ncm edit if youre okay with it J3 edit ncm.tsvg
XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH
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 TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8 Game History Round :10 Purchase Units - Russians 
 Russians buy 3 armour and 3 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Russians 
 Giving bonus movement to units
 3 mech_infantrys moved from Kazakhstan to Caucasus
 1 mech_infantry moved from Kazakhstan to Caucasus
 1 infantry moved from Vologda to Archangel
 Russians take Archangel from Germans
 1 fighter and 1 tactical_bomber moved from Russia to Caucasus
 4 fighters moved from Russia to Tambov
 2 fighters moved from Russia to Bryansk
 2 infantry moved from Russia to Bryansk
 3 infantry moved from Russia to TambovCombat - Russians 
 Battle in Caucasus
 Russians attack with 1 fighter, 4 mech_infantrys and 1 tactical_bomber
 Italians defend with 1 armour, 1 artillery and 1 mech_infantry
 Russians win, taking Caucasus from Italians with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
 Casualties for Russians: 2 mech_infantrys
 Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
 Russians win with 1 fighter, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 6
 Casualties for Russians: 2 mech_infantrys
 Casualties for Italians: 1 armour, 1 artillery and 1 mech_infantry
 Battle in Bryansk
 Russians attack with 2 fighters and 2 infantry
 Germans defend with 1 infantry
 Russians win, taking Bryansk from Italians with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
 Casualties for Germans: 1 infantry
 Casualties for Russians: 1 infantry
 Russians win with 2 fighters and 1 infantry remaining. Battle score for attacker is 0
 Casualties for Germans: 1 infantry
 Casualties for Russians: 1 infantry
 Battle in Tambov
 Russians attack with 4 fighters and 3 infantry
 Germans defend with 1 artillery and 1 infantry
 Russians win, taking Tambov from Germans with 4 fighters and 2 infantry remaining. Battle score for attacker is 4
 Casualties for Germans: 1 artillery and 1 infantry
 Casualties for Russians: 1 infantry
 Russians win with 4 fighters and 2 infantry remaining. Battle score for attacker is 4
 Casualties for Germans: 1 artillery and 1 infantry
 Casualties for Russians: 1 infantry
 Recording Battle StatisticsNon Combat Move - Russians 
 4 fighters moved from Tambov to Russia
 2 fighters moved from Bryansk to Russia
 16 artilleries and 38 infantry moved from Russia to Samara
 1 fighter and 1 tactical_bomber moved from Caucasus to Kazakhstan
 1 infantry moved from Tsinghai to Kazakhstan
 3 mech_infantrys moved from Kazakhstan to Russia
 3 armour moved from Kazakhstan to Russia
 2 aaGuns and 11 infantry moved from Buryatia to Yakut S.S.R.
 2 mech_infantrys moved from Russia to Vologda
 2 armour moved from Russia to Vologda
 1 mech_infantry moved from Russia to Vologda
 1 mech_infantry moved from Russia to VologdaPlace Units - Russians 
 3 armour and 3 mech_infantrys placed in RussiaTurn Complete - Russians 
 Russians collect 27 PUs; end with 27 PUs total
 Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 33 PUs
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 Stupid Japan and they’re 10 stinking air in sz6 . . . grumble grumble grrr. You’ll have to commit resources if you want to hit my eastern stack. 
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 go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me! 
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 @Cow: go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me! Ahhh . . . success! Germany/Italy are already beaten mentally. I think I’m stabilizing one front, now I just hope I didn’t rob peter to pay paul . . . USA! USA! USA! 
 Soviet Power! Vodka Power!
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 @Cow: go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me! you screwed yourself, you didn’t get screwed. the battle went as well as you could have imagined it would go. you managed to lose no air, to which you should be thankful. the fact that you can not load your transports next turn is something you should have known before you made such a terrible move! 
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 @Cow: go veqryn go forth and win the game for me! I got screwed out of the europe victory now go and win for me! you screwed yourself, you didn’t get screwed. the battle went as well as you could have imagined it would go. you managed to lose no air, to which you should be thankful. the fact that you can not load your transports next turn is something you should have known before you made such a terrible move! we had this game in the bag…… way to grab defeat from the jaws of victory… 
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 TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8 Game History Round :10 Purchase Units - Japanese 
 Japanese buy 4 destroyers, 2 infantry, 5 submarines and 2 transports; Remaining resources: 0 PUs;Combat Move - Japanese 
 1 unit repaired.
