@mike64 I had edited that tank out of Denmark on Japan’s turn, but it’s back in Denmark. When I do Germany I’m going to edit back to W Germany.
Stalingradski v Infrastructure
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I’m going to lose 2 infantry and replace the 2 Italian AA… this is pretty clearly an attempt to get the VC and I need radar AA more than infantry.
I thought I had…
Ill assume keeping them through anericas attack? -
TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 17
Politics - Americans
Turning on Edit Mode
EDIT: Changing PUs for Americans from 81 to 86
EDIT: Turning off Edit ModeResearch Technology - Americans
Americans spend 5 on tech rollsPurchase Units - Americans
Americans buy 3 artilleries, 1 bomber, 2 destroyers, 4 infantry, 1 mech_infantry, 3 submarines and 2 transports; Remaining resources: 1 techTokens; 0 PUs;Combat Move - Americans
2 fighters, 2 infantry and 10 mech_infantrys moved from Caucasus to Volgograd
3 bombers, 10 fighters and 1 tactical_bomber moved from India to Volgograd
1 fighter moved from 39 Sea Zone to 41 Sea Zone
2 fighters moved from 39 Sea Zone to 37 Sea Zone
1 submarine moved from 10 Sea Zone to 25 Sea Zone
1 fighter moved from Hawaiian Islands to 25 Sea Zone
1 fighter moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 54 Sea Zone to 43 Sea Zone
1 fighter moved from Queensland to 43 Sea Zone -
TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 17
Politics - Americans
Turning on Edit Mode
EDIT: Changing PUs for Americans from 81 to 86
EDIT: Turning off Edit ModeResearch Technology - Americans
Americans spend 5 on tech rollsPurchase Units - Americans
Americans buy 3 artilleries, 1 bomber, 2 destroyers, 4 infantry, 1 mech_infantry, 3 submarines and 2 transports; Remaining resources: 1 techTokens; 0 PUs;Combat Move - Americans
2 fighters, 2 infantry and 10 mech_infantrys moved from Caucasus to Volgograd
3 bombers, 10 fighters and 1 tactical_bomber moved from India to Volgograd
1 fighter moved from 39 Sea Zone to 41 Sea Zone
2 fighters moved from 39 Sea Zone to 37 Sea Zone
1 submarine moved from 10 Sea Zone to 25 Sea Zone
1 fighter moved from Hawaiian Islands to 25 Sea Zone
1 fighter moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 54 Sea Zone to 43 Sea Zone
1 fighter moved from Queensland to 43 Sea Zone
1 submarine moved from 110 Sea Zone to 108 Sea Zone
1 submarine moved from 92 Sea Zone to 104 Sea Zone
1 destroyer moved from 101 Sea Zone to 103 Sea Zone
1 destroyer moved from 103 Sea Zone to 104 Sea Zone
1 fighter moved from Eastern United States to 108 Sea Zone
6 fighters moved from 91 Sea Zone to 104 Sea Zone
1 fighter moved from Morocco to 104 Sea Zone
1 fighter moved from 104 Sea Zone to 108 Sea Zone -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 17
Politics - Americans
Turning on Edit Mode
EDIT: Changing PUs for Americans from 81 to 86
EDIT: Turning off Edit ModeResearch Technology - Americans
Americans spend 5 on tech rolls
Americans rolls : 0/1 hitsPurchase Units - Americans
Americans buy 3 artilleries, 1 bomber, 2 destroyers, 4 infantry, 1 mech_infantry, 3 submarines and 2 transports; Remaining resources: 1 techTokens; 0 PUs;Combat Move - Americans
2 fighters, 2 infantry and 10 mech_infantrys moved from Caucasus to Volgograd
3 bombers, 10 fighters and 1 tactical_bomber moved from India to Volgograd
1 fighter moved from 39 Sea Zone to 41 Sea Zone
2 fighters moved from 39 Sea Zone to 37 Sea Zone
1 submarine moved from 10 Sea Zone to 25 Sea Zone
1 fighter moved from Hawaiian Islands to 25 Sea Zone
1 fighter moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 39 Sea Zone to 37 Sea Zone
1 destroyer moved from 54 Sea Zone to 43 Sea Zone
1 fighter moved from Queensland to 43 Sea Zone
1 submarine moved from 110 Sea Zone to 108 Sea Zone
1 submarine moved from 92 Sea Zone to 104 Sea Zone
1 destroyer moved from 101 Sea Zone to 103 Sea Zone
1 destroyer moved from 103 Sea Zone to 104 Sea Zone
1 fighter moved from Eastern United States to 108 Sea Zone
6 fighters moved from 91 Sea Zone to 104 Sea Zone
1 fighter moved from Morocco to 104 Sea Zone
1 fighter moved from 104 Sea Zone to 108 Sea ZoneCombat - Americans
Battle in 43 Sea Zone
Americans attack with 1 destroyer and 1 fighter
Japanese defend with 1 submarine and 1 transport
Americans roll dice for 1 destroyer and 1 fighter in 43 Sea Zone, round 2 : 1/2 hits
Japanese roll dice for 1 submarine in 43 Sea Zone, round 2 : 0/1 hits
1 submarine owned by the Japanese lost in 43 Sea Zone
1 transport owned by the Japanese lost in 43 Sea Zone
Americans win, taking 43 Sea Zone from Japanese with 1 destroyer and 1 fighter remaining. Battle score for attacker is 13
Casualties for Japanese: 1 submarine and 1 transport
Battle in 37 Sea Zone
Americans attack with 1 destroyer and 3 fighters
Japanese defend with 1 destroyer
