@crockett36 It says I need to download it so I do and then it says map not found, missing map.
Surprise Attack Axis vs Private Panic Allies
-
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Research Technology - Germans
Purchase Units - Germans
Germans buy 1 armour, 2 artilleries, 1 destroyer, 1 fighter, 7 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Germans
1 armour moved from Southern France to Holland Belgium
1 mech_infantry moved from Southern France to Normandy Bordeaux
Germans take Normandy Bordeaux from French
1 artillery moved from France to Holland Belgium
2 infantry moved from Western Germany to Holland Belgium
1 armour moved from France to Holland Belgium
1 artillery and 1 infantry moved from Western Germany to 112 Sea Zone
1 carrier, 1 cruiser, 1 destroyer and 1 submarine moved from 112 Sea Zone to 91 Sea Zone
1 fighter and 1 tactical_bomber moved from 112 Sea Zone to 91 Sea Zone
2 bombers moved from Western Germany to 91 Sea Zone
1 tactical_bomber moved from Western Germany to Holland Belgium
1 fighter moved from Western Germany to Holland Belgium
1 tactical_bomber moved from Western Germany to Holland BelgiumCombat - Germans
Battle in Holland Belgium
Germans attack with 2 armour, 1 artillery, 1 fighter, 2 infantry and 2 tactical_bombers
French defend with 1 artillery and 1 infantry
Germans roll dice for 2 armour, 1 artillery, 1 fighter, 2 infantry and 2 tactical_bombers in Holland Belgium, round 2 : 5/8 hits
French roll dice for 1 artillery and 1 infantry in Holland Belgium, round 2 : 1/2 hits
1 infantry owned by the French, 1 infantry owned by the Germans and 1 artillery owned by the French lost in Holland Belgium
Germans win, taking Holland Belgium from French with 2 armour, 1 artillery, 1 fighter, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 4
Casualties for Germans: 1 infantry
Casualties for French: 1 artillery and 1 infantry
Battle in 91 Sea Zone
Germans attack with 2 bombers, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 submarine and 1 tactical_bomber
French defend with 1 cruiser and 1 destroyer; British defend with 1 destroyer and 2 transports
Germans roll dice for 1 submarine in 91 Sea Zone, round 2 : 0/1 hits
Germans roll dice for 2 bombers, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber in 91 Sea Zone, round 2 : 5/6 hits
British roll dice for 1 cruiser, 2 destroyers and 2 transports in 91 Sea Zone, round 2 : 1/3 hits
2 transports owned by the British, 1 cruiser owned by the French, 1 destroyer owned by the French, 1 destroyer owned by the British and 1 submarine owned by the Germans lost in 91 Sea Zone
Germans win with 2 bombers, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 36
Casualties for Germans: 1 submarine
Casualties for French: 1 cruiser and 1 destroyer
Casualties for British: 1 destroyer and 2 transportsNon Combat Move - Germans
1 artillery moved from Norway to Finland
1 artillery and 1 infantry moved from 112 Sea Zone to Norway
3 infantry moved from Slovakia Hungary to Poland
3 infantry moved from Romania to Slovakia Hungary
6 infantry moved from Bulgaria to Romania
1 infantry moved from Western Germany to Denmark
1 aaGun moved from Western Germany to Denmark
3 armour moved from France to Germany
1 armour moved from France to Western Germany
2 mech_infantrys moved from Southern France to Western Germany
2 bombers moved from 91 Sea Zone to Southern France
1 fighter moved from Holland Belgium to Western Germany
2 tactical_bombers moved from Holland Belgium to Western Germany
1 aaGun moved from France to Southern France
1 aaGun moved from Western Germany to France
1 aaGun moved from Germany to Western GermanyPlace Units - Germans
1 destroyer, 1 submarine and 1 transport placed in 112 Sea Zone
1 fighter placed in Western Germany
1 infantry placed in Southern France
1 artillery and 3 infantry placed in Western Germany
1 armour, 1 artillery and 3 infantry placed in GermanyTurn Complete - Germans
Germans collect 42 PUs; end with 42 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 47 PUs
Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 52 PUsDice Statistics:
Total
1 was rolled 3 times
2 was rolled 6 times
3 was rolled 1 times
