@captainwalker 2026-1-6-oztea-1939-global.tsvg This is my file of germany
Stalingradski v Infrastructure
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@Infrastructure:
unload isnt an option with current rule. It stays attached to current unit until italys next turn…
?? They loaded on Italy’s previous turn (13), moved on Germany 14th round… I don’t understand. They have to wait two rounds to unload?
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 14
Purchase Units - ANZAC
Turning on Edit Mode
EDIT: Changing PUs for ANZAC from 27 to 26
EDIT: Turning off Edit Mode
ANZAC buy 1 armour, 1 bomber and 2 mech_infantrys; Remaining resources: 0 techTokens; 0 PUs;Combat Move - ANZAC
1 transport moved from 37 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Java to 42 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 42 Sea Zone to 37 Sea Zone
1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
1 armour, 1 fighter and 1 mech_infantry moved from Caucasus to TsinghaiCombat - ANZAC
Battle in Tsinghai
ANZAC attack with 1 armour, 1 fighter and 1 mech_infantry
Germans defend with 1 infantry and 1 mech_infantry
ANZAC roll dice for 1 armour, 1 fighter and 1 mech_infantry in Tsinghai, round 2 : 1/3 hits
Germans roll dice for 1 infantry and 1 mech_infantry in Tsinghai, round 2 : 0/2 hits
1 infantry owned by the Germans lost in Tsinghai
ANZAC roll dice for 1 armour, 1 fighter and 1 mech_infantry in Tsinghai, round 3 : 0/3 hits
Germans roll dice for 1 mech_infantry in Tsinghai, round 3 : 1/1 hits
1 mech_infantry owned by the ANZAC lost in Tsinghai
ANZAC roll dice for 1 armour and 1 fighter in Tsinghai, round 4 : 1/2 hits
Germans roll dice for 1 mech_infantry in Tsinghai, round 4 : 0/1 hits
1 mech_infantry owned by the Germans lost in Tsinghai
ANZAC win, taking Tsinghai from Germans with 1 armour and 1 fighter remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry and 1 mech_infantry
Casualties for ANZAC: 1 mech_infantry
Battle in Malaya
ANZAC attack with 1 artillery and 1 infantry
Japanese defend with 1 harbour and 1 mech_infantry
ANZAC roll dice for 1 artillery and 1 infantry in Malaya, round 2 : 0/2 hits
Japanese roll dice for 1 mech_infantry in Malaya, round 2 : 1/1 hits
1 infantry owned by the ANZAC lost in Malaya
ANZAC roll dice for 1 artillery in Malaya, round 3 : 1/1 hits
Japanese roll dice for 1 mech_infantry in Malaya, round 3 : 1/1 hits
1 artillery owned by the ANZAC and 1 mech_infantry owned by the Japanese lost in Malaya
Japanese win with no units remaining. Battle score for attacker is -3
Casualties for ANZAC: 1 artillery and 1 infantry
Casualties for Japanese: 1 mech_infantryNon Combat Move - ANZAC
1 cruiser and 4 submarines moved from 37 Sea Zone to 39 Sea Zone
1 fighter moved from Tsinghai to Caucasus
2 infantry moved from Persia to Northwest Persia
1 mech_infantry moved from Persia to Eastern Persia
2 mech_infantrys moved from Eastern Persia to India
1 fighter moved from New South Wales to Queensland
1 infantry moved from Queensland to New South Wales
2 infantry moved from New South Wales to Queensland
1 fighter moved from 39 Sea Zone to India
2 infantry and 1 transport moved from 60 Sea Zone to 78 Sea ZonePlace Units - ANZAC
1 armour and 2 mech_infantrys placed in Persia
1 bomber placed in New South WalesTurn Complete - ANZAC
ANZAC collect 16 PUs; end with 16 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Allies from New South Wales: 1 armour and 1 mech_infantry
EDIT: Removing units owned by Neutral_Allies from Queensland: 1 infantry
EDIT: Adding units owned by Neutral_Allies to New South Wales: 1 infantry
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Adding Technology Increased Factory Production for ANZAC
EDIT: Adding Technology Shipyards for ANZAC
EDIT: Turning off Edit Mode -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 14
