Thanks @VictoryFirst , it’s our loss that we can’t play with you for awhile.
Thanks for the go ahead on the G40, and don’t worry about the tournament because the other guys were cool
I wish the best to you, and will be great when you come back
Round: 7
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 2 artilleries and 11 infantry; Remaining resources: 1 PUs;
Combat Move - Germans
1 fighter moved from Western Germany to 95 Sea Zone
7 infantry moved from Baltic States to Novgorod
3 infantry moved from Poland to Eastern Poland
7 infantry moved from Poland to Baltic States
10 infantry moved from Germany to Poland
4 infantry moved from Western Ukraine to Bessarabia
10 infantry moved from Ukraine to Bessarabia
4 artilleries moved from Ukraine to Bessarabia
2 armour moved from Ukraine to Bessarabia
2 bombers moved from Southern Italy to Novgorod
1 tactical_bomber moved from Western Germany to Novgorod
1 infantry moved from Western Ukraine to Bessarabia
Non Combat Move - Germans
2 aaGuns moved from Ukraine to Bessarabia
2 aaGuns moved from Western Ukraine to Bessarabia
Place Units - Germans
3 armour placed in Novgorod
10 infantry placed in Germany
2 artilleries and 1 infantry placed in France
Turn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 2,4
Germans collect 48 PUs (2 lost to blockades); end with 49 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 59 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Russians
Russians buy 2 armour and 4 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - Russians
1 mech_infantry moved from Italian Somaliland to Anglo Egyptian Sudan
1 infantry moved from Bryansk to Ukraine
Russians take Ukraine from Germans
1 infantry moved from Bryansk to Western Ukraine
Russians take Western Ukraine from Italians
1 infantry moved from Vologda to Archangel
Russians take Archangel from Germans
3 armour, 10 infantry and 2 mech_infantrys moved from Vologda to Russia
1 armour moved from Russia to Bryansk
1 armour moved from Russia to Bryansk
1 armour moved from Russia to Bryansk
1 mech_infantry moved from Russia to Bryansk
1 mech_infantry moved from Russia to Bryansk
1 artillery moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
1 infantry moved from Russia to Bryansk
Combat - Russians
Non Combat Move - Russians
2 aaGuns moved from Vologda to Russia
Place Units - Russians
2 armour and 4 mech_infantrys placed in Russia
Turning on Edit Mode
EDIT: Removing units owned by Russians from Shensi: 1 infantry
EDIT: Removing units owned by Russians from Shensi: 1 infantry
EDIT: Adding units owned by Russians to Hopei: 2 infantry
EDIT: Turning off Edit Mode
Turn Complete - Russians
Russians collect 31 PUs; end with 32 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 3 PUs; end with 35 PUs
Game History
Round: 7
Purchase Units - Japanese
Japanese buy 3 armour and 2 submarines; Remaining resources: 6 SuicideAttackTokens; 12 PUs;
Combat Move - Japanese
1 fighter moved from Philippines to 44 Sea Zone
1 armour moved from Jehol to Chahar
1 infantry moved from Manchuria to Jehol
1 armour moved from Kwangsi to Shan State
Japanese take French Indo China from UK_Pacific
Japanese take Shan State from UK_Pacific
5 armour and 1 mech_infantry moved from Kwangsi to Siam
Japanese take Siam from UK_Pacific
2 artilleries moved from Kwangsi to 36 Sea Zone
4 infantry moved from Kwangsi to 36 Sea Zone
1 infantry moved from Kwangsi to French Indo China
2 infantry moved from Kwangsi to Kwangtung
1 artillery moved from Kwangsi to Kwangtung
1 infantry moved from Hunan to Kwangsi
2 infantry and 1 transport moved from 36 Sea Zone to 38 Sea Zone
2 infantry moved from 38 Sea Zone to Burma
2 artilleries, 2 infantry and 2 transports moved from 36 Sea Zone to 37 Sea Zone
2 artilleries moved from 37 Sea Zone to Malaya
2 infantry moved from 37 Sea Zone to Malaya
4 carriers moved from 36 Sea Zone to 37 Sea Zone
2 fighters moved from Kwangsi to 37 Sea Zone
3 tactical_bombers moved from Kwangsi to Kwangtung
3 fighters moved from Kwangsi to Kwangtung
