• @Grendal:

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 1

    Politics - ANZAC
                ANZAC takes Political Action: Political Action ANZAC To War With Japanese
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and British from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and UK_Pacific from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and ANZAC from Neutrality to Unprovoked
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Japanese and Dutch from Neutrality to War
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and British from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and ANZAC from Neutrality to Allied
                    ANZAC succeeds on action: Political Action ANZAC To War With Japanese: Changing Relationship for Chinese and Dutch from Neutrality to Friendly

    Purchase Units - ANZAC
                ANZAC buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - ANZAC
                2 infantry moved from New South Wales to 62 Sea Zone
                2 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
                1 destroyer moved from 62 Sea Zone to 45 Sea Zone
                1 cruiser moved from 63 Sea Zone to 45 Sea Zone
                1 fighter moved from Queensland to Dutch New Guinea
                2 fighters moved from New Zealand to Dutch New Guinea
                1 infantry moved from Malaya to Shan State

    Non Combat Move - ANZAC
                2 infantry moved from 45 Sea Zone to Dutch New Guinea
                      ANZAC take Dutch New Guinea from Dutch

    Place Units - ANZAC
                Turning on Edit Mode
                EDIT: Adding units owned by ANZAC to Siam: 1 infantry
                EDIT: Changing ownership of Siam from Japanese to ANZAC
                EDIT: Turning off Edit Mode
                1 artillery and 1 infantry placed in New South Wales

    Turn Complete - ANZAC
                ANZAC collect 11 PUs; end with 11 PUs total
                Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 16 PUs
                Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs

    Two corrections in your application of the rules:

    1. You must subtract one infantry from your home IC… in essence, you need to PAY for these Commandos.

    2. You must NOT change the territory ownership… Combat has already occurred by the time you edit these guys in.

    If the next player could make these corrections, that’d be greatly appreciated.

    Cheers!


  • Is the anzac unit a commando unit? 2-2-1


  • @Grendal:

    Is the anzac unit a commando unit? 2-2-1

    Regular inf, with surprise attack ability.


  • So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?


  • @Grendal:

    So throw me a bone here. Walk me through Chris. I have 21 PU the next Anzac turn. What do I do to use a commando?

    You’re allowed to take 1 infantry per turn off the board, after you build it normally at the end of your turn.

    Then you edit it onto any enemy coastal territory or island, and post your turn.

    That’s it.

    Combat resolves on the enemy’s turn (thus, your infantry defends on a ‘2’ instead of attacking on a ‘1’).

    If you win, the territory becomes yours at that point.

    The rest of your money is yours to spend however you like.


  • Ok thanks. That was easy.

    I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.

    :-D


  • Can I save up my commandos for twenty rounds then ATTACK?


  • @Grendal:

    Ok thanks. That was easy.

    I have, if you’ve noticed, bought two infantry but placed only one, but I’ll do it the official way next time. Don’t want to ruffle any feathers.

    :-D

    It’s just easier to build and delete the infantry than remembering for the rest of the game that you have one infantry in stock that is never allowed to be built.

    @Grendal:

    Can I save up my commandos for twenty rounds then ATTACK?

    Nope. One attack per turn. Otherwise you could just pop up on Tokyo on turn six for a free win… pretty unbalanced.


  • This is your turn Carl. I’ve done the edits that Chris has mentioned earlier. And it’s easier to find the file now because a page has added onto the thread.

    German turn.tsvg


  • Ger
    DiceRolling 1d6:
    (6)


  • @pr0c3ss:

    Ger
    DiceRolling 1d6:
    (6)

    Germany Chaos:

    DiceRolling 1d6:
    (1)

    Level:

    DiceRolling 1d6:
    (2)

    Class:

    DiceRolling 1d6:
    (2)


  • Random currently aligned territories declares independence.

    They cannot be functional capitals.

    Add 1d4 neutral infantry +1 for each IPC value to its defense if it lacks them.

    DiceRolling 3d158:
    (7, 79, 109)


  • I ave not a clue what your talking about!


  • Gibraltar has declared independence and is out of the war.

    As has Sakha

    DiceRolling 1d4:
    (1)

    and the Solomon Islands

    DiceRolling 1d4:
    (1)


  • Partisan Uprisings!

    Bands of rebels have used this opportunity overthrow local governments, seize arms, and separate from the countries of their former masters…

    In order to retake these locations, war their former owners will need to be declared on the neutrals!

    Use the attached savefile and carry on with the turn as normal…

    Free Willy.tsvg


  • There goes ANZAC National Objective.


  • With Gibraltar out of the game, the Allies are going to have to find another way into the Med… and the Italians are going to have to find another way out!  :-D

    Remember, subs can still pass through the sea zone by Gibraltar – although no surface vessels can – no matter who owns it, including the neutrals.


  • @Grendal:

    There goes ANZAC National Objective.

    If you’re worried about the money, then break neutrality and reconquer the little sh!ts…  :evil:


  • TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7

    Game History

    Round: 2

    Politics - Germans
                Turning on Edit Mode
                EDIT: Changing ownership of Siam from ANZAC to Japanese
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Changing ownership of Gibraltar from British to Neutral_True
                EDIT: Removing units owned by British from Gibraltar: 1 armour and 1 infantry
                EDIT: Removing units owned by Americans from Gibraltar: 1 fighter
                EDIT: Adding units owned by Neutral_True to Gibraltar: 1 armour, 1 fighter and 1 infantry
                EDIT: Changing ownership of Sakha from Russians to Neutral_True
                EDIT: Changing ownership of Solomon Islands from ANZAC to Neutral_True
                EDIT: Adding units owned by Neutral_True to Solomon Islands: 1 infantry
                EDIT: Adding units owned by Neutral_True to Sakha: 1 infantry
                EDIT: Turning off Edit Mode

