@AndrewAAGamer Ok, sounds good. I am turning in for the night as I work early hours. I should be able to view your turn in the AM should you post this evening.
L26 BM4 fasthard(X) vs Amon-Sul(L+24)
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TripleA Turn Summary: Germans round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Research Technology - Germans Purchase Units - Germans Germans buy 1 destroyer, 1 infantry, 8 mech_infantrys and 1 submarine; Remaining resources: 0 PUs; Politics - Germans Germans takes Political Action: Political Action Axis To War With Russians Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral Germans succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Germans 1 infantry moved from Finland to Vyborg Germans take Vyborg from Russians 8 infantry moved from Finland to Karelia Germans take Karelia from Russians 2 armour and 8 mech_infantrys moved from Germany to Eastern Poland 6 artilleries and 2 infantry moved from Slovakia Hungary to Eastern Poland 1 mech_infantry moved from Greater Southern Germany to Eastern Poland 6 armour and 3 mech_infantrys moved from Yugoslavia to Eastern Poland 2 armour moved from Romania to Eastern Poland 5 artilleries and 24 infantry moved from Romania to Bessarabia Combat - Germans Battle in Bessarabia Germans attack with 5 artilleries and 24 infantry Russians defend with 1 infantry Germans roll dice for 5 artilleries and 24 infantry in Bessarabia, round 2 : 5/29 hits, 6,50 expected hits Russians roll dice for 1 infantry in Bessarabia, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Russians lost in Bessarabia Germans win, taking Bessarabia from Russians with 5 artilleries and 24 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Eastern Poland Germans attack with 10 armour, 6 artilleries, 2 infantry and 12 mech_infantrys Russians defend with 1 infantry Germans roll dice for 10 armour, 6 artilleries, 2 infantry and 12 mech_infantrys in Eastern Poland, round 2 : 13/30 hits, 10,33 expected hits Russians roll dice for 1 infantry in Eastern Poland, round 2 : 1/1 hits, 0,33 expected hits 1 infantry owned by the Germans lost in Eastern Poland 1 infantry owned by the Russians lost in Eastern Poland Germans win, taking Eastern Poland from Russians with 10 armour, 6 artilleries, 1 infantry and 12 mech_infantrys remaining. Battle score for attacker is 0 Casualties for Germans: 1 infantry Casualties for Russians: 1 infantry Non Combat Move - Germans 6 mech_infantrys moved from Western Germany to Poland 3 aaGuns moved from Romania to Bessarabia 1 cruiser and 1 transport moved from 114 Sea Zone to 112 Sea Zone 1 aaGun moved from Western Germany to Northern Italy 2 artilleries moved from Northern Italy to Southern Italy 1 fighter and 2 tactical_bombers moved from Southern Italy to Western Germany 1 tactical_bomber moved from Alexandria to Southern Italy 3 infantry moved from Greece to Bulgaria 1 armour moved from Greece to Romania Place Units - Germans 1 destroyer and 1 submarine placed in 112 Sea Zone 1 infantry placed in Western Germany 8 mech_infantrys placed in Germany Turn Complete - Germans Total Cost from Convoy Blockades: 0 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,5 Germans collect 43 PUs; end with 43 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 48 PUs Turning on Edit Mode EDIT: Removing units owned by French from 37 Sea Zone: 1 destroyer EDIT: Adding units owned by French to 75 Sea Zone: 1 destroyer EDIT: Turning off Edit ModeCombat Hit Differential Summary :
Russians regular : 0,33 Germans regular : 1,17 -
@Amon-Sul no problem, edited the Dd in the 2nd map
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Game History
Round: 3 Purchase Units - Russians Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs; Politics - Russians Russians takes Political Action: Political Action Russians To War With Japanese Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to Unprovoked Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly Russians takes Political Action: Political Action Allies To War With TrueNeutrals Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Russians and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_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 War Combat Move - Russians Trigger Russians Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians 1 infantry moved from Amur to Korea Russians take Korea from Japanese 1 infantry moved from Amur to Manchuria Chinese take Manchuria from Japanese 2 armour and 2 mech_infantrys moved from Kazakhstan to Turkey 3 mech_infantrys moved from Volgograd to Turkey 2 fighters and 2 tactical_bombers moved from Russia to Turkey -

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Turkey
[dice 5d6<=1]
[dice 4d6<=3][dice 2d6<=4]
vs
[dice 8d6<=2]
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5d6<=1: 6, 6, 2, 2, 6; Hits: 0
4d6<=3: 2, 1, 3, 6; Hits: 3
2d6<=4: 1, 2; Hits: 2
8d6<=2: 2, 6, 1, 5, 5, 3, 1, 1; Hits: 4 -
Turkey 2
[dice 1d6<=1]
[dice 4d6<=3][dice 2d6<=4]
vs
[dice 3d6<=2]
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1d6<=1: 2; Hits: 0
4d6<=3: 2, 1, 5, 2; Hits: 3
2d6<=4: 1, 5; Hits: 1
3d6<=2: 6, 6, 4; Hits: 0 -
9-4 final score
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4 hits for the Turks is the average result on battle calculator before the game
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No need to roll the dices for convoy blockade since AC doesnt roll i think, only planes if on it?
