@Stucifer, back from the hospital! I was a bit confused when I last looked at this, I mistakenly thought our game was further along, T2…smh
No scramble.
40191.stu-fr6.tsvg
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 fighter and 1 infantry; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 marine moved from New South Wales to 64 Sea Zone
1 fighter moved from Queensland to 46 Sea Zone
1 cruiser and 1 marine moved from 64 Sea Zone to 59 Sea Zone
1 marine moved from 59 Sea Zone to Java
Combat - ANZAC
Battle in 46 Sea Zone
ANZAC attack with 1 fighter
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 46 Sea Zone
ANZAC win with 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 1 transport
Battle in Java
Non Combat Move - ANZAC
1 fighter moved from 46 Sea Zone to 57 Sea Zone
1 carrier, 1 destroyer, 1 fighter and 3 submarines moved from 64 Sea Zone to 57 Sea Zone
1 infantry moved from Queensland to New South Wales
1 infantry moved from Queensland to New South Wales
1 infantry moved from Queensland to New South Wales
1 aaGun moved from Queensland to New South Wales
Place Units - ANZAC
1 artillery, 1 fighter and 1 infantry placed in New South Wales
Turn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 55 Sea Zone. Rolls: 4,3,5,2,5,6,6,4,3,3,6,3,4,2,6,3,2
ANZAC collect 11 PUs (2 lost to blockades); end with 11 PUs
Combat Move - French
1 destroyer moved from 76 Sea Zone to 74 Sea Zone
Non Combat Move - French
1 infantry moved from Scotland to Eire
French take Eire from Neutral_Allies
Turn Complete - French
Combat Hit Differential Summary :
@mr_stucifer
The scramble rule for air bases and CVs is the same for land territories but different for sea zones. I find this inconsistency in the rules inelegant and I still have to consciously think each time what rule applies.
Do you want me to enter the French move or do the French have something their planning?
@ArtofWar1947 that’s my bad, here’s with France done. 40191.stu-fr6.tsvg
@mr_stucifer
German subs scored 2 hits in SZ 110. How the Allies want to absorb them?
OOL afterward?
@ArtofWar1947 Shoot, having an issue loading PtV in my 2.5 client on this computer and I don’t have my laptop handy. Can you post a screenshot so I can look through to give OOL? For subs I will take 1 hit on the British carrier and sink one British sub
@mr_stucifer 
@mr_stucifer
German ships & Planes score 5 more hits.
Damage one US carrier, take subs on the other 4 hits (UK then US)
@mr_stucifer
There are only 3 (not 4) subs left; the UK sub was sunk by a German sub. Need 1 more hit.
One UK DD
@mr_stucifer
German subs score 1 hit.
@mr_stucifer
FYI: Germans tipped BB, sank CV, and sank sub.
@ArtofWar1947 can I see hits/casualties?
Tilt 1 carrier
@mr_stucifer
7 more hits.
2 on damaged carriers, 3 tac bombers, all but 1 DD next-- let me know if I miscounted
I think I am up one carrier to planes, so minus one tac bomber and tilt a carrier instead if you can
@mr_stucifer
Here’s a screen shot of what is left in the second round:
Oh, that first round defense roll went super poorly then. I thought you had lost all your carriers. Shoot.
3 hits on Carriers (two fully intact), 1 DD, 3 Tac as originally posted
That is supposed to mean: leave 2 carriers fully intact and sink the 3 tilted