Net Allies dice swing: +3.74 swing
Net Axis dice swing: -3.74 swing
Allies (+16) vs. Axis (darkskies) Coop
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Combat Move - French
EDIT: Resetting and Giving Bonus Movement to Units
EDIT: 1 fighter moved from United Kingdom to 112 Sea Zone
EDIT: French undo move 1.
EDIT: 1 fighter moved from United Kingdom to Gibraltar
EDIT: 1 infantry moved from French Equatorial Africa to Anglo Egyptian Sudan
EDIT: French undo move 1.
EDIT: 1 destroyer moved from 71 Sea Zone to 83 Sea ZoneCombat - French
EDIT: Recording Battle StatisticsNon Combat Move - French
EDIT: Cleaning up during movement phaseTurn Complete - French
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As you can tell, I couldn’t figure out the Edit mode to get the Italians into your desired location. Sorry about the mess on my turn reports….
You are right that the Germans need to take the southern route.
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The French plane was supposed to be on Gibraltar. Could I trouble you to move it there?
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Consider it done. But I’ll do my German turn much later today.
It takes a little time to get to know the edit. Once you know it, it’s quite simple. Maybe I should do the edits in this game untill you practised with editing a bit. -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 4 bombers; Remaining resources: 1 PUs;Combat Move - Germans
1 submarine moved from 109 Sea Zone to 91 Sea Zone
1 destroyer moved from 112 Sea Zone to 91 Sea Zone
1 bomber moved from Southern Italy to 91 Sea Zone
3 bombers moved from Western Germany to 91 Sea Zone
1 mech_infantry moved from Eastern Poland to Ukraine
Germans take Ukraine from Russians
2 infantry moved from Karelia to Novgorod
Germans take Novgorod from Russians
2 infantry moved from Vyborg to Novgorod
3 fighters and 4 tactical_bombers moved from Western Germany to Baltic States
1 infantry moved from Eastern Poland to Baltic States
1 infantry moved from Eastern Poland to Belarus
Germans take Belarus from RussiansCombat - Germans
Battle in Baltic States
Germans attack with 3 fighters, 1 infantry and 4 tactical_bombers
Russians defend with 1 infantry
Germans win with 3 fighters and 4 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Russians: 1 infantry
Battle in 91 Sea Zone
Germans attack with 4 bombers, 1 destroyer and 1 submarine
British defend with 1 carrier, 2 fighters and 1 transport
Germans win with 3 bombers and 1 submarine remaining. Battle score for attacker is 23
Casualties for Germans: 1 bomber and 1 destroyer
Casualties for British: 1 carrier, 2 fighters and 1 transportNon Combat Move - Germans
3 bombers moved from 91 Sea Zone to Southern France
2 fighters and 2 tactical_bombers moved from Southern Italy to Western Ukraine
3 aaGuns, 6 armour, 8 artilleries, 25 infantry and 2 mech_infantrys moved from Eastern Poland to Western Ukraine
3 fighters and 4 tactical_bombers moved from Baltic States to Western Ukraine
3 armour moved from Romania to Western Ukraine
3 infantry moved from Bulgaria to Romania
1 infantry moved from Norway to 112 Sea Zone
1 aaGun moved from Western Germany to 112 Sea Zone
1 aaGun, 1 infantry and 1 transport moved from 112 Sea Zone to 127 Sea Zone
1 aaGun and 1 infantry moved from 127 Sea Zone to Novgorod
6 bombers moved from Western Germany to Western Ukraine
1 aaGun and 3 artilleries moved from Holland Belgium to Western Germany
1 aaGun moved from Greater Southern Germany to Western GermanyPlace Units - Germans
4 bombers placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 3,5
Germans collect 46 PUs (3 lost to blockades); end with 47 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 1 armour, 8 artilleries and 1 infantry; Remaining resources: 0 PUs;Combat Move - Russians
1 infantry moved from Northwest Persia to Iraq
Russians take Iraq from Neutral_Axis
1 infantry moved from Rostov to Ukraine
1 infantry moved from Bryansk to Belarus
1 fighter moved from Russia to Belarus
1 fighter moved from Russia to Ukraine
1 tactical_bomber moved from Russia to UkraineCombat - Russians
Battle in Belarus
Russians attack with 1 fighter and 1 infantry
Germans defend with 1 infantry
