16L BM2 -Pete (Allies) vs simon33 (Allies)


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Purchase Units - Russians
                Russians repair damage of 6x factory_minor; Remaining resources: 32 PUs;
                Russians buy 2 armour, 1 artillery, 1 fighter and 2 infantry; Remaining resources: 0 PUs;

    Combat Move - Russians
                1 armour moved from Karelia to Norway
                      Russians take Finland from Germans
                      Russians take Norway from Germans
                1 bomber moved from Belarus to 125 Sea Zone

    Combat - Russians
                Battle in 125 Sea Zone
                    Russians attack with 1 bomber
                    Germans defend with 1 transport
                    Russians win with 1 bomber remaining. Battle score for attacker is 7
                    Casualties for Germans: 1 transport

    Non Combat Move - Russians
                1 bomber moved from 125 Sea Zone to Scotland
                2 infantry moved from Karelia to Novgorod
                2 aaGuns and 12 infantry moved from Archangel to Belarus
                1 aaGun, 4 artilleries and 16 infantry moved from Belarus to Eastern Poland
                3 artilleries and 2 infantry moved from Western Ukraine to Eastern Poland
                2 armour moved from Russia to Belarus
                1 artillery moved from Rostov to Tambov
                1 artillery and 2 infantry moved from Volgograd to Tambov
                3 fighters moved from Novgorod to Eastern Poland
                1 aaGun and 1 artillery moved from Novgorod to Belarus
                4 mech_infantrys moved from Karelia to Belarus
                2 infantry moved from Yenisey to Yakut S.S.R.

    Place Units - Russians
                2 armour and 1 fighter placed in Novgorod
                1 artillery and 2 infantry placed in Volgograd

    Turn Complete - Russians
                Russians collect 35 PUs; end with 35 PUs total
                Trigger Russians 5 Persia Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 37 PUs
                Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 2 PUs; end with 39 PUs
                Trigger Russians 4 Archangel Lend Lease Lane War With Japan: Russians met a national objective for an additional 2 PUs; end with 41 PUs
                Trigger Russians 2 Persia Lend Lease Lane: Russians met a national objective for an additional 2 PUs; end with 43 PUs
                Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 6 PUs; end with 49 PUs

    triplea_38705_Rus9.tsvg

  • '19 '17 '16

    TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Purchase Units - Japanese
                Japanese repair damage of 6x factory_minor; Remaining resources: 6 SuicideAttackTokens; 49 PUs;
                Japanese buy 3 artilleries, 2 destroyers, 4 infantry and 1 transport; Remaining resources: 6 SuicideAttackTokens; 2 PUs;

    Combat Move - Japanese
                1 destroyer and 2 fighters moved from 36 Sea Zone to 19 Sea Zone
                1 destroyer, 2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 43 Sea Zone
                1 armour moved from Jehol to Anhwe
                1 infantry moved from Kweichow to Anhwe
                1 artillery moved from Hunan to Anhwe
                1 bomber and 1 fighter moved from Burma to 39 Sea Zone
                3 artilleries, 3 infantry and 1 mech_infantry moved from India to West India
                      Japanese take West India from UK_Pacific

    Combat - Japanese
                Battle in 19 Sea Zone
                    Japanese attack with 1 destroyer and 2 fighters
                    Americans defend with 1 submarine
                    Japanese win, taking 19 Sea Zone from Americans with 1 destroyer and 2 fighters remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in 39 Sea Zone
                    Japanese attack with 1 bomber and 1 fighter
                    Americans defend with 1 destroyer
                    Japanese win with 1 bomber and 1 fighter remaining. Battle score for attacker is 8
                    Casualties for Americans: 1 destroyer
                Battle in Anhwe
                    Japanese attack with 1 armour, 1 artillery and 1 infantry
                    Chinese defend with 1 infantry
                    Japanese win, taking Anhwe from Chinese with 1 armour, 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in 43 Sea Zone
                    Japanese attack with 1 destroyer, 2 fighters and 2 tactical_bombers
                    Americans defend with 1 transport; ANZAC defend with 1 submarine
                    Japanese win, taking 43 Sea Zone from ANZAC with 1 destroyer, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 13
                    Casualties for ANZAC: 1 submarine
                    Casualties for Americans: 1 transport

    Non Combat Move - Japanese
                2 fighters and 2 tactical_bombers moved from 43 Sea Zone to 20 Sea Zone
                1 battleship, 2 carriers and 2 destroyers moved from 35 Sea Zone to 20 Sea Zone
                2 carriers and 1 fighter moved from 36 Sea Zone to 20 Sea Zone
                2 fighters moved from 19 Sea Zone to Japan
                1 infantry moved from Yunnan to Kweichow
                1 infantry moved from Yunnan to Hunan
                1 artillery moved from Amur to Buryatia
                1 artillery and 1 infantry moved from Burma to India
                1 artillery moved from Yunnan to Burma
                1 infantry moved from Shan State to Yunnan
                1 artillery and 1 infantry moved from Shan State to Burma
                1 artillery and 2 infantry moved from Malaya to Shan State
                1 bomber and 1 fighter moved from 39 Sea Zone to India

