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2v2 Final: Daaras and FranceNeedsMorePower (L) vs Gamerman01 and Booper (X)


  • @FranceNeedsMorePower

    Yes, full 3 fighter scramble


  • @FranceNeedsMorePower @Daaras

    BTW, one of the US carriers has 2 UK planes on it. If that US carrier is damaged in any way, the planes cannot take off and participate in the presumed follow-up attack by the UK.

    You would likely be better served if you withhold this carrier from the attack, and just move it into range so the UK fig and tac can fight on UK’s turn. @gamerman01 and I are both in agreement, that you can make this change to the attack. The rule is fairly obscure, and I only just learned of it myself fairly recently.


  • @Booper I never would have noticed that! Thanks you so much! Yes I will adjust that movemeant. I appreciate the grace. I will use edit to move that carrier back.


  • @Booper I didn’t save my turn so I will not have to use edit anyway. Just wanted to let you all know


  • @Booper How should I address hits on your units? The way the engine does it or something diffrent?Screenshot 2026-04-12 092719.png


  • @Booper I’m also aware I accidently brought my transports in I fixed that already.


  • @Booper Sorry for so many replies but I’m actually not doing the attack any more.


  • @FranceNeedsMorePower said in 2v2 Final: Daaras and FranceNeedsMorePower (L) vs Gamerman01 and Booper (X):

    @Booper Sorry for so many replies but I’m actually not doing the attack any more.

    OK, that’s fine.

    Just an fyi, if this were an official league game, you’d be committed to making the attack upon the scramble request. Even more so after dice have been rolled.

    Let’s play on!


  • @Booper I was not aware of that. Moving forward I will consider my turn more before asking for a scramble. I thought because there were various other times in this game were you guys reposted turns and made adjustments, also after the dice have been rolled, that I would be allowed to change my move. I also believe I rolled the dice in a local file not in the actually live game. I could be wrong. To me it seemed fit to ask what would happen so I could play around with my turn to see what was best. I also don’t think I ever sent and actually turn file after the scramble question. Can you explain to me what the difference is so I can play properly moving forward.

    Thinking more through this are you just reminding me that this would not be a legal option in an extra league game? Meaning the other re-do’s were also wouldn’t be legal? I’m just trying to understand the rules in case if down the road I try a league game.

    Thanks!


  • @FranceNeedsMorePower I did nto mean to say extra league game not sure why auto-correct spelling did that.


  • TripleA Turn Summary: Chinese round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition

    Game History

    Round: 7
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 5 infantry; Remaining resources: 1 PUs; 
    

    Combat Hit Differential Summary :

    Savegame


  • @FranceNeedsMorePower

    Well, the moderator of the league is gamerman01, so he knows best, but I will take a quick stab at it here.

    1. Attack orders/Scramble requests:
    • Generally once you send the request, these attack orders become locked in. You can’t ask about scrambling, get a response you don’t really like, then change your mind and change up the attacks.
    1. Attack rolls:
      Once you start, you have to at least finish 1 round of attacks and then retreat if you made a mistake or its not going your way. You can do as much “simulation” gaming as you wish with local rolls, but once they are sent to the dice server, thy are locked in and cannot be changed. If there is an obvious blunder made, like in your case bringing in the transports, that can be addressed after the attacks are resolved - that would have been an easy edit back.

    2. When is it OK to make edits?
      Generally, when all the main dice rolls have completed, the Non-Combat Move phase is moves unaffected by dice. Most players allow virtually as much edits as you need here, provided the other side hasn’t started their turn. If you have significant edits to make, you should post quickly and ask the other player to hold off until you complete them. Forgotten obvious walk-in attacks or killing of defenseless transports are a bit more gray, but most players here will allow this to take place as well if you missed something. If it is justifiable that the move “would not have been affected by any of the dice outcomes”, this is usually permitted, but should be requested, as your opponent could technically deny it, as it needed to be included with your initial Combat phase declarations. Most people here are pretty casual and out for a fun game, so aren’t sticklers about this, but then some are.


  • I confirm, those are good explanations about the technicalities and realities of league play.