Americans roll dice for 1 destroyer and 3 fighters in 37 Sea Zone, round 2 : 3/4 hits
Japanese roll dice for 1 destroyer in 37 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese and 1 destroyer owned by the Americans lost in 37 Sea Zone
Americans win with 3 fighters remaining. Battle score for attacker is 1
Casualties for Americans: 1 destroyer
Casualties for Japanese: 1 destroyer
Battle in Volgograd
Americans attack with 3 bombers, 12 fighters, 2 infantry, 10 mech_infantrys and 1 tactical_bomber
Germans defend with 24 armour, 26 artilleries, 1 factory_minor, 17 infantry and 38 mech_infantrys; Italians defend with 2 aaGuns; Japanese defend with 4 fighters and 3 tactical_bombers
AA fire in Volgograd : 2/6 hits
1 tactical_bomber owned by the Americans and 1 fighter owned by the Americans lost in Volgograd
Americans roll dice for 3 bombers, 11 fighters, 2 infantry and 10 mech_infantrys in Volgograd, round 2 : 12/29 hits
Germans roll dice for 2 aaGuns, 24 armour, 26 artilleries, 4 fighters, 17 infantry, 38 mech_infantrys and 3 tactical_bombers in Volgograd, round 2 : 37/112 hits
3 bombers owned by the Americans, 10 mech_infantrys owned by the Americans, 2 infantry owned by the Americans, 12 infantry owned by the Germans and 11 fighters owned by the Americans lost in Volgograd
Germans win with 2 aaGuns, 24 armour, 26 artilleries, 4 fighters, 5 infantry, 38 mech_infantrys and 3 tactical_bombers remaining. Battle score for attacker is -177
Casualties for Germans: 12 infantry
Casualties for Americans: 3 bombers, 12 fighters, 2 infantry, 10 mech_infantrys and 1 tactical_bomber
Battle in 41 Sea Zone
Americans attack with 1 fighter
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 41 Sea Zone
Americans win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in 25 Sea Zone
Americans attack with 1 fighter and 1 submarine
Japanese defend with 1 destroyer
Americans roll dice for 1 submarine in 25 Sea Zone, round 2 : 1/1 hits
Japanese roll dice for 1 destroyer in 25 Sea Zone, round 2 : 1/1 hits
1 destroyer owned by the Japanese and 1 submarine owned by the Americans lost in 25 Sea Zone
Americans win with 1 fighter remaining. Battle score for attacker is 3
Casualties for Americans: 1 submarine
Casualties for Japanese: 1 destroyer
Battle in 104 Sea Zone
Americans attack with 1 destroyer, 6 fighters and 1 submarine
Germans defend with 1 destroyer and 2 submarines
Americans roll dice for 1 submarine in 104 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 1 destroyer and 6 fighters in 104 Sea Zone, round 2 : 4/7 hits
Germans roll dice for 2 submarines in 104 Sea Zone, round 2 : 0/2 hits
Germans roll dice for 1 destroyer in 104 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Americans, 2 submarines owned by the Germans and 1 destroyer owned by the Germans lost in 104 Sea Zone
Americans win with 1 destroyer and 6 fighters remaining. Battle score for attacker is 15
Casualties for Germans: 1 destroyer and 2 submarines
Casualties for Americans: 1 submarine
Battle in 108 Sea Zone
Americans attack with 2 fighters and 1 submarine
Germans defend with 1 destroyer
Americans roll dice for 1 submarine in 108 Sea Zone, round 2 : 0/1 hits
Americans roll dice for 2 fighters in 108 Sea Zone, round 2 : 2/2 hits
Germans roll dice for 1 destroyer in 108 Sea Zone, round 2 : 1/1 hits
1 submarine owned by the Americans and 1 destroyer owned by the Germans lost in 108 Sea Zone
Americans win with 2 fighters remaining. Battle score for attacker is 3
Casualties for Germans: 1 destroyer
Casualties for Americans: 1 submarineNon Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of Tunisia from British to Americans
EDIT: Changing ownership of Libya from British to Americans
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Changing ownership of Egypt from British to Americans
EDIT: Changing ownership of Trans-Jordan from British to Americans
EDIT: Changing ownership of Gibraltar from British to Americans
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Turning off Edit Mode
2 fighters moved from 108 Sea Zone to 91 Sea Zone
6 fighters moved from 104 Sea Zone to 91 Sea Zone
2 fighters moved from 91 Sea Zone to Morocco
1 mech_infantry moved from Central United States to Quebec
1 infantry moved from Central United States to Ontario
1 aaGun, 4 infantry and 1 mech_infantry moved from Central United States to 101 Sea Zone
1 infantry moved from Morocco to Algeria
1 infantry moved from Tunisia to Libya
4 mech_infantrys moved from Tunisia to Tobruk
4 infantry moved from Libya to Tobruk
6 infantry moved from Tobruk to Alexandria
1 mech_infantry moved from Egypt to Belgian Congo
1 infantry moved from Trans-Jordan to Syria
3 infantry moved from Trans-Jordan to Iraq
2 infantry moved from Northwest Persia to Caucasus
1 aaGun, 4 infantry, 1 mech_infantry and 3 transports moved from 101 Sea Zone to 91 Sea Zone
1 submarine moved from 101 Sea Zone to 91 Sea Zone
