13L G40.2 Gamerman01 (Allies +9) vs. Jeff28 (Axis)


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :4

    Purchase Units - Japanese
                Japanese buy 1 airfield, 1 artillery, 1 destroyer, 1 factory_minor, 1 infantry, 3 mech_infantrys and 1 transport; Remaining resources: 1 PUs; 6 SuicideAttackTokens;

    Combat Move - Japanese
                Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Japanese
                1 artillery moved from Java to 42 Sea Zone
                1 artillery and 1 transport moved from 42 Sea Zone to 43 Sea Zone
                1 infantry moved from Borneo to 43 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 43 Sea Zone to 37 Sea Zone
                1 artillery and 1 infantry moved from 37 Sea Zone to Malaya
                2 fighters moved from 37 Sea Zone to 38 Sea Zone
                1 bomber moved from Kwangsi to 38 Sea Zone
                1 transport moved from 37 Sea Zone to 36 Sea Zone
                1 infantry moved from Borneo to 43 Sea Zone
                1 infantry and 1 transport moved from 43 Sea Zone to 36 Sea Zone
                1 battleship and 1 cruiser moved from 42 Sea Zone to 35 Sea Zone
                1 infantry and 1 mech_infantry moved from Kwangsi to 36 Sea Zone
                1 artillery moved from Kwangsi to 36 Sea Zone
                1 artillery, 2 infantry, 1 mech_infantry and 2 transports moved from 36 Sea Zone to 35 Sea Zone
                1 artillery, 2 infantry and 1 mech_infantry moved from 35 Sea Zone to Philippines
                1 battleship moved from 37 Sea Zone to 35 Sea Zone
                1 cruiser moved from 36 Sea Zone to 35 Sea Zone
                1 submarine moved from 37 Sea Zone to 41 Sea Zone
                1 fighter and 1 tactical_bomber moved from 42 Sea Zone to 41 Sea Zone
                1 fighter and 1 tactical_bomber moved from 43 Sea Zone to 42 Sea Zone
                1 carrier moved from 42 Sea Zone to 35 Sea Zone
                1 destroyer moved from 36 Sea Zone to 35 Sea Zone
                1 mech_infantry moved from Kwangtung to French Indo China
                      Japanese take French Indo China from French
                1 mech_infantry moved from Kwangtung to Yunnan
                3 mech_infantrys moved from Kiangsu to Kweichow
                1 artillery moved from Shensi to Kweichow
                1 infantry moved from Shensi to Szechwan
                      Japanese take Szechwan from Chinese
                1 infantry moved from Shensi to Sikang
                      Japanese take Sikang from Chinese
                1 infantry moved from Kwangsi to 36 Sea Zone
                1 infantry and 1 transport moved from 36 Sea Zone to 37 Sea Zone
                1 infantry moved from 37 Sea Zone to Shan State
                2 fighters and 2 tactical_bombers moved from Kwangsi to Shan State
                1 fighter and 1 tactical_bomber moved from Kwangsi to Malaya
                1 fighter and 1 tactical_bomber moved from Kwangsi to Yunnan
                1 fighter and 1 tactical_bomber moved from Kwangsi to Philippines
                1 submarine moved from 37 Sea Zone to 35 Sea Zone
                1 infantry moved from Siberia to Amur

