Test summary from TripleA, engine version: 2.6.14803, time: 9:14:27 PM
Savegame
15L axis-dominion (axis) vs Adam512 (allies +22) - Game 2
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i believe i can, but feel free to double check with gamer
and even if i couldn’t, then i’d simply have moved them out of combat during cm, and then back to 112 after during ncm to load up. so it ends up being the same
yea i hear ya on the economic side axis have fallen behind, but idk, i’m really liking my military strength and position. we’ll have to see.
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i believe i can, but feel free to double check with gamer
and even if i couldn’t, then i’d simply have moved them out of combat during cm, and then back to 112 after during ncm to load up. so it ends up being the same
yea i hear ya on the economic side axis have fallen behind, but idk, i’m really liking my military strength and position. we’ll have to see.
I learned in my game with bmnielsen that you can’t move a non air unit in both phases, so if you want the tps in 112 they would need to participate in combat. I’ll post the question.
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ok so it’s confirmed to be true that i can’t load in ncm. total deal breaker for me. this one really takes the cake for being an absolutely stupid loophole. had i known this was the case, i would NOT have bought the tps! obviously too late to take that back….now i’m stuck with totally useless tps. i’d have to first tuck back inside to 114 or 115 just to be able to start using them, and of course i’d have to protect them while also preventing you from simply locking me inside via a denmark take. a simple and cheap dd drop from norway renders my all of my amphib threats null. i can’t believe they’d allow such a rule. i’m totally turned off from this game because of this, and won’t even consider playing this game again with this rule as is. i’m ok with a dd drop to prevent an amphib assault–it can be a handy delay tactic–but to be able to continue rendering the tps useless so long as they remain in the sz is just too much.
i can ask someone if they’d agree to house rule this, before a game starts, but i don’t feel good about asking mid-way through.
i don’t see a way out, so i’m just going to concede.
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i’m sad about this, as it totally ruined a really fun game. i guess that’s what bad loophole rules can do.
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Like I said in the thread, we can continue the game allowing loadings like this (wouldn’t be fun to end the game in such a way), but if you were to ask me if we could house rule it in our next game I would try to convince you that it isn’t necessary and I probably wouldn’t agree to it unfortunately. In this game you feel the effects of it since you bought a fleet and your Italian airforce isn’t strong enough to overcome a dd with scramble protection, but if you know the rule beforehand you can either invest more to keep Norway or not invest in a fleet at all after Norway is taken.
When I was thinking about what you will use that fleet for (if loading was indeed illegal), I thought you would use it to give your slow units movement to either go against Russia or land in Finland and gradually take Norway back.
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Exchanged 1 inf to repair 3 damage on the airfield.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Russians
Russians buy 1 fighter and 5 infantry; Remaining resources: 1 PUs;Politics - Russians
Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Russians
1 armour moved from Anglo Egyptian Sudan to British Somaliland
Russians take Ethiopia from Italians
British take British Somaliland from Japanese
1 mech_infantry moved from Anglo Egyptian Sudan to Kenya
1 mech_infantry moved from Kenya to Italian Somaliland
Russians take Italian Somaliland from Italians
1 infantry moved from Samara to Kazakhstan
Russians take Kazakhstan from Germans
1 armour moved from Russia to Smolensk
Russians take Smolensk from Germans
1 armour moved from Smolensk to RussiaCombat - Russians
Non Combat Move - Russians
Turning on Edit Mode
EDIT: Turning off Edit Mode
1 fighter moved from Anglo Egyptian Sudan to Persia
EDIT: 2 fighters and 1 tactical_bomber moved from Russia to Norway
1 aaGun and 8 infantry moved from Buryatia to Yakut S.S.R.
1 infantry moved from Ulaanbaatar to Yakut S.S.R.
1 infantry moved from Dzavhan to Yakut S.S.R.