Combat Move - French
Turn Complete - French
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 14
Combat Move - French
Turn Complete - French
Turning on Edit Mode
EDIT: Adding units owned by Neutral_Allies to New South Wales: 1 mech_infantry
EDIT: Turning off Edit Mode -
Technology Advancements
GER spends 86 IPCs; spends 1 on tech; spends 1 on super sub token (neutral infantry)
GER: 60.55*
RUS: 11.15
JPN: 54.60
USA: 64.75
GBR: 41.10*
ITA: 13.10
ANZ: 15.90 -
TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Politics - Germans
Research Technology - Germans
Germans spend 0 on tech rollsPurchase Units - Germans
Germans buy 3 artilleries, 1 bomber, 1 destroyer, 14 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 2 techTokens;Combat Move - Germans
1 infantry moved from Volgograd to Kazakhstan
1 infantry moved from Ukraine to Rostov
1 mech_infantry moved from Vologda to Tsinghai
1 bomber moved from Ukraine to Tsinghai
1 tactical_bomber moved from Volgograd to Tsinghai
1 fighter and 1 tactical_bomber moved from Ukraine to Kazakhstan
1 fighter and 2 tactical_bombers moved from Ukraine to Rostov
1 tactical_bomber moved from 99 Sea Zone to Rostov
1 tactical_bomber moved from Ukraine to Kazakhstan
1 destroyer moved from 112 Sea Zone to 110 Sea Zone
6 fighters moved from 112 Sea Zone to 110 Sea Zone
1 bomber moved from Southern Italy to Rostov -
TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Politics - Germans
Research Technology - Germans
Germans spend 0 on tech rollsPurchase Units - Germans
Germans buy 3 artilleries, 1 bomber, 1 destroyer, 14 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 2 techTokens;Combat Move - Germans
1 infantry moved from Volgograd to Kazakhstan
1 infantry moved from Ukraine to Rostov
1 mech_infantry moved from Vologda to Tsinghai
1 bomber moved from Ukraine to Tsinghai
1 tactical_bomber moved from Volgograd to Tsinghai
1 fighter and 1 tactical_bomber moved from Ukraine to Kazakhstan
1 fighter and 2 tactical_bombers moved from Ukraine to Rostov
1 tactical_bomber moved from 99 Sea Zone to Rostov
1 tactical_bomber moved from Ukraine to Kazakhstan
1 destroyer moved from 112 Sea Zone to 110 Sea Zone
6 fighters moved from 112 Sea Zone to 110 Sea Zone
1 bomber moved from Southern Italy to RostovAirborne Attack Move - Germans
1 infantry moved from Russia to Tsinghai
1 infantry moved from Russia to Kazakhstan
1 infantry moved from Yugoslavia to Rostov
1 infantry moved from Yugoslavia to Rostov -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Politics - Germans
Research Technology - Germans
Germans spend 0 on tech rollsPurchase Units - Germans
Germans buy 3 artilleries, 1 bomber, 1 destroyer, 14 infantry and 3 mech_infantrys; Remaining resources: 0 PUs; 2 techTokens;Combat Move - Germans
1 infantry moved from Volgograd to Kazakhstan
1 infantry moved from Ukraine to Rostov
1 mech_infantry moved from Vologda to Tsinghai
1 bomber moved from Ukraine to Tsinghai
1 tactical_bomber moved from Volgograd to Tsinghai
1 fighter and 1 tactical_bomber moved from Ukraine to Kazakhstan
1 fighter and 2 tactical_bombers moved from Ukraine to Rostov
1 tactical_bomber moved from 99 Sea Zone to Rostov
1 tactical_bomber moved from Ukraine to Kazakhstan
1 destroyer moved from 112 Sea Zone to 110 Sea Zone
6 fighters moved from 112 Sea Zone to 110 Sea Zone
1 bomber moved from Southern Italy to RostovAirborne Attack Move - Germans
1 infantry moved from Russia to Tsinghai
1 infantry moved from Russia to Kazakhstan
1 infantry moved from Yugoslavia to Rostov
1 infantry moved from Yugoslavia to RostovCombat - Germans
Battle in Rostov
Germans attack with 1 bomber, 1 fighter, 3 infantry and 3 tactical_bombers
British defend with 2 infantry
Germans win, taking Rostov from British with 1 bomber, 1 fighter, 1 infantry and 3 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 2 infantry
