good with this. did not remember you could ignore sub.
G40 - Yoshi vs. Boldfresh - game 1 of 2
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 4 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 fighter and 13 infantry moved from Chahar to Anhwe
1 infantry moved from Chahar to Jehol
Chinese take Jehol from JapaneseCombat - Chinese
Battle in Anhwe
Chinese attack with 1 fighter and 13 infantry
Japanese defend with 2 infantry
Chinese win, taking Anhwe from Japanese with 1 fighter and 12 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 2 infantry
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Anhwe to ManchuriaPlace Units - Chinese
4 infantry placed in AnhweTurn Complete - Chinese
Chinese collect 8 PUs; end with 8 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - British
British buy 1 destroyer, 4 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - British
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from 20 Sea Zone to Kwangtung
1 mech_infantry moved from Trans-Jordan to Syria
British take Syria from Germans
2 bombers moved from Trans-Jordan to French West Africa
2 mech_infantrys moved from Nigeria to French West Africa
1 mech_infantry moved from Belgian Congo to Italian Somaliland
British take Italian Somaliland from ItaliansCombat - British
Battle in Kwangtung
Battle in French West Africa
British attack with 2 bombers and 2 mech_infantrys
Italians defend with 2 infantry
British win, taking Kwangtung from Japanese, taking French West Africa from Italians with 2 bombers and 1 mech_infantry remaining. Battle score for attacker is 2
Casualties for British: 1 mech_infantry
Casualties for Italians: 2 infantryNon Combat Move - British
Turning on Edit Mode
EDIT: Removing units owned by British from French West Africa: 1 mech_infantry
EDIT: Changing ownership of French West Africa from British to Italians
EDIT: Turning off Edit Mode
2 bombers moved from French West Africa to Nigeria
1 armour moved from Belgian Congo to Nigeria
3 mech_infantrys moved from Union of South Africa to Belgian Congo
1 mech_infantry moved from Alexandria to Trans-Jordan
1 aaGun and 4 infantry moved from Egypt to Trans-Jordan
1 transport moved from 89 Sea Zone to 106 Sea Zone
2 fighters moved from 11 Sea Zone to MidwayPlace Units - British
1 infantry and 1 mech_infantry placed in Union of South Africa
3 infantry placed in Egypt
1 destroyer placed in 106 Sea ZoneTurn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 4,1
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 6,1
British collect 27 PUs (2 lost to blockades); end with 27 PUs totalTurn Complete - UK_Pacific
-
hang on, forgot about china troops
-
here you go
-
Why the combat results are not the same than the dice I got ? (not meaning you’re cheating or anything like that, you edited it back well… just wondering).
-
i sometimes do that if i have clicked done on noncom and want to do a bunch of edits, or if tripleA has frozen on me, which sometimes happens if i have too many windows open on my laptop. so i just go back to the last map save and redo the combat rather than do a bunch of manual edits. i am trying to remember to save my map immediately after combat so i can reload at start of noncom, which still doesn’t work in the case of a tripleA freeze but oh well.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - Italians
Italians buy 2 destroyers; Remaining resources: 2 PUs;Combat Move - Italians
1 infantry moved from Algeria to Morocco
Italians take Morocco from AmericansCombat - Italians
Non Combat Move - Italians
1 submarine moved from 72 Sea Zone to 70 Sea Zone
1 infantry moved from Tunisia to Libya
1 fighter moved from Western Germany to Southern Italy
1 aaGun and 5 infantry moved from Northern Italy to France
2 infantry moved from Northern Italy to Western Germany
1 aaGun moved from Southern Italy to Northern ItalyPlace Units - Italians
2 destroyers placed in 97 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 6
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,3
Italians collect 9 PUs (6 lost to blockades); end with 11 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 16 PUs -
well, i accidentally rolled live dice when i thought i was running a local test of my move. you got a hit, so you will get that when i run the turn.
-
here is the map - need your scramble decision in z36.
-
the fighter will kamikaze on the ground, killing anzac’s fighters !
(no scramble)
-
well, with that result, i think you just won the game. wow, those ftrs kicked my butt. good game yoshi.
-
well, i guess i can go one more round and see what happens.
-
6/6 on those jap ftrs at a crucial moment! :-)
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 fighters and 1 infantry moved from New South Wales to Queensland
1 mech_infantry moved from New South Wales to Queensland
1 cruiser moved from 33 Sea Zone to 36 Sea Zone
1 armour, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 infantry moved from 36 Sea Zone to Kwangsi
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 36 Sea Zone
1 artillery moved from 36 Sea Zone to Kwangsi
2 destroyers moved from 33 Sea Zone to 36 Sea Zone
2 fighters moved from 36 Sea Zone to Kwangsi
3 fighters moved from Chahar to Kwangsi
1 fighter moved from Chahar to 36 Sea ZoneCombat - ANZAC
Battle in Kwangsi
ANZAC attack with 1 artillery, 5 fighters and 1 infantry
Japanese defend with 1 airfield, 2 fighters, 1 harbour and 3 infantry
Japanese win with no units remaining. Battle score for attacker is -28
Casualties for Japanese: 2 fighters and 3 infantry
Casualties for ANZAC: 1 artillery, 5 fighters and 1 infantry
Battle in Queensland
ANZAC attack with 2 fighters, 1 infantry and 1 mech_infantry
Japanese defend with 1 airfield, 1 harbour and 1 infantry
ANZAC win, taking Queensland from Japanese with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for ANZAC: 1 infantryNon Combat Move - ANZAC
2 fighters moved from Queensland to New South WalesPlace Units - ANZAC
1 artillery and 2 infantry placed in New South WalesTurn Complete - ANZAC
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 54 Sea Zone. Rolls: 1,5,2,2,6,5,3,2,1,3,6,2,5,6,3
ANZAC collect 5 PUs (2 lost to blockades); end with 5 PUs total -
well, with that result, i think you just won the game. wow, those ftrs kicked my butt. good game yoshi.
If this battle was so crucial, I think that means the game was already on the axis side…
still playing that one or not finally ?
-
well, i would say the game is on the axis side now yes. but losing more ftrs than i should have puts it MORE on the axis side of course. yeah, as i said, let’s continue a round.
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Combat Move - French
Non Combat Move - French
Turn Complete - French
-
well, i would say the game is on the axis side now yes. but losing more ftrs than i should have puts it MORE on the axis side of course. yeah, as i said, let’s continue a round.
I actually dunno how the axis will win, but I do not see them loosing, and economy being on axis side, I guess it is just a matter of time. But the US are still very big, and can do a lot of damage ; an all in on one side (like the one going through Japan currently) might work… but in the same time being sure that the other part of the globe will not fall on the VC conditions… that looks tough.
Anyway, obviously no problem looking a little further, I’m actually interested in it :)
I guess you wanna move your z33 sub somewhere ?
-
oh yes the sub was meant to go with the rest of the fleet. you know, you cannot lose on one side of the board as the axis - that is one of the very important things to understand.
-
only the allies can lose on one side of the board. i could hold every victory city in europe but as long as you go a full turn with 6 pacific VC’s, YOU WIN. cheesy victory conditions in my opinion…. they work great for about the first 8 rounds but then they kindof go off the rails in my experience.