    Combat - Japanese
                Battle in 41 Sea Zone
                    Japanese attack with 1 fighter, 1 submarine and 1 tactical_bomber
                    French defend with 1 destroyer
                        Japanese roll dice for 1 submarine in 41 Sea Zone, round 1 :  1/1 hits
                        French roll dice for 1 destroyer in 41 Sea Zone, round 1 :  0/1 hits
                        1 destroyer owned by the French lost in 41 Sea Zone
                    Japanese win, taking 41 Sea Zone from French with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 8
                    Casualties for French: 1 destroyer
                Battle in 42 Sea Zone
                    Japanese attack with 1 destroyer, 1 fighter and 1 tactical_bomber
                    ANZAC defend with 1 submarine
                        ANZAC roll dice for 1 submarine in 42 Sea Zone, round 1 :  0/1 hits
                        Japanese roll dice for 1 destroyer, 1 fighter and 1 tactical_bomber in 42 Sea Zone, round 1 :  3/3 hits
                        1 submarine owned by the ANZAC lost in 42 Sea Zone
                    Japanese win, taking 42 Sea Zone from Neutral with 1 destroyer, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 6
                    Casualties for ANZAC: 1 submarine
                Battle in 38 Sea Zone
                    Japanese attack with 1 bomber and 2 fighters
                    British defend with 1 destroyer
                        Japanese roll dice for 1 bomber and 2 fighters in 38 Sea Zone, round 1 :  1/3 hits
                        British roll dice for 1 destroyer in 38 Sea Zone, round 1 :  0/1 hits
                        1 destroyer owned by the British lost in 38 Sea Zone
                    Japanese win with 1 bomber and 2 fighters remaining. Battle score for attacker is 7
                    Casualties for British: 1 destroyer
                Battle in Malaya
                    Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
                    British defend with 1 armour and 1 mech_infantry; UK_Pacific defend with 1 harbour
                        Japanese roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Malaya, round 1 :  3/4 hits
                        UK_Pacific roll dice for 1 armour and 1 mech_infantry in Malaya, round 1 :  0/2 hits
                        1 armour owned by the British and 1 mech_infantry owned by the British lost in Malaya
                    Japanese win, taking Malaya from UK_Pacific with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 10
                    Casualties for British: 1 armour and 1 mech_infantry
                Battle in Shan State
                    Japanese attack with 2 fighters, 1 infantry and 2 tactical_bombers
                    British defend with 2 infantry
                        Japanese roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Shan State, round 1 :  1/5 hits
                        UK_Pacific roll dice for 2 infantry in Shan State, round 1 :  0/2 hits
                        1 infantry owned by the British lost in Shan State
                        Japanese roll dice for 2 fighters, 1 infantry and 2 tactical_bombers in Shan State, round 2 :  2/5 hits
                        UK_Pacific roll dice for 1 infantry in Shan State, round 2 :  0/1 hits
                        1 infantry owned by the British lost in Shan State
                    Japanese win, taking Shan State from UK_Pacific with 2 fighters, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 6
                    Casualties for British: 2 infantry
                Battle in Yunnan
                    Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
                    Chinese defend with 1 artillery
                        Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Yunnan, round 1 :  1/3 hits
                        Chinese roll dice for 1 artillery in Yunnan, round 1 :  0/1 hits
                        1 artillery owned by the Chinese lost in Yunnan
                    Japanese win, taking Yunnan from Chinese with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
                    Casualties for Chinese: 1 artillery
                Battle in Kweichow
                    Japanese attack with 1 artillery and 3 mech_infantrys
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 artillery and 3 mech_infantrys in Kweichow, round 1 :  0/4 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 1 :  1/1 hits
                        1 mech_infantry owned by the Japanese lost in Kweichow
                        Japanese roll dice for 1 artillery and 2 mech_infantrys in Kweichow, round 2 :  1/3 hits
                        Chinese roll dice for 1 infantry in Kweichow, round 2 :  0/1 hits
                        1 infantry owned by the Chinese lost in Kweichow
                    Japanese win, taking Kweichow from Chinese with 1 artillery and 2 mech_infantrys remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                Battle in Philippines
                    Japanese attack with 1 artillery, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber
                    Americans defend with 1 airfield, 2 fighters, 1 harbour and 2 infantry
                        Japanese roll dice for 2 battleships and 2 cruisers in Philippines, round 1 :  3/4 hits
                        Japanese roll dice for 1 artillery, 1 fighter, 2 infantry, 1 mech_infantry and 1 tactical_bomber in Philippines, round 1 :  2/6 hits
                        Americans roll dice for 2 fighters and 2 infantry in Philippines, round 1 :  3/4 hits
                        2 fighters owned by the Americans , 2 infantry owned by the Japanese , 2 infantry owned by the Americans and 1 mech_infantry owned by the Japanese lost in Philippines
                    Japanese win, taking Philippines from Americans with 1 artillery, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 16
                    Casualties for Japanese: 2 infantry and 1 mech_infantry
                    Casualties for Americans: 2 fighters and 2 infantry

