scramble option
13L G40.2 Gamerman01 (Allies +9) vs. Jeff28 (Axis)
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Wrong again, change the artillery to a mech
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Research Technology - British
British spend 5 on tech rolls
British removing all Technology Tokens after unsuccessful research.Purchase Units - British
British buy 1 artillery, 1 destroyer, 2 infantry, 1 mech_infantry and 1 tactical_bomber; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy 1 aaGun and 1 infantry; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 destroyer moved from 110 Sea Zone to 125 Sea Zone
1 fighter moved from United Kingdom to 125 Sea Zone
2 infantry moved from 110 Sea Zone to Normandy Bordeaux
2 fighters moved from 110 Sea Zone to Normandy Bordeaux
1 fighter moved from United Kingdom to Normandy Bordeaux
1 fighter moved from United Kingdom to Holland Belgium
1 artillery moved from United Kingdom to 110 Sea Zone
1 artillery moved from 110 Sea Zone to Holland BelgiumCombat - British
Battle in Normandy Bordeaux
British attack with 3 fighters and 2 infantry
Italians defend with 1 artillery, 1 factory_minor, 1 harbour and 2 infantry
British win, taking Normandy Bordeaux from Italians with 3 fighters and 2 infantry remaining. Battle score for attacker is 10
Casualties for Italians: 1 artillery and 2 infantry
Battle in Holland Belgium
British attack with 1 artillery and 1 fighter
Germans defend with 1 infantry
Germans win with 1 infantry remaining. Battle score for attacker is -4
Casualties for British: 1 artillery
1 fighter owned by the British retreated
Battle in 125 Sea Zone
British attack with 1 destroyer and 1 fighter
Germans defend with 1 submarine
1 submarine owned by the Germans Submerged
British win with 1 fighter remaining. Battle score for attacker is -7
Casualties for British: 1 destroyerNon Combat Move - British
1 fighter moved from 125 Sea Zone to 110 Sea Zone
3 fighters moved from Normandy Bordeaux to United Kingdom
1 fighter moved from Holland Belgium to 110 Sea Zone
2 mech_infantrys moved from Northwest Persia to Eastern Persia
1 armour moved from Northwest Persia to Eastern Persia
2 fighters moved from Persia to India
2 mech_infantrys moved from Persia to Eastern Persia
1 armour moved from Persia to Eastern Persia
1 artillery and 2 infantry moved from Northwest Persia to Iraq
1 mech_infantry moved from Egypt to Trans-Jordan
1 destroyer moved from 110 Sea Zone to 92 Sea ZonePlace Units - British
1 artillery, 1 mech_infantry and 1 tactical_bomber placed in Persia
2 infantry placed in United Kingdom
1 destroyer placed in 110 Sea ZoneTurn Complete - British
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,1
British collect 34 PUs (1 lost to blockades); end with 34 PUs totalPlace Units - UK_Pacific
1 aaGun and 1 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 5 PUs; end with 5 PUs total
Some Units in India change ownership: 1 aaGun and 1 infantry -
Forgot to edit the art to a mech until after I posted
This one’s right -
Isn’t it kinda unfair to change a purchase? Is that standard A&A.org practice?
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I changed it before my combat move was over.
I didn’t realize you could scramble from Kwangsi and I didn’t ask to take it back
If you want me to stick with my artillery, it’s really insignificant - go right ahead. And place it in London instead of Iraq.
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You can see from the time stamps that I wanted to change my purchase before I rolled any dice.
If you were playing face to face, would you not let a guy change his purchase when he’s doing his combat moves?
Yes, it’s common to allow a change in purchase during combat moves, and I would always allow that and have no problem with it.
If you don’t want me to do it in the future, say the word. Again, this change was extremely minor.
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Why not just reload the file if you haven’t done combat and start over so the edit is avoided?
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Because you already rolled tech dice I guess?
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I get it now, it’s fine.
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Because you already rolled tech dice I guess?
Yeah, then you’d have to edit the money.
I guess I don’t try too hard to avoid edit mode. It’s inconvenient to reload. -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Purchase Units - Italians
Italians buy 1 armour, 1 artillery, 1 destroyer and 1 infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 bomber moved from Southern Italy to 92 Sea Zone
1 artillery and 1 infantry moved from Northern Italy to 97 Sea Zone
1 artillery, 1 carrier, 2 fighters, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to Trans-Jordan
2 fighters moved from 98 Sea Zone to Trans-JordanCombat - Italians
Battle in 92 Sea Zone
Italians attack with 1 bomber
British defend with 1 destroyer
Italians roll dice for 1 bomber in 92 Sea Zone, round 1 : 1/1 hits
British roll dice for 1 destroyer in 92 Sea Zone, round 1 : 0/1 hits
1 destroyer owned by the British lost in 92 Sea Zone
Italians win with 1 bomber remaining. Battle score for attacker is 7
Casualties for British: 1 destroyer
Battle in Trans-Jordan
Italians attack with 1 artillery, 2 fighters and 1 infantry
British defend with 1 mech_infantry; Russians defend with 1 armour
Italians roll dice for 1 artillery, 2 fighters and 1 infantry in Trans-Jordan, round 1 : 3/4 hits
British roll dice for 1 armour and 1 mech_infantry in Trans-Jordan, round 1 : 1/2 hits
1 armour owned by the Russians , 1 mech_infantry owned by the British and 1 infantry owned by the Italians lost in Trans-Jordan
Italians win, taking Trans-Jordan from British with 1 artillery and 2 fighters remaining. Battle score for attacker is 7
Casualties for British: 1 mech_infantry
Casualties for Russians: 1 armour
Casualties for Italians: 1 infantryNon Combat Move - Italians
2 fighters moved from Trans-Jordan to 98 Sea Zone
1 bomber moved from 92 Sea Zone to Southern Italy
1 infantry moved from Northern Italy to Southern ItalyPlace Units - Italians
1 armour and 1 artillery placed in Northern Italy
1 infantry placed in Southern Italy
1 destroyer placed in 97 Sea Zone
Italians undo move 3.
