i sent you a p.m. with our emails.
Posts made by allweneedislove
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RE: X-DAP FINAL MATCH Dairy Qyrn vs Allweneedishankposted in Tournaments
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Global 1940 is the best Axis & Allies gameposted in Axis & Allies Global 1940
if you are sitting infront of your computer hoping to see some awesome kung fu videos you have come to the wrong place.
but if you are wishing someone would make a list of all the reasons why global 1940 is so much fun then keep reading.
1. more viable grand strategies for the axis = more variety in gameplay = more fun
the game is no longer only a race for berlin/moscow. axis can still win by gunning for moscow, but they now have 4 grand strategies to achieve victory;
go all in the pacific such as italy/germany throwing everything at india
go all in Europe such as japan throwing everything at egypt
go for a balanced approach on both maps
go for an economic victory(economy switch) where they out-produce the allies and eventually overwhelm them.2. even within a single grand strategy there are multiple real ways to achieve the goals. as one example germany�s strategy to take moscow has 4 real options;
blitzing moscow on turn 5(moscow blitz)
slow march to moscow on turn 7(artillery march)
mass bombing of ussr(dark skies)
economic collapse in 10 or more rounds(the great siege of moscow)3. greater variety of units to purchase. there are now 18 units to choose from.
4. better pricing of units. reducing the cost of naval and air units has led to a greater variety of units being purchased.
5. there is now an option to attack neutrals. this was in original but removed in all the more recent versions. there is a heavy price to pay for attacking a neutral so there is the fun decision of weighing the short term benefit vs the long term cost.
6. strategic bombing raids are a legitimate but not overpowering strategy. how complexes are damaged and repaired is excellent. there is now a bigger reward for bombing but still plenty of risk, and the defender can have a counter strategy by having interceptors.
7. good map design. there are many ways to get to the same key areas. the pacific is very dynamic.
8. facilities add a lot of strategy. the cost to benefit is great. having facilities helps drive action to otherwise less valuable territories.
9. national objectives add mini in game objectives that add strategy and can encourage play to areas of the map that otherwise would be ignored.
10. transports taken last as casualties now has more naval units being purchased and a greater variety in those purchases. earlier editions had the allies creating a super navy that was unsinkable. once this point was achieved the allies would rightfully stop building navy. the navies had a few loaded carriers defended by huge amounts of transports. now, how navies are built and deployed, involves many more decisions. there is much more naval action with many fleets being sunk.
11. politics and declarations of war(dow). depending on which round japan issues a dow, the game plays out very differently. there are benefits, different strategies, and different tactics for each different round that japan declares war. there is great game design in each round of dow having equal opportunity for victory.
12. setup. the starting setup allows for a variety of openings that leads to more diverse gameplay than earlier editions.
13. global 1942 scenario. the game has a whole new set of strategies to explore with the alternate start. http://smo63.fatcow.com/pdf/G42setup2013424.pdf
14. most importantly the victory conditions as it drives all choices from purchases, to attacks to movements. the axis having 2 separate victory conditions adds many layers to the game.
all older games were won by economics and the axis had to overtake the allies(most easily achieved by taking moscow). although they had victory cities it was for a world total and to reach this total you had to being winning economically, so while it might seem that players were making a push for victory cities we were all actually just playing for an economic victory. in older editions after the either side reached their victory city conditions you could keep playing to total domination and the same side would win. the axis still have an option to go for an economic victory but it is not a necessity.
axis and allies finally has action spread across the whole world and not concentrated on the 2 territories of moscow and berlin. in all past world editions the game boiled down to the axis racing to moscow/berlin. having victory conditions that are truly based on cities means the game is no longer just an economic game. the basic premise of economically strong allies vs starting military strong axis can be accentuated.
the split victory conditions lead to the most fun aspect in this game(and probably all board games) were both sides have a chance at winning that comes to a head in a critical turn. the most fun games i have had is when the allies have an economic advantage and will win the game if it continues past the next round or two. but the axis have a chance at reaching the required number of victory cities. so all the planning, strategy, and rolling comes to a conclusion where one side has earned victory.
larger amounts of money involved overall. More units getting purchased = more fun.
more units means one bad early roll does not cost you the game. in older version, like classic, one bad roll early on could end the game. Now, there’s more chances to get better rolls later to average out bad rolls.