  • @FranceNeedsMorePower @Daaras @gamerman01

    Ok, it looks like you ran the same series of attacks twice. I’m ok with you pulling out of the USA Gib SZ attack, but you should keep the original rolls for the other attacks that came through the dice server for USA.

    Also, you did a Chinese infantry + fighter attack on Anhwe, but it doesn’t appear in the 2nd attacks.

    @Daaras are you able to reconstruct what happened from the marti dice?
    @FranceNeedsMorePower can you talk to us about the Chinese attack on Anhwe?


  • @Booper Yes, as I mentioned although it was more than likely difficult to see I had to re-do my whole turn because when I asked about the scramble I had no file saved and I already closed out of my current one so had to re do my turn.Screenshot 2026-04-13 160438.png

    Btw, this was also before I decided to move out of the Sea attack. I believe there are other changes I would assume between them due to me having to re-take my turn at separate times. If I re-call I think when I re-did my turn I just didn’t do any attacks involving dice with China and just stacked.


  • TripleA Manual Gamesave Post: Chinese round 7

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition

    Game History

    Round: 7
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 5 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Chinese
            1 infantry moved from Tsinghai to Shensi
                  Chinese take Shensi from Japanese
            1 infantry moved from Hopei to Kweichow
                  Chinese take Kweichow from Japanese
    
        Combat - Chinese
    
        Non Combat Move - Chinese
            3 infantry moved from Tsinghai to Shensi
            1 fighter moved from Burma to Hopei
    
        Place Units - Chinese
            5 infantry placed in Hopei
    
        Turn Complete - Chinese
            Chinese collect 7 PUs; end with 8 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from 1 Sea Zone: 1 destroyer
            EDIT: Turning off Edit Mode
    

    Combat Hit Differential Summary :

    Savegame


  • @FranceNeedsMorePower @Daaras @gamerman01

    OK, I’ve tried to decipher what happened with the first USA turn vs the 2nd. The main difference I see (besides the 2nd not having an attack on SZ91), is in SZ1, the Japanese Sub gets a hit back before dying.

    I went ahead made this adjustment, to remove 1 DD from SZ1, as I think USA should stick with the first set of rolls for attacks.

    Please let me know if you disagree. Otherwise, @Daaras, feel free to go ahead with your UK turn. Also, @FranceNeedsMorePower, if this change makes you want to re-deploy your USA build, please feel free to do so as well.

    Let’s play on!


  • TripleA Turn Summary: UK_Pacific round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition

    Game History

    Round: 7
    
        Purchase Units - Americans
            Americans buy 9 destroyers; Remaining resources: 0 PUs; 
    
        Combat Move - Americans
            2 destroyers moved from 26 Sea Zone to 1 Sea Zone
            1 destroyer and 1 submarine moved from 54 Sea Zone to 46 Sea Zone
            1 destroyer and 1 submarine moved from 54 Sea Zone to 55 Sea Zone
            1 bomber moved from Queensland to 55 Sea Zone
            7 fighters and 1 tactical_bomber moved from 54 Sea Zone to 46 Sea Zone
    
        Combat - Americans
            Battle in 55 Sea Zone
                Americans attack with 1 bomber, 1 destroyer and 1 submarine
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 submarine in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 bomber and 1 destroyer in 55 Sea Zone, round 2 : 1/2 hits, 1.00 expected hits
                    Japanese roll dice for 1 destroyer in 55 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Japanese lost in 55 Sea Zone
                Americans win with 1 bomber, 1 destroyer and 1 submarine remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in 46 Sea Zone
                Americans attack with 1 destroyer, 7 fighters, 1 submarine and 1 tactical_bomber
                Japanese defend with 1 destroyer
                    Americans roll dice for 1 submarine in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    Americans roll dice for 1 destroyer, 7 fighters and 1 tactical_bomber in 46 Sea Zone, round 2 : 3/9 hits, 4.50 expected hits
                    Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                    1 destroyer owned by the Japanese lost in 46 Sea Zone
                Americans win with 1 destroyer, 7 fighters, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                Casualties for Japanese: 1 destroyer
            Battle in 1 Sea Zone
                Americans attack with 2 destroyers
                Japanese defend with 1 submarine
                    Americans roll dice for 2 destroyers in 1 Sea Zone, round 2 : 1/2 hits, 0.67 expected hits
                    Japanese roll dice for 1 submarine in 1 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
                    1 submarine owned by the Japanese lost in 1 Sea Zone
                Americans win, taking 1 Sea Zone from Neutral with 2 destroyers remaining. Battle score for attacker is 6
                Casualties for Japanese: 1 submarine
    