Russians win, taking Belarus from Germans with 1 fighter and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Battle in Ukraine
Russians attack with 1 fighter, 1 infantry and 1 tactical_bomber
Germans defend with 1 factory_minor and 1 mech_infantry
Russians win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantryNon Combat Move - Russians
1 fighter moved from Belarus to Russia
1 fighter moved from Ukraine to Russia
1 tactical_bomber moved from Ukraine to Russia
1 mech_infantry moved from Bryansk to Russia
1 mech_infantry moved from Bryansk to Russia
1 armour moved from Bryansk to Russia
1 armour moved from Bryansk to Russia
4 aaGuns, 14 artilleries and 31 infantry moved from Bryansk to RussiaPlace Units - Russians
1 armour, 8 artilleries and 1 infantry placed in RussiaTurn Complete - Russians
Russians collect 31 PUs; end with 31 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 36 PUs
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 39 PUs -
This was truly painful… I couldn’t block your progress without risking losing my capitol. I can’t stop your Italians without losing six infantry; I can’t afford using that many troops to slow you down by a single round. Dark Skies is powerful!
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Amen to that!
On the other hand, pushing Russia back into Moscow is not that hard with any strategy.
I am still worried about the huge number of planes Germany now requires in the east (or at least needs to keep in range of Moscow area) to keep its advance alive.I reckon the DS is stronger than I thought, but not overpowered in comparison with the other axis strategies I know as ‘strong’.
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The major difference with a typical strategy is that you can force the Allies to spend massive amounts to build up a sufficient navy to advance to Europe. I will need 3-4 full turns of spending in the Atlantic just to build up sufficient defense to support transports. That is 2-3 extra turns compared to typical strategies. You won’t have to worry about a significant invasion force until US8… that is quite late.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Japanese
Japanese buy 2 carriers, 2 destroyers, 3 mech_infantrys and 1 submarine; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
2 fighters moved from Manchuria to Chahar
1 artillery and 1 infantry moved from Malaya to Shan State
1 armour, 1 artillery and 1 infantry moved from Siam to Shan State
2 infantry moved from French Indo China to Shan State
2 artilleries and 2 infantry moved from Hunan to Yunnan
1 infantry moved from Szechwan to Sikang
Japanese take Sikang from Chinese
1 mech_infantry moved from Kiangsu to Chahar
1 artillery and 1 infantry moved from Kweichow to Yunnan
2 bombers and 1 tactical_bomber moved from Kweichow to Shensi
1 mech_infantry moved from Kweichow to Shensi
1 armour and 1 mech_infantry moved from Kiangsu to Hopei
2 mech_infantrys moved from Kweichow to HopeiCombat - Japanese
Battle in Hopei
Japanese attack with 1 armour and 3 mech_infantrys
Chinese defend with 1 artillery and 1 infantry
Japanese win, taking Hopei from Chinese with 1 armour and 3 mech_infantrys remaining. Battle score for attacker is 7
Casualties for Chinese: 1 artillery and 1 infantry
Battle in Chahar
Japanese attack with 2 fighters and 1 mech_infantry
Chinese defend with 1 infantry
Japanese win with 2 fighters remaining. Battle score for attacker is -1
Casualties for Japanese: 1 mech_infantry
Casualties for Chinese: 1 infantry
Battle in Shensi
Japanese attack with 2 bombers, 1 mech_infantry and 1 tactical_bomber
Chinese defend with 1 artillery and 1 infantry
Japanese win, taking Shensi from Chinese with 2 bombers, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 7
Casualties for Chinese: 1 artillery and 1 infantry
Battle in Yunnan
Japanese attack with 3 artilleries and 3 infantry
British defend with 1 infantry
Japanese win, taking Yunnan from Chinese with 3 artilleries and 3 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Shan State
Japanese attack with 1 armour, 2 artilleries and 4 infantry
British defend with 1 infantry
Japanese win, taking Shan State from UK_Pacific with 1 armour, 2 artilleries and 4 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Japanese
