Game History
Round: 3 Combat Move - Germans 2 G-bombers and 4 G-fighters moved from Sicily to Sea Zone 8 1 tank moved from Benghazi to Mersa Brega 2 mechs moved from Mersa Brega to Benghazi Combat - Germans Battle in Sea Zone 8 Germans attack with 2 G-bombers and 4 G-fighters British defend with 1 UK-battleship, 3 UK-destroyers and 1 UK-submarine 1 UK-submarine owned by the British submerged Germans roll dice for 2 G-bombers and 4 G-fighters in Sea Zone 8, round 2 : 4,1,1,8,10,7 British roll dice for 1 UK-battleship and 3 UK-destroyers in Sea Zone 8, round 2 : 3,5,6,2 2 G-fighters owned by the Germans lost in Sea Zone 8 1 UK-battleship owned by the British and 2 UK-destroyers owned by the British lost in Sea Zone 8 Germans roll dice for 2 G-bombers and 2 G-fighters in Sea Zone 8, round 3 : 10,7,9,2 British roll dice for 1 UK-destroyer in Sea Zone 8, round 3 : 5 1 UK-destroyer owned by the British lost in Sea Zone 8 Germans win with 2 G-bombers and 2 G-fighters remaining. Battle score for attacker is 17 Casualties for Germans: 2 G-fighters Casualties for British: 1 UK-battleship and 3 UK-destroyers Non Combat Move - Germans Trigger AddCoastRoadBenghazi: Germans has 1 coast_road placed in Benghazi Trigger AddCoastRoadMersa Brega: Germans has 1 coast_road placed in Mersa Brega Trigger RemoveCoastRoadMersa Brega: has removed 1 coast_road owned by Germans in Mersa Brega Trigger RemoveCoastRoadBenghazi: has removed 1 coast_road owned by Germans in Benghazi 2 G-bombers and 2 G-fighters moved from Sea Zone 8 to Italy Place Units - Germans 1 1-supply, 1 G-bomber, 1 artillery and 1 tank placed in Benghazi Convoy G Assign Convoy Escorts - Germans Trigger AllowGermanFighterToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to G-fighter Trigger AllowGermanBomberToStayAtSea: Setting carrierCost to 0 for unitAttachment attached to G-bomber Trigger ReduceMovementGermanAircraft: Setting movement to 2 for unitAttachment attached to G-fighter Trigger ReduceMovementGermanAircraft: Setting movement to 2 for unitAttachment attached to G-bomber Trigger RemoveSupplySaharaDesert: has removed 10 1-supplys and 7 5-supplys owned by Uncontrolled in Sahara Desert 1 Trigger 1British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British1-supplyTobruk: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1Italian5-supplyBenghazi Convoy I: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 4British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1British5-supplyTobruk: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1German1-supplyBenghazi Convoy G: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German1-supplyEl Agheila: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2German5-supplyBenghazi: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 2German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British5-supplyCairo: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger 1German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German1-supplyTripoli: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 2British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3British1-supplyCairo: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 3German1-supplyBenghazi: Uncontrolled has 1 1-supply placed in Sahara Desert 1 Trigger 1German5-supplyBenghazi: Uncontrolled has 1 5-supply placed in Sahara Desert 1 Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to G-fighter Trigger IncreaseAircraftMovementTo4: Setting movement to 4 for unitAttachment attached to G-bomber 2 G-bombers and 2 G-fighters moved from Italy to Sea Zone 15 End Turn - Germans Germans collect 0 PUs; end with 0 PUs Objective Germans Base Income: Germans met a national objective for an additional 25 PUs; end with 25 PUsSensoy Battle
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Purchase Units - ANZAC
ANZAC buy 1 artillery, 1 infantry and 1 transport; Remaining resources: 4 PUs;Combat Move - ANZAC
1 submarine moved from 33 Sea Zone to 35 Sea Zone
1 artillery and 1 infantry moved from Caroline Islands to 33 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 33 Sea Zone to 19 Sea Zone