2 infantry moved from Buyant-Uhaa to Central Mongolia
2 infantry moved from Olgiy to Yenisey
1 infantry moved from Kansu to Shensi
1 aaGun and 4 infantry moved from Kansu to Novosibirsk
1 armour moved from Russia to Novosibirsk
1 infantry moved from Vologda to NovosibirskPlace Units - Russians
1 fighter and 5 infantry placed in Russia
Turning on Edit Mode
EDIT: Removing units owned by Russians from Russia: 1 infantry
EDIT: Changing unit bombing damage for these Russians owned units to: airfield = 2
EDIT: Turning off Edit ModeTurn Complete - Russians
Russians collect 20 PUs; end with 21 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 30 PUs -
sorry for the delay, i really had to step away from a&a for a bit. i can’t tell you enough how much i dislike this rule. in fact i think it’s the worst of the quirky loopholey rules. i call it a loophole because i really don’t think or can’t believe the designers meant for the rule to lead to this kind of absurdity, in situations like this; i.e., they wanted to ensure that you could still build and place ships even if the sz was occupied, to give you a chance to fight back and regain it. but i don’t think they meant it to be where one could just drop a single, cheap dd into a substantial enemy naval force and completely disable their transports, and worse than that–MUCH WORSE–to be able to KEEP doing that indefinitely, so long as the transports wish to remain there. and yea i do think it’s very cheap, especially for an America making 90+…i’d gladly spend 8-24 ipcs for a few turns if it meant completely neutralizing germany’s multi-targeted threats on gib, london, and norway. and it’s not like you’re wasting that money, as each dd you drop is backed by a full scramble, so it’s a real pain in the asz for germany to deal with (as you can see, i even had to forgo killing one of them)
to be honest, i’m quite surprised that you and gamer don’t see any problem with this rule. but i have to respect others’ viewpoints as well.
anyway, yea i definitely won’t be playing any more games with this rule as is.
but for now, i’m stuck with it this game. i’m going to revert the troop load and suck it up. i do appreciate your offer to allow it, but since you do fundamentally disagree with me on the rule, i don’t feel good about accepting the offer.
having said that, i am going to take a small break from a&a, maybe a few days, or maybe a whole week. not sure yet. i think stepping away will help me get over all this, as i’m feeling quite turned off by the game right now.
hope that’s ok with you.
Like I said in the thread, we can continue the game allowing loadings like this (wouldn’t be fun to end the game in such a way), but if you were to ask me if we could house rule it in our next game I would try to convince you that it isn’t necessary and I probably wouldn’t agree to it unfortunately. In this game you feel the effects of it since you bought a fleet and your Italian airforce isn’t strong enough to overcome a dd with scramble protection, but if you know the rule beforehand you can either invest more to keep Norway or not invest in a fleet at all after Norway is taken.
When I was thinking about what you will use that fleet for (if loading was indeed illegal), I thought you would use it to give your slow units movement to either go against Russia or land in Finland and gradually take Norway back.
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It doesn’t completely disable your fleet, you have 3 zones in which you can safely build navy and Norway only covers 2 of them. From 114 you can start threatening Norway/begin shuck to Finland. My point is that it’s not game breaking, and this kind of thing would only really happen in Norway and Korea. Plus, 16 IPCs a turn in blockers is not sustainable in a close game, so the Allies are still forced to find alternatives in defending the neighbouring territories.
I don’t agree or disagree with this rule, and I can predict that it would be hard to even house rule it without causing other unforeseen problems if you change the rules so that surface waships don’t block loading. All I can say is that there many other quirky things that I disagree with a lot more than this one (Germany can opening for Japan, Japan going hard in Europe to secure the last VC and even at a certain extent (massive) Italian can opens for Germany), since this happens pretty rarely and for once it’s in the Allies’ favor, and they need every small advantage they can get.
I insist that we play on as if the loading was legal, but if you insist otherwise at least edit your fleet in the best possible spot.
Take your time, I don’t mind and I understand that some things can be frustrating.
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Test summary from TripleA, engine version: 1.8.0.5, time: 12:40:04
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i edited it, but am having a hard time getting it to post. i guess i’ll try back later today.
