@SuperbattleshipYamato no thank you
Gamerman's G40 Laegue House Rules Playtest Shin Ji (Axis) vs Nozdormu (Allies)
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 11
Purchase Units - British
British repair 6 damage on 6 factory_minors; Remaining resources: 29 PUs;
British buy 2 artilleries and 7 infantry; Remaining resources: 0 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 2 infantry; Remaining resources: 0 PUs;Combat Move - British
1 bomber moved from India to 41 Sea Zone
2 fighters moved from India to 41 Sea ZoneCombat - British
Battle in 41 Sea Zone
British attack with 1 bomber and 2 fighters
Japanese defend with 1 destroyer
British roll dice for 1 bomber and 2 fighters in 41 Sea Zone, round 2 : 1/3 hits
Japanese roll dice for 1 destroyer in 41 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 41 Sea Zone
British win with 1 bomber and 2 fighters remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - British
2 fighters moved from 41 Sea Zone to India
1 bomber moved from 41 Sea Zone to Iraq
1 carrier, 1 destroyer, 1 submarine and 3 transports moved from 80 Sea Zone to 39 Sea Zone
2 tactical_bombers moved from India to Iraq
2 fighters moved from India to 39 Sea Zone
1 fighter moved from India to Iraq
4 infantry moved from Anglo Egyptian Sudan to Egypt
3 infantry moved from Belgian Congo to Anglo Egyptian Sudan
3 infantry moved from Rhodesia to Belgian Congo
3 infantry moved from Union of South Africa to Rhodesia
1 armour and 1 mech_infantry moved from United Kingdom to Scotland
1 armour and 1 mech_infantry moved from Scotland to United Kingdom
4 fighters moved from Egypt to Iraq
3 infantry moved from New South Wales to South AustraliaPlace Units - British
2 artilleries and 1 infantry placed in Egypt
3 infantry placed in Union of South Africa
3 infantry placed in IraqTurn Complete - British
British collect 33 PUs; end with 33 PUs totalPlace Units - UK_Pacific
1 artillery and 2 infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 15 PUs; end with 15 PUs total
Some Units in India change ownership: 1 artillery and 2 infantry
Turning on Edit Mode
EDIT: Changing PUs for UK_Pacific from 15 to 10
EDIT: Turning off Edit ModeTerritory Summary for British, UK_Pacific :
India : 5 aaGuns, 1 airfield, 5 artilleries, 1 factory_major, 3 fighters, 1 harbour and 26 infantry
Queensland : 1 flag, 2 aaGuns, 1 airfield, 1 harbour and 2 infantry
Victoria : 1 flag
New Britain : 1 flag
Northern Territory : 1 flag
New Zealand : 1 flag, 1 airfield, 1 harbour and 1 infantry
New South Wales : 1 flag, 1 factory_minor and 1 harbour
South Australia : 1 flag, 3 infantry
Western Australia : 1 flag
Solomon Islands : 1 flag
39 Sea Zone : 1 carrier, 1 destroyer, 2 fighters, 1 submarine and 3 transports
Belgian Congo : 3 infantry
Iceland : 1 airfield
Quebec : 1 factory_minor
New Brunswick Nova Scotia : 1 harbour
Egypt : 3 artilleries, 1 factory_minor, 1 fighter, 1 harbour, 18 infantry and 1 tactical_bomber
Union of South Africa : 1 factory_minor, 1 harbour and 3 infantry
Scotland : 1 airfield
Malta : 1 aaGun and 1 infantry
United Kingdom : 5 aaGuns, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 harbour, 11 infantry and 1 mech_infantry
Anglo Egyptian Sudan : 3 infantry
Rhodesia : 3 infantry
Ethiopia : 1 flag
Sierra Leone : 1 flag
Iraq : 1 flag, 1 armour, 2 artilleries, 1 bomber, 1 factory_minor, 5 fighters, 5 infantry, 1 mech_infantry and 2 tactical_bombers
Northwest Persia : 1 flag
Persia : 1 flagProduction/PUs Summary :
Germans : 48 / 53
Russians : 33 / 43
Japanese : 56 / 61
Americans : 52 / 78
Chinese : 9 / 11
British : 33 / 33
UK_Pacific : 15 / 10
Italians : 18 / 33
ANZAC : 0 / 0
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 1200
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 15 / 0Dice Statistics:
Total
1 was rolled 1 times
4 was rolled 1 times
5 was rolled 2 times
Average roll : 3,750
Median : 4,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 4Japanese Combat
4 was rolled 1 times
Average roll : 4,000
Median : 4,000
Variance : ?