Casualties for British: 2 infantry
Battle in Kazakhstan
Germans attack with 1 fighter, 2 infantry and 2 tactical_bombers
Americans defend with 1 infantry
Germans win, taking Kazakhstan from Americans with 1 fighter, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for Americans: 1 infantry
Battle in Tsinghai
Germans attack with 1 bomber, 1 infantry, 1 mech_infantry and 1 tactical_bomber
ANZAC defend with 1 armour
Germans win, taking Tsinghai from Chinese with 1 bomber, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for ANZAC: 1 armour
Casualties for Germans: 1 infantry
Battle in 110 Sea Zone
Germans attack with 1 destroyer and 6 fighters
Americans defend with 1 destroyer
Germans win with 1 destroyer and 6 fighters remaining. Battle score for attacker is 7
Casualties for Americans: 1 destroyerNon Combat Move - Germans
6 fighters moved from 110 Sea Zone to 112 Sea Zone
1 fighter moved from Germany to Southern Italy
1 infantry moved from Cyprus to 99 Sea Zone
1 carrier, 1 destroyer, 1 fighter, 1 infantry, 1 submarine and 1 transport moved from 99 Sea Zone to 95 Sea Zone
1 infantry moved from 95 Sea Zone to Northern Italy
8 infantry moved from Tambov to Volgograd
1 bomber moved from Rostov to Ukraine
1 bomber moved from Tsinghai to Volgograd
1 tactical_bomber moved from Tsinghai to Volgograd
1 fighter moved from Kazakhstan to Volgograd
2 tactical_bombers moved from Kazakhstan to Volgograd
3 tactical_bombers moved from Rostov to Ukraine
1 fighter moved from Rostov to 95 Sea Zone
1 fighter moved from Western Germany to Southern Italy
2 infantry moved from Normandy Bordeaux to France
2 artilleries and 2 infantry moved from Western Germany to 112 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 112 Sea Zone to 127 Sea Zone
2 transports moved from 127 Sea Zone to 112 Sea Zone
2 mech_infantrys moved from Vologda to Volgograd
2 artilleries and 2 infantry moved from Vologda to Samara
2 artilleries and 2 infantry moved from Archangel to Vologda
1 infantry moved from Russia to Samara
1 aaGun moved from Tambov to Samara
3 infantry moved from Bryansk to Tambov
3 infantry moved from Bessarabia to Ukraine
3 infantry moved from Ukraine to Bryansk
2 infantry moved from Romania to Bessarabia
1 infantry moved from Yugoslavia to Romania
2 artilleries and 2 infantry moved from 127 Sea Zone to Archangel
2 armour and 1 mech_infantry moved from Novgorod to Vologda
4 armour moved from Volgograd to Samara
6 mech_infantrys moved from Volgograd to Tambov
4 mech_infantrys moved from Volgograd to Samara
2 mech_infantrys moved from Germany to Eastern Poland
1 submarine moved from 123 Sea Zone to 125 Sea Zone
2 mech_infantrys moved from Ukraine to Volgograd
2 mech_infantrys moved from Eastern Poland to Bryansk
4 mech_infantrys moved from Volgograd to BryanskPlace Units - Germans
1 bomber placed in Western Germany
3 artilleries placed in Volgograd
3 infantry placed in Ukraine
3 infantry placed in Russia
3 mech_infantrys placed in Novgorod
3 infantry placed in Yugoslavia
2 infantry placed in Western Germany
1 destroyer placed in 112 Sea Zone
1 infantry placed in Normandy Bordeaux
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 fighter
EDIT: Adding units owned by Germans to Ukraine: 1 fighter
EDIT: Removing units owned by Germans from Western Germany: 1 fighter
EDIT: Adding units owned by Germans to Germany: 1 fighter
EDIT: Adding units owned by Neutral_Axis to Germany: 1 infantry
EDIT: Turning off Edit Mode
2 infantry placed in Western GermanyTurn Complete - Germans
Germans collect 68 PUs; 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 -
@Infrastructure:
unload isnt an option with current rule. It stays attached to current unit until italys next turn…
?? They loaded on Italy’s previous turn (13), moved on Germany 14th round… I don’t understand. They have to wait two rounds to unload?
