XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :10

    Purchase Units - Russians
                Russians buy 3 armour and 3 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Russians
                Giving bonus movement to units
                3 mech_infantrys moved from Kazakhstan to Caucasus
                1 mech_infantry moved from Kazakhstan to Caucasus
                1 infantry moved from Vologda to Archangel
                      Russians take Archangel from Germans
                1 fighter and 1 tactical_bomber moved from Russia to Caucasus
                4 fighters moved from Russia to Tambov
                2 fighters moved from Russia to Bryansk
                2 infantry moved from Russia to Bryansk
                3 infantry moved from Russia to Tambov

    Combat - Russians
                Battle in Caucasus
                    Russians attack with 1 fighter, 4 mech_infantrys and 1 tactical_bomber
                    Italians defend with 1 armour, 1 artillery and 1 mech_infantry
                    Russians win, taking Caucasus from Italians with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Russians: 2 mech_infantrys
                    Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
                    Russians win with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for Russians: 2 mech_infantrys
                    Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
                Battle in Bryansk
                    Russians attack with 2 fighters and 2 infantry
                    Germans defend with 1 infantry
                    Russians win, taking Bryansk from Italians with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 1 infantry
                    Russians win with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 1 infantry
                    Casualties for Russians: 1 infantry
                Battle in Tambov
                    Russians attack with 4 fighters and 3 infantry
                    Germans defend with 1 artillery and 1 infantry
                    Russians win, taking Tambov from Germans with 4 fighters and 2 infantry remaining. Battle score for attacker is 4
                    Casualties for Germans: 1 artillery and 1 infantry
                    Casualties for Russians: 1 infantry
                    Russians win with 4 fighters and 2 infantry remaining. Battle score for attacker is 4
                    Casualties for Germans: 1 artillery and 1 infantry
                    Casualties for Russians: 1 infantry
                Recording Battle Statistics

    Non Combat Move - Russians
                4 fighters moved from Tambov to Russia
                2 fighters moved from Bryansk to Russia
                16 artilleries and 38 infantry moved from Russia to Samara
                1 fighter and 1 tactical_bomber moved from Caucasus to Kazakhstan
                1 infantry moved from Tsinghai to Kazakhstan
                3 mech_infantrys moved from Kazakhstan to Russia
                3 armour moved from Kazakhstan to Russia
                2 aaGuns and 11 infantry moved from Buryatia to Yakut S.S.R.
                2 mech_infantrys moved from Russia to Vologda
                2 armour moved from Russia to Vologda
                1 mech_infantry moved from Russia to Vologda
                1 mech_infantry moved from Russia to Vologda

    Place Units - Russians
                3 armour and 3 mech_infantrys placed in Russia

    Turn Complete - Russians
                Russians collect 27 PUs; end with 27 PUs total
                Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 33 PUs


  • Stupid Japan and they’re 10 stinking air in sz6 . . .  grumble grumble grrr. You’ll have to commit resources if you want to hit my eastern stack.

  • TripleA

    go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me!


  • @Cow:

    go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me!

    Ahhh . .  . success! Germany/Italy are already beaten mentally. I think I’m stabilizing one front, now I just hope I didn’t rob peter to pay paul . . .

    USA! USA! USA!
    Soviet Power! Vodka Power!

  • Customizer

    @Cow:

    go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me!

    you screwed yourself, you didn’t get screwed.

    the battle went as well as you could have imagined it would go.  you managed to lose no air, to which you should be thankful.

    the fact that you can not load your transports next turn is something you should have known before you made such a terrible move!

  • Customizer

    @Veqryn:

    @Cow:

    go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me!

    you screwed yourself, you didn’t get screwed.

    the battle went as well as you could have imagined it would go.  you managed to lose no air, to which you should be thankful.

    the fact that you can not load your transports next turn is something you should have known before you made such a terrible move!

    we had this game in the bag……

    way to grab defeat from the jaws of victory…

  • Customizer

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :10

    Purchase Units - Japanese
                Japanese buy 4 destroyers, 2 infantry, 5 submarines and 2 transports; Remaining resources: 0 PUs;