-Epic scale, the game feels more impressive partly because it is physically impressive.
battles all over the world including -A legitimate African theater
- It provides the largest number of player countries of any A&A game, all with their own distinct infantry sculpts, including the first and only appearance thus far of France.
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RE: X-DAP FINAL MATCH Dairy Qyrn vs Allweneedishankposted in Tournaments
@Cow:
Where would you like your bid?
I will be Germany / Italy. Veqryn shall be Japan.
Veqryn do not judge me if I play somewhat unorthodox, I am going deep and using undrafted pages that will soon be in my playbook.
hank is uk/anzac/france
i’m ussr/usa/chinawe will add a sub to sz98, an artillery to kweichow, and 1ipc to london
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RE: X-DAP FINAL MATCH Dairy Qyrn vs Allweneedishankposted in Tournaments
i like to play that there must already be a unit in the territory/seazone of the power you purchased with the bid.
and one bid unit per territory. -
RE: Find league opponents hereposted in League
jenn, i agree that non-standard bids can be fun and should be allowed in league, but standard rules for the playoffs.
i am very against the idea of a fixed bid as there is still so much variation in the bids.
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RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 20
Purchase Units - Russians
Russians buy 2 artilleries, 7 infantry and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - Russians
1 mech_infantry moved from Russia to Archangel
Russians take Archangel from Germans
1 bomber, 2 fighters, 1 mech_infantry and 1 tactical_bomber moved from Russia to Belarus
3 mech_infantrys moved from Ukraine to BelarusCombat - Russians
Battle in Belarus
Russians attack with 1 bomber, 2 fighters, 4 mech_infantrys and 1 tactical_bomber
Germans defend with 2 artilleries and 3 mech_infantrys
Russians roll dice for 1 bomber, 2 fighters, 4 mech_infantrys and 1 tactical_bomber in Belarus, round 2 : 3/8 hits
Germans roll dice for 2 artilleries and 3 mech_infantrys in Belarus, round 2 : 2/5 hits
2 mech_infantrys owned by the Russians and 3 mech_infantrys owned by the Germans lost in Belarus
Russians roll dice for 1 bomber, 2 fighters, 2 mech_infantrys and 1 tactical_bomber in Belarus, round 3 : 2/6 hits
Germans roll dice for 2 artilleries in Belarus, round 3 : 2/2 hits
2 mech_infantrys owned by the Russians and 2 artilleries owned by the Germans lost in Belarus
Russians win with 1 bomber, 2 fighters and 1 tactical_bomber remaining. Battle score for attacker is 4
Casualties for Germans: 2 artilleries and 3 mech_infantrys
Casualties for Russians: 4 mech_infantrysNon Combat Move - Russians
3 artilleries moved from Western Ukraine to Ukraine
1 mech_infantry moved from Western Ukraine to Ukraine
1 bomber, 2 fighters and 1 tactical_bomber moved from Belarus to Ukraine
1 armour moved from Timguska to SamaraPlace Units - Russians
3 infantry placed in Ukraine
2 mech_infantrys placed in Volgograd
2 artilleries and 4 infantry placed in RussiaTurn Complete - Russians
Russians collect 31 PUs; end with 31 PUs total
Trigger Russians 1 Lend Lease: Russians met a national objective for an additional 5 PUs; end with 36 PUsTerritory Summary for Russians :
Korea : 1 artillery and 1 infantry
Archangel : 1 mech_infantry
Russia : 1 airfield, 2 artilleries, 1 factory_major and 4 infantry
Ukraine : 3 artilleries, 1 bomber, 1 factory_minor, 2 fighters, 3 infantry, 4 mech_infantrys and 1 tactical_bomber
Volgograd : 1 factory_minor and 2 mech_infantrys
Samara : 1 armourProduction/PUs Summary :
Germans : 66 / 83
Russians : 31 / 36
Japanese : 10 / 19
Americans : 58 / 75
Chinese : 23 / 58
British : 9 / 0
UK_Pacific : 17 / 22
Italians : 26 / 45
ANZAC : 24 / 34
French : 1 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
RE: X-DAP FINAL MATCH Dairy Qyrn vs Allweneedishankposted in Tournaments
we will counter bid down to allies +11ipc
this is a single game. it is not best of 3.
