@dawgoneit sorry for the edits. little quick with the button
L13 G40 KABLOOM(x) vs Gamerman01, game 2
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take 3 tips to start. then the carriers. then the tacs then the fighters then the battleship
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OK, tipping 2 carriers and battleship
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Research Technology - Americans
Americans spend 5 on tech rolls
Americans removing all Technology Tokens after unsuccessful research.Purchase Units - Americans
Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry, 4 submarines, 1 tactical_bomber and 1 transport; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Americans
1 infantry moved from Queensland to 54 Sea Zone
1 artillery moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
1 infantry moved from 44 Sea Zone to Celebes
1 artillery moved from 44 Sea Zone to Celebes
1 bomber moved from New Guinea to 42 Sea Zone
1 bomber moved from Northern Territory to 42 Sea Zone
1 submarine moved from 54 Sea Zone to 42 Sea Zone
1 cruiser moved from 54 Sea Zone to 42 Sea Zone
1 destroyer moved from 54 Sea Zone to 42 Sea Zone
1 destroyer moved from 54 Sea Zone to 42 Sea Zone
1 fighter moved from Queensland to 42 Sea Zone
1 destroyer moved from 45 Sea Zone to 42 Sea Zone
1 infantry moved from Quebec to 106 Sea Zone
1 mech_infantry moved from Quebec to 106 Sea Zone
1 infantry moved from Brazil to 86 Sea Zone
1 armour moved from Brazil to 86 Sea Zone
1 armour, 1 infantry and 1 transport moved from 86 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 armour moved from 91 Sea Zone to Gibraltar
1 infantry moved from Eastern United States to 101 Sea Zone
1 armour moved from Eastern United States to 101 Sea Zone
1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
1 infantry moved from 91 Sea Zone to Gibraltar
1 armour moved from 91 Sea Zone to Gibraltar
1 infantry moved from 91 Sea Zone to Gibraltar
1 mech_infantry moved from 91 Sea Zone to Gibraltar
1 destroyer moved from 109 Sea Zone to 91 Sea Zone
1 bomber moved from Eastern United States to GibraltarCombat - Americans
Battle in Celebes
Battle in Gibraltar
Americans attack with 2 armour, 1 bomber, 3 infantry and 1 mech_infantry
Germans defend with 3 fighters; Italians defend with 1 armour and 1 harbour
Americans win, taking Celebes from Japanese, taking Gibraltar from Italians with 2 armour, 1 bomber and 2 infantry remaining. Battle score for attacker is 29
Casualties for Germans: 3 fighters
Casualties for Italians: 1 armour
Casualties for Americans: 1 infantry and 1 mech_infantry
Battle in 42 Sea Zone
Americans attack with 2 bombers, 1 cruiser, 3 destroyers, 1 fighter and 1 submarine
Japanese defend with 1 battleship, 2 carriers, 2 fighters, 2 tactical_bombers and 1 transport
Units damaged: 2 carriers owned by the Japanese and 1 battleship owned by the Japanese
1 cruiser owned by the Americans retreated to 55 Sea Zone
Japanese win with 1 battleship, 2 carriers, 2 fighters, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is -26
Casualties for Americans: 3 destroyers and 1 submarine
2 tactical_bombers owned by the Japanese and 2 fighters owned by the Japanese forced to land in JavaNon Combat Move - Americans
1 fighter moved from 42 Sea Zone to Northern Territory
1 bomber moved from 42 Sea Zone to Caroline Islands
1 bomber moved from 42 Sea Zone to New Guinea
3 carriers moved from 26 Sea Zone to 33 Sea Zone
1 submarine moved from 26 Sea Zone to 33 Sea Zone
1 cruiser moved from 26 Sea Zone to 33 Sea Zone
2 destroyers moved from 26 Sea Zone to 33 Sea Zone
1 battleship moved from 26 Sea Zone to 33 Sea Zone
3 fighters moved from Hawaiian Islands to Caroline Islands
1 fighter moved from 26 Sea Zone to 33 Sea Zone
1 fighter moved from 26 Sea Zone to 33 Sea Zone
1 artillery moved from Hawaiian Islands to 26 Sea Zone
1 aaGun moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 aaGun, 1 artillery, 4 infantry and 3 transports moved from 26 Sea Zone to 33 Sea Zone
1 submarine moved from 10 Sea Zone to 25 Sea Zone
1 submarine moved from 10 Sea Zone to 7 Sea Zone
1 destroyer moved from 10 Sea Zone to 30 Sea Zone
1 submarine moved from 10 Sea Zone to 31 Sea Zone
1 submarine moved from 10 Sea Zone to 26 Sea Zone
1 bomber moved from Gibraltar to Morocco
1 infantry moved from Central United States to Eastern United States
1 submarine moved from 105 Sea Zone to 91 Sea ZonePlace Units - Americans
