Scramble 3 fighters to 99.
L13 G40 PGMatt (axis) vs Gamer (allies +10) +tech game 2
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Ooh - the Chinese sure got the better of 'em that time
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Research Technology - British
UK_Pacific spend 5 on tech rolls
British removing all Technology Tokens after unsuccessful research.Purchase Units - British
British buy 1 carrier, 2 destroyers and 1 submarine; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy 1 fighter; Remaining resources: 0 PUs;Combat Move - British
1 destroyer moved from 91 Sea Zone to 119 Sea Zone
1 submarine moved from 91 Sea Zone to 119 Sea Zone
3 fighters moved from United Kingdom to 119 Sea Zone
1 infantry moved from Algeria to Tunisia
British take Tunisia from Italians
1 armour moved from Algeria to Libya
British take Libya from Italians
1 fighter moved from India to 41 Sea Zone
1 tactical_bomber moved from India to 41 Sea Zone
1 armour moved from Kenya to Italian Somaliland
British take Italian Somaliland from Italians
1 armour moved from Italian Somaliland to EthiopiaCombat - British
Battle in 119 Sea Zone
British attack with 1 destroyer, 3 fighters and 1 submarine
Germans defend with 1 submarine
British win, taking 119 Sea Zone from Neutral with 1 destroyer, 3 fighters and 1 submarine remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Battle in 41 Sea Zone
British attack with 1 fighter and 1 tactical_bomber
Japanese defend with 1 destroyer and 1 transport
British win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 15
Casualties for Japanese: 1 destroyer and 1 transportNon Combat Move - British
3 fighters moved from 119 Sea Zone to United Kingdom
1 transport moved from 92 Sea Zone to 110 Sea Zone
2 infantry moved from Brazil to 86 Sea Zone
2 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Gibraltar
2 infantry moved from Brazil to Suriname
British take Suriname from Dutch
4 aaGuns and 2 infantry moved from United Kingdom to Scotland
2 infantry moved from Kenya to 72 Sea Zone
2 infantry moved from Ethiopia to 76 Sea Zone
1 destroyer moved from 77 Sea Zone to 81 Sea Zone
2 infantry and 1 transport moved from 76 Sea Zone to 81 Sea Zone
1 battleship, 1 cruiser, 2 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
2 aaGuns moved from Burma to Yunnan
1 aaGun moved from Burma to India
1 armour moved from Shensi to Chahar
1 mech_infantry moved from Shensi to Chahar
1 fighter moved from Chahar to Korea
1 fighter and 1 tactical_bomber moved from 41 Sea Zone to India
2 mech_infantrys moved from India to Eastern Persia
1 mech_infantry moved from Burma to Yunnan
1 armour moved from Burma to Yunnan
6 infantry moved from Burma to Yunnan
4 infantry moved from Burma to India
1 artillery moved from Egypt to Trans-Jordan
1 armour moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from 81 Sea Zone to Trans-Jordan
1 infantry moved from 81 Sea Zone to Trans-Jordan
2 infantry moved from 81 Sea Zone to Egypt
1 infantry moved from Shensi to KweichowPlace Units - British
1 carrier, 2 destroyers and 1 submarine placed in 110 Sea ZoneTurn Complete - British
British collect 35 PUs; end with 35 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 40 PUsPlace Units - UK_Pacific
1 fighter placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 6,6,3,6,1,2
UK_Pacific collect 5 PUs (3 lost to blockades); end with 5 PUs total
Some Units in India change ownership: 1 fighter -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - Italians
Italians buy 1 fighter and 2 infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 submarine moved from 97 Sea Zone to 92 Sea Zone
1 submarine moved from 95 Sea Zone to 92 Sea Zone
1 armour and 1 mech_infantry moved from Tobruk to AlexandriaCombat - Italians
Battle in 92 Sea Zone
Italians attack with 2 submarines
French defend with 1 cruiser; British defend with 2 destroyers
Italians roll dice for 2 submarines in 92 Sea Zone, round 1 : 1/2 hits
British roll dice for 1 cruiser and 2 destroyers in 92 Sea Zone, round 1 : 0/3 hits
1 destroyer owned by the British lost in 92 Sea Zone
2 submarines owned by the Italians retreated to 93 Sea Zone
British win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is 8
Casualties for British: 1 destroyer
Battle in Alexandria
Italians attack with 1 armour and 1 mech_infantry
French defend with 1 infantry
Italians roll dice for 1 armour and 1 mech_infantry in Alexandria, round 1 : 1/2 hits
British roll dice for 1 infantry in Alexandria, round 1 : 1/1 hits
1 infantry owned by the French and 1 mech_infantry owned by the Italians lost in Alexandria
Italians win, taking Alexandria from British with 1 armour remaining. Battle score for attacker is -1
Casualties for French: 1 infantry
Casualties for Italians: 1 mech_infantryNon Combat Move - Italians
Turning on Edit Mode
EDIT: Adding units owned by British to 92 Sea Zone: 1 destroyer
EDIT: Removing units owned by Italians from 93 Sea Zone: 2 submarines
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding units owned by Japanese to 95 Sea Zone: 1 submarine
EDIT: Adding units owned by Italians to 95 Sea Zone: 1 submarine
EDIT: Adding units owned by Italians to 97 Sea Zone: 1 submarine
EDIT: Removing units owned by Japanese from 95 Sea Zone: 1 submarine
EDIT: Turning off Edit Mode
1 submarine moved from 97 Sea Zone to 98 Sea Zone
1 artillery and 2 infantry moved from Northern Italy to Southern Italy
1 aaGun moved from Northern Italy to Southern Italy
1 aaGun, 2 artilleries and 2 infantry moved from France to Northern Italy
5 infantry moved from Albania to Bulgaria
2 armour moved from Albania to Northern ItalyPlace Units - Italians
1 fighter placed in Southern Italy
2 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 15 PUs; end with 16 PUs totalProduction/PUs Summary :
Germans : 47 / 58
Russians : 25 / 24
Japanese : 50 / 63
Americans : 53 / 74
Chinese : 13 / 20
British : 35 / 40
UK_Pacific : 8 / 5
Italians : 15 / 16
ANZAC : 10 / 15
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 2 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
OK if I decide to swap out the French cruiser for a UK destroyer?
