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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germans cant move into western germany owned by neutral true?
Not unless you declare war on true neutrals during politics phase, nope…
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I’ll move Crazy Bird for Russia, so as to move the game along (you can take Japan move immediately after Germany).
Russia Bird 1
Rolling 1d7:
(6)1-Iwo Jima
2-SZ6
3-SZ16
4-SZ24
5-SZ23
6-SZ22
7-SZ18 -
RUSSIA PTERO 2
Rolling 1d7:
(2)1-Marianas
2-18
3-17
4-23
5-33
6-34
7-21 -
RUSSIA PTERO 3
Rolling 1d5:
(5)1-6
2-17
3-22
4-21
5-19 -
RUSSIA PTERO 4
Rolling 1d9:
(3)1-Okinawa
2-Manchuria
3-Jehol
4-Shantung
5-Kiangsu
6-6
7-18
8-21
9-20 -
JAPAN PTERO 1
Rolling 1d6:
(1)1-Manchuria
2-Buyant-Uhaa
3-Chahar
4-Anhwe
5-Shantung
6-19 -
JAPAN PTERO 2
Rolling 1d5:
(5)1-Korea
2-Amur
3-Buyant-Uhaa
4-Jehol
5-19 -
JAPAN PTERO 3
Rolling 1d9:
(9)1-Okinawa
2-Manchuria
3-Jehol
4-Shantung
5-Kiangsu
6-6
7-18
8-21
9-20 -
JAPAN PTERO 4
Rolling 1d7:
(4)1-Formosa
2-Kiangsi
3-Kwangtung
4-19
5-21
6-35
7-36 -
When Japan starts its turn, Crazy Bird will be in SZ 19.
In case you don’t see my earlier reply Carl, just like in an ordinary game you need to declare war on the true neutrals first if you want to attack them and get the points.
I’d highly recommend doing exactly that.
And, again, just to speed things along, Russian Chaos roll:
Rolling 1d6:
(5) -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 9
Politics - Germans
Germans takes Political Action: Political Action Axis To War With TrueNeutrals
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Germans and Neutral_True from Strict_Neutral to War
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Italians and Neutral_True from Strict_Neutral to War
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Japanese and Neutral_True from Strict_Neutral to War
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and British from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and UK_Pacific from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and ANZAC from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Dutch from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Chinese from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and French from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Neutral_True and Neutral_Allies from Strict_Neutral to Friendly_Neutral
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Germans and Mongolians from Strict_Neutral to War
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Italians and Mongolians from Strict_Neutral to War
Germans succeeds on action: Political Action Axis To War With TrueNeutrals: Changing Relationship for Japanese and Mongolians from Strict_Neutral to WarPurchase Units - Germans
Germans buy 1 infantry and 1 submarine; Remaining resources: 0 PUs;Combat Move - Germans
1 mech_infantry moved from Germany to Western Germany
Germans take Western Germany from Neutral_True
1 mech_infantry moved from Germany to Greater Southern Germany
Germans take Greater Southern Germany from Neutral_True
1 armour moved from Germany to Holland Belgium
Germans take Holland Belgium from Neutral_TrueCombat - Germans
Non Combat Move - Germans
Place Units - Germans
1 infantry placed in Germany
1 submarine and 1 transport placed in 113 Sea ZoneTurn Complete - Germans
Germans collect 21 PUs; end with 21 PUs total -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 9
Politics - Russians
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Chile
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Argentina
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Venezuela
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Sweden
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Switzerland
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Spain
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Portugal
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Turkey
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Saudi Arabia
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Afghanistan
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Mozambique
Trigger Russians Friendly With TrueNeutrals: Setting captureUnitOnEnteringBy to Americans:French:British:ANZAC:Chinese:Russians for territoryAttatchment attached to Angola
Trigger Russians Friendly TrueNeutral: Changing Relationship for Russians and Neutral_True from Strict_Neutral to Friendly_NeutralCombat Move - Russians
Non Combat Move - Russians
Turn Complete - Russians
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.7
Game History
Round: 9
Research Technology - Japanese
Turning on Edit Mode
EDIT: Removing units owned by Neutral_True from 32 Sea Zone: 1 battleship
EDIT: Adding units owned by Neutral_True to 19 Sea Zone: 1 battleship
EDIT: Turning off Edit ModePurchase Units - Japanese
Japanese buy 1 armour and 1 mech_infantry; Remaining resources: 1 PUs; 3 SuicideAttackTokens; 0 techTokens;Combat Move - Japanese
1 infantry moved from Japan to 6 Sea Zone
1 artillery moved from Japan to 6 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 21 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 21 Sea Zone to 20 Sea Zone
1 artillery moved from 20 Sea Zone to Kwangtung
1 infantry moved from 20 Sea Zone to Kwangtung
1 infantry moved from Japan to 6 Sea Zone
1 armour moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 1 Sea Zone
1 infantry moved from 1 Sea Zone to British Columbia
1 armour moved from 1 Sea Zone to British Columbia
1 infantry moved from Japan to 6 Sea Zone
1 armour moved from Japan to 6 Sea Zone
1 infantry moved from 6 Sea Zone to Korea
1 armour moved from 6 Sea Zone to KoreaCombat - Japanese
Battle in Kwangtung
Battle in British Columbia
Battle in Korea
Trigger Japanese Land In North America: Setting switch to true for conditionAttachment_Axis_Land_In_North_America_Switch attached to GermansNon Combat Move - Japanese
Place Units - Japanese
1 armour and 1 mech_infantry placed in JapanTurn Complete - Japanese
Japanese collect 18 PUs; end with 19 PUs total -
Japan Chaos
Rolling 1d6:
(1)American Chaos
Rolling 1d6:
(6) -
USA PTERO 1
Rolling 1d9:
(3)1-Okinawa
2-Manchuria
3-Jehol
4-Shantung
5-Kiangsu
6-6
7-18
8-21
9-20 -
USA PTERO 2
Rolling 1d6:
(3)1-Manchuria
2-Buyant-Uhaa
3-Chahar
4-Anhwe
5-Shantung
6-19 -
USA PTERO 3
Rolling 1d6:
(3)1-Central Mongolia
2-Buyant-Uhaa
3-Jehol
4-Anhwe
5-Hopei
6-Suiyuyan -
USA PTERO 4
Rolling 1d6:
(3)1-Manchuria
2-Buyant-Uhaa
3-Chahar
4-Anhwe
5-Shantung
6-19 -
Crazy Bird ends up in Chahar.
American Chaos
Rolling 1d6:
(1)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1) -
The AMERICANS permanently gain the power of NOTORIETY:

AMERICAN troops are considered merciless by their enemies, and cause fear and disorganization in battle.
A mixture of savage training regimens, political manipulation, and satanic dealings has turned every AMERICAN G.I. into a bloodthirsty ear collector.
WHENEVER an AMERICAN UNIT hits on a ‘1’ during an ATTACK for the rest of the game, they can choose a casualty of the same type instead of the enemy.
For example:
US artillery rolls ‘1’–can choose to kill enemy tank.
US sub rolls ‘1’–can choose to kill enemy aircraft carrier.
US fighter rolls ‘1’–can choose to kill enemy bomber.