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RE: Find league opponents hereposted in League
First draft completed and sending to Jennifer now
Actually, I’ll just go ahead and attach it there since you can’t attach to PM’s anywayNow’s your chance to get your 2 cents in on the league rules for next year. I confess I didn’t re-read the 10 pages of suggestions thread again, but I think I remembered most of the main points.
There is maximum freedom to the players for bidding, tech, and LL (if both players agree before starting).
Please note that in this document, the first half is the current 2013 league rules copied and pasted.
Then after that is my draft of 2014 league rules.
Moderator Commander Jennifer has not looked at these yet, so again, this is a draft and very much subject to change.thanks for all your work on this.
i have a couple of suggestions one small and one large.
"4 - Game & rules default – G40 2nd edition rules, ADS, NO’s, No Tech, Auction Bid. "
having ADS, NO’s, and No tech is superfluous.i recommend point 4 being
4 - The league uses Axis & Allies Global 1940 2nd edition rules.
Rules available online here (Europe rules, then Pacific rules): http://www.wizards.com/avalonhill/rules/A&A_Europe_1940_2ndEd_Rulebook_LR.pdf
http://www.wizards.com/avalonhill/rules/A&A_Pacific_1940_2ndEd_Rulebook_LR.pdfpoint 4b is ambiguous and could be difficult for new players to understand.
“4b - Bidding – Bidding will be used in order that both players are satisfied with the side they are playing and the starting setup. Players may negotiate with one another, with the following default settings:”i would recommend.
4b - Determining sides.
When setting up a game both players ‘Player A’(the player that first makes contact with another player) and ‘Player B’ declare their preference to play as the Axis or Allies.
If the players both want to play opposite sides the game begins.
If both players want the same side an auction begins.The Auction
‘Player A’ offers ‘Player B’ the side that he/she does not want and adds a bid to entice ‘Player B’ to accept.
‘Player B’ has two options decline the offer and increase the bid or accept the offer and the game commences.
If ‘Player B’ declines the offer and increases the bid it is now up to ‘Player A’ to decline the offer and increase the bid or accept the offer. The bidding goes back and forth until both players are happy with their side.if you want to keep the tradition of bidding down which i think is inferior to straight bidding then the above paragraph could be changed to the following
‘Player A’ offers to play the side that both players believe is disadvantaged and adds a bid. ‘Player A’s’ initial bid will be high enough that they believe the disadvantaged side has now become the stronger side.
‘Player B’ has two options accept the offer and the game commences, or decline the offer and decrease the bid.
If ‘Player B’ declines the offer and decreases the bid it is now up to ‘Player A’ to either accept the offer or decline the offer and decrease the bid. The bidding goes back and forth until one player accepts the bid.Bids
Bids are an IPC amount that is added at game setup.
The player that received the bid can divide up the IPCs among the powers that he/she controls as they see fit.
The player can use the IPCs to purchase units pregame or add to the powers existing IPCs.
Purchased units can only be placed in territories or sea zones that currently have units from that power.Optional bid rules if both players agree to the option.
Players can add restrictions to bids such as but not limited to;
no bid IPCs can be added to a specific power, such as China,
all IPCs must be used to purchase units pregame and not allowed to be added to a powers existing IPCs,
certain territories or sea zones may not have units added to them,
No more than one bid unit can be added to any one territory or sea zone.Players can add optional styles to the bids such as but not limited to;
adding a specific technology breakthrough to a power,
adding a specific unit to a specific territory, such as a Soviet bomber to start in Moscow,
a certain power will/will not declare war on specific turn.
units purchased with bid IPCs can be placed in territories that you control that do not already have existing units,
units purchased with bid IPCs can be added to friendly powers territories,
units purchased with bid IPCs can be added to any sea zone. -
RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
do you have a preference to have this game finish in the 2013 or 2014 season?
i think you have the advantage and will resign if you want to have it finish in the 2013 season.
if you do not have a preference we will play on and see if i can make a comeback. -
RE: 2013 G40 League Post Game Results Here - Threadposted in League
AllWeNeedIsLove defeats BombsAway(allies +9)
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RE: 13L G40.2 AllWeNeedIsLove vs BombsAway(allies +9)posted in League
ok looks like this one is over.
if you come back to this site next year send me a message and we can start a new game. -
RE: XDAP Final… eh, i mean, Semifinal - Allweneedishank vs. TeamBoldDutchposted in Tournaments
thanks for the game guys. it was fun.
i was impressed with your mass carrier strategy. at first i thought it was a poor decision, but once you got enough planes to land on all the carriers it was a very effective and flexible.