    Purchase Units - Germans
                Germans buy 3 armour, 1 destroyer and 2 transports; Remaining resources: 0 PUs;

    Combat Move - Germans
                4 infantry moved from Western Germany to France
                2 armour moved from Western Germany to France
                2 bombers moved from Western Germany to France
                3 fighters moved from Western Germany to France
                3 tactical_bombers moved from Western Germany to France
                1 tactical_bomber moved from Norway to France
                1 fighter moved from Norway to France
                2 infantry moved from Norway to Finland
                11 infantry moved from Poland to Baltic States
                3 artilleries moved from Poland to Baltic States
                3 infantry moved from Eastern Poland to Belarus
                1 armour moved from Romania to Belarus
                5 infantry moved from Slovakia Hungary to Eastern Poland
                2 artilleries moved from Slovakia Hungary to Eastern Poland
                1 infantry moved from Slovakia Hungary to Romania
                1 submarine moved from 110 Sea Zone to 91 Sea Zone
                1 submarine moved from 109 Sea Zone to 91 Sea Zone

    Combat - Germans
                Germans creates battle in territory 113 Sea Zone
                Battle in Belarus
                    Germans attack with 1 armour and 3 infantry
                    Russians defend with 2 infantry
                        Germans roll dice for 1 armour and 3 infantry in Belarus, round 2 :  2/4 hits
                        Russians roll dice for 2 infantry in Belarus, round 2 :  2/2 hits
                        2 infantry owned by the Russians and 2 infantry owned by the Germans lost in Belarus
                    Germans win, taking Belarus from Russians with 1 armour and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Germans: 2 infantry
                    Casualties for Russians: 2 infantry
                Battle in France
                    Germans attack with 2 armour, 2 bombers, 4 fighters, 4 infantry and 4 tactical_bombers
                    French defend with 1 airfield, 1 armour, 2 artilleries, 1 factory_major, 2 fighters and 5 infantry; British defend with 3 fighters
                        Germans roll dice for 2 armour, 2 bombers, 4 fighters, 4 infantry and 4 tactical_bombers in France, round 2 :  5/16 hits
                        French roll dice for 1 armour, 2 artilleries, 5 fighters and 5 infantry in France, round 2 :  7/13 hits
                        5 infantry owned by the French , 4 infantry owned by the Germans , 1 tactical_bomber owned by the Germans , 1 armour owned by the Germans and 1 fighter owned by the Germans lost in France
                        Germans roll dice for 1 armour, 2 bombers, 3 fighters and 3 tactical_bombers in France, round 3 :  5/9 hits
                        French roll dice for 1 armour, 2 artilleries and 5 fighters in France, round 3 :  5/8 hits
                        1 armour owned by the French , 2 tactical_bombers owned by the Germans , 2 artilleries owned by the French , 1 fighter owned by the British , 1 fighter owned by the French and 3 fighters owned by the Germans lost in France
                        Germans roll dice for 1 armour, 2 bombers and 1 tactical_bomber in France, round 4 :  4/4 hits
                        French roll dice for 3 fighters in France, round 4 :  3/3 hits
                        2 bombers owned by the Germans , 1 tactical_bomber owned by the Germans , 2 fighters owned by the British and 1 fighter owned by the French lost in France
                    Germans captures 11PUs while taking French capital
                    Germans converts factory_major into different units
                    Germans win, taking France from French with 1 armour remaining. Battle score for attacker is -47
                    Casualties for Germans: 1 armour, 2 bombers, 4 fighters, 4 infantry and 4 tactical_bombers
                    Casualties for French: 1 armour, 2 artilleries, 2 fighters and 5 infantry
                    Casualties for British: 3 fighters
                Battle in 91 Sea Zone
                    Germans attack with 2 submarines
                    British defend with 1 cruiser and 1 transport; Americans defend with
                        Germans roll dice for 2 submarines in 91 Sea Zone, round 2 :  2/2 hits
                        1 transport owned by the British and 1 cruiser owned by the British lost in 91 Sea Zone
                    Germans win with 2 submarines remaining. Battle score for attacker is 15
                    Casualties for British: 1 cruiser and 1 transport
                Battle in 113 Sea Zone
                    Germans attack with 1 submarine and 1 transport
                    Russians defend with 1 submarine
                    1 submarine owned by the Russians Submerged
                        Germans roll dice for 1 submarine in 113 Sea Zone, round 2 :  0/1 hits
                Battle in Baltic States
                    Germans attack with 3 artilleries and 11 infantry
                    Russians defend with 1 infantry
                        Germans roll dice for 3 artilleries and 11 infantry in Baltic States, round 2 :  3/14 hits
                        Russians roll dice for 1 infantry in Baltic States, round 2 :  0/1 hits
                        1 infantry owned by the Russians lost in Baltic States
                    Germans winGermans win with 1 submarine and 1 transport remaining, taking Baltic States from Russians with 3 artilleries and 11 infantry remaining. Battle score for attacker is 3
                    Casualties for Russians: 1 infantry
                Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French

    Non Combat Move - Germans

    Place Units - Germans
                1 armour placed in Western Germany
                1 destroyer and 2 transports placed in 113 Sea Zone
                Germans undo move 2.
                1 destroyer placed in 113 Sea Zone
                Turning on Edit Mode
                EDIT: Removing units owned by Germans from Denmark: 2 infantry
                EDIT: Adding units owned by Germans to Western Germany: 2 infantry
                EDIT: Turning off Edit Mode
                2 armour placed in Germany

    Turn Complete - Germans
                Germans collect 36 PUs; end with 47 PUs total
                Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs


  • Russian Chaos
    DiceRolling 1d6:
    (6)

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