Game History
Round: 3 Purchase Units - Americans Americans buy 1 fighter, 4 infantry and 2 transports; Remaining resources: 0 PUs; Combat Move - Americans Turning on Edit Mode EDIT: Turning off Edit Mode 1 destroyer and 1 submarine moved from British Convoy 2 Sea Zone to Strait of Gibraltar Sea Zone 1 destroyer moved from Denmark Strait Sea Zone to Soviet Convoy Sea Zone 1 bomber moved from United Kingdom to Soviet Convoy Sea Zone 1 fighter moved from Finland to Soviet Convoy Sea Zone 1 artillery and 1 infantry moved from United States to U.S. Eastern Coast Sea Zone 1 artillery, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 artillery and 1 infantry moved from South Atlantic Sea Zone to Morocco Americans take Morocco from Germans Combat - Americans Turning on Edit Mode EDIT: Removing units owned by Germans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Americans from Strait of Gibraltar Sea Zone: 1 submarine EDIT: Removing units owned by Germans from Soviet Convoy Sea Zone: 2 submarines EDIT: Removing units owned by Russians from Soviet Convoy Sea Zone: 1 submarine EDIT: Changing ownership of Soviet Convoy Sea Zone from Germans to Russians EDIT: Turning off Edit Mode Battle in Soviet Convoy Sea Zone Americans attack with 1 bomber, 1 destroyer and 1 fighter Battle in Strait of Gibraltar Sea Zone Americans attack with 1 destroyer Non Combat Move - Americans 1 aaGun and 5 infantry moved from United States to U.S. Eastern Coast Sea Zone 4 infantry and 2 transports moved from U.S. Eastern Coast Sea Zone to Atlantic Sea Zone 4 infantry moved from Atlantic Sea Zone to United Kingdom 1 aaGun, 1 infantry and 1 transport moved from U.S. Eastern Coast Sea Zone to South Atlantic Sea Zone 1 aaGun and 1 infantry moved from South Atlantic Sea Zone to Morocco 1 fighter moved from United Kingdom to Norway 1 bomber moved from Soviet Convoy Sea Zone to United Kingdom 1 fighter moved from Soviet Convoy Sea Zone to Norway Place Units - Americans 1 fighter and 4 infantry placed in United States 2 transports placed in U.S. Eastern Coast Sea Zone Turn Complete - Americans Americans collect 41 PUs; end with 41 PUsNew A&A chaos game C vs S
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - ANZAC
ANZAC takes Political Action: Political Action ANZAC To War With Japanese
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to FriendlyPurchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 cruiser moved from 63 Sea Zone to 45 Sea Zone
1 fighter moved from Queensland to Dutch New Guinea
2 fighters moved from New Zealand to Dutch New Guinea
1 infantry moved from Malaya to Shan StateNon Combat Move - ANZAC
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from DutchPlace Units - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Siam: 1 infantry
EDIT: Changing ownership of Siam from Japanese to ANZAC
EDIT: Turning off Edit Mode
1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 11 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs -
French Chaos
Rolling 1d6:
(3) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansPurchase Units - French
French buy 1 artillery and 5 infantry; Remaining resources: 0 PUs;Combat Move - French
1 fighter moved from United Kingdom to France
1 infantry moved from Syria to Trans-Jordan
1 infantry moved from French West Africa to French Central Africa
1 destroyer moved from 72 Sea Zone to 70 Sea ZoneNon Combat Move - French
Place Units - French
1 artillery and 5 infantry placed in FranceTurn Complete - French
French collect 11 PUs; end with 11 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 1
Politics - ANZAC
ANZAC takes Political Action: Political Action ANZAC To War With Japanese
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to FriendlyPurchase Units - ANZAC
ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - ANZAC
2 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
1 destroyer moved from 62 Sea Zone to 45 Sea Zone
1 cruiser moved from 63 Sea Zone to 45 Sea Zone
1 fighter moved from Queensland to Dutch New Guinea
2 fighters moved from New Zealand to Dutch New Guinea
1 infantry moved from Malaya to Shan StateNon Combat Move - ANZAC
2 infantry moved from 45 Sea Zone to Dutch New Guinea
ANZAC take Dutch New Guinea from DutchPlace Units - ANZAC
Turning on Edit Mode
EDIT: Adding units owned by ANZAC to Siam: 1 infantry
EDIT: Changing ownership of Siam from Japanese to ANZAC
EDIT: Turning off Edit Mode
1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 11 PUs; end with 11 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUsTwo corrections in your application of the rules:
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You must subtract one infantry from your home IC… in essence, you need to PAY for these Commandos.
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You must NOT change the territory ownership… Combat has already occurred by the time you edit these guys in.
If the next player could make these corrections, that’d be greatly appreciated.
Cheers!
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Is the anzac unit a commando unit? 2-2-1
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So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?
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So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?
You’re allowed to take 1 infantry per turn off the board, after you build it normally at the end of your turn.
Then you edit it onto any enemy coastal territory or island, and post your turn.
That’s it.
Combat resolves on the enemy’s turn (thus, your infantry defends on a ‘2’ instead of attacking on a ‘1’).
If you win, the territory becomes yours at that point.
The rest of your money is yours to spend however you like.
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Ok thanks. That was easy.
I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.
:-D
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Can I save up my commandos for twenty rounds then ATTACK?
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Ok thanks. That was easy.
I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.
:-D
It’s just easier to build and delete the infantry than remembering for the rest of the game that you have one infantry in stock that is never allowed to be built.
Can I save up my commandos for twenty rounds then ATTACK?
Nope. One attack per turn. Otherwise you could just pop up on Tokyo on turn six for a free win… pretty unbalanced.
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This is your turn Carl. I’ve done the edits that Chris has mentioned earlier. And it’s easier to find the file now because a page has added onto the thread.
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Ger
Rolling 1d6:
(6) -
Ger
Rolling 1d6:
(6)Germany Chaos:
Rolling 1d6:
(1)Level:
Rolling 1d6:
(2)Class:
Rolling 1d6:
(2) -
Random currently aligned territories declares independence.
They cannot be functional capitals.
Add 1d4 neutral infantry +1 for each IPC value to its defense if it lacks them.
Rolling 3d158:
(7, 79, 109) -
I ave not a clue what your talking about!
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Gibraltar has declared independence and is out of the war.
As has Sakha
Rolling 1d4:
(1)and the Solomon Islands
Rolling 1d4:
(1) -
Partisan Uprisings!
Bands of rebels have used this opportunity overthrow local governments, seize arms, and separate from the countries of their former masters…
In order to retake these locations, war their former owners will need to be declared on the neutrals!
Use the attached savefile and carry on with the turn as normal…

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There goes ANZAC National Objective.
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With Gibraltar out of the game, the Allies are going to have to find another way into the Med… and the Italians are going to have to find another way out! :-D
Remember, subs can still pass through the sea zone by Gibraltar – although no surface vessels can – no matter who owns it, including the neutrals.