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RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
unfortunately the french do not have a turn.
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RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 19
Purchase Units - ANZAC
ANZAC buy 2 bombers and 1 destroyer; Remaining resources: 0 PUs;Combat Move - ANZAC
1 artillery moved from New South Wales to 62 Sea Zone
1 artillery and 1 transport moved from 62 Sea Zone to 42 Sea Zone
1 artillery moved from 42 Sea Zone to Java
2 bombers moved from New South Wales to 41 Sea ZoneCombat - ANZAC
Battle in Java
Battle in 41 Sea Zone
ANZAC attack with 2 bombers
Japanese defend with 1 destroyer
ANZAC roll dice for 2 bombers in 41 Sea Zone, round 2 : 2/2 hits
Japanese roll dice for 1 destroyer in 41 Sea Zone, round 2 : 0/1 hits
1 destroyer owned by the Japanese lost in 41 Sea Zone
ANZAC win, taking Java from Japanese with 2 bombers remaining. Battle score for attacker is 8
Casualties for Japanese: 1 destroyerNon Combat Move - ANZAC
2 bombers moved from 41 Sea Zone to Sumatra
1 fighter moved from Queensland to Caroline Islands
1 destroyer moved from 33 Sea Zone to 54 Sea Zone
1 submarine moved from 33 Sea Zone to 54 Sea ZonePlace Units - ANZAC
2 bombers placed in New South Wales
1 destroyer placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 24 PUs; end with 24 PUs total
Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 29 PUs
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 34 PUsTerritory Summary for ANZAC :
Caroline Islands : 5 bombers, 5 fighters and 2 infantry
Iwo Jima : 1 flag, 1 artillery and 1 infantry
Formosa : 1 flag, 1 armour
Siam : 1 flag, 1 airfield
Queensland : 1 airfield and 1 harbour
New Zealand : 1 airfield and 1 harbour
New South Wales : 2 aaGuns, 2 bombers, 1 factory_minor and 1 harbour
Celebes : 1 flag
Java : 1 flag, 1 artillery
Dutch New Guinea : 1 flag
Sumatra : 1 flag, 2 bombers
42 Sea Zone : 1 transport
54 Sea Zone : 1 destroyer and 1 submarine
62 Sea Zone : 1 flag, 1 destroyer
Italian Somaliland : 1 flagProduction/PUs Summary :
Germans : 65 / 75
Russians : 31 / 37
Japanese : 10 / 19
Americans : 58 / 75
Chinese : 23 / 58
British : 10 / 0
UK_Pacific : 17 / 22
Italians : 26 / 45
ANZAC : 24 / 34
French : 1 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
RE: GARGANTUA'S $200 TOURNAMENT OF EXTRA DEATH AND PAIN (TripleA Only) 2xELIMINATIONposted in Tournaments
bracket update.
allweneedishank defeats boldutch
allweneedishank advances to the final to face dairy qryn
boldutch have reached extra death and painfully leave the tournamentOFFICIAL UNTIL PROVEN WRONG XDAP Tournament Bracketing 2013-10-30.xls
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RE: XDAP Final… eh, i mean, Semifinal - Allweneedishank vs. TeamBoldDutchposted in Tournaments
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 15
Purchase Units - Italians
Italians buy nothing; Remaining resources: 54 PUs;Combat Move - Italians
Non Combat Move - Italians
Turn Complete - Italians
Total Cost from Convoy Blockades: 1
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 6,5
Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 1,5,4,4
Italians collect 33 PUs (1 lost to blockades); end with 87 PUs total
Objective Italians 4 Control Iraq Or Persia Or Northwest Persia: Italians met a national objective for an additional 6 PUs; end with 93 PUs
Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 98 PUsTerritory Summary for Italians :
Evenkiyskiy : 1 flag
Yakut S.S.R. : 1 flag
Timguska : 1 flag
Kazakhstan : 1 flag
Buryatia : 1 flag, 1 infantry
Belgian Congo : 1 flag
Trans-Jordan : 1 flag
Egypt : 1 flag, 1 airfield, 1 factory_minor and 1 harbour
Kenya : 1 flag
Anglo Egyptian Sudan : 1 flag
Tanganyika Territory : 1 flag
French Equatorial Africa : 1 flag
Syria : 1 flag
Denmark : 1 infantry
Northern Italy : 2 aaGuns, 2 artilleries, 1 factory_major and 2 infantry
Southern Italy : 1 airfield, 3 artilleries, 1 factory_minor, 3 fighters, 1 harbour, 5 infantry, 5 mech_infantrys and 1 tactical_bomber
Karelia : 1 flag, 3 mech_infantrys
Bessarabia : 1 flag
Novosibirsk : 1 flag
Saudi Arabia : 1 flag
Angola : 1 flag
Greece : 1 flag
97 Sea Zone : 1 transport
Iraq : 1 flag
81 Sea Zone : 1 transport
Northwest Persia : 1 flag
Persia : 1 flagProduction/PUs Summary :
Germans : 60 / 151
Russians : 10 / 0
Japanese : 58 / 64
Americans : 67 / 92
Chinese : 7 / 9
British : 28 / 28
UK_Pacific : 0 / 0
Italians : 34 / 98
ANZAC : 10 / 10
French : 7 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 2 / 0 -
RE: Europe and Asia connected !posted in General Discussion
i read the title and clicked on the thread.