1 armour and 1 infantry placed in Eastern United States
1 submarine and 1 transport placed in 101 Sea Zone
3 submarines placed in 10 Sea Zone
1 bomber, 1 fighter and 1 tactical_bomber placed in Western United StatesTurn Complete - Americans
Americans collect 55 PUs; end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
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: 0 PUs;Combat Move - Chinese
1 infantry moved from Suiyuyan to Chahar
Chinese take Chahar from Japanese
1 infantry moved from Suiyuyan to Hopei
Chinese take Hopei from Japanese
1 infantry moved from Sikang to Szechwan
Chinese take Szechwan from Japanese
1 infantry moved from Sikang to Shensi
1 infantry moved from Sikang to Shensi
1 fighter moved from Kansu to Shensi
1 infantry moved from Suiyuyan to Shensi
1 infantry moved from Suiyuyan to ShensiCombat - Chinese
Battle in Shensi
Chinese attack with 1 fighter and 4 infantry
Japanese defend with 1 artillery and 1 infantry
Chinese win, taking Shensi from Japanese with 1 fighter and 4 infantry remaining. Battle score for attacker is 7
Casualties for Japanese: 1 artillery and 1 infantryNon Combat Move - Chinese
1 fighter moved from Shensi to SuiyuyanPlace Units - Chinese
1 infantry placed in Chahar
1 infantry placed in HopeiTurn Complete - Chinese
Chinese collect 8 PUs; end with 8 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Research Technology - British
British spend 5 on tech rolls
British removing all Technology Tokens after unsuccessful research.Purchase Units - British
British buy 2 fighters and 1 transport; Remaining resources: 0 PUs; 0 techTokens;Purchase Units - UK_Pacific
UK_Pacific buy 2 infantry; Remaining resources: 0 PUs;Combat Move - British
3 submarines moved from 39 Sea Zone to 42 Sea Zone
UK_Pacific take 41 Sea Zone from Japanese
3 infantry moved from India to Burma
1 artillery moved from India to Burma
1 mech_infantry moved from India to Burma
1 armour moved from India to Burma
1 fighter moved from India to Burma
1 fighter moved from India to Burma
1 tactical_bomber moved from India to Burma
1 tactical_bomber moved from Alexandria to 98 Sea Zone
1 fighter moved from Egypt to 98 Sea Zone
1 destroyer moved from 81 Sea Zone to 98 Sea Zone
1 battleship moved from 81 Sea Zone to 98 Sea Zone
1 carrier moved from 81 Sea Zone to 98 Sea ZoneCombat - British
Battle in 42 Sea Zone
British attack with 3 submarines
Japanese defend with 1 battleship, 2 carriers and 1 transport
British win, taking 42 Sea Zone from Japanese with 1 submarine remaining. Battle score for attacker is 47
Casualties for Japanese: 1 battleship, 2 carriers and 1 transport
Casualties for British: 2 submarines
Battle in Burma
British attack with 1 armour, 1 artillery, 2 fighters, 3 infantry, 1 mech_infantry and 1 tactical_bomber
Japanese defend with 4 armour, 1 artillery and 1 infantry
British win, taking Burma from Japanese with 1 armour, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 14
Casualties for Japanese: 4 armour, 1 artillery and 1 infantry
Casualties for British: 1 artillery, 3 infantry and 1 mech_infantry
Battle in 98 Sea Zone
British attack with 1 battleship, 1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber
Italians defend with 1 battleship, 1 cruiser, 2 destroyers and 1 transport
Units damaged: 1 battleship owned by the Italians
Units damaged: 1 battleship owned by the British
British win, taking 98 Sea Zone from Italians with 1 battleship, 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 39
Casualties for British: 1 carrier
Casualties for Italians: 1 battleship, 1 cruiser, 2 destroyers and 1 transportNon Combat Move - British
1 infantry moved from West India to India
1 fighter moved from Burma to India
1 fighter moved from Burma to India
1 tactical_bomber moved from Burma to India
1 infantry moved from Egypt to 81 Sea Zone
1 mech_infantry moved from Egypt to 81 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 81 Sea Zone to 79 Sea Zone
1 fighter moved from 98 Sea Zone to Trans-Jordan
1 tactical_bomber moved from 98 Sea Zone to Trans-Jordan
1 artillery and 3 infantry moved from Alexandria to Egypt
1 infantry moved from United Kingdom to 109 Sea Zone
1 infantry moved from United Kingdom to 109 Sea Zone
1 armour moved from United Kingdom to 109 Sea Zone
1 mech_infantry moved from United Kingdom to 109 Sea Zone
1 infantry, 1 mech_infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone
1 armour, 1 infantry and 1 transport moved from 109 Sea Zone to 91 Sea Zone
1 armour, 2 infantry and 1 mech_infantry moved from 91 Sea Zone to Morocco
1 carrier moved from 109 Sea Zone to 91 Sea Zone
1 cruiser moved from 109 Sea Zone to 91 Sea Zone
1 destroyer moved from 109 Sea Zone to 91 Sea Zone
1 fighter moved from United Kingdom to Gibraltar
1 fighter moved from United Kingdom to Gibraltar
1 infantry moved from 79 Sea Zone to West India
1 mech_infantry moved from 79 Sea Zone to West India
1 armour moved from Egypt to Trans-JordanPlace Units - British
1 transport placed in 110 Sea Zone
2 fighters placed in United KingdomTurn Complete - British
British collect 34 PUs; end with 34 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 39 PUsPlace Units - UK_Pacific
2 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Some Units in India change ownership: 2 infantry -
ouch. KABLOOM!
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Bump
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Purchase Units - Italians
Italians buy 1 armour, 1 bomber and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 destroyer moved from 97 Sea Zone to 92 Sea Zone
1 submarine moved from 97 Sea Zone to 98 Sea Zone
1 fighter moved from Southern Italy to 98 Sea Zone
1 bomber moved from Southern Italy to 98 Sea Zone
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
1 infantry moved from 99 Sea Zone to Syria
1 infantry moved from Southern Italy to 97 Sea Zone
1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to AlexandriaCombat - Italians
Battle in 98 Sea Zone
Italians attack with 1 bomber, 1 fighter, 1 submarine and 1 transport
British defend with 1 battleship and 1 destroyer
British win with 1 battleship remaining. Battle score for attacker is -27
Casualties for British: 1 destroyer
Casualties for Italians: 1 bomber, 1 fighter, 1 submarine and 1 transport
Battle in SyriaNon Combat Move - Italians
Place Units - Italians
1 bomber placed in Northern Italy
1 armour and 1 mech_infantry placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 5
Italians collect 12 PUs; end with 12 PUs total -
You should have been able to retreat the transport from Z98 after your bomber got shot down. There was no reason to continue the combat at that point and lose your loaded transport.
I will edit back the transport with infantry on it to Z96 -
The program will not allow adding units to a transport at sea. If the transport survives somehow to I6, you can edit in the infantry then.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Purchase Units - ANZAC
ANZAC buy 1 artillery and 2 transports; Remaining resources: 1 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 fighter moved from New South Wales to 33 Sea Zone
1 fighter moved from Northern Territory to 33 Sea Zone
1 infantry moved from New South Wales to South Australia
1 bomber moved from New South Wales to Celebes
1 destroyer moved from 54 Sea Zone to 33 Sea Zone
1 cruiser moved from 54 Sea Zone to 33 Sea ZonePlace Units - ANZAC
2 transports placed in 62 Sea Zone
1 artillery placed in New South WalesTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 11 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :5
Combat Move - French
1 destroyer moved from 81 Sea Zone to 99 Sea ZoneCombat - French
Battle in 99 Sea Zone
French attack with 1 destroyer
Italians defend with 1 transport
French win, taking 99 Sea Zone from Neutral with 1 destroyer remaining. Battle score for attacker is 7
Casualties for Italians: 1 transportNon Combat Move - French
1 infantry moved from Trans-Jordan to Iraq
1 infantry moved from Egypt to Trans-JordanTurn Complete - French
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i did not think tha a transport could retreat
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@kabloom:
i did not think tha a transport could retreat
Yes, they can. It still takes a hit to destroy them.
You had bomber and transport left when I hit you 1 time. You have to take off your bomber. But then you do NOT have to continue combat. You can retreat transports alone without any other combat units with it, yes.
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You could be invading with 10 fully loaded transports and a fleet. Say you get down to 1 damaged battleship and a bomber and your 10 transports. You continue to attack because you really want to win and land the units. However, you fail to eliminate all enemy units and he hits you THREE times.