6 submarines moved from 36 Sea Zone to 37 Sea Zone
2 destroyers moved from 36 Sea Zone to 37 Sea Zone
4 tactical_bombers moved from 36 Sea Zone to 37 Sea Zone
2 fighters moved from 36 Sea Zone to 37 Sea Zone
2 battleships moved from 36 Sea Zone to 37 Sea Zone
1 cruiser moved from 36 Sea Zone to 37 Sea Zone
Combat - Japanese
Battle in 44 Sea Zone
Japanese attack with 1 fighter
Americans defend with 1 submarine; ANZAC defend with 1 transport
1 submarine owned by the Americans Submerged
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in Chahar
Japanese attack with 1 armour
Chinese defend with 1 infantry
Japanese win, taking Chahar from Chinese with 1 armour remaining. Battle score for attacker is 3
Casualties for Chinese: 1 infantry
Battle in Burma
Battle in Malaya
Non Combat Move - Japanese
1 fighter moved from 44 Sea Zone to Philippines
Place Units - Japanese
3 armour placed in Kwangtung
2 submarines placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 45 PUs; end with 57 PUs total
If the Americans use their transport to try and take the Philippines, I am going to use some Kamikaze rolls at the transport. It depends on what you move to the sea zone (for shore bombardments) and how many I use. I am a little shaky on the rules on those.
No problem. I will ask about kamikaze’s before any possible combat where they are an option. If you use even a single kamikaze, it prevents all bombardment from all ships! It is quite useful to always have 1 kamikaze in reserve.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Americans
Americans buy 2 artilleries, 1 carrier, 2 fighters, 3 infantry, 1 mech_infantry and 3 transports; Remaining resources: 0 PUs;
Combat Move - Americans
1 armour, 1 artillery, 5 infantry and 1 mech_infantry moved from Algeria to Tunisia
Americans take Tunisia from Italians
1 mech_infantry moved from Morocco to Tunisia
1 mech_infantry moved from Morocco to Tunisia
Combat - Americans
Non Combat Move - Americans
1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery moved from Eastern United States to 101 Sea Zone
2 armour and 2 infantry moved from Central United States to 101 Sea Zone
1 artillery moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
2 armour, 1 artillery, 3 infantry and 3 transports moved from 101 Sea Zone to 91 Sea Zone
2 armour, 1 artillery and 3 infantry moved from 91 Sea Zone to Morocco
2 bombers moved from Eastern United States to Gibraltar
1 bomber moved from Eastern United States to Gibraltar
1 tactical_bomber moved from 91 Sea Zone to Gibraltar
1 fighter moved from 91 Sea Zone to Gibraltar
1 destroyer and 3 submarines moved from 26 Sea Zone to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 10 Sea Zone to 30 Sea Zone
1 artillery and 1 infantry moved from 30 Sea Zone to Johnston Island
Place Units - Americans
1 carrier and 3 transports placed in 101 Sea Zone
2 fighters placed in 101 Sea Zone
2 artilleries, 3 infantry and 1 mech_infantry placed in Eastern United States
Turn Complete - Americans
Americans collect 58 PUs; end with 58 PUs total
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 68 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 78 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Hopei to Anhwe
Chinese take Anhwe from Japanese
1 infantry moved from Hopei to Chahar
1 artillery moved from Hopei to Chahar
1 artillery moved from Hopei to Chahar
1 infantry moved from Yunnan to Hunan
Chinese take Hunan from Japanese
1 infantry moved from Yunnan to Kwangsi
1 fighter moved from Yunnan to Kwangsi
1 infantry moved from Yunnan to Burma
1 artillery moved from Yunnan to Burma
1 infantry moved from Yunnan to Burma
1 artillery moved from Yunnan to Burma
Combat - Chinese
Battle in Chahar
Chinese attack with 2 artilleries and 1 infantry
Japanese defend with 1 armour
Chinese win, taking Chahar from Japanese with 2 artilleries and 1 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 1 armour
Battle in Kwangsi
Chinese attack with 1 fighter and 1 infantry
Japanese defend with 1 infantry
