scram?
12_LG40_JWW(allies)_vs_fighterpilot(axis+3)
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Rolls: 2@2 1@1; Total Hits: 12@2: (6, 2)1@1: (3)v inf
Rolls: 1@2; Total Hits: 11@2: (2) -
ken twlo inf
z94 attack
Rolls: 1@4 2@3; Total Hits: 11@4: (4)2@3: (6, 6)v ca
Rolls: 1@3; Total Hits: 01@3: (6) -
z94 cwol
ncm:
z94 2fgt & bmb > gbr
z106 2 trn > z 109
canada forces > UK
z106 dd > z 89
z97 fleet > z 98
syr af > z98
egy forces > alx
rho inf > tang
rho inf con
z76 trn . z 72
z76 ca > z 98
z79 dd > z 76
bur stack > shn
ind stack > BUR
placement 9inf & fgt gbr
placement 3arm & mech indUK collects 29 + 10 NO + saved 2 = 41
UKP collects 26 -
maybe I foolishly wasted my UK trn’s??
hey was I suppose to turn those MONGOLIA inf to russian?? Did I forget to do that?
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The Mongolian troops become Russian only when Japan attacks a Russian territory bordering Mongolia. This becomes void if Russia attacks Japan in a territory bordering Mongolia. This happened in our first game because Japan attacked Amu.
Your British mech couldn’t blitz through Iso-mechs can only blitz with a tank.
Der fuhrer wouldn’t let Russia through the straits of Denmark because he was still in a rage for what the British did to his ally in the Med. -
OK the itailans can keep iso.
understand about MONGOLIA and I fully understand about the russian fleet and the fuhrer’s anger
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Italy 3
purchase(3)
infcombat
Nita-4inf,ftr,bmb Sita
Rolls: 4@1 1@3 1@4; Total Hits: 14@1: (5, 3, 3, 5)1@3: (6)1@4: (4)
D-inf
Rolls: 1@2; Total Hits: 01@2: (6) -
Nita twol
ncm
2inf,2art,arm Yugo to Rom
6inf,arm Bul to Rom
3inf,art,mech Tob to Lib
arm,art Tun to Lib
ftr,bmb Nita to Algmobilize inf to Sita
collect
12 -
anzac 2 purch a cv & dd spend 24 (save 0)
combat - inf (alx) > tob cwol
ncm -
jave inf > dgu via trn
que 2 fgt > z 62
z54 ca > z62
z54 dd > z46
sau aa > znfe
que fgt & inf > nfeplacement cv & dd z62
anzac collects 14
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add ncm: alx inf > tob
& france
combat - none
ncm
z79 dd > z 39
fca inf > fea
z96 fleet > z 98 -
no matter what the generals said to dissuade der Fuhrer from going sealion he is adamant-the outcome of the entire war hangs on the outcome
Germany 3
latter tonight-think about scramble against bb,ca,dd,cv -
yeah, I wouldn’t scramble…the fgt’s will stay to defend the UK.
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Germany 3
purchase(49)
7inf,7artcombat
Uk-10inf,art Ger/6arm,3art,ftr,5tac,2bmb Wgr/bb,ca z108/2ftr z11210 aa shots at the air
Rolls: 10@1; Total Hits: 210@1: (2, 6, 4, 1, 2, 2, 1, 5, 4, 4) -
will take 2ftrs as hits
A-10inf,4art,6arm,ftr,5tac,2bmb
Rolls: 6@1 8@2 7@3 7@4; Total Hits: 136@1: (4, 3, 6, 5, 6, 6)8@2: (3, 6, 6, 2, 5, 2, 2, 6)7@3: (6, 4, 4, 5, 1, 2, 2)7@4: (2, 1, 2, 1, 3, 4, 2)
D-4aa,20inf,art,arm,4ftr
Rolls: 21@2 1@3 4@4; Total Hits: 1521@2: (5, 5, 3, 3, 2, 2, 1, 1, 1, 4, 1, 1, 6, 5, 2, 1, 5, 2, 5, 2, 6)1@3: (6)4@4: (4, 1, 2, 4) -
Uk round 2
A-5arm,ftr,5tac,2bmb
Rolls: 6@3 7@4; Total Hits: 86@3: (5, 4, 6, 3, 5, 3)7@4: (5, 2, 2, 3, 1, 2, 3)
D-11inf,art,arm,4ftr
Rolls: 12@2 1@3 4@4; Total Hits: 612@2: (6, 6, 1, 5, 2, 5, 1, 2, 4, 3, 5, 6)1@3: (2)4@4: (6, 4, 5, 5) -
I just noticed I forgot to roll for the initial bombardment of the bb and ca
Rolls: 1@3 1@4; Total Hits: 21@3: (3)1@4: (1) -
I will retreat ftr,4tac,2bmb
ncm
cv z112 to z11inf
Wfr to Hol
inf Wgr to Hol
4inf,2art,Ger to Wgr
3arm Hun to Wgr
3mech Sfr to Hol
ftr,tac Uk to z110
3tac Uk to Hol
2bmb Uk to Wgrmobilize
2inf,5art to Wgr
5inf,2art to Gercollect
43+10(no)=53 -
I thought the aa needed to be done as it is in aniversary/41….the aa for the bmb’s are fired, then the tac’s and then the fgt’s, no? Also, I didn’t think that the trns’ could move 1 space and pick-up and then move two to attack. I could be very wrong about this however? Please let me know.
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Here is the thread on aa guns:Air Defense: AA guns can only fire at an air unit when that unit attacks the territory containing that AA gun. AA guns fire only once, before the first round of combat. Each AA gun in the territory may fire up to three times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is three times the number of AA guns, or the number of attacking air units, whichever is the lesser. Once the number of air defense dice is determined, the dice are rolled. For each �1� rolled, the attacker must choose one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AA gun attack is made immediately before normal combat occurs in the territory containing the AA gun. AA guns do not defend facilities against strategic or tactical bombing. Facilities have their own �built in� air defenses.
As to picking up and moving with the trn my understanding was a trn can pick up cargo,move one sea zone,pick up more cargo,move one more sea zone,and offload the cargo-this would be added to if the trn began it’s movement at a naval base. I could be wrong so we should clarify this. -
@JWW:
I thought the aa needed to be done as it is in aniversary/41….the aa for the bmb’s are fired, then the tac’s and then the fgt’s, no? Also, I didn’t think that the trns’ could move 1 space and pick-up and then move two to attack. I could be very wrong about this however? Please let me know.
JWW asked me to chime in on this.
In Global 1940, the AA Gun shots are all rolled simultaniously and then the attacker may choose which fighters, bombers or strategic bombers are lost.
Example: Germany attacks England with 5 fighters, 5 tactical bombers and 2 strategic bombers. England has 4 AA Guns.
England rolls 3 hits
Germany elects to lose 3 fighters, as the tactical bombers can still be paired with attacking armor for increased attacking punch.