1 mech_infantry moved from Kweichow to Yunnan
2 fighters moved from Chahar to Manchuria
4 transports moved from 37 Sea Zone to 20 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 2 destroyers and 2 tactical_bombers moved from 37 Sea Zone to 35 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 2 destroyers and 2 tactical_bombers moved from 35 Sea Zone to 34 Sea Zone
1 tactical_bomber moved from Shensi to Kiangsi
2 bombers moved from Shensi to Kiangsu
2 fighters and 1 tactical_bomber moved from 33 Sea Zone to Paulau Island
1 destroyer moved from 33 Sea Zone to 16 Sea Zone
1 carrier moved from 33 Sea Zone to 6 Sea Zone
3 fighters and 1 tactical_bomber moved from Japan to 6 Sea Zone
2 tactical_bombers moved from 33 Sea Zone to 6 Sea Zone
2 fighters moved from Caroline Islands to 34 Sea Zone
1 carrier moved from 33 Sea Zone to 34 Sea Zone
1 battleship moved from 33 Sea Zone to 6 Sea Zone
1 carrier moved from 33 Sea Zone to 6 Sea Zone
1 fighter moved from Caroline Islands to 6 Sea Zone
1 tactical_bomber moved from 33 Sea Zone to 6 Sea Zone
3 submarines moved from 33 Sea Zone to 34 Sea Zone
3 submarines moved from 34 Sea Zone to 35 Sea ZonePlace Units - Japanese
3 mech_infantrys placed in Kiangsu
2 carriers, 2 destroyers and 1 submarine placed in 6 Sea ZoneTurn Complete - Japanese
Japanese collect 60 PUs; end with 61 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 66 PUs -
I never really worry about allied landings before turn 8 lately.
You know that if it’s like that, Japan will just win. I’m not saying the USA cannot do anything at all in Europe, but significant invasions, are just beyond their economic power. IMHO. -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Americans
Americans buy 1 carrier, 1 destroyer, 2 submarines, 2 tactical_bombers and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
1 submarine moved from 26 Sea Zone to 16 Sea Zone
1 destroyer moved from 26 Sea Zone to 25 Sea Zone
1 bomber moved from Hawaiian Islands to 16 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
2 infantry and 1 transport moved from 63 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
1 infantry moved from 42 Sea Zone to JavaCombat - Americans
Battle in Java
Battle in 16 Sea Zone
Americans attack with 1 bomber and 1 submarine
Japanese defend with 1 destroyer
Americans win, taking Java from Japanese with 1 bomber remaining. Battle score for attacker is 2
Casualties for Japanese: 1 destroyer
Casualties for Americans: 1 submarineNon Combat Move - Americans
1 bomber moved from 16 Sea Zone to Hawaiian Islands
1 armour moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 mech_infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 armour, 1 artillery, 2 battleships, 5 carriers, 3 cruisers, 1 destroyer, 9 fighters, 5 infantry, 1 mech_infantry, 1 submarine, 1 tactical_bomber and 4 transports moved from 26 Sea Zone to 54 Sea Zone
1 mech_infantry moved from 54 Sea Zone to Queensland
1 infantry moved from 54 Sea Zone to Queensland
1 infantry moved from 54 Sea Zone to Queensland
1 armour, 1 artillery and 3 infantry moved from 54 Sea Zone to Queensland
1 carrier, 2 destroyers, 1 fighter and 5 submarines moved from 10 Sea Zone to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian IslandsPlace Units - Americans
1 carrier, 1 destroyer, 2 submarines and 2 transports placed in 101 Sea Zone
2 tactical_bombers placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 56 PUs; end with 56 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 61 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 66 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 76 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
1 fighter moved from Kansu to Shensi
1 artillery moved from Kansu to ShensiCombat - Chinese
Battle in Shensi
Chinese attack with 1 artillery and 1 fighter
Japanese defend with 1 mech_infantry
Chinese win, taking Shensi from Japanese with 1 artillery and 1 fighter remaining. Battle score for attacker is 4
Casualties for Japanese: 1 mech_infantryNon Combat Move - Chinese
1 fighter moved from Shensi to Kansu
1 infantry moved from Kansu to SuiyuyanPlace Units - Chinese
2 infantry placed in KansuTurn Complete - Chinese
