Game History
Round: 1 Purchase Units - Germans Turning on Edit Mode EDIT: Adding units owned by British to Malta: 2 infantry EDIT: Turning off Edit Mode Germans buy nothing; Remaining resources: 49 PUs; Combat Move - Germans 1 submarine moved from South Atlantic Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Mid-Atlantic Sea Zone to Davis Strait Sea Zone 1 submarine moved from Halifax Sea Sea Zone to British Convoy 4 Sea Zone Germans take British Convoy 4 Sea Zone from British 1 submarine moved from British Convoy 4 Sea Zone to Davis Strait Sea Zone 1 transport moved from Danish Sea Sea Zone to North Sea Sea Zone 2 submarines moved from Danish Sea Sea Zone to North Sea Sea Zone 1 fighter moved from Poland to North Sea Sea Zone 1 fighter moved from Norway to North Sea Sea Zone 1 fighter moved from Germany to North Sea Sea Zone 1 fighter moved from Germany to English Channel Sea Zone 1 submarine moved from Azores Sea Sea Zone to British Convoy 3 Sea Zone Germans take British Convoy 3 Sea Zone from British 1 submarine moved from British Convoy 3 Sea Zone to Celtic Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to English Channel Sea Zone 1 submarine moved from Denmark Strait Sea Zone to Davis Strait Sea Zone 1 submarine moved from Barents Sea Sea Zone to Soviet Convoy Sea Zone Germans take Soviet Convoy Sea Zone from Russians 1 submarine moved from Soviet Convoy Sea Zone to Barents Sea Sea Zone 1 submarine moved from Bay of Biscay Sea Zone to Celtic Sea Sea Zone 1 fighter moved from France to English Channel Sea Zone 1 infantry moved from Northern Italy to Tyrrhenian Sea Sea Zone 1 battleship, 1 destroyer, 1 infantry and 1 transport moved from Tyrrhenian Sea Sea Zone to Strait of Gibraltar Sea Zone 1 infantry moved from Strait of Gibraltar Sea Zone to Gibraltar 1 fighter moved from English Channel Sea Zone to Celtic Sea Sea Zone 1 fighter moved from Northern Italy to English Channel Sea Zone 1 bomber moved from Germany to Celtic Sea Sea Zone 4 infantry moved from Poland to Baltic States 1 armour and 1 artillery moved from Poland to Baltic States 3 infantry moved from Rumania to Bessarabia 1 armour moved from Rumania to Bessarabia 3 infantry moved from Hungary to East Poland 2 infantry moved from Poland to East Poland 1 armour and 1 artillery moved from Hungary to East Poland 3 infantry moved from Finland to Vyborg Combat - Germans Battle in North Sea Sea Zone Germans attack with 3 fighters, 2 submarines and 1 transport British defend with 1 battleship, 1 destroyer and 1 transport Units damaged: 1 battleship owned by the British Germans win with 3 fighters and 1 submarine remaining. Battle score for attacker is 28 Casualties for Germans: 1 submarine and 1 transport Casualties for British: 1 battleship, 1 destroyer and 1 transport Battle in Celtic Sea Sea Zone Germans attack with 1 bomber, 1 fighter and 3 submarines British defend with 1 destroyer and 2 transports Germans win with 1 bomber, 1 fighter and 2 submarines remaining. Battle score for attacker is 20 Casualties for Germans: 1 submarine Casualties for British: 1 destroyer and 2 transports Turning on Edit Mode EDIT: Adding units owned by Germans to France: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by British to Trans-Jordan: 1 aaGun and 1 factory EDIT: Turning off Edit Mode Battle in English Channel Sea Zone Germans attack with 2 fighters and 1 submarine British defend with 1 destroyer Germans win with 2 fighters and 1 submarine remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Davis Strait Sea Zone Germans attack with 3 submarines British defend with 1 destroyer and 1 transport Germans win with 2 submarines remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer and 1 transport Casualties for Germans: 1 submarine Battle in Vyborg Germans attack with 3 infantry Russians defend with 1 infantry Germans win, taking Vyborg from Russians with 