13L G40.2 Gamerman01 (Allies +9) vs. Jeff28 (Axis)
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Purchase Units - ANZAC
ANZAC buy 1 submarine and 2 transports; Remaining resources: 0 PUs;Combat Move - ANZAC
1 submarine moved from 37 Sea Zone to 43 Sea Zone
ANZAC take 43 Sea Zone from Japanese
1 submarine moved from 35 Sea Zone to 20 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
1 infantry moved from New South Wales to 62 Sea Zone
2 infantry and 1 transport moved from 62 Sea Zone to 34 Sea Zone
2 infantry moved from 34 Sea Zone to Paulau Island
1 bomber moved from India to MalayaCombat - ANZAC
Battle in Paulau Island
Battle in Malaya
ANZAC attack with 1 bomber
Japanese defend with 1 armour, 1 factory_minor and 1 harbour
Japanese win, taking Paulau Island from Japanese with no units remaining. Battle score for attacker is -6
Casualties for Japanese: 1 armour
Casualties for ANZAC: 1 bomberNon Combat Move - ANZAC
1 aaGun and 2 infantry moved from South Australia to New South Wales
1 destroyer moved from 46 Sea Zone to 35 Sea ZonePlace Units - ANZAC
1 submarine placed in 54 Sea Zone
2 transports placed in 62 Sea ZoneTurn Complete - ANZAC
ANZAC collect 13 PUs; end with 13 PUs total
Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 18 PUs -
TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :8
Combat Move - French
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Going to have to look up the paratroopers for Germ turn. Are they an inf carried by an air unit out of a airbase for attack?
So any undefended territory w/in 3 of Moscow or Novo later you can take? Can you send more than one to a territory? How many maximum for a territory and turn?
Thx.
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No problem, Jeff.
I can send 1 or 2 infantry directly from an airbase (no aircraft required) at ONE ENEMY territory that I am ALSO attacking with at least ONE other ground unit. And the enemy territory has to be within 3 spaces of the airbase.
You can do this from each airbase, but I only control one, currently.
So I can only launch 2 infantry max per turn up to 3 spaces in a combat move (you can’t non-com them)
Does that answer all your questions?
Do you have access to an E40 rulebook? If not, I can type the rule up for you. -
Not sure why you said “undefended”
I can add 2 infantry to a battle against a big stack, as long as it’s within 3 spaces of my airbase.
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I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
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I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
That was exactly what you could do in AA50.
It IS possible to go behind enemy lines, if you can get a ground unit there that is NOT a paratrooper (like off a transport).
If you think of anything else you’re concerned about, just continue to ask and I will certainly do my best to give you a thorough, correct answer.Anyway, here’s the text from the 2nd edition rulebook:
Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.I believe “same restrictions that air units do” means that you can’t move paratroopers over neutrals.
Note that since they are subject to AAA fire, they can actually serve to shield your aircraft because you could lose paratrooper infantry first. -
I guess I was picturing a strat bomber carrying an inf behind my front lines to take Poland or something.
That was exactly what you could do in AA50.
It IS possible to go behind enemy lines, if you can get a ground unit there that is NOT a paratrooper (like off a transport).
If you think of anything else you’re concerned about, just continue to ask and I will certainly do my best to give you a thorough, correct answer.Anyway, here’s the text from the 2nd edition rulebook:
Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.I believe “same restrictions that air units do” means that you can’t move paratroopers over neutrals.
Note that since they are subject to AAA fire, they can actually serve to shield your aircraft because you could lose paratrooper infantry first.Sheilding against aa fire would be HUGE. Are you sure that they can be chose INSTEAD of air?
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Probably a good question for krieg unless u are 100 pct sure. I would think the inf would be shot at separately but I could see it either way. But geez that would add a lot of power to the tech if u can lose inf rather than air to aa.
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Reading the rules for AAA guns makes me 100% sure. It always talks about firing at “air units” and the attacker chooses whatever “air units” he wants to lose for each “1” rolled.
The paratrooper rule I just quoted says that paratroopers are like air units in every way, and ARE air units.
Therefore, paratroopers can be used as cannon fodder to shield your fighters/bombers from AAA fire.
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Wow very powerful, esp for germany russia and italy.
