@surfer said in L25 Avner (L+9) vs Surfer (X) BM4:
@Avner Still need your email to put into the game to get dice rolls
ok i’ll put it in the allied turn
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - ANZAC
ANZAC buy 1 bomber, 1 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;
Combat Move - ANZAC
1 artillery and 1 infantry moved from Shantung to 19 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 19 Sea Zone to 20 Sea Zone
1 artillery and 1 infantry moved from Philippines to 35 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 35 Sea Zone to 20 Sea Zone
2 artilleries and 2 infantry moved from 20 Sea Zone to Kwangtung
2 fighters moved from 35 Sea Zone to Kwangtung
1 fighter moved from Philippines to Kwangtung
1 bomber moved from Philippines to Kwangtung
1 artillery moved from Queensland to 54 Sea Zone
1 artillery and 1 transport moved from 54 Sea Zone to 45 Sea Zone
1 infantry moved from Dutch New Guinea to 45 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 45 Sea Zone to 35 Sea Zone
1 tactical_bomber moved from Queensland to Philippines
Combat - ANZAC
Battle in Kwangtung
ANZAC attack with 2 artilleries, 1 bomber, 3 fighters and 2 infantry
Japanese defend with 1 aaGun, 1 airfield, 1 factory_minor, 1 harbour, 1 infantry and 4 mech_infantrys
ANZAC win, taking Kwangtung from Japanese with 1 artillery, 1 bomber and 3 fighters remaining. Battle score for attacker is 14
Casualties for Japanese: 1 aaGun, 1 infantry and 4 mech_infantrys
Casualties for ANZAC: 1 artillery and 2 infantry
Non Combat Move - ANZAC
1 bomber moved from Kwangtung to India
4 destroyers moved from 19 Sea Zone to 20 Sea Zone
1 submarine moved from 33 Sea Zone to 20 Sea Zone
2 carriers moved from 35 Sea Zone to 20 Sea Zone
3 fighters moved from Kwangtung to 20 Sea Zone
1 fighter moved from Kweichow to 20 Sea Zone
1 submarine moved from 62 Sea Zone to 42 Sea Zone
Place Units - ANZAC
1 infantry placed in New South Wales
1 submarine and 1 transport placed in 54 Sea Zone
1 bomber placed in Queensland
Turn Complete - ANZAC
ANZAC collect 18 PUs; end with 18 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 23 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 28 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Combat Move - French
Turn Complete - French
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 4 artilleries, 2 fighters, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
Reseting Bonus Movement of Units
1 infantry moved from Buryatia to Sakha
Germans take Sakha from Russians
1 armour moved from Russia to Samara
Germans take Samara from Russians
1 armour moved from Samara to Novosibirsk
Germans take Novosibirsk from Russians
1 armour moved from Russia to Volgograd
Germans take Tambov from Russians
Germans take Volgograd from Russians
1 armour moved from Russia to Kazakhstan
Germans take Kazakhstan from Russians
3 fighters moved from Russia to Rostov
1 mech_infantry moved from Ukraine to Rostov
7 artilleries and 7 infantry moved from Eire to Scotland
1 destroyer moved from 113 Sea Zone to 112 Sea Zone
1 mech_infantry moved from Western Germany to Normandy Bordeaux
3 fighters moved from Western Germany to Normandy Bordeaux
2 bombers moved from Western Germany to Normandy Bordeaux
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 armour, 4 artilleries, 2 fighters, 4 infantry and 4 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
Reseting Bonus Movement of Units
1 infantry moved from Buryatia to Sakha
Germans take Sakha from Russians
1 armour moved from Russia to Samara
Germans take Samara from Russians
1 armour moved from Samara to Novosibirsk
Germans take Novosibirsk from Russians
1 armour moved from Russia to Volgograd
Germans take Tambov from Russians
Germans take Volgograd from Russians
1 armour moved from Russia to Kazakhstan
Germans take Kazakhstan from Russians
3 fighters moved from Russia to Rostov
1 mech_infantry moved from Ukraine to Rostov
7 artilleries and 7 infantry moved from Eire to Scotland
1 destroyer moved from 113 Sea Zone to 112 Sea Zone
1 mech_infantry moved from Western Germany to Normandy Bordeaux
3 fighters moved from Western Germany to Normandy Bordeaux
2 bombers moved from Western Germany to Normandy Bordeaux
Combat - Germans
Battle in Scotland
Germans attack with 7 artilleries and 7 infantry
British defend with 1 airfield and 1 infantry
Germans win, taking Scotland from British with 7 artilleries and 7 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantry
Battle in 112 Sea Zone