4 was rolled 4 times
5 was rolled 3 times
6 was rolled 3 times
Average roll : 3.350
Median : 3.500
Variance : 0.737
Standard Deviation : 0.858
Total rolls : 20Germans Combat
1 was rolled 2 times
2 was rolled 5 times
3 was rolled 1 times
4 was rolled 3 times
5 was rolled 2 times
6 was rolled 2 times
Average roll : 3.267
Median : 3.000
Variance : 0.786
Standard Deviation : 0.886
Total rolls : 15French Combat
1 was rolled 1 times
5 was rolled 1 times
Average roll : 3.000
Median : 3.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 2British Combat
2 was rolled 1 times
4 was rolled 1 times
6 was rolled 1 times
Average roll : 4.000
Median : 4.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3 -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Russians
Russians buy 2 artilleries, 9 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - Russians
Non Combat Move - Russians
3 artilleries moved from Ukraine to Western Ukraine
2 aaGuns, 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Bryansk to Western Ukraine
1 mech_infantry moved from Russia to Western Ukraine
3 infantry moved from Western Ukraine to Bessarabia
5 infantry moved from Novgorod to Belarus
2 infantry moved from Rostov to Bryansk
1 artillery and 5 infantry moved from Russia to Bryansk
6 infantry moved from Yakut S.S.R. to Yenisey
2 aaGuns and 12 infantry moved from Buryatia to Yakut S.S.R.Place Units - Russians
2 artilleries and 8 infantry placed in Russia
1 infantry and 1 mech_infantry placed in VolgogradTurn Complete - Russians
Russians collect 37 PUs; end with 37 PUs total -
Uncle Joe invites his good friend Adolf for tea!
-
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 1 armour, 1 artillery, 1 destroyer, 1 harbour and 2 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
1 artillery and 2 infantry moved from Chahar to Suiyuyan
Japanese take Suiyuyan from Chinese
1 artillery and 3 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 artillery and 3 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 1 infantry moved from Kwangsi to Yunnan
1 artillery and 3 infantry moved from Hunan to Yunnan
3 fighters and 3 tactical_bombers moved from Kwangsi to Yunnan
1 mech_infantry moved from Anhwe to Suiyuyan
2 transports moved from 36 Sea Zone to 19 Sea Zone
1 artillery and 3 infantry moved from Japan to 6 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 36 Sea Zone
2 fighters moved from Japan to 6 Sea Zone
1 tactical_bomber moved from Japan to Hunan -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 1 armour, 1 artillery, 1 destroyer, 1 harbour and 2 mech_infantrys; Remaining resources: 6 SuicideAttackTokens; 0 PUs;Combat Move - Japanese
1 artillery and 2 infantry moved from Chahar to Suiyuyan
Japanese take Suiyuyan from Chinese
1 artillery and 3 infantry moved from Anhwe to Hopei
Japanese take Hopei from Chinese
1 artillery and 3 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 1 infantry moved from Kwangsi to Yunnan
1 artillery and 3 infantry moved from Hunan to Yunnan
3 fighters and 3 tactical_bombers moved from Kwangsi to Yunnan
1 mech_infantry moved from Anhwe to Suiyuyan
2 transports moved from 36 Sea Zone to 19 Sea Zone
1 artillery and 3 infantry moved from Japan to 6 Sea Zone
1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 36 Sea Zone
2 fighters moved from Japan to 6 Sea Zone
1 tactical_bomber moved from Japan to HunanCombat - Japanese
Battle in Yunnan
Japanese attack with 2 artilleries, 3 fighters, 4 infantry and 3 tactical_bombers
Chinese defend with 3 infantry
Japanese roll dice for 2 artilleries, 3 fighters, 4 infantry and 3 tactical_bombers in Yunnan, round 2 : 3/12 hits
Chinese roll dice for 3 infantry in Yunnan, round 2 : 1/3 hits
1 infantry owned by the Japanese and 3 infantry owned by the Chinese lost in Yunnan
Japanese win, taking Yunnan from Chinese with 2 artilleries, 3 fighters, 3 infantry and 3 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Japanese: 1 infantry
Casualties for Chinese: 3 infantryNon Combat Move - Japanese
3 fighters and 3 tactical_bombers moved from Yunnan to Hunan
2 fighters and 2 tactical_bombers moved from Kwangsi to Hunan
2 bombers moved from Kwangsi to Hunan