    Non Combat Move - Japanese
                1 fighter moved from Philippines to 35 Sea Zone
                1 tactical_bomber moved from Philippines to 35 Sea Zone
                1 fighter and 1 tactical_bomber moved from Malaya to 37 Sea Zone
                2 fighters moved from 38 Sea Zone to 35 Sea Zone
                1 carrier moved from 6 Sea Zone to 35 Sea Zone
                1 fighter and 1 tactical_bomber moved from 42 Sea Zone to Kwangsi
                1 fighter and 1 tactical_bomber moved from 41 Sea Zone to Kwangsi
                1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi
                1 bomber moved from 38 Sea Zone to Kwangsi
                2 tactical_bombers moved from Shan State to Kwangsi
                2 fighters moved from Shan State to 37 Sea Zone
                1 carrier moved from 43 Sea Zone to 37 Sea Zone

    Place Units - Japanese
                1 factory_minor placed in Kwangtung
                1 airfield placed in Kwangsi
                3 mech_infantrys placed in Kiangsu
                1 destroyer and 1 transport placed in 6 Sea Zone
                1 artillery and 1 infantry placed in Japan

    Turn Complete - Japanese
                Japanese collect 59 PUs; end with 60 PUs total

    Territory Summary for Japanese :

    Caroline Islands : 1 aaGun, 1 airfield, 1 harbour and 2 infantry
        Paulau Island : 1 infantry
        Kwangsi : 1 airfield, 1 bomber, 3 fighters and 5 tactical_bombers
        Kiangsu : 1 factory_minor and 3 mech_infantrys
        Japan : 3 aaGuns, 1 airfield, 1 artillery, 1 factory_major, 2 fighters, 1 harbour and 2 infantry
        Hainan : 1 harbour
        Shensi : 1 flag
        Yunnan : 1 flag, 1 mech_infantry
        Suiyuyan : 1 flag
        Kweichow : 1 flag, 1 artillery and 2 mech_infantrys
        Hunan : 1 flag
        Hopei : 1 flag
        Szechwan : 1 flag, 1 infantry
        Chahar : 1 flag
        Sikang : 1 flag, 1 infantry
        Anhwe : 1 flag
        Shan State : 1 flag, 1 infantry
        Malaya : 1 flag, 1 artillery, 1 harbour and 1 infantry
        Borneo : 1 flag
        Kwangtung : 1 flag, 1 factory_minor and 1 harbour
        Philippines : 1 flag, 1 airfield, 1 artillery and 1 harbour
        Sakha : 1 flag
        Soviet Far East : 1 flag
        Amur : 1 flag, 1 infantry
        Siberia : 1 flag
        Buryatia : 1 flag, 1 aaGun, 1 armour, 1 artillery, 10 infantry and 1 mech_infantry
        French Indo China : 1 flag, 1 mech_infantry
        Java : 1 flag
        42 Sea Zone : 1 flag, 1 destroyer
        41 Sea Zone : 1 flag, 1 submarine
        37 Sea Zone : 2 carriers, 1 destroyer, 3 fighters, 1 tactical_bomber and 2 transports
        35 Sea Zone : 2 battleships, 2 carriers, 2 cruisers, 1 destroyer, 3 fighters, 1 submarine, 1 tactical_bomber and 2 transports
        16 Sea Zone : 1 destroyer
        6 Sea Zone : 1 destroyer and 1 transport

    Production/PUs Summary :

    Germans : 37 / 48
        Russians : 36 / 50
        Japanese : 59 / 60
        Americans : 50 / 78
        Chinese : 2 / 12
        British : 31 / 35
        UK_Pacific : 7 / 6
        Italians : 19 / 38
        ANZAC : 14 / 25
        French : 5 / 0
        Dutch : 3 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 2 / 0
        Neutral_True : 18 / 0


  • Man, you changed your mind so many times I am completely lost on what is going where.  I don’t know how many movement points a lot of the aircraft have or whether some of the boats have been moved or not.  Wish they would have thought of that when making the program.