Germans attack with 1 destroyer
Americans defend with 1 destroyer
Americans win with 1 destroyer remaining. Battle score for attacker is -8
Casualties for Germans: 1 destroyer
Battle in Normandy Bordeaux
Germans attack with 2 bombers, 3 fighters and 1 mech_infantry
Americans defend with 1 artillery, 1 factory_minor and 1 harbour
Germans win, taking Normandy Bordeaux from Americans with 2 bombers, 3 fighters and 1 mech_infantry remaining. Battle score for attacker is 4
Casualties for Americans: 1 artillery
Battle in Rostov
Germans attack with 3 fighters and 1 mech_infantry
British defend with 1 armour
Germans win, taking Rostov from British with 2 fighters and 1 mech_infantry remaining. Battle score for attacker is -4
Casualties for Germans: 1 fighter
Casualties for British: 1 armour
Non Combat Move - Germans
2 fighters moved from Rostov to Russia
3 armour moved from Bryansk to Volgograd
2 mech_infantrys moved from Ukraine to Volgograd
3 mech_infantrys moved from Novgorod to Bryansk
3 tactical_bombers moved from Novgorod to Western Germany
3 fighters moved from Normandy Bordeaux to Western Germany
2 bombers moved from Normandy Bordeaux to Western Germany
2 bombers moved from Western Germany to Russia
1 mech_infantry moved from Greece to Yugoslavia
1 infantry moved from Norway to 113 Sea Zone
1 infantry moved from 113 Sea Zone to Western Germany
1 submarine moved from 71 Sea Zone to 72 Sea Zone
Place Units - Germans
2 armour and 1 mech_infantry placed in Russia
3 mech_infantrys placed in Romania
3 artilleries placed in France
1 artillery and 1 infantry placed in Germany
2 fighters and 3 infantry placed in Western Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 6,3
Rolling for Convoy Blockade Damage in 109 Sea Zone. Rolls: 1,2
Germans collect 68 PUs (5 lost to blockades); end with 68 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 73 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 15 PUs; end with 88 PUs
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 artillery and 1 fighter; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
Reseting Bonus Movement of Units
1 infantry moved from Jehol to Manchuria
1 fighter moved from Japan to Manchuria
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Japanese
Japanese buy 1 artillery and 1 fighter; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
Reseting Bonus Movement of Units
1 infantry moved from Jehol to Manchuria
1 fighter moved from Japan to Manchuria
Combat - Japanese
Battle in Manchuria
Japanese attack with 1 fighter and 1 infantry
Americans defend with 1 infantry
Chinese win with no units remaining. Battle score for attacker is -10
Casualties for Japanese: 1 fighter and 1 infantry
Casualties for Americans: 1 infantry
Non Combat Move - Japanese
Place Units - Japanese
1 artillery and 1 fighter placed in Japan
Turn Complete - Japanese
Total Cost from Convoy Blockades: 11
Rolling for Convoy Blockade Damage in 20 Sea Zone. Rolls: 2,4,1,3,6,4,5,6,3,3,5,4,5,4,4,3,4,5
Rolling for Convoy Blockade Damage in 19 Sea Zone. Rolls: 4,5,2,6,3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 6,3,5,4,4,5,3,2,5,1
Japanese collect 1 PU (11 lost to blockades); end with 1 PU total
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Americans
Americans buy 3 armour, 8 artilleries, 8 infantry and 2 submarines; Remaining resources: 0 PUs;
Combat Move - Americans
1 infantry moved from Gibraltar to 91 Sea Zone
1 artillery moved from Gibraltar to 91 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 91 Sea Zone to 112 Sea Zone
1 infantry moved from 112 Sea Zone to Norway
1 artillery moved from 112 Sea Zone to Norway
3 carriers, 3 fighters and 3 tactical_bombers moved from 110 Sea Zone to 112 Sea Zone
3 submarines moved from 110 Sea Zone to 92 Sea Zone
1 submarine moved from 109 Sea Zone to 92 Sea Zone
1 submarine moved from 91 Sea Zone to 93 Sea Zone
1 carrier moved from 91 Sea Zone to 112 Sea Zone
1 fighter moved from 91 Sea Zone to 112 Sea Zone
1 fighter moved from 91 Sea Zone to 112 Sea Zone
1 destroyer moved from 91 Sea Zone to 112 Sea Zone
1 armour, 4 artilleries and 5 infantry moved from Eastern United States to 101 Sea Zone
1 armour, 4 artilleries, 5 infantry and 5 transports moved from 101 Sea Zone to 90 Sea Zone
8 transports moved from 91 Sea Zone to 101 Sea Zone
1 armour, 4 artilleries, 5 infantry and 5 transports moved from 90 Sea Zone to 91 Sea Zone
1 submarine moved from 125 Sea Zone to 110 Sea Zone
2 transports moved from 110 Sea Zone to 91 Sea Zone
1 mech_infantry moved from Iraq to Caucasus
