@gamerman01 this is fine, go UK 1. dicey was nicey
WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)
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S.Fra
A-inf 2art arm
Rolls: 3@2 1@3; Total Hits: 23@2: (5, 1, 1)1@3: (5)
D-inf art
Rolls: 2@2; Total Hits: 12@2: (3, 2)
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S.Fra twlo 2inf
sz93
A-sub 2ftr bmr
Rolls: 1@2 2@3 1@4; Total Hits: 01@2: (5)2@3: (4, 6)1@4: (6)
D-dd cru
Rolls: 1@2 1@3; Total Hits: 11@2: (3)1@3: (1)
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These Italians are worthless!
sz93
A-2ftr bmr
Rolls: 2@3 1@4; Total Hits: 22@3: (3, 3)1@4: (6)
D-dd cru
Rolls: 1@2 1@3; Total Hits: 01@2: (3)1@3: (4)
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Whew…had me sweatin’ a bit
sz93 cwlo sub
NCM
2aa gun N.Ita => S.Ita
bb sz97 => sz95
5inf S.Ita => N.ItaMobilize
trn in sz95Collect: 14 (territories) + 3 (saved) = 17
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Sorry, but you did not issue any non-combat orders for the Italian planes attacking z93. Could you please let me know where they are landing so that I can continue with my turn.
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oops…sorry about that. They will land in S.Italy.
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Ok, I figured, just wanted to be sure. I’m not home right now, but I will post my moves when I get home tonight.
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ANZAC 1
Production:
10 IPCs
1 trn
10 - 7 = 3 savedCombat Move:
NoneNon-Combat Move:
1 crs (z63 NB > z54 > z55 > z42)
1 trn, 1 des (z62 NB > z61 > z56 > z42)
2 inf (NSW > trn z62 > Jav)
2 AA (NSW > Que)
2 ftr (NZe AB > z63 > z54 > Que)Placement:
1 trn (New South Wales > z62)Collect:
14 (territories)
0 (NOs)
3 (saved)
17 IPCs total -
France 1
Production:
0 IPCs
NoneCombat Move:
NoneNon-Combat Move:
1 inf (FWA > FCA)
1 inf (Syr > TrJ)
1 des (z72 > z76)Placement:
NoneCollect:
None -
I meant to ask you this earlier. If you move UK/ANZAC troops to any of the Dutch islands, is that a combat move? I am not sure, which is why I am asking.
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Ger2-Buy: cv, 7 trn, art…save 1
CM
1. inf W.Ger => Gib
2. 3ftr 4tac W.Ger/ftr Ita => sz92 cru cv
3. 2bmr W.Ger => UK IC sbr
4. 5inf Bul/3arm Yugo => Gre 4infUK IC
aa gun
Rolls: 2@1; Total Hits: 02@1: (4, 3)
damage
Rolling 2d6:
(3, 5)sz92
A-4ftr 4tac
Rolls: 4@3 4@4; Total Hits: 54@3: (5, 1, 3, 2)4@4: (4, 2, 6, 5)
D-cru cv
Rolls: 1@2 1@3; Total Hits: 11@2: (3)1@3: (3)
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Uk IC damage:
8 + 4 (+2 each bmr) = 12sz92 cwlo ftr
Gre
A-5inf 3arm
Rolls: 5@1 3@3; Total Hits: 25@1: (1, 5, 5, 4, 6)3@3: (4, 1, 6)
D-4inf
Rolls: 4@2; Total Hits: 24@2: (2, 5, 1, 4)
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Gre
A-3inf 3arm
Rolls: 3@1 3@3; Total Hits: 03@1: (5, 3, 3)3@3: (4, 6, 5)
D-2inf
Rolls: 2@2; Total Hits: 02@2: (4, 3)
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Gre
A-3inf 3arm
Rolls: 3@1 3@3; Total Hits: 23@1: (4, 6, 6)3@3: (2, 1, 6)
D-2inf
Rolls: 2@2; Total Hits: 02@2: (6, 4)
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Gre twlo 2inf
NCM
ftr tac sz112 => sz113
fleet sz112 => sz91
sub sz111 => sz113
sub sz110 => sz91
5arm Fra => W.Ger
3aa Fra => W.Fra
2bmr UK => W.Ger
8inf 2art Yugo => Rom
3inf Hun => Rom
5inf Fin => Nor
ftr tac sz92 => sz91
2ftr 3tac sz92 => AlgMobilize
7trn cv in sz113
art in W.GerCollect:
43 territories
10 NOs
1 saved
54 -
Hey SAS, I just realized I totally forgot about scrambling ftrs when there is a strategic bombimg raid going on. If it is ok with you, I would like to just redo G2.