1 artillery and 3 infantry moved from 36 Sea Zone to Kwangsi
1 fighter and 1 tactical_bomber moved from Kiangsu to Hunan
2 fighters moved from 36 Sea Zone to Hunan
1 destroyer moved from 33 Sea Zone to 44 Sea Zone
1 submarine moved from 36 Sea Zone to 37 Sea Zone
1 destroyer moved from 36 Sea Zone to 42 Sea Zone
1 submarine moved from 33 Sea Zone to 43 Sea Zone
2 fighters moved from 6 Sea Zone to Hunan
1 armour moved from Kwangsi to Hunan
1 infantry moved from Kwangsi to Hunan
1 aaGun moved from Jehol to Shantung
2 infantry moved from Jehol to Chahar
2 infantry moved from Jehol to Shantung
4 infantry moved from Manchuria to Jehol
1 artillery and 3 infantry moved from Korea to ManchuriaPlace Units - Japanese
1 harbour placed in Hainan
1 armour and 2 mech_infantrys placed in Kiangsu
1 destroyer placed in 6 Sea Zone
1 artillery placed in JapanTurn Complete - Japanese
Japanese collect 33 PUs; end with 33 PUs total
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 43 PUsDice Statistics:
Total
1 was rolled 1 times
2 was rolled 2 times
3 was rolled 1 times
5 was rolled 6 times
6 was rolled 5 times
Average roll : 4.533
Median : 5.000
Variance : 2.214
Standard Deviation : 1.488
Total rolls : 15Japanese Combat
2 was rolled 2 times
3 was rolled 1 times
5 was rolled 5 times
6 was rolled 4 times
Average roll : 4.667
Median : 5.000
Variance : 2.000
Standard Deviation : 1.414
Total rolls : 12Chinese Combat
1 was rolled 1 times
5 was rolled 1 times
6 was rolled 1 times
Average roll : 4.000
Median : 5.000
Variance : 1.500
Standard Deviation : 1.225
Total rolls : 3 -
OOL for 91 if you choose to attack it
dd
cr
tac
tip cv
fig
sink cv
Cheers
When I find out more about Dawg, I’ll keep you posted -
Got some sort of bug SA and my brain goes mushy if I try to focus on anything complicated. So you’ll have to be patient!
-
Sorry to hear, I hope you get over it. Do you take Vit C on a regular basis?
Whats the Migrant situation like, are there a lot? I picture England in a nostalgic sense ( culture preserved )
I would hate to go over there and end up in little Bagdad. I hope all the British TV doesnt paint a skewed picture in my mind
Just have to ask Triumph or MG, or Austin Healey, maybe Mini
I like my 2002 Mustang GT
Kris -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Americans
Americans buy 1 artillery, 3 destroyers, 1 infantry, 1 submarine and 2 transports; Remaining resources: 1 PUs;Combat Move - Americans
Non Combat Move - Americans
1 fighter moved from Guam to 26 Sea Zone
1 fighter moved from 26 Sea Zone to Hawaiian Islands
1 artillery moved from Western United States to 10 Sea Zone
1 infantry moved from Western United States to 10 Sea Zone
1 destroyer moved from 10 Sea Zone to 25 Sea Zone
1 artillery, 1 destroyer, 1 infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone
1 artillery moved from 26 Sea Zone to Hawaiian Islands
1 infantry moved from 26 Sea Zone to Hawaiian IslandsPlace Units - Americans
1 destroyer, 1 submarine and 1 transport placed in 101 Sea Zone
2 destroyers and 1 transport placed in 10 Sea Zone
Americans undo move 2.
1 destroyer and 1 transport placed in 10 Sea Zone
Americans undo move 2.
1 transport placed in 10 Sea Zone
1 artillery and 1 infantry placed in Western United States
2 destroyers placed in 101 Sea ZoneTurn Complete - Americans
Americans collect 52 PUs; end with 53 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - Chinese
Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
Chinese buy 5 infantry; Remaining resources: 0 PUs;Combat Move - Chinese
1 fighter and 12 infantry moved from Shensi to SuiyuyanCombat - Chinese
Battle in Suiyuyan
Chinese attack with 1 fighter and 12 infantry
Japanese defend with 1 artillery, 2 infantry and 1 mech_infantry
Chinese win, taking Suiyuyan from Japanese with 1 fighter and 11 infantry remaining. Battle score for attacker is 11
Casualties for Japanese: 1 artillery, 2 infantry and 1 mech_infantry
Casualties for Chinese: 1 infantryNon Combat Move - Chinese
1 fighter moved from Suiyuyan to KansuPlace Units - Chinese
5 infantry placed in KansuTurn Complete - Chinese
Chinese collect 6 PUs; end with 6 PUs total -
Sorry Kris - run out of time - will try to do UK tomorrow.
