@gamerman01 Hello I will take my turn soon,. I’m quite busy. I will get to it this weekend, it’s a busy week for me.
15L axis-dominion (axis) vs Adam512 (allies +22) - Game 2
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Americans
Americans buy 2 airfields, 3 destroyers, 2 fighters and 3 infantry; Remaining resources: 0 PUs;Politics - Americans
Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - Americans
1 infantry moved from Egypt to 98 Sea Zone
1 infantry and 1 transport moved from 98 Sea Zone to 72 Sea Zone
1 infantry moved from 72 Sea Zone to French Madagascar
1 artillery moved from French West Africa to 82 Sea Zone
1 infantry moved from French West Africa to French Central Africa
Americans take French Central Africa from Japanese
3 infantry moved from French Equatorial Africa to 82 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 82 Sea Zone to 71 Sea Zone
1 artillery and 3 infantry moved from 71 Sea Zone to Union of South Africa
1 bomber moved from Egypt to Union of South Africa
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 44 Sea Zone
1 artillery and 1 infantry moved from 44 Sea Zone to Celebes
1 destroyer moved from 42 Sea Zone to 43 Sea Zone
9 fighters moved from 42 Sea Zone to 43 Sea ZoneCombat - Americans
Americans creates battle in territory 35 Sea Zone
Battle in French Madagascar
Battle in Union of South Africa
Americans attack with 1 artillery, 1 bomber and 3 infantry
Japanese defend with 1 aaGun, 1 factory_minor, 1 harbour and 2 infantry
Americans win, taking French Madagascar from Japanese, taking Union of South Africa from Japanese with 1 artillery, 1 bomber and 1 infantry remaining. Battle score for attacker is 5
Casualties for Japanese: 1 aaGun and 2 infantry
Casualties for Americans: 2 infantry
Battle in 43 Sea Zone
Americans attack with 1 destroyer and 9 fighters
Japanese defend with 1 submarine
Americans win, taking 43 Sea Zone from Japanese with 1 destroyer and 9 fighters remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Battle in CelebesNon Combat Move - Americans
Turning on Edit Mode
EDIT: Changing ownership of Borneo from Japanese to Americans
EDIT: Turning off Edit Mode
9 fighters moved from 43 Sea Zone to 42 Sea Zone
1 destroyer moved from 42 Sea Zone to 35 Sea Zone
1 destroyer moved from 42 Sea Zone to 39 Sea Zone
2 carriers, 2 destroyers, 3 fighters, 2 submarines and 1 tactical_bomber moved from 54 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Queensland to 54 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 54 Sea Zone to 42 Sea Zone
1 infantry moved from 42 Sea Zone to Java
2 fighters moved from Hawaiian Islands to Queensland
1 carrier and 1 submarine moved from 26 Sea Zone to 54 Sea Zone
1 submarine moved from 35 Sea Zone to 42 Sea Zone
1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
1 artillery, 1 carrier, 1 infantry, 4 submarines and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
2 fighters moved from Western United States to Hawaiian Islands
1 armour, 1 artillery and 8 infantry moved from Finland to Norway
1 mech_infantry moved from Karelia to Norway
1 transport moved from 91 Sea Zone to 101 Sea Zone
1 transport moved from 87 Sea Zone to 91 Sea Zone
1 fighter moved from French West Africa to Gibraltar
2 fighters moved from 98 Sea Zone to Gibraltar
1 aaGun moved from French Equatorial Africa to 82 Sea Zone
1 aaGun and 1 transport moved from 82 Sea Zone to 71 Sea Zone
1 aaGun moved from 71 Sea Zone to Union of South Africa
1 aaGun moved from French Equatorial Africa to Anglo Egyptian Sudan
1 bomber moved from Union of South Africa to French Equatorial Africa
1 artillery and 2 infantry moved from Egypt to Trans-Jordan
2 artilleries and 2 infantry moved from Egypt to 98 Sea Zone
2 artilleries, 2 infantry and 4 transports moved from 98 Sea Zone to 92 Sea Zone
2 artilleries and 2 infantry moved from 92 Sea Zone to Gibraltar
1 destroyer moved from 98 Sea Zone to 77 Sea Zone
1 carrier, 2 cruisers and 1 destroyer moved from 98 Sea Zone to 92 Sea Zone
1 artillery moved from Java to 42 Sea Zone
1 artillery and 1 transport moved from 42 Sea Zone to 43 Sea Zone
1 artillery moved from 43 Sea Zone to Borneo
