Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry, 1 marine and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 fighter and 1 tactical_bomber moved from 34 Sea Zone to 27 Sea Zone 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 7 Sea Zone to 27 Sea Zone 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 33 Sea Zone 1 marine moved from 33 Sea Zone to Gilbert Islands 1 infantry moved from Iwo Jima to 7 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 2 infantry and 1 transport moved from 7 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Wake Island 1 cruiser moved from 21 Sea Zone to 132 Sea Zone 1 fighter moved from Formosa to 132 Sea Zone 2 bombers moved from Japan to 132 Sea Zone 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 1 artillery and 2 infantry moved from Fukien to Kwangtung 1 fighter and 1 tactical_bomber moved from Kiangsu to Kwangtung 1 infantry moved from Fukien to 21 Sea Zone 1 infantry moved from Formosa to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from Japan to 7 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 7 Sea Zone to 36 Sea Zone 1 artillery moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 battleship and 1 destroyer moved from 7 Sea Zone to 36 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 artilleries and 4 infantry moved from 36 Sea Zone to Davao 1 mech_infantry moved from Southern Manchuria to Shansi 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter moved from Korea to Shansi 1 fighter moved from Southern Manchuria to 36 Sea Zone 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese Combat - Japanese Battle in Wake Island Battle in Gilbert Islands Battle in Shansi Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win, taking Wake Island from Americans, taking Gilbert Islands from UK_Pacific, taking Shansi from Chinese with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 27 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese win, taking 27 Sea Zone from Neutral with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour 1 fighter owned by the Japanese retreated UK_Pacific win with 1 infantry remaining. Battle score for attacker is -17 Casualties for Japanese: 1 artillery, 2 infantry and 1 tactical_bomber Casualties for British: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports Americans defend with 1 destroyer and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in Davao Japanese attack with 2 artilleries and 4 infantry Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 infantry Japanese win, taking Davao from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Americans: 1 fighter and 1 infantry Battle in 132 Sea Zone Japanese attack with 2 bombers, 1 cruiser and 1 fighter British defend with 1 battleship Japanese win with 2 bombers and 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 cruiser Casualties for British: 1 battleship Non Combat Move - Japanese 1 fighter and 1 tactical_bomber moved from Yunnan to Siam 1 fighter moved from 132 Sea Zone to Siam 2 bombers moved from 132 Sea Zone to Siam 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 fighter moved from Shansi to Jehol 1 tactical_bomber moved from Shansi to Shantung 3 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Northern Manchuria to Southern Manchuria 1 infantry moved from Korea to Northern Manchuria 2 infantry moved from Korea to Southern Manchuria 1 fighter moved from Kwangtung to Formosa 1 armour and 1 infantry moved from Japan to Kyushu 1 artillery moved from Japan to Kyushu 1 infantry moved from Japan to Kyushu 2 carriers moved from 7 Sea Zone to 32 Sea Zone 1 carrier and 1 destroyer moved from 34 Sea Zone to 32 Sea Zone 3 fighters and 3 tactical_bombers moved from 27 Sea Zone to 32 Sea Zone 2 fighters and 2 tactical_bombers moved from Japan to Caroline Islands 1 fighter moved from 36 Sea Zone to Paulau Place Units - Japanese 1 infantry and 1 marine placed in Japan 3 transports placed in 7 Sea Zone Japanese undo move 2. 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 35 PUs; end with 36 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 39 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 44 PUsG40 League House Rule project
-
can a destroyer go past a sub on the opposite side?
-
I don’t understand your question yet, dawgoneit
Is this a question about my house rules?
Or is it a question about 2nd edition G40? If so, please post in the FAQ thread -
this question is about a league game
i had a American sub in sz112 there was a German destroyer in sz113. can that destroyer pass the American sub to do battle in another sz.
this is the thread http://www.axisandallies.org/forums/index.php?topic=33889.150
it is a round 9 turn. i all ready went on with the battles so i don’t upset any one but i could use this info for the future. -
this question is about a league game
i had a American sub in sz112 there was a German destroyer in sz113. can that destroyer pass the American sub to do battle in another sz.
this is the thread http://www.axisandallies.org/forums/index.php?topic=33889.150
it is a round 9 turn. i all ready went on with the battles so i don’t upset any one but i could use this info for the future.this was legal. Destroyers can move past enemy subs. Subs cannot move past enemy destroyers however.
-
“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? :?
-
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.
-
all rite I wont bug you any more
-
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.
-
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?
-
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
-
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.
-
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.
-
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)
-
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…
-
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
-
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.
-
I’m not sure. There’s probably a way.