    Combat Move - Japanese
                1 unit repaired.
                Giving bonus movement to units
                1 armour moved from Amur to Buryatia
                      Japanese take Buryatia from Russians
                1 armour moved from Buryatia to Amur
                1 mech_infantry moved from Yunnan to Shensi
                1 mech_infantry moved from Hopei to Shensi
                2 fighters and 2 tactical_bombers moved from Hopei to Shensi
                1 armour and 1 infantry moved from India to 39 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 72 Sea Zone
                1 armour and 1 infantry moved from 72 Sea Zone to Tanganyika Territory
                      Japanese take Tanganyika Territory from British
                1 mech_infantry moved from French Indo China to Yunnan
                1 destroyer moved from 56 Sea Zone to 45 Sea Zone
                1 submarine moved from 42 Sea Zone to 36 Sea Zone
                1 destroyer moved from 37 Sea Zone to 36 Sea Zone
                1 submarine moved from 45 Sea Zone to 33 Sea Zone
                1 artillery moved from Dutch New Guinea to New Guinea
                      Japanese take New Guinea from ANZAC
                2 fighters and 2 tactical_bombers moved from 55 Sea Zone to 45 Sea Zone
                2 artilleries, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 2 infantry, 1 submarine and 3 transports moved from 55 Sea Zone to 33 Sea Zone
                2 artilleries and 2 infantry moved from 33 Sea Zone to Caroline Islands
                3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers moved from 6 Sea Zone to 25 Sea Zone
                3 carriers, 2 fighters and 2 tactical_bombers moved from 6 Sea Zone to 33 Sea Zone
                1 fighter moved from Japan to 33 Sea Zone
                1 fighter moved from Philippines to 33 Sea Zone
                1 fighter moved from Philippines to Caroline Islands
                2 bombers moved from Philippines to 25 Sea Zone
                1 mech_infantry moved from Yunnan to Hopei

    Combat - Japanese
                Battle in Shensi
                    Japanese attack with 2 fighters, 2 mech_infantrys and 2 tactical_bombers
                    Chinese defend with 1 infantry
                        Japanese roll dice for 2 fighters, 2 mech_infantrys and 2 tactical_bombers in Shensi, round 1 :  3/6 hits
                        Chinese roll dice for 1 infantry in Shensi, round 1 :  1/1 hits
                        1 infantry owned by the Chinese and 1 mech_infantry owned by the Japanese lost in Shensi
                    Japanese win, taking Shensi from Chinese with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                    Japanese win with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                Battle in 45 Sea Zone
                    Japanese attack with 1 destroyer, 2 fighters and 2 tactical_bombers
                    ANZAC defend with 1 submarine
                        ANZAC roll dice for 1 submarine in 45 Sea Zone, round 1 :  1/1 hits
                        Japanese roll dice for 1 destroyer, 2 fighters and 2 tactical_bombers in 45 Sea Zone, round 1 :  1/5 hits
                        1 destroyer owned by the Japanese and 1 submarine owned by the ANZAC lost in 45 Sea Zone
                    Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
                    Casualties for Japanese: 1 destroyer
                    Casualties for ANZAC: 1 submarine
                    Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
                    Casualties for Japanese: 1 destroyer
                    Casualties for ANZAC: 1 submarine
                Battle in 25 Sea Zone
                    Japanese attack with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers
                    Americans defend with 1 destroyer
                        Japanese roll dice for 2 submarines in 25 Sea Zone, round 1 :  2/2 hits
                        Americans roll dice for 1 destroyer in 25 Sea Zone, round 1 :  0/1 hits
                        1 destroyer owned by the Americans lost in 25 Sea Zone
                    Japanese win with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers remaining. Battle score for attacker is 8
                    Casualties for Americans: 1 destroyer
                    Japanese win with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers remaining. Battle score for attacker is 8
                    Casualties for Americans: 1 destroyer
                Recording Battle Statistics

    Non Combat Move - Japanese
                2 bombers moved from 25 Sea Zone to Midway
                2 destroyers moved from 6 Sea Zone to 33 Sea Zone
                2 fighters and 2 tactical_bombers moved from 45 Sea Zone to 33 Sea Zone
                2 fighters and 2 tactical_bombers moved from Shensi to Anhwe
                1 artillery and 1 infantry moved from Shan State to French Indo China

    Place Units - Japanese
                1 transport placed in 36 Sea Zone
                1 transport placed in 6 Sea Zone
                3 submarines placed in 39 Sea Zone
                4 destroyers and 2 submarines placed in 6 Sea Zone
                Japanese undo move 3.
                2 submarines placed in 39 Sea Zone
                1 submarine placed in 6 Sea Zone
                2 infantry placed in Japan
                Game Loaded
                    Japanese are now being played by: Human
                    Germans are now being played by: Human
                    French is now being played by: Human
                    British are now being played by: Human
                    Chinese are now being played by: Human
                    Dutch is now being played by: Human
                    Neutral_Axis are now being played by: Human
                    Neutral_Allies are now being played by: Human
                    ANZAC is now being played by: Human
                    Russians are now being played by: Human
                    Mongolians are now being played by: Human
                    UK_Pacific is now being played by: Human
                    Neutral_True is now being played by: Human
                    Italians are now being played by: Human
                    Americans are now being played by: Human