Standard Deviation : ?
Total rolls : 1British Combat
1 was rolled 1 times
5 was rolled 2 times
Average roll : 3,667
Median : 5,000
Variance : 2,500
Standard Deviation : 1,581
Total rolls : 3 -
Man, I completely forgot about that Dst. Poor little guy.
-
It waved as the planes flew by. :mrgreen:
-
Don’t change the rules mid-game unless you guys both agree to it, but I realize now that there should be a dual capital rule for UK Pacific.
If Sydney or Calcutta is conquered, the conqueror gets half of UK-Pacific’s IPC’s on hand (round up). When the 2nd is captured, of course the conqueror gets all IPC’s on hand. If Calcutta is conquered, Sydney cannot collect income from mainland Asia. If Sydney is conquered, Calcutta does not collect any income from Australia/New Zealand.
Does that make sense?
You guys can implement these rules immediately if you both want to - otherwise, it can wait til next time.
And do you like these changes? -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 11
Purchase Units - Italians
Italians buy 2 armour, 2 artilleries and 4 infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 bomber moved from Greece to Egypt
2 fighters moved from 99 Sea Zone to Egypt -
Interceptors in Egypt?
Oh, and I think the rule is a good one - and since it only benefits me, we might as well enact it.
-
Don’t change the rules mid-game unless you guys both agree to it, but I realize now that there should be a dual capital rule for UK Pacific.
If Sydney or Calcutta is conquered, the conqueror gets half of UK-Pacific’s IPC’s on hand (round up). �When the 2nd is captured, of course the conqueror gets all IPC’s on hand. �If Calcutta is conquered, Sydney cannot collect income from mainland Asia. �If Sydney is conquered, Calcutta does not collect any income from Australia/New Zealand.
Does that make sense?
You guys can implement these rules immediately if you both want to - otherwise, it can wait til next time.
And do you like these changes?Not sure we changed any rules. I think the new rule would be beneficiary to the allies. As such it is up the Axis player whether he agrees or not. Also given the board state he is a little behind.
I am not sure whether the changes are good or bad. It depends on why the changes were made. Disabling France and making the remaining units UK is definitely a good idea. Whoever came up with that deserves a medal. Other then that it is 50/50. For example if you wanted the uk to have a harder time in the pacific, then you succeeded. Japan can basically steamroll to India.
-
Don’t change the rules mid-game unless you guys both agree to it, but I realize now that there should be a dual capital rule for UK Pacific.
If Sydney or Calcutta is conquered, the conqueror gets half of UK-Pacific’s IPC’s on hand (round up). When the 2nd is captured, of course the conqueror gets all IPC’s on hand. If Calcutta is conquered, Sydney cannot collect income from mainland Asia. If Sydney is conquered, Calcutta does not collect any income from Australia/New Zealand.
Does that make sense?
You guys can implement these rules immediately if you both want to - otherwise, it can wait til next time.
And do you like these changes?Means Sydney would still be able to build units if Calcutta is captured.
-
And no intercept.
-
@Nozdormu:
Don’t change the rules mid-game unless you guys both agree to it, but I realize now that there should be a dual capital rule for UK Pacific.
If Sydney or Calcutta is conquered, the conqueror gets half of UK-Pacific’s IPC’s on hand (round up). When the 2nd is captured, of course the conqueror gets all IPC’s on hand. If Calcutta is conquered, Sydney cannot collect income from mainland Asia. If Sydney is conquered, Calcutta does not collect any income from Australia/New Zealand.
Does that make sense?
You guys can implement these rules immediately if you both want to - otherwise, it can wait til next time.
And do you like these changes?Means Sydney would still be able to build units if Calcutta is captured.
Hrm. Good point. Maybe table it for now?
-
@Shin:
@Nozdormu:
Don’t change the rules mid-game unless you guys both agree to it, but I realize now that there should be a dual capital rule for UK Pacific.
If Sydney or Calcutta is conquered, the conqueror gets half of UK-Pacific’s IPC’s on hand (round up). When the 2nd is captured, of course the conqueror gets all IPC’s on hand. If Calcutta is conquered, Sydney cannot collect income from mainland Asia. If Sydney is conquered, Calcutta does not collect any income from Australia/New Zealand.
Does that make sense?
You guys can implement these rules immediately if you both want to - otherwise, it can wait til next time.