1 artillery and 1 infantry moved from 19 Sea Zone to Shantung
1 artillery and 1 infantry moved from New South Wales to 62 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 62 Sea Zone to 34 Sea Zone
1 artillery and 1 infantry moved from 34 Sea Zone to Paulau Island
1 submarine moved from 42 Sea Zone to 38 Sea Zone
ANZAC take 41 Sea Zone from JapaneseCombat - ANZAC
Japanese scrambles 1 units out of Philippines to defend against the attack in 35 Sea Zone
Battle in 35 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 fighter and 1 transport
ANZAC roll dice for 1 submarine in 35 Sea Zone, round 2 : 1/1 hits
1 transport owned by the Japanese lost in 35 Sea Zone
1 submarine owned by the ANZAC Submerged
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in 38 Sea Zone
ANZAC attack with 1 submarine
Japanese defend with 1 transport
1 transport owned by the Japanese lost in 38 Sea Zone
ANZAC roll dice for 1 submarine in 38 Sea Zone, round 2 : 0/1 hits
ANZAC win with 1 submarine remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transport
Battle in Shantung
Battle in Paulau Island
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 infantry
ANZAC roll dice for 1 artillery and 1 infantry in Paulau Island, round 2 : 1/2 hits
Japanese roll dice for 1 infantry in Paulau Island, round 2 : 0/1 hits
1 infantry owned by the Japanese lost in Paulau Island
ANZAC win, taking Shantung from Japanese, taking Paulau Island from Japanese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Moving scrambled unit from 35 Sea Zone back to originating territory: PhilippinesNon Combat Move - ANZAC
1 infantry moved from Caroline Islands to 33 Sea Zone
1 infantry and 1 transport moved from 33 Sea Zone to 44 Sea Zone
1 infantry moved from 44 Sea Zone to Celebes
ANZAC take Celebes from Dutch
1 destroyer moved from 33 Sea Zone to 34 Sea ZonePlace Units - ANZAC
1 transport placed in 62 Sea Zone
1 artillery and 1 infantry placed in New South WalesTurn Complete - ANZAC
ANZAC collect 13 PUs; end with 17 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 22 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 6
Combat Move - French
1 infantry moved from Trans-Jordan to Egypt
2 infantry moved from Tunisia to Algeria
3 infantry moved from Libya to Tunisia
1 infantry moved from United Kingdom to 110 Sea Zone
1 cruiser moved from 125 Sea Zone to 110 Sea ZoneCombat - French
Non Combat Move - French
Turn Complete - French
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Surrender yet? :evil:
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BTW lads, in happier news I published this new variant today:
http://www.axisandallies.org/forums/index.php?topic=32411.0
Thank you both for helping to playtest it; I gave you shouts in the write-up.
Finally: I’m working on another variant for A&A, it’s quite exciting and altogether different from this one, “Chaos A&A”.
I would have you play each other on this one, with me working on the rules side as we go along.
Mainly, I need you to tell me about the experience while playing: Fun or Die will be the gold standard.
Sound interesting?
Let me know, C
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Yeah I give! Shize! Never had this much bad luck with anything ever. Ever. EVER! Anywhoo. I sent you a pm. Waiting for your response.
matt
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Okay, here’s the premise for Chaos A&A.
You two should start up a game between the two of you, as normal.
However, before each of your nation’s turns, you will roll a die on the forum here.
Type it out like this:
<:>dice 1d6<:>
Except take out the < and > signs. You’ll get something like this to appear:
Rolling 1d6:
(1)On the the result of a ‘6’, I will intervene with a random event, which will change WWII forever.
I will give you detailed instructions on the effects if and when this happens; otherwise, I will remain a silent observer.
You have your marching orders, gentlemen! Good luck… and God speed.
- Admiral Yorkenhaus





