Bid spending:
41931 Game set-up.jpg
Viel Spaß und viel Glück uns beiden! :-)
In the original game you are allowed to move into US controlled Korea while not at war with Japan, in the mod we prevent that (so that Japan isn’t forced to declare war on Russia just because 1 Russian inf is in US controlled Korea).
ok, I see the distinction. That doesn’t change anything i was thinking about when I made my move.
can a marine unit embark on a transport or just on CA and BB?
It can embark on anything just like an inf, but also on cruisers and bbs.
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - British
British buy 1 bomber, 1 destroyer and 3 mech_infantrys; Remaining resources: 0 PUs;
Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery and 3 infantry; Remaining resources: 0 PUs;
Combat Move - British
1 infantry moved from Eastern Persia to 80 Sea Zone
1 infantry moved from 80 Sea Zone to Iraq
1 artillery and 1 infantry moved from Persia to Iraq
1 infantry moved from Northwest Persia to Iraq
2 fighters and 1 tactical_bomber moved from India to Iraq
1 infantry moved from Tanganyika Territory to Kenya
British take Kenya from Italians
3 fighters moved from United Kingdom to 125 Sea Zone
1 destroyer moved from 109 Sea Zone to 125 Sea Zone
Combat - British
Battle in Iraq
British attack with 1 artillery, 2 fighters, 3 infantry and 1 tactical_bomber
Neutral_Axis defend with 3 infantry
British win, taking Iraq from Neutral_Axis with 1 artillery, 2 fighters, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6
Casualties for British: 1 infantry
Casualties for Neutral_Axis: 3 infantry
Battle in 125 Sea Zone
British attack with 1 destroyer and 3 fighters; Russians loiter and taunt
Germans defend with 1 submarine
British win, taking 125 Sea Zone from Neutral with 1 destroyer and 3 fighters remaining. Battle score for attacker is 6
Casualties for Germans: 1 submarine
Non Combat Move - British
3 fighters moved from 125 Sea Zone to Scotland
1 aaGun and 1 infantry moved from United Kingdom to Scotland
2 fighters and 1 tactical_bomber moved from Iraq to Persia
1 infantry moved from India to Burma
3 aaGuns, 1 armour, 6 artilleries and 7 infantry moved from India to West India
3 mech_infantrys moved from Union of South Africa to Belgian Congo
1 infantry moved from Tanganyika Territory to Belgian Congo
Place Units - British
1 destroyer placed in 109 Sea Zone
1 bomber placed in United Kingdom
3 mech_infantrys placed in Union of South Africa
Turn Complete - British
British collect 29 PUs; end with 29 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 32 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 35 PUs
Place Units - UK_Pacific
1 artillery and 3 infantry placed in India
Turn Complete - UK_Pacific
UK_Pacific collect 6 PUs; end with 6 PUs total
Trigger UK Pacific 4 No Enemy Submarines: UK_Pacific met a national objective for an additional 3 PUs; end with 9 PUs
Some Units in India change ownership: 1 artillery and 3 infantry
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Purchase Units - Italians
Italians buy 1 factory_minor, 1 fighter, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs;
Combat Move - Italians
1 armour moved from Eastern Poland to Belarus
Italians take Belarus from Russians
1 armour moved from Belarus to Eastern Poland
1 armour moved from Egypt to Trans-Jordan
Italians take Trans-Jordan from British
1 armour moved from Trans-Jordan to Egypt
Combat - Italians
Italians creates battle in territory 97 Sea Zone
Non Combat Move - Italians
1 infantry moved from Tunisia to 94 Sea Zone
1 infantry moved from Algeria to 94 Sea Zone
1 cruiser, 1 destroyer, 2 infantry and 1 transport moved from 94 Sea Zone to 98 Sea Zone
2 infantry moved from 98 Sea Zone to Egypt
1 artillery moved from Alexandria to Egypt
1 infantry moved from Anglo Egyptian Sudan to Egypt
1 infantry moved from Northern Italy to 97 Sea Zone
1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 infantry moved from 98 Sea Zone to Egypt
1 aaGun, 1 artillery and 1 infantry moved from Romania to Bessarabia
1 armour moved from Northern Italy to Romania
1 aaGun and 2 infantry moved from Southern France to Northern Italy
1 aaGun moved from Southern Italy to Northern Italy
Place Units - Italians
1 factory_minor placed in Egypt
1 fighter placed in Southern Italy
3 infantry and 1 mech_infantry placed in Northern Italy
Turn Complete - Italians
Italians collect 20 PUs; end with 20 PUs total
Objective Italians 3 North Africa: Italians met a national objective for an additional 5 PUs; end with 25 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 30 PUs
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 35 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 3
Combat Move - French
1 destroyer moved from 80 Sea Zone to 39 Sea Zone
Non Combat Move - French
Turn Complete - French
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Research Technology - Germans
Purchase Units - Germans
Germans buy 2 fighters and 8 mech_infantrys; Remaining resources: 0 PUs;
Combat Move - Germans
1 mech_infantry moved from Eastern Poland to Ukraine
Germans take Ukraine from Russians
1 mech_infantry moved from Eastern Poland to Smolensk
Germans take Smolensk from Russians
1 mech_infantry moved from Eastern Poland to Archangel
Germans take Archangel from Russians