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OK if I decide to swap out the French cruiser for a UK destroyer?
I undid the whole move I think, I didn’t see the UK DD’s in the space, I thought it was just the cruiser and I could sink it for the NO without risking air strike.
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Oh, right! I hadn’t opened the map.
I see now you adding the destroyer back and that’s why you moved the subs back.Yeah, the facilities in Gibraltar do a really good job of hiding boats in 92! Part of the allied advantage :evil:
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Oh, right! I hadn’t opened the map.
I see now you adding the destroyer back and that’s why you moved the subs back.Yeah, the facilities in Gibraltar do a really good job of hiding boats in 92! Part of the allied advantage :evil:
That and haste and assumptions and such. I should have known better than assume you would leave a capitol ship without an escort.
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Actually, it’s quite possible. Maybe leave it there to draw in a sub or two and then counterattack with destroyers. You never know
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Purchase Units - ANZAC
ANZAC buy 1 armour, 1 artillery and 1 infantry; Remaining resources: 2 PUs;Combat Move - ANZAC
1 fighter moved from Queensland to 37 Sea ZoneCombat - ANZAC
Battle in 37 Sea Zone
ANZAC attack with 1 fighter
Japanese defend with 1 transport
ANZAC win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - ANZAC
1 fighter moved from 37 Sea Zone to Siam
1 infantry moved from New South Wales to South Australia
1 infantry moved from Burma to Yunnan
1 armour moved from New South Wales to Queensland
1 infantry moved from New South Wales to South Australia
1 artillery moved from Queensland to South AustraliaPlace Units - ANZAC
1 armour, 1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 12 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :4
Combat Move - French
1 destroyer moved from 78 Sea Zone to 39 Sea ZoneCombat - French
Battle in 39 Sea Zone
French attack with 1 destroyer
Japanese defend with 2 carriers, 2 fighters and 1 tactical_bomber
Japanese win with 2 carriers, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is -8
Casualties for French: 1 destroyerNon Combat Move - French
1 infantry moved from Algeria to Morocco
1 infantry moved from Anglo Egyptian Sudan to EgyptTurn Complete - French
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Sorry for slow play right now, I returned to work after vacation and am busy digging out and preparing for month end.
I suspect this will continue through the Easter long weekend.
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Thanks, don’t worry, I’m busy too
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I’ll need dogfight orders for Russia please.
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No intercepting
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I understand Triple A doesn’t handle strat bombing quite right.
Your tactical bombers cannot shield your Strat bombers that are presumably bombing the IC from AA fire.
That is, if you send 3 tacs at the airbase and 3 strat bombers at the IC, any AA hits from the IC will hit Strat bombers, and AA hits from the air base would hit tacs.
If Triple A rolls all 6 together and there is 1 or more hits, we could always roll on the forum to see which ones were hit. But then the damage rolls could be screwed up…
Well, if you haven’t rolled it in triple A yet, I advise you roll the AA and the damage on the forum for mixed bombing runs.
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I’ll run it locally first just to make sure, but I think this must have been fixed since the last time you encountered it. 3A wont let you send tac bombers against an IC.
The main reason the tacs are there, TBH was to deter fighters. There is no reason you can’t try it local mode anyway, just to make sure you’re happy with the rule set in the game.
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@PGMatt:
I’ll run it locally first just to make sure, but I think this must have been fixed since the last time you encountered it. 3A wont let you send tac bombers against an IC.
The main reason the tacs are there, TBH was to deter fighters. There is no reason you can’t try it local mode anyway, just to make sure you’re happy with the rule set in the game.
Yeah, I thought there was some issue with splitting them up - I was mainly concerned it would let you shield the strat bombers from AA with the tacs :-) Good idea to run in local mode to test - I will definitely do that.
No, I get the reason, and it’s brilliant (unless I get 3 ones :-D) although you probably only needed to send 1 or 2 :-)
Oughtta knock out my air base good!! -
I was right. Triple A does it wrong - it rolls 6 dice all at once against all bombers.
I got 0 hits and 6 damage and 20 damage. Worst possible result. No, my dice don’t count - you will probably get pounded by AA! :-)
I will ask on the FAQ thread to make 100% sure that I am right about this rule.
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If I am right that you roll the AA separately, you will need to do it manually on the thread and edit the results afterwards
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kcd agrees
You need to roll them manually
Would be a good idea to roll the damage manually also