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i’m trying again but to no avail. sucker just won’t post!
i think i have some time if you wanna take this to the lobby.
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i’m trying again but to no avail. sucker just won’t post!
i think i have some time if you wanna take this to the lobby.
I’m online whenever you are ready. What does it say when you try to post?
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i’m trying again but to no avail. sucker just won’t post!
i think i have some time if you wanna take this to the lobby.
I’m online whenever you are ready. What does it say when you try to post?
actually, my (sick) little one woke up and i guess my opportunity was shorter than i thought. so i won’t get to play till later.
it gives the same error as usual, but this time it doesn’t actually post. maybe you should try it. edit as follows:
1. 2 tps and dd in 114
2. all units off the tps (deploy them as follows):
3. 2 inf and 2 art in G
4. 2 inf and 1 art in WG
5. 1 extra inf and 2 extra art in F
6. 4 ftrs from WG to Gfeel free to change Russian turn as needed of course.
and the dd i’m asking for in 114 did participate in combat, so if you want to scramble we can re-roll minus my dd.
if you can make the edits and post it, maybe it’ll work for when i do japan.
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TripleA Manual Gamesave Post 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 fighters, 5 infantry, 1 submarine and 2 tactical_bombers; Remaining resources: 0 PUs;Combat Move - Germans
1 destroyer and 2 transports moved from 113 Sea Zone to 112 Sea Zone
1 submarine moved from 125 Sea Zone to 112 Sea Zone
1 infantry moved from Western Germany to Holland Belgium
Germans take Holland Belgium from Americans
8 artilleries, 6 infantry and 3 tactical_bombers moved from France to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from Western Germany to 112 Sea Zone
1 bomber, 7 fighters, 3 mech_infantrys and 3 tactical_bombers moved from Western Germany to Normandy Bordeaux
1 bomber moved from Germany to Normandy Bordeaux
1 bomber moved from West India to Caucasus
2 infantry moved from Volgograd to Caucasus
1 infantry moved from Novgorod to Karelia
Germans take Karelia from RussiansCombat - Germans
Battle in 112 Sea Zone
Germans attack with 1 carrier, 1 cruiser, 2 destroyers, 2 fighters, 1 submarine, 1 tactical_bomber and 5 transports
Americans defend with 1 destroyer
Germans win with 1 carrier, 1 cruiser, 2 destroyers, 2 fighters, 1 submarine, 1 tactical_bomber and 5 transports remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Caucasus
Germans attack with 1 bomber and 2 infantry
British defend with 1 infantry
Germans win with 1 bomber remaining. Battle score for attacker is -3
Casualties for Germans: 2 infantry
Casualties for British: 1 infantry
Battle in Normandy Bordeaux
Germans attack with 8 artilleries, 2 bombers, 7 fighters, 6 infantry, 3 mech_infantrys and 6 tactical_bombers
French defend with 1 factory_minor and 1 harbour; British defend with 3 aaGuns, 1 armour, 10 infantry and 1 mech_infantry; Americans defend with 1 aaGun, 1 artillery and 4 infantry
Germans win, taking Normandy Bordeaux from French with 8 artilleries, 2 bombers, 5 fighters, 1 mech_infantry and 5 tactical_bombers remaining. Battle score for attacker is 19
Casualties for Germans: 2 fighters, 6 infantry, 2 mech_infantrys and 1 tactical_bomber
Casualties for British: 3 aaGuns, 1 armour, 10 infantry and 1 mech_infantry
Casualties for Americans: 1 aaGun, 1 artillery and 4 infantryNon Combat Move - Germans
2 bombers moved from Normandy Bordeaux to Western Germany
1 fighter moved from 112 Sea Zone to Western Germany
1 tactical_bomber moved from 112 Sea Zone to Western Germany
1 fighter moved from 112 Sea Zone to Western Germany