Chinese collect 5 PUs; end with 7 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - British
British buy 1 armour, 1 carrier, 1 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 infantry; Remaining resources: 2 PUs;Combat Move - British
1 destroyer moved from 83 Sea Zone to 91 Sea Zone
1 armour moved from Tobruk to Libya
British take Libya from Italians
1 armour moved from Libya to TobrukCombat - British
Battle in 91 Sea Zone
British attack with 1 destroyer
Germans defend with 1 submarine
British win with 1 destroyer remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarineNon Combat Move - British
1 cruiser, 1 destroyer and 1 transport moved from 83 Sea Zone to 87 Sea Zone
1 bomber, 2 fighters and 1 tactical_bomber moved from Egypt to Iraq
2 infantry moved from Eastern Persia to Turkmenistan
3 aaGuns, 1 artillery, 2 fighters, 15 infantry, 2 mech_infantrys and 1 tactical_bomber moved from India to Burma
1 artillery moved from Italian Somaliland to Ethiopia
1 armour and 2 mech_infantrys moved from Belgian Congo to Egypt
1 armour and 2 mech_infantrys moved from Union of South Africa to Belgian CongoPlace Units - British
1 carrier placed in 106 Sea Zone
1 armour and 2 mech_infantrys placed in Union of South Africa
1 infantry placed in United KingdomTurn Complete - British
British collect 32 PUs; end with 32 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 37 PUsPlace Units - UK_Pacific
1 infantry placed in IndiaTurn Complete - UK_Pacific
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 39 Sea Zone. Rolls: 5,5
UK_Pacific collect 6 PUs; end with 8 PUs total
Some Units in India change ownership: 1 infantry -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 infantry, 1 mech_infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Italians
1 mech_infantry moved from Romania to Baltic States
Italians take Baltic States from Russians
1 armour moved from Western Ukraine to Bryansk
Italians take Bryansk from Russians
1 armour moved from Bryansk to UkraineCombat - Italians
Non Combat Move - Italians
1 armour moved from Eastern Poland to Ukraine
2 infantry moved from Bessarabia to Ukraine
2 aaGuns and 2 infantry moved from Romania to Bessarabia
1 mech_infantry moved from Romania to Ukraine
2 fighters moved from Romania to Southern Italy
1 mech_infantry moved from Northern Italy to Romania
2 mech_infantrys moved from Southern Italy to Northern Italy
1 aaGun moved from Southern Italy to Northern Italy
1 bomber moved from Northern Italy to Southern ItalyPlace Units - Italians
1 infantry and 1 mech_infantry placed in Northern Italy
1 submarine and 1 transport placed in 97 Sea ZoneTurn Complete - Italians
Italians collect 16 PUs; end with 16 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 21 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 1 destroyer, 1 submarine and 1 transport; Remaining resources: 1 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 transport moved from 62 Sea Zone to 63 Sea Zone
1 infantry moved from New Zealand to 63 Sea Zone
1 infantry and 1 transport moved from 63 Sea Zone to 54 Sea Zone
1 fighter moved from 62 Sea Zone to 26 Sea Zone
1 fighter moved from 62 Sea Zone to 26 Sea Zone
1 destroyer moved from 62 Sea Zone to 54 Sea Zone
1 carrier moved from 62 Sea Zone to 54 Sea Zone
2 aaGuns, 1 artillery and 3 infantry moved from New South Wales to Queensland
1 infantry moved from India to Burma
2 infantry moved from Egypt to Trans-JordanPlace Units - ANZAC
1 destroyer, 1 submarine and 1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Combat Move - French
Non Combat Move - French
1 infantry moved from Anglo Egyptian Sudan to Egypt
3 infantry moved from Tunisia to Libya
1 destroyer moved from 83 Sea Zone to 87 Sea ZoneTurn Complete - French
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Round 5 should be an interesting round!
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I would say so!
Right now I can still feel the difficulties I and others have pointed out for Germany already:- If they start Raiding Russia there will be much less threat against the allied fleet and attacking them (at least at Gibraltar) becomes ‘not an option’. Problematic, although the beaches should be safe.