    Place Units - Japanese
                1 destroyer placed in 6 Sea Zone
                1 destroyer and 1 transport placed in 36 Sea Zone
                Japanese undo move 2.
                1 transport placed in 36 Sea Zone
                1 artillery and 1 infantry placed in French Indo China
                1 destroyer placed in 39 Sea Zone
                1 artillery and 1 infantry placed in India
                1 artillery and 2 infantry placed in Malaya

    Turn Complete - Japanese
                Total Cost from Convoy Blockades: 8
                    Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 2,6,2,3,4,6,5,2,4,6,5,5,4,3,6,6,1
                Japanese collect 42 PUs (8 lost to blockades); end with 44 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 49 PUs

    triplea_38705_Jap9.tsvg


  • Simon do you know if it’s legal to move out of sz 6 during attack phase and move back in during ncm in order to avoid scramble and kamikazes? I’m looking but want to make sure if it’s legal or not.


  • You can.


  • For some reason I totally missed your dd in sz 6, and also forgot to move out of sz 6 to avoid scramble, only realized the dd was there when it rolled in defence, meanwhile I had just skipped your scramble and kami phase altogether, to simulate me moving out of sz 6 and back again. your dd hit in sz 6 though. can you let me know if you want to roll in the forum for your scramble and kamikaze, or redo USA. I have a dd and 3 empty carriers in sz 6 during combat phase.

    thanks and sorry about this.

  • '19 '17 '16

    @-Pete:

    Simon do you know if it’s legal to move out of sz 6 during attack phase and move back in during ncm in order to avoid scramble and kamikazes? I’m looking but want to make sure if it’s legal or not.

    You can’t - that’s the point of the move. Except with air units.

    I’d roll the Kami’s in the forum. You’ll put in enough air to prevent a scramble won’t you? IIRC there’s only one fighter there.

    2 Kamis on each CV.


  • It’s actually legal to move out and back as far as I can tell.

    http://www.wizards.com/avalonhill/rules/A&A_Europe_1940_2ndEd_Rulebook_LR.pdf

    page 13 of the rulebook… let me know what you think


  • gotta sleep tty tomorrow.

  • '19 '17 '16

    @Europe:

    Sea Units Starting in Hostile Sea Zones
    At the beginning of the Combat Move phase, you might
    already have sea units (and air units on carriers) in spaces
    containing enemy units that were there at the start of
    your turn. For example, an enemy might have built new
    surface warships in a sea zone where you have sea units.
    When your turn comes around again, you are sharing that
    sea zone with enemy forces.
    13If you are sharing a sea zone with surface warships (not
    submarines and/or transports) belonging to a power with
    which you are at war, this situation requires you to do one
    of the following:
    through sea combat before the amphibious assault can
    commence.
    • Remain in the sea zone and conduct combat,
    • Leave the sea zone, load units if desired, and conduct
    combat elsewhere,
    • Leave the sea zone, load units, and return to the same
    sea zone to conduct combat (you can’t load units while
    in a hostile sea zone), or
    • Leave the sea zone and conduct no combat. Moving transports and their cargo into a sea zone from
    which you plan to make an amphibious assault counts as
    a combat move, even if there are no defending surface
    warships there and there is no potential for air units to be
    scrambled (see “Scramble,” page 16). This is also true of
    any units that will support the assault. Further, if enemy
    air units could potentially be scrambled to defend the sea
    zone, additional units may be moved into the sea zone to
    combat them in case they are indeed scrambled.
    Once these sea units have moved and/or participated in
    combat, they can’t move or participate in the Noncombat
    Move phase of the turn.

    Seems pretty clear to me.


  • ok got it. I stopped reading at pg 13, thought it covered everything.

    so as it stand the battle in sz 6 is 3 carriers one dd. all the air went to overkill your dd in the neighbouring sz. you still wanna do 3 sets of 2 kamis on the carriers and full scram or some other combo?

  • '19 '17 '16

    There’s 3DDs 3CVs and 1sub vs 1DD and up to 3 fighters?

    Let’s do it like this: 1 Kami on each ship and full scramble.

    DD Kamis:
    DiceRolling 3d6:
    (3, 4, 5)

    CV Kamis
    DiceRolling 3d6:
    (1, 5, 5)

    I guess I can assume you jumped out to an adjacent SZ.

    First round goes like this, assuming you didn’t bring in sub in SZ26:

    Attackers:
    SubDiceRolling 1d6:
    (3)  
    DDDiceRolling 1d6:
    (4)

    Defenders:
    DiceRolls: 1@2 3@4; Total Hits: 01@2: (5)3@4: (6, 5, 5)

    You didn’t say that you wanted to change any of this for whatever reason.