And do you like these changes?Means Sydney would still be able to build units if Calcutta is captured.
Hrm. Good point. Maybe table it for now?
Means not implement it for now. That would have been my initial guess as well. Since this change benefits me more anyways. :lol:
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 11
Purchase Units - Italians
Italians buy 2 armour, 2 artilleries and 4 infantry; Remaining resources: 1 PUs;Combat Move - Italians
1 bomber moved from Greece to Egypt
2 fighters moved from 99 Sea Zone to EgyptCombat - Italians
Air Battle in Egypt
Italians attacks with 3 units heading to Egypt
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Egypt
Bombing raid in Egypt rolls: 4 and causes: 4 damage to unit: factory_minor
Bombing raid in Egypt causes 4 damage total.
Cleaning up after air battlesNon Combat Move - Italians
Turning on Edit Mode
EDIT: Changing unit bombing damage for these British owned units to: factory_minor = 3
EDIT: Turning off Edit Mode
2 fighters moved from Egypt to 99 Sea Zone
1 bomber moved from Egypt to Tobruk
3 transports moved from 99 Sea Zone to 97 Sea Zone
1 destroyer moved from 97 Sea Zone to 99 Sea Zone
1 armour, 3 artilleries and 4 infantry moved from Northern Italy to 97 Sea Zone
1 armour, 3 artilleries, 4 infantry and 4 transports moved from 97 Sea Zone to 99 Sea Zone
1 armour, 3 artilleries and 4 infantry moved from 99 Sea Zone to Syria
1 fighter moved from Southern Italy to Syria
1 armour moved from Novgorod to ArchangelPlace Units - Italians
2 armour, 2 artilleries and 4 infantry placed in Northern ItalyTurn Complete - Italians
Italians collect 18 PUs; end with 19 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 24 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 29 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 34 PUs -
No, I totally didn’t want to interfere in your game - just giving you the option to adopt the rule-change mid game if you want to.
It was my idea to convert French units to UK after USA1 - thanks for the medal :-)
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - Americans
Americans buy 6 destroyers and 5 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 armour moved from Eastern United States to 101 Sea Zone
2 artilleries and 1 infantry moved from Central United States to 101 Sea Zone
1 mech_infantry moved from Eastern United States to 101 Sea Zone
1 armour, 2 artilleries, 1 infantry, 1 mech_infantry and 5 transports moved from 101 Sea Zone to 88 Sea Zone
1 artillery and 4 infantry moved from British Guiana to 88 Sea Zone
1 armour, 3 artilleries, 5 infantry, 1 mech_infantry and 5 transports moved from 88 Sea Zone to 91 Sea Zone
1 cruiser moved from 101 Sea Zone to 91 Sea Zone
3 artilleries, 5 infantry and 1 mech_infantry moved from 91 Sea Zone to Gibraltar
1 armour moved from 91 Sea Zone to Gibraltar
1 carrier moved from 91 Sea Zone to 110 Sea Zone
1 submarine moved from 89 Sea Zone to 91 Sea Zone
1 destroyer, 1 fighter and 1 tactical_bomber moved from 91 Sea Zone to 110 Sea Zone
5 submarines moved from 91 Sea Zone to 110 Sea Zone
2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 46 Sea Zone
2 infantry moved from 46 Sea Zone to New Guinea -
No, I totally didn’t want to interfere in your game - just giving you the option to adopt the rule-change mid game if you want to.
It was my idea to convert French units to UK after USA1 - thanks for the medal :-)
But but it was … damn you twisting what I was trying to say :cry:
Also buying 3 infantry with the Chinese.
