G4015LCmdrJenn (Allies+11)vsKarl7(Axis)

  • 22 20 19 18 17 16 15 14 12

    @Cmdr:

    @Karl7:

    Hey, I assume you meant to Amphib the carolines?

    Could be wrong, but I thought the navy had to win - not come to a draw - for the amphibious to land?  Because, yea the idea was the amphibious.

    If they can still land, just use the in house dicey to roll it.  I’ll hold on. (not that the landing is going to change the fact I am not sure I can hold Germany off from getting 8 VC for a round. lol.)

    It was a draw?

    The rule just says the sea zone must be made “friendly” so no enemy units in the zone.  Was that how it ended?  No enemy units left?

  • 22 20 19 18 17 16 15 14 12

    Did triple a give you the option to amphib?

  • 18 17 16 11 Mod

    Yea I could amphib.

    All attacking units and defending units were destroyed (except transports of course) not sure if that makes the sea zone “friendly” or at least “non-hostile”

  • 22 20 19 18 17 16 15 14 12

    @Cmdr:

    Yea I could amphib.

    All attacking units and defending units were destroyed (except transports of course) not sure if that makes the sea zone “friendly” or at least “non-hostile”

    go ahead and amphib then.  Roll it here.

  • 18 17 16 11 Mod

    Attacker: 7 Infantry, 1 Artilery
    DiceRolls: 6@1 2@2; Total Hits: 36@1: (6, 5, 1, 3, 6, 3)2@2: (2, 1)

    Defender: 3 Infantry, 1 Artillery
    DiceRolls: 4@2; Total Hits: 04@2: (3, 5, 3, 4)

  • 18 17 16 11 Mod

    Attacker: 7 Infantry, 1 Artillery
    DiceRolls: 6@1 2@2; Total Hits: 06@1: (5, 2, 6, 6, 2, 6)2@2: (4, 4)

    Defender: 1 Artillery
    DiceRolls: 1@2; Total Hits: 01@2: (4)

  • 18 17 16 11 Mod

    That’s the only part of the in house dicey I don’t like, retyping the command if everyone misses. lol

    Attacker: 7 Infantry, 1 Artillery
    DiceRolls: 6@1 2@2; Total Hits: 06@1: (2, 3, 3, 3, 2, 5)2@2: (3, 4)

    Defender: 1 Artillery
    DiceRolls: 1@2; Total Hits: 11@2: (1)

  • 18 17 16 11 Mod

    Okay, that was NOT an invitation for you to air drop some tootsie rolls to your defender!!!

    Attacker: 6 Infantry, 1 Artillery
    DiceRolls: 5@1 2@2; Total Hits: 15@1: (2, 3, 1, 2, 2)2@2: (6, 3)

    Defender: 1 Artillery
    DiceRolls: 1@2; Total Hits: 01@2: (5)

  • 18 17 16 11 Mod

    TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Purchase Units - Italians
                Italians buy 2 artilleries and 7 infantry; Remaining resources: 0 PUs;

    Combat Move - Italians
                2 infantry moved from Iraq to Persia
                1 fighter moved from Egypt to Persia
                1 infantry moved from French Equatorial Africa to Nigeria
                      Italians take Nigeria from British
                1 armour moved from Anglo Egyptian Sudan to Belgian Congo
                      Italians take Belgian Congo from British
                1 armour moved from Belgian Congo to Anglo Egyptian Sudan
                1 infantry moved from Anglo Egyptian Sudan to Ethiopia
                      Italians take Ethiopia from British
                1 armour moved from Anglo Egyptian Sudan to Kenya
                      Italians take Kenya from British
                1 armour moved from Kenya to Anglo Egyptian Sudan
                1 bomber moved from Southern France to Gibraltar

    Combat - Italians
                Battle in Persia
                    Italians attack with 1 fighter and 2 infantry
                    British defend with 1 infantry
                    Italians win, taking Persia from British with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
                    Casualties for British: 1 infantry
                Strategic bombing raid in Gibraltar
                    Bombing raid in Gibraltar rolls: 4 and causes: 1 damage to unit: harbour
                    Bombing raid in Gibraltar causes 1 damage total.