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It’s semantics.
If they are in an allies capitol they will be unloaded on your allies turn. The reason they arent “unloaded” in general is because we said that if the piece carrying them is destroyed then so is the intel token. Like a transport. So if it was unloaded in germany but say anzac could attack germany and kill that unit it will not have been “unloaded” yet…
Germany will get the tech on its turn.
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Got it - maybe we should change that, as we said in other ways it works with the same mechanics as a transport?
So if it had been an Italian infantry on a German transport (analogous to an Italian tech token on a German fighter), the infantry would unload on Italy’s turn, on the following round - we can talk more and tweak it if needed - for now I’ll comply! :) It’s the way we’ve been doing things in these two games…
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@Infrastructure:
@Infrastructure:
unload isnt an option with current rule.� It stays attached to current unit until italys next turn…
?? They loaded on Italy’s previous turn (13), moved on Germany 14th round… I don’t understand. They have to wait two rounds to unload?
.
It’s semantics.
If they are in an allies capitol they will be unloaded on your allies turn.� The reason they arent “unloaded” in general is because we said that if the piece carrying them is destroyed then so is the intel token.� Like a transport.� So if it was unloaded in germany but say anzac could attack germany and kill that unit it will not have been “unloaded” yet…
Germany will get the tech on its turn.
that being said. If you wanted the italian intel token to be moved onto another unit, their turn is the only time to do it. Like using an allies transport you have to load on your turn. Unlike transports you can move it to a different unit from a unit in the same territory. That was why I said we need to amend the rule about the intel starting the turn in a capitol to count. But the intel is unloaded in capitols at the begininning of a turn (even though the tech becomes viable at turn end) so a unit can be used that turn if it transported the intel there last turn.
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TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Combat Move - Russians
1 infantry moved from Caucasus to Kazakhstan
1 fighter moved from Caucasus to Kazakhstan
1 infantry moved from Caucasus to Kazakhstan
1 fighter and 1 tactical_bomber moved from India to KazakhstanCombat - Russians
Battle in Kazakhstan
Russians attack with 2 fighters, 2 infantry and 1 tactical_bomber
Germans defend with 1 infantry
Russians roll dice for 2 fighters, 2 infantry and 1 tactical_bomber in Kazakhstan, round 2 : 1/5 hits
Germans roll dice for 1 infantry in Kazakhstan, round 2 : 0/1 hits
1 infantry owned by the Germans lost in Kazakhstan
Russians win, taking Kazakhstan from Germans with 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantryNon Combat Move - Russians
1 fighter and 1 tactical_bomber moved from Kazakhstan to Caucasus
1 fighter moved from Kazakhstan to India
2 aaGuns moved from Caucasus to Northwest PersiaTurn Complete - Russians
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@Infrastructure:
@Infrastructure:
@Infrastructure:
unload isnt an option with current rule.� It stays attached to current unit until italys next turn…
?? They loaded on Italy’s previous turn (13), moved on Germany 14th round… I don’t understand. They have to wait two rounds to unload?
.
It’s semantics.
If they are in an allies capitol they will be unloaded on your allies turn.� The reason they arent “unloaded” in general is because we said that if the piece carrying them is destroyed then so is the intel token.� Like a transport.� So if it was unloaded in germany but say anzac could attack germany and kill that unit it will not have been “unloaded” yet…
Germany will get the tech on its turn.
that being said. If you wanted the italian intel token to be moved onto another unit, their turn is the only time to do it. Like using an allies transport you have to load on your turn. Unlike transports you can move it to a different unit from a unit in the same territory. That was why I said we need to amend the rule about the intel starting the turn in a capitol to count. But the intel is unloaded in capitols at the begininning of a turn (even though the tech becomes viable at turn end) so a unit can be used that turn if it transported the intel there last turn.