 Giving bonus movement to units
 1 armour moved from Amur to Buryatia
 Japanese take Buryatia from Russians
 1 armour moved from Buryatia to Amur
 1 mech_infantry moved from Yunnan to Shensi
 1 mech_infantry moved from Hopei to Shensi
 2 fighters and 2 tactical_bombers moved from Hopei to Shensi
 1 armour and 1 infantry moved from India to 39 Sea Zone
 1 armour, 1 infantry and 1 transport moved from 39 Sea Zone to 72 Sea Zone
 1 armour and 1 infantry moved from 72 Sea Zone to Tanganyika Territory
 Japanese take Tanganyika Territory from British
 1 mech_infantry moved from French Indo China to Yunnan
 1 destroyer moved from 56 Sea Zone to 45 Sea Zone
 1 submarine moved from 42 Sea Zone to 36 Sea Zone
 1 destroyer moved from 37 Sea Zone to 36 Sea Zone
 1 submarine moved from 45 Sea Zone to 33 Sea Zone
 1 artillery moved from Dutch New Guinea to New Guinea
 Japanese take New Guinea from ANZAC
 2 fighters and 2 tactical_bombers moved from 55 Sea Zone to 45 Sea Zone
 2 artilleries, 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 2 infantry, 1 submarine and 3 transports moved from 55 Sea Zone to 33 Sea Zone
 2 artilleries and 2 infantry moved from 33 Sea Zone to Caroline Islands
 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers moved from 6 Sea Zone to 25 Sea Zone
 3 carriers, 2 fighters and 2 tactical_bombers moved from 6 Sea Zone to 33 Sea Zone
 1 fighter moved from Japan to 33 Sea Zone
 1 fighter moved from Philippines to 33 Sea Zone
 1 fighter moved from Philippines to Caroline Islands
 2 bombers moved from Philippines to 25 Sea Zone
 1 mech_infantry moved from Yunnan to HopeiCombat - Japanese 
 Battle in Shensi
 Japanese attack with 2 fighters, 2 mech_infantrys and 2 tactical_bombers
 Chinese defend with 1 infantry
 Japanese roll dice for 2 fighters, 2 mech_infantrys and 2 tactical_bombers in Shensi, round 1 : 3/6 hits
 Chinese roll dice for 1 infantry in Shensi, round 1 : 1/1 hits
 1 infantry owned by the Chinese and 1 mech_infantry owned by the Japanese lost in Shensi
 Japanese win, taking Shensi from Chinese with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is -1
 Casualties for Japanese: 1 mech_infantry
 Casualties for Chinese: 1 infantry
 Japanese win with 2 fighters, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is -1
 Casualties for Japanese: 1 mech_infantry
 Casualties for Chinese: 1 infantry
 Battle in 45 Sea Zone
 Japanese attack with 1 destroyer, 2 fighters and 2 tactical_bombers
 ANZAC defend with 1 submarine
 ANZAC roll dice for 1 submarine in 45 Sea Zone, round 1 : 1/1 hits
 Japanese roll dice for 1 destroyer, 2 fighters and 2 tactical_bombers in 45 Sea Zone, round 1 : 1/5 hits
 1 destroyer owned by the Japanese and 1 submarine owned by the ANZAC lost in 45 Sea Zone
 Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
 Casualties for Japanese: 1 destroyer
 Casualties for ANZAC: 1 submarine
 Japanese win with 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is -2
 Casualties for Japanese: 1 destroyer
 Casualties for ANZAC: 1 submarine
 Battle in 25 Sea Zone
 Japanese attack with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers
 Americans defend with 1 destroyer
 Japanese roll dice for 2 submarines in 25 Sea Zone, round 1 : 2/2 hits
 Americans roll dice for 1 destroyer in 25 Sea Zone, round 1 : 0/1 hits
 1 destroyer owned by the Americans lost in 25 Sea Zone
 Japanese win with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers remaining. Battle score for attacker is 8
 Casualties for Americans: 1 destroyer
 Japanese win with 2 bombers, 3 carriers, 6 destroyers, 4 fighters, 2 submarines and 2 tactical_bombers remaining. Battle score for attacker is 8
 Casualties for Americans: 1 destroyer
 Recording Battle StatisticsNon Combat Move - Japanese 
 2 bombers moved from 25 Sea Zone to Midway
 2 destroyers moved from 6 Sea Zone to 33 Sea Zone
 2 fighters and 2 tactical_bombers moved from 45 Sea Zone to 33 Sea Zone
 2 fighters and 2 tactical_bombers moved from Shensi to Anhwe
 1 artillery and 1 infantry moved from Shan State to French Indo ChinaPlace Units - Japanese 
 1 transport placed in 36 Sea Zone
 1 transport placed in 6 Sea Zone
 3 submarines placed in 39 Sea Zone
 4 destroyers and 2 submarines placed in 6 Sea Zone
 Japanese undo move 3.