5 artilleries and 5 infantry moved from Western Germany to 112 Sea Zone
5 mech_infantrys moved from Eastern Poland to Bryansk
1 bomber moved from Caucasus to West India
1 mech_infantry moved from Novgorod to Bryansk
1 mech_infantry moved from Ukraine to Bryansk
1 infantry moved from Ukraine to Bryansk
1 armour and 1 mech_infantry moved from Bryansk to Volgograd
1 armour and 1 mech_infantry moved from Bryansk to Volgograd
1 infantry moved from Smolensk to Bryansk
2 mech_infantrys moved from Yugoslavia to Romania
2 mech_infantrys moved from Yugoslavia to Eastern Poland
4 infantry moved from Western Germany to France
1 aaGun moved from Yugoslavia to Romania
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Southern Italy
2 fighters moved from Western Germany to 112 Sea Zone
4 fighters and 4 tactical_bombers moved from Normandy Bordeaux to Western Germany
2 infantry moved from Northern Italy to FrancePlace Units - Germans
3 infantry placed in Volgograd
2 infantry placed in Ukraine
2 fighters and 2 tactical_bombers placed in Western Germany
1 submarine placed in 112 Sea ZoneTurn Complete - Germans
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,6,2,3,3,1
Germans collect 50 PUs (2 lost to blockades); end with 50 PUs total
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 10 PUs; end with 60 PUs
Turning on Edit Mode
EDIT: Removing units owned by Germans from Bryansk: 1 aaGun
EDIT: Adding units owned by Germans to Ukraine: 1 aaGun
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 tactical_bomber
EDIT: Adding units owned by Germans to Western Germany: 1 tactical_bomber
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from Southern Italy: 1 fighter
EDIT: Adding units owned by Germans to Western Germany: 1 fighter
EDIT: Turning off Edit Mode
Turning on Edit Mode
EDIT: Removing units owned by Germans from 112 Sea Zone: 2 artilleries, 1 destroyer, 2 infantry and 2 transports
EDIT: Adding units owned by Germans to 114 Sea Zone: 1 destroyer and 2 transports
EDIT: Adding units owned by Germans to Germany: 2 artilleries and 2 infantry
EDIT: Adding units owned by Germans to Western Germany: 1 artillery and 2 infantry
EDIT: Adding units owned by Germans to France: 2 artilleries and 1 infantry
EDIT: Removing units owned by Germans from Western Germany: 4 fighters
EDIT: Adding units owned by Germans to Germany: 4 fighters
EDIT: Removing units owned by Germans from 112 Sea Zone: 3 artilleries, 3 infantry and 3 transports
EDIT: Adding units owned by Germans to 112 Sea Zone: 3 transports
EDIT: Turning off Edit Mode -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Russians
Russians repair damage of 3x airfield; Remaining resources: 23 PUs;
Russians buy 1 fighter and 4 infantry; Remaining resources: 1 PUs;Politics - Russians
Trigger Russians Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Russians
1 armour moved from Russia to Smolensk
Russians take Smolensk from Germans
1 armour moved from Smolensk to Russia
1 infantry moved from Samara to Kazakhstan
Russians take Kazakhstan from Germans
1 armour moved from Anglo Egyptian Sudan to British Somaliland
Russians take Ethiopia from Italians
British take British Somaliland from Japanese
1 mech_infantry moved from Anglo Egyptian Sudan to Kenya
1 mech_infantry moved from Kenya to Italian Somaliland
Russians take Italian Somaliland from ItaliansCombat - Russians
Non Combat Move - Russians
2 fighters and 1 tactical_bomber moved from Russia to Norway
1 armour moved from Russia to Novosibirsk
1 infantry moved from Kansu to Shensi
1 aaGun and 4 infantry moved from Kansu to Novosibirsk
1 infantry moved from Vologda to Novosibirsk
1 aaGun and 8 infantry moved from Buryatia to Yakut S.S.R.
1 infantry moved from Ulaanbaatar to Yakut S.S.R.
1 infantry moved from Dzavhan to Yakut S.S.R.
