12L G40 A3.9 NT seththenewb(axis) vs questioneer(allies)


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :2

    Politics - Americans
                Americans succeeds on action: Political Action Americans To War With Germans: Changing Relationship for Germans and Americans from Neutrality to War
                Americans succeeds on action: Political Action Americans To War With Italians: Changing Relationship for Italians and Americans from Neutrality to War
                Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States
                Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States
                Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States
                Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States
                Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States
                Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States
                Setting uses for triggers used this phase.

    Purchase Units - Americans
                Americans buy 1 battleship, 1 carrier, 1 fighter and 1 transport; Remaining resources: 3 PUs;

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                Setting uses for triggers used this phase.
                Giving bonus movement to units
                1 submarine moved from 38 Sea Zone to 43 Sea Zone

    Combat - Americans
                Battle in 43 Sea Zone
                    Americans attack with 1 submarine
                    Japanese defend with 1 transport
                    Americans win, taking 43 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                    Americans win with 1 submarine remaining. Battle score for attacker is 7
                    Casualties for Japanese: 1 transport
                Recording Battle Statistics

    Non Combat Move - Americans
                1 infantry moved from Western United States to 10 Sea Zone
                1 mech_infantry moved from Western United States to 10 Sea Zone
                2 carriers, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands
                4 fighters moved from Hawaiian Islands to 26 Sea Zone
                1 bomber moved from Hawaiian Islands to 48 Sea Zone
                1 bomber moved from 48 Sea Zone to 62 Sea Zone
                1 bomber moved from 62 Sea Zone to New South Wales

    Place Units - Americans
                1 battleship, 1 carrier and 1 transport placed in 101 Sea Zone
                1 fighter placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 50 PUs; end with 53 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :2

    Purchase Units - Chinese
                Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: games.strategy.engine.data.ProductionFrontier called productionChinese_Burma_Road_Open
                Chinese buy 5 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                Giving bonus movement to units
                1 infantry moved from Yunnan to Burma
                1 infantry moved from Szechwan to Yunnan
                1 infantry moved from Szechwan to Sikang
                4 infantry moved from Szechwan to Sikang
                2 infantry moved from Szechwan to Sikang
                1 fighter moved from Szechwan to Sikang

    Non Combat Move - Chinese

    Place Units - Chinese
                5 infantry placed in Sikang

    Turn Complete - Chinese
                Chinese collect 6 PUs; end with 6 PUs total
                Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 12 PUs


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :2

    Combat Move - British
                Giving bonus movement to units
                2 infantry moved from Burma to Shan State
                1 infantry moved from Burma to Shan State
                1 tactical_bomber moved from India to Shan State
                2 fighters moved from India to Shan State

    Combat - British
                Battle in Shan State
                    British attack with 2 fighters, 3 infantry and 1 tactical_bomber
                    Japanese defend with 2 infantry
                    British win, taking Shan State from Japanese with 2 fighters, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                    British win with 2 fighters, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Japanese: 2 infantry
                Recording Battle Statistics

    Non Combat Move - British
                2 fighters moved from Shan State to India
                1 tactical_bomber moved from Shan State to India
                1 infantry moved from Eastern Persia to Persia
                      British take Persia from Neutral_Allies
                4 mech_infantrys moved from India to Eastern Persia
                1 destroyer moved from 80 Sea Zone to 39 Sea Zone
                2 infantry moved from Rhodesia to Belgian Congo
                3 armour moved from Union of South Africa to Belgian Congo
                1 infantry moved from Quebec to 106 Sea Zone
                1 artillery moved from Quebec to 106 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 106 Sea Zone to 109 Sea Zone
                1 infantry moved from 109 Sea Zone to United Kingdom
                1 artillery moved from 109 Sea Zone to United Kingdom
                1 destroyer moved from 109 Sea Zone to 106 Sea Zone
                1 transport moved from 109 Sea Zone to 106 Sea Zone
                1 destroyer moved from 106 Sea Zone to 91 Sea Zone

    Place Units - British
                2 fighters placed in United Kingdom
                2 armour placed in Union of South Africa

    Turn Complete - British
                British collect 26 PUs; end with 27 PUs total


  • The brits have the pacific still to do. It’s a little weird but I guess they programmed it that way to ensure the pieces were placed on the right maps


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :2

    Place Units - UK_Pacific
                1 armour and 4 mech_infantrys placed in India

    Turn Complete - UK_Pacific
                UK_Pacific collect 14 PUs; end with 14 PUs total
                    Some units change owners in territory India


  • Sorry bout that- forgot to place that’s all…carry on…


  • Okay, so a bunch of errors popped up when I ended my turn and it looks like the auto post crapped out. It might’ve been because I wasn’t paying attention when I retreated and it retreated me to Kenya instead of my planned move to Sudan. I enabled the edit function to delete the art/arm in Kenya and placed two more in Sudan.

    And yeah, about those mistakes .  . . I thought I could get some troops into egy and apparently not so much.  :roll:

    I also thought you only had 1 infantry in congo . . . bleh.


  • FYI, tomorrow my axis and allies play group gets together. So I’ll be at that most of the day and probably won’t get a turn in tomorrow


  • Really thought I added the map earlier. :roll:


  • Did you post your summary???  Did you post dice rolls???


  • @questioneer:

    Did you post your summary???  Did you post dice rolls???

    _Okay, so a bunch of errors popped up when I ended my turn and it looks like the auto post crapped out. It might’ve been because I wasn’t paying attention when I retreated and it retreated me to Kenya instead of my planned move to Sudan. I enabled the edit function to delete the art/arm in Kenya and placed two more in Sudan.