1 infantry moved from Vyborg to Novgorod
Germans take Novgorod from Russians
1 infantry moved from Eastern Poland to Western Ukraine
Germans take Western Ukraine from Russians
Combat - Germans
Non Combat Move - Germans
1 bomber moved from Egypt to Gibraltar
1 infantry moved from Baltic States to Belarus
3 aaGuns, 9 armour, 8 artilleries, 22 infantry and 8 mech_infantrys moved from Eastern Poland to Western Ukraine
2 mech_infantrys moved from Poland to Western Ukraine
4 mech_infantrys moved from Germany to Eastern Poland
1 fighter moved from Western Germany to Gibraltar
1 fighter and 1 tactical_bomber moved from Egypt to 98 Sea Zone
1 armour moved from 98 Sea Zone to Egypt
1 artillery and 1 infantry moved from Southern France to 93 Sea Zone
1 artillery, 1 carrier, 1 infantry and 1 transport moved from 93 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to Egypt
2 infantry moved from Bulgaria to Greece
1 mech_infantry moved from Yugoslavia to Greece
1 armour moved from Romania to Greece
1 armour moved from Romania to Western Ukraine
1 tactical_bomber moved from Egypt to Southern Italy
1 cruiser and 1 submarine moved from 112 Sea Zone to 113 Sea Zone
Place Units - Germans
2 fighters placed in Western Germany
8 mech_infantrys placed in Germany
Turn Complete - Germans
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 125 Sea Zone. Rolls: 5,1,6
Germans collect 54 PUs (1 lost to blockades); end with 54 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 64 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 69 PUs
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
2 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
1 infantry moved from Bryansk to Ukraine
4 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
2 infantry moved from Bryansk to Smolensk
1 cruiser moved from 114 Sea Zone to 113 Sea Zone
1 submarine moved from 115 Sea Zone to 113 Sea Zone
I was going to assume scramble from W.Germany but then thought about the sub diving too.
What do you want to do in z113, your CA and SS defending against my CA and SS, you have 2 fighters available to scramble.
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
2 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
1 infantry moved from Bryansk to Ukraine
4 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
2 infantry moved from Bryansk to Smolensk
1 cruiser moved from 114 Sea Zone to 113 Sea Zone
1 submarine moved from 115 Sea Zone to 113 Sea Zone
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
2 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
1 infantry moved from Bryansk to Ukraine
4 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
2 infantry moved from Bryansk to Smolensk
1 cruiser moved from 114 Sea Zone to 113 Sea Zone
1 submarine moved from 115 Sea Zone to 113 Sea Zone
they are all the same post…I kept getting posting errors.
Yeah scramble both and the sub stays to fight, max defence.
Hi Gentlemen,
I have to say I do not understand the ratio behind that vichy stuff. As far as I know it was added to create more historical accuracy, right?
However this rule gives another heavy advantage for the Axis.
It is a major part of a successful Allied strategy to put as many issues as possible into play to try to overstrech Italians and Germans after UK1 in Round 1 and 2.
By not forcing Axis to kill the 93 fleet and to clear southern france with an Attack move another big advantage is added to the axis here.
I mention this because the version is called balanced mod, with these changes I at the moment see just more imbalance which imo cannot be compensated with the changed NOs - not even close. What do you guys think?
JDOW, in the most recent update to the mod, the Vichy France arrangement was nerfed a bit by requiring direct German/Italian occupation of Tunisia, Algeria, Morocco to achieve Italy’s “North Africa” bonus (in the original version, “Vichy” control of these territories was sufficient. No longer).
Primarily, the Vichy Rules were added for historical interest. To see why these rules do not upset the balance of the game when coupled with the mod’s other features, you’d really have to play. Notably, Allies have had the edge in recent play testing.
Interested in a game? your choice of side :)
I raised the same concern about it being too big a bonus for the Axis.
I certainly like the roll back of the pro-axis rule for NOs.
On the Vichy rule specifically, I dont like that the Axis can for a treaty and then break it with no real penalty except the destruction of a whole bunch of Allied INF and a couple of ships without firing a shot, but Adam’s counter position is that at least now the French territory are available for occupation by Allied forces for additional income.
I’d like to try it where any surviving French go UK myself, just to encourage the Axis to have to choose between the slightly easier access for Italy to the Med NO and not having to destroy the speed bumps around the med vs the long term income and industry loss of South France.
As the rule stands, I still see no real reason to not “go Vichy” for a turn, then sack South France like Adam did in this game, or, to put it another way, if I was playing this scenario again, I would land a UK plane in S.France UK1 to prevent the activation clause.