2 infantry moved from Olgiy to Yenisey
2 infantry moved from Buyant-Uhaa to Central Mongolia
1 fighter moved from Anglo Egyptian Sudan to Northwest PersiaPlace Units - Russians
1 fighter and 4 infantry placed in RussiaTurn Complete - Russians
Russians collect 20 PUs; end with 21 PUs total
Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 9 PUs; end with 30 PUs -
i tried posting, got the error. let’s see if it actually makes it through. if not, then i’ll have to email it to you.
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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 bomber, 4 fighters and 4 submarines; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
1 fighter moved from 36 Sea Zone to 44 Sea Zone
1 submarine moved from 36 Sea Zone to 43 Sea Zone
2 fighters and 2 tactical_bombers moved from 36 Sea Zone to 43 Sea Zone
1 tactical_bomber moved from India to 39 Sea Zone
1 fighter moved from 79 Sea Zone to 71 Sea Zone
1 fighter and 1 tactical_bomber moved from 79 Sea Zone to 77 Sea Zone
2 battleships, 2 cruisers and 1 destroyer moved from 79 Sea Zone to 75 Sea Zone
2 battleships, 2 cruisers and 1 destroyer moved from 75 Sea Zone to 72 Sea Zone
1 artillery and 1 infantry moved from West India to 79 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 79 Sea Zone to 75 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 75 Sea Zone to 72 Sea Zone
1 artillery and 1 infantry moved from West India to 79 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 79 Sea Zone to 75 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 75 Sea Zone to 72 Sea Zone
2 artilleries and 2 infantry moved from 72 Sea Zone to French Madagascar
1 infantry moved from Amur to Sakha
Japanese take Sakha from Russians
1 infantry moved from Amur to Buryatia
Japanese take Buryatia from Russians
1 infantry moved from Amur to Siberia
Japanese take Siberia from Russians
1 infantry moved from Kweichow to Szechwan
3 fighters moved from Kweichow to Szechwan
2 infantry moved from Kwangsi to 36 Sea Zone
2 infantry and 1 transport moved from 36 Sea Zone to 43 Sea Zone
2 infantry moved from 43 Sea Zone to Borneo
1 submarine moved from 36 Sea Zone to 37 Sea Zone
1 fighter and 1 tactical_bomber moved from Japan to 35 Sea Zone
1 tactical_bomber moved from Japan to 6 Sea Zone
1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 35 Sea Zone
2 bombers moved from French Indo China to Borneo
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
1 fighter moved from French Indo China to 39 Sea Zone
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
2 fighters moved from French Indo China to 39 Sea Zone
1 tactical_bomber moved from 36 Sea Zone to 39 Sea Zone
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to 37 Sea Zone
1 fighter and 1 tactical_bomber moved from 79 Sea Zone to 80 Sea ZoneCombat - Japanese
Battle in 77 Sea Zone
Japanese attack with 1 fighter and 1 tactical_bomber
Americans defend with 1 destroyer
Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in 80 Sea Zone
Japanese attack with 1 fighter and 1 tactical_bomber
British defend with 1 destroyer
Japanese win with 1 tactical_bomber remaining. Battle score for attacker is -2
Casualties for Japanese: 1 fighter
Casualties for British: 1 destroyer
Battle in 72 Sea Zone
Japanese attack with 2 battleships, 2 cruisers, 1 destroyer and 2 transports
British defend with 1 destroyer; Americans defend with 1 transport
Units damaged: 1 battleship owned by the Japanese
Japanese win, taking 72 Sea Zone from Neutral with 2 battleships, 2 cruisers, 1 destroyer and 2 transports remaining. Battle score for attacker is 15
Casualties for British: 1 destroyer
Casualties for Americans: 1 transport
Battle in 39 Sea Zone
Japanese attack with 3 fighters and 2 tactical_bombers
Americans defend with 1 destroyer
Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in 37 Sea Zone