    And yeah, about those mistakes .  . . I thought I could get some troops into egy and apparently not so much.

    I also thought you only had 1 infantry in congo . . . bleh._

    Search your email using the game ID and you’ll see a bunch of dice for the italians on the 27th. I just thought I’d posted the map already.


  • Yeah your map crapped out or something.  I see the error page and it won’t give me my options to move on. 
    Reload my map from the last turn and do the turn again using EDIT mode to place everything.  Use your crapped out map to look at your results since those seem to be OK.

    Also:

    I was wondering how you guys wanna do convoys and SBRs.

    Verqrn said that SBRs could be fixed very soon- for now you can use the EDIT MODE to just subtract IPCs (PUs) from the affected country or add damage if possible.  This is for bombers of course since the “+2” rule to the d6 hasn’t been added yet.

    Verqrn said that the convoy change will take longer b/c of coding or something.
    For convoy, we could just roll on the forum here quickly (old way) and then EDIT the map- adjust IPCs (PUs) accordingly.

    What do you think???


  • bump


  • For SBRs I just edit the ipcs for the extra +2 damage. It doesn’t always work out quite right though if the player’s just going to take the damage. I couldn’t find a way of editing things to fix the number of damaged ICs though and the damage to the IPCs seems the best way so long as that factory was going to be repaired anyway. I’m fine with leaving the convoy damage the way it is, but we can manually roll and fix ipcs as we go should you wish. I’ll edit the map and post later, sorry.


  • Did you download the update???- v2.7
    Veqryn just got it done 2 days ago.  SBR is now fixed.


  • @questioneer:

    Did you download the update???- v2.7
    Veqryn just got it done 2 days ago.  SBR is now fixed.

    Unfortunately, it won’t affect current games.


  • Ok, are you sure???  I thought it did, but what you did is OK- carry on.


  • Yeah, I updated the map and then bombed USSR in another game, still had to make an edit. You can see the game version in the top left corner when you load your save file, still 2.6.


  • @questioneer:

    Yeah your map crapped out or something.  I see the error page and it won’t give me my options to move on. 
    Reload my map from the last turn and do the turn again using EDIT mode to place everything.  Use your crapped out map to look at your results since those seem to be OK.

    Can’t take my turn - map is corrupted or something.


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

    Game History

    Round :2

    Politics - Italians
                Italians succeeds on action: Political Action Italians To War With Chinese: Changing Relationship for Italians and Chinese from Neutrality to War
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Germans and Russians from Neutrality to War
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Italians and Russians from Neutrality to War
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and British from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and UK_Pacific from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and ANZAC from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and French from Neutrality to Allied
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Allies from Neutrality to Friendly_Neutral
                Italians succeeds on action: Political Action Axis To War With Russians: Changing Relationship for Russians and Neutral_Axis from Neutrality to Unfriendly_Neutral
                Trigger Russians Allied Americans 3: Changing Relationship for Russians and Americans from Neutrality to Allied
                Setting uses for triggers used this phase.

    Purchase Units - Italians
                Italians buy 1 factory_minor, 3 infantry and 1 transport; Remaining resources: 0 PUs;

    Combat Move - Italians
                Giving bonus movement to units
                2 infantry moved from Algeria to Morocco
                1 fighter moved from Libya to Morocco
                1 artillery moved from Tunisia to 94 Sea Zone
                1 artillery and 1 transport moved from 94 Sea Zone to 92 Sea Zone
                1 artillery moved from 92 Sea Zone to Gibraltar
                      Italians take Gibraltar from British
                1 armour moved from Egypt to Anglo Egyptian Sudan
                1 bomber and 1 fighter moved from Southern Italy to Anglo Egyptian Sudan
                1 battleship moved from 96 Sea Zone to 92 Sea Zone
                1 cruiser moved from 94 Sea Zone to 92 Sea Zone
                1 cruiser moved from 93 Sea Zone to 97 Sea Zone
                1 destroyer moved from 93 Sea Zone to 92 Sea Zone
                1 transport moved from 98 Sea Zone to 97 Sea Zone

    Combat - Italians
                Battle in Morocco
                    Italians attack with 1 fighter and 2 infantry
                    French defend with 1 infantry
                    Italians win, taking Morocco from French with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for French: 1 infantry
                    Casualties for Italians: 1 infantry
                    Italians win with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for French: 1 infantry
                    Casualties for Italians: 1 infantry
                Recording Battle Statistics

    Non Combat Move - Italians
                Turning on Edit Mode
                EDIT: Italians player Adding units owned by PlayerID named:Italians to Morocco: 1 infantry
                EDIT: Italians player Removing units owned by PlayerID named:Italians from Anglo Egyptian Sudan: 2 infantry
                EDIT: Italians player Removing units owned by PlayerID named:Italians from Kenya: 1 infantry
                EDIT: Italians player Removing units owned by PlayerID named:British from Belgian Congo: 2 infantry
                EDIT: Turning off Edit Mode
                1 armour moved from Southern France to Greater Southern Germany
                2 aaGuns moved from Northern Italy to Western Germany
                2 infantry moved from Albania to Greece
                2 infantry moved from Northern Italy to 97 Sea Zone
                2 infantry moved from 97 Sea Zone to Greece
                1 fighter moved from Morocco to Algeria

    Place Units - Italians
                1 factory_minor placed in Egypt
                1 transport placed in 97 Sea Zone
                1 infantry placed in Southern France
                2 infantry placed in Northern Italy

    Turn Complete - Italians
                Italians collect 19 PUs (1 lost to blockades); end with 19 PUs total
                Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 24 PUs
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 29 PUs
                Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 34 PUs

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