Game History
Round: 16 Purchase Units - British British buy 8 infantry; Remaining resources: 2 PUs; Non Combat Move - British 1 aaGun, 2 armour, 1 bomber, 2 fighters and 39 infantry moved from Syria Jordan to Persia 2 infantry moved from Anglo Sudan Egypt to Syria Jordan 4 infantry moved from Kenya-Rhodesia to Anglo Sudan Egypt 3 infantry moved from South Africa to Kenya-Rhodesia 23 infantry moved from Caucasus to Persia 2 armour moved from Karelia S.S.R. to Persia 5 infantry moved from Karelia S.S.R. to Caucasus 1 infantry moved from Karelia S.S.R. to Caucasus 2 armour and 6 infantry moved from Finland Norway to Karelia S.S.R. 1 fighter moved from Persia to Kazakh S.S.R. 1 fighter moved from Karelia S.S.R. to Persia 8 infantry moved from United Kingdom to North Sea Zone 8 infantry moved from North Sea Zone to Finland Norway 1 transport moved from North Sea Zone to East US Sea Zone Place Units - British 8 infantry placed in United Kingdom Turn Complete - British British collect 25 PUs; end with 27 PUsNew A&A chaos game C vs S
-
-
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?
-
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?
-
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.
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.
-
Ger
Rolling 1d6:
(6) -
Ger
Rolling 1d6:
(6)Germany Chaos:
Rolling 1d6:
(1)Level:
Rolling 1d6:
(2)Class:
Rolling 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.
Rolling 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
Rolling 1d4:
(1)and the Solomon Islands
Rolling 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…
-
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.
-
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 ModePurchase 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 ZoneCombat - 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 FrenchNon 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 GermanyTurn 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
Rolling 1d6:
(6) -
When it chaos rains it chaos pours! :-D
Rolling 1d6:
(3)Level
Rolling 1d3:
(1)Class
Rolling 1d3:
(1) -
Rolling 1d34:
(30)