-
I am removing a submarine I made with my buy, because I just remembered that I forgot to subtract 6 ipcs after my previous us turn. So my buy is 4 submarines and 6 destroyers
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - Americans
Americans buy 6 destroyers and 5 submarines; Remaining resources: 0 PUs;Combat Move - Americans
1 armour moved from Eastern United States to 101 Sea Zone
2 artilleries and 1 infantry moved from Central United States to 101 Sea Zone
1 mech_infantry moved from Eastern United States to 101 Sea Zone
1 armour, 2 artilleries, 1 infantry, 1 mech_infantry and 5 transports moved from 101 Sea Zone to 88 Sea Zone
1 artillery and 4 infantry moved from British Guiana to 88 Sea Zone
1 armour, 3 artilleries, 5 infantry, 1 mech_infantry and 5 transports moved from 88 Sea Zone to 91 Sea Zone
1 cruiser moved from 101 Sea Zone to 91 Sea Zone
3 artilleries, 5 infantry and 1 mech_infantry moved from 91 Sea Zone to Gibraltar
1 armour moved from 91 Sea Zone to Gibraltar
1 carrier moved from 91 Sea Zone to 110 Sea Zone
1 submarine moved from 89 Sea Zone to 91 Sea Zone
1 destroyer, 1 fighter and 1 tactical_bomber moved from 91 Sea Zone to 110 Sea Zone
5 submarines moved from 91 Sea Zone to 110 Sea Zone
2 infantry moved from Hawaiian Islands to 26 Sea Zone
2 infantry and 1 transport moved from 26 Sea Zone to 46 Sea Zone
2 infantry moved from 46 Sea Zone to New GuineaCombat - Americans
Battle in Gibraltar
Americans attack with 1 armour, 3 artilleries, 5 infantry and 1 mech_infantry
Italians defend with 1 aaGun, 1 airfield, 1 artillery, 1 harbour and 3 infantry
Americans roll dice for 2 cruisers in Gibraltar, round 2 : 2/2 hits
Americans roll dice for 1 armour, 3 artilleries, 5 infantry and 1 mech_infantry in Gibraltar, round 2 : 0/10 hits
Italians roll dice for 1 aaGun, 1 artillery and 3 infantry in Gibraltar, round 2 : 2/4 hits
1 aaGun owned by the Italians , 2 infantry owned by the Americans and 1 infantry owned by the Italians lost in Gibraltar
Americans roll dice for 1 armour, 3 artilleries, 3 infantry and 1 mech_infantry in Gibraltar, round 3 : 4/8 hits
Italians roll dice for 1 artillery and 2 infantry in Gibraltar, round 3 : 0/3 hits
1 artillery owned by the Italians and 2 infantry owned by the Italians lost in Gibraltar
Americans win, taking Gibraltar from Italians with 1 armour, 3 artilleries, 3 infantry and 1 mech_infantry remaining. Battle score for attacker is 12
Casualties for Italians: 1 aaGun, 1 artillery and 3 infantry
Casualties for Americans: 2 infantry
Battle in 110 Sea Zone
Americans attack with 1 carrier, 1 destroyer, 1 fighter, 5 submarines and 1 tactical_bomber
Germans defend with 1 destroyer and 3 submarines
Americans roll dice for 5 submarines in 110 Sea Zone, round 2 : 2/5 hits
Germans roll dice for 3 submarines in 110 Sea Zone, round 2 : 0/3 hits
Americans roll dice for 1 carrier, 1 destroyer, 1 fighter and 1 tactical_bomber in 110 Sea Zone, round 2 : 2/3 hits
Germans roll dice for 1 destroyer in 110 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Germans and 3 submarines owned by the Germans lost in 110 Sea Zone
Americans win with 1 carrier, 1 destroyer, 1 fighter, 5 submarines and 1 tactical_bomber remaining. Battle score for attacker is 26
Casualties for Germans: 1 destroyer and 3 submarines
Battle in New GuineaNon Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of New Guinea from Americans to British
EDIT: Turning off Edit Mode
5 submarines moved from 10 Sea Zone to 26 Sea ZonePlace Units - Americans
5 destroyers and 5 submarines placed in 10 Sea Zone
1 destroyer placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 52 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 57 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 62 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 72 PUs
Turning on Edit Mode
EDIT: Removing units owned by Americans from 10 Sea Zone: 1 submarine
EDIT: Removing units owned by Americans from 101 Sea Zone: 1 destroyer
EDIT: Adding units owned by Americans to 10 Sea Zone: 1 destroyer
EDIT: Turning off Edit ModeTerritory Summary for Americans :
New Guinea : 2 infantry
Guam : 1 airfield
Wake Island : 1 airfield
Western United States : 1 airfield, 1 factory_major and 1 harbour
Hawaiian Islands : 1 airfield, 1 artillery, 1 harbour and 1 infantry
Midway : 1 airfield