Japanese attack with 3 fighters, 1 submarine and 3 tactical_bombers
ANZAC defend with 1 cruiser and 1 destroyer
Japanese win with 3 fighters, 1 submarine and 3 tactical_bombers remaining. Battle score for attacker is 20
Casualties for ANZAC: 1 cruiser and 1 destroyer
Battle in 43 Sea Zone
Japanese attack with 2 fighters, 1 submarine, 2 tactical_bombers and 1 transport
Americans defend with 1 destroyer and 1 transport
Japanese win with 2 fighters, 2 tactical_bombers and 1 transport remaining. Battle score for attacker is 9
Casualties for Japanese: 1 submarine
Casualties for Americans: 1 destroyer and 1 transport
Battle in 44 Sea Zone
Japanese attack with 1 fighter
Americans defend with 1 transport
Japanese win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Americans: 1 transport
Battle in Borneo
Japanese attack with 2 bombers and 2 infantry
Americans defend with 1 artillery
Japanese win, taking Borneo from Americans with 2 bombers and 2 infantry remaining. Battle score for attacker is 4
Casualties for Americans: 1 artillery
Battle in French Madagascar
Japanese attack with 2 artilleries and 2 infantry
Americans defend with 1 infantry
Japanese win, taking French Madagascar from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 3
Casualties for Americans: 1 infantry
Battle in 71 Sea Zone
Japanese attack with 1 fighter
Americans defend with 3 transports
Japanese win with 1 fighter remaining. Battle score for attacker is 21
Casualties for Americans: 3 transports
Battle in 35 Sea Zone
Japanese attack with 2 fighters, 1 submarine and 2 tactical_bombers
Americans defend with 1 destroyer
Japanese win with 2 fighters, 1 submarine and 2 tactical_bombers remaining. Battle score for attacker is 8
Casualties for Americans: 1 destroyer
Battle in Szechwan
Japanese attack with 3 fighters and 1 infantry
Chinese defend with 1 infantry
Japanese win with 3 fighters remaining. Battle score for attacker is 0
Casualties for Japanese: 1 infantry
Casualties for Chinese: 1 infantryNon Combat Move - Japanese
1 armour moved from India to West India
3 fighters and 2 tactical_bombers moved from 39 Sea Zone to India
3 carriers moved from 79 Sea Zone to 72 Sea Zone
1 fighter moved from 71 Sea Zone to 72 Sea Zone
3 fighters moved from Szechwan to India
1 fighter moved from 37 Sea Zone to India
2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 36 Sea Zone
2 fighters and 2 tactical_bombers moved from 43 Sea Zone to 36 Sea Zone
1 carrier, 1 destroyer and 1 submarine moved from 6 Sea Zone to 36 Sea Zone
3 tactical_bombers moved from 37 Sea Zone to 36 Sea Zone
2 fighters moved from 37 Sea Zone to 36 Sea Zone
1 fighter moved from 44 Sea Zone to 36 Sea Zone
2 bombers moved from Borneo to French Indo China
1 infantry moved from Malaya to Shan State
1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone
1 destroyer moved from 36 Sea Zone to 41 Sea Zone
1 tactical_bomber moved from 80 Sea Zone to 72 Sea Zone
2 artilleries, 2 infantry and 2 mech_infantrys moved from Rhodesia to South West Africa
4 infantry and 1 mech_infantry moved from Amur to Buryatia
1 armour moved from Korea to Buryatia
1 infantry moved from Korea to Amur
1 armour and 1 infantry moved from Japan to 6 Sea Zone
1 armour, 1 infantry and 1 transport moved from 6 Sea Zone to 36 Sea Zone
1 armour and 1 infantry moved from 36 Sea Zone to French Indo China
1 infantry moved from Hopei to Chahar
1 infantry moved from Hunan to Anhwe
1 mech_infantry moved from Kwangtung to Anhwe
1 artillery moved from Kwangsi to French Indo China
1 infantry moved from Hunan to Kwangsi
1 infantry moved from Kweichow to Yunnan
1 aaGun, 1 artillery and 5 infantry moved from Kweichow to Anhwe
1 fighter and 1 tactical_bomber moved from 77 Sea Zone to 72 Sea Zone
1 armour and 1 mech_infantry moved from Kweichow to Jehol
4 mech_infantrys moved from Kweichow to Chahar
2 fighters moved from Germany to Normandy BordeauxPlace Units - Japanese