    Non Combat Move - Italians
                1 bomber moved from Gibraltar to Southern France
                7 infantry moved from Northern Italy to Southern Italy
                2 armour and 1 mech_infantry moved from Trans-Jordan to Egypt
                1 aaGun moved from Anglo Egyptian Sudan to Egypt
                5 infantry moved from Anglo Egyptian Sudan to Egypt
                1 fighter moved from Persia to Iraq
                1 infantry moved from Caucasus to Northwest Persia
                1 aaGun and 2 infantry moved from Bryansk to Rostov
                1 infantry moved from Anglo Egyptian Sudan to Egypt

    Place Units - Italians
                3 infantry placed in Egypt
                3 infantry placed in Southern Italy
                2 artilleries and 1 infantry placed in Northern Italy

    Turn Complete - Italians
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,5
                Italians collect 24 PUs; end with 24 PUs total
                Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 30 PUs
                Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 35 PUs
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from Caroline Islands: 1 artillery and 3 infantry
                EDIT: Changing ownership of Caroline Islands from Japanese to Americans
                EDIT: Removing units owned by Americans from 33 Sea Zone: 2 artilleries, 14 infantry and 4 transports
                EDIT: Adding units owned by Americans to 33 Sea Zone: 4 transports
                EDIT: Adding units owned by Americans to Caroline Islands: 1 artillery and 6 infantry
                EDIT: Turning off Edit Mode

  • 18 17 16 11 Mod

    Editted map posting.

    Proceeding…and wondering what I am going to pull out of my arse to push back the Germans…

  • 18 17 16 11 Mod

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 35 Sea Zone
                1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
                1 submarine moved from 54 Sea Zone to 33 Sea Zone

  • 18 17 16 11 Mod

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 1 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 35 Sea Zone
                1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
                1 submarine moved from 54 Sea Zone to 33 Sea Zone

    Combat - ANZAC
                Battle in Philippines
                Battle in 33 Sea Zone
                    Americans loiter and taunt; ANZAC attack with 1 submarine
                    Japanese defend with 2 transports
                    ANZAC win, taking Philippines from Japanese with 1 submarine remaining. Battle score for attacker is 14
                    Casualties for Japanese: 2 transports

    Non Combat Move - ANZAC
                1 cruiser, 1 destroyer and 1 submarine moved from 54 Sea Zone to 33 Sea Zone
                3 fighters moved from Queensland to Caroline Islands

    Place Units - ANZAC
                1 artillery and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 62 Sea Zone. Rolls: 6
                ANZAC collect 10 PUs; end with 10 PUs total

  • 18 17 16 11 Mod

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 8

    Combat Move - French

    Turn Complete - French

  • 22 20 19 18 17 16 15 14 12

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Research Technology - Germans

    Purchase Units - Germans
                Germans repair damage of 1x factory_minor; Remaining resources: 115 PUs;
                Germans buy 1 artillery, 2 bombers, 3 fighters, 7 infantry and 9 mech_infantrys; Remaining resources: 0 PUs;

    Combat Move - Germans
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Removing units owned by Russians from Samara: 1 infantry
                EDIT: Removing units owned by Russians from Tambov: 1 infantry
                EDIT: Turning off Edit Mode
                7 armour moved from Russia to Tambov
                      Germans take Tambov from Russians
                1 armour moved from Russia to Urals
                      Germans take Vologda from Russians
                      Germans take Urals from Russians
                2 armour moved from Russia to Samara
                      Germans take Samara from Russians
                4 armour moved from Russia to Tambov
                6 armour moved from Russia to Tambov
                3 armour moved from Russia to Tambov
                1 fighter moved from Bryansk to Germany
                1 tactical_bomber moved from Baltic States to Germany
                2 fighters moved from Western Germany to 113 Sea Zone

    Combat - Germans

    Non Combat Move - Germans
                5 bombers moved from Baltic States to Western Germany
                5 infantry moved from Western Germany to Germany
                1 infantry moved from Western Germany to Germany
                2 fighters moved from Baltic States to Western Germany
                1 fighter moved from Baltic States to Germany
                3 mech_infantrys moved from Western Ukraine to Tambov
                3 mech_infantrys moved from Ukraine to Tambov
                2 aaGuns moved from Russia to Tambov
                3 artilleries and 8 infantry moved from Southern France to Northern Italy