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@Ol’:
I meant to ask you this earlier. If you move UK/ANZAC troops to any of the Dutch islands, is that a combat move? I am not sure, which is why I am asking.
No, those are done during the non-combat phase, like moving into pro-your-faction neutral nations.
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@Ol’:
3. 2bmr W.Ger => UK IC sbr
So because you are new to Alpha 3 I will offer you the option to withdraw your SBR, but there are new rules for SBR in G40 that are listed below.
Strategic Bombing Raids (SBRs):
A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases with your tactical bombers. When you damage these facilities, their capabilities are decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs can be made by the units? controlling player during his or her Purchase & Repair Units phase.To conduct a bombing raid, the attacking player moves his or her bombers to the territory on the map containing the target(s). Note that a base may be both strategically and tactically bombed at the same time. Both attacking and defending fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory or sea zone, range permitting. They can?t participate in any other battles during that turn, including a battle in the territory in which the bombing raid is occurring. This applies whether or not the defender commits any interceptors.
Any number of defending fighters based in a territory that is about to be strategically and/or tactically bombed can be committed to participate in the defense of that territory?s facilities as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker?s Combat Move phase is completed and before the Conduct Combat phase begins. These fighters cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. They must remain in their original territory after the battle. If that territory is captured, they can move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost.
If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the strategic bombing raid is conducted. This air battle, which ends after one round of combat, is resolved in the following way:
1. Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1. For each ?1? rolled, a defending interceptor is immediately removed as a casualty.
2. The surviving defending interceptors then fire with a defense value of 2. For each result of ?2? or less, the attacker must choose a casualty and remove it.After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be retreated. They don?t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid. If the territory offers more than one target, the bombers may be divided into groups, and each assigned a specific target (tactical bombers may not attack industrial complexes).
Each industrial complex, air base, and naval base has its own antiaircraft system. If there is an antiaircraft gun in the targeted territory, don?t roll for it. Those antiaircraft guns are used to protect combat units. Each complex and base rolls one die against each bomber directly attacking it (regardless of the number of bombers). For each ?1? rolled, a bomber of the attacker?s choice is immediately removed.
After resolving the antiaircraft fire, surviving bombers each roll one die. To mark the damage done by the attacking bomber(s), place one gray plastic chip under the targeted industrial complex or base per damage point rolled. An industrial complex can?t receive more than 20 total damage for major industrial complexes and more than 6 total damage for minor ones. Air bases and naval bases can?t receive more than 6 total damage. Damage exceeding these limits is not applied.
A bomber that performed a strategic or tactical bombing raid can?t participate in any other combat this turn and must return to a friendly territory during the Noncombat Move phase.
Since you sent no escorting fighters and I have 3 possible intercepting fighters, there’s a good chance I’ll just kill your bombers, so it’s up to you whether to accept or not in a tournament situation, but I’ll leave it up to you.
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Check out the Alpha 3 thread on the Global 1940 board for a full list of the rules if you need a reference for any other changes.
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No worries…I should have paid more attention.
I read the Alpha 3 thread in Global 1940 as well as compare it to Larry’s website. The SBR rules you listed were the original rules not the updated rules. If you look at the thread you will see Jenn did an update, which is basically copied straight from Larry’s website.
@Cmdr:
SBR
Air Battle.
All escorts and bombers (Strategic & Tactical) fires @ 1
Jets fires @ 2Generated casualties are placed behind the casualty line and will return fire before being eliminated.
Interceptors. fires @ 1
Jet interceptors fires @ 2All casualties, both sides, are removed.
Surviving escorts retreat.Bombing Run
Bombers are assigned to targets.
Strategic bombers can be assigned to any target (IC�s, naval bases. airbase).
Tactical bombers can be assigned only to naval bases and airbases.Each targeted facility fires @ 1, each can fire one time at each bomber that is attacking it.
All casualties at both stages of the raid are chosen by the owners of the units involved.Bombs Away
Strategic bombers roll a 1d6+2
Tactical bombers roll a 1d6Damage Report
The damage to the target (hits) is equal to the total number rolled on the die/dice. Place 1 gray chip (damage marker) under the target for each hit scored.
The target is considered inoperable if it receives any hits. It can be repaired by paying 1 IPC for the removal of each chip. This is done during the players next Purchase & Repair phase 1.
The maximum damage a major IC can receive is 20 damage markers. Minor ICs and bases can�t receive more than 6 damage markers each.http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6491
This ends the SBR rules update.
It looks like any interceptors fire at a 1 and the bmrs also fire at a 1.
Lesson learned. I will leave the SBR in place and assume you will scramble to intercept, but will wait for verification before rolling the dice.
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