Game History
Round: 1 Purchase Units - Germans Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs; Trigger Germans 6 Atlantic Wall Broken Switch: Setting switch to false for conditionAttachment_Germans_6_Atlantic_Wall_Possible_Switch attached to Germans Combat Move - Germans 1 armour, 1 artillery and 2 infantry moved from Holland Belgium to Normandy Bordeaux 1 mech_infantry moved from Western Germany to Normandy Bordeaux 3 armour and 3 mech_infantrys moved from Austria to France 1 artillery, 3 infantry and 1 mech_infantry moved from Western Germany to France 2 armour, 1 artillery and 3 infantry moved from Holland Belgium to France 1 fighter moved from Norway to 114 Sea Zone 1 tactical_bomber moved from Germany to 114 Sea Zone 1 battleship moved from 116 Sea Zone to 114 Sea Zone 1 bomber moved from Germany to 114 Sea Zone 1 submarine moved from 127 Sea Zone to 114 Sea Zone 1 submarine moved from 121 Sea Zone to 114 Sea Zone 1 submarine moved from 120 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 109 Sea Zone 1 submarine moved from 111 Sea Zone to 113 Sea Zone 1 submarine moved from 106 Sea Zone to 113 Sea Zone 1 bomber moved from Germany to 113 Sea Zone 1 fighter moved from Holland Belgium to 113 Sea Zone 2 fighters and 4 tactical_bombers moved from Western Germany to 113 Sea Zone 2 artilleries and 6 infantry moved from Austria to Yugoslavia 1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia 1 armour and 1 infantry moved from Romania to Yugoslavia 1 armour and 1 fighter moved from Poland to Yugoslavia Combat - Germans Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter and 9 infantry Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter and 9 infantry remaining. Battle score for attacker is 15 Casualties for Neutral_Allies: 5 infantry Battle in Normandy Bordeaux Germans attack with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry French defend with 1 artillery, 1 factory_minor, 1 harbour and 1 infantry Germans win, taking Normandy Bordeaux from French with 1 armour, 1 artillery, 2 infantry and 1 mech_infantry remaining. Battle score for attacker is 7 Casualties for French: 1 artillery and 1 infantry Battle in 114 Sea Zone Germans attack with 1 battleship, 1 bomber, 1 fighter, 2 submarines and 1 tactical_bomber British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 31 Casualties for Germans: 1 submarine Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 109 Sea Zone Germans attack with 2 submarines British defend with 1 destroyer and 1 transport Germans win, taking 109 Sea Zone from Neutral with 2 submarines remaining. Battle score for attacker is 14 Casualties for British: 1 destroyer and 1 transport Battle in 113 Sea Zone Germans attack with 1 bomber, 3 fighters, 2 submarines and 4 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 2 submarines and 1 tactical_bomber Casualties for French: 1 cruiser Casualties for British: 1 battleship and 1 cruiser Battle in France Germans attack with 5 armour, 2 artilleries, 6 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 5 armour and 4 mech_infantrys remaining. Battle score for attacker is 27 Casualties for Germans: 2 artilleries and 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 cruiser and 1 transport moved from 117 Sea Zone to 115 Sea Zone 3 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 2 infantry moved from Denmark to 115 Sea Zone 2 infantry moved from 115 Sea Zone to Norway 1 aaGun, 3 artilleries and 11 infantry moved from Germany to Poland 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 fighter moved from Yugoslavia to Southern Italy 1 fighter and 1 tactical_bomber moved from 114 Sea Zone to 115 Sea Zone 1 bomber moved from 114 Sea Zone to Western Germany 1 bomber, 3 fighters and 3 tactical_bombers moved from 113 Sea Zone to Western Germany 1 aaGun moved from Germany to Slovakia Hungary 1 aaGun moved from Holland Belgium to Normandy Bordeaux 1 aaGun moved from Western Germany to Holland Belgium Place Units - Germans 1 carrier, 1 destroyer and 1 submarine placed in 115 Sea Zone Turning on Edit Mode EDIT: Removing units owned by Germans from 114 Sea Zone: 1 submarine EDIT: Removing units owned by Germans from 114 Sea Zone: 1 battleship EDIT: Adding units owned by Germans to 115 Sea Zone: 1 battleship EDIT: Changing unit hit damage for these Germans owned units to: battleship = 1 EDIT: Turning off Edit Mode Turn Complete - Germans Germans collect 41 PUs; end with 60 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 65 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 70 PUs2015 League General Discussion Thread
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I have heard about people rolling dice in the forum. Can someone kindly explain to me how this is achieved? Thank you.