- If they don’t raid Russia but instead attack the approaching Wallied fleet, Germany will loose so many bombers (~50%) that Russia can break out and start marching west, pushing the Germans back.
Japan is definately weakened by the American early focus. That basically makes taking out India early a paper tiger only. If I’d done that for example, I would have lost Carolines->Philippines->DEI already. Not a good trade I think. Anyway, I daresay Japan is not finished yet, but has a challenging task!
So correct me if I’m wrong but I’d say raiding Russia is a must, that is one. Two, Germany must look for creative options against the Wallies. Three, Japan must fight permanent containment ;-).
The allies are far from being out of the game so far. Our game proves to me once more that an allied bid should not exeed 11, maybe 13IPCs. An allied bid should never allow them to kill both the Italian fleet AND Tobruk. At least there should be a huge risk involved.
And how important a little luck in the opening battles is. Don’t get me wrong; you play it well and I am not complaining (heck, Germany is blessed to have all its luftwaffe still alive!), but it’s just a fact that if Germany can keep its BB (like I failed to take out in our first game) and only 1 more sub (happens quite often as well), this is a set back for the alies in many ways (SZ125 being one of them). -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 bombers and 8 mech_infantrys; Remaining resources: 1 PUs;Combat Move - Germans
6 bombers moved from Western Ukraine to Russia
1 infantry moved from Novgorod to Belarus
1 fighter and 1 tactical_bomber moved from Western Ukraine to Belarus
1 infantry moved from Novgorod to Belarus
1 mech_infantry moved from Western Ukraine to Smolensk
Germans take Smolensk from Russians
1 mech_infantry moved from Western Ukraine to Tambov
Germans take Tambov from Russians
9 armour moved from Western Ukraine to Rostov
Germans take Rostov from Russians
1 infantry moved from Novgorod to Archangel
Germans take Archangel from Russians
2 bombers moved from Southern France to 91 Sea ZoneCombat - Germans
Air Battle in Russia
Germans attacks with 6 units heading to Russia
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Russia
1 bomber killed by AA
Bombing raid in Russia rolls: 7,6,3,8 and causes: 20 damage to unit: factory_major
Bombing raid in Russia rolls: 3 and causes: 3 damage to unit: airfield
Bombing raid in Russia causes 23 damage total. Damaged units is as follows: factory_major = 20, airfield = 3
Battle in Belarus
Germans attack with 1 fighter, 2 infantry and 1 tactical_bomber
Russians defend with 1 infantry
Germans win, taking Belarus from Russians with 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantry
Battle in 91 Sea Zone
Germans attack with 2 bombers
British defend with 1 destroyer
Germans win with 1 bomber remaining. Battle score for attacker is -4
Casualties for Germans: 1 bomber
Casualties for British: 1 destroyer
Cleaning up after air battlesNon Combat Move - Germans
Turning on Edit Mode
EDIT: Turning off Edit Mode
5 bombers moved from Russia to Novgorod
1 aaGun moved from Novgorod to Archangel
1 fighter moved from Belarus to Novgorod
1 tactical_bomber moved from Belarus to Novgorod
3 aaGuns, 8 artilleries and 24 infantry moved from Western Ukraine to Ukraine
1 infantry moved from Western Ukraine to Bryansk
1 tactical_bomber moved from Western Ukraine to Novgorod
2 infantry moved from Novgorod to Karelia
2 fighters and 2 tactical_bombers moved from Western Ukraine to Ukraine
1 fighter and 1 tactical_bomber moved from Western Ukraine to Novgorod
1 fighter and 1 tactical_bomber moved from Western Ukraine to Ukraine
1 bomber moved from Southern France to Western Germany
1 bomber moved from Western Germany to Novgorod
1 bomber moved from 91 Sea Zone to Southern France
5 bombers moved from Western Germany to Southern Italy
EDIT: 1 mech_infantry moved from Ukraine to Eastern PolandPlace Units - Germans
3 mech_infantrys placed in Novgorod
3 mech_infantrys placed in Ukraine
2 bombers and 2 mech_infantrys placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,4
Germans collect 54 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