    Turn Complete - Japanese
                Japanese collect 73 PUs; end with 73 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 83 PUs

    Production/PUs Summary :

    Germans : 46 / 54
        Russians : 26 / 33
        Japanese : 73 / 83
        Americans : 57 / 82
        Chinese : 3 / 6
        British : 20 / 0
        UK_Pacific : 0 / 0
        Italians : 23 / 15
        ANZAC : 10 / 11
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • Customizer

    Germany, your income is still high, your TUV is still high, and you still have the Italians to act as annoying little fuckers.

    I think you should go back to your regularly scheduled sitting in Russia, and do your best to hold onto Novgorod, Archangel, Volgograd, and Caucasus.

    USA only has 4 land units in the entire europe board, and uk only has 2 in norway, so that is only 6 units.

    I will take South Africa next turn, and begin popping 2 inf and 1 artillery every turn until I get Egypt.  I can do that without any help.

    But if we lose Europe, I will be very frustrated to say the least.

    You need to sit close enough to Russia’s capital that he doesn’t think about moving that damn stack of 60 units more than 1 move away from his capital.  If that thing moves down to India, I don’t think I need to say what will happen.

  • TripleA

    you are 1 vc from victory and I am 2. let me do what I do, trust me on this one, I am pretty sure you got this but I want to have fun.

  • TripleA

    This game will be over by the time that makes it to india jeez man.

  • TripleA

    the question is can usa really afford to invest more in the atlantic? you can hold two seperate naval positions. I am pretty sure a placed destroyer does not prevent me from loading then again I do not have a ruling from kreig.

  • TripleA

    I am going off of RAW, but I will try to see if I can get an official ruling from kreig.

  • Customizer

    @Cow:

    the question is can usa really afford to invest more in the atlantic? you can hold two seperate naval positions. I am pretty sure a placed destroyer does not prevent me from loading then again I do not have a ruling from kreig.

    the way I understand it is this:

    you can either:

    1. Kill the destroyer, then load and unload IN non-combat phase.  (meaning you get no amphibious assaults this turn, but at least you can load from west germany and/or berlin)

    or

    2. You move out of the sea zone, load, then come back into it, and unload for an amphibious assault.  (meaning you can not load from west germany)

  • Customizer

    option 1, loading in noncombat, you would have to move the destroyers out of the sea zone though, because otherwise they are in the combat and can no longer move (they could still be loaded though, if i know the rules correctly).

  • Customizer

    @Cow:

    you are 1 vc from victory and I am 2. let me do what I do, trust me on this one, I am pretty sure you got this but I want to have fun.

    fair enough

    USA is in a tough pickle in the pacific.  he can only do 1 of the battles I gave him, he can’t do both.  and I don’t see any way for him to defend both australia and hawaii no matter what he does.

  • TripleA

    the rules state you cannot move into a contested sea zone and then load, says nothing about already being in a contested sea zone.

  • TripleA

    the rules don’t say you can fly over enemy territories, yet we do this.

  • TripleA

    At the beginning of the Combat Move phase, you may
    already have sea units in spaces containing enemy units that
    were there at the start of your turn. For example, an enemy
    may have built new sea units in a sea zone where you have
    surface warships. When your turn comes around again, you
    are sharing that sea zone with enemy forces.
    If you are sharing a sea zone with enemy surface warships
    (not submarines and/or transports), this situation requires
    you to do one of the following:
    • Remain in the sea zone and conduct combat,
    • Leave the sea zone, load units if desired, and conduct
    combat elsewhere,
    • Leave the sea zone, load units, and return to the same sea
    zone to conduct combat (you cannot load units while in a
    hostile sea zone), or
    • Leave the sea zone and conduct no combat.
    Once these sea units have moved and/or participated in
    combat, they cannot move or participate in the Noncombat
    Move phase of the turn.

    Here is what is not clear. 1st it states surface warships which transports are not. 2nd I am choosing to remain in the seazone, it does not state I cannot load units if I decide to do that.

  • TripleA

    A transport can load units while in any friendly sea zone along its route, including the sea zone it started in.

    This is under the transport section.

  • TripleA

    No where in the rules does it state a player cannot load transports in a shared sea zone.

    So if you can get an official ruling from kreig that states otherwise then sure I cannot load. Also means once allies own korea japan can never load units from japan… which would make no freaking sense.

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