3 submarines placed in 20 Sea Zone
1 submarine placed in 39 Sea Zone
3 fighters placed in French Indo China
1 bomber and 1 fighter placed in IndiaTurn Complete - Japanese
Japanese collect 65 PUs; end with 65 PUs total
Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 70 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 12
Purchase Units - Americans
Americans buy 1 artillery, 4 destroyers, 2 fighters, 6 infantry, 2 submarines and 1 transport; Remaining resources: 0 PUs;Combat Move - Americans
1 fighter moved from 42 Sea Zone to 43 Sea Zone
1 destroyer moved from 42 Sea Zone to 37 Sea Zone
4 fighters and 1 tactical_bomber moved from 42 Sea Zone to 37 Sea Zone
7 fighters moved from 42 Sea Zone to 41 Sea Zone
1 submarine moved from 42 Sea Zone to 41 Sea Zone
1 infantry moved from Union of South Africa to Rhodesia
British take Rhodesia from JapaneseCombat - Americans
Battle in 37 Sea Zone
Americans attack with 1 destroyer, 4 fighters and 1 tactical_bomber
Japanese defend with 1 submarine
Americans win, taking 37 Sea Zone from Japanese with 1 destroyer, 4 fighters and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in 41 Sea Zone
Americans attack with 7 fighters and 1 submarine
Japanese defend with 1 destroyer
Americans win, taking 41 Sea Zone from Neutral with 7 fighters and 1 submarine remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyer
Battle in 43 Sea Zone
Americans attack with 1 fighter
Japanese defend with 1 transport
Americans win with 1 fighter remaining. Battle score for attacker is 7
Casualties for Japanese: 1 transportNon Combat Move - Americans
1 artillery, 1 battleship, 7 carriers, 1 cruiser, 2 destroyers, 1 fighter, 6 submarines and 1 transport moved from 42 Sea Zone to 54 Sea Zone
1 artillery moved from 54 Sea Zone to Queensland
2 fighters moved from Queensland to Java
4 fighters and 1 tactical_bomber moved from 37 Sea Zone to Java
1 fighter moved from 43 Sea Zone to Java
7 fighters moved from 41 Sea Zone to Java
1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 carrier, 1 infantry, 4 submarines and 1 transport moved from 26 Sea Zone to 54 Sea Zone
1 artillery and 1 infantry moved from 54 Sea Zone to Queensland
1 destroyer moved from 10 Sea Zone to 26 Sea Zone
2 fighters moved from Gibraltar to Norway
1 fighter moved from Gibraltar to United Kingdom
1 bomber moved from French Equatorial Africa to Egypt
1 infantry moved from French Central Africa to French Equatorial Africa
1 artillery and 2 infantry moved from Trans-Jordan to Iraq
1 aaGun and 1 artillery moved from Union of South Africa to Rhodesia
2 infantry moved from Central United States to 101 Sea Zone
2 fighters moved from Eastern United States to Gibraltar
1 transport moved from 91 Sea Zone to 101 Sea Zone
2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
2 infantry moved from 91 Sea Zone to Morocco
4 transports moved from 92 Sea Zone to 91 Sea Zone
1 destroyer moved from 92 Sea Zone to 110 Sea Zone
1 cruiser moved from 92 Sea Zone to 91 Sea Zone
1 carrier moved from 92 Sea Zone to 91 Sea Zone
1 aaGun moved from Anglo Egyptian Sudan to EthiopiaPlace Units - Americans
1 destroyer placed in 112 Sea Zone
2 infantry placed in Norway
2 infantry placed in Central United States
1 artillery and 2 infantry placed in Western United States
2 fighters placed in Eastern United States
2 destroyers and 1 submarine placed in 101 Sea Zone
1 destroyer, 1 submarine and 1 transport placed in 10 Sea ZoneTurn Complete - Americans
Americans collect 66 PUs; end with 66 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 71 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 76 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 86 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 Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 2 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
Place Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total





