the same turn they are captured” bit and re-read and I think you will see what I mean.
This distinction of “friendly” and “pro-neutral” had to be explained by Gamerman because, if i remember correctly, the rulebook fails to make that distinction. Essentially, you attacking Iraq but failing to take it makes Iraq as to the Axis as DEI are to UK and Anzac.
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Mongolia:
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If Japan attacks a Russian controlled territory bordering Mongolia, all of Mongolia is immediately Russian
a) If Japan attacks Mongolia in the same combat move (as attacking a Russian controlled territory bordering Mongolia), they break neutrality of all strict neutrals
b) This is the ONLY way all of Mongolia will immediately turn Russian without territories needing to be activated. -
If Russia attacks Korea or a Japanese controlled territory bordering Mongolia, then the Mongolians will never join Russia as in #1 above
If neither of the above takes place, Mongolia continues on as a strict neutral, but
- Will NOT go pro-Axis if the Allies break neutrality elsewhere
a) Mongolia ONLY goes pro-Axis if Russia directly attacks Mongolia. This would break neutrality around the world (all strict neutrals go pro-the other side).
i) Any OTHER Ally can attack Mongolia directly and this will break neutrality around the world, but the rest of Mongolia will stay neutral
b) Mongolia WILL go pro-Allied if the Axis break strict neutrality anywhere, including Mongolia
Neutrals:
- You can’t move a tank through a friendly neutral that you just activated
a) You CAN blitz strict neutrals and unfriendly neutrals
b) You also can’t non-com mech or tanks through the friendly neutral that you just took control of. - You CAN’T land air in any neutral that was neutral at the beginning of your turn
a) You CAN land air in a neutral that has been attacked previously and joined your side (the infantry are still not controlled by a playable power because the territory has not been activated and is not controlled by any playable power yet) - You CAN’T fly over neutrals
a) Except to attack it directly
b) After attacking it, you CAN fly off where-ever you want as long as you don’t fly over another neutral
c) You CAN fly over a neutral that has been attacked previously, because it is actually no longer a neutral even if it was not conquered. It has joined the opposing side. You can do this in the non-combat move immediately following the attack. - You activate a friendly neutral with an infantry, artillery, mech, or tank. You cannot activate a friendly neutral with only an AAA gun.
- Despite what Triple A says, you do NOT declare war on neutrals. You simply “attack” them (individually).
Beware: There are currently a lot of these rules that Triple A does not currently adhere to correctly. You are responsible for knowing the rules yourself. Don’t rely on Triple A for rule interpretation. Just because it allows it, doesn’t mean it’s legal.
2a
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That’s not “thoroughly” but the rest is hidden deep in those 150 FAQ
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Okay, I accept that the Axis can land air in Iraq, even tho they don’t control it. This is the second time that this game has denied me an approx 98% battle calc victory. Just when I built an IC. On another note, I wish that I had thought of building and using marines earlier in our prior game, to take the islands in sz99, instead of sacrificing tt’s.
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I took ANZ and Fra turns but got an error message when I tried to post “missing refresh header after login.” Since I didn’t get marti email, must have been in local game mode.
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TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 marine; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Dutch New Guinea to 45 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 45 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
ANZAC take Java from Dutch
1 artillery moved from Northern Territory to Queensland
2 infantry moved from New South Wales to Queensland
1 transport moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 marine placed in New South Wales
1 destroyer placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 2
Purchase Units - ANZAC
ANZAC buy 1 destroyer and 1 marine; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
2 infantry moved from Dutch New Guinea to 45 Sea Zone
1 destroyer, 2 infantry and 1 transport moved from 45 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
ANZAC take Java from Dutch
1 artillery moved from Northern Territory to Queensland
2 infantry moved from New South Wales to Queensland
1 transport moved from 62 Sea Zone to 54 Sea ZonePlace Units - ANZAC
1 marine placed in New South Wales
1 destroyer placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 14 PUs; end with 14 PUs totalCombat Move - French
1 destroyer moved from 81 Sea Zone to 99 Sea ZoneCombat - French
Battle in 99 Sea Zone
French attack with 1 destroyer
Italians defend with 1 cruiser and 1 transport
Italians win with 1 cruiser and 1 transport remaining. Battle score for attacker is -8
Casualties for French: 1 destroyerNon Combat Move - French
Turn Complete - French
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I don’t know if the posting error was because I had not separately posted ANZ first, or if I had not been in forum mode. I redid ANZ and Fra separately, and the Fra battle in sz99 turned out different. The first time they sank each other. The second time, the Ita won. I’d ask you to consider using the manually posted save game, but that wouldn’t be proper procedure. If it weren’t for bad luck, I’d have no luck at all.
