I see why I normally protect sz92.
Whackamatt (Axis) vs. PGMatt (Allies +9)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - Italians
Italians buy 2 armour and 4 infantry; Remaining resources: 0 PUs;Combat Move - Italians
3 infantry and 1 mech_infantry moved from Ukraine to Rostov
2 infantry moved from Iraq to Northwest Persia
1 tactical_bomber moved from Iraq to Northwest Persia
2 fighters moved from Southern Italy to Iraq
1 armour moved from Iraq to Trans-Jordan
Italians take Trans-Jordan from British
1 armour moved from Trans-Jordan to IraqCombat - Italians
Battle in Northwest Persia
Italians attack with 2 infantry and 1 tactical_bomber
Russians defend with 1 infantry
Italians win with 1 tactical_bomber remaining. Battle score for attacker is -3
Casualties for Russians: 1 infantry
Casualties for Italians: 2 infantry
Battle in Rostov
Italians attack with 3 infantry and 1 mech_infantry
Russians defend with 1 infantry
Italians win, taking Rostov from Russians with 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Russians: 1 infantry
Casualties for Italians: 1 infantryNon Combat Move - Italians
1 tactical_bomber moved from Northwest Persia to IraqPlace Units - Italians
2 armour and 1 infantry placed in Iraq
3 infantry placed in UkraineTurn Complete - Italians
Total Cost from Convoy Blockades: 13
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,4,5,6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,1,1,5,4,2,5,2,5,5,6,6,4,5,5,2,4,5,2
Italians collect 11 PUs (13 lost to blockades); end with 11 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 4 PUs; end with 15 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 fighter, 1 infantry and 1 transport; Remaining resources: 4 PUs;Combat Move - ANZAC
4 fighters moved from 62 Sea Zone to 46 Sea ZoneCombat - ANZAC
Battle in 46 Sea Zone
ANZAC attack with 4 fighters
Japanese defend with 1 destroyer
ANZAC roll dice for 4 fighters in 46 Sea Zone, round 2 : 1/4 hits
Japanese roll dice for 1 destroyer in 46 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 46 Sea Zone
ANZAC win with 4 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - ANZAC
3 submarines moved from 62 Sea Zone to 54 Sea Zone
3 fighters moved from 46 Sea Zone to Queensland
1 fighter moved from 46 Sea Zone to 62 Sea ZonePlace Units - ANZAC
1 fighter and 1 infantry placed in New South Wales
ANZAC undo move 1.
1 infantry placed in New South Wales
1 fighter and 1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 14 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 19 PUsTerritory Summary for ANZAC :
Queensland : 1 aaGun, 1 airfield, 1 artillery, 3 fighters, 1 harbour and 5 infantry
New Zealand : 1 airfield and 1 harbour
New South Wales : 1 factory_minor, 1 harbour and 1 infantry
Dutch New Guinea : 1 flag
54 Sea Zone : 3 submarines
62 Sea Zone : 2 carriers, 1 cruiser, 3 destroyers, 2 fighters and 1 transportProduction/PUs Summary :
Germans : 52 / 60
Russians : 17 / 20
Japanese : 69 / 84
Americans : 54 / 69
Chinese : 4 / 11
British : 28 / 36
UK_Pacific : 0 / 0
Italians : 24 / 15
ANZAC : 10 / 19
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Combat Move - French
Non Combat Move - French
3 infantry moved from Tunisia to AlgeriaTurn Complete - French
Territory Summary for French :
Gold Coast : 1 infantry
United Kingdom : 2 infantry
Algeria : 3 infantry
91 Sea Zone : 1 cruiser and 1 destroyerProduction/PUs Summary :
Germans : 52 / 60
Russians : 17 / 20
Japanese : 69 / 84
Americans : 54 / 69
Chinese : 4 / 11
British : 28 / 36
UK_Pacific : 0 / 0
Italians : 24 / 15
ANZAC : 10 / 19
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 7
Politics - Germans
Purchase Units - Germans
Germans buy 4 armour, 3 infantry, 4 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Ukraine to Caucasus
2 bombers moved from Ukraine to Caucasus
1 artillery and 2 infantry moved from Bryansk to Tambov
Germans take Tambov from Russians
1 armour moved from Evenkiyskiy to Yakut S.S.R.
Germans take Yenisey from Russians
Germans take Yakut S.S.R. from RussiansCombat - Germans
Battle in Caucasus
Germans attack with 1 armour and 2 bombers
Russians defend with 1 infantry
Germans win with 2 bombers remaining. Battle score for attacker is -3
Casualties for Germans: 1 armour
Casualties for Russians: 1 infantryNon Combat Move - Germans
2 bombers moved from Caucasus to Ukraine
1 aaGun, 2 armour and 1 artillery moved from Western Ukraine to Bryansk
4 artilleries and 5 infantry moved from Belarus to Bryansk
1 infantry moved from Smolensk to Bryansk
1 artillery, 1 fighter and 1 infantry moved from Novgorod to Belarus
1 fighter moved from Belarus to Bryansk
2 artilleries and 2 infantry moved from Western Germany to Northern Italy
3 infantry moved from France to Northern Italy
2 fighters moved from Northern Italy to Southern Italy
2 infantry moved from Northern Italy to Southern ItalyPlace Units - Germans
3 armour placed in Romania
1 armour, 3 infantry, 4 mech_infantrys and 1 tactical_bomber placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 6,5
Germans collect 55 PUs; end with 55 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 65 PUs -
I must state for the record, that Triple declared me the winner in the Pacific. I do believe they are in error; I need to hold the 6/8 VCs for an entire round, meaning this one. therefore, I will win if the US cannot take back Hawaii, as no other VC is in danger in the Pacific. The calculator says you have a 17%. Good luck!
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I must state for the record, that Triple declared me the winner in the Pacific. I do believe they are in error; I need to hold the 6/8 VCs for an entire round, meaning this one. therefore, I will win if the US cannot take back Hawaii, as no other VC is in danger in the Pacific. The calculator says you have a 17%. Good luck!
Well, you’re right in your interpretation of the rule, but I’m not sure that the game is wrong. Japan took VC6 (phil) round 6; if you hold it until your turn again, you would win. Frankly, I missed that you had gotten 6 cities, never seen a pacwin before. Russia can’t liberate a VC, so when Japan 7 starts, wouldn’t that be a full round with Japan holding 6 cities?
I’ll wait for your reply.
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I always played one full round from when Japan(Axis Player) gets enough VCs, meaning on Japan’s turn, I win.
I recently read a different interpretation of the rules on the forums that confused me.
Triple A is wrong though, as I wouldn’t win until Japan’s turn, as I just took the Philipines last round.
So good game!
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I agree with you on having to hold it for a full round of game play, nation to nation.
I think the only thing that can confuse the issue is that you don’t have to hold the same victory cities for a full round, you just can’t fall below the threshold at any point.
I’ll post the win for you, nice game.
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@PGMatt:
Frankly, I missed that you had gotten 6 cities, never seen a pacwin before.Â
Never seen a pacwin before? I do that a lot. I believe most people don’t know how to play as Japan and that they’re one of the more difficult nations to play. Others have it straight forward.
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I agree with you about japan. I lose more games because Japan sputters out than because germany fails
I find japan can do one thing, but they need to win on two fronts to win the game