You would lose the battleship and the bomber and select any transport you want. Then you would retreat the other 9 to 1 zone where at least one boat came from (including a transport, which CAN establish retreat routes by themselves!).
I have verified this all with Krieghund.
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The 9 transports retreating would have to keep all cargo on board. They can’t be unloaded until their next turn.
We got all this clarified with Krieghund with AA50, when the transport rules changed. G40 transport rules are identical to AA50.
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Bump #2
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :6
Politics - Germans
Purchase Units - Germans
Germans buy 1 armour, 1 artillery, 1 fighter, 7 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 bomber moved from Southern Italy to 98 Sea Zone
1 armour moved from Baltic States to Belarus
1 artillery moved from Baltic States to Belarus
1 mech_infantry moved from Eastern Poland to Ukraine
Germans take Ukraine from Russians
9 armour, 7 artilleries, 18 infantry and 4 mech_infantrys moved from Eastern Poland to BelarusCombat - Germans
Battle in 98 Sea Zone
Germans attack with 1 bomber
British defend with 1 battleship
British win with no units remaining. Battle score for attacker is 8
Casualties for Germans: 1 bomber
Casualties for British: 1 battleship
Battle in Belarus
Germans attack with 10 armour, 8 artilleries, 18 infantry and 4 mech_infantrys
Russians defend with 1 infantry
Germans win, taking Belarus from Russians with 10 armour, 8 artilleries, 18 infantry and 4 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
2 aaGuns moved from Eastern Poland to Belarus
2 infantry moved from Poland to Eastern Poland
1 artillery moved from Poland to Eastern Poland
1 aaGun moved from Poland to Baltic States
2 mech_infantrys moved from Germany to Baltic States
1 infantry moved from Poland to Baltic States
1 infantry moved from Poland to Eastern Poland
3 armour moved from Germany to Baltic States
1 artillery moved from Germany to Poland
4 infantry moved from Germany to Poland
1 infantry moved from Germany to Poland
2 infantry moved from Holland Belgium to Normandy Bordeaux
1 artillery moved from Holland Belgium to Western Germany
3 infantry moved from Western Germany to Holland Belgium
3 infantry moved from Western Germany to Northern Italy
2 infantry moved from Northern Italy to Southern FrancePlace Units - Germans
3 infantry placed in Southern France
1 armour, 1 artillery, 2 infantry and 1 mech_infantry placed in Germany
1 fighter and 2 infantry placed in Western Germany
Germans undo move 2.
1 armour, 1 artillery, 1 infantry and 1 mech_infantry placed in Germany
1 infantry placed in Western Germany
Germans undo move 1.
2 infantry placed in Southern France
1 infantry placed in Western GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 4
Germans collect 46 PUs; end with 46 PUs total -
hey whats this bump thing?
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Sounds like you need to read or re-read the league rules on the stickied thread. Here is an excerpt.
5 - Posting Schedule
5a - Time Limits - There is a 72 hour time limit per move. However, play can be paused for a total of 21 days, for whatever reason, without penalty by simply posting the need for a vacation. Please specify the duration of your absence in your game.
5b - Weekend Players. If you can only play on the weekend or on certain days, please state so when you are looking for an opponent. (This is an exception to the 72 hour rule, requires one game round to be played at least every 144 hours!)
5c - 72 hr warnings: If 72 hrs goes by and no post from your opponent simply post “bump”, which creates the warning. (Note: only post “bump” in your warnings to make it clear you are issuing a warning. Do not add any small talk or other game talk in your warning post.)
5d - Bump warning and consequences - Each “bump” warning resets the clock for another 72 hrs. However, on the 4th “bump” warning the offending player will be disqualified and declared the loser for that game. (Note: You get only 3 warnings per game.) You must post the warning when it happens (or before the next move has been made by your opponent). Enforcement is left entirely up to the players. However, you cannot retroactively issue a “bump” warning. (For example, if the game is in round 8 you cannot go back and issue a warning that occured in round 7). “Bump” warnings can be issued for posting of partial turns (ie someone only posted their purchases), OOL requests, map questions, etc. But they follow the same 72 hr requirement.
NOTE: I have found that some members are having issues getting blocked as spammers for posting only the word “bump”, if you are concerned about this, you may replace this statement with the phrase “please post your next round” and it will be considered a warning.5e - If a turn is not posted within 9 days of either the previous turn post or the end of a predetermined “vacation”, then the player failing to post may be declared in default and lose the game