i assumed it was going to read as the following.
Europe and Asia connected as they have been for the past 20,000,000 years as one land mass.
but i guess your topic is slightly more interesting.
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RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 19
Purchase Units - UK_Pacific
UK_Pacific buy 1 fighter and 2 mech_infantrys; Remaining resources: 0 PUs;Combat Move - British
1 infantry moved from India to 39 Sea Zone
1 infantry and 1 transport moved from 39 Sea Zone to 43 Sea Zone
1 infantry moved from 43 Sea Zone to Borneo
1 armour and 6 mech_infantrys moved from Eastern Persia to Persia
1 bomber moved from India to 80 Sea ZoneCombat - British
Battle in Borneo
Battle in Persia
British attack with 1 armour and 6 mech_infantrys
Italians defend with 1 infantry
British roll dice for 1 armour and 6 mech_infantrys in Persia, round 2 : 1/7 hits
Italians roll dice for 1 infantry in Persia, round 2 : 0/1 hits
1 infantry owned by the Italians lost in Persia
British win, taking Borneo from Japanese, taking Persia from Italians with 1 armour and 6 mech_infantrys remaining. Battle score for attacker is 3
Casualties for Italians: 1 infantry
Battle in 80 Sea Zone
British attack with 1 bomber
Italians defend with 1 carrier and 1 transport
British roll dice for 1 bomber in 80 Sea Zone, round 2 : 0/1 hits
Italians roll dice for 1 carrier and 1 transport in 80 Sea Zone, round 2 : 1/1 hits
1 bomber owned by the British lost in 80 Sea Zone
Italians win with 1 carrier and 1 transport remaining. Battle score for attacker is -12
Casualties for British: 1 bomberNon Combat Move - British
Place Units - UK_Pacific
1 fighter and 2 mech_infantrys placed in IndiaTurn Complete - UK_Pacific
UK_Pacific collect 17 PUs; end with 17 PUs total
Objective UK Pacific 2 Kwangtung And Malaya: UK_Pacific met a national objective for an additional 5 PUs; end with 22 PUs
Some Units in India change ownership: 1 fighter and 2 mech_infantrysTerritory Summary for British, UK_Pacific :
India : 1 airfield, 1 factory_minor, 1 fighter, 1 harbour and 2 mech_infantrys
Malaya : 1 harbour
Borneo : 1 infantry
Kwangtung : 1 airfield and 1 harbour
43 Sea Zone : 1 transport
Quebec : 1 factory_minor
New Brunswick Nova Scotia : 1 harbour
Malta : 1 aaGun and 1 infantry
97 Sea Zone : 1 flag
Eastern Persia : 1 flag
Northwest Persia : 1 flag
Persia : 1 flag, 1 armour and 6 mech_infantrysProduction/PUs Summary :
Germans : 62 / 75
Russians : 34 / 37
Japanese : 14 / 19
Americans : 58 / 75
Chinese : 23 / 58
British : 10 / 0
UK_Pacific : 17 / 22
Italians : 26 / 45
ANZAC : 20 / 32
French : 1 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
RE: 13L G40 bmnielsen vs AllWeNeedIsLove(allies +8)posted in League
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7
Game History
Round: 19
Purchase Units - Americans
Americans buy 1 carrier, 2 destroyers, 2 fighters, 4 infantry and 2 transports; Remaining resources: 0 PUs;Combat Move - Americans
4 bombers, 4 fighters and 1 tactical_bomber moved from Okinawa to Japan
1 tactical_bomber moved from Korea to JapanCombat - Americans
Americans creates battle in territory 109 Sea Zone
Air Battle in Japan
Americans attacks with 10 units heading to Japan
Air Battle is over, the remaining bombers go on to their targets