2 artilleries moved from Kiangsu to 19 Sea Zone
1 artillery and 1 transport moved from 19 Sea Zone to 20 Sea Zone
1 artillery moved from 20 Sea Zone to Formosa
1 artillery moved from 19 Sea Zone to Okinawa
1 carrier, 1 destroyer and 2 fighters moved from 19 Sea Zone to 35 Sea Zone
Americans take 19 Sea Zone from Japanese
Americans take 35 Sea Zone from Japanese
Combat - Americans
Battle in Norway
Battle in Okinawa
Battle in Formosa
Non Combat Move - Americans
1 armour, 4 artilleries and 5 infantry moved from 91 Sea Zone to Gibraltar
Place Units - Americans
2 artilleries and 8 infantry placed in Eastern United States
6 artilleries placed in Central United States
3 armour placed in Korea
2 submarines placed in 101 Sea Zone
Turn Complete - Americans
Americans collect 64 PUs; end with 64 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 69 PUs
Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 74 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 79 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 89 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Chinese
Trigger Chinese Artillery Supplies: Chinese has their production frontier changed to: productionChinese_Burma_Road_Open
Chinese buy 2 artilleries and 6 infantry; Remaining resources: 0 PUs;
Combat Move - Chinese
1 infantry moved from Anhwe to Jehol
Chinese take Jehol from Japanese
Combat - Chinese
Non Combat Move - Chinese
1 artillery moved from Chahar to Suiyuyan
2 artilleries and 1 infantry moved from Anhwe to Hopei
5 artilleries and 5 infantry moved from Hunan to Kweichow
Place Units - Chinese
2 artilleries and 6 infantry placed in Tsinghai
Turn Complete - Chinese
Chinese collect 23 PUs; end with 23 PUs total
Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 29 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - British
British buy 3 armour, 1 artillery, 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 2 armour and 2 mech_infantrys; Remaining resources: 1 PUs;
Combat Move - British
1 bomber moved from Gibraltar to Scotland
6 artilleries, 1 fighter, 4 infantry and 1 mech_infantry moved from United Kingdom to Scotland
2 armour and 2 mech_infantrys moved from Yunnan to Sikang
4 mech_infantrys moved from Kwangsi to Szechwan
1 mech_infantry moved from Kiangsi to Yunnan
1 infantry moved from Kwangsi to Yunnan
2 fighters and 1 tactical_bomber moved from Hunan to Sikang
3 mech_infantrys moved from Caucasus to Kazakhstan
3 armour moved from Persia to Caucasus
1 mech_infantry moved from Iraq to Caucasus
2 armour and 2 mech_infantrys moved from India to Eastern Persia
1 armour and 2 mech_infantrys moved from Egypt to Iraq
1 infantry moved from Trans-Jordan to Iraq
1 transport moved from 91 Sea Zone to 106 Sea Zone
1 battleship, 1 carrier, 1 cruiser and 2 transports moved from 91 Sea Zone to 109 Sea Zone
3 infantry moved from United Kingdom to 109 Sea Zone
1 battleship, 1 carrier, 1 cruiser, 3 infantry and 2 transports moved from 109 Sea Zone to 119 Sea Zone
1 infantry moved from 119 Sea Zone to Eire
2 infantry moved from 119 Sea Zone to Scotland
Combat - British
Battle in Eire
Battle in Kazakhstan
British attack with 3 mech_infantrys
Germans defend with 1 armour
British win, taking Eire from Germans, taking Kazakhstan from Germans with 2 mech_infantrys remaining. Battle score for attacker is 2
Casualties for Germans: 1 armour
Casualties for British: 1 mech_infantry
Battle in Scotland
British attack with 6 artilleries, 1 bomber, 1 fighter, 6 infantry and 1 mech_infantry
Germans defend with 1 airfield, 7 artilleries and 7 infantry
British win, taking Scotland from Germans with 2 artilleries, 1 bomber and 1 fighter remaining. Battle score for attacker is 11
Casualties for Germans: 7 artilleries and 7 infantry
Casualties for British: 4 artilleries, 6 infantry and 1 mech_infantry
Non Combat Move - British
1 bomber moved from Scotland to United Kingdom
1 fighter moved from Scotland to United Kingdom
1 artillery and 1 infantry moved from Quebec to 106 Sea Zone
Place Units - British
3 armour placed in Persia
3 mech_infantrys placed in Egypt
1 artillery and 1 infantry placed in United Kingdom
Turn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 72 Sea Zone. Rolls: 4,3
British collect 30 PUs (2 lost to blockades); end with 30 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs
Place Units - UK_Pacific
2 armour and 2 mech_infantrys placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 23 PUs; end with 24 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 29 PUs
