@Jacob16 No scramble
16L BM2 -Pete (Allies) vs simon33 (Allies)
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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.
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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.
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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
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gotta sleep tty tomorrow.
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@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.
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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?
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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:
Rolling 3d6:
(3, 4, 5)CV Kamis
Rolling 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:
SubRolling 1d6:
(3)
DDRolling 1d6:
(4)Defenders:
Rolls: 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.
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Continue or retreat?
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continue
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Wow!
Sub
Rolling 1d6:
(4)
DDRolling 1d6:
(1)Defenders:
Rolls: 1@2 3@4; Total Hits: 11@2: (4)3@4: (6, 1, 5)
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I’ll lose the DD.
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I can’t retreat as I never left sz 6 in the first place
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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.
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alright time to retreat then
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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 KoreaCombat - 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 MidwayPlace 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 ZoneTurn 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 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 KweichowCombat - 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 infantryNon Combat Move - Chinese
1 fighter moved from Kweichow to Suiyuyan
1 infantry moved from Szechwan to ShensiPlace Units - Chinese
1 infantry placed in Hopei
1 infantry placed in Chahar
1 infantry placed in ShensiTurn Complete - Chinese
Chinese collect 10 PUs; end with 10 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - British
British buy 1 artillery, 1 bomber, 1 destroyer, 3 infantry and 1 transport; Remaining resources: 0 PUs;Combat Move - British
3 submarines moved from 92 Sea Zone to 97 Sea Zone
2 fighters moved from Greece to Cyprus
1 artillery and 1 infantry moved from Egypt to 81 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 81 Sea Zone to 99 Sea Zone
1 artillery and 1 infantry moved from 99 Sea Zone to Cyprus
1 fighter moved from Greece to 97 Sea ZoneCombat - British
Battle in Cyprus
British attack with 1 artillery, 2 fighters and 1 infantry
Italians defend with 1 infantry
British win, taking Cyprus from Italians with 1 artillery, 2 fighters and 1 infantry remaining. Battle score for attacker is 3
Casualties for Italians: 1 infantry
Battle in 97 Sea Zone
British attack with 1 fighter and 3 submarines
Italians defend with 1 destroyer
British win, taking 97 Sea Zone from Neutral with 1 fighter and 2 submarines remaining. Battle score for attacker is 2
Casualties for British: 1 submarine
Casualties for Italians: 1 destroyerNon Combat Move - British
1 fighter moved from 97 Sea Zone to Greece
1 infantry moved from Albania to Greece
2 fighters moved from Cyprus to Greece
2 artilleries and 4 infantry moved from Iraq to Persia
1 armour and 2 mech_infantrys moved from Caucasus to Tambov
1 mech_infantry moved from Persia to Caucasus
1 armour and 2 infantry moved from Eastern Persia to Persia
3 aaGuns and 2 infantry moved from United Kingdom to ScotlandPlace Units - British
1 infantry placed in Egypt
1 destroyer and 1 transport placed in 81 Sea Zone
1 artillery and 2 infantry placed in Iraq
1 bomber placed in Union of South AfricaTurn Complete - British
Total Cost from Convoy Blockades: 2
Rolling for Convoy Blockade Damage in 71 Sea Zone. Rolls: 2,4
British collect 33 PUs (2 lost to blockades); end with 33 PUs total
Trigger British 3 No Enemy Submarines: British met a national objective for an additional 3 PUs; end with 36 PUs
Objective British 4 Control Convoy Lanes: British met a national objective for an additional 3 PUs; end with 39 PUs
Objective British 1 Original: British met a national objective for an additional 3 PUs; end with 42 PUsTurn Complete - UK_Pacific
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - Italians
Italians buy 1 destroyer and 1 infantry; Remaining resources: 0 PUs;Combat Move - Italians
1 infantry moved from Ukraine to Bryansk
Italians take Bryansk from Russians
3 infantry moved from Ukraine to Rostov
Italians take Rostov from Russians
1 bomber moved from Ukraine to Volgograd
1 fighter moved from Ukraine to 99 Sea Zone
1 armour and 1 mech_infantry moved from Northern Italy to Normandy BordeauxCombat - Italians
Battle in Normandy Bordeaux
Italians attack with 1 armour and 1 mech_infantry
Americans defend with 1 factory_minor, 1 harbour and 1 infantry
Italians win, taking Normandy Bordeaux from Americans with 1 armour remaining. Battle score for attacker is -1
Casualties for Italians: 1 mech_infantry
Casualties for Americans: 1 infantry
Strategic bombing raid in Volgograd
Bombing raid in Volgograd rolls: 7 and causes: 6 damage to unit: factory_minor
Bombing raid in Volgograd causes 6 damage total.
Battle in 99 Sea Zone
Italians attack with 1 fighter
British defend with 1 transport
Italians win with 1 fighter remaining. Battle score for attacker is 7
Casualties for British: 1 transportNon Combat Move - Italians
1 fighter moved from 99 Sea Zone to Southern Italy
1 bomber moved from Volgograd to Yugoslavia
1 artillery moved from Northern Italy to Yugoslavia
2 infantry moved from Southern Italy to Northern ItalyPlace Units - Italians
1 infantry placed in Ukraine
1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 5
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 5,6,6,3
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 3,1
Italians collect 11 PUs (5 lost to blockades); end with 11 PUs total -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Purchase Units - ANZAC
ANZAC buy 1 artillery and 1 battleship; Remaining resources: 0 PUs;Combat Move - ANZAC
1 infantry moved from Korea to 6 Sea Zone
1 infantry and 1 transport moved from 6 Sea Zone to 21 Sea Zone
1 infantry moved from 21 Sea Zone to GuamCombat - ANZAC
Battle in GuamNon Combat Move - ANZAC
1 carrier and 1 fighter moved from 62 Sea Zone to 54 Sea Zone
1 fighter moved from Queensland to 54 Sea Zone
1 transport moved from 56 Sea Zone to 62 Sea ZonePlace Units - ANZAC
1 artillery placed in New South Wales
1 battleship placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 18 PUs; end with 18 PUs total
Objective ANZAC 3 Pacific Supply Lines: ANZAC met a national objective for an additional 3 PUs; end with 21 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 3 PUs; end with 24 PUs -
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 9
Combat Move - French
Turn Complete - French