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UK and USA as well
You can use ally’s air bases
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Shh! Don’t tell Allweneed!
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I wish they would have left the tech tokens. I think it would instantly balance the game without a bid. Allies like the USA have a lot of time to sit and wait usually and could roll for tech.
–Jeff
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I also think tech should be rolled at the end of the turn and applied then to avoid the nasty surprise factor.
Or maybe you need to upgrade units at your or and allied powers airbase (air), factory (land) or naval base (sea) to use it.
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I also think tech should be rolled at the end of the turn and applied then to avoid the nasty surprise factor.
Or maybe you need to upgrade units at your or and allied powers airbase (air), factory (land) or naval base (sea) to use it.
that’s the power of tech jeff! that’s WHY gamer loves it so much :-D
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TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.6
Game History
Round :9
Purchase Units - Germans
Germans buy 1 artillery, 18 infantry, 1 submarine and 1 transport; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Novgorod to Belarus
3 infantry moved from Eastern Poland to Belarus
1 artillery moved from Eastern Poland to Belarus
1 bomber moved from Eastern Poland to Belarus
2 infantry moved from Eastern Poland to Western Ukraine
1 bomber moved from Eastern Poland to Western Ukraine
1 infantry moved from Holland Belgium to Normandy Bordeaux
1 artillery moved from France to Normandy Bordeaux
1 fighter and 1 tactical_bomber moved from Western Germany to Normandy Bordeaux
1 fighter moved from Western Germany to Belarus
1 tactical_bomber moved from Western Germany to Belarus
1 artillery and 1 infantry moved from Yugoslavia to 97 Sea Zone
1 artillery, 1 destroyer, 1 infantry and 1 transport moved from 97 Sea Zone to 98 Sea Zone
1 artillery and 1 infantry moved from 98 Sea Zone to EgyptCombat - Germans
Battle in Belarus
Germans attack with 1 artillery, 1 bomber, 1 fighter, 4 infantry and 1 tactical_bomber
Russians defend with 1 aaGun, 1 artillery and 3 infantry
AA guns fire in Belarus : 0/3 hits
Germans roll dice for 1 artillery, 1 bomber, 1 fighter, 4 infantry and 1 tactical_bomber in Belarus, round 1 : 1/8 hits
Russians roll dice for 1 aaGun, 1 artillery and 3 infantry in Belarus, round 1 : 0/4 hits
1 aaGun owned by the Russians lost in Belarus
Germans roll dice for 1 artillery, 1 bomber, 1 fighter, 4 infantry and 1 tactical_bomber in Belarus, round 2 : 2/8 hits
Russians roll dice for 1 artillery and 3 infantry in Belarus, round 2 : 1/4 hits
2 infantry owned by the Russians and 1 infantry owned by the Germans lost in Belarus
Germans roll dice for 1 artillery, 1 bomber, 1 fighter, 3 infantry and 1 tactical_bomber in Belarus, round 3 : 4/7 hits
Russians roll dice for 1 artillery and 1 infantry in Belarus, round 3 : 1/2 hits
1 infantry owned by the Russians , 1 infantry owned by the Germans and 1 artillery owned by the Russians lost in Belarus
Germans win, taking Belarus from Russians with 1 artillery, 1 bomber, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 12
Casualties for Germans: 2 infantry
Casualties for Russians: 1 aaGun, 1 artillery and 3 infantry
Battle in Egypt
Battle in Normandy Bordeaux
Germans attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber
British defend with 1 factory_minor, 1 harbour and 2 infantry
Germans roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in Normandy Bordeaux, round 1 : 3/4 hits
British roll dice for 2 infantry in Normandy Bordeaux, round 1 : 2/2 hits
2 infantry owned by the British , 1 infantry owned by the Germans and 1 artillery owned by the Germans lost in Normandy Bordeaux
