@Daaras all the planes from India can reach and if they’re safe to land in Burma, I’d still make that attack. So block or put way more
Gamerman's G40 Laegue House Rules Playtest Shin Ji (Axis) vs Nozdormu (Allies)
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 TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7 Game History Round: 11 Politics - Germans 
 EDIT: Removing units owned by Italians from Northern Italy: 1 infantry
 EDIT: Adding units owned by Italians to Northern Italy: 1 artillery
 EDIT: Turning off Edit ModePurchase Units - Germans 
 Germans buy 5 armour and 8 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Germans 
 3 fighters and 3 tactical_bombers moved from Eastern Poland to Syria
 1 armour moved from Novgorod to Vyborg
 1 mech_infantry moved from Novgorod to Vyborg
 1 armour moved from Novgorod to Karelia
 1 mech_infantry moved from Novgorod to Karelia
 1 armour moved from Novgorod to Nenetsia
 Germans take Archangel from Russians
 Germans take Nenetsia from Russians
 1 armour moved from Novgorod to Nenetsia
 2 bombers moved from Eastern Poland to Russia
 1 infantry moved from Western Ukraine to Ukraine
 12 artilleries and 25 infantry moved from Western Ukraine to Bryansk
 Germans take Bryansk from Russians
 2 armour moved from Eastern Poland to Ukraine
 5 armour and 3 mech_infantrys moved from Eastern Poland to Bryansk
 1 infantry moved from Eastern Poland to Western Ukraine
 1 artillery moved from Belarus to Bryansk
 6 armour and 4 mech_infantrys moved from Germany to Eastern PolandCombat - Germans 
 Air Battle in Russia
 Germans attacks with 2 units heading to Russia
 Air Battle is over, the remaining bombers go on to their targets
 Strategic bombing raid in Russia
 Bombing raid in Russia rolls: 3,7 and causes: 10 damage to unit: factory_major
 Bombing raid in Russia causes 10 damage total.
 Turning on Edit Mode
 EDIT: Changing unit bombing damage for these Russians owned units to: factory_major = 8
 EDIT: Turning off Edit Mode
 Battle in Ukraine
 Germans attack with 2 armour and 1 infantry
 Russians defend with 1 factory_minor and 1 infantry
 Germans win, taking Ukraine from Russians with 2 armour and 1 infantry remaining. Battle score for attacker is 3
 Casualties for Russians: 1 infantry
 Battle in Karelia
 Germans attack with 1 armour and 1 mech_infantry
 Russians defend with 1 artillery
 Germans win, taking Karelia from Russians with 1 armour remaining. Battle score for attacker is 0
 Casualties for Germans: 1 mech_infantry
 Casualties for Russians: 1 artillery
 Battle in Vyborg
 Germans attack with 1 armour and 1 mech_infantry
 Russians defend with 1 artillery
 Germans win, taking Vyborg from Russians with 1 armour remaining. Battle score for attacker is 0
 Casualties for Germans: 1 mech_infantry
 Casualties for Russians: 1 artillery
 Cleaning up after air battlesNon Combat Move - Germans 
 4 armour moved from Novgorod to Bryansk
 3 aaGuns moved from Western Ukraine to Bryansk
 2 bombers moved from Russia to NovgorodPlace Units - Germans 
 3 armour placed in Novgorod
 2 armour and 8 mech_infantrys placed in GermanyTurn Complete - Germans 
 Germans collect 48 PUs; end with 48 PUs total
 Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 53 PUs
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 @Shin: Heh. Is that actually not allowed or just ill-advised? I’m so impatient. :mrgreen: It is against the rules to do so. Usually players don’t mind, but it is better if you learn to do it properly. 
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 TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7 Game History Round: 11 Purchase Units - Russians 
 Russians repair 8 damage on 8 factory_majors; Remaining resources: 39 PUs;
 Russians buy 13 infantry; Remaining resources: 0 PUs;Combat Move - Russians 
 2 mech_infantrys moved from Russia to Nenetsia
 2 fighters and 1 tactical_bomber moved from Russia to Nenetsia
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 TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7 Game History Round: 11 Purchase Units - Russians 
 Russians repair 8 damage on 8 factory_majors; Remaining resources: 39 PUs;
 Russians buy 13 infantry; Remaining resources: 0 PUs;Combat Move - Russians 
 2 mech_infantrys moved from Russia to Nenetsia
 2 fighters and 1 tactical_bomber moved from Russia to NenetsiaCombat - Russians 
 Battle in Nenetsia
 Russians attack with 2 fighters, 2 mech_infantrys and 1 tactical_bomber
 Germans defend with 2 armour
 Russians win, taking Nenetsia from Germans with 2 fighters, 2 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 12
 Casualties for Germans: 2 armourNon Combat Move - Russians 
 2 fighters and 1 tactical_bomber moved from Nenetsia to Russia
 6 infantry moved from Samara to Russia
 2 infantry moved from Tambov to Russia
 1 infantry moved from Russia to Tambov
 1 infantry moved from Volgograd to Rostov
 1 mech_infantry moved from Volgograd to Russia
 1 submarine moved from 123 Sea Zone to 109 Sea Zone
 2 aaGuns and 12 infantry moved from Novosibirsk to Samara
 1 infantry moved from Norway to FinlandPlace Units - Russians 
 10 infantry placed in Russia
 3 infantry placed in VolgogradTurn Complete - Russians 
 Total Cost from Convoy Blockades: 1
 Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 1,5
 Russians collect 32 PUs (1 lost to blockades); end with 32 PUs total
 Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 38 PUs
 Turning on Edit Mode
 EDIT: Changing PUs for Russians from 38 to 43
 EDIT: Turning off Edit Mode
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 @Nozdormu: @Shin: Heh. Is that actually not allowed or just ill-advised? I’m so impatient. :mrgreen: It is against the rules to do so. Usually players don’t mind, but it is better if you learn to do it properly. Besides it is in your own interest to wait with ncms. If something doesn’t go according to plan, you can alter it accordingly :-) 
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 TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7 Game History Round: 11 Purchase Units - Japanese 
 Japanese buy 4 armour, 2 mech_infantrys and 5 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese Non Combat Move - Japanese 
 1 infantry moved from Celebes to 44 Sea Zone
 1 infantry and 1 transport moved from 44 Sea Zone to 36 Sea Zone
 1 infantry moved from 36 Sea Zone to Kwangsi
 2 artilleries and 1 infantry moved from Jehol to Chahar
 1 infantry moved from Anhwe to Chahar
 1 aaGun, 1 artillery and 11 infantry moved from Anhwe to HunanPlace Units - Japanese 
 3 armour placed in French Indo China
 1 armour and 2 mech_infantrys placed in Malaya
 5 submarines placed in 6 Sea ZoneTurn Complete - Japanese 
 Japanese collect 56 PUs; end with 56 PUs total
 Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 61 PUs
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 TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7 Game History Round: 11 Combat Move - British 
 1 bomber moved from India to 41 Sea Zone
 2 fighters moved from India to 41 Sea Zone
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 @Shin: Alright - that was actually G5. But you are 100% right about this game flying by. You are the best opponent I’ve ever played against in terms of being around. I’m loving this! In only 36 hours we’ve done 4 complete turns and change. Sweet!! 
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 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
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 Man, I completely forgot about that Dst. Poor little guy. 
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 It waved as the planes flew by. :mrgreen: 
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 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?
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 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
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 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. 
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 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. 
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 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. 
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 And no intercept. 
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 @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? 
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 @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: 
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 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



 
		 
		