Some Units in India change ownership: 2 armour and 2 mech_infantrys
Bump#2
Bump one actually…
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Italians
Italians buy 1 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Italians
Reseting Bonus Movement of Units
Non Combat Move - Italians
1 artillery moved from Ukraine to Rostov
2 mech_infantrys moved from Ukraine to Rostov
2 mech_infantrys moved from Rostov to Volgograd
3 mech_infantrys moved from France to Southern Italy
Place Units - Italians
1 infantry placed in Southern Italy
3 mech_infantrys placed in Ukraine
Turn Complete - Italians
Total Cost from Convoy Blockades: 0
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 4,4
Italians collect 14 PUs; end with 14 PUs total
Actually, we had another bump a few pages back, but hey it’s all good.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Combat Move - French
Turn Complete - French
No worries, bumps are part of speeding the game up, I understand. But from a rules perspective, the bumps need to be consecutive to lead to a loss, not cumulative. Just was clarifying :)
I’m close to calling this one, but it’s still fun somewhat, so going to soldier on!
Yea? If so, then I’m confused about the intent of the rules here:
5 - Posting Schedule
5a - Time Limits - There is a 72 hour time limit per move. However, play can be paused for a total of 21 days, for whatever reason, without penalty by simply posting the need for a vacation. Please specify the duration of your absence in your game.
5b - Weekend Players. If you can only play on the weekend or on certain days, please state so when you are looking for an opponent. (This is an exception to the 72 hour rule, requires one game round to be played at least every 144 hours!)
5c - 72 hr warnings: If 72 hrs goes by and no post from your opponent simply post “bump” and the number of the bump (Bump#1, Bump #2, or Bump #3), which creates the warning. (Note: only post “bump” in your warnings to make it clear you are issuing a warning. Do not add any small talk or other game talk in your warning post.)
5d - Bump warning and consequences - Each “bump” warning resets the clock for another 72 hrs. However, on the 4th “bump” warning the offending player will be disqualified and declared the loser for that game. (Note: You get only 3 warnings per game.) You must post the warning when it happens (or before the next move has been made by your opponent). You cannot retroactively issue a “bump” warning. (For example, if the game is in round 8 you cannot go back and issue a warning that occurred in round 7). “Bump” warnings can be issued for posting of partial turns (ie someone only posted their purchases), OOL requests, map questions, etc. But they follow the same 72 hr requirement.
5e - If a turn is not posted within 9 days of either the previous turn post (or request for decision on casualty choice, scrambling, kamikaze, etc) or the end of a predetermined “vacation”, then the player failing to post may be declared in default and lose the game.
It seems pretty clear that there are two ways to get disqualified due to time limits. One way is to go 9 days without posting in a row. The other is to get several bumps. After the fourth bump, the game is called. Right?
I mean, it wouldn’t be the first time I’m misread a rule! :)
based on that excerpt, it seems you’re right!
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 13
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 armour, 1 bomber, 3 fighters, 3 infantry, 5 mech_infantrys and 1 tactical_bomber; Remaining resources: 0 PUs;
Combat Move - Germans
Reseting Bonus Movement of Units
1 bomber moved from Russia to Kazakhstan
1 bomber and 2 fighters moved from Russia to Caucasus
1 artillery and 1 infantry moved from Germany to 113 Sea Zone
1 infantry and 1 mech_infantry moved from Western Germany to 113 Sea Zone
1 artillery, 2 infantry and 1 mech_infantry moved from 113 Sea Zone to Norway
1 bomber moved from Western Germany to United Kingdom
1 bomber moved from Western Germany to United Kingdom
4 armour and 1 mech_infantry moved from Volgograd to Caucasus
1 mech_infantry moved from Rostov to Caucasus
1 armour moved from Novosibirsk to Kazakhstan
1 mech_infantry moved from Volgograd to Caucasus
1 mech_infantry moved from Russia to Kazakhstan
2 armour moved from Russia to Kazakhstan
3 fighters and 3 tactical_bombers moved from Western Germany to Norway
1 infantry moved from Sakha to Siberia
Germans take Siberia from Russians
Intercept in London?