 2 submarines placed in 39 Sea Zone
 1 submarine placed in 6 Sea Zone
 2 infantry placed in Japan
 Game Loaded
 Japanese are now being played by: Human
 Germans are now being played by: Human
 French is now being played by: Human
 British are now being played by: Human
 Chinese are now being played by: Human
 Dutch is now being played by: Human
 Neutral_Axis are now being played by: Human
 Neutral_Allies are now being played by: Human
 ANZAC is now being played by: Human
 Russians are now being played by: Human
 Mongolians are now being played by: Human
 UK_Pacific is now being played by: Human
 Neutral_True is now being played by: Human
 Italians are now being played by: Human
 Americans are now being played by: HumanTurn Complete - Japanese 
 Japanese collect 73 PUs; end with 73 PUs total
 Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 78 PUs
 Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 83 PUsProduction/PUs Summary : Germans : 46 / 54 
 Russians : 26 / 33
 Japanese : 73 / 83
 Americans : 57 / 82
 Chinese : 3 / 6
 British : 20 / 0
 UK_Pacific : 0 / 0
 Italians : 23 / 15
 ANZAC : 10 / 11
 French : 7 / 0
 Dutch : 0 / 0
 Mongolians : 0 / 0
 Neutral_Axis : 0 / 0
 Neutral_Allies : 0 / 0
 Neutral_True : 18 / 0
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 Germany, your income is still high, your TUV is still high, and you still have the Italians to act as annoying little fuckers. I think you should go back to your regularly scheduled sitting in Russia, and do your best to hold onto Novgorod, Archangel, Volgograd, and Caucasus. USA only has 4 land units in the entire europe board, and uk only has 2 in norway, so that is only 6 units. I will take South Africa next turn, and begin popping 2 inf and 1 artillery every turn until I get Egypt. I can do that without any help. But if we lose Europe, I will be very frustrated to say the least. You need to sit close enough to Russia’s capital that he doesn’t think about moving that damn stack of 60 units more than 1 move away from his capital. If that thing moves down to India, I don’t think I need to say what will happen. 
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 you are 1 vc from victory and I am 2. let me do what I do, trust me on this one, I am pretty sure you got this but I want to have fun. 
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 This game will be over by the time that makes it to india jeez man. 
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 the question is can usa really afford to invest more in the atlantic? you can hold two seperate naval positions. I am pretty sure a placed destroyer does not prevent me from loading then again I do not have a ruling from kreig. 
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 I am going off of RAW, but I will try to see if I can get an official ruling from kreig. 
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 @Cow: the question is can usa really afford to invest more in the atlantic? you can hold two seperate naval positions. I am pretty sure a placed destroyer does not prevent me from loading then again I do not have a ruling from kreig. the way I understand it is this: you can either: 1. Kill the destroyer, then load and unload IN non-combat phase. (meaning you get no amphibious assaults this turn, but at least you can load from west germany and/or berlin) or 2. You move out of the sea zone, load, then come back into it, and unload for an amphibious assault. (meaning you can not load from west germany) 
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 option 1, loading in noncombat, you would have to move the destroyers out of the sea zone though, because otherwise they are in the combat and can no longer move (they could still be loaded though, if i know the rules correctly). 
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 @Cow: you are 1 vc from victory and I am 2. let me do what I do, trust me on this one, I am pretty sure you got this but I want to have fun. fair enough USA is in a tough pickle in the pacific. he can only do 1 of the battles I gave him, he can’t do both. and I don’t see any way for him to defend both australia and hawaii no matter what he does. 
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 the rules state you cannot move into a contested sea zone and then load, says nothing about already being in a contested sea zone. 
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 the rules don’t say you can fly over enemy territories, yet we do this. 
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 At the beginning of the Combat Move phase, you may 
 already have sea units in spaces containing enemy units that
 were there at the start of your turn. For example, an enemy
 may have built new sea units in a sea zone where you have
 surface warships. When your turn comes around again, you
 are sharing that sea zone with enemy forces.
 If you are sharing a sea zone with enemy surface warships
 (not submarines and/or transports), this situation requires
 you to do one of the following:
 • Remain in the sea zone and conduct combat,
 • Leave the sea zone, load units if desired, and conduct
 combat elsewhere,
 • Leave the sea zone, load units, and return to the same sea
 zone to conduct combat (you cannot load units while in a
 hostile sea zone), or
 • Leave the sea zone and conduct no combat.
 Once these sea units have moved and/or participated in
 combat, they cannot move or participate in the Noncombat
 Move phase of the turn.Here is what is not clear. 1st it states surface warships which transports are not. 2nd I am choosing to remain in the seazone, it does not state I cannot load units if I decide to do that. 
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 A transport can load units while in any friendly sea zone along its route, including the sea zone it started in. This is under the transport section. 
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 No where in the rules does it state a player cannot load transports in a shared sea zone. So if you can get an official ruling from kreig that states otherwise then sure I cannot load. Also means once allies own korea japan can never load units from japan… which would make no freaking sense. 
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