Just to add to Panzer’s above, Elites also can’t be part of a Corps. They can be part of a Army Group.
Have Fun
Prosit
Shattered about that US fleet being wiped out. Didn’t even realise you had anything in range let alone enough to take it out.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Japanese
Japanese buy 3 armour, 2 artilleries, 1 battleship, 2 destroyers and 1 infantry; Remaining resources: 6 SuicideAttackTokens; 0 PUs;
Combat Move - Japanese
1 artillery and 2 infantry moved from Yunnan to Szechwan
1 artillery and 1 infantry moved from Shensi to Sikang
1 mech_infantry moved from Kweichow to Tsinghai
1 infantry moved from Kansu to Tsinghai
1 bomber moved from Kiangsi to Tsinghai
1 bomber moved from Kiangsi to Sikang
3 fighters and 4 tactical_bombers moved from French Indo China to Szechwan
1 fighter and 1 tactical_bomber moved from Kiangsi to Szechwan
1 armour moved from French Indo China to Shan State
Japanese take Shan State from UK_Pacific
1 armour moved from Shan State to Yunnan
1 infantry moved from Yunnan to Burma
Japanese take Burma from UK_Pacific
1 destroyer moved from 42 Sea Zone to 46 Sea Zone
1 destroyer moved from 6 Sea Zone to 16 Sea Zone
3 fighters moved from Japan to 16 Sea Zone
1 infantry moved from Celebes to 44 Sea Zone
1 infantry and 1 transport moved from 44 Sea Zone to 21 Sea Zone
1 infantry moved from 21 Sea Zone to Guam
Combat - Japanese
Battle in Sikang
Japanese attack with 1 artillery, 1 bomber and 1 infantry
Chinese defend with 1 infantry
Japanese win, taking Sikang from Chinese with 1 artillery and 1 bomber remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Tsinghai
Japanese attack with 1 bomber, 1 infantry and 1 mech_infantry
Chinese defend with 1 infantry
Japanese win, taking Tsinghai from Chinese with 1 bomber and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantry
Battle in Szechwan
Japanese attack with 1 artillery, 4 fighters, 2 infantry and 5 tactical_bombers
Chinese defend with 2 infantry
Japanese win, taking Szechwan from Chinese with 1 artillery, 4 fighters, 2 infantry and 5 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Chinese: 2 infantry
Battle in Guam
Battle in 46 Sea Zone
Japanese attack with 1 destroyer
ANZAC defend with 1 transport
Japanese win, taking Guam from Americans with 1 destroyer remaining. Battle score for attacker is 7
Casualties for ANZAC: 1 transport
Battle in 16 Sea Zone
Japanese attack with 1 destroyer and 3 fighters
Americans defend with 1 submarine
Japanese win with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarine
Non Combat Move - Japanese
3 fighters moved from 16 Sea Zone to Japan
2 artilleries and 4 infantry moved from Japan to 6 Sea Zone
2 artilleries, 4 infantry and 3 transports moved from 6 Sea Zone to 36 Sea Zone
2 artilleries and 4 infantry moved from 36 Sea Zone to French Indo China
1 armour and 1 infantry moved from Java to 42 Sea Zone
1 armour, 1 infantry and 1 transport moved from 42 Sea Zone to 36 Sea Zone
1 armour and 1 infantry moved from 36 Sea Zone to French Indo China
1 battleship moved from 42 Sea Zone to 35 Sea Zone
2 infantry moved from French Indo China to Yunnan
1 carrier, 1 fighter and 1 tactical_bomber moved from 44 Sea Zone to 35 Sea Zone
1 destroyer moved from 20 Sea Zone to 35 Sea Zone
1 destroyer moved from 6 Sea Zone to 20 Sea Zone
1 transport moved from 20 Sea Zone to 36 Sea Zone
1 bomber moved from Tsinghai to Kansu
1 bomber moved from Sikang to Kansu
4 fighters and 5 tactical_bombers moved from Szechwan to Yunnan
1 aaGun and 10 infantry moved from Jehol to Anhwe
3 armour moved from Kwangtung to Yunnan
Place Units - Japanese
2 artilleries and 1 infantry placed in French Indo China
3 armour placed in Kwangtung
1 battleship and 2 destroyers placed in 6 Sea Zone
Turn Complete - Japanese
Japanese collect 65 PUs; end with 65 PUs total
Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 70 PUs
Yeah, I had the same feeling when you killed my German fleet.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Americans
Americans buy 2 artilleries, 1 carrier, 2 fighters, 2 infantry and 3 transports; Remaining resources: 0 PUs;
Combat Move - Americans
Non Combat Move - Americans
2 fighters moved from 26 Sea Zone to 54 Sea Zone
1 carrier, 1 cruiser, 2 destroyers and 1 transport moved from 63 Sea Zone to 54 Sea Zone
2 fighters moved from Western United States to 26 Sea Zone
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone
1 artillery, 1 cruiser, 1 destroyer, 1 infantry, 1 submarine and 1 transport moved from 101 Sea Zone to 118 Sea Zone
Place Units - Americans
1 carrier and 3 transports placed in 101 Sea Zone
2 fighters placed in 101 Sea Zone
2 artilleries and 2 infantry placed in Eastern United States
Turn Complete - Americans
Americans collect 50 PUs; end with 50 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 55 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 70 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 1 infantry; Remaining resources: 1 PUs;
Combat Move - Chinese
Turn Complete - Chinese
Chinese collect 0 PUs; end with 1 PU total
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Forgot to click to post the British turn and I don’t think it’s possible to do it after clicking ‘done’.