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;aaa 2@1 2@2 1@3 1@4;
Where semi-colons are colons instead
This would be a roll for 3 infantry, 1 artillery, a tank and a bomber
You can also roll any number of 6 sided dice with ;dice X; where X is the number of dice you want to roll, but be cautioned that it will always automatically sort the results in numerical order, not in throw order
You can roll non-six sided dice with ;dice Xd20; where X is the number of dice you want to roll and the 20 can be whatever number. In this example, that’s a 20 sided die
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Thanks gamerman! Enjoy your weekend!
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rules question:
japan has a ss in 19 and US is bringing in a dd + tps to do an amphib on several coastal territories. the dd is brought in just to escort the tps past the ss, but is deciding not to attack the ss. if japan sinks the dd with a kami, will that block the amphib from proceeding?
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Yes, because the kamikaze forces combat in the zone, which means the sub cannot be ignored if the Japanese player uses at least 1 kamikaze
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Krieghund said that kamikaze’s do not trigger a sea battle in this thread, and that ignoring the sub occurs during combat movement phase while kamikazes happen during the combat phase:
http://www.axisandallies.org/forums/index.php?topic=35967.0I have a follow up question. What if the empty Philippines is guarded by a single sub, and the Allies send a transport guarded by a destroyer, intending to ignore the submarine to conduct an amphibious assault? I would assume Japan can use its kamikazes because of the amphibious assault, but would the destruction of the destroyer prevent the landing (as lone transports can’t amphibious assault against subs), or would the landing go through since the destroyer already ignored the sub?
@wittmann:
Morning Colonel Carter.
The Japanese player can use a Kamikaze and if the DD is eliminated by the Kamikaze, the Sub will prevent the landing.Sorry, wittmann, but that’s incorrect. Kamikaze strikes, while they do prevent offshore bombardment, do not provoke a sea battle by themselves. As the destroyer was present in the sea zone at the end of combat movement (kamikaze strikes occur in the combat phase), the sub could be ignored, and as there is no sea battle for the sub to be drawn into, it will not prevent the amphibious assault.
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ohh, this is interesting…could gamer be wrong for once?!
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Eh - should have qualified my answer - I wasn’t 100% sure I was remembering right
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Eh - should have qualified my answer - I wasn’t 100% sure I was remembering right
ok, so it does not block amphibious then, right?
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Kamikaze strikes don’t bring ignored subs into the battle
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This is one of those rules I only remember because I was so dang surprised when I first came across it.
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Reason is, as Krieghund and Wheatbeer explained:
You ignore the sub in the combat movement phase, so it is then out of the picture. Kamikaze attack happens in the conduct combat phase. It doesn’t bring the ignored sub back into combat
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ok thank you guys for the clarification on this rule. it makes sense.
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Can empty transports that participated in combat load in the non-combat phase?
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Actually the situation is more complex than that. I can’t type much right now but as soon as I get the chance I’ll describe unless Adam can do
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i might be missing something but I think the simple answer is “no”.
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I can answer the question after dominion gives us his perspective
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Germany has tps in 110 & 112, U.S. drops dd in both zones (from Norway fac) to prevent them from loading for combat. Ok I get that rule. So to prevent this from happening yet again, and to keep them safe with my navy, I (Germany) moved them into 112 during cm along with my warships, killed the dd, and then during ncm, I loaded up the tps.
I don’t see how this is an issue, since it’s the land units that are moving during their ncm. I get that the tps can’t move, but it shouldn’t prevent the land units from moving (in this case onto the tps).
If I’m wrong on this, then I have to say my tps investment was totally worthless. It’d be an endless loop of US dropping a dd to thwart amphibs, unless I moved navy deeper inside Baltic Sea, which would put it at a seriously inferior position (and easily locked in).
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You’re right that you have to move the transport from 110 during the combat movement phase in order to avoid combat with the destroyer in 110. You moved it to 112, where it is participating in combat with the warships against the destroyer in 112.
Unfortunately for you, you canNOT load a transport after it has participated in combat. It can’t do ANYTHING after that, including load in noncom. I will find chapter and verse for you now… hang on
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Top paragraph of page 16 says a transport must stop when encountering hostile surface warships and conduct combat
Page 22, toward the end, says that transports…can load cargo…unless they unloaded, moved, offloaded, or were involved in combat during the combat move or conduct combat phase