Sounds good amigo - luckily it didn’t impact the last turn.
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Technology Advancements
JPN spends 54 IPCs; spends 1 on jet fighter token (neutral fighter)
GER: 60.55*
RUS: 11.15
JPN: 57.35
USA: 64.75
GBR: 41.10*
ITA: 13.10
ANZ: 15.90 -
The Advanced artillery token from Germany is on one of the bombers attacking Formosa.
I’d also like to change the 2 mech infantry I purchased to artillery - I forgot during the purchase phase that the tech was coming soon…
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TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Purchase Units - Japanese
Japanese buy 1 destroyer, 1 fighter, 5 infantry, 2 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 6 SuicideAttackTokens; 0 PUs; 0 techTokens;Combat Move - Japanese
1 submarine moved from 6 Sea Zone to 25 Sea Zone
2 fighters moved from 6 Sea Zone to 25 Sea Zone
1 infantry moved from Sikang to Kazakhstan
1 fighter moved from French Indo China to Kazakhstan
2 bombers moved from French Indo China to Kazakhstan
1 transport moved from 36 Sea Zone to 43 Sea Zone
2 infantry moved from Borneo to 43 Sea Zone
2 infantry and 1 transport moved from 43 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
1 submarine moved from 36 Sea Zone to 37 Sea Zone
3 fighters moved from 36 Sea Zone to 37 Sea Zone
1 fighter moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Korea to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Formosa
3 fighters and 3 tactical_bombers moved from 36 Sea Zone to Formosa
2 bombers moved from French Indo China to 20 Sea Zone
2 tactical_bombers moved from French Indo China to 37 Sea Zone
2 bombers moved from 20 Sea Zone to Formosa -
TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Purchase Units - Japanese
Japanese buy 1 destroyer, 1 fighter, 5 infantry, 2 mech_infantrys, 1 submarine and 1 transport; Remaining resources: 6 SuicideAttackTokens; 0 PUs; 0 techTokens;Combat Move - Japanese
1 submarine moved from 6 Sea Zone to 25 Sea Zone
2 fighters moved from 6 Sea Zone to 25 Sea Zone
1 infantry moved from Sikang to Kazakhstan
1 fighter moved from French Indo China to Kazakhstan
2 bombers moved from French Indo China to Kazakhstan
1 transport moved from 36 Sea Zone to 43 Sea Zone
2 infantry moved from Borneo to 43 Sea Zone
2 infantry and 1 transport moved from 43 Sea Zone to 42 Sea Zone
2 infantry moved from 42 Sea Zone to Java
1 submarine moved from 36 Sea Zone to 37 Sea Zone
3 fighters moved from 36 Sea Zone to 37 Sea Zone
1 fighter moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Korea to 6 Sea Zone
2 infantry and 1 transport moved from 6 Sea Zone to 20 Sea Zone
2 infantry moved from 20 Sea Zone to Formosa
3 fighters and 3 tactical_bombers moved from 36 Sea Zone to Formosa
2 bombers moved from French Indo China to 20 Sea Zone
2 tactical_bombers moved from French Indo China to 37 Sea Zone
2 bombers moved from 20 Sea Zone to FormosaCombat - Japanese
Battle in Java
Battle in 37 Sea Zone
Japanese attack with 4 fighters, 1 submarine and 2 tactical_bombers
ANZAC defend with 1 transport; Americans defend with 1 destroyer
Japanese win, taking Java from ANZAC, taking 37 Sea Zone from Americans with 4 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 13
Casualties for ANZAC: 1 transport
Casualties for Americans: 1 destroyer
Battle in 25 Sea Zone
Japanese attack with 2 fighters and 1 submarine
Americans defend with 1 destroyer
Japanese win with 2 fighters and 1 submarine remaining. Battle score for attacker is 7
Casualties for Americans: 1 destroyer
Battle in Kazakhstan
Japanese attack with 2 bombers, 1 fighter and 1 infantry
Russians defend with 2 infantry
retreated to Kazakhstan
Russians win with 1 infantry remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Russians: 1 infantry
