Allied Bid of $40
sub sz98
mic Egypt
air base in Gibraltar
transport sz71
13L G40 Infrastructure vs Gamerman01 (+10 Allies) + tech
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Research Technology - British
Turning on Edit Mode
EDIT: Adding units owned by Americans to Tunisia: 1 infantry
EDIT: Removing units owned by Americans from Libya: 1 infantry
EDIT: Turning off Edit ModePurchase Units - British
British buy 1 armour, 1 fighter, 5 infantry and 2 mech_infantrys; Remaining resources: 0 PUs; 0 techTokens;Combat Move - British
1 infantry moved from Egypt to Alexandria
British take Alexandria from Italians
1 transport moved from 98 Sea Zone to 99 Sea Zone
1 artillery moved from Eastern Persia to Afghanistan
1 fighter moved from Saudi Arabia to Afghanistan
1 infantry moved from Cyprus to 99 Sea Zone
1 infantry and 1 transport moved from 99 Sea Zone to 100 Sea Zone
1 infantry moved from 100 Sea Zone to RomaniaCombat - British
Battle in Romania
British attack with 1 infantry
Italians defend with 1 aaGun
British win, taking Romania from Germans with 1 infantry remaining. Battle score for attacker is 5
Casualties for Italians: 1 aaGun
Battle in Afghanistan
British attack with 1 artillery and 1 fighter
Japanese defend with 1 mech_infantry
retreated to Afghanistan
Japanese win with 1 mech_infantry remaining. Battle score for attacker is -4
Casualties for British: 1 artilleryNon Combat Move - British
1 artillery and 1 infantry moved from Holland Belgium to Normandy Bordeaux
1 mech_infantry moved from United Kingdom to 110 Sea Zone
1 aaGun moved from United Kingdom to 110 Sea Zone
2 infantry moved from United Kingdom to 110 Sea Zone
1 aaGun, 2 infantry and 1 mech_infantry moved from 110 Sea Zone to Normandy Bordeaux
1 aaGun moved from United Kingdom to 110 Sea Zone
1 infantry moved from United Kingdom to 110 Sea Zone
1 destroyer moved from 125 Sea Zone to 110 Sea Zone
1 armour moved from Egypt to Alexandria
1 infantry moved from Egypt to 81 Sea Zone
1 infantry moved from 81 Sea Zone to Saudi Arabia
1 carrier moved from 81 Sea Zone to 98 Sea Zone
1 fighter moved from Afghanistan to KazakhstanPlace Units - British
1 fighter and 2 infantry placed in United Kingdom
1 armour, 1 infantry and 1 mech_infantry placed in Saudi Arabia
2 infantry and 1 mech_infantry placed in Union of South AfricaTurn Complete - British
British collect 42 PUs; end with 42 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 47 PUsTurn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Purchase Units - Italians
Italians buy 1 infantry; Remaining resources: 2 PUs;Combat Move - Italians
1 artillery moved from Tobruk to Libya
Italians take Libya from AmericansCombat - Italians
Non Combat Move - Italians
1 artillery and 2 infantry moved from Northern Italy to Yugoslavia
2 infantry moved from Northern Italy to Yugoslavia
1 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
1 infantry placed in Southern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 7
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,1,4,6,2,2,2,2
Italians collect 1 PU (7 lost to blockades); end with 3 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :13
Purchase Units - ANZAC
ANZAC buy 2 destroyers and 1 submarine; Remaining resources: 1 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 submarine moved from 23 Sea Zone to 33 Sea Zone
1 fighter moved from New South Wales to Queensland
1 infantry moved from Queensland to South Australia
2 infantry moved from New South Wales to South AustraliaPlace Units - ANZAC
2 destroyers and 1 submarine placed in 62 Sea ZoneTurn 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 :13
Combat Move - French
Non Combat Move - French
Turn Complete - French
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game locked up on me. will need to redo moves and edit tech and first rocket attack back in. this sucks, cant do til later.
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need ool in sz 110.
I accidentally rolled your sub. if you like we can roll it again since it was out of sequence. did they fix that in new version? is anyone else having freeze up problems with old games in new platform or is it my computer? Have frozen 3 times in last day and a half… -
@Infrastructure:
did they fix that in new version?