3 infantry remaining. Battle score for attacker is 3 Casualties for Russians: 1 infantry Battle in Strait of Gibraltar Sea Zone Germans attack with 1 battleship, 1 destroyer and 1 transport British defend with 1 destroyer Germans win with 1 battleship, 1 destroyer and 1 transport remaining. Battle score for attacker is 12 Casualties for British: 1 destroyer Battle in Bessarabia Germans attack with 1 armour and 3 infantry Russians defend with 1 armour and 1 infantry Germans win, taking Bessarabia from Russians with 1 armour remaining. Battle score for attacker is -1 Casualties for Germans: 3 infantry Casualties for Russians: 1 armour and 1 infantry Battle in Gibraltar Battle in East Poland Germans attack with 1 armour, 1 artillery and 5 infantry Russians defend with 4 infantry 1 artillery owned by the Germans, 3 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win, taking Gibraltar from British with 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 2 infantry Casualties for Russians: 3 infantry Battle in Baltic States Germans attack with 1 armour, 1 artillery and 4 infantry Russians defend with 3 infantry 1 artillery owned by the Germans, 2 infantry owned by the Germans and 1 armour owned by the Germans retreated to Poland Russians win with 1 infantry remaining. Battle score for attacker is 0 Casualties for Germans: 2 infantry Casualties for Russians: 2 infantry Non Combat Move - Germans 2 infantry moved from Yugoslavia to Hungary 1 artillery and 1 infantry moved from Austria to Hungary 2 armour moved from Northern Italy to Hungary 1 infantry moved from Rumania to Hungary 1 artillery and 1 infantry moved from Czechoslovakia to Poland 2 armour moved from Germany to Poland 1 infantry moved from Bulgaria to Yugoslavia 1 infantry moved from Bulgaria to Rumania 1 artillery and 2 infantry moved from Greece to Yugoslavia 1 artillery and 1 infantry moved from Northern Italy to Yugoslavia 2 infantry moved from Southern Italy to Northern Italy 2 armour moved from France to Germany 2 armour moved from Netherlands-Belgium to Poland 1 infantry moved from Denmark to Germany 2 infantry moved from Norway to Finland 2 fighters moved from North Sea Sea Zone to Norway 3 infantry moved from Netherlands-Belgium to Germany 4 infantry moved from Eastern France to Germany 2 infantry moved from France to Netherlands-Belgium 2 infantry moved from France to Netherlands-Belgium 1 artillery moved from France to Netherlands-Belgium 1 fighter moved from North Sea Sea Zone to Norway 2 fighters moved from English Channel Sea Zone to Netherlands-Belgium 1 fighter moved from Celtic Sea Sea Zone to Netherlands-Belgium 1 bomber moved from Celtic Sea Sea Zone to Germany 1 fighter moved from Netherlands-Belgium to Germany 1 armour, 1 artillery and 1 infantry moved from Tunisia to Algeria 1 infantry moved from Morocco to Algeria 4 infantry moved from Germany to Poland 2 artilleries moved from Germany to Poland Turn Complete - Germans Germans collect 40 PUs; end with 89 PUsNew A&A chaos game C vs S
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UK Ptero 3
Rolling 1d6:
(6)1-New Zealand
2-53
3-50
4-52
5-62
6-54 -
UK Ptero 4
Rolling 1d7:
(2)1-Queensland
2-55
3-46
4-49
5-53
6-63
7-62 -
Italy Ptero 1
Rolling 1d6:
(1)1-Northern Territory
2-56
3-42
4-45
5-46
6-54 -
Italy Ptero 2
Rolling 1d4:
(4)1-Western Australia
2-South Australia
3-Queensland
4-55 -
Italy Ptero 3
Rolling 1d6:
(5)1-Northern Territory
2-56
3-42
4-45
5-46
6-54 -
Italy Ptero 4
Rolling 1d8:
(5)1-New Guinea
2-34
3-33
4-47
5-49
6-54
7-55
8-45 -
ANZAC Ptero 1
Rolling 1d8:
(4)1-Solomon Islands
2-46
3-47
4-48
5-30
6-50
7-53
8-54 -
ANZAC Ptero 2
Rolling 1d6:
(5)1-Gilbert Islands
2-32
3-30
4-49
5-47
6-33 -
ANZAC Ptero 3
Rolling 1d5:
(5)1-New Britain
2-33
3-48
4-49
5-46 -
There is one problem with the neutral set up. The Axis will win after one turn once allies declares war on the true neutrals.