46 Sea Zone : 1 transport
26 Sea Zone : 1 battleship, 4 carriers, 2 cruisers, 5 destroyers, 6 fighters, 15 submarines, 2 tactical_bombers and 1 transport
10 Sea Zone : 6 destroyers and 4 submarines
Central United States : 4 aaGuns, 1 factory_major and 1 infantry
Eastern United States : 1 airfield, 1 factory_major, 1 harbour and 3 mech_infantrys
Gibraltar : 1 armour, 3 artilleries, 3 infantry and 1 mech_infantry
89 Sea Zone : 1 flag
Brazil : 1 flag
91 Sea Zone : 2 cruisers, 1 destroyer, 1 submarine and 5 transports
110 Sea Zone : 1 carrier, 1 destroyer, 1 fighter, 5 submarines and 1 tactical_bomberProduction/PUs Summary :
Germans : 48 / 53
Russians : 33 / 43
Japanese : 56 / 61
Americans : 52 / 72
Chinese : 9 / 11
British : 33 / 33
UK_Pacific : 15 / 10
Italians : 18 / 34
ANZAC : 0 / 0
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 1200
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 15 / 0Dice Statistics:
Total
1 was rolled 5 times
2 was rolled 9 times
3 was rolled 5 times
4 was rolled 4 times
5 was rolled 4 times
6 was rolled 14 times
Average roll : 3,854
Median : 4,000
Variance : 2,075
Standard Deviation : 1,440
Total rolls : 41Null / Other
3 was rolled 1 times
6 was rolled 1 times
Average roll : 4,500
Median : 4,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 2Germans Combat
2 was rolled 1 times
3 was rolled 1 times
4 was rolled 2 times
Average roll : 3,250
Median : 3,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 4Italians Combat
2 was rolled 2 times
3 was rolled 2 times
4 was rolled 1 times
6 was rolled 2 times
Average roll : 3,714
Median : 3,000
Variance : 0,833
Standard Deviation : 0,913
Total rolls : 7Americans Combat
1 was rolled 5 times
2 was rolled 6 times
3 was rolled 1 times
4 was rolled 1 times
5 was rolled 4 times
6 was rolled 11 times
Average roll : 3,929
Median : 5,000
Variance : 2,667
Standard Deviation : 1,633
Total rolls : 28 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 12
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 3 infantry; Remaining resources: 2 PUs;Combat Move - Chinese
Combat - Chinese
Non Combat Move - Chinese
1 infantry moved from Yunnan to Szechwan
12 infantry moved from Szechwan to ShensiPlace Units - Chinese
1 infantry placed in Szechwan
1 infantry placed in Shensi
1 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 9 PUs; end with 11 PUs totalTerritory Summary for Chinese :
Shensi : 14 infantry
Szechwan : 13 infantryProduction/PUs Summary :
Germans : 48 / 53
Russians : 33 / 43
Japanese : 56 / 61
Americans : 52 / 72
Chinese : 9 / 11
British : 33 / 33
UK_Pacific : 15 / 10
Italians : 18 / 34
ANZAC : 0 / 0
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 1200
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 15 / 0Dice Statistics:
Total
1 was rolled 5 times
2 was rolled 9 times
3 was rolled 5 times
4 was rolled 4 times
5 was rolled 4 times
6 was rolled 14 times
Average roll : 3,854
Median : 4,000
Variance : 2,075
Standard Deviation : 1,440
Total rolls : 41Null / Other
3 was rolled 1 times
6 was rolled 1 times
Average roll : 4,500
Median : 4,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 2Germans Combat
2 was rolled 1 times
3 was rolled 1 times
4 was rolled 2 times
Average roll : 3,250
Median : 3,500
Variance : 2,000
Standard Deviation : 1,414
Total rolls : 4Italians Combat
2 was rolled 2 times
3 was rolled 2 times
4 was rolled 1 times
6 was rolled 2 times
Average roll : 3,714
Median : 3,000
Variance : 0,833
Standard Deviation : 0,913
Total rolls : 7Americans Combat
1 was rolled 5 times
2 was rolled 6 times
3 was rolled 1 times
4 was rolled 1 times
5 was rolled 4 times
6 was rolled 11 times
Average roll : 3,929
Median : 5,000
Variance : 2,667
Standard Deviation : 1,633
Total rolls : 28 -
And with this turn 6 is concluded.
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 13
Politics - Germans
EDIT: Turning off Edit ModePurchase Units - Germans
Germans buy 4 bombers; Remaining resources: 5 PUs;Combat Move - Germans
1 armour moved from Bryansk to Smolensk
Germans take Smolensk from Russians
1 armour moved from Smolensk to Bryansk
2 armour and 1 infantry moved from Ukraine to Rostov
2 bombers moved from Novgorod to Russia
1 armour moved from Karelia to Finland
1 armour moved from Vyborg to Finland
3 armour moved from Novgorod to Finland