Strategic bombing raid in Japan
AA fire in Japan : 0/6 hits
Bombing raid in Japan rolls: 6,8,5,4 and causes: 19 damage to unit: factory_major
Bombing raid in Japan rolls: 3 and causes: 3 damage to unit: airfield
Bombing raid in Japan rolls: 1 and causes: 1 damage to unit: harbour
Bombing raid in Japan causes 23 damage total. Damaged units is as follows: factory_major = 19, airfield = 3, harbour = 1
Cleaning up after air battlesNon Combat Move - Americans
Turning on Edit Mode
EDIT: Removing units owned by Japanese from 38 Sea Zone: 1 destroyer
EDIT: Turning off Edit Mode
1 infantry moved from Manchuria to Korea
4 bombers, 4 fighters and 2 tactical_bombers moved from Japan to Korea
1 destroyer moved from 26 Sea Zone to 16 Sea Zone
1 artillery and 1 infantry moved from Hawaiian Islands to 26 Sea Zone
1 artillery, 1 infantry and 1 transport moved from 26 Sea Zone to 54 Sea Zone
1 artillery and 1 infantry moved from 54 Sea Zone to Queensland
1 armour and 1 mech_infantry moved from India to Eastern Persia
2 bombers moved from Kwangtung to Siam
1 artillery and 3 infantry moved from French Indo China to Yunnan
1 artillery and 3 infantry moved from Eastern United States to 101 Sea Zone
1 artillery, 2 carriers, 2 destroyers, 3 infantry, 1 submarine and 2 transports moved from 101 Sea Zone to 117 Sea Zone
2 submarines moved from 109 Sea Zone to 117 Sea Zone
3 fighters and 1 tactical_bomber moved from Eastern United States to 117 Sea ZonePlace Units - Americans
2 fighters and 4 infantry placed in Eastern United States
1 carrier, 2 destroyers and 2 transports placed in 101 Sea ZoneTurn Complete - Americans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 6 Sea Zone. Rolls: 3,4,4,3,4,4,3,2,5,2,4,2,4,4,2,4
Americans collect 55 PUs (3 lost to blockades); end with 55 PUs total
Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 60 PUs
Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 65 PUs
Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 75 PUsTerritory Summary for Americans :
Caroline Islands : 1 flag, 1 airfield and 1 harbour
Korea : 1 flag, 1 artillery, 4 bombers, 4 fighters, 2 infantry, 2 mech_infantrys and 2 tactical_bombers
Okinawa : 1 flag, 1 airfield, 1 infantry and 1 mech_infantry
Siam : 2 bombers
Hainan : 1 flag, 1 harbour
Yunnan : 1 artillery and 3 infantry
Queensland : 1 artillery and 1 infantry
Wake Island : 1 airfield
Western United States : 2 aaGuns, 1 airfield, 1 factory_major and 1 harbour
Hawaiian Islands : 1 airfield and 1 harbour
Midway : 1 airfield
French Indo China : 1 flag, 1 factory_minor
20 Sea Zone : 1 flag
16 Sea Zone : 1 destroyer
54 Sea Zone : 1 transport
Central United States : 2 aaGuns and 1 factory_major
Eastern United States : 1 airfield, 1 factory_major, 2 fighters, 1 harbour and 4 infantry
117 Sea Zone : 1 artillery, 2 carriers, 2 destroyers, 3 fighters, 3 infantry, 3 submarines, 1 tactical_bomber and 2 transports
Eastern Persia : 1 armour and 1 mech_infantry
101 Sea Zone : 1 carrier, 2 destroyers and 2 transports
Brazil : 1 flagProduction/PUs Summary :
Germans : 62 / 75
Russians : 34 / 37
Japanese : 18 / 19
Americans : 58 / 75
Chinese : 23 / 29
British : 8 / 0
UK_Pacific : 13 / 18
Italians : 28 / 45
ANZAC : 20 / 32
French : 1 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0