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
2 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
1 infantry moved from Bryansk to Ukraine
4 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
2 infantry moved from Bryansk to Smolensk
1 cruiser moved from 114 Sea Zone to 113 Sea Zone
1 submarine moved from 115 Sea Zone to 113 Sea Zone
Combat - Russians
Germans scrambles 2 units out of Western Germany to defend against the attack in 113 Sea Zone
Battle in 113 Sea Zone
Russians attack with 1 cruiser and 1 submarine
Germans defend with 1 cruiser, 2 fighters and 1 submarine
1 submarine owned by the Russians Submerged
Germans win with 1 cruiser and 2 fighters remaining. Battle score for attacker is -6
Casualties for Germans: 1 submarine
Casualties for Russians: 1 cruiser
Battle in Smolensk
Russians attack with 4 artilleries and 8 infantry
Germans defend with 1 mech_infantry
Russians win, taking Smolensk from Germans with 4 artilleries and 7 infantry remaining. Battle score for attacker is 1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantry
Battle in Ukraine
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 factory_minor and 1 mech_infantry
Russians win, taking Ukraine from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Non Combat Move - Russians
5 artilleries moved from Russia to Bryansk
2 fighters and 1 tactical_bomber moved from Timguska to Bryansk
Place Units - Russians
8 artilleries and 2 infantry placed in Russia
1 artillery placed in Volgograd
Turn Complete - Russians
Russians collect 28 PUs; end with 28 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 31 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 33 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 35 PUs
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Russians
Russians buy 9 artilleries and 2 infantry; Remaining resources: 0 PUs;
Combat Move - Russians
1 artillery and 1 infantry moved from Bryansk to Ukraine
2 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
1 infantry moved from Bryansk to Ukraine
4 infantry moved from Bryansk to Smolensk
2 artilleries moved from Russia to Smolensk
2 infantry moved from Bryansk to Smolensk
1 cruiser moved from 114 Sea Zone to 113 Sea Zone
1 submarine moved from 115 Sea Zone to 113 Sea Zone
Combat - Russians
Germans scrambles 2 units out of Western Germany to defend against the attack in 113 Sea Zone
Battle in 113 Sea Zone
Russians attack with 1 cruiser and 1 submarine
Germans defend with 1 cruiser, 2 fighters and 1 submarine
1 submarine owned by the Russians Submerged
Germans win with 1 cruiser and 2 fighters remaining. Battle score for attacker is -6
Casualties for Germans: 1 submarine
Casualties for Russians: 1 cruiser
Battle in Smolensk
Russians attack with 4 artilleries and 8 infantry
Germans defend with 1 mech_infantry
Russians win, taking Smolensk from Germans with 4 artilleries and 7 infantry remaining. Battle score for attacker is 1
Casualties for Germans: 1 mech_infantry
Casualties for Russians: 1 infantry
Battle in Ukraine
Russians attack with 1 artillery and 2 infantry
Germans defend with 1 factory_minor and 1 mech_infantry
Russians win, taking Ukraine from Germans with 1 artillery and 2 infantry remaining. Battle score for attacker is 4
Casualties for Germans: 1 mech_infantry
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Moving scrambled unit from 113 Sea Zone back to originating territory: Western Germany
Non Combat Move - Russians
5 artilleries moved from Russia to Bryansk
2 fighters and 1 tactical_bomber moved from Timguska to Bryansk
Place Units - Russians
8 artilleries and 2 infantry placed in Russia
1 artillery placed in Volgograd
Turn Complete - Russians
Russians collect 28 PUs; end with 28 PUs total
Trigger Russians 7 Great Patriotic War: Russians met a national objective for an additional 3 PUs; end with 31 PUs
Trigger Russians 3 Siberia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 33 PUs
Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 35 PUs
@PGMatt:
I raised the same concern about it being too big a bonus for the Axis.
I certainly like the roll back of the pro-axis rule for NOs.
On the Vichy rule specifically, I dont like that the Axis can for a treaty and then break it with no real penalty except the destruction of a whole bunch of Allied INF and a couple of ships without firing a shot, but Adam’s counter position is that at least now the French territory are available for occupation by Allied forces for additional income.
I’d like to try it where any surviving French go UK myself, just to encourage the Axis to have to choose between the slightly easier access for Italy to the Med NO and not having to destroy the speed bumps around the med vs the long term income and industry loss of South France.
As the rule stands, I still see no real reason to not “go Vichy” for a turn, then sack South France like Adam did in this game, or, to put it another way, if I was playing this scenario again, I would land a UK plane in S.France UK1 to prevent the activation clause.
Usually the treaty lasts for 3-4 rounds, I just broke it early to be able to build navy in S France next round since I was getting Egypt. Historically the Germans did break it in 1942 as well.
We considered having the territories turn pro-Allies with the inf still in them early on, but we decided against it since the Allies do get a significant boost from those territories already, and I would imagine most people would skip Vichy (I myself go for Vichy only about half the time, you’ll see that there are drawbacks long term and short term for Axis if they go for it when you’ll have more experience in the mod).