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 PUsG40 League House Rule project
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“Subs cannot move past enemy destroyers however.” that is where I was confused.
thank you kindly.
dawgoneit -
I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
WRONG thread, dawgoneit, but to answer your question, subs never stop transports from loading up, it’s only unescorted transports wanting to do an amphibious assault from the sub’s zone that you have to watch out for
so if I have 5 transports and some ships I can load them up with pieces then move them and battle on land with those pieces some wheres else even though there is an enemy sub where I am sitting at the beginning of my turn? :?
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I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
WRONG thread, dawgoneit, but to answer your question, subs never stop transports from loading up, it’s only unescorted transports wanting to do an amphibious assault from the sub’s zone that you have to watch out for
so if I have 5 transports and some ships I can load them up with pieces then move them and battle on land with those pieces some wheres else even though there is an enemy sub where I am sitting at the beginning of my turn? :?
Please post rules questions in the stickied G40 FAQ thread - different area of the forums - is not in “league”
And yes, the enemy sub that is in your zone at the beginning of your turn does not prevent your 5 transports from loading and going to conduct an amphibious assault elsewhere. The rule is ONLY that subs in the DESTINATION sea zone of an amphibious assault prevent unescorted transports from unloading amphibious assault ground units.
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all rite I wont bug you any more
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all rite I wont bug you any more
No, bug me all you want - I answer rules questions on the FAQ thread under the G40 forums on this site
Here -
http://www.axisandallies.org/forums/index.php?board=69.0 -
I am back. I had internet problems the last few weeks.
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Hey Gamerman, we need clarification on how the UK economy is supposed to be handled. Is UK Pacific still a thing? I remember the discussion of having a split capital between India and NSW, but there’s nothing about that in the document.
Also, what should the starting money be for each power?
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It’s still one combined power (India and Australia) but a few new rules were added. All new rules since your trial game are highlighted in yellow.
https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydGh6d2NwRDJRRzBteEsyU1EtNGhXVUE#gid=2If you’re not sure what I mean or what the rules are, please do not hesitate to ask
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Thanks- I had missed that bit in the document before. I’ve got things properly updated now. Here’s the setup file as it currently stands.
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Shin Ji and I believe the current VC setup in the Pacific is to much in the favor of Japan. So it needs looking at. Also Shin Ji wants to play some league games.
So if you want more testing done, then you need more play testers.
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The more I play 2nd edition, the more I like these house-ruled convoy rules. You should not be able to convoy damage someone’s capital (for example) to 0 income per turn. They don’t get 100% of the income from shipping. (London, Rome, Washington DC, Tokyo, Sydney, and Calcutta can all be convoyed to 0 income)
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Glad you think that; as I agree.
Is nonsense as it is. -
Then we need more play testing :P. As it is, the house rule project isn’t moving any further. Unless I am missing something…
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I’m busy
And I am hesitant to play a game with different rules and turn order from the standard, because it would have an adverse effect on my 2nd edition game play. Perhaps after I am done with the league playoffs I will turn my attention to this game and start playing it with people. Then I can figure out what works and doesn’t work from personal experience.Meanwhile, folks can play this version of the game all they want… Please report back here if you do, and of course if you have any questions about it, this is the place to ask them
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I’m busy
And I am hesitant to play a game with different rules and turn order from the standard, because it would have an adverse effect on my 2nd edition game play. Perhaps after I am done with the league playoffs I will turn my attention to this game and start playing it with people. Then I can figure out what works and doesn’t work from personal experience.Meanwhile, folks can play this version of the game all they want… Please report back here if you do, and of course if you have any questions about it, this is the place to ask them
Suggestion. Is it possible to get a changed turn order version for Triple A? That change alone would stop a lot of things you want to prevent with the house rule version and changing the turn order isn’t something that requires extensive testing. You simply change it or not. But I might be mistaken. It is also a change that should be implemented easier and faster.
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I’m not sure. There’s probably a way.
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Not sure at all of what I’m saying, but in the xml file that you can find in the “games” directory of the map, you have :
<playerlist></playerlist>I guess changing the order there might help ?
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Not sure at all of what I’m saying, but in the xml file that you can find in the “games” directory of the map, you have :
<playerlist></playerlist>I guess changing the order there might help ?
I don’t think so. I think the turn order is scripted in the <sequence>-section, starting from line 1316 of the ww2global40_2nd_edition.xml
But the section you mentioned is a good example of other parts of the xml that are affected by a turn order change. There may be more.
And even other dependencies.</sequence> -
I’m not sure. There’s probably a way.
One can always ask :P. You probably know who is responsible for Triple A to begin with. :D.
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