    Place Units - Germans
                3 mech_infantrys placed in Russia
                3 mech_infantrys placed in Ukraine
                1 artillery and 3 mech_infantrys placed in Western Germany
                1 fighter placed in Western Germany
                1 bomber, 2 fighters and 7 infantry placed in Germany
                1 bomber placed in Western Germany

    Turn Complete - Germans
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,6
                Germans collect 68 PUs; end with 68 PUs total
                Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 73 PUs
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 78 PUs
                Objective Germans 3 Control Caucasus: Germans met a national objective for an additional 5 PUs; end with 83 PUs
                Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 93 PUs

  • 22 20 19 18 17 16 15 14 12

    Hey, I accidentally clicked out of the file.  Thus the 2 edits. Check the marti dice. I killed your 2 infs without loss, so easier just to edit out when I recreated the file.

  • 18 17 16 11 Mod

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Combat Move - Russians
                1 infantry moved from Volgograd to Caucasus
                      Russians take Caucasus from Italians
                2 artilleries and 2 infantry moved from Volgograd to Samara
                2 armour and 2 mech_infantrys moved from Volgograd to Northwest Persia

  • 18 17 16 11 Mod

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Combat Move - Russians
                1 infantry moved from Volgograd to Caucasus
                      Russians take Caucasus from Italians
                2 artilleries and 2 infantry moved from Volgograd to Samara
                2 armour and 2 mech_infantrys moved from Volgograd to Northwest Persia

    Combat - Russians
                Battle in Samara
                    Russians attack with 2 artilleries and 2 infantry
                    Germans defend with 2 armour
                    Russians win, taking Samara from Germans with 2 artilleries and 1 infantry remaining. Battle score for attacker is 9
                    Casualties for Germans: 2 armour
                    Casualties for Russians: 1 infantry
                Battle in Northwest Persia
                    Russians attack with 2 armour and 2 mech_infantrys
                    Italians defend with 1 infantry
                    Russians win, taking Northwest Persia from Italians with 2 armour and 2 mech_infantrys remaining. Battle score for attacker is 3
                    Casualties for Italians: 1 infantry

    Non Combat Move - Russians
                2 infantry moved from Hunan to Anhwe

    Turn Complete - Russians

  • 18 17 16 11 Mod

    @Karl7:

    Hey, I accidentally clicked out of the file.  Thus the 2 edits. Check the marti dice. I killed your 2 infs without loss, so easier just to edit out when I recreated the file.

    Oh yea, cause A)  If you are going to cheat, you’re going to do it in a game you are winning and B) if you are going to cheat, you’re going to worry about 2 stupid infantry in some non-critical area. lol.

    Anyway, Not sure if I can stop a VC win, but…can try!  If I can stop it, you might actually lose this game!

  • 22 20 19 18 17 16 15 14 12

    @Cmdr:

    @Karl7:

    Hey, I accidentally clicked out of the file.�  Thus the 2 edits. Check the marti dice. I killed your 2 infs without loss, so easier just to edit out when I recreated the file.

    Oh yea, cause A)  If you are going to cheat, you’re going to do it in a game you are winning and B) if you are going to cheat, you’re going to worry about 2 stupid infantry in some non-critical area. lol.

    Anyway, Not sure if I can stop a VC win, but…can try!  If I can stop it, you might actually lose this game!

    :lol:

  • 22 20 19 18 17 16 15 14 12

    TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Purchase Units - Japanese
                Japanese buy 2 artilleries, 1 carrier, 1 destroyer, 3 infantry and 1 transport; Remaining resources: 2 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                4 fighters and 1 tactical_bomber moved from 56 Sea Zone to 33 Sea Zone
                1 tactical_bomber moved from Japan to 33 Sea Zone
                1 destroyer and 2 submarines moved from 6 Sea Zone to 33 Sea Zone
                1 submarine moved from 6 Sea Zone to 35 Sea Zone
                1 infantry moved from Siberia to Soviet Far East
                      Japanese take Soviet Far East from Russians
                1 infantry moved from Siberia to Sakha
                      Japanese take Sakha from Russians
                1 infantry moved from Buryatia to Yakut S.S.R.
                      Japanese take Yakut S.S.R. from Russians
                2 infantry moved from Dutch New Guinea to New Guinea
                1 destroyer moved from 6 Sea Zone to 33 Sea Zone

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