Make sure you look at the history to see what happened considering out of the 3 turns I just played the British was the only one where anything actually happened.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Italians buy 2 armour, 1 artillery and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Italians
Non Combat Move - Italians
3 infantry moved from Northern Italy to France
1 fighter and 1 tactical_bomber moved from Southern Italy to France
1 infantry moved from Southern Italy to Northern Italy
Place Units - Italians
2 armour, 1 artillery and 2 infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 15 PUs; end with 15 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 20 PUs
Italians don’t have much going on either. :cry:
Also, apparently subs don’t block my NO.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - ANZAC
ANZAC buy 3 infantry; Remaining resources: 2 PUs;
Combat Move - ANZAC
1 infantry moved from New Guinea to Dutch New Guinea
ANZAC take Dutch New Guinea from Dutch
1 submarine moved from 54 Sea Zone to 46 Sea Zone
3 fighters moved from Queensland to 46 Sea Zone
Combat - ANZAC
Battle in 46 Sea Zone
ANZAC attack with 3 fighters and 1 submarine
Japanese defend with 1 destroyer
ANZAC win with 3 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Non Combat Move - ANZAC
3 fighters moved from 46 Sea Zone to Queensland
1 fighter moved from New South Wales to Queensland
2 infantry moved from New South Wales to Queensland
Place Units - ANZAC
3 infantry placed in New South Wales
Turn Complete - ANZAC
ANZAC collect 10 PUs; end with 12 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 17 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Politics - French
Combat Move - French
Turn Complete - French
Also, apparently subs don’t block my NO.
Yeah, that’s interesting. I guess ‘ships’ refers to surface naval only, similar to how the kamikaze rules work.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 3 armour, 2 artilleries, 2 infantry and 5 submarines; Remaining resources: 0 PUs;
Combat Move - Germans
1 infantry moved from Archangel to Vologda
Germans take Vologda from Russians
1 infantry moved from Novgorod to Vyborg
Germans take Vyborg from Russians
1 infantry moved from Belarus to Smolensk
Germans take Smolensk from Russians
3 bombers moved from Novgorod to Russia
2 artilleries and 2 infantry moved from Belarus to Bryansk
1 armour moved from Eastern Poland to Bryansk
5 armour moved from Romania to Ukraine
Germans take Bessarabia from Russians
Germans take Ukraine from Russians
1 submarine moved from 113 Sea Zone to 110 Sea Zone
2 submarines moved from 113 Sea Zone to 110 Sea Zone
1 tactical_bomber moved from France to 110 Sea Zone
2 armour and 2 mech_infantrys moved from Western Germany to Holland Belgium
2 bombers moved from Morocco to 110 Sea Zone
2 transports moved from 93 Sea Zone to 92 Sea Zone
2 artilleries and 2 infantry moved from Morocco to 92 Sea Zone
2 artilleries and 2 infantry moved from 92 Sea Zone to Gibraltar
1 fighter moved from Morocco to Gibraltar
Scramble in United Kingdom?
Battle in Sea Zone 110
Germany: 3 submarines, 1 tactical bomber, 2 bombers
United Kingdom: 1 submarine, 1 destroyer, 1 cruiser, 3 transports
Also, launch interceptors in Russia?
Bombing raid in Russia: 3 bombers
1 fighter available to intercept
Full Scramble in the UK. Risk time!
No intercept in Russia. Hopefully AA does it’s job :P
Oh come on! Two AA casualties? :cry:
On the bright side, luck is on my side in the sea battle.
I’m assuming you take the 4 hits of my initial volley on the sub, destroyer, cruiser, and French fighter. If you want the destroyer to survive, let me know; that’ll change the dynamics of the battle.
I’d have preferred the luck in the sea battle tbh. Nevermind!
I kind of need the destroyer to survive to have any chance of saving the transports. However with 4 hits in the first round I think it’s better to just lose the transports in the hope of winning the battle above the water.