    Well, I won’t ask you to start over and re-do your combat moves, making them all directly, but I think it should be the other player’s right in a case like this.  If we were playing face to face I should know where everything’s moving.

    But don’t worry about it

    I do want to SCRAMBLE ONE PLANE now though.

    Sorry I answered too hastily the first time - hope that didn’t mess you up

    Never mind - it looks like you were too fast and didn’t see my request to wait.
    No problem - that’s my problem.


  • Ah, so you did move a second carrier to 35 - glad I didn’t scramble then
    Once again I got a scathing defense…


  • The game wouldn’t let me make an illegal move as far as I know.

    It was a hard turn, had to think a lot. I can redownload if necessary in the future if you cant stand the undos.

    –Jeff


  • If you look at the text post in the thread wouldn’t that take out all the undos?

    I don’t think I edited anything.


  • @Gamerman01:

    Once again I got a scathing defense…

    Never mind - everything else whiffed except for one chinaman  :-P


  • I could use some men for my trannies, running out of time.


  • @Jeff28:

    The game wouldn’t let me make an illegal move as far as I know.

    It was a hard turn, had to think a lot. I can redownload if necessary in the future if you cant stand the undos.

    –Jeff

    No, no, don’t worry unless I ask you in the future.  All I had to do was decide whether to scramble 2 fighters and was trying to figure out if I could counter-attack 35.  I was just thinking out loud - still getting used to TripleA.  I know you didn’t do this on purpose, but I see where a player could move units and undo in such a way as to really confuse their opponent on purpose.

    Problem with the text post is you can’t see it on the map, and it still lists every individual move…. It is not easy to follow…

    More of a complaint about the program than a complaint about you.  You can change your mind however much you want - we all do - but if it gets any messier than that, I might request that you reload and do all the combat moves once, efficiently, so that I can tell what’s going on…

    Clear?


  • @Jeff28:

    I could use some men for my trannies, running out of time.

    That’s why I threw the 2 planes on the Phillipines - to hopefully take out 1 or 2 more ground units.

    I think the secret to Allied success is to accept many sub-optimal battles.  You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity.  Often this means < 50/50 battles, and this goes against most A&A player’s creed.  Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be.  Pretty sure I’m right, but I gotta get a lot more games under my belt.


  • Will probably be playing US/China/UK later this evening.

    Meanwhile, I’ll let you worry about what tech I’ll get for 5 IPC’s.  Or 2 techs….  :-D


  • No no, you’re going to miss your next five rolls to get back to 1/6 of the time.

    Most of the time I undo the whole board and start over, so you could go the bottom of the history and start overfrom where I got done undoing before.

    I didn’t see your scramble, sorry let me know if you want it redone.


  • @Jeff28:

    No no, you’re going to miss your next five rolls to get back to 1/6 of the time.

    Or I could quit buying them and guarantee I stay ahead for the rest of the game, just to bug you  :wink:

    No way I can stop gambling for tech.  :roll:

    I didn’t see your scramble, sorry let me know if you want it redone.

    Please forget all about it.  It’s absolutely fine.  Either way was fine, which was why I was waffling.  I answered to not scramble, and you went with it.  4 minutes later I changed my mind, but it was too late, and that’s just too bad for me.

    Thank you again for being so gracious and a good sport.  A real pleasure to play with a guy who plays fast, is gracious and a good sport, and who isn’t killing you  :-)


  • Ahhhhhh….

    Now that I’ve finished my SUB sandwich, I can get back to business…  :evil:

  • '12

    @Gamerman01:

    I think the secret to Allied success is to accept many sub-optimal battles.  You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity.  Often this means < 50/50 battles, and this goes against most A&A player’s creed.  Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be.  Pretty sure I’m right, but I gotta get a lot more games under my belt.

    That may be true, but that basically says the dice play the game for you.  Some folks aren’t going to enjoy playing a game if their only shot to win is getting lucky on a coin flip.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :4

    Research Technology - Americans
                Americans spend 5 on tech rolls
                Americans removing all Technology Tokens after unsuccessful research.