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I’ll throw you a bone and trust you :lol:
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TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 3
Research Technology - Germans
Purchase Units - Germans
Turning on Edit Mode
EDIT: Removing units owned by Italians from 99 Sea Zone: 1 cruiser
EDIT: Turning off Edit Mode
Germans buy 3 armour, 1 bomber, 1 fighter and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans
Turning on Edit Mode
EDIT: Editing Political Relationship for Germans and Russians from Neutrality to War
EDIT: Turning off Edit Mode
1 armour moved from Romania to Bessarabia
Germans take Bessarabia from Russians
1 armour moved from Bessarabia to Eastern Poland
4 infantry moved from Romania to Eastern Poland
1 armour, 2 artilleries and 7 infantry moved from Slovakia Hungary to Eastern Poland
1 infantry moved from Poland to Baltic States
3 bombers moved from Western Germany to Baltic States
4 infantry moved from Finland to Karelia
3 artilleries and 13 infantry moved from Poland to Eastern Poland
1 armour moved from Poland to Eastern Poland
8 armour and 7 mech_infantrys moved from Germany to Eastern PolandCombat - Germans
Battle in Karelia
Germans attack with 4 infantry
Russians defend with 1 infantry
Germans win, taking Karelia from Russians with 4 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Baltic States
Germans attack with 3 bombers and 1 infantry
Russians defend with 1 infantry
Germans win, taking Baltic States from Russians with 3 bombers and 1 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in Eastern Poland
Germans attack with 11 armour, 5 artilleries, 24 infantry and 7 mech_infantrys
Russians defend with 2 infantry
Germans win, taking Eastern Poland from Russians with 11 armour, 5 artilleries, 23 infantry and 7 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantryNon Combat Move - Germans
Trigger Germans Occupies Southern France Army Disband: has removed 1 artillery, 1 factory_minor, 1 harbour and 1 infantry owned by Neutral_Axis in Southern France
Trigger Germany Occupies Tunisia Army Disband: has removed 1 infantry owned by Neutral_Axis in Tunisia
Trigger Germans Occupies Southern France Fleet Scuddle: has removed 1 cruiser and 1 destroyer owned by Neutral_Axis in 93 Sea Zone
Trigger Germany Occupies French West Africa Army Disband: has removed 1 infantry owned by Neutral_Axis in French West Africa
Trigger Germany Occupies Southern France Facilities: Germans has 1 factory_minor and 1 harbour placed in Southern France
1 infantry moved from Romania to Bessarabia
3 aaGuns moved from Poland to Eastern Poland
3 bombers moved from Baltic States to Western Germany
1 submarine moved from 108 Sea Zone to 109 Sea Zone
1 submarine moved from 112 Sea Zone to 125 Sea Zone
2 infantry moved from Morocco to Algeria
Germans take Algeria from Neutral_Axis
1 infantry moved from France to Southern France
Germans take Southern France from Neutral_Axis
1 armour moved from Western Germany to Poland
2 artilleries moved from France to Western Germany
1 tactical_bomber moved from 112 Sea Zone to Western GermanyPlace Units - Germans
1 bomber and 1 fighter placed in Western Germany
3 armour and 3 mech_infantrys placed in GermanyTurn Complete - Germans
Germans collect 49 PUs; end with 49 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs -
TripleA Manual Gamesave Post for game: World War II Global 1940 Balanced Mod3, version: 3.3
Game History
Round: 3
Purchase Units - Russians
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 tactical_bomber
EDIT: Removing units owned by Germans from Western Germany: 2 fighters and 2 tactical_bombers
EDIT: Adding units owned by Italians to Iraq: 1 bomber and 1 fighter
EDIT: Adding units owned by Germans to Iraq: 3 fighters and 3 tactical_bombers
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Iraq: 1 fighter
EDIT: Turning off Edit Mode -
This game has spun completely out of control. I purchased an IC for a location that was far away from any axis. When I lost the battle, there was no other terr that qualified to build it in. W. India is part of UK Pac. Not only did you win a 1% battle chance, but on the particular situation that was uniquely important. Why couldn’t it have been a non-critical battle? I’ll take Rus turn late tomorrow eve.
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I don’t think the Persian IC is in danger. You’ll have two turns to build there before i could attack it. I’m mainly seeing if i can grab some cash in mid-east for a bit plus making you build in the area or make mistakes while also spreading you thin if you intended on helping out US defensive fleet and W. Europe landings.
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After I thought about the situation, I realized that the Ita army in Syria would take 2 turns to reach the IC and Ger wouldn’t risk an all plane attack against newly built inf and perhaps a Bri fig. But, your massive move will prevent the new IC from feeding new troops into India or China for a few turns at least. I’ve never seen such a large Ita army going towards Rus. With 2 5-PU N.O.'s, Ita will be able to rebuild its fleet and air this turn and next, until the allies can retake Gib and try to keep a ship in the Med. Not having the Bri tt convoy an inf into Gib on B1 was a mistake. The fun part about playing Bri, is that it has lots of discretionary cash to build all around its empire. It has the cash to build more ships in the Med and/or armor to take out Syria/Iraq. I doubt that the Ger want to permanently garrison 5 planes in Iraq. Perhaps taking Vichy out means that Ger wants to build its own fleet to further support Ita. Vichy has some nice aspects, but the Axis lose out on 3 PUs every turn.
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Thanks for using my Bri2 save game. Last turn, Rus built mech in Mos to rush to W. Ukr to hold off Ger, before comparing the numbers and afterwards, I realized that Rus can’t hold and will have to retreat to the old standby, Bry. I feel Rus’ limited air power now when I want to take out the Ger in Kar, but also the single inf in Bal and in Bes, without risking more than 1 Rus unit. The Siberian Rus army can reach the eastern edge of European Rus soon enough, but then it’s still several turns from Mos. Not quite as fast as historical. Once Jpn committed itself to attack USA, the Rus felt free to release their Siberian army rapidly. I need a Siberian railway.
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Thanks for using my Bri2 save game. Last turn, Rus built mech in Mos to rush to W. Ukr to hold off Ger, before comparing the numbers and afterwards, I realized that Rus can’t hold and will have to retreat to the old standby, Bry. I feel Rus’ limited air power now when I want to take out the Ger in Kar, but also the single inf in Bal and in Bes, without risking more than 1 Rus unit. The Siberian Rus army can reach the eastern edge of European Rus soon enough, but then it’s still several turns from Mos. Not quite as fast as historical. Once Jpn committed itself to attack USA, the Rus felt free to release their Siberian army rapidly. I need a Siberian railway.
One of the biggest reasons FDR was itching to get in the war vs Japan was for that very reason. He was pro-Communist and wanted USSR free to send all resources vs Euro-Axis.