UNFORTUNATELY, NO. They also didn’t fix AA fire against SBR’s on multiple facilities in the same TT
is anyone else having freeze up problems with old games in new platform or is it my computer? Have frozen 3 times in last day and a half…
Not that I know of.
OK, opening up the game now
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You can’t keep me from scrambling from London with rocket attacks
Rocket attacks are supposed to happen during the SBR phase. Scrambling occurs before the SBR phase.
If you need to take back your attack on 110 I will allow it because you apparently thought you could attack without my 3 fighters, but you in fact cannot.I gotta go to the dentist right now - if you’re not sure how to resolve we can talk about this when I get back
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crap i did mess THAT up. I was so excited about it…
Can I redo all movement? redo Purchase would be important too?
Do I keep rocket attacks since they were rolled? -
Back early - they had given me the wrong date :-)
I was a little confused on the rocket attacks because there were only 3 in Triple A, and it looked like you attacked 2 different air bases?
Maybe you want to attack different targets and not the air base since it doesn’t prevent scrambling?
I know you got a 6 and a 5 and a 4, but didn’t you also get a 1?
I’m OK with you keeping your tech (again not happy with Triple A because you can’t verify which tech was actually rolled when you already have 1 or more, but fortunately I trust you because you’ve proven yourself honest)
and I’m OK with you keeping rocket rolls if you don’t change the targets at all.So if you’d like to change rocket targets, then re-roll everything except the tech
If you want to keep your rocket rolls, then keep the targets the same too and re-roll all the battles after re-doing all your combat move -
If I was gonna cheat I wouldn’t have taken increased factory production! :-D
Anywhoo, I will redo whole turn from after getting the tech that makes the most sense to me.
Thanks for your patience and yet another rule lesson. This is the problem with playing less face to face than i would like, I am getting triple-a simplified in my head.
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had to roll afew more dice to get out of program. ignore them. new turn a coming.
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All sounds good
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changing my purchase a little before rolling. -4inf, +3art
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I see I need to add a couple things to my list of problems.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :14
Politics - Germans
Research Technology - Germans
Turning on Edit Mode
EDIT: Adding Technology Increased Factory Production for Germans
EDIT: Changing PUs for Germans from 59 to 54
EDIT: Turning off Edit ModePurchase Units - Germans
Germans buy 1 destroyer, 1 fighter and 12 infantry; Remaining resources: 0 PUs; 0 techTokens;Combat Move - Germans
Rocket attack in Spain does 5 damage to factory_minor owned by Americans
Rockets in France roll: 5
Rocket attack in United Kingdom does 2 damage to airfield owned by British
Rockets in Western Germany roll: 2
Rocket attack in Ukraine does 3 damage to factory_minor owned by Russians
Rockets in Germany roll: 3
1 infantry moved from Western Germany to Holland Belgium
Germans take Holland Belgium from British
4 infantry moved from Sweden to Finland
2 infantry moved from Western Germany to 113 Sea Zone
9 infantry moved from Eastern Poland to Baltic States
3 infantry moved from Poland to Baltic States
1 infantry moved from Yugoslavia to Albania
Italians take Albania from Russians
3 infantry moved from Yugoslavia to Romania
1 fighter moved from Germany to 100 Sea Zone
1 infantry moved from Bulgaria to Greece
Germans take Greece from Americans
1 fighter moved from Germany to Romania
1 tactical_bomber moved from Western Germany to Romania
1 fighter moved from Germany to Baltic States
1 artillery and 1 infantry moved from Western Germany to 113 Sea Zone
1 artillery, 1 battleship, 1 destroyer, 3 infantry and 2 transports moved from 113 Sea Zone to 115 Sea Zone
2 infantry moved from 115 Sea Zone to Novgorod
1 artillery and 1 infantry moved from 115 Sea Zone to Finland
1 fighter moved from Western Germany to Romania
1 tactical_bomber moved from Western Germany to Baltic States
1 fighter moved from Western Germany to RomaniaCombat - Germans
Battle in Novgorod
Battle in Finland
Germans attack with 1 artillery and 5 infantry
Russians defend with 1 armour and 1 mech_infantry
Germans roll dice for 1 battleship in Finland, round 1 : 1/1 hits
Germans roll dice for 1 artillery and 5 infantry in Finland, round 1 : 0/6 hits