    Purchase Units - Americans
                Americans buy 2 armour, 1 artillery, 1 destroyer, 2 infantry, 6 submarines and 1 transport; Remaining resources: 0 PUs; 0 techTokens;

    Combat Move - Americans
                Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared  for rulesAttatchment attached to Americans
                1 fighter moved from 54 Sea Zone to 41 Sea Zone
                1 destroyer moved from 39 Sea Zone to 41 Sea Zone
                1 fighter moved from Hawaiian Islands to 16 Sea Zone
                1 bomber moved from Hawaiian Islands to 16 Sea Zone
                1 infantry moved from Western United States to 10 Sea Zone
                1 infantry moved from Western United States to 10 Sea Zone
                2 infantry and 1 transport moved from 10 Sea Zone to 3 Sea Zone
                1 infantry moved from 3 Sea Zone to Soviet Far East
                1 infantry moved from 3 Sea Zone to Soviet Far East
                1 infantry moved from Central United States to 101 Sea Zone
                1 cruiser moved from 101 Sea Zone to 91 Sea Zone
                1 artillery moved from Central United States to 101 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                1 infantry moved from 91 Sea Zone to Gibraltar
                1 artillery moved from 91 Sea Zone to Gibraltar
                1 infantry moved from Central United States to 101 Sea Zone
                1 infantry moved from Central United States to 101 Sea Zone
                2 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone
                1 infantry moved from 91 Sea Zone to Morocco
                1 infantry moved from 91 Sea Zone to Morocco

    Combat - Americans
                Battle in Morocco
                Battle in Gibraltar
                    Americans attack with 1 artillery and 1 infantry
                    Germans defend with 1 harbour and 1 infantry
                    Americans win, taking Morocco from Germans, taking Gibraltar from Germans with 1 artillery and 1 infantry remaining. Battle score for attacker is 3
                    Casualties for Germans: 1 infantry
                Battle in Soviet Far East
                Battle in 41 Sea Zone
                    Americans attack with 1 destroyer and 1 fighter
                    Japanese defend with 1 submarine
                    Americans win, taking Soviet Far East from Japanese with 1 fighter remaining. Battle score for attacker is -2
                    Casualties for Japanese: 1 submarine
                    Casualties for Americans: 1 destroyer
                Battle in 16 Sea Zone
                    Americans attack with 1 bomber and 1 fighter
                    Japanese defend with 1 destroyer
                    Americans win with 1 bomber remaining. Battle score for attacker is -2
                    Casualties for Japanese: 1 destroyer
                    Casualties for Americans: 1 fighter

    Non Combat Move - Americans
                1 submarine moved from 10 Sea Zone to 7 Sea Zone
                1 submarine moved from 26 Sea Zone to 24 Sea Zone
                1 submarine moved from 26 Sea Zone to 15 Sea Zone
                1 submarine moved from 28 Sea Zone to 26 Sea Zone
                1 mech_infantry moved from Western United States to Alaska
                1 mech_infantry moved from Central United States to 101 Sea Zone
                1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone
                1 mech_infantry moved from 86 Sea Zone to Brazil
                      Americans take Brazil from Neutral_Allies
                1 carrier moved from 101 Sea Zone to 91 Sea Zone
                2 fighters moved from Eastern United States to 91 Sea Zone
                1 destroyer and 2 submarines moved from 101 Sea Zone to 91 Sea Zone
                1 destroyer moved from 10 Sea Zone to 26 Sea Zone
                1 fighter moved from 41 Sea Zone to 39 Sea Zone
                1 fighter moved from 54 Sea Zone to Wake Island
                1 bomber moved from 16 Sea Zone to Wake Island
                1 fighter moved from 54 Sea Zone to Wake Island
                1 tactical_bomber moved from 54 Sea Zone to Wake Island
                1 carrier moved from 54 Sea Zone to 26 Sea Zone
                1 carrier moved from 54 Sea Zone to 26 Sea Zone
                1 armour, 1 infantry and 1 transport moved from 54 Sea Zone to 62 Sea Zone
                1 infantry moved from 62 Sea Zone to New South Wales
                1 armour moved from 62 Sea Zone to New South Wales
                2 infantry and 1 transport moved from 54 Sea Zone to 26 Sea Zone
                1 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 infantry moved from 26 Sea Zone to Hawaiian Islands
                1 submarine moved from 54 Sea Zone to 57 Sea Zone
                1 submarine moved from 54 Sea Zone to 62 Sea Zone
                1 destroyer moved from 54 Sea Zone to 62 Sea Zone
                1 battleship and 2 cruisers moved from 54 Sea Zone to 26 Sea Zone
                1 mech_infantry moved from Central United States to Western United States
                1 infantry moved from Central United States to Eastern United States
                1 aaGun moved from Central United States to Eastern United States
                1 aaGun moved from Central United States to Eastern United States