retreated to Kwangsi
Japanese win with 1 infantry remaining. Battle score for attacker is -3
Casualties for Chinese: 1 infantry
Battle in Burma
Chinese attack with 2 artilleries and 2 infantry
Japanese defend with 2 infantry
Chinese win, taking Burma from Japanese with 2 artilleries and 2 infantry remaining. Battle score for attacker is 6
Casualties for Japanese: 2 infantry
Non Combat Move - Chinese
1 fighter moved from Kwangsi to Yunnan
Place Units - Chinese
1 infantry placed in Chahar
4 infantry placed in Yunnan
Turn Complete - Chinese
Chinese collect 12 PUs; end with 12 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 18 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 7
Purchase Units - British
British buy 4 transports; Remaining resources: 2 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 4 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 destroyer moved from 79 Sea Zone to 38 Sea Zone
1 mech_infantry moved from Yunnan to Kiangsi
Chinese take Kiangsi from Japanese
1 infantry moved from Yunnan to Kwangsi
1 infantry moved from Yunnan to Kwangsi
1 fighter moved from Yunnan to Kwangsi
1 infantry moved from Kweichow to Anhwe
1 infantry moved from Yunnan to Shan State
1 fighter moved from Yunnan to Shan State
1 mech_infantry moved from Yunnan to French Indo China
1 mech_infantry moved from India to Shan State
1 tactical_bomber moved from Yunnan to French Indo China
Combat - British
Battle in 38 Sea Zone
British attack with 1 destroyer
Japanese defend with 1 transport
British win with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Kwangsi
British attack with 1 fighter and 2 infantry
Japanese defend with 1 infantry
British win, taking Kwangsi from Japanese with 1 fighter and 2 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Battle in Shan State
British attack with 1 fighter, 1 infantry and 1 mech_infantry
Japanese defend with 1 armour
British win, taking Shan State from Japanese with 1 mech_infantry remaining. Battle score for attacker is -7
Casualties for British: 1 fighter and 1 infantry
Casualties for Japanese: 1 armour
Battle in French Indo China
British attack with 1 mech_infantry and 1 tactical_bomber
Japanese defend with 1 infantry
British win, taking French Indo China from Japanese with 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Non Combat Move - British
1 tactical_bomber moved from French Indo China to Yunnan
1 fighter moved from Kwangsi to Yunnan
1 mech_infantry moved from India to Yunnan
1 mech_infantry moved from India to Yunnan
1 armour and 1 mech_infantry moved from Caucasus to Bryansk
3 armour and 2 mech_infantrys moved from Volgograd to Bryansk
2 artilleries and 4 infantry moved from Volgograd to Tambov
1 bomber moved from Russia to Scotland
1 bomber moved from Russia to Scotland
1 fighter moved from Vologda to Russia
1 fighter moved from Vologda to Russia
1 fighter moved from Vologda to Russia
1 fighter moved from Egypt to Caucasus
2 infantry moved from Northwest Persia to Caucasus
1 mech_infantry moved from Iraq to Caucasus
1 armour moved from Iraq to Caucasus
2 infantry moved from Iraq to Northwest Persia
1 mech_infantry moved from Egypt to Iraq
1 mech_infantry moved from Egypt to Iraq
1 armour moved from Egypt to Iraq
1 artillery and 2 infantry moved from Trans-Jordan to Egypt
1 fighter moved from Gibraltar to Scotland
1 tactical_bomber moved from Gibraltar to United Kingdom
1 fighter moved from Gibraltar to United Kingdom
1 fighter moved from United Kingdom to Scotland
1 armour, 1 artillery and 1 infantry moved from Algeria to Tunisia
Place Units - British
4 transports placed in 109 Sea Zone
Turn Complete - British
British collect 33 PUs; end with 35 PUs total
Place Units - UK_Pacific
4 infantry placed in India
Turn Complete - UK_Pacific
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 37 Sea Zone. Rolls: 1,1,3,2,6,3,1,2,3,1,2,5,2,2,6,1,6,1,2,2,6,1,1,5,1,6,1,4,3,6,5,1,5
UK_Pacific collect 8 PUs (1 lost to blockades); end with 8 PUs total
Some Units in India change ownership: 4 infantry
Time out….