Russians roll dice for 1 armour and 1 mech_infantry in Finland, round 1 : 2/2 hits
2 infantry owned by the Germans and 1 mech_infantry owned by the Russians lost in Finland
Germans roll dice for 1 artillery and 3 infantry in Finland, round 2 : 1/4 hits
Russians roll dice for 1 armour in Finland, round 2 : 0/1 hits
1 armour owned by the Russians lost in Finland
Germans win, taking Novgorod from Russians, taking Finland from Russians with 1 artillery and 3 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 2 infantry
Casualties for Russians: 1 armour and 1 mech_infantry
Battle in 100 Sea Zone
Germans attack with 1 fighter
British defend with 1 transport
1 transport owned by the British lost in 100 Sea Zone
Germans win with 1 fighter remaining. Battle score for attacker is 7
Casualties for British: 1 transport
Battle in Romania
Germans attack with 3 fighters, 3 infantry and 1 tactical_bomber
British defend with 1 infantry
Germans roll dice for 3 fighters, 3 infantry and 1 tactical_bomber in Romania, round 1 : 4/7 hits
British roll dice for 1 infantry in Romania, round 1 : 0/1 hits
1 infantry owned by the British lost in Romania
Germans win, taking Romania from British with 3 fighters, 3 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in Baltic States
Germans attack with 1 fighter, 12 infantry and 1 tactical_bomber
Russians defend with 1 infantry
Germans roll dice for 1 fighter, 12 infantry and 1 tactical_bomber in Baltic States, round 1 : 5/14 hits
Russians roll dice for 1 infantry in Baltic States, round 1 : 0/1 hits
1 infantry owned by the Russians lost in Baltic States
Germans win, taking Baltic States from Russians with 1 fighter, 12 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
1 artillery moved from France to Western Germany
1 aaGun moved from Eastern Poland to Baltic States
2 infantry moved from Yugoslavia to Bulgaria
5 infantry moved from Bulgaria to Greece
1 fighter moved from 100 Sea Zone to Bulgaria
1 fighter moved from Romania to Western Germany
1 fighter moved from Baltic States to Western Germany
1 tactical_bomber moved from Baltic States to Germany
1 tactical_bomber moved from Romania to Bulgaria
2 fighters moved from Romania to Germany
1 infantry moved from Germany to Poland
1 infantry moved from Germany to PolandPlace Units - Germans
1 destroyer placed in 113 Sea Zone
1 fighter placed in Western Germany
11 infantry placed in Western Germany
Germans undo move 3.
3 infantry placed in Germany
9 infantry placed in Western Germany
Germans undo move 4.
1 infantry placed in Germany
8 infantry placed in Western Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from Western Germany: 3 infantry
EDIT: Adding units owned by Germans to Western Germany: 3 artilleries
EDIT: Turning off Edit Mode
Germans undo move 4.
1 infantry placed in Western Germany
Turning on Edit Mode
EDIT: Removing units owned by Germans from Western Germany: 1 artillery
EDIT: Adding units owned by Germans to Germany: 1 artillery
EDIT: Turning off Edit ModeTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,4
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,5,1,2,5,5,5,6
Germans collect 45 PUs (3 lost to blockades); end with 45 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 50 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 55 PUs -
2 things about rockets
You may not be aware that you can actually hit the same facility multiple times (using different air bases, of course) but Triple A incorrectly does not allow this.
I am checking to see whether Triple A is wrong to let you see your damage roll before selecting the next target. I’m guessing that is wrong too.If Krieghund confirms that you must choose all targets before rolling any dice, in the future you will need to roll all rockets manually and edit - otherwise you are getting an illegal advantage of seeing your damage before selecting your next target.
Since you probably didn’t know that you could hit the same target multiple times (although it was made public in the FAQ thread a while back when I asked), we’ll just call it good for the past 2 rounds, OK?
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Pretty sure you accidentally traded 3 infantry for 3 artillery instead of 4 infantry.
You need to remove 1 infantry
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sorry too many distractions. please take one of w. germany.
Also a heads up for the foreseeable future. I will have little to (more likely) no time to play on Wed, thurs and fridays. Also weekends are spotty at best. Still want to play, its just that pesky life thing.
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OK, well I plan to make moves very timely so that whatever your schedule is, you hopefully won’t be waiting on me when you’re able to play. Thanks for the heads up - trying to get this Russia turn done now.