  • '19 '17 '16

    Continue or retreat?


  • continue

  • '19 '17 '16

    Wow!

    SubDiceRolling 1d6:
    (4)  
    DDDiceRolling 1d6:
    (1)

    Defenders:
    DiceRolls: 1@2 3@4; Total Hits: 11@2: (4)3@4: (6, 1, 5)

  • '19 '17 '16

    I’ll lose the DD.


  • I can’t retreat as I never left sz 6 in the first place

  • '19 '17 '16

    @-Pete:

    I can’t retreat as I never left sz 6 in the first place

    We can assume you did, just not to SZ19 because it’s hostile. There would be no reason not to.


  • alright time to retreat then


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Purchase Units - Americans
                Americans repair damage of 6x factory_minor; Remaining resources: 97 PUs;
                Americans buy 1 airfield, 1 armour, 1 carrier, 1 factory_minor, 2 fighters, 1 harbour, 2 infantry and 1 submarine; Remaining resources: 1 PUs;

    Combat Move - Americans
                Turning on Edit Mode
                EDIT: Removing units owned by Japanese from 19 Sea Zone: 1 destroyer
                EDIT: Removing units owned by Japanese from 6 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 submarine moved from 6 Sea Zone to 19 Sea Zone
                      Americans take 6 Sea Zone from Japanese
                      Americans take 19 Sea Zone from Japanese
                2 fighters moved from 6 Sea Zone to Korea
                3 carriers, 3 destroyers, 4 fighters and 2 transports moved from 6 Sea Zone to 16 Sea Zone
                1 destroyer moved from 26 Sea Zone to 6 Sea Zone
                3 fighters moved from Caroline Islands to Korea

    Combat - Americans

    Non Combat Move - Americans
                Turning on Edit Mode
                EDIT: Changing unit hit damage for these Americans owned units to: carrier = 1
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                Turning on Edit Mode
                EDIT: Turning off Edit Mode
                1 carrier moved from 26 Sea Zone to 16 Sea Zone
                1 fighter moved from 26 Sea Zone to 16 Sea Zone
                1 fighter moved from Western United States to 16 Sea Zone
                1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
                1 artillery, 1 carrier, 3 destroyers, 1 infantry, 1 submarine and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                1 fighter moved from Western United States to 25 Sea Zone
                1 artillery moved from Bulgaria to Greece
                1 infantry moved from Albania to Greece
                1 infantry and 1 mech_infantry moved from Southern France to 93 Sea Zone
                1 artillery moved from Normandy Bordeaux to Southern France
                2 infantry moved from Trans-Jordan to Iraq
                1 armour and 1 mech_infantry moved from Eastern Persia to Persia
                1 fighter moved from 25 Sea Zone to Midway

    Place Units - Americans
                Turning on Edit Mode
                EDIT: Removing units owned by Americans from 16 Sea Zone: 1 destroyer
                EDIT: Turning off Edit Mode
                1 airfield, 1 factory_minor and 1 harbour placed in Korea
                1 armour and 2 infantry placed in Greece
                1 carrier placed in 93 Sea Zone
                2 fighters placed in 93 Sea Zone
                1 submarine placed in 105 Sea Zone

    Turn Complete - Americans
                Total Cost from Convoy Blockades: 0
                    Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5
                Americans collect 70 PUs; end with 71 PUs total
                Trigger Americans 6 Western Europe Beach Head: Americans met a national objective for an additional 5 PUs; end with 76 PUs
                Trigger Americans 7 North Africa Beach Head: Americans met a national objective for an additional 5 PUs; end with 81 PUs
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 86 PUs
                Objective Americans 4 Philippines: Americans met a national objective for an additional 5 PUs; end with 91 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 96 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 106 PUs

    triplea_38705_Ame9.tsvg


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 9

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 3 infantry; Remaining resources: 0 PUs;

    Combat Move - Chinese
                1 infantry moved from Chahar to Jehol
                      Chinese take Jehol from Japanese
                1 infantry moved from Hopei to Kweichow
                1 infantry moved from Shensi to Kweichow
                1 fighter moved from Suiyuyan to Kweichow

    Combat - Chinese
                Battle in Kweichow
                    Chinese attack with 1 fighter and 2 infantry
                    Japanese defend with 1 infantry
                    Chinese win, taking Kweichow from Japanese with 1 fighter and 1 infantry remaining. Battle score for attacker is 0
                    Casualties for Japanese: 1 infantry
                    Casualties for Chinese: 1 infantry

    Non Combat Move - Chinese
                1 fighter moved from Kweichow to Suiyuyan
                1 infantry moved from Szechwan to Shensi

    Place Units - Chinese
                1 infantry placed in Hopei
                1 infantry placed in Chahar
                1 infantry placed in Shensi

    Turn Complete - Chinese
                Chinese collect 10 PUs; end with 10 PUs total

    triplea_38705_Chi9.tsvg

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