        Non Combat Move - Americans
            7 fighters and 1 tactical_bomber moved from 46 Sea Zone to 26 Sea Zone
            1 artillery, 2 infantry and 1 mech_infantry moved from Queensland to 54 Sea Zone
            1 armour and 1 infantry moved from Queensland to South Australia
            1 artillery, 1 battleship, 4 carriers, 3 cruisers, 2 destroyers, 2 infantry, 1 mech_infantry and 3 transports moved from 54 Sea Zone to 26 Sea Zone
            1 artillery, 2 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
            1 destroyer moved from 54 Sea Zone to 56 Sea Zone
            1 bomber moved from 55 Sea Zone to Hawaiian Islands
            2 bombers moved from Eastern United States to United Kingdom
    
        Place Units - Americans
            9 destroyers placed in 101 Sea Zone
    
        Turn Complete - Americans
            Americans collect 52 PUs; end with 52 PUs
            Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 62 PUs
            Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 67 PUs
            Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 72 PUs
    
        Purchase Units - Chinese
            Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
            Chinese buy 5 infantry; Remaining resources: 1 PUs; 
    
        Combat Move - Chinese
            1 infantry moved from Tsinghai to Shensi
                  Chinese take Shensi from Japanese
            1 infantry moved from Hopei to Kweichow
                  Chinese take Kweichow from Japanese
    
        Combat - Chinese
    
        Non Combat Move - Chinese
            3 infantry moved from Tsinghai to Shensi
            1 fighter moved from Burma to Hopei
    
        Place Units - Chinese
            5 infantry placed in Hopei
    
        Turn Complete - Chinese
            Chinese collect 7 PUs; end with 8 PUs
            Turning on Edit Mode
            EDIT: Removing units owned by Americans from 1 Sea Zone: 1 destroyer
            EDIT: Turning off Edit Mode
    
        Purchase Units - British
            British buy 2 armour, 1 destroyer, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs; 
    
        Purchase Units - UK_Pacific
            UK_Pacific buy 2 infantry; Remaining resources: 0 PUs; 
    
        Combat Move - British
            6 infantry moved from Union of South Africa to 71 Sea Zone
            1 battleship, 1 cruiser and 2 destroyers moved from 39 Sea Zone to 80 Sea Zone
            1 armour moved from Tsinghai to Szechwan
            1 tactical_bomber moved from Burma to Szechwan
            2 fighters and 2 infantry moved from Burma to Yunnan
            3 infantry moved from Eastern Persia to West India
            1 artillery moved from Persia to Eastern Persia
            3 infantry moved from Trans-Jordan to Egypt
    
        Combat - British
            Battle in Szechwan
                British attack with 1 armour and 1 tactical_bomber
                Japanese defend with 1 aaGun and 1 artillery
                    Japanese roll AA dice in Szechwan : 0/1 hits, 0.17 expected hits
                    British roll dice for 1 armour and 1 tactical_bomber in Szechwan, round 2 : 2/2 hits, 1.17 expected hits
                    Japanese roll dice for 1 aaGun and 1 artillery in Szechwan, round 2 : 0/1 hits, 0.33 expected hits
                    1 artillery owned by the Japanese and 1 aaGun owned by the Japanese lost in Szechwan
                British win, taking Szechwan from Japanese with 1 armour and 1 tactical_bomber remaining. Battle score for attacker is 9
                Casualties for Japanese: 1 aaGun and 1 artillery
            Battle in Yunnan
                British attack with 2 fighters and 2 infantry
                Japanese defend with 1 infantry and 1 mech_infantry
                    British roll dice for 2 fighters and 2 infantry in Yunnan, round 2 : 1/4 hits, 1.33 expected hits
                    Japanese roll dice for 1 infantry and 1 mech_infantry in Yunnan, round 2 : 1/2 hits, 0.67 expected hits
                    1 infantry owned by the British lost in Yunnan
                    1 infantry owned by the Japanese lost in Yunnan
                    British roll dice for 2 fighters and 1 infantry in Yunnan, round 3 : 2/3 hits, 1.17 expected hits
                    Japanese roll dice for 1 mech_infantry in Yunnan, round 3 : 0/1 hits, 0.33 expected hits
                    1 mech_infantry owned by the Japanese lost in Yunnan
                British win, taking Yunnan from Japanese with 2 fighters and 1 infantry remaining. Battle score for attacker is 4
                Casualties for British: 1 infantry
                Casualties for Japanese: 1 infantry and 1 mech_infantry
    