1 aaGun, 4 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 bomber moved from Eastern United States to Tobruk
1 transport moved from 101 Sea Zone to 91 Sea Zone
2 carriers, 2 destroyers, 3 fighters and 2 submarines moved from 26 Sea Zone to 54 Sea Zone
1 fighter moved from 25 Sea Zone to 54 Sea Zone
1 fighter moved from 43 Sea Zone to Java
3 fighters moved from 37 Sea Zone to India
1 fighter moved from 41 Sea Zone to 39 Sea Zone
1 fighter moved from 39 Sea Zone to IndiaPlace Units - Americans
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from Eastern United States: 1 artillery
EDIT: Adding units owned by Neutral_Allies to Tobruk: 1 artillery
EDIT: Turning off Edit Mode
1 artillery, 2 infantry and 1 mech_infantry placed in Caucasus
1 bomber placed in Eastern United States
2 artilleries and 2 infantry placed in Central United States
2 destroyers, 3 submarines and 2 transports placed in 101 Sea Zone
Americans undo move 4.
1 submarine placed in 10 Sea Zone
2 destroyers, 2 submarines and 2 transports placed in 101 Sea ZoneTurn Complete - Americans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 6,2
Americans collect 59 PUs (2 lost to blockades); end with 59 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 79 PUs -
TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 17
Combat Move - British
1 transport moved from 79 Sea Zone to 39 Sea Zone
1 artillery and 1 infantry moved from India to 39 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 39 Sea Zone to 41 Sea Zone
1 artillery and 1 infantry moved from 41 Sea Zone to Sumatra
4 fighters and 2 tactical_bombers moved from India to Volgograd
2 armour, 7 artilleries, 1 bomber, 1 fighter and 49 infantry moved from Caucasus to Volgograd -
Good Game!
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Rules:
Tech;
Each major power will gain 5% of IPCs spent as tech level. (Fractions remain.)
In addition they may spend up to 5% in IPCs to raise their tech level. (The amount they can spend is rounded down to the closest whole IPC amount).
A Major Power must be at war with at least two other Major Powers to spend additional IPCs.
When a Major Power’s tech level reaches 10.00 they gain a researcher token at the beginiing of their next turn. These researchers remain until a tech is attained and then all that Major Power’s researchers are removed.
In game a Major Power will make a post to the forum after purchase announcing if they spent any and showing their new tech level. (Cut and Paste with all tech levels for all Major Powers shown will hopefully be best.)New Fallen Major Power Rule:
If the ally of a major power that has lost its capital occupies an original territory of that fallen power and it is not already occupied by another allied power than they may dedicate a land unit in that territory for a full turn and gain control of it. (Effectively the same as taking control by combat.)New 3 Round Rule:
Battles only last 3 rounds. At the end of round 3 the attacker must retreat following the standard retreat rules of the game.
EXCEPTION; The first game turn has a four round limit instead of 3.
EXCEPTION II; Amphibious assaults in which at least 50% of participants are amphibious shall go unlimited rounds until resolution.
In any amphibious and land combined assaults that are not 50% or over amphibious the battle goes 3 rounds only before retreat, additionally all amphibious units must be the first casualties and will be lost even if not taken as casualties when retreat happens after 3 rounds.Convoy Rules Changes:
To bring the convoy raiding a little closer to our house rules we will put a limit of 3max damage per unit per round.
In game edit before the final post will work best I think.New PROPOSED lowluckish 1/2 rule:
In any combat where the number of casualties for one side or the other is 1/2 or less of what it should be A person can use a a lowluck token. Standard rounding rules apply.
In game the battle calculator will be the key tool in determining if lowluck tokens can be used.
Each Player (assuming 2 player game) starts the game with 3 lowluck tokens. Every 6 game turns will give an additional 3 lowluck tokens to each player.New victory conditions:
8vc europe but 12 or more gloabally or 6vc pacific but 12 or more globally. -
The only thing I’d change is using yellow as a font color :-D
Would you be open to more of a slow and steady addition of tokens? Like 3 to start, then another at the start of the third turn, another on the fifth, seventh, etc.?
Also, we could use a neutral infantry stack on each capital to designate the number of tokens left…
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wow that was the wrong color to use!
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If we’re good with your proposal and my tweak of the rule, let’s start two more games ~