Battle in Formosa
Japanese attack with 2 bombers, 3 fighters, 2 infantry and 3 tactical_bombers
Americans defend with 1 artillery and 1 infantry
Japanese win, taking Formosa from Americans with 2 bombers, 3 fighters, 2 infantry and 3 tactical_bombers remaining. Battle score for attacker is 7
Casualties for Americans: 1 artillery and 1 infantryNon Combat Move - Japanese
3 fighters and 3 tactical_bombers moved from Formosa to 36 Sea Zone
1 bomber moved from Formosa to Japan
1 bomber moved from Formosa to French Indo China
4 fighters moved from 37 Sea Zone to 36 Sea Zone
2 tactical_bombers moved from 37 Sea Zone to French Indo China
1 destroyer moved from 6 Sea Zone to 36 Sea Zone
2 bombers and 1 fighter moved from Kazakhstan to Volgograd
4 infantry moved from Anhwe to Kweichow
1 infantry moved from Shensi to Sikang
2 infantry moved from Chahar to Hopei
2 infantry moved from Jehol to Chahar
1 infantry moved from Manchuria to Jehol
3 infantry moved from Amur to Manchuria
1 infantry moved from Korea to Manchuria
3 mech_infantrys moved from Kiangsu to Kweichow
3 infantry moved from Kwangsi to Yunnan
3 infantry moved from French Indo China to Yunnan
1 aaGun moved from French Indo China to Yunnan
2 armour and 1 mech_infantry moved from French Indo China to Burma
2 fighters moved from 25 Sea Zone to 6 Sea ZonePlace Units - Japanese
Turning on Edit Mode
EDIT: Removing units owned by Neutral_Axis from French Indo China: 1 artillery
EDIT: Adding units owned by Neutral_Axis to Japan: 1 artillery
EDIT: Turning off Edit Mode
1 infantry and 2 mech_infantrys placed in French Indo China
Turning on Edit Mode
EDIT: Removing units owned by Japanese from French Indo China: 2 mech_infantrys
EDIT: Adding units owned by Japanese to French Indo China: 2 artilleries
EDIT: Turning off Edit Mode
1 destroyer, 1 submarine and 1 transport placed in 6 Sea Zone
1 fighter and 2 infantry placed in Kiangsu
2 infantry placed in KoreaTurn Complete - Japanese
Japanese collect 65 PUs; end with 65 PUs total -
So the German tech token for advanced artillery just got to Japan on a Japanese bomber this turn - does that mean that on GER 16 it gets off loaded, and on JAP 16 it gets activated?
Sorry for my continued confusion - you’re much better at comprehending game mechanics than I.
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No this was an add on rule to keep the USA / GBR eschanges in check. You will get the tech next turn assuming the bomber is still alive. It needs to start the turn in your capitol. You dont have to leave the bomber there though as the token is removed start of turn, tech takes affect at the end of turn.
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TripleA Move Summary for game: World War II Global 1940 Alpha 3, version: 3.6
Game History
Round: 15
Research Technology - Americans
Americans spend 0 on tech rollsPurchase Units - Americans
Americans buy 2 carriers, 2 destroyers, 2 fighters, 1 infantry, 3 mech_infantrys and 2 submarines; Remaining resources: 2 techTokens; 0 PUs;Combat Move - Americans
1 submarine moved from 104 Sea Zone to 110 Sea Zone
4 fighters moved from 91 Sea Zone to 110 Sea Zone
1 destroyer moved from 92 Sea Zone to 98 Sea Zone
1 bomber moved from Morocco to 98 Sea Zone
1 fighter moved from Morocco to 98 Sea Zone
1 destroyer moved from 39 Sea Zone to 37 Sea Zone
1 fighter moved from 39 Sea Zone to 42 Sea Zone
2 fighters moved from 39 Sea Zone to 37 Sea Zone
1 mech_infantry moved from Caucasus to Novosibirsk
Americans take Novosibirsk from Germans
1 mech_infantry moved from Caucasus to Tsinghai
1 mech_infantry moved from Caucasus to Sikang
1 fighter moved from Caucasus to Tsinghai
1 fighter moved from Caucasus to Sikang