1 aaGun, 1 artillery and 4 infantry moved from Holland Belgium to Normandy BordeauxPlace Units - Americans
1 destroyer placed in 112 Sea Zone
1 destroyer placed in 113 Sea Zone
1 airfield and 1 infantry placed in Norway
1 airfield placed in Java
2 infantry placed in Central United States
2 fighters placed in Eastern United States
1 destroyer placed in 10 Sea ZoneTurn Complete - Americans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 4,1
Americans collect 73 PUs (1 lost to blockades); end with 73 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 78 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 83 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 93 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
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
1 infantry moved from Kansu to Suiyuyan
Chinese take Suiyuyan from JapaneseCombat - Chinese
Non Combat Move - Chinese
1 artillery and 7 infantry moved from Kansu to Shensi
3 artilleries and 19 infantry moved from Szechwan to ShensiPlace Units - Chinese
2 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - British
British buy 6 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Politics - British
Trigger British Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - British
1 infantry moved from Anglo Egyptian Sudan to Kenya
British take Kenya from Japanese
1 infantry moved from Anglo Egyptian Sudan to Belgian Congo
British take Belgian Congo from Japanese
1 bomber moved from Egypt to Caucasus
2 infantry moved from Northwest Persia to Caucasus
1 infantry moved from Normandy Bordeaux to Southern France
British take Southern France from Germans
1 fighter and 1 tactical_bomber moved from French Equatorial Africa to Ethiopia
2 fighters moved from Egypt to EthiopiaCombat - British
Battle in Ethiopia
British attack with 3 fighters and 1 tactical_bomber
Japanese defend with 1 mech_infantry
British win with 3 fighters and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Japanese: 1 mech_infantry
Battle in Caucasus
British attack with 1 bomber and 2 infantry
Germans defend with 1 infantry
British win, taking Caucasus from Germans with 1 bomber and 1 infantry remaining. Battle score for attacker is 0
Casualties for Germans: 1 infantry
Casualties for British: 1 infantryNon Combat Move - British
2 fighters moved from Persia to Russia
1 fighter and 1 tactical_bomber moved from French Equatorial Africa to Union of South Africa
1 artillery and 4 infantry moved from Anglo Egyptian Sudan to Belgian Congo
1 infantry moved from Anglo Egyptian Sudan to Belgian Congo
2 infantry moved from Egypt to 98 Sea Zone
1 aaGun moved from Trans-Jordan to 98 Sea Zone
1 aaGun moved from Trans-Jordan to 98 Sea Zone
4 infantry moved from Trans-Jordan to 98 Sea Zone
1 artillery and 1 infantry moved from Trans-Jordan to Iraq
1 mech_infantry moved from Egypt to Anglo Egyptian Sudan
1 infantry moved from Anglo Egyptian Sudan to Egypt
1 artillery moved from Anglo Egyptian Sudan to Egypt
2 fighters moved from Egypt to Gibraltar
1 fighter moved from Gibraltar to Norway
2 fighters moved from Holland Belgium to Norway
2 aaGuns, 1 armour, 8 infantry and 1 mech_infantry moved from Holland Belgium to Normandy Bordeaux
1 destroyer moved from 98 Sea Zone to 80 Sea Zone
1 destroyer moved from 98 Sea Zone to 72 Sea Zone
2 aaGuns, 1 carrier, 6 infantry and 4 transports moved from 98 Sea Zone to 92 Sea Zone
1 aaGun moved from 92 Sea Zone to Gibraltar
1 aaGun moved from 92 Sea Zone to Algeria
2 infantry moved from 92 Sea Zone to Algeria
3 infantry moved from 92 Sea Zone to Gibraltar
1 infantry moved from 92 Sea Zone to Algeria
3 fighters and 1 tactical_bomber moved from Ethiopia to Egypt
1 bomber moved from Caucasus to Northwest PersiaPlace Units - British
2 infantry and 1 mech_infantry placed in Union of South Africa
2 infantry placed in Persia
2 infantry placed in United KingdomTurn Complete - British
British collect 33 PUs; end with 33 PUs totalTurn Complete - UK_Pacific
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Curious to see what you do with that Indian fleet. Taking Malaya with US might have yielded a better result considering the bait in the Indian ocean, tough call.
