@Avner All right, game on. Sorry I was delayed.
Scramble to SZ111
Submerge in SZ110
Pray in SZ106
@Stucifer if you care to continue you can edit the marine into Denmark and put the CR in z115.
@666 marines follow the same rules as other cargo on transports, if they are loaded on combat move they must unload at the destination.
Should be in both rulebooks. I don’t have my computer handy. 🤓
Not a big deal in this case, but good to know for future moves. It’s much more likely to be a thorny point in the pacific I’m sure
I’m planning to continue, what’s life without a few setbacks 🤔
Just frustrated at my own ineptitude 😅
@Stucifer so if I load two inf in combat move and transport them to szX I need to unload & attack with both? The game let’s me just unload/attack with one inf. I’ve been doing this too. Is that also illegal?
@666 yes you have to use both
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
I’m planning to continue, what’s life without a few setbacks 🤔
Just frustrated at my own ineptitude 😅
Blunders happen, I was going to take the allied fleet and armies back into the Med and take S. Ita and then Greece but you put so much in S.Fra…
Are you up for a rematch after this game?
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
@666 yes you have to use both
when you have time, please show me this in some rules. Really appreciate you pointing this stuff out. I’ve never been called out on it before. It’s too bad the game allows this. thanks
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
Are you up for a rematch after this game?
sure
@666 said in L24 PtV Stucifer (X+11) vs 666 (L):
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
Are you up for a rematch after this game?
sure
Sweet 😄
I’d like to see how the next Germany turn goes, before I call it
https://axisallies.com/rules/axis-allies-rules-pacific1940-2nd-edition.pdf
Page 15 under “Transports”
Should be in a similar spot in the Europe rulebook
I can’t seem to copy + paste it from my phone sorry
Another prickly rule in there I’ve had come up in a game is if the target sea zone has a submarine, you can send a submarine with the transport and not attack the sub. You always have a choice to not attack the sub, but some I played with though it had t be a surface warship escort
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 13
Purchase Units - Italians
Italians buy nothing; Remaining resources: 1 PUs;
Combat Move - Italians
1 armour and 1 mech_infantry moved from Southern Caucasus to Northeast Persia
Italians take Northeast Persia from Russians
Combat - Italians
Non Combat Move - Italians
1 aaGun and 2 infantry moved from Greece to Bulgaria
1 aaGun and 4 infantry moved from Southern Italy to Northern Italy
1 fighter moved from Southern Italy to France
1 aaGun, 5 artilleries, 2 fighters and 7 infantry moved from Southern France to France
1 aaGun and 5 infantry moved from Northern Italy to Austria
Turn Complete - Italians
Total Cost from Convoy Blockades: 10
Rolling for Convoy Blockade Damage in 99 Sea Zone. Rolls: 1,6,6,1,4,4,3,4,2,1,3,4
Italians collect 1 PU (10 lost to blockades); end with 2 PUs
Combat Hit Differential Summary :
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
Another prickly rule in there I’ve had come up in a game is if the target sea zone has a submarine, you can send a submarine with the transport and not attack the sub. You always have a choice to not attack the sub, but some I played with though it had t be a surface warship escort
I don’t understand what you mean here. “some I played with though it had t be a surface warship escort”
TripleA Turn Summary for game: WW2 Path to Victory
Game History
Round: 13
Combat Move - ANZAC
Combat - ANZAC
Non Combat Move - ANZAC
1 infantry moved from Iraq to Southern Persia
Combat Move - French
1 destroyer moved from 81 Sea Zone to 42 Sea Zone
1 fighter moved from Eastern India to 42 Sea Zone
Combat - French
Battle in 42 Sea Zone
French attack with 1 destroyer and 1 fighter
Japanese defend with 1 submarine
French roll dice for 1 destroyer and 1 fighter in 42 Sea Zone, round 2 : 1/2 hits, 0.83 expected hits
Japanese roll dice for 1 submarine in 42 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits
1 submarine owned by the Japanese lost in 42 Sea Zone
French win, taking 42 Sea Zone from Japanese with 1 destroyer and 1 fighter remaining. Battle score for attacker is 6
Casualties for Japanese: 1 submarine
Non Combat Move - French
1 fighter moved from 42 Sea Zone to Eastern India
1 cruiser moved from 81 Sea Zone to 82 Sea Zone
Turn Complete - French
Combat Hit Differential Summary :
Japanese regular : -0.17
French regular : 0.17
Territory Summary for ANZAC and French :
United Kingdom : 2 infantry
Eastern India : 1 fighter
Tobruk : 1 flag
New Zealand : 1 airfield and 1 harbour
Southern Persia : 1 infantry
82 Sea Zone : 1 cruiser
Iraq : 1 infantry
42 Sea Zone : 1 flag, 1 destroyer
Production/PUs Summary :
Germans : 49 / 0
Russians : 29 / 31
Japanese : 64 / 83
Americans : 56 / 81
Chinese : 7 / 11
British : 46 / 130
UK_Pacific : 9 / 12
Italians : 11 / 2
ANZAC : 2 / 0
French : 5 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 20 / 0
@666 said in L24 PtV Stucifer (X+11) vs 666 (L):
@Stucifer said in L24 PtV Stucifer (X+11) vs 666 (L):
Another prickly rule in there I’ve had come up in a game is if the target sea zone has a submarine, you can send a submarine with the transport and not attack the sub. You always have a choice to not attack the sub, but some I played with though it had t be a surface warship escort
I don’t understand what you mean here. “some I played with though it had t be a surface warship escort”
Was just an aside. I sent a sub + transport to amphibious attack Java once. The sea zone I moved into had a sub. I declined to attack and made the landing. The other player thought that a sub didn’t count as a warship escort and that I needed a destroyer or other surface ship. I mentioned it because it had come up and it’s part of the same rule paragraph.
Transports
If a transport encounters hostile surface warships (not enemy submarines and/or transports) AFTER it begins to move (not >counting the sea zone it started in), its movement for that turn ends, and it must top there and conduct sea combat.
A transport can load units while in any friendly sea zone along its route, including the sea zone it started in. If a transport loads land units during the Combat Move phase, it must offload those units to attack a hostile territory as part of an amphibious assault during the Conduct Combat phase, or it must retreat during the sea combat step of the amphibious assault sequence while attempting to do so. A transport that is part of an amphibious assault must end its movement in a friendly sea zone (or one that could become friendly as result of sea combat) from which it can conduct the assault. However, a transport is not allowed to offload land units for an amphibious assault in a sea zone containing 1 or more ignored enemy submarines unless at least 1 warship belonging to the attacking power is also present in the sea zone at the end of the Combat Move phase.
Any land units aboard a transport are considered cargo until they offload. Cargo can’t take part in sea combat and is destroyed if the transport is destroyed.
Europe Rulebook (p16)
Pacific Rulebook (p15)
Ok I looked at the board again with fresh eyes and see that it is indeed quite hopeless for Germany. I will concede here. Thanks for the game :)