1 destroyer placed in 95 Sea Zone
Italians undo move 3.
1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Italians collect 14 PUs; end with 15 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUsTerritory Summary for Italians :
Trans-Jordan : 1 flag, 1 artillery
Southern France : 1 flag, 1 factory_minor and 1 harbour
Northern Italy : 1 armour, 1 artillery, 1 factory_major and 1 infantry
Southern Italy : 4 aaGuns, 1 airfield, 1 bomber, 1 factory_minor, 1 harbour and 3 infantry
93 Sea Zone : 1 flag
Greece : 1 flag
97 Sea Zone : 1 destroyer
98 Sea Zone : 1 flag, 1 carrier, 2 fighters, 1 submarine and 1 transportProduction/PUs Summary :
Germans : 44 / 71
Russians : 30 / 36
Japanese : 60 / 57
Americans : 61 / 86
Chinese : 0 / 5
British : 34 / 34
UK_Pacific : 5 / 5
Italians : 14 / 20
ANZAC : 13 / 20
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
Still playing respectably regular for a busy man
Much appreciated, Jeff
You receive Gamerman’s “gamer of the month” award, for finding the proper balance between work and games
:-D
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Purchase Units - ANZAC
ANZAC buy 1 submarine and 2 transports; Remaining resources: 0 PUs;Combat Move - ANZAC
1 submarine moved from 37 Sea Zone to 43 Sea Zone
ANZAC take 43 Sea Zone from Japanese
1 submarine moved from 35 Sea Zone to 20 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 34 Sea Zone
2 infantry moved from 34 Sea Zone to Paulau Island
1 bomber moved from India to MalayaCombat - ANZAC
Battle in Paulau Island
Battle in Malaya
ANZAC attack with 1 bomber
Japanese defend with 1 armour, 1 factory_minor and 1 harbour
Japanese win, taking Paulau Island from Japanese with no units remaining. Battle score for attacker is -6
Casualties for Japanese: 1 armour
Casualties for ANZAC: 1 bomberNon Combat Move - ANZAC
1 aaGun and 2 infantry moved from South Australia to New South Wales
1 destroyer moved from 46 Sea Zone to 35 Sea ZonePlace Units - ANZAC
1 submarine placed in 54 Sea Zone
2 transports placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 13 PUs; end with 13 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Combat Move - French
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Going to have to look up the paratroopers for Germ turn. Are they an inf carried by an air unit out of a airbase for attack?
So any undefended territory w/in 3 of Moscow or Novo later you can take? Can you send more than one to a territory? How many maximum for a territory and turn?
Thx.
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No problem, Jeff.
I can send 1 or 2 infantry directly from an airbase (no aircraft required) at ONE ENEMY territory that I am ALSO attacking with at least ONE other ground unit. And the enemy territory has to be within 3 spaces of the airbase.
You can do this from each airbase, but I only control one, currently.
So I can only launch 2 infantry max per turn up to 3 spaces in a combat move (you can’t non-com them)
Does that answer all your questions?
Do you have access to an E40 rulebook? If not, I can type the rule up for you. -
Not sure why you said “undefended”
I can add 2 infantry to a battle against a big stack, as long as it’s within 3 spaces of my airbase.
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I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
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I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
That was exactly what you could do in AA50.
It IS possible to go behind enemy lines, if you can get a ground unit there that is NOT a paratrooper (like off a transport).
If you think of anything else you’re concerned about, just continue to ask and I will certainly do my best to give you a thorough, correct answer.Anyway, here’s the text from the 2nd edition rulebook:
Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.I believe “same restrictions that air units do” means that you can’t move paratroopers over neutrals.
Note that since they are subject to AAA fire, they can actually serve to shield your aircraft because you could lose paratrooper infantry first. -
I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
That was exactly what you could do in AA50.
It IS possible to go behind enemy lines, if you can get a ground unit there that is NOT a paratrooper (like off a transport).
If you think of anything else you’re concerned about, just continue to ask and I will certainly do my best to give you a thorough, correct answer.Anyway, here’s the text from the 2nd edition rulebook:
Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.I believe “same restrictions that air units do” means that you can’t move paratroopers over neutrals.
Note that since they are subject to AAA fire, they can actually serve to shield your aircraft because you could lose paratrooper infantry first.Sheilding against aa fire would be HUGE. Are you sure that they can be chose INSTEAD of air?