        Non Combat Move - British
            2 fighters moved from Yunnan to India
            1 tactical_bomber moved from Szechwan to Kazakhstan
            1 artillery and 5 infantry moved from Kazakhstan to Novosibirsk
            6 infantry and 3 transports moved from 71 Sea Zone to 80 Sea Zone
            6 infantry moved from 80 Sea Zone to Iraq
            2 fighters and 2 tactical_bombers moved from 101 Sea Zone to Iceland
    
        Place Units - British
            1 destroyer placed in 106 Sea Zone
            3 infantry placed in Persia
            2 armour and 1 mech_infantry placed in Union of South Africa
            British undo move 3.
            British undo move 2.
            3 infantry placed in Union of South Africa
            2 armour and 1 mech_infantry placed in Persia
            Turning on Edit Mode
            EDIT: Removing units owned by British from Burma: 3 aaGuns and 19 infantry
            EDIT: Adding units owned by British to India: 3 aaGuns and 19 infantry
            EDIT: Turning off Edit Mode
    
        Turn Complete - British
            Total Cost from Convoy Blockades: 1
                Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 5,4,6,1
            British collect 32 PUs (1 lost to blockades); end with 32 PUs
    
        Place Units - UK_Pacific
            2 infantry placed in India
    
        Turn Complete - UK_Pacific
            UK_Pacific collect 6 PUs; end with 6 PUs
            Some Units in India change ownership: 2 infantry
    

    Combat Hit Differential Summary :

    Americans regular : -1.83
    Japanese regular : -1.17
    Japanese AA : -0.17
    British regular : 1.33
    

    Savegame


  • TripleA Turn Summary: Italians round 7

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition

    Game History

    Round: 7
    
        Purchase Units - Italians
            Italians buy 3 infantry and 4 submarines; Remaining resources: 0 PUs; 
    
        Combat Move - Italians
    
        Non Combat Move - Italians
            2 armour moved from Western Ukraine to Bessarabia
            1 aaGun moved from Western Ukraine to Bessarabia
            2 mech_infantrys moved from Western Ukraine to Bessarabia
            1 infantry moved from Western Ukraine to Bessarabia
            2 transports moved from 92 Sea Zone to 93 Sea Zone
            4 infantry moved from Southern France to 93 Sea Zone
            4 infantry and 2 transports moved from 93 Sea Zone to 92 Sea Zone
            4 infantry moved from 92 Sea Zone to Gibraltar
            1 carrier and 1 destroyer moved from 95 Sea Zone to 91 Sea Zone
            1 aaGun moved from Southern Italy to Northern Italy
            1 artillery moved from Tunisia to Libya
            1 fighter moved from Gibraltar to 91 Sea Zone
    
        Place Units - Italians
            3 infantry placed in Southern France
            4 submarines placed in 95 Sea Zone
    
        Turn Complete - Italians
            Italians collect 18 PUs; end with 18 PUs
            Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 23 PUs
            Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 28 PUs
            Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 33 PUs
    

    Combat Hit Differential Summary :

    Savegame


  • @FranceNeedsMorePower

    Anzac/France are up. Please adjust your USA build deployment at this point, if you so desire as well.

    Thx!

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