Sure, take your time with it. I’m out on vacation, so probably can’t make a move for another 10 days or so anyways.
16L G40 Simon33 (Axis) vs variance (Allies + 6techs) +tech +Sierra Leone as UK
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TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Americans
Americans repair damage of 6x factory_minor; Remaining resources: 0 techTokens; 79 PUs;
Americans buy 1 armour, 1 artillery, 2 carriers, 1 destroyer, 2 fighters and 3 infantry; Remaining resources: 0 techTokens; 0 PUs;Combat Move - Americans
1 fighter moved from Norway to 113 Sea Zone
2 fighters moved from 91 Sea Zone to 113 Sea Zone
1 armour moved from Manchuria to Buryatia
Americans take Amur from Japanese
Americans take Buryatia from Japanese
1 armour and 2 infantry moved from Manchuria to JeholCombat - Americans
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scramble to z113?
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Yes, let’s do that. Unless I’m mistaken it’s 3@3 vs 1@2 + 3@4. I suppose you have a couple of hits with your carriers but that causes the jet fighters to not be able to defend even if attacked until the carrier is repaired. And you can’t get out of the Baltic so you need to repair at Leningrad which you won’t hold.
Still surprised about this attack.
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who says America can’t afford a naval base?
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Oh for fuck’s sake. I lost the 3 fighters and took no hits on the carriers. So triplea decded to sink my carriers. WRONG. I will stop the attack and edit back my carriers
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
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: 1 PUs;Combat Move - Chinese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Manchuria to Jehol
1 infantry moved from Manchuria to JeholPlace Units - Chinese
2 infantry placed in ShantungTurn Complete - Chinese
Chinese collect 6 PUs; end with 7 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - British
British repair damage of 2x factory_minor; Remaining resources: 0 techTokens; 42 PUs;
British buy 3 armour, 3 artilleries and 3 mech_infantrys; Remaining resources: 0 techTokens; 0 PUs;Combat Move - British
1 bomber moved from Norway to Denmark
6 fighters moved from 113 Sea Zone to Denmark
1 infantry and 1 mech_infantry moved from Iraq to Persia
1 bomber, 2 fighters and 1 tactical_bomber moved from Iraq to PersiaCombat - British
Battle in Denmark
British attack with 1 bomber and 6 fighters
Germans defend with 1 airfield and 3 fighters
British win with 4 fighters remaining. Battle score for attacker is -2
Casualties for Germans: 3 fighters
Casualties for British: 1 bomber and 2 fighters
Battle in Persia
British attack with 1 bomber, 2 fighters, 1 infantry, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 1 armour and 1 infantry
British win, taking Persia from Japanese with 1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for British: 1 infantry
Casualties for Japanese: 1 armour and 1 infantryNon Combat Move - British
1 bomber, 2 fighters and 1 tactical_bomber moved from Persia to Iraq
1 mech_infantry moved from Iraq to Northwest Persia
1 artillery and 2 infantry moved from Trans-Jordan to Iraq
4 mech_infantrys moved from Egypt to Iraq
2 mech_infantrys moved from Union of South Africa to Belgian Congo
4 fighters moved from Denmark to 113 Sea ZonePlace Units - British
3 artilleries placed in Iraq
3 armour placed in Egypt
3 mech_infantrys placed in Union of South AfricaTurn Complete - British
British collect 36 PUs; end with 36 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 41 PUsTurn Complete - UK_Pacific
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fucken gay dice.
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who says America can’t afford a naval base?
They can but you can’t use it to repair units until the turn after next.
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Oh for ����’s sake. I lost the 3 fighters and took no hits on the carriers. So triplea decded to sink my carriers. WRONG. I will stop the attack and edit back my carriers
Ok, but if you don’t continue the attack you have to retreat to SZ114.
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No. Why would my unt leav the zone? that make no sense. I stop the attack and it stops.
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The SZ is hostile with the scrambled fighters. You cannot remain in a hostile space. That would be why AAA removed the CVs. To retreat you have to have moved to SZ114 and back to SZ113. We can assume you did that.
You can ask for a ruling if you like but I’m sure I have the rule correct. You cannot attack a SZ with scrambled fighters and remain in the SZ without killing all the fighters.
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I suppose I can allow you to undo the attack if you’d prefer that.
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No I stop the battle and there is no retreat. Go ask the FAQ if you like.
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Ok, I’ve asked the FAQ. But I would refer you to Step 6 of Conduct Combat
@Starting:Step 6. Press Attack or Retreat
Combat rounds (steps 2–5) continue unless one of the
following two conditions occurs (in this order):Condition A—Attacker and/or Defender Loses All Units
Once all units that can either fire or retreat on one or both
sides have been destroyed, the combat ends.
Players who have units remaining along the battle strip
return those units to the contested space on the game board.In a sea battle, if both sides have
only transports remaining, the
attacker’s transports can remain in
the contested sea zone or retreat per
the rules in Condition B below, if
possible.Condition B—Attacker Retreats
The attacker (never the defender)
can retreat during this step. Move all
attacking land and sea units in that
combat that are on the battle strip
to a single adjacent friendly space
from which at least 1 of the attacking
land or sea units moved. In the case
of sea units, that space must have
been friendly at the start of the turn.
All such units must retreat together
to the same territory or sea zone,
regardless of where they came from.
Retreating air units remain in the
contested space temporarily. They
complete their retreat movement
during the Noncombat Move phase
using the same rules as an air unit
involved in a successful battle.Clearly only Condition B can apply.
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Rule is clarified here: http://www.axisandallies.org/forums/index.php?topic=28562.msg1544885#msg1544885
I’m correct.
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I suppose I can allow you to undo the attack if you’d prefer that.
So is this still on the table?
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TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Research Technology - Italians
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