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Purchase Units - Italians
Italians buy 2 infantry; Remaining resources: 0 PUs;Combat Move - Italians
2 infantry moved from Northern Italy to Southern France
2 fighters moved from Southern Italy to Southern FranceCombat - Italians
Battle in Southern France
Italians attack with 2 fighters and 2 infantry
British defend with 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Southern France from British with 2 fighters and 2 infantry remaining. Battle score for attacker is 3
Casualties for British: 1 infantryNon Combat Move - Italians
2 fighters moved from Southern France to Southern Italy
2 mech_infantrys moved from Yugoslavia to Eastern Poland
2 infantry moved from Southern Italy to Northern Italy
1 artillery moved from Southern Italy to Northern Italy
2 armour and 2 mech_infantrys moved from Southern Italy to Western GermanyPlace Units - Italians
2 infantry placed in Southern Italy
Italians undo move 1.
2 infantry placed in Northern ItalyTurn Complete - Italians
Total Cost from Convoy Blockades: 10
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 3,5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 6,2,2,2,6,1
Italians collect 7 PUs (10 lost to blockades); end with 7 PUs total -
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 destroyer and 1 transport; Remaining resources: 0 PUs;Combat Move - ANZAC
Non Combat Move - ANZAC
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry and 2 transports moved from 62 Sea Zone to 54 Sea Zone
2 artilleries moved from Queensland to 54 Sea Zone
1 infantry moved from Queensland to 54 Sea Zone
2 artilleries, 2 infantry and 2 transports moved from 54 Sea Zone to 42 Sea Zone
2 artilleries and 2 infantry moved from 42 Sea Zone to Java
3 fighters moved from New Guinea to Java
2 fighters moved from Queensland to Java
1 cruiser and 1 destroyer moved from 42 Sea Zone to 37 Sea Zone
2 aaGuns and 4 infantry moved from Queensland to Northern TerritoryPlace Units - ANZAC
1 destroyer and 1 transport placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 10 PUs; end with 10 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 11
Politics - French
Trigger French Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With MongoliansCombat Move - French
1 infantry moved from Finland to Vyborg
Russians take Vyborg from GermansCombat - French
Non Combat Move - French
1 infantry moved from Alexandria to Egypt
1 infantry moved from Finland to NorwayTurn Complete - French
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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 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 -
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 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 -
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 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 -
well, normandy wasn’t as good as i had hoped, but the job got done and now the western front is (momentarily at least) pacified.
i did get cheated out of cauc :cry:
as for japan, i’ve lost significant ground, but i think i like my position still. the allies are getting stretched pretty darn thin….i mean, not only is the US supply line to java quite long, but all that could be spared for it last turn was a dd (due to the air base purchases). i imagine you’re gonna feel the effects of that soon here.
this is a tough one i must say. your economy is clearly in better shape at this point.
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well, normandy wasn’t as good as i had hoped, but the job got done and now the western front is (momentarily at least) pacified.
i did get cheated out of cauc :cry:
as for japan, i’ve lost significant ground, but i think i like my position still. the allies are getting stretched pretty darn thin….i mean, not only is the US supply line to java quite long, but all that could be spared for it last turn was a dd (due to the air base purchases). i imagine you’re gonna feel the effects of that soon here.
this is a tough one i must say. your economy is clearly in better shape at this point.
Japan is going to have lost a decent chunk of its economy, I think you’ll feel that harder than US skipping one turn in the Pacific. Plus, depending on what you do, Russia might get its income back in the high 20s. The economy war was a close one, but it seems like the Allies ended up having the advantage in the end. Let’s see if the TUV loss will let Axis get it back.
On another note, are you sure that you are allowed to load units on tps that participated in combat?
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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.