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But maybe triple a is wrong?
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Purchase Units - Russians
Russians buy 1 artillery and 11 infantry; Remaining resources: 0 PUs;Politics - Russians Russians takes Political Action: Political Action Russians To War With Japanese Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Japanese and Russians from Neutrality to Unprovoked Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Chinese from Neutrality to Allied Russians succeeds on action: Political Action Russians To War With Japanese: Changing Relationship for Russians and Dutch from Neutrality to Friendly Russians takes Political Action: Political Action Allies To War With TrueNeutrals Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for British and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for UK_Pacific and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for ANZAC and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Dutch and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Chinese and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for French and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Russians and Neutral_True from Strict_Neutral to War Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Germans from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Italians from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Japanese from Strict_Neutral to Friendly_Neutral Russians succeeds on action: Political Action Allies To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Axis from Strict_Neutral to Friendly_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 War Combat Move - Russians Trigger Russians Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Russians 1 infantry moved from Amur to Korea Russians take Korea from Japanese 1 infantry moved from Amur to Manchuria Chinese take Manchuria from Japanese 2 armour and 2 mech_infantrys moved from Kazakhstan to Turkey 3 mech_infantrys moved from Volgograd to Turkey 2 fighters and 2 tactical_bombers moved from Russia to Turkey Combat - Russians Battle in Turkey Russians attack with 2 armour, 2 fighters, 5 mech_infantrys and 2 tactical_bombers Neutral_True defend with 8 infantry Russians win, taking Turkey from Neutral_True with 2 armour, 2 fighters, 2 mech_infantrys and 2 tactical_bombers remaining. Battle score for attacker is 12 Casualties for Russians: 3 mech_infantrys Casualties for Neutral_True: 8 infantry Trigger Russians Conquer Japanese Territory By Mongolia: Setting switch to false for conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch attached to Russians Non Combat Move - Russians Turning on Edit Mode EDIT: Removing units owned by Russians from Turkey: 1 mech_infantry EDIT: Turning off Edit Mode 1 infantry moved from Baltic States to Belarus 1 infantry moved from Novgorod to Belarus 1 infantry moved from Novgorod to Archangel 1 infantry moved from Belarus to Bryansk 2 aaGuns and 5 infantry moved from Ukraine to Bryansk 2 artilleries and 12 infantry moved from Western Ukraine to Bryansk 1 aaGun and 3 infantry moved from Belarus to Bryansk 2 fighters and 2 tactical_bombers moved from Turkey to Caucasus 1 submarine moved from 125 Sea Zone to 110 Sea Zone Place Units - Russians 1 artillery and 2 infantry placed in Volgograd 9 infantry placed in Russia Turn Complete - Russians Russians collect 40 PUs; end with 40 PUs Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 43 PUs Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 45 PUs Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 47 PUs Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 49 PUs -
Territory Summary for Russians :
Korea : 1 flag, 1 infantry Manchuria : 1 infantry Amur : 2 aaGuns and 16 infantry Belarus : 2 infantry Bryansk : 4 aaGuns, 3 artilleries and 39 infantry Archangel : 1 infantry Russia : 1 airfield, 1 factory_major and 9 infantry Ukraine : 1 factory_minor Volgograd : 1 artillery, 1 factory_minor and 2 infantry Novgorod : 1 airfield, 1 factory_minor and 1 harbour Caucasus : 2 fighters and 2 tactical_bombers Turkey : 1 flag, 2 armour and 1 mech_infantry 115 Sea Zone : 1 cruiser and 1 submarine 110 Sea Zone : 1 submarine -
Map in the post above
No edits.
Japan may go when ready.
Godspeed :)
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Mongolia:
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 and goes on as a strict neutral.