Germans win, taking Egypt from British with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
Casualties for Germans: 1 artillery and 1 infantry
Casualties for British: 2 infantry
Battle in Western Ukraine
Germans attack with 1 bomber and 2 infantry
Russians defend with 1 infantry
Germans roll dice for 1 bomber and 2 infantry in Western Ukraine, round 1 : 1/3 hits
Russians roll dice for 1 infantry in Western Ukraine, round 1 : 0/1 hits
1 infantry owned by the Russians lost in Western Ukraine
Germans win, taking Western Ukraine from Russians with 1 bomber and 2 infantry remaining. Battle score for attacker is 3
Casualties for Russians: 1 infantryNon Combat Move - Germans
1 fighter and 1 tactical_bomber moved from Normandy Bordeaux to Western Germany
2 mech_infantrys moved from Eastern Poland to Novgorod
1 armour moved from Finland to Karelia
1 aaGun, 1 artillery and 7 infantry moved from Poland to Eastern Poland
1 artillery, 2 infantry and 1 mech_infantry moved from Bessarabia to Eastern Poland
5 artilleries and 5 infantry moved from Germany to Poland
5 mech_infantrys moved from Western Germany to Poland
1 armour moved from Eastern Poland to Novgorod
1 mech_infantry moved from Eastern Poland to Novgorod
1 fighter and 1 tactical_bomber moved from Belarus to Novgorod
1 bomber moved from Belarus to Western Germany
1 bomber moved from Western Ukraine to Western GermanyPlace Units - Germans
3 infantry placed in Novgorod
1 artillery and 2 infantry placed in France
10 infantry placed in Germany
3 infantry placed in Western Germany
Germans undo move 3.
7 infantry placed in Germany
2 infantry placed in Yugoslavia
1 transport placed in 97 Sea Zone
1 submarine placed in 113 Sea Zone
1 infantry placed in GermanyTurn Complete - Germans
Germans collect 49 PUs; end with 49 PUs total
Trigger Germans 4 Presence In Egypt: Germans met a national objective for an additional 5 PUs; end with 54 PUs
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 59 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 64 PUsTerritory Summary for Germans :
Egypt : 1 flag, 1 artillery, 1 harbour and 1 infantry
Cyprus : 1 flag
France : 1 flag, 1 airfield, 2 artilleries, 1 factory_minor and 2 infantry
Western Germany : 2 aaGuns, 1 airfield, 2 bombers, 1 factory_major, 2 fighters, 1 harbour, 3 infantry, 2 mech_infantrys and 1 tactical_bomber
Poland : 5 artilleries, 5 infantry and 5 mech_infantrys
Germany : 1 factory_major and 8 infantry
Belarus : 1 flag, 1 artillery and 2 infantry
Karelia : 1 flag, 1 armour and 1 mech_infantry
Baltic States : 1 flag
Vyborg : 1 flag
Eastern Poland : 1 flag, 3 aaGuns, 1 armour, 12 artilleries, 15 infantry and 1 mech_infantry
Bessarabia : 1 flag
Western Ukraine : 1 flag, 2 infantry
Novgorod : 1 flag, 1 aaGun, 1 airfield, 1 armour, 1 factory_minor, 1 fighter, 1 harbour, 3 infantry, 6 mech_infantrys and 1 tactical_bomber
125 Sea Zone : 1 flag, 1 submarine
113 Sea Zone : 1 submarine
Bulgaria : 1 flag
97 Sea Zone : 1 transport
Yugoslavia : 1 flag, 1 factory_minor and 2 infantry
98 Sea Zone : 1 destroyer and 1 transport
Finland : 1 flagProduction/PUs Summary :
Germans : 49 / 64
Russians : 27 / 36
Japanese : 60 / 57
Americans : 61 / 86
Chinese : 0 / 5
British : 32 / 34
UK_Pacific : 5 / 5
Italians : 14 / 20
ANZAC : 13 / 18
French : 4 / 0
Dutch : 0 / 0
Mongolians : 0 / 0
Neutral_Axis : 0 / 0
Neutral_Allies : 0 / 0
Neutral_True : 18 / 0 -
“Delayed” tech has been used by A&A players in previous A&A versions - like you’re describing.
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that’s the power of tech jeff! that’s WHY gamer loves it so much :-D
Yep
Back in the day, that’s the way it was - we didn’t look at tech as an optional rule. You could get multiple techs all at once, and if you got 3 dice, 3 hit heavy bombers, well, that’s the other guy’s problem :-D -
gamer’s tech history is legendary… why ANYONE would ever play him a tech game is beyond me, but i’m glad they do, it sure is fun to watch.