Dawg seems to be recovered I think?
Immigration is a big question here. Public opinion is fickle, depending on whether the last influence was dead Syrian children on our screens or a terrorist attack somewhere. Millions of people are on the move and the world is getting smaller. IMHO we need to find the will to intervene at source and change the dynamic in those areas that people are fleeing if we are going to stop this. Of course, experience tells us that we generally fail when we try to do such a thing.
Cheers
Adam -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 2
Purchase Units - British
British buy 1 airfield, 1 destroyer and 1 fighter; Remaining resources: 1 PUs;Purchase Units - UK_Pacific
UK_Pacific buy 1 artillery, 3 infantry and 1 mech_infantry; Remaining resources: 0 PUs;Combat Move - British
1 artillery moved from Ethiopia to Kenya
1 infantry moved from Ethiopia to Kenya
1 mech_infantry moved from Ethiopia to Kenya
1 artillery and 1 infantry moved from Ethiopia to 76 Sea Zone
1 artillery, 1 cruiser, 2 destroyers, 1 infantry and 1 transport moved from 76 Sea Zone to 98 Sea Zone
1 artillery moved from Egypt to Alexandria
1 armour moved from Egypt to Alexandria
1 infantry moved from Egypt to Alexandria
1 artillery moved from 98 Sea Zone to Alexandria
1 infantry moved from 98 Sea Zone to Alexandria
1 tactical_bomber moved from Malta to Alexandria
1 fighter moved from Malta to Alexandria
1 bomber moved from Malta to AlexandriaCombat - British
Battle in Kenya
British attack with 1 artillery, 1 infantry and 1 mech_infantry
Italians defend with 1 infantry
British win, taking Kenya from Italians with 1 artillery and 1 mech_infantry remaining. Battle score for attacker is 0
Casualties for British: 1 infantry
Casualties for Italians: 1 infantry
Battle in Alexandria
British attack with 1 armour, 2 artilleries, 1 bomber, 1 fighter, 2 infantry and 1 tactical_bomber
Italians defend with 1 armour, 1 artillery and 3 infantry
British win, taking Alexandria from Italians with 1 armour, 1 bomber, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 5
Casualties for British: 2 artilleries and 2 infantry
Casualties for Italians: 1 armour, 1 artillery and 3 infantryNon Combat Move - British
1 transport moved from 76 Sea Zone to 71 Sea Zone
1 fighter and 1 tactical_bomber moved from Alexandria to Egypt
1 bomber moved from Alexandria to Egypt
1 fighter moved from Gibraltar to United Kingdom
1 battleship moved from 79 Sea Zone to 76 Sea Zone
3 infantry moved from Shan State to Burma
1 infantry moved from Eastern Persia to Persia
British take Persia from Neutral_AlliesPlace Units - British
1 destroyer placed in 110 Sea Zone
1 fighter placed in United Kingdom
1 airfield placed in EgyptTurn Complete - British
British collect 31 PUs; end with 32 PUs total
Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 37 PUsPlace Units - UK_Pacific
1 artillery, 3 infantry and 1 mech_infantry placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 17 PUs; end with 17 PUs total
Some Units in India change ownership: 1 artillery, 3 infantry and 1 mech_infantry -
Sent you a PM Kris. We don’t seem to be playing the balanced mod? Obviously I would have played things like R into Persia differently if I had known.
What do you want to do?
-
Lets start another and maybe keep this one going if you want, I just downloaded 1.8.0.9 and I’m going to find the balanced mod. I thought they had it figured out and I’ve been playing second edition I wasn’t aware that U.K. had more bonuses. Its a good thing because having just the one sucks. I always liked the no German ss’s on the board.
Let me go get the right game and Mess. you back
Kris -
Okay Kris.