    Place Units - Americans
                1 transport placed in 10 Sea Zone
                1 infantry placed in Western United States
                1 infantry placed in Eastern United States
                1 armour placed in Central United States
                1 artillery placed in Eastern United States
                1 destroyer and 5 submarines placed in 10 Sea Zone
                1 armour placed in Western United States
                1 submarine placed in 101 Sea Zone
                Americans undo move 6.
                1 destroyer and 4 submarines placed in 10 Sea Zone
                1 submarine placed in 101 Sea Zone

    Turn Complete - Americans
                Americans collect 53 PUs; end with 53 PUs total
                Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 58 PUs
                Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 63 PUs
                Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 73 PUs


  • @Eggman:

    @Gamerman01:

    I think the secret to Allied success is to accept many sub-optimal battles.  You need to have everybody getting involved and whittling away at Germany and Japan at every opportunity.  Often this means < 50/50 battles, and this goes against most A&A player’s creed.  Perhaps this is why everyone thinks the axis is stronger - because they’re not playing the Allies as effectively as they could be.  Pretty sure I’m right, but I gotta get a lot more games under my belt.

    That may be true, but that basically says the dice play the game for you.  Some folks aren’t going to enjoy playing a game if their only shot to win is getting lucky on a coin flip.

    No, you completely misunderstood what I meant.


  • TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :4

    Purchase Units - Chinese
                Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                Chinese buy 2 infantry; Remaining resources: 6 PUs;

    Combat Move - Chinese

    Non Combat Move - Chinese

    Place Units - Chinese
                1 infantry placed in Tsinghai
                1 infantry placed in Kansu

    Turn Complete - Chinese
                Chinese collect 2 PUs; end with 8 PUs total


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6

    Game History

    Round :4

    Combat Move - British
                1 fighter moved from Scotland to 113 Sea Zone
                1 fighter moved from United Kingdom to 113 Sea Zone
                2 fighters moved from 110 Sea Zone to 113 Sea Zone
                1 bomber moved from Malta to 113 Sea Zone
                2 infantry moved from Anglo Egyptian Sudan to Egypt
                1 artillery moved from Union of South Africa to 71 Sea Zone
                1 artillery and 1 transport moved from 71 Sea Zone to 72 Sea Zone
                1 infantry moved from Kenya to 72 Sea Zone
                1 artillery, 1 infantry and 1 transport moved from 72 Sea Zone to 81 Sea Zone
                1 infantry moved from 81 Sea Zone to Egypt
                1 artillery moved from 81 Sea Zone to Egypt
                1 infantry moved from United Kingdom to 110 Sea Zone
                1 infantry moved from United Kingdom to 110 Sea Zone
                1 infantry moved from United Kingdom to 110 Sea Zone
                1 armour moved from United Kingdom to 110 Sea Zone
                1 armour and 3 infantry moved from 110 Sea Zone to Normandy Bordeaux
                1 infantry moved from Burma to Shan State
                1 fighter moved from India to Shan State


  • Need scramble decision for Z113 - thanks


  • scramble 3 figs

Suggested Topics

  • 33
  • 34
  • 22
  • 43
  • 75
  • 36
  • 182
  • 2.4k
Axis & Allies Boardgaming Custom Painted Miniatures

79

Online

17.5k

Users

40.1k

Topics

1.7m

Posts