Mongolia 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. -
TripleA Turn Summary: Japanese round 3
TripleA Turn Summary for game: World War II Global 1940 Balanced Mod3
Game History
Round: 3 Purchase Units - Japanese Japanese buy 1 airfield and 1 harbour; Remaining resources: 3 PUs; 6 SuicideAttackTokens; Politics - Japanese Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Chile Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Argentina Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Venezuela Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Sweden Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Switzerland Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Spain Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Portugal Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Turkey Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Saudi Arabia Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Afghanistan Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Mozambique Trigger Japanese Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Germans:Italians:Japanese for territoryAttachment attached to Angola Combat Move - Japanese 2 infantry moved from Anhwe to Hopei 1 infantry moved from Chahar to Suiyuyan Japanese take Suiyuyan from Chinese 2 infantry moved from Anhwe to Kweichow 2 infantry moved from Hunan to Yunnan 2 bombers moved from Kwangsi to Hopei 2 fighters and 2 tactical_bombers moved from Kwangsi to Kweichow 2 fighters and 2 tactical_bombers moved from Kwangsi to Yunnan 1 fighter moved from Kwangsi to Yunnan 1 fighter moved from Kwangsi to Kweichow 1 fighter moved from 36 Sea Zone to Yunnan 1 tactical_bomber moved from Kwangsi to Kweichow 1 fighter moved from Kwangsi to Yunnan Combat - Japanese Battle in Kweichow Japanese attack with 3 fighters, 2 infantry and 3 tactical_bombers Chinese defend with 2 infantry Japanese roll dice for 3 fighters, 2 infantry and 3 tactical_bombers in Kweichow, round 2 : 4/8 hits, 3,83 expected hits Chinese roll dice for 2 infantry in Kweichow, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Japanese lost in Kweichow 2 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 3 fighters, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for Chinese: 2 infantry Battle in Hopei Japanese attack with 2 bombers and 2 infantry Chinese defend with 2 infantry Japanese roll dice for 2 bombers and 2 infantry in Hopei, round 2 : 2/4 hits, 1,67 expected hits Chinese roll dice for 2 infantry in Hopei, round 2 : 1/2 hits, 0,67 expected hits 1 infantry owned by the Japanese lost in Hopei 2 infantry owned by the Chinese lost in Hopei Japanese win, taking Hopei from Chinese with 2 bombers and 1 infantry remaining. Battle score for attacker is 3 Casualties for Japanese: 1 infantry Casualties for Chinese: 2 infantry Battle in Yunnan Japanese attack with 5 fighters, 2 infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese roll dice for 5 fighters, 2 infantry and 2 tactical_bombers in Yunnan, round 2 : 4/9 hits, 4,17 expected hits Chinese roll dice for 1 infantry in Yunnan, round 2 : 0/1 hits, 0,33 expected hits 1 infantry owned by the Chinese lost in Yunnan Japanese win, taking Yunnan from Chinese with 5 fighters, 2 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Non Combat Move - Japanese 1 artillery moved from Kwangsi to 36 Sea Zone 2 artilleries moved from French Indo China to 36 Sea Zone 1 marine moved from French Indo China to 36 Sea Zone 5 infantry moved from French Indo China to 36 Sea Zone 1 armour, 1 artillery, 1 battleship, 2 carriers, 1 cruiser, 2 destroyers, 2 fighters, 2 infantry, 1 submarine, 2 tactical_bombers and 2 transports moved from 38 Sea Zone to 39 Sea Zone 3 artilleries, 1 battleship, 1 carrier, 1 cruiser, 2 destroyers, 1 fighter, 5 infantry, 1 marine, 1 submarine and 4 transports moved from 36 Sea Zone to 38 Sea Zone 1 tactical_bomber moved from Kwangsi to 38 Sea Zone 2 infantry moved from Kwangsi to French Indo China 3 artilleries and 2 infantry moved from Hunan to Kwangsi 1 infantry moved from Jehol to Chahar 2 bombers moved from Hopei to French Indo China 5 fighters and 2 tactical_bombers moved from Yunnan to French Indo China 3 fighters and 3 tactical_bombers moved from Kweichow to French Indo China 1 aaGun moved from Anhwe to Hunan 1 infantry moved from Japan to 6 Sea Zone 1 carrier, 1 infantry and 3 transports moved from 6 Sea Zone to 20 Sea Zone 2 infantry moved from Kiangsi to 20 Sea Zone 3 infantry and 3 transports moved from 20 Sea Zone to 36 Sea Zone 3 infantry moved from 36 Sea Zone to French Indo China 1 carrier moved from 20 Sea Zone to 36 Sea Zone 1 fighter moved from French Indo China to Kwangsi Place Units - Japanese 1 harbour placed in Hainan 1 airfield placed in French Indo China Turn Complete - Japanese Japanese collect 29 PUs; end with 32 PUsCombat Hit Differential Summary :
Chinese regular : 0,33 Japanese regular : 0,33 -
@Amon-Sul yes, CV do not blockade convoy
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@Amon-Sul The Spanish beach head has to wait a little bit, the friendly japanese guys enjoy their trip into the indian ocean…
Turn complete