The latest game in this thread I am in uses the balanced mod:
http://www.axisandallies.org/forums/index.php?topic=36475.msg1513647#new
And the NOs and rule changes are I believe as follows:
Global 1940 Second Edition - Balance Mod (with “Vichy France” Rule Set)
Balance Mod Credits: Adam514, aznz, Deathbringer1974, dust, dss85, Gencre, regularkid
REVISIONS
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults; no bonus from artillery); Defend at 2; Can be loaded onto cruisers and battleships (1 to a ship).
Additional National Objectives
Russia
* 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
* 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).
* 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).
* An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.Note: When not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia. Also, when not at war with Russia, Japan may not move its units into any originally Russian territory controlled by European Axis.
Japan
* 5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan’s “Strategic Perimeter” objective).
* 5 PUs if Axis controls Midway, Wake Island, Guam.USA
* 5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
* 5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
* 5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
* 5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.China
* 3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China’s “Burma Road” objective).
* At the start of China’s turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.UK
� 3 PUs if UK Europe controls all its original territories. (This modifies UK’s “Original Territories” objective).
� 3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
� 3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
� 3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
� 3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,…,sz81).Italy
� 3 PUs if Malta, Cyprus, and Crete are Axis controlled.
ANZAC
� 3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC’s “Strategic Islands” objective).
� 3 PUs if ANZAC is at war with the Japanese and Gilbert Islands, Fiji, and Samoa are Allied controlled.VICHY FRANCE RULE SET
The following rule-set simulates the circumstances and strategic consequences of the Franco-German Armistice, and is intended for play with the G40 Balance Mod.
Game Conditions for Franco-German Armistice
At the beginning of France’s turn, if the following conditions are met, the Franco-German Armistice will occur:
1. Axis has control of both France and Normandy Bordeaux;
2. Axis has never controlled Southern France; and
3. There are no non-French, Allied units in Southern France.Game Consequences of Franco-German Armistice
French Territorial Control: At the beginning of France’s first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied units.
With the exception of Southern France (see discussion of “Zone Libere” below), Vichy French territory works the same way as other Pro-Axis Neutral territory–i.e., an Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn.
Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory.
Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the the French fleet in sz 93, from French to Pro-Axis neutral. The Vichy French fleet maintains a strictly defensive posture. It may not be moved. It may not be captured by the Axis. The fleet is immediately destroyed if any power, other than the Free French, occupies Southern France
“Zone Libre”: Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player’s turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change.
Armistice’s Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy’s “Roman Empire” objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy’s “North Africa” objective. Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.
Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control (including any surviving fleet in sz 93) revert back to Free French control. The Vichy French forces in the Southern France and sz 93 will also revert back if Southern France is liberated by the Free French.
Please note that the NOs will not be listed in your “Objectives Panel” (you need a separate download for that), but they are working and the game will automatically keep track of them. Hope ya’ll enjoy!
-
For some reason I cant seem to down load it and I had my son try to help me and it didnt work so I have to see if my X will maybe help me otherwise I’m stuck for a while until I can get a hold of one of my geek friends, Im not very comp. literate
I love the new N.O.'s
They never seem to figure out this game, it’s always another version, I hope this is the real deal
I’m going to keep looking to see if I can get it to download
Cheers
Kris -
Kris - nerquen posted this link in our team game when we were trying to set it up:
http://www.axisandallies.org/forums/index.php?topic=37341.msg1506460#msg1506460
I think that if you start at the top of that thread it gives you everything you need?
-
Cheers
I’ll give it a go, I have some moves to get to.
Tried last nite to download the bal.mod., but was unable to unzip it, my wife gave up and said I have to find one of my geek friends to do it.
I think I like the different N.O.'s. There are so many of them with all the Alfa’s up to the sec.edit. My group sometimes think we should choose one or the other, but we never do
Cheers -
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
-
The above is I think right Kris. The German buy options includes Marines, as it should.
I think you were trying to do the optional download which makes Vichy French territory appear in as a distinct color (without the download it appears as the True Neutral color); gives Marines a more distinct, faction-specific appearance (without the download, the marines appear as regular infantry units with tiny armbands. . . can be hard to distinguish); and lists the additional objectives in the objectives panel.
Above that in the thread I sent you is the G40 Balanced Mod.tsvg file that gives you this version of the game, albeit without the optional extras above. It is perfectly usable without those extras.
BTW I couldn’t make the optional download work either, although in my case it was because I could not find the “World War II Global” folder.
Cheers
Adam