@Arthur:
      Battle in Burma
        Chinese attack with 2 artilleries and 2 infantry
        Japanese defend with 2 infantry
        Chinese win, taking Burma from Japanese with 2 artilleries and 2 infantry remaining. Battle score for attacker is 6
        Casualties for Japanese: 2 infantry
…how was that possible? I thought China was entirely “restricted” to attacking territory only within China? I have seen games where the Japanese player has completely abandoned/boycotted China and their troops just helplessly mass in China, going nowhere???
Burma is the one exception to the China movement rule. That is why TripleA allows the move. It is quite faithful to the rules.
@Arthur:
Burma is the one exception to the China movement rule. That is why TripleA allows the move. It is quite faithful to the rules.Â
In that case, I concede. If you don’t have China re-liberating Burma, Japan captures Calcutta this turn, I get all the money, and (perhaps) I keep your capital the way I would probably keep Singapore. But with China having so many troops to reopen Burma and let the British mech inf right back in, I can’t keep it. And I can only attack it (and Burma) once with my transports where they are. I planned this whole thing for Japan-8 three turns ago not knowing the China-Burma rule. Good game.
Hmm, I don’t know how the China-Burma rule is so critical in your plans. UK could have recaptured Burma itself if China hadn’t done so first. Even if I lost India eventually, I don’t think that was big enough of a swing to change the tide of the battle. They were only making 6 PUs on a consistent basis now. A couple money islands is worth the same amount.
If you think that rule was so game changing, I can redo China and never ever go into Burma to see how that affects the outcome. I don’t want to win simply because there was a rule that you were unfamiliar with.
@Arthur:
Hmm, I don’t know how the China-Burma rule is so critical in your plans. UK could have recaptured Burma itself if China hadn’t done so first. Even if I lost India eventually, I don’t think that was big enough of a swing to change the tide of the battle. They were only making 6 PUs on a consistent basis now. A couple money islands is worth the same amount.Â
If you think that rule was so game changing, I can redo China and never ever go into Burma to see how that affects the outcome. I don’t want to win simply because there was a rule that you were unfamiliar with.Â
Oh no, that’s okay. I learned a rule and that was valuable. Lets play again…
As you wish.
Setup a new game. No scramble if you have overwhelming forces like this time around.
@Arthur:
As you wish.Â
Setup a new game. No scramble if you have overwhelming forces like this time around.
My wife’s 50th birthday is today. Today will be a crazy day but I will set things up in the next 16 hours or so. But it will NOT be overwhelming force because I am attacking Russia, turn 1, and I need planes elsewhere. So I’m sure you are going to want to scramble since it will be fairly even with a scramble.
When I know what I sending definitively, I’ll post that that information
It may or may not matter, but my lone sub is attacking your forces in Canada.
To sea zone 110, I have just the BB, 2 subs, 2 tactical bombers, and fighters. I assume you want to scramble all 3 fighters, its a 50-50 battle if you do. let me know what you want to do.
To the North (sea zone 111), I am also coming in lean but I don’t think this is 50-50. 2 subs, 1 fighter, 1 tac bomber, 1 strategic bomber.
The rest of the Luftwaffe is going after the Soviets. So what is scrambling? And most importantly, give me the “if-then-elses” order of the dead, and I know a lot of that is depending on what I do.
Test summary from TripleA, engine version: 1.8.0.9, time: 17:35:25
full scramble then.
OOL:
Tip BB
destroyer
cruisers
french plane
British planes
BB
And scramble Scotland?
I’m just going to Scramble it. You did say full scramble. If you didn’t want to do that, we’ll adjust after.