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There is one problem with the neutral set up. The Axis will win after one turn once allies declares war on the true neutrals.
Untrue. Whoever declares war on the true neutrals makes all of the other neutrals ‘pro’ the other alignment. Which means they have to enter new territories during the non-combat movement instead of the attack phase. It’s actually better to be their enemies than their friends at this point, considering that all of their troops are DEAD.
ANZAC Ptero 4
Rolling 1d8:
(3)1-New Guinea
2-34
3-33
4-47
5-49
6-54
7-55
8-45Okay, I’ve done all of the work for the PTERO for the coming season, up until the point that it matters.
ANZAC will have to decide at this point whether or not it’s safe to build from this current position before the next rolls.
This means that new PTERO rolls are not required until the beginning of the French 8 turn.
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amerians buy a tank and next turn declare war on neutral to be able to get to western US. If not the Japanese will certainly have an eye on it. This declaration means eight turns before all the European VCs are on axis side one turn and the game is over.
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it is flawed chris. play it out on local game mode.
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amerians buy a tank and next turn declare war on neutral to be able to get to western US. If not the Japanese will certainly have an eye on it. This declaration means eight turns before all the European VCs are on axis side one turn and the game is over.
Yeah, I see what you mean.
It means the Allies are not free to declare war on the neutrals, they must let the Axis do it.
Since the Allies have more money than the Axis, it is in the Axis’ interest to break neutrality ASAP and get more IPCs.
If the Axis don’t break neutrality, then the Allies will have a great material advantage.
I don’t necessarily see this as a flaw, but it is an interesting wrinkle; the Allies have political restrictions that the Axis do not.
As the Axis have economic restrictions compared to the Allies, I don’t think that this is unbalanced.
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it is flawed chris. play it out on local game mode.
Hmm. It’s interesting, I didn’t realize that the game counted pro-Axis neutrals as Axis-controlled VCs for the purposes of winning the game… It doesn’t come up in normal games, so TripleA probably takes some programming shortcuts. Our little variant is stretching the parameters of the game!
I didn’t check the politics bar, but here’s a quick fix for the game just in case you already declared war on the neutrals as the Allies… simply take all the victory cities throughout the world that are not currently Axis-controlled, and change the territory ownership of those places to pro-Allied neutral. That way, the game shouldn’t declare an Axis winner at the end of the turn.
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Anyway, the true focus of this variant is not winning or losing, but the simple joy of moving around a murderous band of pterodactyls… :-D
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here is your file Carl. had to do some digging into old pages.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 7
Turn Complete - French
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 43 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_Allies to 35 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from 35 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_True to 33 Sea Zone: 1 battleship
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Changing ownership of Novgorod from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Poland from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Volgograd from Neutral_True to Neutral_Allies
EDIT: Changing ownership of Egypt from Neutral_True to Neutral_Allies
EDIT: Turning off Edit Mode -
These are the countries that affected the game outcome if Allies declares war on neutrals. The rest I did not change because only the European theatre caused the game to end quick.
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n1 Matt…this is waaaaaay too complex Chris… I liked the variation with just zombies every turn… that in itself is simple to manage & good fun
Ger
Rolling 1d6:
(4)





